Players Hand Book

Table of Contents

Chapter 1 - Ability Scores
Chapter 2 - Races
Chapter 3 - Classes
Chapter 4 - Skills
Chapter 5 - Feats
Chapter 6 - Equipment
Chapter 7 - Combat
Chapter 8 - Miscellaneous
Chapter 9 - Magic Overview
Chapter 10 - Spell Lists
Chapter 11 - Vehicles Guide
Chapter 12 - Enviorments
Chapter 13 - Engineer's Guide
Chapter 14 - GM Guide

Chapter 1 - Ability Scores

Strength
Dexterity
Consitution
Intelliegences
Wisdom
Charisma
Ability Chart
Chapter 2 - Races

Dernai
Draconites
Dwarves
Elves
Finilya
Gnome
Humans
Kiltara
Kuuites
Lingwee
Markoo
Mundo
Sadei
Sagarens
Uruk
Veldrie
Yazrien
Chapter 3 - Classes

Class Introduction
Character Aligmenet

Bards
Commando
Engineering Adepts
Medical Doctor
Priest / Priestess
Shuudoushi
Soilder
Space Barbarian
Sprit Walker
Star Ranger
Templar
Wizards

Chapter 4 - Skills

Skills Introduction
Skill Check Types

Appraise
Balance
Bluff
Climb
Concentration
Computer Use
Craft
Diplomacy
Driving
Disguise
Escape Artist
Forgery
Gather Information
First Aid
Hide
Intimidate
Jump
Knowledge
Language
Listen
Lore
Move Silently
Navigate
Profession
Pilot
Search
Sleight of Hand
Reputation
Ride
Sense Motive
Spot
Swim
Tumble
Use Rope
Chapter 5 - Feats

Feats Introduction
General Feats
Metamagic Feats
Item Creation Feats
Speical Feats
Chapter 6 - Equipement

Ranged Weapons
Ranged Weapon Classes
Handgun Types
Reloading Weapons

Ranged Weapon Table
Handguns - Projectiles
Handguns - Bolters
Handguns - Lasers
Handguns - Shurkens
Longarms Types
Longarms - Projectiles
Longarms - Bolters
Longarms - Lasers
Longarms - Shurkens
Heavy Weapons
Other Range Weapons

Melee Weapon
Melee Categories
Melee Weapon Types
Weapon Size
Improvised Weapons
Weapon Qualities

Simple Weapons
Unarmed Attacks
Light Weapons
One-Handed Weapons
Two-Handed Weapons

Martial Weapons
Light Weapons
One-Handed Weapons
Two-Handed Weapons

Exotic Weapons
Light Weapons
One-Handed Weapons
Two-Handed Weapons
Melee Weapon Qualities
Masterwork Weapons

Armor Qualities
Light Armor
Medium Armor
Heavy Armor
Shields
Armor Descriptions
Armor Enhancements
Masterwork Armor
Donning Armor

Ammunations
Explosives & Splash
Explosive Weapons
Grenades & Explosives
Special Grenades

General Equipment
Boxes & Bags
Clothing
Computers
Surveillance Gear
Professional Equipment
Survival Gear
Weapon Accessories
Lifestyles
Spellcasting & Services
Info Equipment Table

Equipment Gadgets
Equipment Inventory

Equipment: Vehicles
Civilian Aircraft
Civilian Cars
Civilian Hovervehicles
Civilian Motorcycles
Civilian Trucks
Civilian Water Vehciles
Other Civilian Vehicles
Military Vehicles
Tank Weapons
Vehicle Armor
Chapter 7 - Combat

Combat Introduction
Combat Statistics
Damage
Multiplying Damage
Critical Hits
Defense / Armor Class
Hit Points
Speed
Saving Throws
Initiative
Surprise
Actions in Combat
Action Types
Move Actions
Full-Round Actions
Miscellaneous Actions
Use Feat, Skill, or Talent
Attacks of Opportunity
Movement and Position
Combat Modifiers
Helpless Defenders
Special Initiative Actions
Special Attacks
Aid Another
Firearms
Grenades & Explosives
Splash Weapons
Attack Object
Bull Rush
Over Run
Trip
Disarm
Grabbing Object
Grapple
Turn or Rebuke Undead

Chapter 8 - Misc Rules

Death, Dying, Healing
Special Abilities
Condition Summery
Mutations
Xenobiology
Chapter 9 - Magic Overview

Choosing Spells
Concentraton
Counter Spells
Caster Level
Spell Failure
Special Spell Effects
Combining Magical Effects
Spell Descriptions
Aiming a Spell
Duration
Saving Throws
Spell Resistance

Preparing Arcane Spells
Arcane Magical Writings
Preparing Bard Spells
Preparing Divine Spells
Divine Magical Writings
Astral Spell Casting

Chapter 10 - Magic List

Wizard's Spell List

Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9

Sprit Walker's Spell List

Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9

Templar's Spell List

Level 0
Level 1
Level 2
Level 3
Level 4

Priest's Spell List

Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9

Bard's Spell List

Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6

Chapter 11 - Vehicles Guide

Characters in Vehicles
Vehicles Scale
Vehicle Sizes
Facing & Firing Arcs
Initiative
Vehicle Speed
Declaring Speed
Moving
Effects of Speed
Driving a Vehicle
Simple Maneuvers
Stunts
Driver Options
Colissions
Damage to Occupants
Losing Control
Hide & Seek
Vehicle Combat Actions
Crew Quality
Attack Options
Targeting Occupants
Damaging Vehicles
Repairing Damage
Chapter 12 - Enviorments

Darkness & Light
Heat & Cold
Catching on Fire
Starvation & Thrist
Suffocation & Drowning
Smoke
Strangulation
Falling
Falling Objects
Posion
Disease
Acid
Electricity
Radiation Sickness
Gravity
Atmospheric Conditions
Decompression
Chapter 13 - Engineer Guide

Cybernetics Attachments
Construction & Repair
Installation & Removal
Number of Attachments
Benefits & Drawbacks
Replacements
Enhancements

Robotic Frames
Armature
Biomorph
Biodroids
Bioreplica

Locomotion
Manipulators
Armor
Sensors
Programing & AI
Skill Software
Feat Software
Ability Upgrades

Robot Accessories
Weapon Rules
Chapter 14 - GM Guide

Game Master Commands
Experience Points
Experience Chart

Magical Items (Basics)
Armor & Weapons
Potions, Rings, Rods
Scrolls, Staffs, & Wands
Woundrous Items

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License