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Weapons and Armor

ARMOR TABLE

ARMOR TYPE

AC

Cost

ENC

TL

Shield - Primitive/Riot

Primitive13/+11020

Primitive Light Armor

Primitive
131010

Primitive Medium Armor

Primitive
155011

Primitive Heavy Armor

Primitive
1710021

Warpaint

Street Armor1230004

Armored Undersuit

Street Armor
1360004

Secure Clothing

Street Armor
1330014

Armored Vacc Suit

Street Armor
13400
24

Deflector Array

Street Armor
1830,000
05

Force Pavis

Combat Armor
15/+110,000
15

Security Armor

Combat Armor
14700
14

Woven Body Armor

Combat Armor
15400
23

Combat Field Uniform

Combat Armor
161,000
14

Icarus Harness

Combat Armor
168,000
14

Vestimentum

Powered Armor
1815,000
05

Assault Suit

Powered Armor
1810,00024

Storm Armor

Powered Armor
1920,00025

Field Emitter Panoply

Powered Armor
2040,00015


Click to toggle
RANGED WEAPONS
DMG
Range
Cost
MAG
ATTR
ENC
TL

Bow - Primitive

1d6
50/75
15
1
Dex
2
1

Bow - Advanced

1d6100/150
50
1
Dex
2
3

Bow - Conversion

1d8150/300
500
1
Dex
2
4

Grenade

2d6
10/30
25
N/A
Dex
1
3

Pistol - Crude

1d6
5/15
20
1@
Dex
1
2

Musket

1d12
25/50
30
1@
Dex
2
2

Pistol - Revolver

1d8
30/100
50
6
Dex
1
2

Rifle

1d10+2
200/400
75
6
Dex
2
2

Shotgun

3d4
10/30
50
2
Dex
2
2

Pistol - Semi Auto

1d6+1
30/10075
12
Dex
1
3

Submachine Gun

1d8*
30/100200
20
Dex
1
3

Rifle - Combat

1d12*
100/300300
30
Dex
2
3

Shotgun - Combat

3d4*
10/30300
12
Dex
2
3

Rifle - Sniper

2d8
1000/2000
400
1
Dex
2
3

Void Carbine

2d6
100/300400
10
Dex
2
4

Pistol - Mag

2d6+2
100/300400
6
Dex
1
4

Rifle - Mag

2d8+2
300/600
500
10
Dex
2
4

Shotgun - Mag (Spike Thrower)

3d8*
20/40
600
15
Dex
2
4

Pistol - Laser

1d6
100/300200
10
Dex
1
4

Rifle - Laser

1d10*
300/500
300
20
Dex
2
4

Pistol - Thermal

2d6
25/50
300
5
Dex
1
4

Rifle - Plasma (Projector)

2d8
50/100
400
6
Dex
2
4

Rifle - Shear

2d8*
100/300600
10
Dex
2
5

Thunder Gun

2d10
100/3001,000
6
Dex
2
5

Distortion Cannon

2d12
100/300
1,250
6
Dex
2

5


* this weapon can fire in burst mode

@ this weapon requires two Main Actions to reload

Click to toggle
MELEE WEAPONDAMAGESHOCKATTRCOSTENCTL

Primitive Weapon - Small

1d41 point/AC 15
Str/Dex
010

Primitive Weapon - Medium

1d6+12 points/AC 13
Str/Dex
2010

Primitive Weapon - Large

1d8+12 points/AC 15
Str
3020

Advanced Weapon - Small

1d6
1 point/AC 15
Str/Dex
4014

Advanced Weapon - Medium

1d8+1
2 points/AC 13
Str/Dex
6014

Advanced Weapon - Large

1d10+1
2 points/AC 15
Str
8024

Stun Baton

1d8
1 point/AC 15
Str/Dex
5014

Suit Ripper

1d6
NoneStr/Dex
7514

Unarmed Attack

1d2
NoneStr/Dex
---


Click to toggle
HEAVY WEAPONDMGRANGECOSTMAGENCATTRTL

Heavy Machine Gun

3d6#500/20005000103Dex3

Rocket Launcher

3d102000/40004,00012Dex
3

Demo Charge

3d10
20/40250-1-3

Railgun

3d8#4000/80008,00020*Dex
4

Anti-Vehicle Laser

3d10
2000/400010,00015*Dex
4

Hydra Array

3d6#4000/800020,00010*Dex
4

Wheatcutter Belt

2d1210/2010,0005*Dex
4

Vortex Cannon

5d121000/200075,0005*Dex
5
# this weapon can fire to suppress 
Click to toggle

Adventuring Gear

AMMO AND POWERCOSTENCTL

Ammo, 20 Rounds

101#2

Ammo, Missile

5013

Power cell, type A

101#4

Power cell, type B

10014

Solar recharger

50034

Telekinetic generator

25024
(1#) three of these items occupy 1 point of encumbrance 
Click to toggle
TOOLS AND MEDICALCOSTENCTL

