1. Gravity Rating Starter Attribute Modifiers

(Apply after rolling base attributes; permanent unless changed via XP)

GR TypeSTRAGLINTHLTHPER
Floater (0–0.2G)-2-1+2-10
Hopper (0.4–0.6G)-10+1-10
Brick (0.8–1.2G)0000+2
Stomper (1.6G+)+2-10+10

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 TypeZero-G0.1–0.5G0.5–1G1.1–1.5G1.6G+
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 AgeYears of XPTotal Backstory XP
183 (15-17)18 XP
205 (15-19)30 XP
2510 (15-24)60 XP
3015 (15-29)90 XP

4. Skill Ranks and Costs

(Table from Skill Ranks and Costs / Experience Points and Skill Advancement)

RankAverage Skill (Cost)Total XP (Average)Difficult Skill (Cost)Total XP (Difficult)
16 XP612 XP12
29 XP1518 XP30
312 XP2724 XP54
415 XP4230 XP84
518 XP6036 XP120
6+21+ XP (inc. by 3)42+ XP (inc. by 6)

5. Psionic Talent Table

(Table from Psionics / Psionic Talent Table)

d10 RollTalentPrimary AttributeDescription / Example Uses
1TelepathyPERRead surface thoughts (opposed PER AR), mental communication (link minds up to 10m), suggestion (subtle influence, TN 18+).
2ClairsentiencePERRemote viewing (sense distant locations, TN 12–24 by distance/obscurity), danger sense (+2 to Initiative if pre-combat PER AR succeeds TN 12).
3TelekinesisINTMove/lift objects (margin kg: AR – TN = kg lifted; e.g., +5 margin = 5kg), force strike (1d6 damage per rank, opposed AGL AR to hit).
4Metabolism ControlHLTHSelf-heal (restore 1d6 HP per rank over 1 hour, TN 18), adrenaline surge (+1 AtMod to STR or AGL for 1d6 rounds, TN 12).
5LevitationAGLSelf-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).
6EmpathyPERSense emotions (detect lies or hidden intent, +2 to Deception/Intimidate opposed ARs), emotional projection (calm or enrage target, TN 18 opposed PER).
7PsychometryINTRead 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).
8PrecognitionPERGlimpse 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).
9Energy ManipulationINTEnergy 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).
10Mind ShieldPERMental 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)

d6Outcome
1–2Weapon/Equipment Mishap – Weapon jams (Ranged) or drops (Melee). TN 12 Mechanics or Sleight of Hand to clear (1 Action).
3Self-Inflicted – You take minimum weapon damage (or 1d6 if no weapon).
4Alert/Complication – Enemies are alerted, security triggered, or a new hazard appears (GM choice).
5Environmental Backlash – Trigger a planetary hazard or hull breach in the current TO.
6Catastrophic – 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)

AssistanceHP Restored
None (natural)1 HP
Medkit (used)1 HP
Rank 1+ Medicine (nurse/doctor)2 HP
Auto-Doc Med Bay5 HP

8. Common Skills by Attribute

(Table from Experience Points and Skill Advancement / Common Skills by Attribute)

