My D20 Future setting.

GREAT stuff CBaize. So when can I come over and play? :)


Seriously, some very fun stuff. Keep it coming, one day I'm going to twist my group's arms into playing a d20 Future game.
 

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Here's my second Sci-Fi race familiar to lots of people, that I include in my D20 Future campaign.

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Kilrathi

Kilrathi come from a relatively tranquil world called Kilrah. The world is geologically tranquil, though the inhabitants are far from it. Kilrathi evolved from a large felinoid predatory race to dominate their world, eventually learning tool use, and technology. Fiercely territorial, the individual clans often made war on each other over a myriad of slights, real or imagined.
This intra-clan conflict came to a nearly complete halt when the Kilrathi discovered space flight, and subsequently made first contact with another space-faring species. The clan wars were over, as they now had a common enemy on which to focus. This new species, walking on two legs like the Kilrathi, but only covered sporadically in fur (notably on top of their heads, sometimes on their faces, and very light coverings on arms and legs), offended the Kilrathi by their very existence as another intelligent race.
The Kilrathi quickly agreed that this other species, these "hoomans" must be destroyed. Thus, war was quickly declared between the two species and lasted for many years. Now there is an uneasy peace between the species which is made possible by the respective governments ignoring individual skirmishes that break out, rather than large scale battles between armadas decimating both populations. This antagonistic peace has lasted for over a hundred years, and as long as the governments are able to keep their militaries out of the skirmishes, it looks to last even longer.
Kilrathi stand between 5'10" and 6'5" tall, and weigh between 180 lbs and 260 lbs. They are covered in a thick fur ranging in colors from white to black and including most normal feline colors between. Kilrathi often sport a myriad of patterns in their fur, and all males have thick and long manes. Warriors will often adorn their manes with decorative braids and symbols of their kills. Quite often viewed as a status symbol among younger warriors, many older scarred veterans see this as beneath them, and keep their symbols of their kills on a sleeve, or even on a wall. Many a group of young Kilrathi warriors has been shamed into silence by the thousand yard stare of a weathered grey maned veteran giving an admonishing look, and never saying a word.

Species Traits
Kilrathi share the following species traits:
Type: Humanoid (Kilrathi)
Size: Medium-size. Kilrathi have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Dexterity, -2 Wisdom. Kilrathi are very fast, though they are easily swayed by emotions or charismatic leaders.
Speed: 40 feet. Kilrathi are significantly faster than humans.
Skill Bonus: Kilrathi gain a +2 species bonus on Spot checks, Kilrathi gain a +2 species bonus on Listen checks.
Free Language Skills: Read/Write Kilrathi, Speak Kilrathi.
Level Adjustment: +0

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Disclaimer! I'm not challenging any copyrights. Kilrathi are copyrighted to ... errr... someone who isn't me, and are used without any semblance of permission. This is strictly a fan work. They're certainly not OGC.
 
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A couple of PL 6 weapons.

Needler Pistol
These short barreled pistols make use of highly compressed air to propel several sharp slivers of metal toward the target.

Needler Rifle
This larger and longer version of the needler pistol propels the slightly larger metal slivers in a smaller pattern at a greater velocity.

Code:
[b][u]Weapon          |  Damage  |  Critical  |  Damage Type  |  Range Increment  |  Rate of Fire  |  Magazine  |  Size  |  Weight  |  Purchase DC  |  Restriction[/b][/u]
Needler Pistol  |   2d10   |     20     |    Piercing   |       40'         |       S        |   20 box   |  Small |  2.5 lb  |      21       |    Lic +1
Needler Rifle   |   2d12   |     20     |    Piercing   |       70'         |       S        |   30 box   |  Large |  8.5 lb  |      24       |    Lic +1




Is there any way to post a table? This would look much better in the table.
Ooh! Shiny! Table!
 
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PL 7 Personal Equipment

Chronometer -
These personal items range in quality and function from a simple time keeping device to a monitoring computer with several bells and whistles, such as monitoring the wearer's vital signs (it is programmed for particular wearers to keep tabs on their current health), limited digital audio recording and playback, and even topographical mapping (up to 500 meters) with the ability to program in a 'home' location which acts as a homing beacon.