Bioscanner

30014

Lazarus Patch

301#
4

Medkit

10024

Metatool

20014

Spare parts

501#
4

Tailored antiallergens

534

Toolkit

300/1,0003/14/5
Click to toggle
COMMUNICATIONSCOSTENCTL

Comm server

1,00034

Compad

100*4

Field radio

20014

Translator torc

200*4
Click to toggle
Click to toggle
PHARMACEUTICALSCOST/DOSEENCTL

Bezoar

200*4

Brainwave

1,000*5

Hush

200*4

Lift

50*4

Psych

25*4

Pretech Cosmetic

1,000*5

Reverie

100*4

Squeal

300*4

Tsunami

50*4


Click to toggle
CYBERWARE
COST
STRAIN
TL
NOTES

Adrenal Suppression Pump

30,000
1
4
Eliminates emotion and improves initiative

Bioadaptation Augments

10,000
1
4
Survive near-habitable planetary conditions

Body Arsenal Array

10,000
1
4
Provides retractable body weaponry

Body Sculpting

10,000
1
4
Complete external physical reconstruction

Dermal Armor

20,000
2
4
AC 16, immune to primitive weapon Shock

Drone Control Link

20,0001
4
Allows easier remote control of drones

Eelskin Capacitor Mesh

25,000
1
4
Allows bare-handed hacking and electrical shocks

Gecko Anchors

15,000
1
4
Can climb sheer surfaces as if they were flat

Ghost Talker Transceiver

15,000
1
4
Integral compad with audiovisual transmission

Holdout Cavity

10,000
1
4
Shielded body cavity for holdout storage

Holoskin Emitter

15,000
1
4
Creates a hologram around the user

Identity Submersion Trigger

25,000
1
4
Allows a false identity to be perfectly assumed

Immunofiltration System

25,000
2
4
Immune to almost all diseases and poisons

Induced Coma Trigger

20,0001
4
Feigns death and halts bodily processes for up to two weeks

Neurointruder Alert

50,000
1
5
Grants +3 to save vs. telepathy, alerts of intrusion

Panspectral Optics

15,000
1
4
Integral low-light and thermal vision

Pressure Sheathing

15,000
1
4
Integral emergency vacc suit

Prosthetic Limb

2,500
1
4
Replaces a limb lost to misadventure

Revenant Wiring

50,000
3
5
Keeps the user fighting even after they’re dead

Slowtime Window

30,0002
5
Prevents surprise and speeds up the user’s cogitation

Stabilization Overrides

25,000
2
4
Automatically stabilizes a mortally-wounded user

Tagger Nanites

15,000
1
4
Lets the user tag others with tracking nanites

Toxin Injector

20,0002
4
Allows surprise injection of lethal or dazing toxins

Twitchlock Actuators

30,0002
4
Allows brief moments of hyper-precise accuracy


Click to toggle


MODIFICATIONPRICEMOD TYPENOTE

Autotargeting

4,000Weapon
+1 to hit

Boosted

2,000
Weapon
+2 damage

Bubbleseal

5,000
Armor
functions as vacc suit for 1 hour

Concealed

Special
Any
conceals item as different item of same mass

Customized

1,000
Weapon/Armor
+1 to hit/ +1 AC for specific character

Extended Magazine

500
Weapon
doubles magazine capacity

Flexible

5,000
Armor
-1 Enc for specific character, +2 Enc for all others

High Efficiency

Special
Any
duration devices last 50% longer

Infinite Magazine

10,000 + Special
Weapon
infinite ammunition

Infinite Power

5,000 + Special
Any Powered
infinite power source

Phasing

10,000 + Special
Weapon
+1 to hit

Polymorphic Blending

5,000 + Special
Armor
disguises armor as any other armor or clothing


Mods have a minimum Fix skill required to install or maintain them; a Customized mod requires Fix-1, for example, while a Flexible mod takes Fix-2. Without this skill level, the tech can’t build or install the mod, and they can’t maintain it properly either.Building and installing a mod requires a well-equipped TL4 workshop. It’s not necessary to have a full-fledged fabrication plant, but the sort of resources that a professional repair tech or vehicle shop have are necessary to assemble and adjust the tech. Such a shop can usually be rented for 100 credits a day, or bought outright in a city or other urban area for 25,000 credits. A starship’s “Workshop” ship fitting will also qualify.

