Kronos's d20 Stuff

Razorback

The Razorback is thesecond variant of the Bull, removing troop transport capability to mount aheavy turret that supports missiles, giving it a long range strike capability.The interior is reinforced for the turret and filled with long range sensors andcommunications for targeting distant objects or using spotter fed co-ordinates.A radar is also installed for when anti-air missile are loaded. A twin thunderis mounted in a semi turret on the front hull beside the driver's location forself defense purposes. The Razorback makes use of all other systems availableto the Bull, making repairs and logistics very simple. Has a crew of up to 3,driver, commander/sensor operator and weapons operator. Only one pintle weaponabove the driver is available on the Razorback. Alternatively, the Razorbackcan be fitted with a set of quad 30mm cannons in an AA mount.
The Bull is foursquares long, 3 squares wide, weighing 34 tons empty.

Razorback (PL6)
Crew:3
Passengers: 0

Cargo: 250lb tow 6 tons
Init: -2
Maneuver:-2
Top Speed:60 (6) / 30 (3) on water
Defense: 8
Hardness:20
Hit Points:54
Size: Huge(-2 size)
PurchaseDC: 45
Restriction: Res(+2)
Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus tocrew against airborne toxins and poisons), environmental seals with 5 hour airsupply (can be expanded with additionally tanks carried externally, trailerhitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3days rations, 4 survival kits with 1 three man tent.
Notes:
The Repair checks to fix or modify a Razorback are reduced by 5, and PDC forreplacement parts are reduced by 1.

Robust Design: TheRazorback has a well reinforced design, allowing it to shrug off damage as ifit was a main battle tank.
Multi-Environmental:The Razorback is designed to function in multiple environments, able to sail onthe surface of water, or even under water up to a maximum depth of 250 feet, oron the surface of a planet with no breathable or contaminated atmosphere.
TargetingSystem: The Razorback, as long as it isn't moving, the targeting system grants+4 to launch its missiles against round targets and +2 to targets in the air.Also the missiles range increment is increased by 50% due to the systemprogramming the optimal flight path for best fuel economy of the missile.
TargetReceiver: Any allies using laser target designators grant a +1 for every 3allies designating the same target. If multiple targets are designated, theRazorback can launch a missile at each designated target, but receives half itsTargeting System bonus on attack roll for each missile launched as a singleattack, up to the number of missiles in its magazine.
Weapons:
Same pintle weapon options as the Bull.

[TABLE="width: 1"] [TR] [TD] Weapon
[/TD] [TD] Damage
[/TD] [TD] Crit
[/TD] [TD] Damage Type
[/TD] [TD] Range Incr
[/TD] [TD] Rate of Fire
[/TD] [TD] Magazine
[/TD] [TD] Size
[/TD] [TD] Weight
[/TD] [TD] PDC
[/TD] [TD] Res
[/TD] [/TR] [TR] [TD] Hull Twin Thunder
[/TD] [TD] 2d10
[/TD] [TD] 20
[/TD] [TD] Ballistic
[/TD] [TD] 100 ft
[/TD] [TD] S,A
[/TD] [TD] Linked (500 rds)
[/TD] [TD] Huge
[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [/TR] [TR] [TD] Multi-Missile Launcher
[/TD] [TD] varies
[/TD] [TD] -
[/TD] [TD] varies
[/TD] [TD] -
[/TD] [TD] S
[/TD] [TD] varies
[/TD] [TD] Huge
[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [/TR][/TABLE]

Multi-MissileLauncher
This missilelauncher is designed to be fitted with different types of missiles, its launchtubes able to adjust to several different missile sizes and types making itvery flexible on the battlefield. The missile launcher is also designed to bequickly reloaded from a loading system within the hull of the Razorbackallowing for extended combat time once the tubes have been fired. Although itdoes take time to reload the system, but still faster then having to return toa resupply depot for a second load. The Razor back will usually carry enoughmissile internally for 1 or 2 full reloads, depending on the missiles loaded.The Multi-Missile Launcher can be fitted with the following missiles withoutmodifications:
Javelin - PL5 guidedlight anti-armour missile. 11d6, ignore 13 points of hardness, 15 ft radius,fire, 200 ft, 8 magazine, 2 reloads (24 missiles total).
Milan - PL5 wiredguided medium anti-armour missile with longer range, 14d6, ignores 18 points ofhardness, 30 ft radius, fire, 630 ft, 8 magazine, 1.5 reloads (20 missilestotal).
SlammerMissiles - Anti-infantry and anti-aircraft missile, 6d8 to target hit, 3d8 to everythingwithin 50 ft radius, concussion, 250 ft, 10 magazine, 2.5 reloads (25 missilestotal).
Mech Missiles - Themulti-missile launcher can be equipped with most standard mech missiles (any ind20 Future and d20 Future Tech) with 2 reloads (the magazine holds the sameamount as the mech launcher and a reload holds as much as an equipment slot dedicatedto ammunition).






Inferno

The Inferno isanother variant of the Bull design, slightly based on the Quillback, howeverone that is specialized. The troop capacity is removed, the engines areimproved for better speed, armour increased, and a forward mounted turret isadded. Instead of ballistic weapons and able to transport small squads, theInferno has its interior filled with a large tank and the turret mounts a heavyflamethrower, with a hull mounted twin thunder in a semi turret, similar to theRazorback. Infernos are used in anti-infantry and bunker clearing roles, aswell as large foliage clearing roles. They are not popular in many civilizedareas as it can be seen as a weapon of terror, but it is effective in its role.
As the Inferno usesthe same hull as the Bull, it uses many of the same parts, only with theaddition of the turret, armoured fuel tank inside, and a heat resistant coatingto protect it from its own weapon. It lacks the pintle weapon mounts of theBull and other variants due to the position of the turret.

Inferno (PL6)
Crew:3
Passengers: 0

Cargo: 250lb tow 6 tons
Init: -2
Maneuver:-2
Top Speed:70 (6) / 30 (3) on water
Defense: 8
Hardness:20
Hit Points:56
Size: Huge(-2 size)
PurchaseDC: 45
Restriction: Res(+2)
Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus tocrew against airborne toxins and poisons), environmental seals with 5 hour airsupply (can be expanded with additionally tanks carried externally, trailerhitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3days rations, 3 survival kits with 1 three man tent.
Notes:
The Repair checks to fix or modify an Inferno are reduced by 5, and PDC forreplacement parts are reduced by 1

Robust Design: TheInferno has a well reinforced design, allowing it to shrug off damage as if itwas a main battle tank.
Fire Resistance: Thehull of the Inferno is insulated and coated in a fire resistant material,giving it Fire Resistance 10 (against fire based attacks, not lasers).
Multi-Environmental:The Inferno is designed to function in multiple environments, able to sail onthe surface of water, or even under water up to a maximum depth of 250 feet, oron the surface of a planet with no breathable or contaminated atmosphere.
Weapons:

[TABLE="width: 1"] [TR] [TD] Weapon
[/TD] [TD] Damage
[/TD] [TD] Crit
[/TD] [TD] Damage Type
[/TD] [TD] Range Incr
[/TD] [TD] Rate of Fire
[/TD] [TD] Magazine
[/TD] [TD] Size
[/TD] [TD] Weight
[/TD] [TD] PDC
[/TD] [TD] Res
[/TD] [/TR] [TR] [TD] Hull Twin Thunder
[/TD] [TD] 2d10
[/TD] [TD] 20
[/TD] [TD] Ballistic
[/TD] [TD] 100 ft
[/TD] [TD] a
[/TD] [TD] Linked (500 rds)
[/TD] [TD] Huge
[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [/TR] [TR] [TD] Inferno Cannon
[/TD] [TD] 6d6
[/TD] [TD] -
[/TD] [TD] Fire
[/TD] [TD] 50 ft cone
100 ft line 10 ft wide
[/TD] [TD] s
[/TD] [TD] 50 shots
[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [/TR][/TABLE]
 

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Outstriker

The Outstriker is an up-armoured version of the Outrider built more for combat than scouting. It mounts more armour to protect the bike and prove slightly better protection to the driver. Armed with slightly heavier weapons with a larger ammo supply. The Outstriker can make use of the same side cars as the Outrider, but can mount one on each side for increased fire power. Although not as fast as the Outrider, the Outstriker has a more powerful engine to compensate for the added armour and keeping speed when two side cars are attached. Equipped with twin weapons mounted just in front of the controls, and rocket thrusters in the back for great boosts in speed for short period of times. It comes with a flex fuel engine, allowing it to operate off of virtually any combustible liquid, which greatly adds to its flexibility in the use of scouting missions, especially when behind enemy lines or when normal fuel isn't readily available. The heavy suspension and run flat tires allows the Outstriker to go off-roading.
The Outstriker has improved armoured cargo containers behind the rider, which aid to provide some protection to the rider. The headlight has an infrared mode to allow it to work with infrared goggles and nightvision systems built into any helmets the driver might be wearing, for better stealth traveling at night.
The outstriker is one square wide, two squares long and provides one-half cover. Carries enough fuel for approximately 7 hours of driving at full speed.

Outstriker (PL5-6)
Crew: 1
Passengers: 0
Cargo: 50 lbs
Init: -1
Maneuver: +1
Top Speed: 150 (20)
Defense: 9
Hardness: 10
Hit Points: 35
Size: Large
Purchase DC: 30
Restriction: Mil +3
Accessories: Infrared headlight, military radio with helmet link, two fire-linked 7.62mm carbines, rocket thrusters, mount for two sidecars.
Notes: Two fire-linked 7.62mm carbine machineguns, designed to allow for cased and caseless ammunition with a simple conversion kit that comes with the Outstriker. Holds 200 rounds for each weapon. 3d10 ball, 80 ft, s,a.
Rocket Thrusters allows Outstriker to perform dash maneuver with +2 to Drive check, increasing speed to 250 (30) for up to 5 rounds (30 seconds) at a time, with 15 uses before the fuel rods need to be replaced. Fuel rod PDC 12, Restricted (+2).
Run flat tires allow the Outstriker to continue running but at -50 (-5) speed without any penalties to drive checks.
Control display shows ammo counter, fuel gauge, other standard displays for bikes and weapon control/status of any weapon sidecars.

Sidecar
The Outstriker can mount up to two sidecars, one on each side, giving the outstriker several options. All sidecars provide the following: reduce speed by -10 (including rocket thrusters), -1 maneuver, adds 15 HP to outrider. Has a fuel tank to allow for another 2 hours of driving.

Passenger Sidecar - This sidecar can hold a person fairly comfortably, even in armour. Provides half cover for the passenger and has a pintle mounting for a heavy infantry weapon, plus enough room for large ammunition capacity. The weapon can fire forward and to the side opposite the side the outrider is on. Can carry an additional 50 lbs of cargo. If the weapon is removed, another 100 lbs of cargo can be carried instead. PDC 15

Cargo Sidecar - This side car is designed for cargo only, although a person could attempt to sit in it, if the top is left open, but highly dangerous. Holds up to 300 lbs of cargo in a 5 foot long, 3 foot wide, 2 foot tall area. PDC 10

Heavy Gun Sidecar - This sidecar contains a machine gun and a light cannon for heavy strikes. The controls are linked to the display and fire control of the outstriker. A targeting system displays what the weapons are pointed at on the display or even through a helmet HUD system. The weapons are mounted on a semi turret, allowing them to raise and lower up to 30 degrees, and up to 15 degrees to either side, making it a little easier to hit targets. PDC 30, Mil +3.
Weapons .50 cal machinegun 2d12, 20, ball, 100 ft, a, linked (400 rounds).
15mm cannon, 3d12, 20, ball, 150ft, s,a, 20 box.

Missile Sidecar - This sidecar is similar to the heavy gun sidecar, but instead mounts a multi mini missile system. The launcher is designed to launch one to four missiles at the same target. When firing more than one missile at a target, increase damage by 50% and blast radius by 50% per missile fired. Holds 24 missiles. PDC 30, Mil +3

Sensor Sidecar - This sidecar is equipped with an array of sensors, communication and jamming communication systems. Contains several cameras, including sensors on a 20 foot periscope, multiband radio and encryption/decryption system, radio jammer with a 1 mile range. Cameras include infrared, ultraviolet, nightvision, thermal. The jamming system also affects radar and missile guidance systems, causing a -2 penalty to any missile attacks. All radar systems have distortions, making readings difficult, causing -2 penalties to Computer use checks to get accurate readings. Enough onboard memory for up to 24 hours of sensor data. PDC 32, Mil +3.
 

LTB L3

After years of financial success of selling cheap, and sometimes not safe equipment in the beginning, Less Than A Buck has stepped up their manufacturing standards. They still produce the lower quality L1 and L2s, and similar products, but after surprising successes of the Jeb and its other vehicles and the quality of them, the company wanted to produce weapons of similar quality.
The L3 is a noticeable step up from the old L1 and L2s, but still lower quality compared to other major companies producing lasers. The long, lean slim rectangular bullpup design is still made of plastic, but higher quality than its predecessors, with a long rail on top for mounting a variety of scopes. The handle and trigger is protected with a guard. Mounted on the underside is a rail for underweapon attachments, bayonets or lights. Two additional features not seen with any LTB products is a variable power level and an optional barrel extension for adding range.

LTB L3 (PL6)
Damage: 3d6
Critical: 20
Damage Type: fire
Range Increment: 60 ft
Rate of Fire: S, A
Size: Medium
Weight: 8 lbs
Ammo: 50 box
Purchase DC: 18
Notes: Variable Power, Scope Mount, Underbarrel weapon Mount, Optional Barrel attachment.

Variable Power - The user can change the power level of the L3 with a simple thumb dial, changing the damage to 1d6, 2d6 or the standard 3d6. Each step down in damage increases range by 10 feet.
Scope Mount - The L3 has a rail on the top to mount any standard scope.
Underbarrel Weapon Mount - Can mount most standard underbarrel attachments from lights, bayonets and single shot grenade launchers.
Optional Barrel Attachment - LTB has designed a special barrel attachment that easily mounts to the barrel of the L3, that includes a series of focusing chambers to increase the range increment of the L3 to 100 ft, but drops the damage down to 3d4. The variable power can still be used, with the damage changed to 1d4, 2d4 and 3d4, with each decrease in damage increasing the range by 20 feet instead of 10. PDC of Barrel Attachment 8. Changes size of the L3 to Large, takes a move action to attach or remove the barrel.





Climbsuit
The climbsuit is a special form of armour that assists the wearer in climbing, especially when traveling along smooth modern materials. The suit consists of knee and elbow pads plus gloves covered in SureGrip, a substance designed to stick to smooth surfaces. It also includes a high-impact helmet and kevlar plates and equipment harness.
A character wearing a climbsuit gains a +3 equipment bonus to all Climb checks. It is also possible to climb a perfectly smooth, flat surface with a Climb check (DC 30). The suit makes falling much less likely-a character has to fail a Climb check by 10, rather than 5, to fall.
The features of a climbsuit (the pieces covered in SureGrip) can be added to a set of nonpowered armour. Armour modified in this way provides only a +2 equipment bonus to Climb checks (instead of the normal +3), but otherwise functions as a normal climbsuit. Other functions of the modified armour remain unchanged. To make this modification, add the price of a climbsuit to all other costs involved in the modifications.

Climbsuit (Late PL5/Early PL6)
Type: Light
Equipment Bonus: +1
Nonprof. Bonus: +1
Max Dex: +5
Armour Penalty: 0
Speed (30 ft): 30 ft
Weight: 5.5 lbs
Purchase DC: 19
Restriction:
Notes: Provides +3 equipment bonus to Climb checks, which also require a failure by 10 to fall rather than 5.




Taser shield (PL5)
These riot shields are upgraded with built in potent stun guns for use in riots where high resistance is expected. Later versions have variable settings for use in species that have higher resistance than humans. The shield looks like a normal transparent plastic polymer shield, but with reinforcing metal running along the edges and down the center. The metal parts contain the studs for the stun gun. Where it straps to the arm is a handle for the user to maintain a firm grip and angling of the shield. The handle contains the safety for the stun guns and the power supply. The stun gun is discharged upon contact, usually in the form of a shield bash, or when engaged in melee combat.
Taser Shield (PL5)
Type: Shield
Equipment Bonus: +3
Nonprof. Bonus: +1
Max Dex: -
Armour Penalty: -1
Speed (30 ft): -
Weight: 5
Purchase DC: 11
Restriction: Res (+2)
Notes: Contains a stun gun, transparent.
Stun gun 1d4, 20, electricity, melee, 10 charges. Fort save DC 15 or be paralyzed for 1d6 rounds.

Higher PL Versions
PL6 Taser Shield: add variable charge, but does not become unstable after 3 rounds of priming, instead if starts to step down at the same rate it was primed. For each round primed, the Fort DC increases by +2 and increase rounds paralyzed by +1, has 50 charges. PDC 12 Res +2
PL7 Taser Shield: same as PL6 version, only damage is stepped up to d6 instead of d4, Fort DC is increased by +2. The stun gun can target one target up to 20 feet away as a ranged touch attack, but uses 2 charges. PDC 13 Res +2
PL8+ Taser Shield: Increase Fort DC by +2 for each PL of 8 and higher, increase die type by 1, add one extra die at PL8 and one for each PL above, increase the range by 10 feet for PL8 and above. PDC 13 +1/PL above 8.




Cloaks

Polymeric Cloak (Late PL6/7)
This cloak is made from common or more stylish clothes, with thin strips of polymeric armour, similar to that used in mech, vehicle and starship armour, only much thinner. Many diplomats and royalty purchase these cloaks as they provides some protection without encumbering them or having to wear a full suit of armour. The cloak is usually designed with a hood and covers the body down to below the knees and can be pulled closed around the wearer. The cloak provides a +1 armour bonus when pulled closed, or +1 shield bonus when open. If the user fights defensively with the cloak open, draping part of it over their arm, the user gains a +2 shield bonus instead.
Weight: 10 lb.
PDC: 16
Res: Restricted (+2)

Glide Cloak (PL6)
This cloak has a harness that is strapped around the upper torso and shoulders. It appears as any common cloak and comes in a number of colours and is always made to be at least knee length. Along the outer edge, but on the inside of each side is a set of handles that make it easy to close or wave the side of the cloak. In the harness is a small battery and altimeter. There is a small recessed button on each handle and on the harness. When any one of these buttons is pressed, the battery sends a small electric charge into the fabric of the cloak, which is actually a metafabric, and it reshapes and stiffens to form a personal glider. The glider is fairly easy to use, with the handles in a position that is comfortable for most people, allowing for fairly easy change of direction. The altimeter is designed to automatically deploy the glider if the user falls more than 30 feet. To remove the chance of the glider deploying accidently when the user is in an aircraft, the altimeter is designed with a proximity sensor in the bottom of the cloak rim so when there's no floor below the user, the altimeter prepares to deploy the glider.
Weight: 11 lb.
PDC: 15
Restriction: None

Vanadium Cloak (PL6/7)
The vanadium cloak is similar to the polymeric cloak, only it is designed for combat, usually coming in matte black or various camouflage colouring. The cloak also has sleeves which allow it to be worn more like a robe to provide more protection. It provides all the benefits of the polymeric cloak, but in addition, when it is closed around the user, such as when worn as a robe with the user's arms through the sleeves, it provides a +1 Reflex bonus against explosives or weapons that allow a Reflex save (blast, line or cone effects such as grenades or flamethrowers). The armour bonus to Defense stacks with any armour worn underneath. Also when worn closed, the cloak provides the user with the benefits of light fortification, with a 25% chance to of critical hits being turned into normal hits.
Weight: 13 lb.
PDC: 20
Restriction: Military (+3)

Deflect Cloak (PL6/7)
This cloak with hood usually has a metallic look to its cloth. The cloth is impregnated with ceramic tiles and other reflective material, allowing it to reflect heat and energy. While worn, the user gains a +1 Deflection bonus to Defense against energy attacks (such as lasers, plasma, ion, fire, etc), but not acid, sonic or cold damage. Also built throughout the cloak is a cooling unit, which can help keep the wearer cool in hot environments, functioning like a survival suit when drawn closed for about 8 hours. When pulled close, with the hood up and pulled closed as well, and a control activated, the wearer gains fire resistance 5 (works against lasers, normal fire, plasma weapons) for 1 minute (10 rounds) (similar to Batman's cap in one of the original Batman movies), useable 5 times a day, but require a minute between uses. The batteries in the cloak will allow the cloak to function for about 4 days before requiring recharging, using a universal adaptor for most power outlets, taking about 2 hours to recharge fully.
Weight: 7 lb.
PDC: 18
Restriction: None




Combat Frames
Combat frames are exoskeleton pieces of armour, or full suits of armour that enhances the user and provides protection. Combat frames can be used on individual arms, paired legs or the torso, or used in combinations.

Body Part Frames
Each body part frame encloses one limb or torso in an armoured sleeve filled with sensors and force feedback devices. In addition to enhancing the wearer's strength (and nullifying its weight), a frame's casing provides some armour. Combat frames can deflect blows and shots, but intentional strikes to their joints or exposed elements allow them to be damaged. Therefore, while shots that are deflected due to its armour cause no damage, each frame can be attacked using the normal rules for attacking an object. When a combat frame is destroyed, it is no longer considered weightless for encumbrance purposes.
Frames are purchased in standard sizes. They can not be transferred to another wearer with no more than a 3" height difference or 20 lb. weight difference from the original user. After 8 hours of continuous use, any combat frame requires an hour to recharge.

Arm
An arm frame includes the sleeve itself along with straps to brace any load across both shoulders.
Benefit: The arm frame adds a +2 equipment bonus to Strength with using that arm, except when it comes to lifting and carrying loads. If the wearer also has a torso frame, the Strength bonus does apply to lifting and carrying loads. The user now has enough of a supporting exoskeleton to allow it.
Two arm frames do not double the wearer's Strength bonus. The traits below apply to a single arm frame.
Defense Bonus: +1
Armour Check: 0
Hardness/Hit Points: 5/10
Weight: 10 lbs
Purchase DC: 20

Leg
Leg frames are normally purchased in pairs. They include a supporting harness for the wearer's hips.
Benefit: A pair of leg frames adds a +2 equipment bonus to Strength for lifting, carrying and 10 feet to his or her base movement. Single legs provide no advantage.
Defense Bonus: +1; +2 for a pair.
Armour Check Penalty: -2 for one or both legs.
Hardness/Hit Points: 5/10
Weight: 15 lbs for each leg.
Purchase DC: 22 each; 26 per pair.

