
1. Gravity Rating Starter Attribute Modifiers
(Apply after rolling base attributes; permanent unless changed via XP)
| GR Type | STR | AGL | INT | HLTH | PER |
|---|---|---|---|---|---|
| Floater (0–0.2G) | -2 | -1 | +2 | -1 | 0 |
| Hopper (0.4–0.6G) | -1 | 0 | +1 | -1 | 0 |
| Brick (0.8–1.2G) | 0 | 0 | 0 | 0 | +2 |
| Stomper (1.6G+) | +2 | -1 | 0 | +1 | 0 |
This version keeps the table clean and focused solely on the mechanical modifiers, as per your request.
2. Gravity Rating Modifier (GRM)
(Table from NOVACore Roll System / (GR) – Your Void “Race”)
| GR Type | Zero-G | 0.1–0.5G | 0.5–1G | 1.1–1.5G | 1.6G+ |
|---|---|---|---|---|---|
| Floater | +2 | +1 | -1 | -1 | -3 |
| Hopper | +1 | +2 | -1 | -2 | -3 |
| Brick | -1 | -1 | +1 | -1 | -1 |
| Stomper | -1 | -1 | +1 | +1 | +2 |
3. Starting Age & Backstory XP
(Table from Character Creation / Backstory XP)
| Starting Age | Years of XP | Total Backstory XP |
|---|---|---|
| 18 | 3 (15-17) | 18 XP |
| 20 | 5 (15-19) | 30 XP |
| 25 | 10 (15-24) | 60 XP |
| 30 | 15 (15-29) | 90 XP |
4. Skill Ranks and Costs
(Table from Skill Ranks and Costs / Experience Points and Skill Advancement)
| Rank | Average Skill (Cost) | Total XP (Average) | Difficult Skill (Cost) | Total XP (Difficult) |
|---|---|---|---|---|
| 1 | 6 XP | 6 | 12 XP | 12 |
| 2 | 9 XP | 15 | 18 XP | 30 |
| 3 | 12 XP | 27 | 24 XP | 54 |
| 4 | 15 XP | 42 | 30 XP | 84 |
| 5 | 18 XP | 60 | 36 XP | 120 |
| 6+ | 21+ XP (inc. by 3) | – | 42+ XP (inc. by 6) | – |
5. Psionic Talent Table
(Table from Psionics / Psionic Talent Table)
| d10 Roll | Talent | Primary Attribute | Description / Example Uses |
|---|---|---|---|
| 1 | Telepathy | PER | Read surface thoughts (opposed PER AR), mental communication (link minds up to 10m), suggestion (subtle influence, TN 18+). |
| 2 | Clairsentience | PER | Remote viewing (sense distant locations, TN 12–24 by distance/obscurity), danger sense (+2 to Initiative if pre-combat PER AR succeeds TN 12). |
| 3 | Telekinesis | INT | Move/lift objects (margin kg: AR – TN = kg lifted; e.g., +5 margin = 5kg), force strike (1d6 damage per rank, opposed AGL AR to hit). |
| 4 | Metabolism Control | HLTH | Self-heal (restore 1d6 HP per rank over 1 hour, TN 18), adrenaline surge (+1 AtMod to STR or AGL for 1d6 rounds, TN 12). |
| 5 | Levitation | AGL | Self-levitate (hover/fly at Move Rate/2, TN 18 in combat; ignore falls or Zero-G penalties), minor object float (up to 1kg, TN 12). |
| 6 | Empathy | PER | Sense emotions (detect lies or hidden intent, +2 to Deception/Intimidate opposed ARs), emotional projection (calm or enrage target, TN 18 opposed PER). |
| 7 | Psychometry | INT | Read object history (touch item to glimpse past events/owners, TN 18–24 by age/obscurity), aura reading (sense health/status of living beings, TN 12). |
| 8 | Precognition | PER | Glimpse future (vague visions of next 1d6 rounds/minutes, TN 21; grants +2 to one AR or Initiative), intuition boost (+1 to Perception/Recon ARs for 1 scene). |
| 9 | Energy Manipulation | INT | Energy shield (absorb 1d6 damage per rank as temp AR for 1d6 rounds, TN 18), minor bolt (1d6 energy damage, ignores half AR, opposed AGL AR). |
| 10 | Mind Shield | PER | Mental defense (+ SRM to oppose psionic/mental attacks), psi dampen (suppress another’s psionics for 1d6 rounds, TN 21 opposed). |
6. Fumble Table
