recursal/Fanatic-Fandom huggingface dataset:
Disguise (Cha)

Return to Home

Return to Skills Guide

**Check:** A character’s Disguise check result determines how good the disguise is. It is opposed by others’ Spot check results. Make one Disguise check even if several people make Spot checks. The GM makes the character’s Disguise check secretly so that the character is not sure how well his or her disguise holds up to scrutiny. If the character doesn’t draw any attention to him or herself, however, others don’t get to make Spot checks. If the character comes to the attention of people who are suspicious, the suspicious person gets to make a Spot check. (The GM can assume that such observers take 10 on their Spot checks.) The effectiveness of the character’s disguise depends in part on how much the character is attempting to change his or her appearance.

 Appropriate uniform or costume
 Disguised as different sex
 Disguised as different age category

If the character is impersonating a particular individual, those who know what that person looks like automatically get to make Spot checks. Furthermore, they get a bonus on their Spot checks.

 Friend or associate
 Close friend
 Intimate

Usually, an individual makes a Spot check to detect a disguise immediately upon meeting the character and each hour thereafter. If the character casually meets many different people, each for a short time, the GM checks once per day or hour, using an average Spot modifier for the group (assuming they take 10).

**Try Again?:** No, though the character can assume the same disguise again at a later time. If others saw through the previous disguise, they are automatically treated as suspicious if the character assumes the same disguise again.

**Special:** A character can take 10 or take 20 when establishing a disguise. A character without a disguise kit takes a –4 penalty on Disguise checks. A character with the Deceptive feat gets a +2 bonus on all Disguise checks. A character can help someone else create a disguise for him or her, treating it as an aid another attempt.

**Time:** A Disguise check requires 1d4 x10 minutes of preparation. The GM makes Spot checks for those who encounter the character immediately upon meeting the character and again each hour or day thereafter, depending on circumstances.
Demolitions (Int) Trained Only

Return to Home

Return to Skills Guide

**Check:** Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.

**Set Detonator:** Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (TN 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. A character can make an explosive difficult to disarm. To do so, the character chooses the disarm TN before making his or her check to set the detonator (it must be higher than 10). The character’s TN to set the detonator is equal to the disarm TN.

**Place Explosive Device:** Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction. The GM makes the check (so that the character doesn’t know exactly how well he or she has done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.

**Disarm Explosive Device:** Disarming an explosive that has been set to go off requires a Demolitions check. The TN is usually 10, unless the person who set the detonator chose a higher disarm TN. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.

**Special:** A character can take 10 when using the Demolitions skill, but can’t take 20. A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks. A character without a demolitions kit takes a –4 penalty on Demolitions checks. Making an explosive requires the Craft (chemical) skill. See that skill description for details.

**Time:** Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.
Battlestar: Galactica Starfighter Codex

Return to Home

Return to Starfighter Codex

Go to Battlestar Galactica Setting Guide

Colonial Blackbird Class Reconnaissance FighterColonial Raptor ClassColonial Viper Mark I Class FighterColonial Viper Mark II Class FighterColonial Viper Mark III Class FighterColonial Viper Mark IV Class FighterColonial Viper Mark V Class FighterColonial Viper Mark VI Class FighterColonial Viper Mark VII Class Fighter
1994 Ford Econoline E350

Return to Home

Return to Ground Vehicle Codex

Return to Alien vs Predator Ground Vehicles Codex

Return to Resident Evil Ground Vehicles Codex

Return to Stargate Ground Vehicles Codex

The Ford E-Series (also known as the Ford Econoline, Ford Econovan or Ford Club Wagon) is a range of full-size vans manufactured and marketed by the Ford Motor Company. Introduced for model year 1961 as the replacement for the Ford F-Series panel van, the E-Series line is currently in its fourth generation.

Produced in multiple design variations for both retail and commercial sale, the E-Series was developed as a van for either cargo or passenger use, and as a cutaway van chassis and stripped chassis (a chassis without bodywork). Since the 2015 model year, only the latter two designs are offered, as Ford replaced E-Series vans with the Ford Transit. From 1980 to 2014, the E-Series van was the best-selling full-sized van in the United States.

The model line entered its 60th year of production for 2021, thus being one of Ford's longest running model lines, second only to the Ford F-Series (in production since 1948) within Ford Motor Company. The E-Series is assembled by Ford at its Ohio Assembly facility at Avon Lake, Ohio, which has produced the model line since 1975. Prior to its closure, Lorain Assembly in Lorain, Ohio, assembled the model line from 1961 to 2005.

**Purchase TN:** 50 (To Build) 33 (New) 22 (Used)

• • The 1994 Ford Econoline E350 requires the Drive Skill to be operated.

• • The 1994 Ford Econoline E350 has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 1994 Ford Econoline E350 has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 10x Seating Only

***Power System***

• • 8 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 8x Fuel Tanks (PL 5)
Colonial Viper Mark III Class Fighter

Return to Home

Return to Starfighter Codex

Return to Battlestar: Galactica Starfighter Codex

The Mark III was the third generation of Viper, the space-superiority fighter used by the Colonial Fleet. The Mark III was introduced in the second half of the Cylon War as a replacement for the Mark II, with Battlestar launch tubes being refitted to accommodate its dimensions. The replacement was not fully completed by the war's ending, and ships such as Galactica had returned to using Mark IIs during Operation: Raptor Talon. The Mark III was retired at some point after the War, and it is unlikely any were in service during the Fall of the Twelve Colonies.