Torso
A torso frame includes a harness and servomotors that redistribute weight to the wearer's upper arms and upper legs. These bracing points connect the torso frame to the user's arms and leg frames.
Benefit: A torso frame allows the wearer to bear loads as if he or she is one size category larger. In addition, if the wearer also wears arm and/or leg frames, he or she may add an additional +2 to Strength bonus provided by other frames.
Defense Bonus: +3
Armour Check Penalty: -2
Hardness/Hit Points: 5/10
Weight: 20 lbs
Purchase DC: 22

Combined Frames
When worn together, combat frames combine their bonuses to Defense and Strength. They also combine armour check penalties. The following chart summarizes the combinations and bonuses.
[TABLE="width: 400"]
[TR]
[TD] Combined Frames[/TD]
[TD] Defense Bonus[/TD]
[TD] Strength Bonus[/TD]
[TD] Armour Check Penalty[/TD]
[/TR]
[TR]
[TD] One Arm and Torso*[/TD]
[TD] +3[/TD]
[TD] +4[/TD]
[TD] -2[/TD]
[/TR]
[TR]
[TD] One Arm and Both Legs*[/TD]
[TD] +3[/TD]
[TD] +4[/TD]
[TD] -2[/TD]
[/TR]
[TR]
[TD] Both Arms and Torso[/TD]
[TD] +4[/TD]
[TD] +4[/TD]
[TD] -2[/TD]
[/TR]
[TR]
[TD] Both Arms and Both Legs[/TD]
[TD] +4[/TD]
[TD] +4[/TD]
[TD] -2[/TD]
[/TR]
[TR]
[TD] One Arm, Both Legs and Torso*[/TD]
[TD] +5[/TD]
[TD] +6[/TD]
[TD] -4[/TD]
[/TR]
[TR]
[TD] Both Arms, Both Legs and Torso[/TD]
[TD] +6[/TD]
[TD] +6[/TD]
[TD] -4[/TD]
[/TR]
[/TABLE]



*Reduce the Strength by 2 when using the arm that isn't covered by a combat frame.

Integrated Combat Frames
Characters may purchase integrated frames that includes both arms, both legs and the torso. The parts of an integrated frame are designed to work together. This adds an additional +2 bonus to the wearer's Defense compared to frames that are combined piecemeal. The frame can still be broken down into its component pieces.

Benefit: The wearer can carry loads as if he or she is one size category larger. His or her base movement increased by 10 feet.
Defense Bonus: +8
Armour Check Penalty -4
Hardness/Hit Points: As per components
Weight: 70 lbs
Purchase DC: 32

Combat Frames can make use of many armour and some modified cybernetic gadgets.

Extra Armour
This gadget adds an extra layer of armour to a combat frame. Add 1 point to the armour bonus of one body part frame. You may add no more than an additional +1 to an arm or leg frame or +2 to a torso frame.
PDC Modifier: +2 per +1 armour bonus.
Restriction: Combat frames only.

Speed: Added to two leg frames, this gadget increases the wearer's base speed by an additional 10 feet, for a total bonus of 20 feet to the user's movement.
PDC Modifier: +4
Restriction: Must be bought once for each leg frame (the bonus speed does not increase any more than an additional 10 feet) or once for an integrated combat frame only.


Specific Frames

Gauntlet (Arm Frame)
The Gauntlet is an oversized arm frame, granting enhanced melee capabilities, enhanced strength for the arm it is on, and has limited ranged capabilities.
Benefit: +4 Strength to arm worn on, usually right arm, Deflection Field, Energy Bolts, Ranged Fist, Slam, Charged Slam.
Defense Bonus: +1 arm, +2 Deflection from Deflection Field
Armour Check Penalty: -1
Hardness/Hit Points: 5/11
Weight: 12 lbs
Purchase DC: 26
Deflection Field: When activated, the Gauntlet produces an invisible field that surrounds the wearer to deflect projectiles and energy blasts, only effective against range attacks. When it deflects an attack, the field flashes green at the point of impact. The field is not available when using the energy bolts, ranged fist or charged slam.
Energy Bolts: From a recessed port on the back of the hand, the Gauntlet can fire bolts of energy that deal 3d4 points of unspecific energy damage, 30 feet range increment, with a 60 shot capacity. The energy can recharge slowly, 1 shot every 5 minutes, or a power pack can be fitted into a slot on the underside of the forearm for 50 shots.
Ranged Fist: Using a type of force field and tractor beam type technology, a green fist like field can extend from the Gauntlet, acting just like an oversized fist. This allows the user to manipulate things up to 50 feet away, however it lacks a lot of sensitivity, with a -5 penalty to all Dexterity checks. The fist has an effective Strength of 16, and can strike a target for 2d4 points of force damage.
Slam: With the Gauntlet equipped arm, the user can make a slam attack dealing 1d8 points of damage plus Strength modifier.
Charged Slam: The user can energize the surface of the Gauntlet for greater damage. Using one charge for the energy bolt, the user can deal an extra 3d4 points of energy damage.

Flame Foot (Paired Leg Frames)
This pair of leg frames are tinted red, use more heat resistant ceramics in their construction. The Flame Foot grants the user resistance to fire, limited flight capability with the use of miniature plasma jets built into the legs, and can leave a trail of flames around the user that makes approaching him or her hazardous to all foes.
Benefit: +2 equipment bonus to Strength and 10 feet to his or her base movement with both legs functioning, 60 ft flight, Fire resistance 5, Burn
Defense Bonus: +1; +2 for a pair.
Armour Check Penalty: -2 for one or both legs.
Hardness/Hit Points: 5/12
Weight: 17 lbs for each leg.
Purchase DC: 28 per pair.
Flight: The plasma jets built into the bottom of the feet and legs allows the user to fly at a speed of 60 feet with poor maneuverability. There is enough power to provide up to 2 hours of flight time without shortening the standard 8 hour operation time of the leg frames. However, flight time can be extended by 10 minutes for every 30 minutes of operation time transferred to the plasma jets.
Fire Resistance: The material of the leg frames protect them from the plasma jets, but the frame also projects a containment field around the user to help aid against fire attacks. This functions as long as the frame has power.
Burn: As a special attack, the user can use the plasma jets to release a powerful burst of plasma that sets the surrounding ground, in a 10 foot radius centered on the user, on fire that burns for 1d4+1 rounds. Anyone other than the user of the Flame Foot, that steps within this burning area suffers 1d8+2 points of fire damage.
 
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ReconHelmet

This helmet was designed for use in Spec and Black Ops or for those whoregularly do scouting and recon type work. The helmet is a sophisticated piece of equipment, with many built infeatures. The full face helmet comes with an air filter, a 10 minute supply ofair in a small tank, about the size of a battery, on the back of the neck. Theeye pieces are polarized against bright lights and flares, telescopic and macrolenses as well as night vision capable. A HUD is also included to allow forwireless connection to any smart weapons or armour with data links. A built inradio allows communication with encryption protocols for military forces.
The helmet is well insulated against loud sounds, and also the user can speakin a whisper and it wouldn't be heard by anyone, even if they were standingright beside the user. When the user speaks at a normal level, the speaker willengage, and can even act as a megaphone. Also included is a voice distorter,altering the user's voice so that others cannot recognize the voice, whilestill being quite understandable. A built in translator can store up to 10languages and automatically engages when one of the 10 are heard. The user canturn the autospeak feature off so that when they speak, it isn't translatedthrough the speaker.
Benefits: Grants a +1 bonus to Fort saves against airborne toxins, poisons anddiseases, 10 minute air supply, sealing completely. Can be connected to an externalair supply. User is immune to effects that would blind the user, such as from aflash bang or other bright lights. Has built in binoculars, night visiongoggles with 60 foot darkvision, macro lens for viewing fine details. +2 bonusagainst loud sounds that would deafen the user. HUD for communications andlinks to weapons and armour, military radio, megaphone and a 10 languageprogrammable translator, as well as a voice distorter that grants a +2equipment bonus to Bluff checks when speaking.
PDC: 19 Res (+2)






Charger
The Charger is an old design that has been updated and upgraded far beyond itsoriginal lifespan. The original Charger was narrow, to keep a small frontprofile, with a slightly angular vertical rectangle at the front, followed by aslightly narrow main body, behind which the larger engine block is housed. Thefront rectangular structure housed the hanger, which held three shuttles and upto a squadron of twelve fighters, as well as a spinal mount heavy projectileweapon, as well as several of the main turrets. The crew is housed mainly inthe main body, which has no gravity, forcing the crew to wear magnetic bootsand strap themselves into their stations. Defense turrets are spread along themain body, the frontal structure and engine block.
Chargers are unable to enter a planetary atmosphere, especially the latermodels with rotating sections for artificial gravity. They come equipped withenough lifepods for their crew and passengers. Chargers also enjoy a modularconstruction of many of its systems, with redundancies, simple, but toughconstruction, allowing for quick repairs from when they do suffer damage.
The original Charger model was made famous and favoured by crews as it wasfairly easy to operate, could take a pounding and dish it out, as proven inmany conflicts. In mixed fleet engagements, Chargers were usually the ones tosee the most combat, and damage, and survive to limp home under their ownpower.
Chargers were designed as front line combat units, filling cruiser anddestroyer rolls, depending on variants, filling a light cruiser roll most ofthe times. During peace time, Chargers would patrol space lines and providesystem defense, and even fill some light exploratory rolls, with half thefighter compliment replaced with more shuttles and light scout ships.
As technology advanced, the Charger was improved, or variant models werecreated. The first variant added large missile launchers to the sides of themain body, giving it thick stubby wings just behind the front structure. Thisvariant had half the fighter compliment removed to make room for large missilemagazines and loading mechanisms.

Later upgrades saw improved weapons, engines, and other miscellaneous systems.The first major upgrade was adding a rotating section to the main body to givethe Chargers artificial gravity, which improved crew moral and effectiveness.These models were also a bit larger to accommodate the rotation drives andadded weapons. These Chargers were also some of the first models to comestandard with a few energy weapons as main weapons. Fighter capacity wasincreased to two squadrons.
Due to the well constructed nature of the Charger, some of the originalChargers are still in service, upgraded with new systems, weapons and evenartificial gravity that doesn't require rotation sections when the technologybecame available. This ability of Chargers to survive and be easily upgradedhas made telling some older models apart from newer ones and their capabilitieswithout detailed scans incredibly difficult.

Charger mk1 A
The mk1 A is the original Charger to come off the assembly lines. Armed with aspinal mounted gauss gun for anti-capital ship strikes, several batteries ofrailguns, and a pair of missile launchers for long range strikes. The pointdefense system is made up of a series of lighter caliber projectile weapons,similar to the CIWS used on sea vessels of previous years. The railguns arelaid out with two on the dorsal surface and one on the bottom. They can alltarget the same target, or can be used against individual targets. The missilelaunchers are mounted in the forward structure below the entrance to thehanger.
The A mk1 had a crew of 200, plus 23 pilots for 3 shuttles and 12 fighters(this includes 7 back up pilots) and 50 troops for ship security againstboarders or for ground and boarding actions. There is enough room for the shipto carry 20 passengers. In an emergency it can carry up to 100 people, or 200if the hanger is sealed and under cramped conditions. The grapplers are a setof two paired launchers that launch high strength duracables with magneticends, are located under the main body section where one of the primary airlocksare located. Another airlock is located on top of the main body.
The mk1 A has no gravity, so crew are required to wear magnetic boots and strapthemselves in or else float around. Can operate for 10 months before requiringrefueling and restocking, however for crew health, stops every month at afacility with gravity for a day is recommended before suffering major effectsfrom zero-g environments.
Charger mk1 A (PL5/6)
Type: Mediumweight
Subtype: Light Cruiser
Size: Colossal (-8)
Tactical Speed: 3000 ft
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 20
Hit Dice: 150d20 (3000 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus: +3
Length: 950 ft
Weight: 30,000 ton
Targeting System Bonus: +3
Crew: 200 plus 23 pilots and 50 troops
Passenger Capacity: 20, or up to 200 in cramped emergencysituations.
Cargo Capacity: 6200 tons, 3 shuttles 14 fighters (2 are spares)
Grapple Modifier: +16
Base PDC: 63
Restriction: Mil (+3)

Attack:
Spinal mount gauss gun -7 ranged (16d12 ball, ignore 20 DR, 8000 ft incr, fireonce every other round) and 3 batteries of 2 rail cannons -9 ranged (6d12 ball,3000 ft), or
Spinal mount gauss gun -7 ranged (16d12 ball, ignore 20 DR, 8000 ft incr, fireonce every other round) and 1 battery of 2 nuclear missile launchers -12 ranged(16d8 energy), or

3 batteries of 2rail cannons -1 ranged (6d12 ball, 3000 ft) and 1 battery of 2 nuclear missilelaunchers -6 ranged (16d8 energy), or
2 batteries of 2 rail cannons -2 ranged (6d12 ball, 3000 ft) and 1 battery of 2rail cannons -7 ranged (6d12 ball, 3000 ft).


Attack of Opportunity:
Point defense system +3 ranged (3d12x10 ball)

Standard PL(Late 5/6) Design Spec: heavy load (combat)
Engines: Thrusters, fusion torch
Armour: Alloy plating
Defense Systems: Autopilot, damage control system (3d10), point defense system,sensor jammer, radiation shielding
Sensors: Class I sensor array, targeting system, collision detectionsensors.
Communications: Radio transceiver
Weapons: Spinal mount gauss gun, 3 batteries of 2 rail cannons, 1 battery of 2nuclear missile launchers (12 missiles each)
Grappling Systems: Grapplers
Notes: The rail cannons can fired at the same target, being considered a largebattery of 6 rail cannons, or at individual targets. Able to launch up to 2ships up to gargantuan size a round or one colossal sized ship around.
Hanger: space for 12 fighters (huge to colossal size 70 feet) and 3 shuttles(colossal size 100 feet).

Charger mk1 B
The mk1 is the first variant created of the Charger hull, adding stubbywing-like structures to the sides of the main hull, just behind the frontstructure. The wing structures house large multi-launch missile launchers.These launchers can target multiple targets at once, or saturate a singletarget or large area on a planetary surface. The fighter compliment is reducedto 6 fighters, with 2 spares, but an extra shuttle is added to aid in ferryingmunitions. The nuclear missile launcher magazine is increased, and addedtargeting systems are installed for the missile launchers, as well asadditional crew stations for the added launchers, and reduced troop capacity toonly 10.
The mk1 Bs were only built in limited runs during war time and used foranti-shipping purposes, releasing a large volley of missiles to overwhelmdefense systems of primary targets as well as targeting large groups offighters to distract them as allied fighters and ships drive forward to finishoff what the missile volleys couldn't destroy before more volleys werelaunched. Usually between 2 and 4 were assigned to large task forces.
Mk1 B has the following changes: Change carried craft to 4 shuttles and 8fighters with 16 pilots, troop capacity reduced to 10 and 0 passengers, cargocapacity is reduced to 3000 tons. Nuclear missile magazines increased to 30missiles each and two multi-launch CHE missile launchers which act as a pair offire-linked CHE missiles (each successful strike deals 9d12, and when multiplemissiles are launched at the same target, use 50% of 9d12, increasing damage by4d12 for each successful missile strike) each carrying 120 missiles. Increasehit die by 5 hit die for a total of 155d20 (3100 hp) due to the added armour toprotect the crew and missiles. Increase PDC to 64.
New Equpment: Multi-Launch Missile Launcher
These missile launchers are designed to throw large amounts of missiles intospace as quickly as possible, targeting either a single target or multipletargets firing up to 10 missiles at a time. When used against a single target,the gunner can fire up to 10 missiles, which increases the damage by 50% (rounddown) of one missile per missile added that strikes the target. When firing atmultiple targets, the gunner suffers a -2 penalty with a cumulative -1 permissile beyond the second missile launched on a single attack roll made for allmissiles launched.

Charger mk1 C
The C variant was an experiment in attempting to turn the Charger into a lightcarrier. The first prototype used the basic hull, but wasn't very effectivewith only a marginal increase in fighter compliment. The second prototype usedthe hull configuration of the mk1 B with the addition of the stubby wings. Themk1 C removes the nuclear missile launchers and one rail cannon battery turretfor increased space as well as reduce the troop capacity to 10, allowing it tocarry a total of 4 shuttles and 42 fighters (3 squadrons of 12 plus 6 spares orone half squadron used for alert fighters of up to gargantuan size. Colossalsized fighters, up to 70 feet reduce fighter compliment by 25%). The wings havearmoured hanger doors which act as rapid launch for fighters. Each wing has 2armoured doors, as long as gargantuan fighters are loaded, the side wings canlaunch 2 fighters a round (one from each door), in addition to the two that canlaunch through the main hanger for a total of 6 fighters a round, enabling itto unload its entire fighter compliment in 7 rounds (just under 1minute).
Changes: Remove 1 battery of 2 rail cannons, the battery of 2 nuclear missiles,reduce troop capacity to 10 passenger capacity to 10. Increase fighter capacityto 42 and shuttles to 4. Increase pilots to 56. Adds the stubby wing-likestructures similar to the mk B, but are used to house pilots, fuel, parts andact as additional launch bays for up to gargantuan sized fighters. Hit dice arethe same as the mk1 B (155d20 3100 hp), crew changed to 150 for the shipitself, plus 52 pilots 10 troops and 50 hanger crew.
Increased PDC to 64

Charger mk1 D
The D variant is a heavy weapon's platform experiment, removing most of thehanger space, except for 3 shuttles, changing the dual rail cannon batteries totriple batteries, adding a second gauss gun spinal mount in afirelink.

Charger mk2 A
The mk2 is the first major update to the Charger design as new technology ismade available. New design in armour, the discovery of laser technology,improved damage control systems, and is also physically slightly larger. Itcarries a slightly larger carried craft compliment and troops. The mk2 stilllacks artificial gravity, and fewer variants exist of this version. The mk2retains two rail cannons, one on the dorsal side, one on the ventral, but addstwo dual heavy laser batteries, one dorsal and one ventral, however the ventrallaser is unable to fire forward, being blocked by the forward hull structure,as it is positioned on the rear engine block. Improvements in automationreduces crew requirements somewhat, which allows for the larger carried craftcompliment and faster fighter deployment.
Changes: Increase hit dice to 175d20 (3500 hp), only has two dual rail cannonbatteries, but two dual heavy laser batteries (8d8 fire, 4000 ft) are added,armour changed to polymeric, change speed to 3500 ft (+500 ft due to lighterarmour), damage control changed to improved damage control (repair 4d10),length increased to 975 ft, weight to 32,000 ton. Carries 20 fighters(gargantuan size) and 4 shuttles (colossal size), crew reduced to 150 plus 30pilots, 60 troops. One shuttle is usually a combat troop or drop ship, magneticfield defensive system is added (missile and ballistic attacks suffer -4 toattack roll). Able to launch 3 fighters (up to gargantuan size per round), or 1colossal ship. Sensors are upgraded to Class II.
Increased PDC to 65.

Charger mk2 B
The mk2 B variant is made as a fleet escort version, reducing fightercompliment and removes the spinal mount gauss gun. Changes the weapons to alllasers, except the point defense system is still ballistic based as a laserbased defensive system hadn't been developed yet. Two single heavy laserturrets are added, one to each side of the frontal structure. The nuclearmissiles are removed and replaced with rapid fire CHE missile launchers. Theengines are improved for greater speed to allow it to intercept other ships.The addition of interceptor missiles improves the mk2 B's chances ofintercepting missiles.
Changes to mk2: Increase hit dice to 200d20 (4000 hp), add improved thrustgadget (+500 ft total of 4000 ft), add two single heavy laser turrets, changeremaining two dual rail cannon batteries to 2 dual heavy laser batteries, addmissile interceptors (gunner makes opposed attack roll against missileattacks), remove spinal mount gauss gun, reduce fighter compliment to 12fighters, reduce pilots by 8, change nuclear missile launchers to rapid fireCHE launchers, similar to the ones on the mk1 B, each with a payload of 80missiles. Sensors are changed to Class III. Increase PDC to 66.
Note: If the mk2 B is within 1 square (500 ft) of another allied ship, and iswithin line of sight of an enemy ship targeting said allied ship, it may use itspoint defense system and missile interceptor to protect the allied ship fromenemy missiles and fighters.

Charger mk3 A

The mk3 brought theintroduction of artificial gravity to the Charger line, as well as other newtechnologies including plasma missiles, laser defensive systems and all nonmissile weapons are replaced with lasers, increasing space for other systemsand crew. Included in the upgrades are better sensors, targeting systems andengines. The mk3 A sat in development for many years as the artificial gravitysection took a long time to develop and work safely. The mk3 A is quite a bitbigger than previous version, extending the length to 1100 feet, and weighingin at 50,000 tons. The rotating section is designed out of four sections thatlook like larger versions of the stub wings first introduced on the mk1 B. Therotation section houses the crew quarters, med-bay, labs, bridge, part ofengineering and other critical systems. The front block is also larger, housingthe hanger for 30 fighters and 5 shuttles (2 are usually drop or trooptransports), plus plasma missile launchers. Armament consists of a heavy spinalplasma cannon, plasma missile launchers in the front section, 6/8 dualfire-linked heavy lasers, with one on each side, top and bottom of the frontsection, the other four in similar configuration on the engine block. The dualturrets can be linked into batteries of up to 4 on a single target. The laserpoint defense cannons are scattered along the central hull and the rotatingsections to provide the most coverage. Due to improvements in automatic, themk3 A has a smaller crew, allowing for increased passenger and troopdeployments.

Charger mk3 A(PL6/7)
Type: Mediumweight
Subtype: Cruiser
Size: Colossal (-8)
Tactical Speed: 4000 ft
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 30
Hit Dice: 225d20 (4500 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus: +3
Length: 1100 ft
Weight: 30,000 ton
Targeting System Bonus: +3
Crew: 200 plus 50 pilots and 70 troops
Passenger Capacity: 50, or up to 400 in cramped emergencysituations.
Cargo Capacity: 6500 tons, 5 shuttles 30 fighters
Grapple Modifier: +16
Base PDC: 67
Restriction: Mil (+3)

Attack:
Spinal mount heavy plasma cannon -7 ranged (36d8 fire, ignore 20 DR, 8000 ftincr, fire once every other round) and 4 fire-linked dual lasers -9 ranged(9d8, fire, 3000 ft), or
Spinal mount heavy plasma cannon -7 ranged (36d8 fire, ignore 20 DR, 8000 ftincr, fire once every other round) and 1 battery of 2 plasma missile launchers-12 ranged (18d8 fire), or

4 fire-linked 2lasers -1 ranged (9d8 fire, 3000 ft) and 1 battery of 2 plasma missilelaunchers -6 ranged (8d8 energy), or
2 batteries of 4 fire-linked dual lasers +2 ranged (9d8 fire, 19-20, 3000ft)


Attack of Opportunity:
Point defense system +3 ranged (3d12x10 fire)

Standard PL(Late 6/7) Design Spec: heavy load (combat)
Engines: Thrusters, Induction Engine

Armour:Vanadium
Defense Systems: Autopilot, improved damage control system (4d10), pointdefense system, sensor jammer, radiation shielding, repair drones, magneticfield, interceptor missiles, particle field.
Sensors: Class IV sensor array, targeting system, collision detectionsensors.
Communications: Radio transceiver
Weapons: Spinal mount heavy plasma cannon, 8 fire-link dual lasers, 1 batteryof 2 plasma missile launchers (24 missiles each)
Grappling Systems: Grapplers
Notes: The lasers can fired at the same target, being considered a largebattery of 4 dual, or at individual targets, up to 8 targets in total. Able tolaunch up to 2 ships up to gargantuan size a round or one colossal sized ship around.
Hanger: space for 30 fighters (huge to colossal size 70 feet) and 5 shuttles(colossal size 100 feet).
Carries Standard medlab, science lab and work shop.