Omni-Scanner -
This is the ultimate hand held scanner for the traveling adventure capitalist. This scanner will, on a successful Computer Use check (DC 10), detect and locate life forms, minerals, power sources, terrain topography and weather patterns, all in a 3 kilometer radius. The scanner is able to uplink with satellites, taking advantage of the pictures from a space vantage.
The information is displayed as a 3D digital image projected above the scanner.
The scanner will detect at maximum range with minimum clarity ("Lifeforms in that direction"), the closer to the objects in question, the more clear until at 150 meters, the scanner will differentiate individual lifeforms ("3 Yazirians, a Vrusk, and 2 humans 125 meters at 340 degrees from this position"), minerals, known power sources, and exact topographical and weather information. New information can be programmed into the scanner's memory with a Computer Use check (DC 15).

Engineering Scanner -
This scanner is the technician's most valuable tool. With a successful Computer Use check (DC 15), use of this scanner adds a +5 equipment bonus (+1 for every 5 points by which the character exceeds the DC) to Repair checks.
To pinpoint the problem to be repaired takes 10 rounds (1 minute).


Code:
[b][u]Item Name            |  Size   |  Weight  |  Purchase DC  |  Restriction[/b][/u]
Chronomoter          |  Tiny   |    -     |      2-12     |       -
Omni-Scanner         |  Small  |   3 lb   |      22       |    Lic +1
Engineering Scanner  |  Small  |  1.5 lb  |      19       |       -
 
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The planet Harcourt 4 (4th planet in the Harcourt system) - affectionately referred to as Обман (pronounced "Obman") by the descendants of the survivors of the original Russian settlers - is a veritable paradise. Idyllic landscapes of verdant green savannahs; deeply forested mountains with wide, deep streams forming beautiful waterfalls flowing eventually to grand freshwater oceans populated by huge fish and friendly porpoise like creatures. With a .92 gravity, warm rains, and wild fruits, vegetables, and berries in a constant state of bloom, Обман is virtually perfect.... If you consider perfection to be an ideal planetary garden populated by poison resistant half meter diameter insects that explode when they take physical damage.
The settlers of Обман (Deception) found these roaming flying vermin to be significantly more than a simple nuisance when they erected their shelters, and first found the insects crawling on a wall. The first settler to discover the negative effect of smashing one of these creatures was one Ivan Nikolievich Khandzjeiv who found half a dozen of them crawling around one side of the base of a grain silo. One well aimed stone, later, and a 100 meter tall silo 3/4 full of grain fell on top of poor hapless Ivan, as one exploding insect caused its neighbor to also erupt, fully destroying that side of the base of the silo.
Thus far, all attempts to create a toxin affecting these insects and not the other fauna (or flora) of the planet have failed, miserably, and thus the planet remains uninhabited by sentient races of the Confederation, and is rather pristine; save for a half destroyed settlement grown over with vegetation, testament to the failure of humanity to tame Eden to its whim.

Planet Name: Обман (Deception)
Distance from Primary: 1.0045 AU
Gravity: .92 Earth Gravity
Axial Tilt: 0%
Atmosphere: Oxygen, Nitrogen, trace elements. Breathable
Atmospheric Pressure: 1.1 at sea level.
Land Mass: 42% of the planet's surface.
Oceans: 58% of the planet's surface is covered with fresh water oceans.
Inhabited: Insectoid, mammalian, reptile, avian, amphibious, fish. Wide varieties of flying, crawling, slithering, and walking animals with various numbers of limbs. Wide variety of plant life including imported Terran varieties of grains, fruit trees and vegetables which now thrive in the area surrounding the one destroyed settlement.

[am I missing anything from this entry? I'm not a scientist, so I didn't include mass, and density and all that... just what was necessary for my game.]
 
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взрывно насекомое

взрывно насекомое
Not having a great deal of interest in naming the insect something clever or witty, the settlers simply called it взрывно насекомое (explosive insect, basically pronounced veyzrovno nasekmoye).
This is a 10 legged insect appearing much like a half meter diameter beetle. While not an aggressive insect, they are voracious and they are armed with a very effective defensive measure. When one of these insects sustains enough physical damage to kill it, several chemicals are released within its carapace causing a highly destructive explosion in a 5' radius. Survivors reported that the insects showed a particular taste for Terran grains and fruits, and no manner of fences would keep them out for long, as they would ram the fences until they killed themselves, thus weakening or destroying that section of the fence for the next взрывно насекомое trying to get through.