**Purchase TN:** 394 (To Build) 262 (New) 175 (Used)

**Restriction:** Mil (+3)

• • Starfighters require the Pilot Starship Skill to be operated.

• • Many starfighters have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A starfighter in combat is always moving either under its own power, or by its current momentum, unless it has been brought to a full stop (a starfighter coming to a full stop is a move action, a starfighter at a full stop is considered flatfooted until it moves again. This rule dose not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement. (Vehicle Trait)

***Accommodations***

• • 1 Seat

***Structure Traits***

• • Advanced Control Flaps (PL 5) **• •** Advanced Wings (PL 5)

***Power System***

• • Fusion Generator

***Vehicle Systems***

• • 3x Advanced Afterburner System (PL 5) • • 6x Fuel Tanks (PL 5) • • Maneuvering Thrusters (PL 5) • • 3x Rocket-Jet Space Engines (625 meters) (PL 5) • • VTOL (Vertical Take Off & Landing) Jets (PL 5) • • R.C.S. (Reaction Control System) (PL 5) • • Fuel Economizer (PL 6) • • RAM Scoop System (PL 6) **• •** Landing Gear (PL 4) • • Life Support System (PL 5) • • Radio Transceiver (PL 5) • • Utility Flare System (PL 5) • • Class I Sensor Array (PL 5) • • Targeting System (PL 6) • • 2x Rail Cannon, Medium (PL 6) • • 2x Autofire Module (PL 6) • • 2x Missile/Torpedo Strikefoil, Large (PL 5)
2013 Subaru Crosstrek XV

Return to Home

Return to Ground Vehicle Codex

Return to Alien vs Predator Ground Vehicles Codex

Return to Resident Evil Ground Vehicles Codex

Return to Stargate Ground Vehicles Codex

The Subaru Crosstrek is a subcompact crossover SUV produced by Subaru since 2012. It is a successor to the Outback Sport in the United States and Canada, and the Impreza XV globally. Like the Outback Sport, the Crosstrek is a lifted Impreza hatchback with minor differences, though with a more substantial lift than the Outback Sport.

Initially, the vehicle was marketed as the XV globally, and as the XV Crosstrek in the United States and Canada. In 2015, Subaru dropped the XV moniker in the United States and Canada, marketing it simply as the Crosstrek for the 2016 model year and onward. In 2022, Subaru introduced the third-generation model, using the Crosstrek nameplate globally for the first time.

**Purchase TN:** 42 (To Build) 28 (New) 18 (Used)

• • The 2013 Subaru Crosstrek XV requires the Drive Skill to be operated.

• • The 2013 Subaru Crosstrek XV has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 2013 Subaru Crosstrek XV has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 5x Seating Only

***Power System***

• • 4 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Fuel Tanks (PL 5) • • 4x4 Drive (PL 5)
Alien vs Predator Smallarms

Return to Home

Return to Equipment Guide

Return to Alien vs Predator Setting Guide

Return to Alien vs Predator Equipment

**Dart Gun, Yautja (PL 5)**

The dart gun fires self-propelled flechettes that are poison-tipped.

**Pining Fork, Yautja (PL 5)**

This is a projectile weapon shot from a wrist projector (this is the same device used to fire a wrist rocket). The pining fork is in the shape of a Y with the inner part of the Y containing a barbed edge, like a fishhook. The fork has limited range, but its real use to cause bleeding in prey. If a creature hit by a pining fork pulls it out, they suffer an additional 1d8 points of damage and will lose 1 hit point every other round until the wound is bandaged.

**Net Gun, Yautja (PL 6)**

The net gun works like a normal net with the following exceptions. The net is fired from a hand held pistol (usually folded when not in use and stored on a shin guard, which gives the net a maximum range of 12 meters. The edges of the net are weighted with spikes. Each spike is dynamically designed to “fly” in the direction the net is going, so if the spike hit an object, they will embed themselves into it. The net is made out of xerbinium, but the strands are thin so the strength is a little less than normal items of xerbinium. The net requires a Strength check (TN 45) to burst free and has 30 hit points. A person caught in a net can make an Escape Artist check (TN 50) to escape.

**Forearm Rocket, Yautja (PL 6)**

This is a single mini-rocket, or gyrojet, which can be fired from a forearm launcher. The rocket inflicts a combination of fire and piercing damage

**M4A3 pistol 9mm autoloader (PL 6)**

The M4A3 pistol is a semi-automatic 9mm handgun used by the USCM and is a replacement of the aging VP-70 Automatic Pistol. It carries a 15 round magazine and recoil is relatively light.

**Forearm Laser, Yautja (PL 7)**

Similar to the forearm plasma caster, the laser sacrifices power for range.

**Forearm Plasma Caster, Yautja (PL 7)**

This weapon is actually mounted directly on the Predator's forearm and is triggered by fully extending his arm at a target. The triggering mechanism is built into the mask as with other plasma casters.