Charger mk3 B

The mk3 B was anexperiment that was quickly pushed into combat as a heavy assault craft,mounting two spinal mount heavy plasma cannons, the laser turrets changed toheavy lasers. The lasers on the side of the frontal section are removed and twostub wings added that each mount two x-ray lasers all in a single fire-link.The point defense system is improved with added turrets, the plasma launchersare changed to multi-launch launchers, similar to the older CHEmulti-launchers, and the Fighter capacity is reduced to only 6 fighter and 2shuttles.
Make the followingchanges to the mk3 A to a mk3 B:
Add second spinalmount heavy plasma cannon, and be fired individually, allowing one to be firedeach round; remove 2 fire-linked dual lasers, reduce hanger space to 6 fightersand 2 shuttles, crew to 130, 9 pilots, 20 troops. Increase hit dice to 230d20(4600 hp), increase speed to 4500 ft (improved thrust gadget), add Fire-linked4 x-ray lasers (21d8 fire, 19-20x2, 3000 ft, ignore 40 hardness/dr), changebattery of 2 plasma missile launchers to battery of 2 multi-launch plasmalaunchers, improved targeting systems (targeting bonus increases to +5). Removethe science lab.
New Equpment:Multi-Launch Plasma Missile Launcher
These missile launchers are designed to throw large amounts of missiles intospace as quickly as possible, targeting either a single target or multipletargets firing up to 10 missiles at a time. When used against a single target,the gunner can fire up to 10 missiles, which increases the damage by 50% (rounddown) of one missile per missile added that strikes the target. When firing atmultiple targets, the gunner suffers a -2 penalty with a cumulative -1 permissile beyond the second missile launched on a single attack roll made for allmissiles launched.






Dart
The Dart is a spaceinterceptor, designed to race towards enemy contacts, unleash its payload,disrupting enemy formations while heavier fighters follow behind, beforereturning for reloading. The Dart has a triangular forward section thatcontains the cockpit and energy weapons, attached to a long tubular main bodywhich is surrounded by missile racks. Two powerful engine pods are mounted atthe end, giving the Dart high speed and acceleration, but it has poormaneuverability. The missile racks and targeting system of the Dart aredesigned to target multiple targets at once and unleash multiple missiles.Darts are not equipped with many defensive systems, only a sensor jammer, asthey are meant as a cheap means of getting a lot of missiles into a target areabefore capital ships are threatened.

Dart (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4)
Tactical Speed: 5500 ft (7 sq), +1000 afterburner
Defense: -4
Flat-Footed Defense:
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 54 ft
Weight: 27,000 lbs
Targeting System Bonus: +2
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 60 lbs
Grapple Modifier: +8
Base PDC: 45
Restriction: Mil (+3)

Attack:

Fire-linked laser -2ranged (9d8, fire)
or 2 multi-launchCHE missile launchers -2 ranged (6d12/19-20, ball)

Attack of Opportunity:

Standard PL(6) Design Spec: Afterburners, Flying Brick, Enemy Sensor checks -5,missiles 20% miss chance
Engines: thrusters, fusion torch, improved thrust x4, hydrogeninjectors
Armour: Polymeric
Defense Systems: Sensor jammers
Sensors: Class III, Targeting system
Communications: Radio transceiver
Weapons: Twin-linked lasers, 2 multi-launch CHE missile launchers (20 missilestotal)
Grappling Systems: None


Multi-Launch CHEMissile launchers
These missilelaunchers are designed to throw large amounts of missiles into space as quicklyas possible, targeting either a single target or multiple targets firing up to10 missiles at a time. When used against a single target, the gunner can fireup to 10 missiles, which increases the damage by 50% (round down) of onemissile per missile added that strikes the target. When firing at multipletargets, the gunner suffers a -2 penalty with a cumulative -1 per missilebeyond the second missile launched on a single attack roll made for allmissiles launched. These launchers are designed for quick reloading, withproper equipment, can be reloaded in 1d4+3 rounds.

Flying Brick: Dartsare fast, but not very maneuverable, suffering a -4 to Pilot checks to performmaneuvers such as jinking, or avoiding navigational hazards. Most pilots of Darts learn to err on the side of caution, preparing for maneuversearly or plotting courses that will have the least amount of hazards aspossible.
 

Servo Drones

Servo drones are aseries of humanoid robots used for combat, with several variant models equippedwith different weapons and skills for different types of combat roles. TheServo drone's frame is modelled after a well muscular male humanoid body with ahead that looks like an armoured helmet painted in a dull red with silveraccents and trims. Most models are equipped with fully articulated hands, alaser mounted in one arm, and combat programming to be effective infantrytroops.
The differentvariants of the basic servo differ physically by some of the weapons or toolsthey carry, as well as the accents and trims are different colors to allow easyidentification for operators to know what that unit's basic capabilities are.

Servo Drone
CR: 1
Size: Medium
Hit Points: 3d10+10 (25)
Init: +2 Dex
Speed: 30
Defense: +3 armour +2 Dex
BAB/Grp: +1/+3
Attack: Laser +3 ranged (3d8 fire, 80 ft, sa); or Hand +3 (1d3nonlethal)
FS/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks:
Special Qualities:
Saves: Fort + 0, Reflex +2 , Will +0
Abilities: Str 14, Dex 14, Con -, Int -, Wis 10, Cha 1
Skills: Balance +4, Climb +4, Drive +4, Listen +4, Move Silently +4, Search +4,Spot +4
Feats: Personal Firearms Proficiency, Point Blank Shot

Frame: Biomorph
Locomotion: Legs (pair)
Manipulators: Hands
Armour: Duraplastic
Sensors: Class III
Skill Software: Skill progit listen +4, skill progit search +4, skill progitspot +4, balance +2, drive +2, climb +2, move silently +2
Feat Software: Feat progit personal firearms, feat progit point blankshot
Accessories: Dex upgrade x2, AV recorder, vocalizer, weapon mount x1, laserrifle with stun module, internal storage unit, skill progit x4, advancedconstruction (+2 HD)
PDC: 26


Servo Basher

The Basher variantis enhanced for melee combat, and can be used in crowd control situations aswell. The motivators are enhanced for greater strength. It is armed with twoclub weapons, which are also designed to function as stun batons. For defense,it is fitted with a forcefield to protect it against ranged attacks. The trimand accents are coloured blue.

Servo Basher Drone
CR: 2
Size: Medium
Hit Points: 3d10+10 (40)
Init: +1 Dex
Speed: 30
Defense: 15 (+3 armour +2 Dex)
BAB/Grp: +1/+3
Attack: Laser +3 ranged (3d8 fire, 80 ft, sa); or Hand +4 (1d3+3 nonlethal), or+4 melee Electro-Club (1d6+3 +1d6 electrical), or +0/+0 melee two Electro-Clubs(1d6+3+1d6 electrical ea)
FS/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks: Clothesline
Special Qualities: Forcefield
Saves: Fort + 0, Reflex +2 , Will +0
Abilities: Str 16, Dex 14, Con -, Int -, Wis 10, Cha 1
Skills: Balance +4, Climb +4, Drive +4, Listen +4, Move Silently +4, Search +4,Spot +4
Feats: Personal Firearms Proficiency, Two-Weapon Fighting

Frame: Biomorph
Locomotion: Legs (pair)
Manipulators: Hands
Armour: Duraplastic
Sensors: Class III
Skill Software: Skill progit listen +4, skill progit search +4, skill progitspot +4, balance +2, drive +2, climb +2, move silently +2
Feat Software: Feat progit personal firearms, feat progit point blankshot
Accessories: Dex upgrade x2, AV recorder, vocalizer, weapon mount x1, laserrifle with stun module, internal storage unit, skill progit x4, advancedconstruction (+2 HD), Electro-Club x2
PDC: 28


Clothesline
The Basher can spin it's torso, at the waist in a complete 360 degreeincredibly fast with its arms stretched out with the Electro-Clubs, strike allwithin 10 feet of it. Targets suffer 2d6+6 bludgeoning damage. The Servo canalso engage the electrical damage for an additional 1d6 electrical damage, orthe Stun feature. Targets must make a Reflex save DC 18 for half damage, plus asecond Reflex save DC 15 or be knocked prone. If the stun setting is used, alltargets struck must make a Fort save DC 10+damage dealt or be stunned for 1d4rounds.


Forcefield
The Basher has aforcefield that has 30 hit points which is depleted first. The field can beraised as a free action on its turn, and remains for 10 rounds a time beforeneeding a 5 round cool down, up to 6 times a day. The shield replenishes lostHP at a rate of 1 HP per round.

Electro-Club

This is a large clubthat can release electrical damage, or can be set to stun. In the stun setting,the target hit must make a Fort save DC 10 + damaged dealt, or be stunned for1d4 rounds.


Servo Soldier Drone

The Soldier variantis upgraded with added projectile weapons in the arms for additional rangedcombat. The arms are both fitted with a retractable barrel light machine, withan amble ammunition supply fitted to the back of the Servo drone. The chest is fittedwith a multi-barrel metalstorm system, behind armoured plates, to give it aclose range heavy strike capability, or can be used to clear areas such asbunkers or halls.

Servo Soldier Drone
CR: 3
Size: Medium
Hit Points: 3d10+10 (40)
Init: +3 Dex
Speed: 30
Defense: 16 (+3 armour +6 Dex)
BAB/Grp: +1/+3
Attack: Laser +4 ranged (3d8 fire, 80 ft, sa); or Hand +1 (1d3+3 nonlethal),light machine gun +4 ranged (2d8 ballistic, 80 ft, sa, 400 rdsea)
FS/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks: Percussionist, Sweep
Special Qualities:
Saves: Fort + 0, Reflex +3, Will +0
Abilities: Str 12, Dex 16, Con -, Int -, Wis 10, Cha 1
Skills: Balance +3, Climb +4, Drive +4, Listen +4, Move Silently +5, Search +4,Spot +4
Feats: Personal Firearms Proficiency, Advanced FirearmsProficiency

Frame: Biomorph
Locomotion: Legs (pair)
Manipulators: Hands
Armour: Duraplastic
Sensors: Class III
Skill Software: Skill progit listen +4, skill progit search +4, skill progitspot +4, balance +2, drive +2, climb +2, move silently +2
Feat Software: Feat progit personal firearms, feat progit point blankshot
Accessories: Dex upgrade x2, AV recorder, vocalizer, weapon mount x3, laserrifle with stun module, internal storage unit, skill progit x4, advancedconstruction (+2 HD), 5.56mm caseless integrated machineguns x2, 4x4 9mm caselessmetalstorm, dual ammo bins (400 5.56mm rds per bin, 800 total)
PDC: 28


Percussionist
The 4x4 metalstormin the chest can fire all the barrels at once at a single target, dealingincredible damage, plus the force of all the rounds striking has a chance toknock down the target. The Servo Soldier makes a ranged touch attack out to arange of 50 feet, dealing 5d6 ballistic damage, plus the target must make aFort save DC 10+damage dealt or be knocked back 1d4x5 feet and knocked prone.

Sweep
The 4x4 metalstormin the chest can be used to attack all targets in a cone area as the barrelsangle outward, damaging all within a 50 foot long, 25 foot wide cone for 3d6damage. All within the area can make a Reflex save DC 16 for half damage.

4x4 Metalstorm
The chest of theServo Soldier drone is fitting with 16 barrels in a 4x4 configuration using ametalstorm system to stack several rounds in each barrel. The system uses 9mmcaseless ammunition with 6 rounds in each barrel, allowing the Soldier to usePercussionist or Sweep up to 6 times before reloading.


Servo Miner Drone

The Miner variant isdesigned for combat engineering purposes, but still makes a decent combat unit.One arm is fitted with a large drill that swings out over the hand for use,while the other contains a high frequency chainsaw and shovel. The back containsa plasma torch, 4 arms that contain multitools that can easily reach around thetorso to work on anything within 5 feet of the Miner. The back also mounts alarge container for storing spare parts, tools and anything else a combatengineer might need.
Programmed withinformation and tools for making battlefield repairs to vehicles, armour andweapons, and constructing fortifications.

Servo Miner Drone
CR: 2
Size: Medium
Hit Points: 3d10+10 (40)
Init: +1 Dex
Speed: 30
Defense: 16 (+3 armour +6 Dex)
BAB/Grp: +1/+3
Attack: Laser +2 ranged (3d8 fire, 80 ft, sa); or Hand +4 (1d3+3 nonlethal), orDrill +4 melee (3d4+3 piercing, ignore 3 points dr/hard, 20x3), or chainsaw +4melee (2d8+3 slashing, ignore 5 points dr/hard, 19-20x2), or shovel +4 melee(1d8+3, bludgeoning), or plasma torch +4 melee (1d10 fire in combat, 3d10 fireper round immobile target)
FS/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks: Fissure
Special Qualities: Quick Barricade
Saves: Fort + 0, Reflex +3, Will +0
Abilities: Str 16, Dex 12, Con -, Int -, Wis 10, Cha 1
Skills: Balance +3, Climb +5, Craft: Structural +2, Craft: Mechanical +2,Craft: Electrical +2, Knowledge: Physical Sciences +2, Knowledge: Technology+2, Listen +2, Search +4, Spot +4
Feats: Personal Firearms Proficiency,

Frame: Biomorph
Locomotion: Legs (pair)
Manipulators: Hands
Armour: Duraplastic
Sensors: Class III
Skill Software: Skill progit listen +2, skill progit search +4, skill progitspot +4, balance +2, drive +2, climb +2, move silently +2, CraftElectrical/Mechanical/Structural +2, Knowledge: Physical Sciences/Technology+2
Feat Software: Feat progit personal firearms, feat progit point blankshot
Accessories: Dex upgrade x2, AV recorder, vocalizer, weapon mount x1, laserrifle with stun module x2, internal storage unit, skill progit x4, advancedconstruction (+2 HD), drill, chainsaw, shovel, plasma torch (4 hours worth offuel), 4 multi-tool arms, cargo pod (100 lbs of cargo in 3 ft x 3 ft x 2 ftarea) on back
PDC: 29


Fissure
The Miner can putit's drill into the ground and set it to spin at certain frequencies that causesympathetic vibrations into the ground causing it to break up and cause piecesto fly in a 50 foot radius as a standard action. Anyone caught in the area willtake 1d4 points of damage from pieces of rock, pavement, gravel, etc throwninto the air, Reflex save DC 14 for half damage. Also another Reflex save DC 14or be knocked prone from the vibrations and ground ripping apart. The 50 footradius area is all torn up and difficult to walk or run through, requiring aBalance check 15 to walk through at half speed.

Quick Barricade
As a full roundaction, the Miner can create a foxhole with barricade around it to give amedium sized creature laying in it half cover. Or with a few pieces of scrap,the Miner can construct a barricade for a crouching medium sized creature togain half cover.






Aeryon Scout

A small quadcopterreconnaissance UAV with VTOL and hover capabilities, not requiring any launchsystems. This small quadcopter is only about 2 ft by 2 ft by 1 foot high, andweighing about 3 lbs, powered by a rechargeable battery. Under the body is a quick-changegimbal mount and interface for different types of cameras or other surveillanceequipment weighing no more than 2 lbs. The four rotors are mounted equally onbooms, which retract for storage inside a protective metal suitcase which spacefor two spare batteries, a complete set of replacement rotors and compartmentsfor 3 different payloads and the control unit.
The control unit isa tablet with touch screen controls. The Aeryon Scout uses GPS and map displayon the tablet or fly to pre-programmed GPS waypoints, or via pilot input, usingeither downloaded maps or Real-Time maps. Live piloting is simple as tappingand drawing a path on the map, with height controlled with a scroll bar. TheAeryon Scout's onboard computer is programmed to monitor external conditionssuch as wind speed, altitude, etc and internal functions, that allow it to makeautomated decisions en route to return home (to the controller), landimmediately or hover and wait.
The Aeryon Scout isable to operate in winds up to 80 kph/50 mph, and temperatures from -30C to+50C, with a top flight speed of 50 kph/31 mph, a flight ceiling of 500 feet,and a 5 mile range with its secured, encrypted wireless communications suite tothe controller, and a flight time of up to 2 hours.

Aeryon Scout
Crew: 1 (Pilot with control tablet)
Passengers: -
Cargo: 2 lbs
Init: -2
Maneuver: +3
Top Speed: 80 (8)
Defense: 12
Hardness: 0
Hit Points: 3
Size: Tiny
Purchase DC: 12
Restriction: None
Accessories: Electro-optical zoom, video/still cameras, GPS receiver, controltransceiver auto-pilot, control tablet, gimbal mount.
Notes: Requires control tablet, control range of only 5 miles, pilot suffers -2to Pilot checks when it is not in view and must rely on the simple built incamera or any surveillance equipment mounted on the payload mount. Max altitudeof 500 feet, encrypted transmission to controller. Able to mount any type ofstill or video camera or other surveillance equipment that weighs up to 2lbs.
While on autopilot,has a Pilot and Navigate skills of +2 each for avoiding obstacles and stayingon course. Will notify controller when 2 minutes from destination via GPSsystem.

Storage Case
This large steelsuitcase holds the Aeyron Scout in a padded compartment, plus two extrabatteries, charger, a complete set of replacement rotors and compartments for 3different payloads and the control unit. Weighs 5 lbs empty, has 5 HP.

While The AeyronScout is a military/police quadcopter, commercial ones that can be bought inany department store are very similar.
Civilian commercial ones will only have 2 hit points, max speed of 50 (5), aflight time of 10 min to 1 hour, a maximum altitude of only 100 ft, and rangeof 500 ft to 1 mile, and may not have a built in camera and require a line ofsight to operate.





CyberslingerCyborg
Cyberslinger cyborg frames are built more for speed and lightning quickreflexes and accuracy with light weapons. They are especially popular in areasthat have an 'Old West' feel to them, such as frontier colonies, or for those thatneed quick reflexes to surprise opponents. The cyberslinger has enhanced opticstied to targeting systems and incredible hand-eye coordination for superbmarksmanship. Built into the hands and arms are connection ports for linking tosmart weapons, creating an almost symbiotic relationship between the cyborg andweapon, making it an extension of the cyborg.
The Cyberslinger is loosely based on a basic cyborg body with enhancedreflexes. The frame is about the same size as a normal human, usually about thesame size as the person's original body, and can pass off as a normal personeasier than other cyborg frames. There isn't a lot of room for extra features,being similar to civilian frames, with much of its space dedicated to theenhanced reflexes, hand-eye coordination and targeting systems.
The legs contain quick draw holsters, allowing for a pistol to be concealed ineach leg which can be drawn quickly. The torso has four internal compartmentsdesigned to only hold ammunition magazines for pistols, allowing for quickreloading. Two are designed to allow power packs to be recharged, which takesabout an hour, drawing power from the cyborg's power systems.
It comes with a built in identitychip, subcutaneous cell phone, gyro compass, clock calendar, data link and HUDlink. The cell phone is programmed that if the cyborg's body is heavily damagedto automatically call emergency services while the life support system willkeep the recipient alive for up to 36 hours after the main body has failed. Thedata link allows for updates to the identity chip when the recipient is firstimplanted, and uploading/downloading emails and events on their calendar toother devices. All data from the clock calendar, compass and messages throughthe cell phone appear in the HUD built into the cyborg's eyes. In case of aviolent crime against the cyborg, and it's damaged, the last five minutes ofvisual and audio memories are recorded and saved in a protected blackbox forpolice to identify the attacker.

CyberslingerCyborg (PL6-7 Cyborg Body)
Type:Living Construct
Size:Medium
Hit Points:2D10
Speed: 30
Defense: +2
Abilities:Str 14, Dex 18, Con -
Locomotion:Paired Legs
Manipulators:Hands
Senses:Equal to a human's (can use robot sensors rules, which would be about a ClassIV)
Accessories:Life support system, identity chip, subcutaneous cell phone, gyro compass,clock calendar, data link, HUD link, light subcutaneous body armour, sensoryrecorder, head jack, IR/UV eyes, 2 internal storage compartments, quick drawholsters for up to medium sized pistols x2, military/police radio system,satellite datalink, targeting HUD software, nasal filter, parabolic audio,Reflex Wires class 2, targeting optics, enhanced reflexes, enhanced hand-eyecoordinator, 4 magazine storage compartments, 2 with recharging ports, smartweapon link.
Bonuses: +4Init +2 attacks of opportunity, +1 attack rolls with ranged weapons, darkvision30 ft, +2 Spot & Search, Drawing a pistol from either quick draw holster isa free action as is holstering them, +4 Reflex saves, +2 Dex related skills,quick reload pistols 4 times (free action), weapons with video scope and smartlinks gain additional +1 to attack rolls that stacks with targeting optics.
PDC: 30
Note: The accessories included in the frame do not count in thenumber of cybernetic devices the recipient can have. The Cyberslinger hasenough power to support more enhancements, including tying a laser rifle intoits internal power systems, but the weapon must be connected by a cable. Thecyborg frame can not support many upgrades, mostly just sensory upgrades, nomajor torso or leg upgrades.

Enhanced Reflexes
The cyborg frame hasits systems enhanced with faster processing to movement, allowing for greaterreaction times. Grants +4 Reflex saves. PDC 16

Enhanced Hand-EyeCoordinator
This implantincreases the recipient's hand eye coordination, improving fine motor skills,granting +2 to Dex based skills. PDC 14

Internal MagazineCompartments (4)
Mounted on the backof the torso are four compartments designed to hold magazines or power packsfor pistols, designed for quick reloading of the pistols. Reloading a pistolusing these compartments is a free action. Two of the compartments are designedto recharge power packs. Due to the design and placement, the recipient mustnot be laying prone on their back, or leaning their back against an object, andmust have a loose fitting shirt or negates the quick reloading feature.Replacing a magazine takes a full round action. The two compartments that canrecharge a power pack takes 1 hour to recharge one pack.




Monotanium(PL6 Ship Armour)
Monotanium was originally an experiment in creating new stealth armour that wasstronger than current stealth armours. Unfortunately, the armour didn't meetexpectations. It does provide decent protection against attacks, comparable toalloy plating or polymeric in protective value, slightly lighter than alloyplating. In terms of stealth, it is lacking. While it doesn't really hide theship from sensors, it does scramble the sensor readings, making it difficult toget accurate readings except when in close proximity, but does also scrambletargeting systems, making them less effective.
Benefit: Enemy scans suffer a -5 to penalties to scan interior, lifesigns,weapons, etc on Computer Use checks. Even with a successful check, readings aredistorted, requiring an Intelligence check DC 13 to notice the distortions assensors being partly blocked. Bonuses from targeting systems arehalved.
Hardness: 20
Tactical Speed Penalty: -250 ft (counts as -1 square)
Weight: Three-thirtieth the weight of the ship (round down)
PDC: 16 + one-half the base purchase DC of the starship.
Restriction: Restricted to Military (+2 to +3) depending on restrictions onpassive stealth systems.

Monotanium (PL6 Mech Armour)
Monotanium can also be used as armour for mechs and vehicles, as a slightlycheaper alternative to Darkstar Stealth Armour, not providing as much stealthproperties.
Benefit: Imposes -3 penalty on all Computer Use checks to use sensors to scanor detect the mecha. Even on a successful check, scans are distorted and notclear. Enemy targeting systems bonuses are halved.
Equipment Bonus: +5
Armour Penalty: -4
Speed Penalty: None
Purchase DC: 10 + one-half the mecha's base purchase DC.
 