(Table from Combat Mechanics / Critical Failure / Fumble Rules)
| d6 | Outcome |
|---|---|
| 1–2 | Weapon/Equipment Mishap – Weapon jams (Ranged) or drops (Melee). TN 12 Mechanics or Sleight of Hand to clear (1 Action). |
| 3 | Self-Inflicted – You take minimum weapon damage (or 1d6 if no weapon). |
| 4 | Alert/Complication – Enemies are alerted, security triggered, or a new hazard appears (GM choice). |
| 5 | Environmental Backlash – Trigger a planetary hazard or hull breach in the current TO. |
| 6 | Catastrophic – Double the normal failure penalty + lose next Action (e.g., suit breach in vacuum = immediate 1d6 dmg/round). |
7. Healing and Stabilization
(Table from Character Creation / Healing and Stabilization)
| Assistance | HP Restored |
|---|---|
| None (natural) | 1 HP |
| Medkit (used) | 1 HP |
| Rank 1+ Medicine (nurse/doctor) | 2 HP |
| Auto-Doc Med Bay | 5 HP |
8. Common Skills by Attribute
(Table from Experience Points and Skill Advancement / Common Skills by Attribute)
| Skill | Type | Primary ATT | Description / Uses |
|---|---|---|---|
| Athletics | Average | STR | Climbing, jumping, lifting, swimming, feats of strength. |
| Melee | Average | STR | Close combat with blades, clubs, improvised weapons. |
| Unarmed | Difficult | STR | Brawling, grappling, martial arts. |
| Acrobatics | Average | AGL | Dodging, balancing, tumbling, flips. |
| Evasion | Difficult | AGL | Avoiding fire, maneuvering in combat. |
| Piloting | Difficult | AGL | Flying small craft, air/rafts, zero-G maneuvers. |
| Sleight of Hand | Average | AGL | Pickpocketing, lockpicking, sleight. |
| Stealth | Difficult | AGL | Sneaking, hiding, silent movement. |
| Zero-G | Average | AGL | Moving/fighting in space, freefall. |
| Vacuum Suit | Average | AGL | EVA operations, suit repairs in vacuum. |
| Ranged Combat | Average | AGL | Firearms: pistols, rifles, boarding guns. |
| Computer | Difficult | INT | Hacking, programming, data slicing. |
| Electronics | Average | INT | Repairing/fixing electronics, sensors, alarms. |
| Engineering | Difficult | INT | Ship/power plant maintenance, jury-rigging. |
| Mechanics | Average | INT | Vehicle/ship repairs, mechanics. |
| Medicine | Difficult | INT | Treating wounds, surgery, poisons. |
| Navigation | Difficult | INT | Plotting jumps, star charts, astrogation. |
| Demolitions | Average | INT | Explosives, breaching hulls, booby traps. |
| Gunnery | Average | INT | Ship turrets, missile bays, orbital fire. |
| Tactics | Difficult | INT | Battle plans, ambushes, boarding ops. |
| Salvage/Fabricate | Average | INT | Scavenging/looting wrecks, fabricating from scrap, jury-rigs. |
| Security Systems | Average | INT | Cracking vaults, disabling security. |
| Endurance | Difficult | HLTH | Resisting fatigue, poison, torture, long hauls. |
| Survival | Average | HLTH | Foraging, tracking, wilderness/planet survival. |
| Perception | Average | PER | Spotting ambushes, noticing details, scanning. |
| Streetwise | Average | PER | Urban navigation, contacts, black market. |
| Persuasion | Average | PER | Haggling, charming, leadership. |
| Deception | Difficult | PER | Lying, bluffing, disguise. |
| Intimidate | Difficult | PER | Threats, coercion, scaring foes. |
| Broker | Average | PER | Trading cargo, smuggling deals, negotiations. |
| Recon | Average | PER | Scouting enemies, sensor sweeps, patrols. |