**Gyro Forearm Plasma Caster, Dark Yautja (PL 7)**

This weapon is actually mounted directly on the Predator's forearm and is triggered by fully extending his arm at a target. The triggering mechanism is built into the mask as with other plasma casters.

**United Systems Military Pistol (PL 7)**

As the name suggests this weapon is the only pistol used as a sidearm by the United Systems Military. This pulse action pistol has more in common with the venerable M41A Pulse Rifle than it does conventional handguns taking those same tecknologies and scaling them down to produce a small and effective pistol that fires a caseless variant of the classic 9mm parabellum round. The pistol is often praised for its reliability, and durability by military veterans.
Alien vs Predator Medium Armor

Return to Home

Return to Equipment Guide

Return to Alien vs Predator Setting Guide

Return to Alien vs Predator Equipment

**Yautja, Hunter Armor, Medium (PL 6)**

This armor consists includes forearm bracers, lower leg bracers, shoulder plates, belt, armored briefs with groin-cup, belt, sandals, integral heater, chest and back plates (light grade), the knees are better protected, and quadricep (thigh) plates.

**Full Battle Armor (M3) (PL 6)**

This armor, added to the usual M3 Armored Vest, provides maximum protection for a Marine. Below the armored vest is a separate section that covers the front abdomen and groin. The leg armor is a pair of clamshell greaves that cover the whole of the lower leg from ankle to knee.

**Z-110 Acid Neutralizing Combat Wardrobe (ANCW) (PL 6)**

Developed to combat Alien acid, this ribbed armor covers a Marine from head to toe. It exudes a slime covering that neutralizes acid on contact. The suit is also designed to withstand severe concussions. It bestows acid resistance 10 on any person wearing it.
Burst Fire-class Deep-Space Patrol Vessel

Return to Home

Return to Starship Codex

Return to Star Wars Starship Codex

The Burst Fire-class Deep-Space Patrol Vessel, also called pocket corvette, was a deep space patrol vessel with usually 30 crewmembers used by the Imperial Remnant. It had a complement of two TIE Interceptors and one shuttle.

**Purchase TN:** 328 (To Build) 219 (New) 146 (Used)

**Restriction:** Mil (+3)

**Shield** – **SP** 230 – **DR** 64 – **Shield** **Damage Threshold** 128

• • Cruisers require the Pilot Starship Skill to be operated.

• • Many cruiser have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • An explorer gets a +4 bonus to all sensor system checks the ship makes, on both internal and external sensors. (Vehicle Trait)

• • Explorers are designed to operate in harsh, unforgiving, and even dangerous environments. Because of this explorers treat radiation exposure as one step less severe, and crew on-board get a +2 bonus to saving throws made to resist the effects of radiation exposure. (Vehicle Trait)

• • Explorer ships are built for, as you would guess exploration as such an explorer gets a +4 to all checks made to navigate or determine its position. (Vehicle Trait)

***Accommodations***

• • 8 Luxury Accommodations • • 32 Dorm Accommodations

***Facilities***

• • Brig (PL 5) • • Diplomatic Facilities (PL3) • • Dojo / Training Area / Gym (PL3) • • Maintenance Bay (PL 4) • • Sick Bay (PL 6) • • Arcade (PL 5) • • Libraries, Small (PL2)

***Structure Traits***

• • 3x Docking Clamps (PL 4) • • Hanger Bays (PL 4) • • Light Fortification (PL 7)

***Power System***

• • Fusion Generator (PL 6)

***Vehicle Systems***

• • Maneuvering Thrusters (PL 5) • • 2x Ion Engine (Speed +1000 meters.) (PL 6) • • Advanced Navicomputer (PL 7) • • Hyperdrive, Class 1 (PL 7) • • Hyperdrive, Class 12 (PL 6) • • Internal Comm System (PL 5) • • Life Support System (PL 5) • • Utility Flare System (PL 5) • • Advanced Automatic Fire Control System (PL 6) • • Gravity Field Generator (PL 6) • • Proximity Sensors (PL 6) • • Collision Detection Sensors (PL 6) • • Class V Sensor Array (PL 7) • • Holo Transceiver (PL 7) • • 2x Tractor Beam Emitter (PL 7) • • Subspace Communication Array (PL 7) • • Stellar Navigation System (PL 7) • • Autopilot System, Improved (PL 6) • • Chaff Launcher (PL 6) • • Damage Control, Improved (PL 6) • • Point-Defense System (PL 6) • • Radiation Shielding (PL 6) • • Self-Destruct System (PL 6) • • Interceptor Missiles (PL 6) • • Missile Lock Alert (PL 6) • • Shields – SP 220 – DR 44 (PL 7) • • 2x Deflector Shield Sphere (PL 7) • • Targeting System, Improved +53 (PL 7) • • Daedalus Long Range Targeting Software (PL 7) • • Battleship Weapons Coordination Computer (B.W.C.C.) (PL 6) • • Advanced Pin-Point Targeting Compensater Computer (PL 7) • • Flake Guns (PL6)
Aleerin Assault Interceptor

Return to Home

Return to Starfighter Codex

The Aleerin Assault Interceptor has continued to be the mainline space superiority starfighter of the Aleerin Military for centuries. Small, fast, and maneuverable are known for their effectiveness, and versatility it battle. These ships are a potent symbol of the continuing might of the Aleerin people, and will likely continue to me one for many centuries to come.