Desmou
Desmousare massive, batlike humanoids who live in caverns deep underground. They areomnivorous and usually not dangerous unless attacked. An adult desmou stands 8to 9 feet tall. Its body is covered with reddish-black or reddish-brown fur.The creature has long arms, short legs, and a head like that of a bat. Amembrane of leathery, black skin stretches from each wrist to the correspondingankle. A desmou's hands and feet are long and narrow, with stubby, curvingdigits ending in retractable claws. The fingers and toes, along with the heeland palms, are equipped with a cilia that give the creature a very sure grip.
A desmouis bipedal. Normally it walks upright with a rolling gait, but it can also getdown on all fours and gallop along at twice its base speed. The typical desmouwears armour and a harness for carrying tools and weapons, but very littleelse.
Theirnative language includes both ultrasonic and subsonic utterances, sonon-desmous cannot speak it. They have deep, rich voices though their speechincludes the occasional sharp squeak or bass rumble when they are using alanguage other than their native tongue.


Type: Giant Humanoid
Size: Large. Desmou take a -1 size penaltyto Defense, a -1 size penalty on attack rolls, and a -4 size penalty on Hidechecks. They gain a +4 size bonus on grapple checks. Their lifting and carryingcapacity limits are twice those of a Medium-size creature.
Desmoumust use two hands to wield a Huge weapon, and light weapons for them areMedium-size.
Desmouoccupy a 5-foot by 5-foot fighting space, and have a reach of 10 feet.
Hit Dice: Desmou have 2 Hit Dice as aGiant, gaining 2d8 hit points, base attack bonus of 3/4 HD, good saving throwof Fortitude, 6 + Int modifier + extra HD skill points with Balance, HandleAnimal (Bat), Jump, Listen and Spot as class skills; 1 + 1 per 4 extra HDfeats.
AbilityModifiers: +4 Strength, +1 Constitution. Desmou are strong and resilientcreatures.
Speed: 20 feet, 40 feet gallop, 30 feetclimb. Desmou have short legs which makes them a bit slower, but can go on allfours and gallop at twice their speed as long as there is nothing in theirhands. Desmou are also excellent climbers.
Natural Armour: Desmou has a thick furcovered hide that gives them a +2 natural armour bonus to Defense
Armour and Weapon Restrictions: Desmoucannot wear armour designed for other species. Their armour is larger andspecially designed to accommodate their unique builds, and costs more thansimilar armour sized for a Medium-size character; increase the PDC of Desmouarmour by +3.
Claws: A desmou has retractable claws thatcan be used in combat. Extending or retracting the claws is a free action. ADesmou claw attack deals 1d4 damage.
Blindsight: Desmou emits high-frequencysounds, inaudible to most other creatures, that bounce off nearby objects andcreatures. This ability enables it to discern objects and creatures within 120feet. The desmou usually does not need to make Spot or Listen checks to noticecreatures within range of its blindsight.
Darkvision: Desmou also have excellentvision in the dark, allowing them to see out to 60 ft in complete darkness.
Automatic Feat: Desmous automatically gainExotic Weapon Proficiency Notbora.
Skill Bonus: A desmou receives a +4racial bonus on Spot and Listen checks. They also get a +2 racial bonus ongrapple checks. When wearing light armour or none, they gain a +2 bonus onBalance and Jump checks.
Screech: Once per day, a desmou canproduce a screech that can literally tear items apart. The creature can chooseone of two effects.
Ray: A raydeals 5d6 points of sonic damage to any creature or object it strikes. Thisattack has a range of 30 ft.
Spread: Asonic concussion causes every creature (except other desmodus) within a 30-footspread centered on the desmodu to be stunned for 1d4 rouns. A successfulFortitude save (DC 20) negates the effect.


System:The Desmou system has 6 planets, two of which has can support life, Desmia theDesmou homeworld, and Desno, which is a colony of Desmia. The other four arethree planets that are heavy in rich metals and precious stones and one gasgiant that is mined for valuable gases.
The sun isa dim medium sized yellow star. Many scientists are confused because it is inthe same class as that of Sol, but its much dimmer than other suns of similarsize and temperatures.

Planet:Desmia
Thehomeworld of the Desmou is a planet called Desmia. It orbits in the outer rangeof the 'habital' orbits to support life, making it a cool planet, which due toit's distance and orbit, spends a lot of time in twilight, which has allowedmany of the species native there to develop exceptional low light or darkvisionsight. Most species also have a thin layer of fat or fur to keep warm. Humanswould find the planet a bit cool, with temperatures ranging on average of 5 to10 degrees C during the day and -20 to -5 degrees C at night.
The planethas a large amount of mountain ranges, caves and forests of trees that canreach heights of 2 kilometers high.
The planetonly has 3 medium sized oceans and several large lakes and rivers, coveringonly 40% of the surface. However, there are thousands of underground lakes andrivers which connect to the cave homes of the Desmou.
Desmia hasthree moons. Two are barren except for the few colonies built into the rock formining purposes, while the third is a dead rock which houses severalmanufacturing facilities and military bases.

Relations:
When onedeals with the Desmou, one must remember that they are dealing with one clan,or enclave. If something that affects the whole species, a large enclavemeeting would need to be held, with the enclave that was originally contactedacting as representative for the outsider. These massive meetings take a longtime to gather, anywhere from a week to a couple of months as representativesare contacted then travel to a meeting area. Then any decision to be made cantake days to months. Think of it like the U.N. where each member represents anenclave or large family clan. The oldest member present would be designated asa mediator, although they end up being somewhat biased to their own clan orenclave.

Uponentering the Desmou system, one would be contacted by the Haric enclavewhich controls the largest communications systems and facilities. Most of thepatrol craft and military are controlled by a dozen different enclaves whichshare responsibilities of protecting the entire system, with the largest threebeing the Jurva, Rreev and Toovic.
Unless aship entering the system has a contact with a specific enclave or clan, allships are directed to one of the two large trading stations or three largespace ports run by the Yih'k enclave. The Yih'k enclave seems to be the oneenclave that all other clans use as mediators in bartering and setting upcontracts. Outsiders use them when conducting business with different enclavesor clans, as they seem to be the only enclave that understands the differenteconomies of the various species they've encountered and have set up a systemfor converting money, or credits into a more understandable trade system thatother Desmou are familiar with.

The Ioaclan are one of the few clans completely dedicated to being mercenaries. Theyuse the Yih'k enclave to negotiate their fees. They specialize innight operations, insertions and extractions, and stealth strikes and reconmissions, but are quite capable in any other capacity, including small armysized attacks of up to 6000 soldiers and mechanized units at a time withoutdraining their resources. They do offer discounts on repeat customers and thosethat offer them trade in new technology and weapons.

Society

Desmouslive in small, independent family groups that gather in loosely organizedcolonies or enclaves to pool resources and create a communal defense. Theyeschew complex social organizations, and individual families live as theyplease. Each family group includes several generations, with the eldestgeneration acting as the ruling body to settle all issues.
The oldestand most experienced members in an enclave form a council to settle disputesbetween families and make recommendations about handling external affairs.Desmous of the same age from different families frequently adopt each other assiblings. These adopted siblings are called age-mates, and they always refer toeach other as though they were blood kin. The extended family ties that desmousform in this manner can be both varied and complex, and they usually not clearto anyone except other desmous.
Desmodulive in cavern like structures festooned with stalactite and stalagmite likestructures which house living quarters and store rooms. Many are used to houselarge bat like creatures that desmou raise and breed for variouspurposes.
A desmousettlement includes noncombatants (mostly children) equal to 20% of thefighting population. The society is egalitarian, so both males and females canbe found filling almost every role.
Desmousenjoy a simple lifestyle. They understand the value of weapons and tools, butthey keep neither money nor valuables. They conduct trade through barter, andthe only distinction they recognize as a status symbol is the number of batsand lizards a family owns.
Breeding,keeping, and training bats is a favourite activity among the desmou. Theyconsider it a mark of distinction to breed a new and useful type of bat, andthus countless varieties of bats exist within desmou caverns.
Desmouartisans produce a wide variety of ingenious and high-quality goods. Alldesmous appreciate good music and items that can produce or enhance sounds.Their own music, however, is mostly inaudible to others because of itsultrasonic and subsonic components.
Desmou dopossess advanced technologies, such as space flight, but in a somewhat morelimited scope. Since their society does not make for governments or companies,several enclaves possess varying manufacturing from metal and plastics, toothers that lack such facilities but possess vast food stores. This allows forquite an interesting evolution of the barter system which does not involvemoney at all. Some enclaves have barter contracts where one that has somethingthe other doesn't, the other provides a continuing service that the otherneeds, and vice versa.
DesmouItems
Mostdesmou items are larger than other species due to their size. They also don'tproduce many items such as personal armour, and what armour they make isdesigned to fit their unique builds. Desmou haven't developed high frequencyblades in large quantities as the frequencies they operate at irritates desmousand can cause headaches, thus most of their weapons are nonpowered, althoughsome might be enhanced with heat generator or electrical abilities.
Desmouaircraft and space ships usually have wings modelled after bat wings, whichgives them excellent low speed maneuverability and gliding, but notparticularly fast. The wings are also designed to retract and fold for betterstorage. Of the few desmou space carriers so far encountered, carry a largeamount of fighters, which are launched from a rack, which allows for a largenumber to be launched a single time. Many space farers refer to desmou carriersas bat caves as the inside of the hanger looks quite similar to a cave withdozens to hundreds of bat-like ships hanging from the ceiling, waiting to takeflight.

Frostfire:This sticky, adhesive substance drains away heat when exposed to air ormoisture. A flask of frostfire can be thrown as a grenadelike weapon with arange increment of 10 ft, and a direct hit deals 1d6 points of cold damage. Thetarget can then attempt to scrape off or wash away the frostfire, if desired.If this does not occur, the target takes an additional 1d6 points of colddamage on the round following the direct hit. Removing frostfire by scrapingrequires a successful Reflex save (DC 15). Alternatively, the substancecan be removed automatically by dousing it with at least one pint of alcoholicor acidic solution, such as wine or vinegar. Either method requires afull-round action. PDC 12 for 5

Notbora:This huge exotic double weapon looks like a big quarterstaff with a crook atone end. A notbora has a hinge in the middle so that it can be folded forstorage. The wielder can unfold the weapon and lock the hinge by pressing ahidden catch (a free action when drawing the notbora). The notbora's straightend is actually a sheath that can be removed to reveal a blade. The hooked endcan be used to make trip attacks. A wielder who is tripped during his or herown trip attempt can drop the notbora to avoid being tripped.
Each endof the notbora deals 2d6 points of damage. The hooked end is a blunt weaponthat deals double damage on a critical hit. With the sheath in place, thestraight end functions the same way. With the sheath removed, the straight endis a slashing weapon that deals double damage on a critical hit and threatens acritical hit on an attack roll of 19 or 20.
Weight 8lbs
PDC16


FrostfireGrenade
Although almost all Desmou are taught how to create the frostfire flasks, whichare like molotov cocktails, there exists far more potent grenade versions. Thehand grenade version deals 4d6 points of cold damage to a 15 foot radius,Reflex save DC 15 for half, and deals 2d6 points of cold damage the next round.The target can attempt to scrap or wash off the frostfire, if desired. Removingfrostifre by scraping requires a successful Reflex save (DC 15). Alternatively,the substance can be removed automatically by dousing it with at least one pintof alcoholic or acidic solution, such as wine, beer, or vinegar. Either methodrequires a full-round action. PDC 15 for 5.

40mm Grenade
The 40mm grenade format is more like a mini grenade to the Desmou, and deals3d6 cold damage to a 10 foot radius, Reflex save DC 14 for half. If notremoved, deals 1d6 points the following round. PDC 16 for 5.

65mm Grenade
Desmou use 65mm grenades in their grenade launchers, and are identical to the40mm grenades, except they deal 3d6 points of cold damage to a 15 foot radius,Reflex save DC 15 for half damage. If not removed, the next round will suffer2d6 points of cold damage. PDC 17 for 5.

Desmou Ballistic Weapons
Desmou have a love of ballistic weapons, and due to their larger stature, theirweapons are larger. Desmou equivalent sized weapons of human ones are one sizecategory larger, deal one extra die of damage. The range is increased by 15feet for most weapons. Increased PDC for a Desmou sized equivalent weapon by+1. Many desmou weapons will also be masterwork, with about 60% of all weaponsbeing at least +1.
Desmou also have an interest in making unique and specialized ammunition for theirballistic weapons. About 30% of all specialized ammunition created for use byseveral large government militaries and mercenaries and bounty hunters comefrom Desmou factories.

Desmou don't use laser weapons very much, usually only in use of precision workand for snipers. 75% of all desmou lasers are dedicated sniper weapons of atleast +1 masterwork quality, deal +1 die and have 50% more range than those ofother species.

Desmou do favour plasma weapons which they've developed moreso over laserweapons. Desmou have developed a variety of plasma weapons including plasmashotguns, cannons, pistols and rifles, many featuring various fire modes.Desmou plasma weapons usually deal +1 die and are one size category larger.They usually also have about 10% increase in ammunition capacity, or feature a'hotshot' mode (variable charge gadget, but weapon does not explode if it isn'tdischarged after being charge, instead it lowers the bonus die over same numberof rounds as it was charged), which increases PDC by +5 (this is only fordesmou weapons and not for other species as they haven't discovered the desmousecret of this far safer method of charging of plasmaweapons).

Desmou Aircraft
Most desmou aircraft and spacecraft, smaller than corvette class, will featurelarge wings, usually modelled after bat wings, that are also variable geometryand can fold for better storage. This gives their aircraft greatermaneuverability, even with their slower speeds than other species ships, with a+1 bonus to maneuverability. In aircraft that can make planetary landings fromspace, usually have the wings fold forward to act as a heat shield foratmospheric re-entry. The design gives desmou fighters a +2 to Intimidatechecks when they first approach a target, which ground attack craft use togreat advantage as the silhouette of their craft creates a large bat-like shapeon the ground as they swoop in with the sun behind them. If a desmou aircraftever has its engines disabled, it is able to glide to the groundsafely.
Desmou starships all carry light fighters, even corvettes, which usually haveup to at most 4 fighters, usually on external racks if there isn't much hangerspace. Their starships also carry a mix of ballistic and plasma weapons, withonly a few ships, usually stealth units that mount lasers for long rangedcombat.

Sample Desmou Weapons


Hi'ruN Plasma Pistol (PL6)
Damage: 3d10
Critical: 20 x2
Damage Type: fire
Range Increment: 55 ft
Rate of Fire: S
Size: Large
Weight: 6 lbs
Ammo: 60 box
Purchase DC: 25
Notes: Hot shot. Variable charge gadget that doesn't explode, instead slowlysteps down the bonus die over same time it was charged.

Hi'ruN Plasma Rifle (PL6)
Damage: 4d10, varies by grenade
Critical: 20 x2
Damage Type: fire, varies by grenades
Range Increment: 95 ft, 75 ft grenade
Rate of Fire: S, A / semi grenade
Size: Huge
Weight: 18 lbs
Ammo: 50 box, 8 internal grenades
Purchase DC: 29
Notes: Scatter mode, underbarrel 40mm grenade launcher.
Scatter mode: releases several smaller plasma bolts in a cone 50 feet long, 35feet wide, dealing 2d10 points of damage, Reflex save DC 21 for half damage.
 

BloodSpider

Bloodspiders come from a world that is in perpetual twilight. They are about thesize of a dog, with thick, short legs, large red bloated abdomen. A typicalblood spider is about 3 feet long and weighs about 40 to 50 pounds. Thesecreatures are also known as spider vampires as they drain the blood from theirvictims. They live in warm temperate forests or marshes where they can findlots of prey, both on the ground and in the air. They are predators that liketo lay in wait to ambush their prey. Some scientists are trying to collectliving samples of blood spiders to study for their ability to heal fromdrinking the blood of their victims. When a blood spider is killed, its bloatedabdomen has a tendency to burst, coating a 20 foot area with blood.

An oddability of the blood spider is that it can control its webs to an extent. Whenprey are entangled in the webbing, as long as the spider is touching the web,either directly or by a strand from a web thrown at a prey, the spider cancause the blood that is in the web to move the web, causing ends to dig intoprey and start draining blood from the victims directly. Scientists have quitefigured out how these spiders are able to do this, as the webs don't seem toshow any kind of muscular tissue, just usual spider webbing with blood coatingand soaked throughout it.
Type:Vermin
Size:Small
CR: 2
HitPoints: 2 HD (11)
Mas: 10
Init: +3
Speed: 30ft, climb 20 ft
Defense:16 (+1 size +3 dex +2 nat)
BAB/Grap:+1 / -3
Attack:bite +6 melee (1d6-1 and blood drain), blood web +6 ranged touch (entangle)
FS/Reach:5 ft / 5 ft
SpecialAttacks: blood drain
SpecialQualities: darkvision 60 ft, tremorsense 60 ft
Allegiances:
Saves:Fort +3, Ref +6, Will +0
ActionPoints:
Reputation:
Abilities:Str 9, Dex 16, Con 10, Int 2, Wis 10, Cha 2
Skills:Climb +11, Hide +12*, Listen +0, Move Silently +3*, Spot +4
*When abloodsilk spider is in its web, its racial bonus on Hide checks increases to+8, and it has a +8 racial bonus on Move Silently checks.
Feats:Weapon Finesse
Possessions:
Advancement:3-4 HD (Small); 5-8 HD (Medium)
BloodDrain: As a swift action each round, a blood spider can command its websto drill into ensnared creatures, drain their blood, and channel it to thespider. The spider must be in contact with its webs to use this ability. Ablood spider's webs deal 1d4 points of damage at the beginning of each round toan opponent entangled in them. This ability does not affect plants or othercreatures that lack of Constitution score. Blood spiders can also blood drainon a successful bite damage, gaining 1d4 temporary hit points.
A bloodspider gains temporary hit points equal to the damage dealt. A blood spider cangain no more than 10 temporary hit points in this fashion. These temporary hitpoints last for up to 24 hours.
BloodWeb: A blood spider can throw a blood-red web eight times per day. This issimilar to an attack with a net but has a maximum range of 50 feet, with arange increment of 10 feet, and is effective against targets up to one sizecategory larger than the spider. The web anchors the target in place, allowingno movement. Attempts to escape or burst the webbing gain a +5 bonus if thetrapped creature has something to walk on or grab while pulling free.
Anentangled creature can escape with a DC 11 Escape Artist check or burst the webwith a DC 15 Strength check. Both are standard actions. The check DCs areConstitution-based., and the Strength check DC includes a +4 racial bonus. Theweb has 12 hit points and hardness 0. The blood that soaks it gives the webimmunity to fire damage unlike normal spider webs.
A bloodspider can create sheets of sticky webbing from 5 to 20 feet square. The websare red with blood drained from its victims, and in some places they dripblood. The spider usually positions these sheets to snare flying creatures butcan also try to trap prey on the ground. Approaching creatures must succeed ona DC 20 Spot check to notice a web; otherwise they stumble into it and becometrapped as though by a successful web attack. Each 5-foot section of webbinghas 12 hit points and damage reduction 5/-.
A bloodspider can move across its own web at its climb speed and can pinpoint thelocation of any creature touching its web.
Skills:Bloold spiders have a +4 racial bonus on Hide checks (except when in theirwebs; see above) and a +4 racial bonus on Spot checks.
A bloodspider has a +8 racial bonus on Climb checks and can always choose to take 10on Climb checks, even if rushed or threatened. It uses either its Strength orits Dexterity modifier for Climb checks, whichever is higher.





AlotheanRam

Theseunusual creatures look like distant relatives of the big-horn sheep, butare distinctly different. They are renowned for a single reason: The milkof an Alothean ewe has incredible healing power that is said to curediseases, negate poison and even heal wounds. Many people covet thismilk, but the difficulty lies in obtaining the milk. The ewe is guardedby the ram which - having been raised on a diet of Alothean milk - isstronger and more resilient than the Earth born cousin.
TheAlotheans are not herd animals; their remarkable resilience providessufficient protection from predators, such that they don't need to relyon numbers to survive. They are commonly encountered in pairs, which matefor life. Alotheans may live up to 75 years in the wild, thanks to theirextraordinary health.
Some peoplehave managed to tame an Alothean ewe, sometimes even the ram as well.Regrettably, the Alotheans are incapable of breeding in captivity. Eventhe most doting pair cannot seem to conceive offspring in captivity.Their life span is also greatly reduced in captivity; without freedom, anAlothean can live for only 40 years or so.
Alotheanrams come from a lush temperate jungle world with many mountains, calledAloth. Aloth has many large and deadly predators, so it isn't much wonderthat the Alothean rams have developed such healing abilities.

AlotheanRam
Type:Animal
Size:Medium
CR: 5
Hit Points:8d8+48 (86 hp)
Mas:
Init: +3(Dex)
Speed: 60ft
Defense: 21(+3 Dex +8 Nat)
BAB/Grap:+6/+11
Attack:Horns +11 melee (2d10+5)
FS/Reach: 5ft by 5 ft / 5 ft
SpecialAttacks: Charge
SpecialQualities: Alothean milk, immunities, damage reduction 3/-, fast heal 2
Allegiances:
Saves: Fort+14, Ref +5, Will +9
ActionPoints:
Reputation:
Abilities:Str 20, Dex 16, Con 23, Int 2, Wis 12, Cha 12
Skills:Balance +8, Intimidate +4 (ram only), Jump +10, Listen +8, Spot +4
Feats:Great Fortitude, Iron Will, Mobility, Run
Possessions:
Advancement: 6 HD (ewe, medium-size)

Combat
TheAlothean ewe fights only to defend any lambs she might have. The ram,however, is rather belligerent, and he does his best to defend the ewefrom anyone he deems a threat. He rarely fights to the death; if his opponents retreat, he is content not to pursue.

AlotheanMilk (Ex): The milk of an Alothean ewe has many beneficial effects. Onedraught cures 5 +1d4 points of damage, 2 points of ability damage,neutralizes almost all poisons, and cures many diseases. This is due tospecial enzymes and protein sequences which aid in the body's naturalhealing process. An ewe can be milked for four draughts each day, but shecan only spare two draughts if she's currently nursing a lamb. Taking anymore affects the lamb's growth adversely.

Charge(Ex): An Alothean ram's charge inflicts double damage; triple if the ram ischarging from an uphill position.

Immunities (Ex): Alotheans are immune to poison and disease.





BladeCobra
Blade Cobras are one of the many predators from Aloth. They are large, cleverserpents that inhabit remote areas and underground lairs. They are not venomousbut they make up for this shortcoming with other adaptations. They're usually deepviolet to black in colour, although lighter variations such as rose and tanhave been seen. Adults reach an average 30-foot length, and their bodies arestout and muscular, enabling them to crush even armoured prey with relativeease.
The blade cobra's most distinctive feature is its knifelike growths that emergealong its spine and from behind its jaws. When the serpent inflates its hood,its long jaw-scales spread out like the spokes on a wheel. The serpent usesthese appendages to tear through clustered prey or to strike solitary targetswith a slashing motion. The shorter blades that run the length of the snake'sspine are used to shred victims that are being constricted.
Blade cobras burrow deep lairs that usually have at least one large chamber. Ifa serpent makes a number of kills at once, it eats one on sight and drags therest back to its tunnel to be swallowed later.
Blade cobras are very similar to terrestrial cobras, except that they lack avenomous bite, but they seem to share many gnomes with common cobras.