SkillTypePrimary ATTDescription / Uses
AthleticsAverageSTRClimbing, jumping, lifting, swimming, feats of strength.
MeleeAverageSTRClose combat with blades, clubs, improvised weapons.
UnarmedDifficultSTRBrawling, grappling, martial arts.
AcrobaticsAverageAGLDodging, balancing, tumbling, flips.
EvasionDifficultAGLAvoiding fire, maneuvering in combat.
PilotingDifficultAGLFlying small craft, air/rafts, zero-G maneuvers.
Sleight of HandAverageAGLPickpocketing, lockpicking, sleight.
StealthDifficultAGLSneaking, hiding, silent movement.
Zero-GAverageAGLMoving/fighting in space, freefall.
Vacuum SuitAverageAGLEVA operations, suit repairs in vacuum.
Ranged CombatAverageAGLFirearms: pistols, rifles, boarding guns.
ComputerDifficultINTHacking, programming, data slicing.
ElectronicsAverageINTRepairing/fixing electronics, sensors, alarms.
EngineeringDifficultINTShip/power plant maintenance, jury-rigging.
MechanicsAverageINTVehicle/ship repairs, mechanics.
MedicineDifficultINTTreating wounds, surgery, poisons.
NavigationDifficultINTPlotting jumps, star charts, astrogation.
DemolitionsAverageINTExplosives, breaching hulls, booby traps.
GunneryAverageINTShip turrets, missile bays, orbital fire.
TacticsDifficultINTBattle plans, ambushes, boarding ops.
Salvage/FabricateAverageINTScavenging/looting wrecks, fabricating from scrap, jury-rigs.
Security SystemsAverageINTCracking vaults, disabling security.
EnduranceDifficultHLTHResisting fatigue, poison, torture, long hauls.
SurvivalAverageHLTHForaging, tracking, wilderness/planet survival.
PerceptionAveragePERSpotting ambushes, noticing details, scanning.
StreetwiseAveragePERUrban navigation, contacts, black market.
PersuasionAveragePERHaggling, charming, leadership.
DeceptionDifficultPERLying, bluffing, disguise.
IntimidateDifficultPERThreats, coercion, scaring foes.
BrokerAveragePERTrading cargo, smuggling deals, negotiations.
ReconAveragePERScouting enemies, sensor sweeps, patrols.
LeadershipDifficultPERRallying crew, issuing commands.
GamblingAveragePERCard games, cons, high-stakes bets.
ForgeryDifficultPERFake IDs, documents, manifests.

9. Threat Scaling by Total Skill Ranks (TSR)

(Table from Threat Scaling by Total Skill Ranks (TSR))

Character TSRTN IncreaseNarrative Feel
0–10+0Starting out — jobs are rough, but enemies are sloppy
11–15+1Building a rep — jobs get riskier, security tightens
16–20+2Proven crew — targets are high-value, defenses are serious
21–25+3Heavy hitters — only the big scores pay enough
26–30+4Elite 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)

LevelActions per Turn or Move Multiplier
11 action (any) + ¼ Move Base or 1 full Move Base
21 + ½ Move Base or ×1.5 full Move Base
31 action (any) + 1 Full Move Base or ×1.5 full Move Base
41 attack action + 1 non-attack action + ½ Move Base or 1 non-combat action (cannot convert to combat action) + ×1.5 full Move Base
51 attack action + 1 non-attack action + 1 Full Move Base or ×2 full Move Base

11. Local Economy Modifiers

(Table from Economics)

RollPercentage of Standard Gold Value
1-20% Standard Gold Value
2-10% Standard Gold Value
3No Change
4No 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)

d20ItemGold Value (standard)Notes
1–3Deuterium Fuel Cells (1d6 modules)800 oz per moduleRefills 1d6 ship flights (core rule)
4–6Rare Metals / Helium-3 (1 ton)2,500 ozCore trade good; +500 oz if Stomper-heavy world
7–9Medical Supplies Crate1,200 oz10× Regen Nanites + 5× Medkits (core prices)
10–12Luxury Goods / Spices / Wine900 ozStreetwise AR TN 12 to fence +20 %
13–15Weapons Crate (roll on Table 4 once)3,000 ozSealed; may contain 1d4 grenades
16–17Cybernetic Parts Bin1,800 ozRoll once on Table 3
18Void-Pirate Loot Cache5,000 ozHidden compartment; +1 random cyber implant
19LNC Neural Port Module2,500 ozShip Gear (core); LNC characters get +2 AR while installed
20Exotic Artifact (GM special)10,000+ ozPsionic 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)