**Purchase TN:** 764 (To Build) ?? (New) ?? (Used)

**Restriction:** Mil (+3)

**Shield** – **SP** 170 – **DR** 34 – **Shield** **Damage Threshold** 68

• • Starfighters require the Pilot Starship Skill to be operated.

• • Many starfighters have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • Regardless of size category a starfighter has a minimum crew of one. A starfighter has a maximum crew of 4. starfighters have no passenger space.

• • A starfighter in combat is always moving either under its own power, or by its current momentum, unless it has been brought to a full stop (a starfighter coming to a full stop is a move action, a starfighter at a full stop is considered flatfooted until it moves again. This rule dose not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement. (Vehicle Trait)

***Accommodations***

• • 1 Seat

***Structure Traits***

• • Advanced Control Flaps (PL 5) **• •** Advanced Wings (PL 5) **• •** Light Fortification (PL 7)

***Power System***

• • Anti-Matter Reactor (PL 7)

***Vehicle Systems***

• • Advanced Maneuvering Thrusters (PL 6) **• •** Repulsorlift (PL6) **• •** 2x Particle Impulse Engine (Speed +2250 meters.) (PL 7) **• •** Hyperdrive, Class 2 (PL 7) **• •** Advanced Navicomputer (PL 7) **• •** Life Support System (PL 5) **• •** Radio Transceiver (PL 5) **• •** Utility Flare System (PL 5) **• •** Advanced Sensor Jammer (PL 6) **• •** Laser Transceiver (PL 6) **• •** SatCom (Satellite Communications) (PL 6) **• •** Sensor Baffler (PL 6) **• •** Stealth Suite (PL 6) **• •** Advanced Diagnostics (PL 7) **• •** Class V Sensor Array (PL 7) **• •** Drivesat Comm Array (PL 7) **• •** Subspace Radio (PL 7) **• •** Real Space Sensors (PL 8) **• •** Stealth Screen (PL 6) **• •** Missile Lock Alert (PL 6) **• •** Advanced Shields – SP 170 – DR 34 (PL 8) **• •** Missile/Torpedo Launcher, Large (PL 5) **• •** Targeting System, Improved (PL 7) **• •** 2x Maser Cannon, Heavy (PL 8)
BLOOD CARVER

Return to Home

Return to Star Wars Setting Guide

Return to Star Wars Species Guide

Go to Species Directory

Blood Carvers are a mysterious species rarely seen outside their home world of Batorine. Those that leave, however, do so because they have been exiled. They gravitate toward the fringes of society, finding it more appealing to operate outside the law. Additionally, Blood Carvers feel shunned by galactic society because of the Blood Carvers' reputation for being fearsome assassins.

Except for exiles, Blood Carvers rarely act alone, and exiles find new tribes (often like-minded members of other species) to associate with. Freed from cultural restrictions, Blood Carvers seek out personal wealth, but most are content to get by with a moderate amount of comfort.

**Personality:** On Batorine, Blood Carvers are fiercely loyal to their tribes and tribal leaders. Those that venture into the galaxy carry the vestiges of this loyalty, transferring it to new allies made away from their home planet. Blood Carvers are unusually disdainful of material wealth and egoism and find flattery and excess offensive. Blood Carvers strive to stamp out such traits, and some Blood Carvers are exiled from Batorine for showing hints of greed, gluttony, or pride.

**Physical Description:** Vaguely humanoid with golden skin, beak-like noses, and dark eyes, Blood Carvers are taller than humans, despite their triple-segmented legs. Blood Carvers wear sparse, close-fitting clothing that allows them to move about with relative quiet, and they rarely, if ever, adorn themselves with jewelry. Tribal tattoos are common on Blood Carvers.

**Home Worlds:** Batorine is a temperate world in the Colonies region. Blood Carvers also maintain colonies on friendly worlds, including Coruscant and Alderaan, and pocket colonies of exiles have popped up on more distant worlds such as Nar Shaddaa.

**Languages:** Blood Carvers speak Batorese, a language that uses skin coloration and pheromones in addition to its verbal component. Non-Blood Carvers cannot speak or understand Batorese, due to the complexities of the language, but Blood Carvers also speak Basic.

**Example Names:** Ke Daiv, Pa Gara, Mu Fiev, Va'Tosh.

**BLOOD CARVER SPECIES TRAITS**

• • Ability Modifiers: A Blood Carver receives a +2 bonus to their Dexterity but suffers -2 penalties to both their Wisdom and Charisma.

• • Medium: As medium creatures, Blood Carvers have no special bonuses or penalties due to their size.

• • Speed: Blood Carvers have a base speed of 10 meters.

• • Conditional Bonus Feat: A Blood Carver with Tumble as a Class Skill gains Skill Focus (Tumble) as a bonus Feat.

• • Death Strike: Whenever a Blood Carver makes a melee attack against an opponent that is denied its Dexterity bonus to its Defense Class, the Blood Carver's attack, if successful, deals +3 damage.