Blade Cobra
Type: Animal
Size: Huge
CR: 3
Hit Points: 6d8 +12 (39)
Mas: 14
Init: +2 (Dex)
Speed: 40 ft
Defense: 14 (-2 size +2 Dex +4 Nat)
BAB/Grp: +3/+11
Attacks: Slash +8 melee (1d10+4 slashing)
FS/Reach: 15 ft by 15 ft / 10 ft
Special Attacks: None
Special Qualities: Constrict, Improved Grab, Scent
Allegiances:
Saves: Fort +4, Reflex +7, Will +0
Reputation:
Abilities: Str 18, Dex 15, Con 14, Int 8, Wis 7, Cha 14
Skills: Balance +10, Escape Artist +4, Hide +4, Listen +10, Move Silently +4,Spot +6
Feats:
Organization: Solitary or mated pair.
Possessions:
Advancement: 3-7 HD (Huge), 8-10 (Colossal)

Combat
Blade cobras use surprise when possible, but can become impatient and chargeforth, relying on their speed to run prey down. They are cautious aboutattacking any tool-wielding creatures they encounter. The serpents strike withslashing passes to test a potential victim. If a target fails to put up much ofa fight, the snake seeks to constrict it to death.
Constrict (Ex): To use the constrictionattack, the snake must make a successful melee attack with its jaw blades. Theblade cobra then wraps its body around the victim (which must be size Huge orsmaller) and inflicts 2d6 points of crushing and 1d8 slashing damage thatround, and in each round thereafter until the victim is dead or the snake isdislodged. A successful Reflex save (DC 15) allows a target to escape aconstriction attempt, and an Escape Artist or Strength check (DC 19) allows aheld victim to escape.
Scent (Ex): This ability allows theserpent to detect approaching enemies, sniff out hidden foes, and track bysense of smell.
Improved Grab (Ex): See page 227 of d20Modern.





Goblin Wolverine
Another predatorfrom Aloth, the goblin wolverine closely resembles a giant wolverine, with ablunt, muscular body, a short, toothy snout and long, sharp, curved claws onall four feet. The beast is the size of a small horse and has a glossy,reddish-brown pelt. Twin ruffs of barbed spines run from the shoulders to thehips on the beast's flanks.
Goblin wolverines are voracious omnivores that are known for aggressiveassaults in the search of food. Constantly searching for food to ease theirall-consuming appetite, goblin wolverines have been known to brazenly walk intoexplorer camps and begin rooting through packs in search of provisions,insolently daring someone to do anything about it. Most travelers familiar withthe breed wisely choose to stand aside and let the beast eat what it finds,because the goblin wolverine is easily enraged and stubborn to a fault,fighting drawn-out, bloody battles over little scraps of food.

Type: Animal
Size: Large
CR: 6
Hit Points: 10d8+50 (95)
Mas: 20
Init: +4 (Improved Initiative)
Speed: 60 ft
Defense: 22 (-1 size +13 Nat)
BAB/Grp: +9/+14
FS/Reach: 5 ft by 10 ft / 5 ft
Attacks: Bite +14 melee (1d10+5) and 2 claws +9 melee (2d6+2)
Special Attacks: shoulder spines, neck-breaking shake
Special Qualities: thick-headed
Allegiances:
Saves: Fort +12, Reflex +3, Will +3
Reputation:
Abilities: Str 21, Dex 10, Con 20, Int 2, Wis 10, Cha 5
Skills: Listen +2, Search +2, Spot +2
Feats: Alertness, Improved Critical (Bite), Improved Initiative,Sunder
Possessions:
Advancement: 8-14 HD (large)

Combat
An enraged goblin wolverine is aggressive and headstrong, attacking withoutregard for safety or survival and giving ground to no one, no matter how big orfearsome. Goblin wolverines prefer to leap onto their prey, bearing them to theground and savaging them with tooth and claw, trusting to their spiny flanks tokeep other attackers at bay.
Shoulder Spines (Ex): Goblin wolverines have twin ruffs of barbed shoulderspines that run from the point of the beast's shoulder all the way to the pointof its hips. These barbs stand erect when the creature is enraged. Whenever anenemy makes a successful hit in melee combat against the goblin wolverine, thewolverine may make a free roll to hit with its spines, at +9 to hit, causing1d6+5 points of piercing damage if it succeeds.
Neck-breaking Shake (Ex): If a goblin wolverine gets a good enough hold on anenemy with its teeth, it shakes its victim savagely from side to side,intending to break the target's neck or spine. If the goblin wolverine causes acritical hit with its bite, it may automatically roll for damage from aneck-shake (2d10+5 damage in addition to the criticaldamage).
Thick-headed (Ex): The thick-headed goblin wolverine is immune to fear andmind-influencing attacks, as well as subdual damage.





Shitake Snail

The shitake(pronounced shy-tAEk) snail is indigenous to a small world that is covered inlakes and deciduous trees and an abundance of moss, fungus and mushrooms. Thelow gravity, about 0.7 G, has allowed for large insectoid life forms. There isa significant low amount of mammals for some reason on this planet. The shitakesnail is an 8 foot long gastropod (stomach-foot creature), with a spiral shell,and excretes slime in order to move. A large snail, measuring about 8 to 10feet long, with a shell that measures about 5 to 7 feet in diameter. It eatsvarious mosses and grasses which are poisonous to other life forms. Thesesnails travel across the planet endlessly looking for food and eventuallymates. Many creatures follow the snails as the slime trail, mixed with theirexcrements, grows a type of mushroom that is surprisingly high in nutrition.Due to this symbiotic relationship between the snail and many creatures fromthe same planet, the snail usually doesn't have to worry about predators as thefollowing creatures will usually drive off predators from their food source.Some people have collected a number of these snails and kept them in pasturesand harvest the mushrooms and sell them as nutrition supplements or anotherform of rations. Their shells can also be used in homespun armour or shields orused as storage units. For defense, the shitake can hide in its shell, or spitan acidic bile at foes up to 50 feet away.

Shitake Snail (LargeVermin)
Type: Vermin
Size: Large
CR: 2
Hit Points: 5d8+20 (42)
Mas: 18
Init: -1
Speed: 20 ft
Defense: 11 (-1 size +3 nat -1 Dex)
BAB/Grp: +3/+12
FS/Reach: 5 ft by 10 ft / 5 ft
Attacks: Bite +7 melee 1d8+5
Special Attacks: Acid spit
Special Qualities: Darkvision 60 ft, mushroom, vermin traits, armoured shell,poison immunity
Allegiances:
Saves: Fort +8, Reflex +0, Will +0
Reputation:
Abilities: Str 20, Dex 8, Con 18, Int -, Wis 8, Cha 2
Skills: Listen +4, Search, Spot +4
Feats: none
Possessions:
Advancement: 4-6 HD (Large)

Acid Spit
The shitake snail can spit a glob of acid up to 50 ft away, with a +2 attack roll,dealing 3d4 points of damage for 1d4 rounds, with 2d4 splash damage in a 5 footradius. The shitake can spit once every other round.

Armoured Shell
When threatened and the snail can't get away or its acid spit isn't working,it'll crawl into its shell which denies it it's Dexterity modifier to Defense,and can't move, but is immune to things such as sneak attacks or critical hitsand gains damage reduction 5/-.

Mushroom
The slime path left behind the shitake snail, mixed with its excrements,contain mushroom spores that it's digestive system doesn't process and causesthem to multiply. The trail will grow about 3d4 mushrooms in a five footsquare. Four mushrooms are enough to be used as a day's worth of rations for amedium sized creature. Unless processed or kept frozen, a mushroom is only goodfor about a week before it isn't safe to eat by mosthumanoids.

Poison Immunity
Shitake snails are immune to all poisons, making the use of insecticides completelyuseless against them.





BlastLizard

A blast lizard is a small reptile with the ability to emit a cone of sonicenergy from an orifice in its forehead.
Blast lizards are small, grayish-red creatures less than half the size of aman. They are carnivorous, possessing large claws for burrowing and powerfuljaws for cracking bones. However, their fierce appearance belies theirtypically inoffensive demeanor. Blast lizards dwell in harsh lands.
The head of the blast lizard is marked by a small orifice set above and betweenthe eyes. The uninformed conclude that the creature breathes through thisopening, which it regularly opens and closes using a thin membrane. Thisassumption is dangerously wrong, however, as those familiar with blast lizardare aware. When startled or attacked, the blast lizard is capable of projectinga devastating cone of sonic energy from this orifice.
Blast lizards come from a mostly desert world which is high in resources, whichmany governments want to exploit. Although a few mining outposts have had someproblems due to groups of blast lizards attacking mining teams, scaring themoff usually. So far no fatalities have been reported, although many injuries,which slows production.

Blast Lizard
Type: Reptile
Size: Small
CR: 3
Hit Points: 5d8+5 (27 hp)
Mas:
Init: +0
Speed: 20 ft, burrow 20 ft
Defense: 16 (+1 size +5 natural), touch 11, flat-footed 16
BAB/Grp: +3 /-1
FS/Reach: 5 ft by 5 ft / 5 ft
Attacks: Bite +4 melee 1d6+1, 2 claws -1 melee 1d4+1, tail sting -1 melee 1d3+1plus poison
Special Attacks: Breath weapon, poison
Special Qualities: Darkvision 30 ft
Allegiances:
Saves: Fort +5, Reflex +4, Will +1
Reputation:
Abilities: Str 13, Dex 11, Con 13, Int 3, Wis 13, Cha 10
Skills: Hide +5, Move Silently +5, Listen +5
Feats: Dodge, Run
Possessions:
Advancement: 6-7 HD (Small), 8-9 HD (Medium), 10-15 HD(Large)

Combat
When threatened, a blast lizard first attempts to escape by burrowing away.Should this fail, it turns and unleashes its secret weapon, a cone of focusedsound that emanates from its blowhole. When attacking creatures smaller thanitself, the blast lizard relies on its bite, claws and tailattack.

Breath Weapon (Ex/Su): The blast lizard can emit a cone of sound from theorifice in its forehead. The cone is 30 feet long and 15 feet wide at the end.Anyone caught in the blast suffers 3d6 points of sonic damage, Reflex save (DC13) for half damage. Because this attack is so sudden, there is a -4circumstance penalty applied to the save unless the character knew of the blastlizard's ability prior to being targeted by it (either by being warned, seeingit in action, or by making a Knowledge (xenobiology) check, DC 20). Thispenalty only applies to the first breath weapon attack made by the first blastlizard an individual encounters. Those in the cone must also make a Fortitudesave, DC 13, or be deafened for 1d4 rounds, unless wearing proper earprotection.

Poison (Ex): A blast lizard delivers its poison (Fortitude save DC 13) witheach successful tail attack. The initial and secondary damage is the same, 1point of Constitution damage.

Advancement Notes: Save DCs are increased by 1 per two HD added. The breathweapon damage increases 1 die per two HD of the creature.





SpinedLizard

Deep in swamps, one can find the spined lizard, a large, powerful reptile thatdigs in the shallow waters for grasses and roots to eat and suns itself onriverbanks during the heat of the day. They look like large crocodiles with athicket of spines running from the back of their head to the base of the tail.The tail ends in a large boney bulge with many sharp spikes sticking out of it.Although they are apparently sluggish and obviously quite stupid, spinedlizards are also easily panicked. When startled, this beast employs itsformidable natural defenses to drive off or kill any predator that disturbs itsdaily routine.
Spined lizards can reach a length of 30 feet or longer, and they have fairlyflat, broad bodies that give them extra buoyancy when crossing rivers orrooting through the marsh bed for food. The reptile's trail is thick andmuscular, ending in a large bony knob as deadly as any mace, but that weaponisn't the most dangerous one in the creature's arsenal. The spined lizard'sbroad back is covered by row upon row of long, sharp spines that normally lieflat when the reptile is at rest. However, when the spined lizard isthreatened, those spines spring erect in a fearsome thicket. Because spinedlizards are normally fairly sluggish and they move along low to the ground,they are often hard to spot in the tall grasses along the shores of the marsh,and most attacks occurs when travelers stumble onto a foraging reptile. SpinedLizards are easily surprised and more easily panicked. When this occurs, thereptile's spikes stand erect, and the spined lizard rushes right at thepotential threat, intending to either scare the enemy away or trample it.What's more dangerous is when there are more than one spined lizard in thevicinity. The warning bellow from one will set the entire herd stampeding inevery direction, impaling or flattening everything in the way.

Type: Reptile
Size: Large
CR: 2
Hit Points: 4d8+12 (30 hp)
Mas:
Init: +1 (Dex)
Speed: 30 feet
Defense: 17 (+1 Dex -1 size +7 natural)
BAB/Grp: +3/+11
FS/Reach: 5 ft by 5 ft / 10 ft
Attacks: Tail swipe +6 melee 1d6+6
Special Attacks: Defensive spines, tail lash
Special Qualities:
Allegiances:
Saves: Fort +7, Reflex +5, Will +1
Reputation:
Abilities: Str 19, Dex 13, Con 17, Int 2, Wis 10, Cha 6
Skills: Move Silently +5, Spot +3
Feats:
Possessions:
Advancement: 5-8 HD (Huge)

Combat
When threatened, the spined lizard uses its own body as a weapon, charging itsopponent and either crushing it under foot, or perforating it with its thicketof defensive spikes. If surrounded, the creature will thrash about, lashing predatorswith its powerful, club-like tail.

Defensive Spines (Ex): The spined lizard's thicket of defensive spines presentsa formidable obstacle to would be predators, hindering attacks and impalingopponents when the reptile charges. If the spinded lizard charges, anyone inits path must make a Reflex save (DC 13) or be hit by 1d8 spikes, eachinflicting 1d4 points of damage. By the same token, anyone who hits a spinedlizard with an unarmed attack or with a weapon with 5 feet of reach or less,must make a Reflex save (DC 13) or be stabbed by 1d4 spines.

Tail Lash (Ex): When surrounded by opponents, the spined lizard will lash outwith broad sweeps of its powerful tail, hoping to knock opponents to the groundso it can escape. Opponents hit with a tail lash must make a Reflex save (DC16) or be knocked prone.
 

Saurian Boar
A saurian boar is agenetically-modified beast created by an unidentified race of extraterrestrialsthat have been studying the Earth for several decades. The saurian boar’s hideis covered with gray scales and along the spine short plates protrude from theboar’s body. The average saurian boar stands 3 feet high at the shoulder andmeasures roughly 4 feet long. Its formidable, yellowed tusks protrude from itslower jaw and can grow up to 12 inches long. The creature’s legs end in long,terrible claws that it uses to attack others.
Species Traits
The saurian boar hasthe following traits.
Ferocity (Ex): Asuarian boar is so fiercely aggressive in combat that it continues fightingeven when disabled or dying.
Leaping Pounce (Ex):When a saurian boar charges a foe and jumps at least the last 10 feet of it, itmay make a full attack, including two rake attacks.
Rake (Ex): Against acreature with which it grapples, a saurian boar may make two secondary rakeattacks that deal claw damage.
Scent (Ex): Thisability allows a saurian boar to detect approaching enemies, sniff out hiddenfoes, and track by sense of smell.

Saurian Boar
CR 4
Medium-size animal;
HD 3d8+10; hp 25; Mas 17;
Init +0; Spd 40 ft.;
Defense 18, touch 10, flatfooted 18 (+8 natural);
BAB +2; Grap +4;
Atk +4 melee (1d8+3, gore, 1d4 claw); Full Atk +4 melee (1d8+3, gore);
FS 5 ft. by 5 ft.; Reach 5 ft.;
SQ ferocity, leaping pounce, low-light vision, rake, scent;
AL none;
SV Fort +6, Ref +3, Will +2; AP 0; Rep +0;
Str 15, Dex 10, Con 19, Int 2, Wis 13, Cha 4.

Skills: Jump +8,Listen +7, Spot +5.
Feats: None.
Advancement: 4–5 HD(Medium-size).





Burrow-Mawg
Burrow-mawgs are despicable little creatures with a severe hankering for flesh.Some people call them land piranhas, for they swarm and consume meat just likethose ravenous fish. These creatures hail from the world of Aloth.
In appearance, these fiends resemble a blend between a badger and a large bat.They are covered in a layer of dark red-brown fur with four long, black clawsat the end of each powerful limb. The claws are easily as long as a man'sfinger, and are meant for two purposes: burrowing through earth and rendingflesh. They have two large blood-red eyes that enable extrordinary nightvision, mucous-dripping upturned snouts that hone in on living flesh from halfa league away, and pointed, bat-like ears that detect slight noises acrossgreat distances.
Their most frightening feature by far, however is their strong, prodigious mawsfilled with dozens of sharp, serrated fangs-perhaps this is the source of thename "mawg."

Burrow-mawg
Type: Animal
Size: Tiny
CR: 1
Hit Points: 1d10+2 (7 hp)
Mas:
Init: +4 (+4 Dex)
Speed: 30 ft, burrow 10 ft
Defense: 16 (+2 size, +4 Dex)
BAB/Grp: 0/-4
FS/Reach: 2 1/2 ft /0 ft
Attacks: Bite +6 melee (1d6 -1, 18-20x3), 2 claws +1 melee (1d4-1)
Special Attacks: Rage
Special Qualities: Scent, light blindness, keen teeth
Allegiances:
Saves: Fort +4, Reflex +6, Will +1
Reputation:
Abilities: Str 8, Dex 18, Con 15, Int 4, Wis 12, Cha 6
Skills: Listen +9*, Spot +9*
Feats: Weapon Finesse (bite), Weapon Finesse (claw)
Organization: Pack (10-20) or mob (20-40)
Possessions:
Advancement: 2-3 HD (Tiny)

Combat
Burrow-mawgs attack immediately at the first scent of food if it appears thatthey have sufficient numbers to bring down their prey.
Rage (Ex): As soon as a burrow-mawg pack smells prey, it flies into a berserkrage. Individual mawgs gain +4 Str, +4 Con, and -2 AC. If half the pack is killedduring combat, then each creature may make a Will save (DC 15) to end its rageand flee. Any creature that remains enraged fights until either it or itsopponents are dead.
Light Blindness (Ex): Abrupt exposure to bright light blinds burrow-mawgs for 1round. They also suffer a -1 circumstance penalty to all attack rolls, savesand skill checks while operating in bright light.
Keen Teeth: The teeth of the burrow-mawg are incredibly sharp and rend horriblycuts.
Skills: *Burrow-mawgs receive a +4 racial bonus to Spot and Listen checks. TheSpot bonus only applies under low-light or darkerconditions.

Burrow-mawg adrenal glands can be harvested and used in strength boostingsubstances, such as Boost. When used as an additive, the bonuses are doubled,and the penalties, if any, are increased by 50%, and duration increased byhalf. This raises the cost of the item by +3 PDC.





MentiscaptorWhipspider
Ranging from 2 to 4 feet high and roughly the same size round, thesespider-like creatures were originally mistaken by explorers for some kind ofgreat whipsiders, akin to those found on Earth. Yet the "mentiscaptors,"as they are now most often called, are far from related to their Earth-boundkin. Their rear four legs are used to support their callous, orb-shaped bodies,while the front four are used in striking their prey. Both forelegs and rearlegs are from 2 to 3 feet long, with chitinous plates to protect them, muchlike their body. The front legs have 6-inch spearlike claws used to pierce their prey.
Mentiscaptors have an array of milky black eyes, which they use to watchintently for prey. These pack-hunters roam only at night, typically in groupsof 3 to 8, and are gifted with two notably evolutionary talents: the ability todistort their location, which makes them more difficult to strike them, and astrange power to paralyze their victims, making it easier to capture theirprey.
Mentiscaptors can be found on many worlds, and are considered dangerous pestsand are exterminated when found. They seem to find ways to stowaway on ships,travelling from world to world, laying eggs and spreading their population.Their world of origin is lost to history, as many planets have hugepopulations, only kept in check by even larger predators, or exterminationsweeps by military groups.

Mentiscaptor
Type: vermin
Size: small
CR: 4
Hit Points: 4d8 (18)
Mas: 11
Init: +4 (+4 Dex)
Speed: 30 ft, climb 20 ft
Defense: 19 (+1 size, +4 Dex, +4 natural)
BAB/Grp: +2/-2
FS/Reach: 5 ft / 5 ft
Attacks: Full atk +9 melee 4 claws (1d4-2 claw), +4 melee bite(1d3-2)
Special Attacks: Mind Freeze
Special Qualities: Blur, fear of light, collective, blindsight 30ft
Allegiances: none
Saves: Fort +4, Reflex +5, Will +1
Reputation: +0
Abilities: Str 6, Dex 18, Con 11, Int 2, Wis 11, Cha 5
Skills: Climb +8, Hide +10, Jump +4, Listen +12, Move Silently +10, Search +6,Spot +10
Feats: Weapon Finesse (claws, bite)
Possessions: none
Advancement: 5-8 HD (small)

Species Traits
Mind Freeze (Ex): When two or more mentiscaptors flank a target, they emit atype of sonic field, while inaudible to most species, causes a creature tofreeze in place. This requires a full-round action from both mentiscaptors, soone or the other must delay or ready an action to use this attacksimultaneously. When the attack occurs, the target makes a Will saving throw(DC 14). If the target fails the save, he/she is held in place for 2 rounds. Aheld creature is aware and breathes normally, but can not take any physicalactions, including talking. A winged creature that is held cannot flap itswings and may fall. This is a sonic effect, but even creatures without normalhearing are affected, but gain a +2 to their saves.

Blur (Su/Ex): A light-warping effect continually surrounds a mentiscaptor,making it difficult to discern the creature's true location. Any melee orranged attack directed at it, including spells or other powers that require atouch attack, has a 50% miss chance unless the attacker can locate the beast bysome means other than sight.

Fear of Light (Ex): The mentiscaptor is frightened by sunlight. Any time it isexposed to sunlight or a sudden bright light, it must make a Will save (DC 20)or flee as quickly as it can. If unable to flee, the creature is shaken (-2penalty on attack rolls, saving throws, and skill checks) for the remainder ofthe encounter or until the light source is removed. On a successful save, thecreature overcomes the fear and can approach the source or otherwise actwithout penalty.

Collective (Ex): All mentiscaptors within 1 mile of one another are in constantcommunication. If one is aware of a particular danger, they all are. If one inthe group is not flat-footed, none of them are. No mentiscaptor in a group isconsidered flanked unless all of them are.

Skill Bonuses: Mentiscaptors receive a +4 species bonus on Hide and MoveSilently checks, a +6 species bonus on Jump checks, and a +8 species bonus onListen, Search, and Spot checks. If their blindsight is negated, they lose theListen, Search and Spot bonuses.

Bonus Feat: Mentiscaptors gain the bonus feat Weapon Finesse (claws).