d20ItemGold ValueNotes
1–41d4 doses Combat Roids or Adrenaline Stim1.5 oz eachCore Medications; active on find
5–8Armored Vac-Suit (lightly used)15–18 ozAV 6/2; 50 % chance of 1 free module slot
9–11Datajack + Hacking Deck5 oz total+2 Computer AR (core)
12–14Vibro-Short Sword or Mono-Knife2.8 ozVorpal or standard; roll condition
15–16Kiroshi Optics or Eye Implants12 oz+2 Perception (core cyber)
17Personal Gold Stash1d6 × 100 ozHidden; PER AR TN 15 to spot
18Pain Editor Implant (uninstalled)7 ozCore cyber; requires TN 18 Medicine to install
19Stealth Cloak10 oz+2 Stealth AR (core)
20Psionic Focus Crystal (rare)3,000 ozGrants +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)

d20ItemGold ValueNotes
1–3Neural Lace or Datajack15 oz or 4 ozCore cyber; +2 Electronics/Computer
4–6Spinal Reflex Rig (partial)20 oz+1 AGL & Initiative once installed
7–9Dermal Plating or Subdermal Armor kit18 ozAV 4/2 or 3/1; install TN 18
10–12Regen Nanites Treatment (5 doses)25 oz totalHeals 1d6 HP each (core)
13–15ECM Bracer or Signal Jammer9 oz or 1.6 oz+3 Stealth vs sensors
16–17Cyberlegs or Cyberarm (Multi-Tool)25–30 oz+4m Move or +2 Mechanics
18Advanced Neuro-Core Organoid (Basic)1,000 ozShip module (Appendix); +2 Gunnery/Piloting
19Bone Reinforcement Graft18 oz+1 STR/HLTH AtMod
20Torq-Style Torture Rig Parts4,000 ozBuild your own LNC torture bot (see prior example)

15. Random Loot / Salvage Table 4: Weapon Locker / Armory (d20)

(Table from Random Loot / Salvage Tables)

d20WeaponGold ValueDamage / Effect (core)
1–39mm Small Projectile0.8 oz2d6
4–6SMG or Light Carbine1.5–2.0 oz3d6+1 or 2d6+2
7–9Rail Pistol2.0 oz2d6+2 (ignores half AV)
10–12Vibro-Short Sword (single)2.8 oz3d6 vorpal (sever on nat 18)
13–14Laser Carbine (4 shots left)3.5 oz3d6 energy (half AV)
15–16Grenade Launcher + 4 flashbangs6.9 ozArea effects (core)
17Heavy Machinegun (portable)4.0 oz4d6
18Plasma Cutter (handheld)2.5 oz3d6 energy
19EMP Grenade (single)1.2 ozDisables electronics 10 m
20Sniper Rifle (scoped)4.5 oz4d6+2; +2 at Long range

16. Psionic Strength (PSI) Limits

(List from Psionics; formalized as table for completeness)

PSI ScoreAdditional TalentsMax Total Talents
3–1102
12–1313
14–1524
16–1735
1846

17. Quick Planet Generator

(Table from Planetary Environment & Hazard Rules; d6 × 4 rolls)

Categoryd6 RollResult
Gravity1–2Low
Gravity3–4Standard
Gravity5–6High
Atmosphere1–2Breathable
Atmosphere3Thin
Atmosphere4Toxic
Atmosphere5–6Corrosive
Temperature1–2Extreme Cold
Temperature3–4Temperate
Temperature5–6Extreme Heat
Weather1–3Calm
Weather4–5Active
Weather6Catastrophic

18. Radiation Shielding Rate (RSR) Chart

(Table from Ship Classification / Vehicle, Mech, and Ship Mechanics; formalized from description)

RSR LevelSoak (Rad Dmg/Hour)Example Hazards MitigatedPenalty if Breached
1 (Minimal)1d6 soakLow-orbit rad belts (-1 HLTH AR/hour exposed)Full exposure: Double dmg
2 (Basic)2d6 soakSolar flares (TN 12 HLTH AR)-2 crew ARs in rad zones
3 (Standard)3d6 soakReactor proximity (TN 15)Partial leak: 1d6 dmg/turn
4 (Enhanced)4d6 soakNebula storms (TN 18)-1 AR, but auto-stabilize
5 (Max)5d6 soakBlack hole accretion (TN 21+)No penalties; full immunity