• • Automatic Languages: All Blood Carvers can speak, read, and write both Basic and Batorese.
B28 Extinction-class bomber

Return to Home

Return to Starfighter Codex

Return to Star Wars Starfighter Codex

The B28 Extinction-class bomber, also referred to as the B-28, was a starfighter class used by the reconstituted Sith Empire in the Great Galactic War and during the Cold War.

The bomber saw extensive use during the Sacking of Coruscant, wherein squadrons of the vessel devastated much of the Coruscant cityscape. During the Cold War, the Keizar-Volvec bulk cruiser Paramount carried several B-28s and used them to bombard the planet Sebaddon during Independent Operation Sebaddon in 3643 BBY.

**Purchase TN:** 118 (To Build) 79 (New) 52 (Used)

**Restriction:** Mil (+3)

• • Starfighters require the Pilot Starship Skill to be operated.

• • Many starfighters have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A starfighter in combat is always moving either under its own power, or by its current momentum, unless it has been brought to a full stop (a starfighter coming to a full stop is a move action, a starfighter at a full stop is considered flatfooted until it moves again. This rule does not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement. (Vehicle Trait)

***Accommodations***

• • 1 Seat Only

***Structure Traits***

• • 2x Solar Radiator Wings (PL 6)

***Power System***

• • Fission Generator (PL 5)

***Vehicle Systems***

• • 2x Ion Engine (Speed +1500 meters.) (PL 6) • • Repulsorlift (PL6) • • Maneuvering Thrusters (PL 5) • • 6x Fuel Tanks (PL 5) • • Life Support System (PL 5) • • Class III Sensor Array (PL 6) • • Subspace Radio (PL 7) • • Chaff Launcher (PL 6) • • Targeting System (+4) (PL 6) • • 2x Laser Cannon, Light (PL 6) • • 4x Missile/Torpedo Launcher, Large (PL 5)
Core Impromptu Armor

Return to Home

Return to Equipment Guide

**Leather Jacket (PL 4)**

   This armor is represented by a heavy leather biker’s jacket. A number of other impromptu armors, such as a football pads and a baseball catcher’s pads, offer similar protection and game statistics.

**Sports Pads (PL 5)**

   Easily salvaged from the ruins of arenas, schools, and sports shops, football and hockey pads are a common source of armor after the apocalypse. The exterior of the armor is made of a durable hard plastic and the interior contains padding, which cushions blows.

**Enhanced Sports Pads (PL 5)**

Some postapocalyptic craftsmen have enhanced sports pad armor with scrap metal plates, nearly doubling its effectiveness.

**Dastana (PL 2)**

   These large metal bracers can be worn in addition to some other types of armor to provide an additional Defense Bonus that stacks with both the foundation armor and any shield worn. A character can wear dastana with padded, leather, or chain shirt armor. A character needs Armor Proficiency (light) to wear dastana without penalty.
1997 Ford Ranger

Return to Home

Return to Ground Vehicle Codex

Return to Alien vs Predator Ground Vehicles Codex

Return to Resident Evil Ground Vehicles Codex

Return to Stargate Ground Vehicles Codex

The Ford Ranger is a range of pickup trucks manufactured and marketed by Ford in North and South America under the Ranger nameplate. Introduced in early 1982 for the 1983 model year, the Ranger is currently in its fourth generation. Developed as a replacement for the Mazda-sourced Ford Courier, the model line has been sold across the Americas; Ford of Argentina began production of the Ranger for South America in 1998.

Through its production, the model line has served as a close rival to the Chevrolet S-10 and its Chevrolet Colorado successor (and their GMC counterparts), with the Ranger as the best-selling compact truck in the United States from 1987 to 2004. From 2012 to 2018, the Ranger model line was retired in North America as Ford concentrated on its full-size F-Series pickup trucks. For the 2019 model year, Ford introduced a fourth generation of the Ranger (after a seven-year hiatus). The first mid-size Ranger in North America, the model line is derived from the globally-marketed Ford Ranger (revised to fulfill North American design requirements).

The first three generations of the Ranger were produced by Ford at its Louisville Assembly (Louisville, Kentucky), Edison Assembly (Edison, New Jersey), and Twin Cities Assembly Plant (Saint Paul, Minnesota) facilities; the final 2012 Ranger was the final vehicle produced at the St. Paul facility. The current fourth-generation Ranger is manufactured by Ford at Wayne Stamping & Assembly (Wayne, Michigan). Ford of Argentina produced the Ranger in its General Pacheco plant from 1998 to 2011; it replaced the North-American designed version of the Ranger with the current Ranger T6 for 2012 production.

**Purchase TN:** 45 (To Build) 30 (New) 20 (Used)

• • The 1997 Ford Ranger requires the Drive Skill to be operated.

• • The 1997 Ford Ranger has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 1997 Ford Ranger has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 4x Seats Only

***Power System***

• • 6 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Fuel Tanks (PL 5) • • 4x4 Drive (PL 5)
Craft (mechanical) (Int) Trained Only

Return to Home

Return to Skills Guide

This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.