Banded Howler
Type:Animal
Size: Large
CR: 3
Hit Points: 4d8
Mas:
Init: +8 (+4 Dex, +4 Improved Initiative)
Speed: 50 ft
Defense: 16 (-1 size, +4 Dex, +3 natural)
BAB/Grp: +3/+7
FS/Reach: 5 ft by 10 ft / 5 ft
Attacks: +10 melee Bite (1d8+10)
Special Attacks: Echoing Howl
Special Qualities: Scent
Allegiances:
Saves: Fort +7, Reflex +8, Will +1
Reputation:
Abilities: Str 24, Dex 18, Con 16, Int 2, Wis 10, Cha 6
Skills: Intuit Direction +4, Listen +8, Spot +4, Sense Motive +2
Feats: Improved Initiative
Possessions:
Advancement: 5-8 HD (Large)

Banded howlers resemble large wolves with glowing, yellowish green eyes andhave deep banana yellow fur with bold, dark brown, banded stripes. Thesecreatures use a combination ofinitiative, aggressiveness, and cunning to overpower their prey and opponents.

When that fails,they use their eerie, reverberating howl to leave the normally intelligentbabbling, trembling, and lying curled up in a fetal position. It is the beliefof many that banded howlers are the walking essence of dark, evil insanity. Thetruth is, banded howlers aren’t really evil by nature, and the issue ofinsanity is debatable.
Adult howlers can betrained, with a great degree of determination and wax earplugs, but thedomestication of the pups is much easier. Banded howler pups have a constantbark and yelp that reverberates much like the echoing howl of the adults butthe noise does not take on its supernatural ability to send fear through theintelligent until the beast matures to an adult. Once the pups have matured,they tend to reserve this special noise for combat purposes only. The typicalbark of an adult banded howler more or less resembles that of a wolf.
Banded howlers areprized for both its unique ability as well as its use as a riding mount. Oftenthey are sent ahead of the army with a sole rider who’s either particularlydaft in the head or has adequate ear protection. Banded howlers are carnivorousand eat much of the same thing dogs and wolves eat.
Banded howlerfemales can have one litter a year, a full eight months of pregnancy from timeof conception until birth. A litter normally yields one to four (1d4) pups.Banded howler pups reach full maturity at three years of age and usually reachan age between thirty to forty-one years (Max Age: 30 +1d10).
Carrying Capacity: Alight load for a banded howler is up to 699 lbs; a medium load is 700 to 1398lbs; and a heavy load is 1399 to 2100 lbs. A banded howler can drag 10500 lbs.An exotic saddle is required to ride a banded howler.

Banded howlers are found on a world full of forests and grasslands. The nativesused the banded howlers as riding mounts and as guard animals. Colonistsdiscovered the usefulness of the banded howlers after the natives attackedthem. After peace was achieved after years of fighting, the colonists havemanaged to domesticate banded howlers and export them for sale to interestedparties.

Combat
The banded howler isa cunning creature, preferring to use its initiative to rush into an area,howl, and then start picking off the weakest of the affected targets.
Echoing Howl (Su):Instead of choosing to bite, the banded howler can raise its head and beltforth a reverberating howl. So unsettling is this sound that those within 30 ftwith an Intelligence score of 9 or higher and can hear the howl must succeedwith a Will save (DC 14) or be paralyzed with a gibbering, mad fear for 2 to 5(1d4+1) rounds or until the banded howler or another creature or individualattacks them. Whether or not the save is successful, the target opponentscannot be affected again by the echoing howl of the banded howler for one fullday.





BerserkerWasp
Berserk wasps are four-inch long insects with red bodies and double sets ofshiny black wings. When enraged, their wings produce a deep, raspy buzzing,which in swarms of a hundred or more produces a bone-shaking drone that panicseven well-trained beasts.
Berserker wasps are a hardy, adaptive breed of insect that does not buildnests, but rather attacks and paralyzes large animals, using them as livinghosts for their eggs and as nourishment for the hatchlings when they emerge.The wasps are dormant in the winter, emerging from burrows in the ground duringthe second week of spring. Queens then take to the air, attracting as manymales as possible, and proceed to travel through the forests and grasslands,looking for a place to lay their eggs. Scouts range up to a mile ahead of theswarm, seeking out possible victims. Berserker wasps are drawn exclusively tothe scent of blood, and their sensitive olfactory bulbs can sense a woundedperson or animal up to a league away. When a victim is found, the swarmenvelops it, stinging it hundreds of times until the insects' paralyzing poisontakes effect. Then the queen and her males burrow into the still-living bodyand make their nest, laying eggs and feeding on the victim's tissues until theyoung hatch, up to a week later. After another week, the young have developedwings and the swarm moves on, leaving little more than a skeleton to mark theirpassing.

Berserker Wasp
Type: Vermin (Swarm)
Size: Diminutive
CR: 5
Hit Points: 10d8-20 (25 hp) (swarm)
Mas:
Init: +1 (+1 Dex)
Speed: Fly 60 ft
Defense: 15 (+4 size, +1 Dex)
BAB/Grp: +1/-8
FS/Reach: 5 ft by 5 ft / 0 ft
Attacks: Sting +9 melee 1d10 plus poison
Special Attacks: Distraction, Drone, Poison sting
Special Qualities: Vulnerable to cold, vermin traits
Allegiances:
Saves: Fort +0, Reflex +2, Will -1
Reputation:
Abilities: Str 1, Dex 13, Con 6, Int 1, Wis 8, Cha 2
Skills: None
Feats: Combat Reflexes, Track
Possessions:
Advancement: 11-14 HD (swarm)

Combat
Berserker wasps depend on speed and sheer numbers to bring down their prey,summoned by pheromones broadcast from their wide-ranging scouts and raring downupon victims seemingly out of nowhere.
Drone: If the swarm takes any damage, the berserker swarm becomes high agitatedand their wings begin to emit a deep, raspy buzzing, causing animals and peopleto panic. Creatures within 50 feet of the swarm must make a Will Save DC 14 orbe panicked for 1d4 rounds. This is a sonic based attack.
Distraction (Ex): Any living creature that begins its turn with a berserkerwasp swarm in its space must succeed on a DC 13 Fortitude save or be nauseatedfor 1 round.
Poison Sting (Ex): Berserker wasps inject a powerful paralytic poison with eachsting. Every time a victim is successfully stung, he must succeed at aFortitude save (DC 17) or suffer 2 points of Dexterity ability damage per sting.This loss is temporary.
Vulnerable to Cold (Ex): Berserker wasps take double damage from cold-basedattacks.





Firedrake
The firedrake is a large lizard that's found on a thermal world, near sourcesof geothermal heat such as geysers, dormant volcanoes and subterranean lavaflows. The skin of a firedrake is knobby and black, like newly-forged iron,with numerous small, oval nodules running along its back that glow like rubieswhen exposed to firelight.
Firedrakes are fierce and aggressive, staking out a territory that suppliesthem with a ready source of heat and attacking any who violate their domain.
Occasionally, when a volcano becomes active and begins spewing lava, there arereports of firedrakes following flows and attacking anything in their path,apparently driven into a murderous frenzy by the volcano's activity.
The crystalline nodules on a firedrake's back are very rare and highly prizedas forms of jewelry, and some weapon designers are experimenting with using thenodules in weapons such as lasers.
Some people have managed to domesticate some firedrakes to use as guard animalson warm planets, such as desert or other thermal planets. Although firedrakescan survive on planets that aren't really warm, they become lethargic and slowwhen the average temperature is below 30 degrees Celsius.

Firedrake
Type: animal
Size: Large
CR: 5
Hit Points: 8d10+48 (81 hp)
Mas: 22
Init: +3 (+3 Dex)
Speed: 90 ft
Defense: 16 (-1 size, +3 Dex, +4 natural)
BAB/Grp: +6/+10
FS/Reach: 5 ft by 10 ft / 5 ft
Attacks: Bite +9 melee (1d10+3) and two claws +4 melee (1d6+3)
Special Attacks: Living furnace, fiery death
Special Qualities: fire immunity, cold vulnerability
Allegiances:
Saves: Fort +12, Reflex +9, Will +0
Reputation:
Abilities: Str 16, Dex 17, Con 22, Int 2, Wis 7, Cha 6
Skills: Balance +6, Climb +4, Hide +6, Jump +5, Listen +7, Move Silently +5,Spot +6
Feats: Cleave, Combat Reflexes
Possessions:
Advancement: 6-10 HD (Large)

Combat
The firedrake attacks its victims with tooth and claw and inflicts horribledamage simply from the heat radiating from its body. When cornered in its ownterritory, the reptile tries to force opponents to fight dangerously close toscalding steam and lava flows, where it clearly has theadvantage.

Living Furnace (Ex): Heat radiates from a firedrake like a blazing forge, andits touch ignites combustible material such as paper, wood and clothes. Also,its claws and bite inflict an additional 2d8 points of heat-related damage witheach successful hit.

Fiery Death (Ex): When it dies, a firedrake releases its heat energy in a finalexplosion that causes 3d8 damage to all victims within 30 feet (Reflex save DC16 for half). Unfortunately, this explosion destroys or renders worthless mostof the ruby-like nodules on its body. Roll 1d8-6 to determine how many remainintact.

Fire Immunity (Ex): The firedrake is immune to fire-based attacks, such as fromflamethrowers, lava, fire and even plasma weapons. Lasers deal halfdamage.

Cold Vulnerability (Ex): The firedrake requires heat to be comfortable, andsuffers double damage from cold based attacks. Also when in environments with atemperature of less than 30 degrees Celsius, the firedrake becomes slow andlethargic, suffering a -20 feet to speed, -2 Dex penalty, and all skills andattacks suffer a -2 penalty. These penalties remain even if returned to awarmer environment. It must rest in a warmer environment for at least 2 hoursbefore the penalties are negated.

The ruby-like nodules on the back of the firedrake are difficult to collect andare highly valued, gaining a possible PDC equivalent sale price of around PDC25 each or more. It is possible to build a weapon that uses a firedrake nodulein a weapon that deals fire-based energy weapon, such as a laser, which wouldenhance its capabilities, but the Craft DC would be increased by +5.
 

Grongah

Grongah's are a race of near humans. In fact, they are so near human they shareabout 98% DNA markers with humans. They look like a human, only with slightlylarger eyes with cat like pupils as they have exceptional low-light vision. They'resimilarities to humans has led many to theorize that either the human race isactually far older than originally thought with an advanced society that madecolonies on several worlds, which possibly suffered major disasters thatreverted them back to the stone age. Or colonized by automated seed ships.Another theory is another race, such as the popular theory of the Preservers,seeded several worlds with similar lifeforms and watched how they diverged intheir early years, before abandoning the projects.

Homeworld: Grongah's come from a planet roughly the size and land mass ofEarth, but with a couple of unique features. It contains a stone which containsexceptionally strong magnetic forces, which allows for its second unique feature;the floating islands. These land masses contain large enough quantities ofthese magnetic stones to be kept aloft by magnetic repulsion alone. As a resultof these features, they developed flight by using magnetic propulsion togenerate lift and magnetically enhanced projectile weapons very early on.Today, their weaponry is mainly magnetic accelerated projectile weapons, orplasma weapons, which have far superior magnetic containment fields than otherspecies.
Their homeworld is called Gront, and is mostly a temperate planet with smallartic poles, and is cast in shadow most of the time from the other planets inthe system.

System: The Grongah's home system has a large yellow sun with 10 planets. Theinner six orbit in roughly circular orbits horizontally, while the outer fourhave a 49 degree vertical tilt to their orbit. The first two planets are hotrocks, which are rich in heavy metals, but are difficult to mine. The thirdplanet is a rock that is covered in precious stones. From orbit the planetseems to glitter in a rainbow of colours as the sun reflects of the many gemson the surface. It has no atmosphere, but does have a large tourist resortwhich has large observation areas to view the mountains and valleys ofgemstones at various times of the day as the sun hits them. The fourth planetis actually a hydrosphere with a layer of ice containing the water. There areseveral land masses within the water, and it does support a fairly diverseaquatic ecosystem, but no lifeforms show any signs of highintelligence.
The sixth and seventh planets are both gas planets, with the sixth showinglarge amounts of valuable gases while the seventh are mostly a combination ofcommon and worthless gases. The ninth planet is a frozen methane world which isleft alone at the moment except for a small research and testing facility onthe surface and one in orbit. Used mainly to test various vehicles for extremecold and rough terrain. The tenth planet is a barren rock with only a smallmilitary and listening post for any out of system dangers.

Society: The Grongah's have a democracy government with a supreme chancellorand a vice chancellor. A senate with representatives from various parts of theworld and from their colonies makes policies and laws which must be voted firstby the whole senate then sent for approval and any revisions by the supreme orvice chancellor.
The general population is very similar to late 20th and 21st century Earth,with high technology, small upper class, large middle class, and small tomedium low class citizens, depending on part of the planet or colonies they arefrom. Very dangerous jobs in most areas are regulated to robots, at least onthe homeworld and the oldest of the colonies, while the newest ones still usemanpower. Technology wise, Grongah's are fairly advanced, at least in the areasof weapons, armour, flight and propulsion systems. Otherwise, they are on parin many other respects with Earth, with some being ahead, and others behindEarth.

Language: Grongah's language sounds like a combination of Russian and Japaneseto people from Earth, with many hard and rough soundingwords.

Religion: Grongah's are not overly religious, no more than humans of Earth.They have a five god pantheon, who are all equal, but each different. There aresmall temples in some areas dedicated to a particular god, but large templesare dedicated to all five.

Species Stats: Use stats of a basic human, only instead of gaining 4 bonusskill points at level 1 and an extra skill point every level, they havelow-light vision. They still gain the bonus feat at level 1 though. Grongah'sare also generally a little thinner than humans, and generally have a muchlower amount of obese people in their population. If rolling weight, reduce by1d8+3 lb.

Technology: Grongah's have advanced magnetic based sciences, allowing forpowerful magnetic acceleration weapons, magnetic shielding and antigravitydevices. As they reached for the stars, they expanded into gravity basedsystems which they see as just another form of magnetic science. As a result,their starships use gravimetric propulsion, artificial gravity, and evengravimetrically enhanced shielding.
Their gravimetric propulsion systems look like large impellors, spinning withintheir tubes. These drives give their ships surprisingly good maneuverabilityfor their large ships. These impellors also power and form the gravimetricshielding. A typical Grongah starship looks somewhat similar to nuclear subsfrom Earth's 20th and 21st centuries. Long tubular bodies with a tower likesuperstructure, and sometimes wing like structures at the tail. The impellorsrun anywhere from one third to three-quarters the length of the ship in bulgeson the sides, with small ships usually have one on each side, and larger shipshave several evenly spaced around the hull.
Most ships are armed with railguns and plasma weapons, with gravity basedrailguns as their big guns on heavy destroyers and battleships.

All Grongah ships, even atmospheric ships are equipped with gravimetricenhanced magnetic fields and/or shields, which have double the bonus againstballistic and missile weapons. They also act like particle fields and shieldsagainst plasma and particle beam weapons. Against weapons like lasers and ionweapons, the ship must be equipped with particle shielding.
Due to the gravimetric fields the hulls of Grongah ships are subjected to, theygain +10 hardness verse ballistic and missile weapons damage.
The gravimetric engines provide a +1 equipment bonus to Pilot Dexteritymodifiers for Defense and to Pilot checks, and are stat wise similar toinduction engines (+1000 feet to tactical speed), but with the already statedbonuses.
Grongahatmospheric craft, such as hovercraft and aircraft gain a +1 bonus tomaneuverability due to the magnetic or gravimetric drive systems.


Example Technology

Basic Grongah Rail Pistol
This is the basic sidearm of Grongah military and civilians alike. Excellentrange and power for a pistol. Very reliable due to many years of a tried andtested methods.

Basic Grongah Rail Pistol (PL6 Personal Firearms Proficiency)
Damage: 2d12
Critical: 20
Damage Type: ballistic
Range Increment: 50 feet
Rate of Fire: S
Size: medium
Weight: 6 lb
Ammo: 20 box
Purchase DC: 15 Lic (+1)

Basic Grongah Rail Rifle
Basic rail rifle used by Grongahs. Accepts either a banana clip or adrum.

Basic Grongah Rail Rifle (PL 6 Personal Firearms Proficiency)
Damage: 3d12
Critical: 20
Damage Type: ballistic
Range Increment: 100 feet
Rate of Fire: S, A
Size: Large
Weight: 16 lb
Ammo: 40 box or 100 drum (adds 5 lb to weight)
Purchase DC: 17 Mil (+3)
Notes: Easily accepts magazine or drum. Has a 3 round burst setting, can makeuse of Burst feat with only 3 rounds in the magazine.

Grongah Hunting Rifle
This is a rifle many Grongah civilians use for hunting or home defense in thecolonies. Comes with a 4x scope, and solid frame and very reliable. The stockcontains a small first aid kit. Although not as powerful as the basic railrifle, it's still a respectable weapon, and perfectly legal forcivilians.

Grongah Hunting Rifle (PL6 Personal Firearms Proficiency)
Damage: 2d12
Critical: 20
Damage Type: ballistic
Range Increment: 110 feet
Rate of Fire: Single
Size: Large
Weight: 12 lb
Ammo: 10 box
Purchase DC: 16 Lic (+1)
Notes: Has integrated scope (range bonus not included in stats), 2 use first aidkit in stock.





The Myrddin
RACIAL TRAITS
Average Height: 5’7” - 6’ 6”
Average Weight: 150- 200 lb.
Average Lifespan:120 +3d10 years. Adulthood reached at 20 years.
Ability Scores: +2 Dexterity, +2 Wisdom

Size: Medium
Speed: 30 ft
Swim Speed: 30ft
Vision: Low-Light

Languages: Common,Myrddin
Skill Bonuses: +2Hide, +2 Move Silently, +8 racial bonus to Swim, +2 Survival. Can take 10 onSwim checks even if in combat or distracted.
Myrddin Training:Myrddin are trained for specific tasks at an early age. Choose one skill to betrained in. That skill becomes a class skill.

Electric Sting: Myrddin tongues are 15 feet long and pass on an electric chargeto their target.
Target: One Creature within 15 feet using a ranged touch attack at +1, dealing1d6 + Constitution modifier in electrical damage, x2 damage on a critical rollof 20, target is also stunned for 2 rounds unless a Fort save DC 10 + Conmodifier is made. Useable Con modifier +1 times a day, minimal of1.

Overview
Myrddin are a race of amphibious eel creatures. They have an extremely strongsense of family and friendship that if broken can be extremely devastating.

Since Myrddin have astrong connection to family and friends, exiling a Myrddin is a punishmentworse than death.
It is also importantto know that Myrddin are typically raised from an early age to work at aspecific task. Think about what your character was taught to do and try incorporating it into their design. Myrddinare typically emotionally connected to the skills they learn as a child andthey will constantly seek to become better at these skills.
Myrddin can alsoleave home simply to search for adventure in the world. Myrddin societyrespects great triumphs, so Myrddin who leave usually intend to return withstories of their trials.

Physical Description

The Myrddin have ahumanoid torso with the head and tail of an eel. They do not have legs, whichforces them to slither upright on their tails when on land. They “stand”upright at about 5’-6’ and have another 2’-3’ of tail that stretches out behindthem.
Myrddin eyes aresmall oval slits that are usually solid black in color. Their fingers arewebbed, and they have gill slits along the sides of their necks in addition tolungs. Myrddin skin is usually blue-black, blue-grey, or green-grey in hue.They sometimes have splotches of dull red or dull yellow to blend in with theaquatic fauna of their native habitat,
such as seaweed andother plants. Among reef-dwelling Myrddin, skin pigmentations of bright red,yellow, orange, and pink are common. Myrddin are rarely born without skinpigmentation, but it is possible. Albino Myrddin are white with a faintlygreenish cast and are considered special. Unfortunately, they are also favoredby hunters for their exotic hides.
Myrddin have avariety of fins that adorn various parts of their bodies. Most of these arevestigial, as the Myrddin use their powerful tails for swimming. The mostprominent fin is the dorsal fin that goes from the back of the head, down theneck and usually stops at the shoulders. The dorsal fin is particularlyimportant to males, because a large, full dorsal fin is considered attractive.Male dorsal fins are larger and more likely to have spots than female dorsalfins. In females, the dorsal fin is smaller and similarly colored to the restof her body. Other than the head frill and the females’ wider midsection, thesexes are difficult to tell apart. This is also why telling Myrddin women andmen apart
can be difficult tooutsiders.
Myrddin also havedorsal and anal fins along their tails. They can combine to form one long fin,or be separate as a series of shorter fins. These usually adorn the final 2-4feet of their tails. They also have pectoral fins along either side of their mid-sectionsin the area equivalent to where hips would be on a human. Tastes vary fromMyrddin to Myrddin on which arrangements of fins are most attractive.
The Myrddin have a15 foot tongue they keep rolled up inside of their mouths. Inside of theirtongues are electric nodes that can be used to shock enemies and prey.
The Myrddin are ableto shoot out their tongue at a target, latch on and stun them. The Myrddin maketheir clothing from seaweed and the hides of large fish. The Myrddin onlyclothe the upper parts of their bodies to leave their tail unencumbered for swimming.Their garb usually resembles a kind of tunic with clasps along the side. Thesides are open, and a flap hangs below the waist in the front and back.
The Myrddin makejewelry from bone, sea glass, coral, pearls, and any other gems they discoverfrom wrecked ships. They are especially fond of pearls and will risk danger toobtain them.

Flotillas

Flotillas are thelarge floating cities in which the Myrddin dwell. Formed over time from thecolonies of Myrddin families and whatever driftwood and ship wrecks the stormsafforded them in the early years, these sprawling communities house themajority of the known race with only exiles and adventurers ever leaving themfor long. The shape of the city is generally oval with a tapered front and a huge rudder in the back forsteering. Today, each Flotilla is a floating city, with industrial, urban,governmental and retail areas. The city is divided into neighborhoods based ontribes. Each neighborhood is separated by a canal and connected in a few placesby bridges and supports that tie them together. The canals serve as the majorroads in the city. Neighborhoods rise up on either side of the canal and areaccessed by ramps. The city also lacks stairs, as they would be difficult toclimb for creatures without legs. Another difference land dwellers might noticeis that the whole city is pervaded by a sense of dampness. Some lower parts ofthe city are even underwater. The rooms designated for Myrddin young arecompletely submerged and many homes have easy water access. Waves splash upover the sides of the deck frequently, but the Myrddin enjoy being wet.
Cities have do haveweapons for self-defense, mostly used against sea monsters and the rare invaderfrom another world. The Myrddin smaller cities are also threatened by storms,though not in the same way land dwellers are. Storms are not automatically lifethreatening for a Myrddin, just inconvenient. People can get hurt by debris,children can get lost, and boats can be destroyed. Hurricanes can break offentire neighborhoods and separate them from the Flotilla. The Myrddin evacuateunderwater and as close to the center of the Flotilla as they can. After thestorm subsides, the Myrddin band together to repair the city. This allows foradvancement in society because cities break apart and must be re-assembled andMyrddin can gain renown for their rebuilding efforts.
The ruling body ofthe Myrddin lives in the center of the Flotilla. The center of the city is alsowhere you can find various temples dedicated to the Gods. It is possible todetermine the social standing of a particular tribe based on their position in theFlotilla. Influential tribes are in the front and center, while tribes in theback and along the edges are more pedestrian.
The poorest tribesare not integrated into the city at all, but are lashed to the city with ropesand trail behind it. This is also the home of criminals, outcasts, refugeesfrom
other Flotillas, andany other undesirables of the Myrddin community.