Mods have a cost in credits or salvage. A tech with access to a normal TL4 parts market can buy components with a credit cost, but certain highly sophisticated mods require pretech components that can only be salvaged from certain ancient Mandate-era technological devices. Not just any device will do for gathering these components; these micronized fusion taps, antigrav nodules, impact flexors, and polymorphic state controllers are found in only certain Mandate tech or in rare ancient caches of unused components. A tech will usually have to find these components as part of an adventure, because those who have them need them for their own purposes and will not part with them for ordinary monetary compensation. The specific details of these parts don’t matter for mod use, and they’re simply tracked as “salvage”. If a mod requires three units of salvage, any three units will work, and it’s not normally necessary for a tech to track down specific components. Mods take time to build and install. It takes one week per minimum skill level of the mod to build and install it in the desired device. Thus, a Customized mod takes a week to put in, while a Flexible mod takes two. 

If a tech does nothing other than work, eat, and sleep, they can halve these times, and an additional assistant with at least Fix-0 skill can further halve the time.

Mods must be custom-built to specific objects. A tech cannot build a “generic” mod and then just attach it to a device; it must be carefully designed to fit exactly with that specific item, and sometimes even with a specific user.


Mods and Maintenance

Mods require maintenance to keep functioning correctly. Overclocked hardware, bleeding-edge tech, and experimental adjustments just don’t have the field durability of more standard gear, so a tech must apply daily attention to the modded hardware if it’s not to fail. A normal TL4 toolbox is required to maintain mods, but no special parts are needed.

A tech’s Maintenance score is equal to the total of their Intelligence and Constitution modifiers plus three times their Fix skill level. The smarter and the longer a tech can work, the more maintenance they can perform, but their overall expertise as a technician is the most crucial element. A tech can maintain a number of mods equal to their Maintenance score without cutting into their adventuring time or otherwise encumbering their off-duty hours. This maintenance is assumed to take place during downtime and doesn’t need to be tracked specifically in play. If they do nothing but maintenance, they can double their score, but this kind of dedication requires sixteen-hour workdays.

If a mod goes without maintenance for 24 hours, it stops working. If a mod goes without maintenance for a week, the entire device it’s attached to stops working, as the untuned mod has made it useless or dangerous to use. Weapons can no longer be used in combat, armor no longer gives protection, seizes up, or is too dangerous to wear, and other devices simply stop functioning. 

A maintenance backlog on a device can be cleared by an  hour of work by a technician capable of maintaining it.

Click to toggle

vehicles, drones, and ships

VEHICLE
COST
SPEED
ARMOR
HP
CREW
TONNAGE
TL

Motorcycle

1,000
1
4
10
1
1
3

Groundcar

5,000
0
6
30
5
10
3

Hovercycle

5,000
2
3
10
1
1
4

Gravcar

20,000
2
4
25
5
10
4

ATV Explorer

15,000
0
8
40
8
25
3

Helicopter

25,000
3
6
20
6
50
3

Atmoflyer

30,000
4
8
25
6
50
3

Gravflyer

40,000
5
8
25
6
50
4

Gravtank

200,000
2
Special
50
3
50
5


Click to toggle
DRONE MODELCOSTFITTINGSACENCHPRANGETL

Primitive Drone

25011221500 m3

Void Hawk

5,000414615100 km4

Stalker

1,000313252 km4

Cuttlefish

2,0005132101 km4

Ghostwalker

3,000215315 km4

Sleeper

2,50041228100 km4

Pax

10,000416420100 km5

Alecto

50,0004184305000 km5

In the far future, it’s often more convenient to send an expendable grav-flying probe into danger before venturing less repairable assets. Well-prepared adventuring groups often have reason to pack along a drone or two for exploring and aerial recon.

Military use of drones is limited by the ubiquitous use of quantum ECM. The easy confusion of electronic navigation makes it impossible to control an unwired drone remotely on a modern battlefield or in proximity to important civil structures, but in the alien wilds or away from urban centers, drones remain a feasible tool for explorers and conquerors of primitive militaries.