**Special:** A character without a mechanical tool kit takes a –4 penalty on Craft (mechanical) checks. A character with the Builder feat gets a +2 bonus on all Craft (mechanical) checks.
Andromeda Ascendant

Return to Home

Andromeda Ascendant
The series is set thousands of years in the future, and revolves around the Systems Commonwealth, a constitutional monarchy based in a distant star system called Tarn-Vedra. Humankind is a part of The Commonwealth, having been discovered by its members thousands of years before. The Commonwealth spreads across three galaxies: the Milky Way, Triangulum, and Andromeda, with Tarn-Vedra near its core.
The Commonwealth claims to be a utopian society, but it is actually in a state of war with the Magog, a predatory humanoid species with bat-like faces that is dedicated to war. A few years earlier, to show good faith as a result of peace talks, the Commonwealth ceded a key home world to the Magog. This home world was a central planet of one of the Commonwealth's member species, the genetically engineered Nietzscheans. The Nietzscheans were displeased with the peace agreement and secretly attempted to usurp control of the Commonwealth. This action is the embodiment of their basic beliefs, as they see themselves as the race described as the "Übermensch" by the German philosopher Friedrich Nietzsche.

## **Andromeda Ascendant**

These are the available resources for Andromeda Ascendant.

PlaceholderAndromeda Ascendant Species GuidePlaceholderAndromeda Ascendant EquipmentPlaceholderAndromeda Ascendant Aquatic Vehicles Codex
DAREDEVIL

Return to Home

Return to Advanced Classes

**Requirements**

To qualify to become a Daredevil, a character must fulfill the following criteria.

**Base Attack Bonus:** +2.

**Skills:** Concentration 6 ranks, Drive 6 ranks.

**Feat:** Endurance.

**Class Information**

The following information pertains to the Daredevil advanced class.

**Hit Die:** The Daredevil gains 1d3 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** 6 + one-half character level, rounded down, every time he or she attains a new level in this class.

**Skill Points at Each Level:** 5 + Int modifier.

**Class Features**

The following features pertain to the Daredevil advanced class.

**Fearless**

A Daredevil gains a +4 morale bonus on Will saves to resist fear effects and on level checks to oppose Intimidate checks.

**Nip-Up**

A Daredevil of 2nd level or higher can stand up from a prone position as a free action that does not provoke an attack of opportunity.

**Bonus Feats**

At 3rd, 6th, and 9th level, the Daredevil gets a bonus feat. The bonus feat must be selected from the following list, and the Daredevil must meet all the prerequisites of the feat to select it.

Acrobatic, Armor Proficiency (light), Armor Proficiency (medium), Athletic, Brawl, Cautious, Dodge, Force Stop, Improved Brawl, Improved Damage Threshold, Improved Knockout Punch, Knockout Punch, Mobility, Nimble, Spring Attack, Streetfighting, Surface Vehicle Operation, Toughness, Vehicle Dodge, Vehicle Expert.

**Action Boost**

This ability, gained at 4th level, allows a Daredevil to spend 2 action points on a single action in a round. A Daredevil can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as he or she does so before the Gamemaster reveals the result of the action.

**Adrenaline Rush**

At 5th level, a Daredevil can temporarily increase one of his or her physical ability scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 action point and gets to increase the selected ability score by 1d4+1 points. The increase lasts for a number of rounds equal to his or her class level. At the end of the duration, the Daredevil is fatigued for 1d4+1 rounds.

At 8th level, a Daredevil can temporarily increase two physical ability scores. At the end of the duration, the Daredevil is fatigued for 1d6+2 rounds.

**Delay Damage**

Once per day, a Daredevil of 7th level or higher can delay the damage dealt by a single attack or effect for a number of rounds equal to his or her class level.

**Damage Threshold**

A 10th-level Daredevil increases his or her damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat.
ECHANI

Return to Home

Return to Star Wars Setting Guide

Return to Star Wars Species Guide

Go to Species Directory

Echani are a near-Human species native to an Outer Rim world of the same name. They are graceful fighters who specialize in melee and unarmed combat, moving so fluidly that their fighting styles are dancelike. They are not truly aggressive, however, and they do not fight for fighting's sake. They always seek to enhance their skills, however, and believe that you can learn even from an enemy.

**Personality:** Echani personalities vary greatly, much like Humans, but most are perceptive and thoughtful.

**Physical Description:** Echani are attractive near-Humans with pale skin, white hair, and pale blue eyes. They average 1.8 meters tall and are very lithe. Children from the same parents often look very similar, almost indistinguishable to non-Echani.

**home world:** Echani hail from the frigid Outer Rim world of the same name.

**Language:** Echani speak Basic.

**Example Names**: Atris, Atrisian, Brianna, Yusanis

**Age in Years:** Child 1-11; Young Adult 12-15; Adult 16-40; Middle Age 41-59; Old 60-79; Venerable 80+

**Adventurers:** Most Echani are soldiers or nobles. Echani fringers are rare, but Jedi of both kinds were quite common among the Echani during in the days before the Empire.

**ECHANI SPECIES TRAITS**

• • Attribute Modifiers: +2 Dex -2 Cha Echani are very agile but tend to have trouble dealing with socially complex interactions.

• • Medium Size: As Medium creatures, Echani have no special bonuses or penalties due to their size.

• • Speed: Echani base speed is 12 meters.