Culture
Despite theirnon-violent ways, Myrddin are skilled hunters. They usually band together tohunt large prey, using their tongues to stun sharks, small whales, anddolphins. They will also catch smaller fish with nets or spears. When Myrddincatch their prey they also go through great lengths to try and use every pieceof the animal.
They idolize thoseamong them with great skill. A tribe will usually recognize exceptional Myrddinsuch as the fastest swimmers or the best hunters. A Myrddin with great renownusually starts their own tribe.
The Myrddin abhorviolence between tribe members and prefer to have disputes settled by a tribeelder or by a competition such as a race judged by an elder deemed
neutral. The elderof the most influential tribe is the Flotilla leader.
Myrddin don’t needto be part of a Flotilla, but they need to be part of a tribe. The Myrddin bandtogether in the face of adversity and have a strong sense of community. LoneMyrddin will yearn to be part of a community and become depressed if left alonefor too long. The Myrddin have a variety of non-violent methods to punishindividuals that give the community trouble. If the offending Myrddin is in aninfluential position, they or their tribe may be relocated to the outskirts ofthe Flotilla.
If they continue tocause trouble, they may be exiled for varying amounts of time from a week toseveral years. The most serious offenses are punishable by permanent banishmentfrom the community. Exile is the worst punishment that can befall a Myrddin, asthere are few places an exiled Myrddin will be accepted. Due to their abilityto maintain a low profile and a mastery of the seas, an exiled Myrddin canusually survive for a long time, but will be plagued by loneliness without atribe to provide them with a sense of community, purpose and belonging. Somewill look for other exiles and form surrogate tribes. Some will attempt to joinother Flotillas with occasional success. Occasionally, Myrddin elect to leavethe safety of the Flotilla of their own free will. These individuals leave forreasons such as adventure, research, or just exploring and gather tales to telltheir tribes.

Childhood
Myrddin are bornfrom translucent, grape-fruit sized eggs. The female holds the eggs in anincubator in her midsection for about 1 month before laying them. Females have
a wider midsectionthan males because of this and, besides the head fin, this is the only otherway to tell the difference between males and females. The female Myrddin lays3-6 eggs at a time and the eggs take another 3-4 months to hatch once they arelaid. Once the eggs are laid, they must be kept in a dark, moist environment.The eggs must hatch submerged in water or the newborn Myrddin will die. InfantMyrddin can survive on land after about an hour, but prefer the water for thefirst year of life.
Myrddin are raisedcommunally by tribe mothers, a female Myrddin who elects not to have childrenof her own in favor of raising the children of the entire tribe.
In large tribes shehas assistants who help divide up the labor. The tribe mother and herassistants raise all of the children of the tribe from the time the eggs arelaid until the children reach the age of 16 or 17, at which point they areconsidered young adults. In addition to the general history and customs of theFlotilla, tribe mothers educate their young about the traditions and ancestorsspecific to their tribe. Myrddin children do not know who their parents are andrefer to any tribe members older than they are as
“aunt” or “uncle.”They refer to those in their peer group as “cousin.” Sometimes birthmarks orother significant resemblances make it possible to pick out the parents of aMyrddin child, but this information is not considered significant. The tribe asa whole works together to ensure that the children are protected and providedfor.
When a Myrddinbecomes renowned for any particular reason, they branch off and start their owntribe. In this special case, the first generation of that tribe is consideredthe children of the hero, and all subsequent generations are recognized astheir descendants. The tribe usually specializes in their ancestor’s area ofexpertise.
At the ages of 10 or11, young Myrddin begin to learn the trade or skill that will become theirlife’s profession. Children will apprentice with the member of their tribe mostproficient at the skill they would like to learn. If someone in another tribe intheir Flotilla is especially proficient at the skill they wish to learn, thechild may apprentice in that tribe instead, especially if the tribe is similarin social standing to their own. Myrddin who are considered the best at theirskill usually have a waiting list of apprentices, and some tribes are better ata given skill than other tribes. Where a young Myrddin chooses to apprenticedepends on their ambitions and social standing. In special circumstances, suchas exile, Myrddin can be raised by their parents rather than a tribe mother,but the survival rate is much lower. Less than half a clutch will survive suchan upbringing and they will be poorly educated. A lone Myrddin or a pair ofMyrddin will not have time to give their children a proper upbringing, whileworking to keep them
fed, and keepingtheir vessel in good repair. Additionally, their children will only be able to learn the skills theirparents are proficient at.

Naming
Myrddin have a givenname and a tribe name. Occasionally, if they become popular, they are given anickname. The nickname usually reflects the quality that brought them into thespotlight. Their tribe name is taken from a famous ancestor or a craft that thetribe specializes in. The most common last names involve fish or sea creatures.
Exiles lose theirtribe name when they are cast out, and some rename themselves. Examples of Male& Female first names: Ujanna/Ohanna, Ula, Ursa/Usra, Saar, Saga, Salim,Suka/sukar, Satu, Suhal, Sunee, Sully, Suoh, Syona Umka,Uaine.

Technology
Myrddin technology levels are on par with most PL6 societies, although theyhave highly advanced recycling technologies and aquatic vehicle propulsionsystems. Myrddin don't have many space facilities as they prefer their wateryhome world, but they do have several stations and satellites for defense. Alltheir space craft are capable of making water landings and being pilotedunderwater. All their laser weapons are of the blue-green frequencies to allowfor operation above and below water, without loss of range or power. Myrddinstarships usually have a very organic design to them, flowing lines and curves,many shaped like aquatic lifeforms or more serpentine in style. They are veryagile for their size. All Myrddin ships and space facilities have at least onearea that contains a large pool for Myrddin to relax while submerged in water.The atmosphere on board is more humid than most speciesprefer.

Myrddin Homeworld
The Myrddin homeworld is the second of four worlds orbiting a yellow dwarf sun.Water covers 85% of the planet, with only two continents and chains of islands.Two moons orbit the homeworld. One is more of a large asteroid that got stuckin a stable orbit between the moon and the planet. The moon is barren, but doeshave large mineral and ore deposits with light mining by the Myrddins. Thefirst planet, closest to the sun is a molten ball of rock, with heavy metals.The third and fourth planets are gas planets rich in various gases useful byother races for higher technologies, but left untapped by the Myrddin. Themyrddin don't have any out of system colonies, but some Myrddin individuals andsmall tribes have gone off world to explore the galaxy at large. Myrddins areprized for aquatic exploration and scouting as they are at home in the waterand they don't require separate vehicles to go from orbit to the sea. SomeMyrddin ships are hired as transports for mercenaries to do water insertions,but the Myrddins stay out of the combat, merely providing transportation.

Myrddin Racial Feats
ImprovedCurrents
The electric nodes are fully developed and more powerful than others.

Prerequisites:Myrddin
Benefit: Change thed6’s in your electric sting attack to d10’s.

Natural Stalker
Prerequisites:Myrddin, trained in Move Silently and Hide skills.
Benefit: Myrddinsare natural stalkers on the land and in the sea. With this feat a Myrddin gainsa +3 racial bonus to stealth checks.

Myrddin Fisherman
Prerequisite:Myrddin
Benefit: Havinggrown up on the sea, Myrddin are extremely proficient with spears of all sorts.They gain a +2 bonus to damage and attack rolls with spears and polearms.

Slashing Tongue
Your tongue issharper than normal, allowing you to tear flesh as well as deliver anelectrical charge.
Prerequisite: Myrddin

Benefit: After asuccessful hit with your electric sting you deal 1d6 + one-half Strengthmodifier slashing damage.

Piercing Tongue
Your tongue is sharper and more designed for piercing thannormal.
Prerequisite: Myrddin
Benefit: Critical modifier for your electric sting attack is now 19-20/x2 andalso deals 1d4 points of piercing damage, while ignoring up to 2 points ofDefense, either equipment or natural.

Extra Electric Sting
Your body is able to produce the energy to charge your electric sting moreoften.
Prerequisite: Myrddin
Benefit: You can use your electric sting ability an additional 3 times per day.This feat can be selected multiple times, adding additional uses of yourelectric sting ability.




Trayll
Traylls is a race of humanoids which have very adaptable genetic structure. Assuch, there are various subspecies of trayll which have adapted to variousclimates or situations naturally over only a few generations, or more recentlyby easy genetic manipulation.
The base trayll looks like a large bulky humanoid with grey skin with touchesof blue and green. Instead of hair, they have quills on the top of their heads.They have large mouths, two slits for noses and no visible ears, much like abird or lizard. They have incredible healing abilities, able to heal areattached severed limb in weeks, but not their heads, or regrow new limbs inmonths.
The offshoot races of trayll are mostly environmental adaptations, but some aremore feral version, and most of the offshoots have even greater healingabilities, but lowered intelligence. The base trayll, over the years, havebecome the dominate version, and have united the rest of the offshoots, andhelped create some subspecies of the others for various purposes. They havealso created short term genetic modifications which can alter an offshoot intoa different subspecies of the same branch for short periods of time. With morework and time, they can completely transfer one offshoot into another if theneed arises to increase numbers for whatever purpose.

Trayll, Standard
Type: Humanoid
Size: Medium
Speed: As medium sized creatures they have a land speed of 30 feet.
Sight: Darkvision 30 feet
Improved Healing (Ex): Trayll heal at twice the normal rate, three times ifthey feast considerably whilst resting. Trayll regenerate lost limbs at a slowrate, 1d6+1 days for a surgically re-attached limb, 2d20+30 days to regrow alimb entirely.
Poison Resistance 4 (Ex): -4 to all damage and stat losses caused by poison, +4bonus to Fortitude saves against poisons that do not inflict statdamage.
Toughness (Ex): Trayll have damage reduction equal to their Constitutionmodifiers against nonlethal damage. This ability also protects against mostnonlethal damage from environmental hazards, although in these cases damage cannever be reduced to less than 1 point.
Genetic Malleable (Ex): +10 to Fortitude saves for genetic modifications andtake 1/10th the amount of time for a genetic modification to take affect andrecovery time. Can adapt to environments in only 2 generations. Example: If agroup of trayll move to a hot desert region, in two generations they wouldadapt to the environment, being immune or highly resistant to heat exhaustion,develop environmental camouflage, and other environmental adaptations, as ifthey had the environment adaptation feats.
Base Height: Male 5'11", Female 5'3"; +2d10 in each.
Base Weight: Male 250 lbs., Female 150 lbs. +height mod x 2d6lbs.

Society:
Trayll society is very clan based, where each has strong ties to their clan.Several clans allied together form a kriel, which live in an area, about thesize of a city. Many cities are run by a kriel, or for even larger ones by two.A clan, is run by the a council of elders, while kriels are run byrepresentatives elected from the council of elders from each clan. The TrayllNation, as they call their government, is run by a senate like structure withrepresentatives from every kriel, or alliance of kriels, with the oldest memberacting as mediator.
Most Traylls spend their days working diligently, but also eat quite a bit,eating about 50% more than most species their size. They are also quite wellknown for their feasts, which for major celebrations, have been known to lastup to a week. They have strong ties to their clans and families. Many trayllsare able to trace their bloodlines, of which they are quite proud of,especially if there is a famous hero in their bloodline.
Traylls also have a strong martial heritage, where almost all traylls join themilitary for a period of 2 or 3 years, making about 90% of the population partof the military in times of crisis. Many raiders of trayll outposts havediscovered this the hard way, especially if there are also members of some ofthe larger and more powerful offshoots present.
The offshoot Traylls also form clans, but their ties are quite as strong as thebase trayll. Each offshoot and subspecies usually work in fields which bestsuits their adaptations. For example, winter traylls work in fields where theyencounter the cold, such as freezers, mining in frozen lands, and even workingin orbit in shipyards or other stations where they can lower the life supportneeds, or even before full life support is established, working in the cold,but with air and gravity, saving energy as they work away. Pyre traylls areusually soldiers or work in metal manufacturing as their ability to spit fireand tolerate high temperatures makes them excellent workers in forges, or shocktroops, especially on high temperature worlds.

Homeworld:
They Trayll homeworld has a very varied ecosystem, with large areas of sunblasted deserts, tundras, grass plains, mountains, temperate and tropical zonesand everything in-between. Standard traylls live in many of these areas, butlargest concentrations are in grass plains and temperate areas, while otherregions have larger concentrations of offshoots andsubspecies.

Technology:
Trayll technology is about on par with most PL6 and early PL7 societies,although their medical science is far more advanced, especially in the field ofgenetics. They are masters of genetic manipulation. Trayll's main exports aremedical expertise, especially in field of genetics, and mercenaries. Manytraylls are strong and tough, which makes them excellent soldiers, especiallysome of the offshoots.

Trayllgenetic and medical science is incredibly advanced, able to map a creature'sDNA in an hour and apply long term or even short term genetic alterations.Traylls are able to easily impart the subspecies and offshoot traits from anyof the other types of Traylls to another quickly and easily. They can also sellsuch alterations to other races as long as they have the chance to map theuser's DNA before hand and then alter the therapy to match, which takes aboutanother hour or so.

Gene Therapies: Traylls can apply any gene therapy (even ones that match theiroffshoots and subspecies to other races) permanently with half the number ofFortitude saves necessary, and lower the DC by 2, but the PDC increases by 2.To enable the new traits to be passed onto children the PDC is increased by1.
Temporary Gene Therapies: These provide the benefits of gene therapies but fora short term. The user must have their DNA mapped before purchasing thetherapy, which is then stored in the Trayll master database which any Trayllgeneticist is able to access. The PDC is increased by 5, and the user only hasto make 1 Fortitude save with the DC increased by 2. The gene therapy will takeaffect in 1d4+1 rounds and will last for about 6 hours. If the save fails, theuser is sickened for 2 minutes as the change takes that long to take affect.After which, the user will revert back to normal over 1d6+1 rounds and isexhausted, even if the user has the ability to ignore conditions such asexhaustion.

Special Abilities or Extraordinary Abilities (Including Mutations): Forpermanent additions, the number of Fortitude saves and the DC is reduced justlike gene therapies. Temporary versions use the listed Fortitude DC +1 and havePDC increased by 1. The benefits of these abilities last for 5 minutes. Afailed save means the character is sickened for 1 minute and the abilitydoesn't take affect for 2 minutes. After the 5 minutes, the user is exhaustedwhich isn't effected by the character's ability to ignoreexhaustion.

Temporary gene therapies and special/extraordinary abilities retro viruses comein a hypodermic injector about the size of a large sharpie marker, which isclearly marked as to the type of therapy and barcode which is coded to theuser's DNA for Trayll geneticists to use.

Tryall Offshoots Examples
Winter Trayll
The winter trayll are traylls found in high mountains and more in articregions, adapted to the extreme cold. They have white skin and are moresluggish than other traylls.
They are identical to standard traylls except as noted:
Hit Dice: Gain one Hit Dice in humanoid.
Abilities: Suffer a -2 Dex and Init, but gain +2 Con.
Cold Subtype (Ex): See d20 modern core book or Menace Manual,
Ice Breath: Winter traylls can breathe a stream of frigid cold air, 5 feethigh, 5 feet wide, 20 feet long once every 1d6 rounds. All opponents struck byit take 3d4 points of cold damage, although a Reflex save (DC 15) may beattempted for half damage. As a full-round action, the trayll may sweep the breathin a 180 degree arc; however, the Reflex save DC is 10.
Fast Heal (Ex): Winter traylls have fast heal 3, which is doubled when theyfeast while resting.
Skills: In winter environments gain a +4 racial bonus to Hide and Move Silentlychecks.
ECL: +2

Pyre Trayll
Pyre traylls are found in the hot deserts and are famous for their ability tospit a flaming viscous liquid from their gullets, which they also spit ontotheir hands to use while in melee combat. Pyre traylls, make excellent shocktroops as their favourite attack methods are spitting flaming ichor at foes asthey charge in, before spitting on their own hands and smashing them withflaming fists. Pyre traylls also are well known for their quality metal workingskills as they don't need bulky heat protective gear to manipulate and shapehot metal. Pyre traylls have reddish brown skin and are bulkier and somewhatmore feral looking than normal traylls, they're also not as smart and haveshort tempers which quickly become explosive, sometimes quite literally. Pyretraylls are also known for consuming flammable liquids, which doesn't affectthem, and many will seek out new types of flammable liquids, which theyconsider to be like alcohol to them. The greater the substances flammabilityproperties, the better the taste.
Pyre Traylls are similar to standard traylls except as noted.
Hit Dice: Gain one Hit Dice in humanoid.
Abilities: -2 Int and Cha, +2 Str and Con
Fire Subtype (Ex): See d20 modern core book for menace manual
Fire Spit: As a ranged attack, pyre traylls can spit flaming ichor with a rangeincrement of 20 feet out to 5 range increments, dealing 3d4 points of damage.They can also spit onto their hands which adds +2d4 points of fire damage for 5rounds to their slam attacks.
Slam: Pyre traylls have strong hands which allows them to smash foes with theirbare hands, dealing 1d6 points of lethal damage, and consideredarmed.
Fast Heal (Ex): Pyre traylls have fast heal 4, which is doubled if they feastwhile resting.
Skills: +4 bonus to Hide checks in desert environments, and +2 racial bonus toany Craft or Repair check related to metals.
ECL: +2

Dire Trayll
Dire traylls are larger and more feral forms, found in mountains and forests.They are used as heavy assault and shock troops. They are quite intimidatingfoes, and use larger than normal weapons, but are not quite as smart, butfairly cunning. Dire traylls favour melee combat, where they can smash and hackat opponents, and when deprived of a weapon, are more than willing to use theirown hands and teeth to continue fighting. Dire traylls have incredible healingcapabilities, making them incredibly difficult to put down.
Dire Traylls are similar to standard traylls except as noted.
Size: Large (-1 size penalty to attack and Defense)
Hit Dice: Gain +4 Hit Dice in monstrous humanoid
Abilities: -4 Int (minimum of 5), -2 Cha, +8 Str, +6 Con
Speed: 40 feet
Regeneration (Ex): Regenerates 10 points of damage, fire and acid deal normaldamage to dire traylls. They regrow limbs in 6d6 minutes.
Natural Weapons: Dire traylls have two slam attacks that deal 1d8 points ofdamage, and a bite that deals 1d10 points of damage.
Skills: +4 Racial bonus to Intimidate checks.
Thick Skulled: Dire Traylls are immune to fear effects and gain a +4 bonus tomind influencing effects.
ECL: +5

Subrace Examples
Subraces are further altered variations of traylls. Some examples of subspeciesinclude:

Burrow Trayll
Burrow traylls are somewhat squatter versions with claws meant for digging,which live in desert and grassy climes. They possess a knack for burrowingunderneath sand and other loose soil. In combat they favour swarming anopponent from beneath the ground and then springing upon him, preferably bysurprise. Burrow traylls are identical to other traylls except asnoted.
Burrow (Ex): Burrow traylls have a burrow speed of half their land speed. Theygain a racial bonus of +4 Move Silently while burrowing and they also gain +8racial bonus to Survival checks while burrowing.

Vine Trayll
Vine traylls live in tropical areas. They have adapted to life in the trees andare very skilled climbers. They are also well known for their poisonous bites.They usually have slimmer builds and slightly longer limbs than other traylls.Vine traylls are identical to traylls except as noted.
Climb (Ex): Vine traylls have a climb speed of 30 feet. They may apply theirDexterity modifier to Climb checks if it is higher than their Strength, andreceive a +6 racial bonus.
Poison Bite (Ex): Anyone bitten by a vine troll becomes envenomed (save DC 12),receiving initial damage of 1d4-1 temporary Strength and secondary damage of1d4 temporary Constitution.
 

Whispers
Whispers are a short race of near human aliens known for their stealthabilities. Whispers stand between 3 and a half and 4 feet tall, and are quiteskinny, almost gaunt, rarely weighing more than 40 pounds. Their skin ranges incolour from light grey to light green, although none of this variation in skintone is noticeable without careful attention. They have gray or blue eyes butthey are rarely bright or striking in intensity. Almost all Whispers have avariety of tattoos covering various parts of their body, usually the arms,upper torso, face, neck and legs. Whispers are known for their incrediblestealth abilities, including their ability to move even at full speed withunnatural quietness, in roles of scouts, infiltrators, and thieves.

Whisper Racial Traits
+2 Dexterity, +2 Constitution, -2 Strength, -2 Charisma: Whispers are agile andtough, but they are small and therefore not as strong as larger humanoids.Their quiet nature also leads to a lack of personal presence.
Size: Small. As a small creature, Whispers gain a +1 size bonus to Defense andattack rolls, and a +4 size bonus to Hide checks, but uses smaller weapons thanhumans and similar sized beings, and their lifting and carrying limits arethree-quarters of those of a Medium character.
Whispers have a base land speed of 30 feet, despite their size.
Incredible Senses: Whispers have excellent vision, gaining Low-Light vision andDarkvision out to 60 feet. They also gain a +2 racial bonus on Listen and Spotchecks.
+4 racial bonus on Hide and Move Silently checks: Whispers have an uncannyknack for stealth.
Unnatural Silence: Whispers have the ability to completely cancel any noisethey generate. Whispers can cancel the sound they and any gear on them makesfor 1 minute/ 3 character levels up to 1 + Cha modifier, minimum of 1 time,times per day. While using their unnatural silence, a Whisper gains Sonicresistance 5.
Languages: Whispers speak their own language, which other races just callwhisper, plus a sign language which they do not teach to outsiders, calledQuiet Hands.

Personality: Whispers are quiet, suspicious beings who find it hard to buildlasting relationships with members of other races. Although no other race isopenly friendly with these reclusive individuals, no race bears them activemalice either. Whispers take pride in being able to sneak into anywhere and notbe noticed that they have created a sort of race wide contest of who cancollect the most trophies. These trophies are usually something small and closeto a person it was removed from. The more important and powerful the person,the greater the ranking in the contest. Usually things taken could be as simpleas a button off someone's jacket, a power pack from a loaded weapon, or a smallconcealed blade, but always something that was on the person, and not of anyserious consequence to the person they are removing the item from. Most racestolerate these small thefts, and some even make it a point of trying to catch awhisper in the act as it brings that person respect amongst the whispers, dueto the fact that whispers are the best infiltrators, saboteurs, and black opsin the galaxy. So a few minor babbles is a minor consequence ontop of theirhigh prices.