Each drone has a cost, a maximum number of fittings, an Encumbrance weight for carrying it along, a hit point rating, a maximum control range, and a mini-mum tech level. Drones may be attacked as any other object and will crash once reduced to zero hit points.


Piloting a Drone

Piloting a drone requires either a cybernetic drone control link as described on page 83 or a handheld control unit that comes with the drone. A control link can pilot up to one drone plus the user’s Program skill at any one time. Handheld units can pilot only one. Drones consume one type A power cell for every hour of use.

A pilot must spend their Main Action each round to command the drone to either move or shoot. Un-commanded drones remain stationary if piloted via control link, while handheld units run a 2-in-6 chance of crashing a drone if the operator fails to control them.In combat, drones fly at 30 meters per round on their pilot’s turn in combat. Out of combat, they can manage up to 100 kilometers per hour.

Spotting a drone at observation range is a Wis/Notice skill check at difficulty 10. A drone close enough to engage a target can be spotted at difficulty 8. Any secure facility will have sensors capable of detecting a civilian drone as soon as it gets within observation range, unless the drone has stealth fittings.


Drone Combat

A drone’s pilot can activate up to one weapon the drone is carrying as part of their Main Action to control it each round. Weapons all use Intelligence as the con-trolling attribute, and use the better of the pilot’s Pilot or Program skills as the relevant weapon skill. The drone shoots using the pilot’s base attack bonus.

Click to toggle


DRONE FITTINGCOSTTL

Ammo Unit

2504

Bomber

5003

Environmental Power

4,0004

Expert System

5,0004

Extended Flight

2503

Grav Muffles

2,0004

Heavy Lift

2,0004

Holoskin

3,0004

Medical Support

2,0004

Observation Suite

2503

Racing Gravitics

2,0004

Reinforced Structure

1,0004

Sensor Transparency

5,0004

Stationkeeping

1,0004

Suicide Charge

2503

Weapon Fitting

1,0004


Aside from the basic drone chassis, operators can attach different fittings to a drone to add additional capabilities. Once attached, a fitting cannot be removed with-out causing severe structural damage to the drone. If a drone is destroyed, all fittings are destroyed with it.

If a drone is damaged, it can be repaired fully with one unit of spare parts per five hit points lost and an hour’s work by someone with at least Fix-0 skill.

Click to toggle

STARSHIP HULL TYPE

COST

SPEED

ARMOR

HP

CREW

AC

POWER

MASS

HARD.