• • Armor Aversion: Echani, while not incapable of wearing Armor, prefer light flexible outfits that grant greater freedom of movement and feel uncomfortable in anything heavier than light armor and suffer an additional -2 check penalty when wearing any armor above medium.

• • Bonus Feats: Echani gain 2 Unarmed Combat feats for free at character creation.

• • +2 to Fort Saves made to resist cold weather conditions.

• • Skill Bonus: Echani gain a +2 species bonus to Listen, Spot, and Sense Motive.

• • Human Subtype: This trait means that Echani are considered human for purpose of determining whether the character is susceptible to certain diseases that only effect humans. Additionally, Echani are considered human for purpose of determining whether the character qualifies for racial templates that require the character to be human, and Advanced Classes that require the character to be human.

• • Automatic Languages: Speak and Read/Write Basic.

• • Level adjustment +1
Code-Breaking (Int) Trained Only

Return to Home

Return to Skills Guide

You can use this skill to break encrypted codes or decipher the meaning of alien texts.

**Check:** You can decipher writing in code or interpret the meaning of an incomplete text. The base TN is 20 for simple messages, 25 for standard codes and 30 or higher for intricate or complex codes or exotic messages. Helpful texts or computer programs can provide a bonus (usually a +2 bonus) on the check, provided they are applicable to the script in question. If the check succeeds, you understand the general content of a piece of writing, reading about one page of text or its equivalent in one minute. If the check fails, the Games Master makes a secret Wisdom check (TN 10) for you to see if you avoid drawing a false conclusion about the text.

**Try Again?:** No, unless conditions change or new information is uncovered.

**Special:** A character can take 10 when making a Code- Breaking check, but cannot take 20.

**Time:** Code-Breaking takes one minute or more, depending on the complexity of the code.
2018 BMW M4

Return to Home

Return to Ground Vehicle Codex

Return to Alien vs Predator Ground Vehicles Codex

Return to Resident Evil Ground Vehicles Codex

Return to Stargate Ground Vehicles Codex

The BMW 3 Series is a line of compact executive cars manufactured by the German automaker BMW since May 1975. It is the successor to the 02 Series and has been produced in seven generations.

The first generation of the 3 Series was only available as a 2-door saloon; however, the model range has since expanded to include a 4-door saloon, 2-door convertible, 2-door coupé, 5-door estate, 5-door liftback ("Gran Turismo") and 3-door hatchback body styles. Since 2013, the coupé and convertible models have been marketed as the 4 Series; therefore, the 3 Series range no longer includes these body styles.

The 3 Series is BMW's best-selling model, accounting for around 30% of the BMW brand's annual total sales (excluding motorbikes), and has won numerous awards throughout its history.

The M version of the 3 series, M3, debuted with the E30 M3 in 1986.

**Purchase TN:** 51 (To Build) 34 (New) 22 (Used)

• • The 2018 BMW 320i requires the Drive Skill to be operated.

• • The 2018 BMW 320i has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 2018 BMW 320i has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 5x Seating Only

***Power System***

• • 6 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Fuel Tanks (PL 5) • • Turbocharger (PL 5)
Colonial Raptor Class

Return to Home

Return to Starfighter Codex

Return to Battlestar: Galactica Starfighter Codex

The First War era Raptor (also known as "flying pillboxes", or "buses") is little changed from its later counterpart, but features a longer cabin with an aft-facing gun emplacement. This design also relies on the main sublight engines for maneuvering.

This design was considered by the Colonials to generally be slow, and an easy target for Cylon forces to attack and destroy. However, it was not impossible to eliminate enemy targets while flying one.

The Raptors of this type are eventually replaced by their modern counterparts.

**Purchase TN:** 737 (To Build) 491 (New) 327 (Used)

**Restriction:** Mil (+3)

• • Starfighters require the Pilot Starship Skill to be operated.

• • Many starfighters have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A starfighter in combat is always moving either under its own power, or by its current momentum, unless it has been brought to a full stop (a starfighter coming to a full stop is a move action, a starfighter at a full stop is considered flatfooted until it moves again. This rule dose not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement. (Vehicle Trait)

• • Shuttles get a +5 bonus to all Saves and Piloting Skill Checks made to re-enter or exit a planets atmosphere.

• • Contoured Stealth Hull Geometry adds +4 to any check made to locate the vehicle using any sensor system below PL 8.

***Accommodations***

• • 12 Seats

***Structure Traits***

• • Contoured Stealth Hull Geometry (PL 5) **• •** Advanced Wings (PL 5) **• •** Universal Docking Skirt (PL 5)