Homeworld: No one outside of the whisper race knows anything about the whisperhomeworld. Some believe that the whispers have somehow managed to hide theentire planet and have removed any trace of information about it. There are anumber of whisper colony worlds and stations found in systems that are claimedby other races. However the races that claim the system have some sort of dealmade with the whisper colonies or stations. They leave the whispers alone, and thewhispers provide any information that might be useful to the system, usually ata discounted price, unless its related to the safety of the system which theyprovide for free. Such information could be anything from arrival of criminalsor pirate groups that are in transit to the system, interesting stellarobjects, and sometimes even locations for mining close by.
Most outsiders have only seen parts of Whisper stations which are used forhiring Whisper agents for whatever purposes: industrial espionage, sabotage,scouting, aiding in insertion of black ops teams, and anything else thatrequires information and stealth. Whispers always require half the payment,which is usually quite high as their services are the best in the galaxy, upfront, then the, and any unforeseen expenses, which is usually surprisingly notoften, upon completion of the mission. Those that fail to pay for theirservices have exactly 36 hours from when it was due to provide a very goodreason why and a new time of when the rest plus up to 50% more, in some cases,in late fees, or face retaliation. In many cases, such retaliation is first inthe form of any and all secrets the person has are sent to those who can makethe most use of them, then they systematically take everything that person hasuntil they are left with nothing before their enemies show up and dispose ofthem, or else the whispers do so themselves, without leaving atrace.

Society: Whisper society, from what little has been observed seems to bemodelled somewhat on a feudal monarchy system. Much of their architecture,clothing and tools also seem to resemble objects form such societies, whichseems at odds to their level of technology which seems quite high. Whispersalso use tattoos to display their status in society. Some superstitious peoplebelieve that these tattoos are also magical in nature. Whispers also place alot of stock in their ranking and respect in their ability to claim trophiesfrom clients and targets. This respect can allow even lowly farmers to haverespect from rulers and warriors if they have managed to gain some impressivetrophies. No whisper lies about their trophies as they keep detailedinformation about each trophy. Whispers have an unspoken rule amongst themselvesto not take trophies from another whisper, except for a few rogues. Whispersare also known to keep their word, as it's also a part of their sense ofrespect, which helps keep other races coming to them for theirservices.

Technology: Whispers are exceptionally advanced technology wise, especially inthe fields of stealth, sensors and information gathering, although they may notlook it. Much of their general day to day clothing and tools are similar indesign to feudal medieval Earth styling, except for their vehicles and spacecraft, which are usually sleek or angular. Almost all whisper vehicles andequipment come with basic stealth systems, which are usually equal to mostother races standard or higher level stealth, while their more powerful stealthsystems are virtually undetectable until its too late.
Whispers do export some stealth systems, usually better versions of most otherraces versions. Whisper export stealth technologies usually have a 25% increasein bonuses, and any that provide a miss chance have it improved by 5%, roundingdown. While Whisper used equipment has a 50% increase in bonuses and misschance are increased by 10%. For example, a Whisper made Silent Suit (pg 74 d20Future) for export will provide a +12 bonus to Move Silent checks. While aWhisper used version (made for small size creatures) provides a +15 to MoveSilent checks.
Whisper export sensor systems also provide +25% bonus and have ranges increasedby 25%, while whisper used versions are increased by 50%, rounding up. Forexample, a Whisper export motion sensor would have a range of 125 feet, while awhisper used version would have a range of 150 feet.
Whisper used versions are NOT sold to anyone who is not a Whisper. Although avery select few outsiders have been gifted with versions that are better thannormal export models, providing 35% bonus and/or range increases. Whisper madeequipment have their PDC increased by +2 and consideredmasterworked.

Whispers also have another area of technology which they have mastered:Nanotechnology.
Much of their equipment makes use of nanites in some form, such as their meleeweapons concealing energy weapons, making use of nanites to conceal thedischarge ports until needed. Where their use of nanites really shows is intheir tattoos. Almost every Whisper has at least one nanite tattoo, which doessomething related to their job, or with their status.

New Equipment
Camo Cloak
This is a cloak, impregnated with nanites and metamaterials. When wrappedaround the user, closed and activated, it blends in with the environment,concealing the user. The export model hides the user from infrared and heatsensors completely, and provides a +6 bonus to Hide checks. If the user movesmore than 15 feet in the round, it provides only a +3 bonus, and if spotted,provides a 10% miss chance to hit the user as their outline isblurred.
The Whisper use version provides a +8 bonus to Hide, is invisible to heat andinfrared sensors. Opponents using motion detectors must make a Computer Usecheck vs the user's Hide check to detect the user, as long as the user ismoving at most 15 feet per round, or will the opponent will think it's just asmall animal or glitch in the sensor. If the user moves 15 feet or more, theyonly get a +4 bonus to Hide checks and opponents suffer a 20% miss chance tohit.
Weight: Export medium size 29, Whisper 28
Weight: Export medium size 5 lbs, Whisper 3 lbs.

Nanite Tattoos
Nanite tattoos start as a cybernetic device implanted in the user's body. Thisdevice is a nanite factory, which builds, recharges and distributes nanitesthroughout the user. Afterwards, a tattoo like object is printed on the skin ofthe user. This tattoo is actually a control and instruction interface for thenanite factory. Part of the function of the tattoo must be incorporated in thedesign of the tattoo, although some, usually ones gifted as extremely specialrewards, or gained for extremely high status Whispers. The user can have asmany as 3 + Con modifier tattoos maximum. Although the user must increase theirdietary needs by 10% for every tattoo they have installed to provide the energynecessary to power the tattoos. Tattoos are activated as a standard action bytouching the tattoo, which in some cases, such as a weapon discharge is thesame action as attacking with the power of the tattoo. Tattoos are activateditems and none have been designed to run constantly. The user can have no morethan 1 + 1/2 Con modifier tattoos active at any time. It is possible toactivate more, but the user becomes fatigued for the first tattoo activatedover this limit, then exhausted for the next, then takes 1d4 subdual damage foreach addition activation of a tattoo after that until they deactivated alltattoos and rest for 8 hours and eat a full days (including increased amountfor number of tattoos the user has) worth of food.
To install a tattoo, the user must have the Craft Tattoo feat and make a Craft:Electrical check to beat the Craft DC to install. If the user has at least 5ranks in Craft: Visual Art, they get a +2 synergy bonus. They can also make thetattoo look far more decorative, disguising its purpose. A separate Craft: VisualArt check must be made to disguise the tattoo. For every 5 points they beat theinstallation DC, the tattoo will look more like a piece of art, and gains a +2Disguise bonus to hide it's true purpose and make it more unique. Somecraftsmen are considered true artists when creating their designs for tattoosand their tattoos cost significantly higher. Some of these more elaboratedesigns can also be more powerful versions of the basic tattoos, and someincorporate bonus features.

Nanite Factor Implant
Benefit: This is a nanite factory to create the nanites necessary for thenanite tattoos. Does not count against the user's amount of cybernetic devicesallowed.
Location: Internal, torso
Hit Points/Hardness: 5/-
Weight: 1 lbs.
PDC: 15 amongst Whispers, nearly impossible for other races.

Example Tattoos
Suit of Medieval Armour
This tattoo is designed to look like a simple suit of medieval style of armour.When pressed, the nanites create subcutaneous body armour. Comes in threedifferent levels, where each level the tattoo looks like a more heavilyarmoured suit of armour. Styling may differ between artists, but a personfamiliar with the tattoos can tell by the style of armour used for the level ofprotection.
Benefit: When activated, provides the bonuses of one of the subcutaneous bodyarmour cybernetic implant for each design level.
Duration: 6 + 1 1/2 Con modifier rounds.
Craft DC: 18
PDC: Light 16, Medium 21, Heavy 26
Restriction: Military (+3)

Laser
These tattoos usually look like an open palm with a beam of light coming out ofit. When activated, the nanites form a laser emitter in the hand, usually fromthe palm, or from the back of the handthat fires in the direction that the user's closed fist is pointing in, must beselected at time of installation. When activated, the user has a reserve of 30shots for the laser, which must start being used within 3 rounds of theactivation of the tattoo. If the userdoesn't use the laser for more than 5 consecutive rounds, the nanites willdisable the laser.
Benefit: User can make use of a laser pistol that discharges from their palm orback of hand, dealing 2d8, fire, 20, 40 ft range increment,semi.
Duration: Instantaneous
Craft DC: 22
PDC: 20
Restriction: Restricted (+2)

Running Man
This tattoo is usually designed as a person running. When activated, the usergains increased speed, making them faster and somewhat moreagile.
Benefit: User gains +10 feet to speed and a +2 bonus to Initiative and Reflexsaves.
Duration: 7 + Con modifier rounds.
Craft DC: 16
PDC: 15
Restriction: -

Bear Claw
This tattoo looks like the open paw of a bear. When activated, the user gainsgreater strength and prowess in melee combat.
Benefit: When activated, the user gain +6 Strength, use of Power Attack feat,and may use a melee weapon of a size larger than their size normally allows asa two handed weapon. So a Whisper could use a medium sized creature's longswordtwo handed instead of a small sized longsword.
Duration: 5 + Con modifier rounds.
Craft DC: 21
PDC: 21
Restriction: Licensed (+1)

Open Eye
This tattoo looks like an open eye with a black pupil , and purple iris,provides the user with improved eyesight.
Benefit: This tattoo provides the user with the benefits of telescoptic optic(pg 197 d20 Future) and x-ray optics (pg 31 d20 Cyberscape) cyberneticimplants.
Duration: 5 + 1 1/2 Con modifier rounds.
Craft DC: 20
PDC: 19
Restriction: -

Cat's Paw
This tattoo looks like a cat's paw with extended claws. When activated the usergrows metallic claws from their fingers and can make a natural attack withthem.
Benefit: The user gains a natural claw attack that deals 1d4 points of slashingdamage, 20x2 crit.
Duration: 9 + Con modifier rounds
Craft DC: 20
PDC: 20
Restriction: Lic (+1)

Monkey's Paw
This tattoo looks like a monkey's paw, and when activated, the user can climblike one.
Benefit: The nanites in the user create small suction like pads on the user'shands and feet, also create a mild adhesive and emit a low level magnetic fieldto aid in climb on ferrous materials. The user gains a Climb speed of 20 feet,and a +4 bonus to climb checks. The user does NOT gain the ability to take 10on Climb checks due to their climb speed, and must make a Climb check ifdistracted.
Duration: 15 + 1 1/2 Con modifier rounds.
Craft DC: 18
PDC: 20
Restriction: -

Cross with Twin Entwined Snakes
This tattoo looks like the universal medical symbol of a cross with two snakesentwined about it. When activated, the user can heal themselves and curethemselves of most toxins and poisons.
Benefit: The user heals 1d8+4 hit points per activation, and gains a +4 bonusto Fort saves against poisons and diseases for the time of the duration. If thecharacter is affected by a disease or poison before activation, they may makean immediate Fort save at +4 to resist the poison and/or disease. If successfulthe affects of the poison or disease disappear in 2 rounds. If the save fails,they can make another role every other round for the duration of theactivation.
Duration: 4 + 1 1/2 Con modifier rounds.
Craft DC: 19
PDC: 16
Restriction: -

New Feat
Craft Tattoo
You can craft nanite tattoos which interface with the nanite factoryimplant.
Prerequisite: 5 ranks Craft: Electrical, Whisper race
Benefit: You can craft nanite tattoos and install them on people using yourCraft: Electrical skill, which emulate a single cybernetic ability, or feat,two related skills, or even a simple spell like ability. Adding an additionalability increases the Craft DC by 50%, rounding up, and the PDC by 3. Craftinga tattoo takes the Craft DC divided by 3, rounding up, hours to craft andinstall.
Special: If you have 5 or more ranks in Craft: Visual Arts, you gain a +2synergy bonus to the Craft: Electrical check only for crafting nanite tattoos.Can make a Craft: Visual Arts check to disguise the nanite tattoo as just aregular artistic tattoo. For every 5 points you beat the craft DC, the tattoogains a +2 bonus to Disguise checks against being identified as a nanitetattoo.
If you have at least 10 ranks in both Craft: Electrical and Craft: Visual Arts,can make quite decorative tattoos, and can add an additional bonus ability tothe basic tattoo.





Uoobin
The Uoobin are a race of tall, lanky humanoids with a canine-like head, cordedmuscles, hairless bodies with grey skin, and another interesting feature. Thisfeature is their DNA is missing sections, which gladly accept DNA from othersources. The Uoobin gain these missing bits of DNA from eating creatures thatthey kill. After killing an opponent, the Uoobin must eat at least 10 pounds,and if the target has a feature the Uoobin finds desirable, such as claws,wings, incredible reflexes, speed, or other feature, the Uoobin must eat atleast 25% of organ(s) that control or are that feature, and later will developthat feature.

This practice ofeating the dead has made the Uoobin an undesired race to be around, with manyrumours that Uoobin will eat those they dislike, or as stories to scarechildren. The Uoobin don't mind, as it just adds to their reputation, whichworks well for them. Most Uoobin sell their services as mercenaries or guards,although some wander and sign up with exploratory groups to act as bothprotection and a way to study new lifeforms.

Homeworld: The Uoobin homeworld is covered in dense forests and jungles on twolarge continents, with two polar continents covered in ice. A third continenthas rainforests and deserts covering it. The Uoobin live on all but the polarcontinents, with only a few small settlements and bases on those continents. Theflora and fauna is greatly varied, and highly adaptable to changes, much likethe Uoobin themselves.

System: The Uoobin system has a blue dwarf star with 4 planets and threeasteroid belts. A living rock planet, with highly active volcanos is theclosest, followed by two dense asteroid belts, then the Uoobin homeworldfollowed by a thin asteroid belt. The last two planets are airless rocks filledwith heavy metals. Uoobin have small mining outposts on both of these planetsto mine the heavy metals, and sends ships to mine the closest inner asteroidbelt for other minerals and light metals.

Society: Uoobin society is loosely based on clan structure, where one lives andworks for the clan. Each clan works for another clan, or owns companies. Thegovernment is a democratic elected senate with representatives from all majorclans or organizations. Every member of the Uoobin society also joins themilitary for a period of about 3 to 5 years, which allows the Uoobin militaryto draw upon a very large pool of soldiers in the case of emergencies andplanetary defense.

Language: Uoobin speak a language that is a series of guttural growls, clicksand whistles which extend into the ultrasonic ranges, making it impossible formany other races to communicate with Uoobin without translators. However,Uoobin are quite capable of speaking many other languages, however they may notlet others know they can speak other languages.

Religion: Uoobin religion is ancestral based, where they seek guidance,strength and wisdom from their ancestors, seek council from their elders. Theexact practices of how an Uoobin worships their ancestors varies from clan toclan, and can even vary from person to person within a clan. Worship andseeking guidance is a very personal thing and is usually done in private,except for some matters that concern the whole clan then small groups willgather to seek guidance.

Uoobin Racial Traits
+2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma: Uoobin are strongand resilient creatures, although a little low in intelligence, and due to thenature of eating creatures for purposes of gaining abilities, leads theirsocial skills amongst other races somewhat strained.
Size: Medium. As medium sized creatures, Uoobin don't gain any benefits orpenalties due to size.
Uoobin have a base land speed of 30 feet.
Incredible Hearing: Uoobin have incredible hearing abilities, hearingultrasonic and infrasonic ranges, gaining +4 racial bonus to Listen checks.They can even make Listen checks while sleeping, but at halfpenalties.
Natural Hunters: Uoobin are natural hunters, gaining a +2 racial bonus toSurvival checks, and gain the Track feat for free.
Adaptable DNA: When an Uoobin kills, then eats at least 10 pounds of acreature, they can temporarily gain one feature of the creature eaten. TheUoobin must also eat at least 25% of the organ that is responsible for thefeature. For example, to gain wings and flight, the Uoobin must parts of thewings as well, or for increased speed, must eat parts of the legs. GM use ownjudgment for strange or unusual features or abilities. After eating the organsand body parts, which takes between 1 and 10 minutes (1d10 minutes), the Uoobinmust rest for 1d4+1 hours as their body processes the DNA from the eatencreature and grows the organs and limbs, if any, for the new feature to work.The new feature lasts for 1d4+1 days before the organ and limbs start todegrade and painlessly break down. An Uoobin can have a maximum of 1+ Conmodifier new features at a time. A Uoobin can make a feature permanent, butmust eat the entire body, but eating the organ of the desired feature first,and gives up 5 hit points and 100 XP x level, but can not loose enoughexperience to go down a level. The hit points given up can not be regained,they are gone permanently. The Uoobin must rest for 8 hours for the feature tobecome permanent. Once a feature is permanent, it can be passed on to anyfuture children they might have.
Languages: Uoobin speak their own language called Uoobet, which is nearlyimpossible for most races to speak, except for those that can speak and hearultrasonic ranges.
ECL: +1

Technology: Uoobin technology is about the equivalent of PL6, having only hadlaunched their first manned space mission about 200 years ago, but with meetingother races, and hiring their services as soldiers of fortune, Uoobin canimport many technologies they have not made themselves. Uoobin have developedlaser technology, and have bases on other worlds within their home system, andhave a space fleet used for transporting and protecting troops, and a sizabledefensive fleet.

Uoobin Mercenaries
As Uoobin hire themselves out as mercenaries quite often, an entire clan couldbe dedicated to mercenary life, with half the clan rotating off world forservice, and bringing back genetic samples or permanent new features which theypass on to future generations, while the other half takes care of contractnegotiations, maintaining equipment, finances, and other affairs that thoseaway on missions do not have the time to.
Some clans specialize in certain types of combat, and will send out troops tofind species to gain abilities to better aid them in their type of fighting orservices.





Bjorn

Bjorn are large, bipedal ursines, who resembles bears in appearance. They arecovered in fur and possess sharp fangs and a muzzle. They tend to be verystrong and usually have a deep, resonant voice. They have a very short tail.They normally stand between 6'2" and 7 feet, weighing 220 to 340lbs.
Their fur comes in white, brown and black varieties and their nose is typicallyblack or pink. Eye colour is generally black, brown, blue, grey, yellow, orred. A Bjorn has very sharp claws on both its feet and its hands.
Bjorn have the ability to hibernate for extended periods of time, if desired.During hibernation they neither need to eat nor drink. They are generally lethargic during this time and mostlyoblivious to events happening around them, though they can be readily awaken ifdisturbed.
Bjorn are typically excellent swimmers and can climb well. Their main forte isphysical combat. Possessing strong bodies, they excel at grappling, and arevery fearsome to go up against. Some bjorn have such a thick hide that someranged attacks occasionally bounce off them.
Bjorn speak a language that is surprisingly very close to ancient Norse onEarth, with many words sounding very close and having similar meanings, exceptsome rolling of the R's and different emphasis on vowels.

Homeworld: The Bjorn homeworld is a large planet, about 75% larger than Earth,with about 1.5 G, which makes most of the lifeforms on the planet quite strong.The surface is covered in temperate forests, with the artic regions being coolplains and grass lands. Bjorn cities blend in with the forests as much aspossible, which from a casual glance from the air, smaller towns and villagesdisappear completely among the thick forests. Bjorn call their planet RikrMooir, which translates to Great Mother. There are two small moons that orbitthe planet. Both are airless but both are fairly rich in minerals, with acolonies that mine the minerals.

System: The Bjorn home system is quite small, with a yellow dwarf that exhibitsstronger than normal gravitational pull, keeping the planets fairly close.There are only two planets, the Bjorn homeworld, Rikr Mooir, and a small planetthat orbits in a perpendicular orbit to Rikr Mooir, further out. There are 4planetoids in their own orbits further out, but they have very close orbits.These planetoids lack atmospheres, but are quite rich in heavy and semiprecious metals. The Bjorn have small mining operations on the firsttwo.

Society: Bjorn society is based around the family and honour. Threats to aBjorn's family or their honour can enrage a Bjorn and they can becomeunstoppable berserkers until the threat is gone. Government, they are ruled byan elected All Father, which is essentially similar to a king, with a councilof advisors and ministers in charge of things like finance, defense, research,etc. Otherwise, many would consider Bjorn society to model medieval or feudaleras on ancient Earth, with its simplicity and very little automation. Farmingis all done with higher technological versions of hand tools, with groups ofBjorn tilling fields by hand or fishing using small boats with nets and minorsonic devices to lure groups of fish towards the nets.

Language: Bjorn speak a language that is surprisingly very close to ancientNorse on Earth, with many words sounding very close and having similarmeanings, except some rolling of the R's and different emphasis on vowels.Anyone who learns ancient Norse could very easily learn the Bjorn native tonguewith very little difficulty, with the Bjorn seeing it as a respect to them thatan effort was made to learn their language, although with a funny accent.

Religion: Bjorn don't have a widely practice religion anymore, but there arestill some who practice the old spiritual ways, with Rikr Mooir being the mostprominent spirit that is their world, and gave birth to all life, and payrespect to the various spirits that rule over the animals, rivers, andcrops.


Bjorn RacialTraits
+2 Strength, +2 Wisdom: Bjorn are strong of both body and spirit.
Size: Medium. As mediums sized creatures they suffer no penalties nor anybenefits.
Speed: 30 feet
Bjorn gain +2 racial bonus to Intimidate and Survival checks.
Fearless: Bjorn are very difficult to scare, gaining a +5 racial bonus againstfear effects.
Fearsome: Intimidate is considered a class skill
Hibernate: Bjorn are able to hibernate for an extended amount of time. Whilehibernating any diseases they might have do not deal any further damage, orincrease any penalties, and if they slumber for at least 1 week, when theyawaken they are cured of the disease.
Ursine Toughness: Bjorn gain +1 hit point per level.
High-G Planetary Adaptation: Living on a planet with a higher than 1 G gravity,Bjorn don't suffer the effects of a high gravity world unless the gravity isover 3 G.
Natural Weapons: Bjorn have 2 claw attacks that deal 1d4 points of slashingdamage, and a bite that deals 1d4 points of piercing damage, which are used asnatural weapons, automatically proficient in their use.
Lifespan: Live to be about 150 years old. Use human age categories, increase byabout 25% for each category.

Technology: Bjorn technology is on par with most PL6 societies, getting closeto PL7, however their robotics is lacking, seeing it as dishonourable,preferring to do the work themselves. Bjorn have advances in melee weaponry,with swords, axes and similar weapons being quite popular, and highly advanced.They also have many advanced forms of the classic shield for defense, manyincorporating advanced technologies such as energy shields, repulsion fields,and even built in weapons.

Bjorn Racial Feats
Bear Claws [Bjorn]
Prerequisites: Bjorn
Benefit: You gain a +2 bonus to attacks when making a claw attack. In addition,your claw attacks add double your Strength modifier instead of your normalStrength modifier.

Bear Hug [Bjorn]
Prequisites: Bjorn
Benefit: You gain a +5 to attack rolls to initiate a grapple check, and +5 tomaintain grapples. In addition, grappled targets suffer a -2 to Escape Artistchecks to escape the grapple.

Snarling Roar [Bjorn]
Prerequisites: Bjorn, 2 ranks in Intimidate
Benefit: You gain a +5 bonus to Intimidate skill checks byroaring.

Tough Mind [Bjorn]
Prerequisites: Bjorn
Benefit: You gain a +2 bonus against any psychic attack or ability.

Ferocious Roar [Bjorn]
Prerequisites: Bjorn, Snarling Roar
Benefit: As an attack action, you let out a terrifying roar, frightening yourenemies. You make an Intimidate check, with a +3 bonus, and all enemies within10 x Con modifier +1 feet must make a Will, or be panicked for 1d4 rounds. Asuccessful save means they are only shaken for 1 round.
 

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