CLASS

Strike Fighter

200k

5

5

8

1/1

16

5

2

1

Fighter

Shuttle

200k

3

0

15

1/10

11

3

5

1

Fighter

Free Merchant

500k

3

2

20

1/6

14

10

15

2

Frigate

Patrol Boat

2.5m

4

5

25

5/20

14

15

10

4

Frigate

Corvette

4m

2

10

40

10/40

13

15

15

6

Frigate

Heavy Frigate

7m

1

10

50

30/120

15

25

20

7

Frigate

Bulk Freighter

5m

2

0

40

10/40

11

15

25

2

Cruiser

Fleet Cruiser

10m

1

15

60

50/200

14

50

30

10

Cruiser

Battleship

50m

0

20

100

200/1,000

16

75

50

15

Capital

Carrier

60m

0

10

75

300/1,500

14

50

100

4

Capital

Station - Small

5m

N/A

5

120

20/200

11

50

40

10

Cruiser

Station - Large

40m

N/A

20

120

100/1000

17

125

75

30

Capital

Click to toggle

STARSHIP FITTINGCOSTPOWERMASSCLASSEFFECT

Advanced lab

 10k*
1#2Frigate
Skill bonus for analysis and research

Amphibious operation

25k*
11#
Fighter
Can land and can operate under water

Armory

10k*
00Frigate
Weapons and armor for the crew

Atmospheric configuration

5k*
01#
Fighter
Can land: frigates and fighters only

Auto-targeting system

50k
10Fighter
Fires one weapon system without a gunner

Automation support

10k*
21
Fighter
Ship can use simple robots as crew

Boarding tubes

5k*
01
Frigate
Allows boarding of a hostile disabled ship

Cargo lighter

25k
02Frigate
Orbit-to-surface cargo shuttle

Cargo space

No cost
01
Fighter
Pressurized cargo space

Cold sleep pods

5k*
11
Frigate
Keeps occupants in stasis

Colony core

100k*
42#Frigate
Ship can be deconstructed into a colony base

Drop pod

300k 
02Frigate
Stealthed landing pod for troops

Emissions dampers

25k*
1#1#
Fighter
Adds +2 to skill checks to avoid detection

Exodus bay

50k*
1#2#Cruiser
House vast numbers of cold sleep passengers

Extended life support

5k*
1#1#
Fighter
Doubles maximum crew size

Extended medbay

5k*
11
Frigate
Can provide medical care to more patients

Extended stores

2.5k*
01#
Fighter
Maximum life support duration is doubled

Fuel bunkers

2.5k*
01
Fighter
Adds fuel for one more drill between fuelings

Fuel scoops

5k*
21#
Frigate
Ship can scoop fuel from a gas giant or star

Hydroponic production

10k* 
1#2#Cruiser
Ship produces life support resources

Lifeboats

2.5k*
01
Frigate
Emergency escape craft for a ship’s crew

Luxury cabins

10k*
11#
Frigate
10% of the max crew get luxurious quarters

Mobile extractor

50k
21
Frigate
Space mining and refinery fittings

Mobile factory

50k
32#Cruiser
Self-sustaining factory and repair facilities

Psionic anchorpoint

Special
30Frigate
Focal point for allied psychics’ powers

Sensor mask

10k*
1#0Frigate
At long distances, disguise ship as another

Ship bay/fighter

200k
02Cruiser
Carrier housing for a fighter

Ship bay/frigate

1m
14CapitalCarrier housing for a frigate

Ship's locker

2k*
00Frigate
General equipment for the crew

Smuggler's hold

2.5k* 
01
Fighter
Small amount of well-hidden cargo space

Survey sensor array

5k*
21
Frigate
Improved planetary sensory array

Teleportation pads

Special
11Frigate
Pretech teleportation to and from ship

Tractor beams

10k* 
21
Frigate
Manipulate objects in space at a distance

Vehicle transport fittings

2.5k*
01#
Frigate
Halve tonnage space of carried vehicles

Workshop

500*
10.5#
Frigate
Automated tech workshops for maintenance


The following list of ship fittings are largely standard TL4 technologies that are available in most sectors. A few items on the list are rare pretech devices that cannot be acquired without special connections or a lucky feat of salvage.

Some costs are marked with an asterisk. These costs are multiplied by 10 when the fitting is installed in a frigate-class hull, by 25 when installed in a cruiser-class hull, and by 100 when installed in a capital ship.

Some power and mass entries are marked with a hashmark. These costs are multiplied by 2 for frigates, 3 for cruisers, and 4 for capital ships, rounded up. Note that you apply these multipliers even if the fitting only works on a large ship; a frigate with a Drill Course Regulator pays 250,000 credits, not 25,000.