| Leadership | Difficult | PER | Rallying crew, issuing commands. |
| Gambling | Average | PER | Card games, cons, high-stakes bets. |
| Forgery | Difficult | PER | Fake IDs, documents, manifests. |
9. Threat Scaling by Total Skill Ranks (TSR)
(Table from Threat Scaling by Total Skill Ranks (TSR))
| Character TSR | TN Increase | Narrative Feel |
|---|---|---|
| 0–10 | +0 | Starting out — jobs are rough, but enemies are sloppy |
| 11–15 | +1 | Building a rep — jobs get riskier, security tightens |
| 16–20 | +2 | Proven crew — targets are high-value, defenses are serious |
| 21–25 | +3 | Heavy hitters — only the big scores pay enough |
| 26–30 | +4 | Elite operators — missions are suicide runs for most |
| 31+ | +5 (max) | Legends — the only jobs left are the ones no one else can handle |
10. Level Progression Benefits
(Table from Character Levels)
| Level | Actions per Turn or Move Multiplier |
|---|---|
| 1 | 1 action (any) + ¼ Move Base or 1 full Move Base |
| 2 | 1 + ½ Move Base or ×1.5 full Move Base |
| 3 | 1 action (any) + 1 Full Move Base or ×1.5 full Move Base |
| 4 | 1 attack action + 1 non-attack action + ½ Move Base or 1 non-combat action (cannot convert to combat action) + ×1.5 full Move Base |
| 5 | 1 attack action + 1 non-attack action + 1 Full Move Base or ×2 full Move Base |
11. Local Economy Modifiers
(Table from Economics)
| Roll | Percentage of Standard Gold Value |
|---|---|
| 1 | -20% Standard Gold Value |
| 2 | -10% Standard Gold Value |
| 3 | No Change |
| 4 | No Change |
| 5 | +10% Standard Gold Value |
| 6 | +20% Standard Gold Value |
12. Random Loot / Salvage Table 1: Cargo Hold / Bulk Trade Goods (d20)
(Table from Random Loot / Salvage Tables)
| d20 | Item | Gold Value (standard) | Notes |
|---|---|---|---|
| 1–3 | Deuterium Fuel Cells (1d6 modules) | 800 oz per module | Refills 1d6 ship flights (core rule) |
| 4–6 | Rare Metals / Helium-3 (1 ton) | 2,500 oz | Core trade good; +500 oz if Stomper-heavy world |
| 7–9 | Medical Supplies Crate | 1,200 oz | 10× Regen Nanites + 5× Medkits (core prices) |
| 10–12 | Luxury Goods / Spices / Wine | 900 oz | Streetwise AR TN 12 to fence +20 % |
| 13–15 | Weapons Crate (roll on Table 4 once) | 3,000 oz | Sealed; may contain 1d4 grenades |
| 16–17 | Cybernetic Parts Bin | 1,800 oz | Roll once on Table 3 |
| 18 | Void-Pirate Loot Cache | 5,000 oz | Hidden compartment; +1 random cyber implant |
| 19 | LNC Neural Port Module | 2,500 oz | Ship Gear (core); LNC characters get +2 AR while installed |
| 20 | Exotic Artifact (GM special) | 10,000+ oz | Psionic trigger chance (1d20 19–20) or “unknown horror” hook |
13. Random Loot / Salvage Table 2: Crew Quarters / Personal Effects (d20)
(Table from Random Loot / Salvage Tables)
| d20 | Item | Gold Value | Notes |
|---|---|---|---|
| 1–4 | 1d4 doses Combat Roids or Adrenaline Stim | 1.5 oz each | Core Medications; active on find |
| 5–8 | Armored Vac-Suit (lightly used) | 15–18 oz | AV 6/2; 50 % chance of 1 free module slot |
| 9–11 | Datajack + Hacking Deck | 5 oz total | +2 Computer AR (core) |
| 12–14 | Vibro-Short Sword or Mono-Knife | 2.8 oz | Vorpal or standard; roll condition |
| 15–16 | Kiroshi Optics or Eye Implants | 12 oz | +2 Perception (core cyber) |
| 17 | Personal Gold Stash | 1d6 × 100 oz | Hidden; PER AR TN 15 to spot |
| 18 | Pain Editor Implant (uninstalled) | 7 oz | Core cyber; requires TN 18 Medicine to install |