***Power System***

• • Fusion Generator

***Vehicle Systems***

• • 2x Afterburner System (PL 5) • • 4x Fuel Tanks (PL 5) • • Maneuvering Thrusters (PL 5) • • 2x Rocket-Jet Space Engines (250 meters) (PL 5) • • VTOL (Vertical Take Off & Landing) Jets (PL 5) • • R.C.S. (Reaction Control System) (PL 5) • • Fuel Economizer (PL 6) • • RAM Scoop System (PL 6) • • Hyperdrive, Class 9 (PL 6) • • Navicomputer (PL 6) • • Landing Gear (PL 4) • • Life Support System (PL 5) • • Radio Transceiver (PL 5) • • Utility Flare System (PL 5) • • Class III Sensor Array (PL 6) • • Collision Detection Sensors (PL 6) • • Laser Painter (PL 5) • • Proximity Sensors (PL 6) • • Anti-Accident System (PL 6) • • Chaff Launcher (PL 6) • • Radiation Shielding (PL 6) • • Missile Lock Alert (PL 6) • • Targeting System (PL 6) • • 3x Rail Cannon, Medium (PL 6) • • 3x Autofire Module (PL 6) • • 2x Missile/Torpedo Launcher, Small (PL 5) • • 2x Missile/Torpedo Strikefoil, Large (PL 5)
Andromeda Ascendant Exotic Weapons

Return to Home

Return to Equipment Guide

Return to Andromeda Ascendant Setting Guide

Return to Andromeda Ascendant Equipment

**Mark IV Force Lance (PL 7)**

The Force lance, also known as an F-lance, and Lance, is the standard issue sidearm of all Commonwealth officers. The Force Lance generally looks like a metal rod approximately 30 centimeters in length capable of firing plasma shots and smart bullets which can find their targets from almost anywhere in the proximity of where they are fired. The weapon can extended to almost 2 meters and be used as melee weapon to disable or spar with opponents. The lance is keyed to its handler's DNA, meaning that if an individual who is not the assigned user of the weapon will be incapacitated by an electric shock should they pick it up. However there are instances in which a lance can be operated by remote; someone with the right codes is capable of causing a force lance to discharge either by voice, pulsed laser or microwave transmission. Whilst fully extended in melee mode the lance can not only continue to fire but can also act as a taser delivering an electric charge from its opposite end. The energy capacitors within the lance responsible for this can also be set also for a single high energy electric discharge capable of shocking multiple enemies simultaneously.

**Properties**

**• •** Alternate weapon: The Force Lance can either be used as a one handed pistol like weapon or a Quarterstaff. Switching between the two modes is a Move Action. The weapon may also be overcharged and used as a Plasma Grenade. Charging the Lance this way is a Full Round Action.

**• •** Booby Trapped: Any person trying to use a Force Lance they're not genetically tagged to activates the Stun Bolt, and automatically succeeds on it's attack roll.

**• •** Grapple Tag: A 200 ft line can be shot from the Lance and used to climb, repel or slide along.

**• •** Projectile Deflector: When wielded the Lance gives a +4 equipment bonus to defense vs Smart Bullets.

**• •** Variable Ammunition: The Lance can fire either Plasma or Smart Bullets. Switching between ammunition is a Swift Action.
2020 Honda Civic Type R

Return to Home

Return to Ground Vehicle Codex

Return to Alien vs Predator Ground Vehicles Codex

Return to Resident Evil Ground Vehicles Codex

Return to Stargate Ground Vehicles Codex

The Honda Civic Type R is a series of high-performance hatchback/sedan models based on the Civic, developed and produced by Honda since September 1997. The first Civic Type R was the third model to receive Honda's Type R badge (after the NSX and Integra). Type R versions of the Civic typically feature a lightened and stiffened body, specially tuned engine, and upgraded brakes and chassis, and are offered only in five- or six-speed manual transmission. Like other Type R models, red is used in the background of the Honda badge to give it a special sporting distinction and to separate it from other models.

**Purchase TN:** 43 (To Build) 28 (New) 19 (Used)

• • The 2020 Honda Civic Type R requires the Drive Skill to be operated.

• • The 2020 Honda Civic Type R has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 2020 Honda Civic Type R has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 5x Seating Only

***Power System***

• • 4 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Fuel Tanks (PL 5) • • Turbocharger (PL 5)
Concentration (Con)

Return to Home

Return to Skills Guide

**Check:** A character makes a Concentration check whenever he or she may potentially be distracted while engaged in some action that requires his or her full attention (such as making a Disable Device or Treat Injury check). Situations such as taking damage, working in a bouncing vehicle, or dealing with severe weather can require a character to make a Concentration check. If the Concentration check succeeds, the character may continue with the action. If the Concentration check fails, the action automatically fails (with the appropriate ramifications, if any), and the action is wasted. A successful Concentration check still doesn’t allow a character to take 10 when in a stressful situation; he or she must roll the check as normal.

The check TN depends on the nature of the distraction.

**Try Again?:** Yes, though a success doesn’t cancel the effects of a previous failure, such as the disruption of an action that was being concentrated on.

**Special:** A character can use Concentration to avoid attacks of opportunity when attempting a skill check that normally provokes attacks of opportunity. The TN to do so is 15. If the Concentration check succeeds, the character may attempt the action normally without incurring any attacks of opportunity. If the Concentration check fails, the related check automatically fails just as if the character’s concentration had been disrupted by a distraction. The character does not provoke attacks of opportunity, however. This use of Concentration applies only to skill checks. It does not apply to other actions that normally provoke attacks of opportunity, such as movement or making unarmed attacks.

A character with the Focused feat gets a +2 bonus on all Concentration checks. The concentration skill has further uses for characters using psionics.

**Time:** Making a Concentration check doesn’t require an action; it is either a reaction (when attempted in response to a distraction) or part of another action (when attempted actively).