Click to toggle
STARSHIP WEAPONCOSTDMGPOWERMASSHARD.CLASSTLQUALITIES

Multifocal Laser

100k1d4
511Fighter
4AP 20

Reaper Battery

100k
3d4
411Fighter
4Clumsy

Fractal Impact Charge

 200k/500
2d6
511Fighter
4AP 15, Ammo 4

Polyspectral MES Beam

2m
2d4
511Fighter
5AP 25

Sandthrower

50k
2d4
311Fighter
4Flak

Flak Emitter Batter

500k
2d6
531Frigate
4AP 10, Flak

Torpedo Launcher

500k/2.5k
3d8
1031Frigate
4AP 20, Ammo 4

Charged Particle Caster

800k
3d6
1012Frigate
4AP 15, Clumsy

Plasma Beam

700k
3d6
522Frigate
4AP 10

Mag Spike Array

1m/5k
2d6+2
522Frigate
4Flak, AP 10, Ammo 5

Nuclear Missiles

50k/5k
Special
512Frigate
4Ammo 5

Spinal Beam Cannon

1.5m
3d10
1053Cruiser
4AP 15, Clumsy

Smart Cloud

2m3d101052Cruiser4Cloud, Clumsy

Gravcannon

2m
4d6
1543Cruiser
4AP 20

Spike Inversion Projector

2.5m
3d8
1033Cruiser
4AP 15

Vortex Tunnel Inductor

5m
3d20
20104Capital
4AP 20, Clumsy

Mass Cannon

5m/50k
2d20
1054Capital
4AP 20, Ammo 4

Lightning Charge Mantle

4m
1d20
1552Capital
4AP 5, Cloud

Singularity Gun

20m
5d20
25105Capital
5AP 25


Click to toggle
SHIP DEFENSECOSTPOWERMASSCLASSEFFECT

Ablative Hull Compartments

100k52#Capital
+1 AC, +20 maximum hit points

Augmented Plating

25k*01#Fighter
+2 AC, -1 Speed

Boarding Countermeasures

25k*21#Frigate
Makes enemy boarding more difficult

Burst ECM Generator

25k*21#Frigate
Negate one successful hit

Foxer Drones

10k*21#Cruiser
+2 AC for one round when fired, Ammo 5

Grav Eddy Displacer

50k*52#Frigate
1 in 6 chance of any given attack missing

Hardened Polyceramic Overlay

25k*01#Fighter
AP quality of attacking weapons reduced by 5

Planetary Defense Array

50k*42#Frigate
Anti-impact and anti-nuke surface defenses

Point Defense Lasers

10k*32#Frigate
+2 AC versus weapons that use ammo
* Credit costs are multiplied by 10 for frigate-class hulls, 25 for cruisers, and 100 for capital-class hulls
# These costs are multiplied by 2 for frigates, 3 for cruisers, and 4 for capital hulls.
Click to toggle

Services

LIFESTYLECOST/DAY
Slum5
Poor10
Common15
Good25
Elite200
Peerless1,000


Adventurers who spend much time in a place are likely to need to buy food, shelter, and the usual trifles of daily living. Rather than itemize each expense, a PC can simply spend an fixed amount for each day they spend living outside of a ship’s crew, barracks, or other arranged living situation.

Prices given here assume short-term rentals and contracts, plus the inevitable premium charged to out-siders in almost any society. Natives might be able to enjoy a given level of lifestyle for only half as much, but such savings usually rely on a local’s connections.


Slum lifestyles reflect bare minimums for survival, with scanty food, a corner in a squat somewhere, and little else.


Poor lifestyles involve barracks-like quarters, public transport, and small and infrequent luxuries. 


Common lifestyles usually allow for a private urban apartment or rural home, a rented personal vehicle, a respectable wardrobe, and regular small indulgences. 


Good lifestyles permit a private urban townhouse or similar dwelling, a spacious rural home, a better grade of personal vehicle, and the ability to indulge in minor expenses such as restaurants or clubs without concern. 


Elite lifestyles allow for entire floors of luxury buildings or rented rural estates, drivers and on-call gravflyers, personal staff, and similar perks.


Peerless lifestyles are similar to that of pampered celebrities and oligarchs, with round-the-clock staff service, free entrance into the most exclusive locales, and the best of everything.

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SERVICECOST
Bribe, minor crime forgiveness
50
Bribe, major crime forgiveness
500
Bribe, capital crime forgiveness
5,000
Forged identity papers
500
Intensive medical care
200/day
Mail message, interstellar
1/hex
Mass transit weekly pass
2
Rent a TL4 workshop
100/day
Rent a groundcar
15/day
Starship passage, steerage
500/hex
Starship passage, good
1,000/hex
Starship cargo shipping, per kilo
25/hex
Wildly decadent party
100/person


Adventurers often need to obtain certain services or concessions from the locals, and the list to the right provides prices for some of their more common needs.


Bribe prices often vary depending on a planet’s general level of corruption, but the prices here are normal for most. Minor crimes usually involve anything that would only earn a fine or a few months in jail. 

Major crimes include most felonies and anything that would earn years in prison. Capital crimes are any that would get a culprit executed on the world. Particularly blatant or sensitive offenses might be impossible to solve with mere bribery, though the right “special favors” to the right officials might win a reprieve.


Forged identity papers include high-quality documentation with the appropriate false database entries. 

They’re good enough to survive checkpoints and security stops, but they won’t hold up to a serious check by a suspicious bureaucrat.

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EMPLOYEEWAGE/DAY
Artist3/10/100
Programmer10/30/100
Doctor
50/100/400
Guard
10/20/150
Lawyer
10/25/400
Prostitute
2/10/200
Psychic
Special
Scientist
10/30/100
Technician
10/30/100
Unskilled Labor
2/8/15


PCs will sometimes need to hire help, and GMs occasionally need to know what constitutes a “good wage” for a local NPC. The prices to the right reflect daily wages for NPCs with level-0, level-1, and level-2 skill ratings in their relevant professional skills. More talented employees cannot normally be obtained without special effort in finding and recruiting them.

Psychics are both rare and expensive to hire. Even if one can be found, they rarely charge less than 200 credits per day per psychic skill level to be employed.

Employees will carry out ordinary duties without demur, but will be no braver or more dedicated than their pay and connections would make them.

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