| 19 | Stealth Cloak | 10 oz | +2 Stealth AR (core) |
| 20 | Psionic Focus Crystal (rare) | 3,000 oz | Grants +1 SRM to one Psionic Talent for 1d6 scenes |
14. Random Loot / Salvage Table 3: Tech Bay / Cyber Lab Salvage (d20)
(Table from Random Loot / Salvage Tables)
| d20 | Item | Gold Value | Notes |
|---|---|---|---|
| 1–3 | Neural Lace or Datajack | 15 oz or 4 oz | Core cyber; +2 Electronics/Computer |
| 4–6 | Spinal Reflex Rig (partial) | 20 oz | +1 AGL & Initiative once installed |
| 7–9 | Dermal Plating or Subdermal Armor kit | 18 oz | AV 4/2 or 3/1; install TN 18 |
| 10–12 | Regen Nanites Treatment (5 doses) | 25 oz total | Heals 1d6 HP each (core) |
| 13–15 | ECM Bracer or Signal Jammer | 9 oz or 1.6 oz | +3 Stealth vs sensors |
| 16–17 | Cyberlegs or Cyberarm (Multi-Tool) | 25–30 oz | +4m Move or +2 Mechanics |
| 18 | Advanced Neuro-Core Organoid (Basic) | 1,000 oz | Ship module (Appendix); +2 Gunnery/Piloting |
| 19 | Bone Reinforcement Graft | 18 oz | +1 STR/HLTH AtMod |
| 20 | Torq-Style Torture Rig Parts | 4,000 oz | Build your own LNC torture bot (see prior example) |
15. Random Loot / Salvage Table 4: Weapon Locker / Armory (d20)
(Table from Random Loot / Salvage Tables)
| d20 | Weapon | Gold Value | Damage / Effect (core) |
|---|---|---|---|
| 1–3 | 9mm Small Projectile | 0.8 oz | 2d6 |
| 4–6 | SMG or Light Carbine | 1.5–2.0 oz | 3d6+1 or 2d6+2 |
| 7–9 | Rail Pistol | 2.0 oz | 2d6+2 (ignores half AV) |
| 10–12 | Vibro-Short Sword (single) | 2.8 oz | 3d6 vorpal (sever on nat 18) |
| 13–14 | Laser Carbine (4 shots left) | 3.5 oz | 3d6 energy (half AV) |
| 15–16 | Grenade Launcher + 4 flashbangs | 6.9 oz | Area effects (core) |
| 17 | Heavy Machinegun (portable) | 4.0 oz | 4d6 |
| 18 | Plasma Cutter (handheld) | 2.5 oz | 3d6 energy |
| 19 | EMP Grenade (single) | 1.2 oz | Disables electronics 10 m |
| 20 | Sniper Rifle (scoped) | 4.5 oz | 4d6+2; +2 at Long range |
16. Psionic Strength (PSI) Limits
(List from Psionics; formalized as table for completeness)
| PSI Score | Additional Talents | Max Total Talents |
|---|---|---|
| 3–11 | 0 | 2 |
| 12–13 | 1 | 3 |
| 14–15 | 2 | 4 |
| 16–17 | 3 | 5 |
| 18 | 4 | 6 |
17. Quick Planet Generator
(Table from Planetary Environment & Hazard Rules; d6 × 4 rolls)
| Category | d6 Roll | Result |
|---|---|---|
| Gravity | 1–2 | Low |
| Gravity | 3–4 | Standard |
| Gravity | 5–6 | High |
| Atmosphere | 1–2 | Breathable |
| Atmosphere | 3 | Thin |
| Atmosphere | 4 | Toxic |
| Atmosphere | 5–6 | Corrosive |
| Temperature | 1–2 | Extreme Cold |
| Temperature | 3–4 | Temperate |
| Temperature | 5–6 | Extreme Heat |
| Weather | 1–3 | Calm |
| Weather | 4–5 | Active |
| Weather | 6 | Catastrophic |
18. Radiation Shielding Rate (RSR) Chart
(Table from Ship Classification / Vehicle, Mech, and Ship Mechanics; formalized from description)
| RSR Level | Soak (Rad Dmg/Hour) | Example Hazards Mitigated | Penalty if Breached |
|---|---|---|---|
| 1 (Minimal) | 1d6 soak | Low-orbit rad belts (-1 HLTH AR/hour exposed) | Full exposure: Double dmg |
| 2 (Basic) | 2d6 soak | Solar flares (TN 12 HLTH AR) | -2 crew ARs in rad zones |
| 3 (Standard) | 3d6 soak | Reactor proximity (TN 15) | Partial leak: 1d6 dmg/turn |
| 4 (Enhanced) | 4d6 soak | Nebula storms (TN 18) | -1 AR, but auto-stabilize |
| 5 (Max) | 5d6 soak | Black hole accretion (TN 21+) | No penalties; full immunity |