Species Traits -
Explosive Death - взрывно насекомое that simply die on the ground of natural causes, or especially virulent poisons will stay on the ground for 20+1d10 hours before the explosive chemicals within their carapaces goes inert. If the bodies are damaged before the chemicals go inert, they will explode for 3d10 damage in a 5' radius. This has been the death of more than one swarm of взрывно насекомое, though the creatures native to Обман naturally avoid these insects. The взрывно насекомое explode in such a manner if they take enough physical damage to kill them.
Flight - взрывно насекомое are winged insects that fly at a rate of 50'.
Poison Resistance - To date, no toxin has been found that will kill the взрывно насекомое while not affecting the surrounding flora and fauna of Обман. This has made all efforts to remove the insects while retaining the other features of the planet ineffective.
Immunity - взрывно насекомое are immune to mind affecting effects.
Dark Vision - взрывно насекомое have darkvision out to 60'.

взрывно насекомое: CR 1/2; Small Vermin; HD 1/2 D8; hp 2; Mas 17; Init +2; Spd 20' crawl, 50' fly, 20' climb; Defense 15, touch 13, flat footed 13 (+1 size, +2 Dex, +2 natural); BAB +0; Grap -5; Atk None; Full Atk None; FS 3.5 x 3.5; Reach 0ft; SQ Explosive Death, Poison Resistance; AL none; SV Fort +3 (+30 against poison), Ref +2, Will -3; AP 0; Rep 0; Str 8, Dex 15, Con 12, Int -, Wis 4, Cha 2
Skills - Climb +8, Spot +8,
Feats - None
Advancement - None
 
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Harpoon Net Gun

3 versions of this weapon.

Harpoon Net Gun
PL5
This is a weapon favored by bounty hunters when the subject is requested alive.
Resembling a huge shotgun, the Harpoon Net Gun is a vehicular mounted non-lethal ensnarement device. It may be fired from an open pintel mount on top of a land vehicle by hand or guided via computer targetting on more sophisticated vehicles. It can also be removed, and fired like a hand-held assault weapon. The drum has a 3 canister capacity, each canister contains a harpoon-like shot which blossoms into a net when fired. The 8 sharp weighted tips along the net's edge drive into nearby surfaces, pinning the target. A Strength check or Escape Artist check (DC 25) is required to free oneself from the net once entangled. To avoid tangling, a Reflex check (DC = attacker's attack roll) may be attempted.
Optionally, there is a 10% chance that the target will suffer a hit from 1d2 of the harpoon tips for 1d6 piercing damage per tip.

PL6
This is a weapon favored by bounty hunters when the subject is requested alive.
Resembling a huge shotgun, the Harpoon Net Gun is a vehicular mounted non-lethal ensnarement device. It may be fired from an open pintel mount on top of a land vehicle by hand or guided via computer targetting on more sophisticated vehicles. It can also be removed, and fired like a hand-held assault weapon. The drum has a 5 canister capacity, each canister contains a harpoon-like shot which blossoms into a net when fired. The 8 sharp weighted tips along the net's edge drive into nearby surfaces, pinning the target. A Strength check or Escape Artist check (DC 27) is required to free oneself from the net once entangled. To avoid tangling, a Reflex check (DC = attacker's attack roll) may be attempted.
Optionally, there is a 10% chance that the target will suffer a hit from 1d2 of the harpoon tips for 1d6 piercing damage per tip.

PL7
Unlike its earlier counterparts, this weapon can be mounted on another weapon the way a grenade launcher is underslung on an assault rifle. The harpoon nets from this Progress Level are 45mm canisters fired from a breach-loaded grenade launcher. The grenade launcher comes in two configurations. The underslung model, mounted on rails under an assault rifle's barrel, or the stand alone model which looks like a snub-nosed shotgun with a drum clip holding 10 canisters .
When fired, the net spreads out and flies toward the target at a high velocity. The 8 rocket propelled harpoon tips drive into nearby surfaces, pinning the target. A Strength check or Escape Artist check (DC 30) is required to free oneself from the net once entangled. To avoid tangling, a Reflex check (DC = attacker's attack roll +2) may be attempted.
Optionally, there is a 10% chance that the target will suffer a hit from 1d2 of the harpoon tips for 1d4 piercing damage per tip.


Code:
[b]Weapon       |  Damage   |  Critical  |  Damage  |    Range    |  Rate of  |  Magazine  |  Size  |  Weight  |  Purchase  |  Restriction
[u]             |           |            |   Type   |  Increment  |    Fire   |            |        |          |     DC     |             [/b][/u]
Harpoon Net  |           |            |          |             |           |            |        |          |            |
[u]Gun (PL 5)   |  Special  |      -     |    -     |     50’     |     S     |   3 drum   | Large  |  18 lb   |      22    |    Lic +1[/u]
Harpoon Net  |           |            |          |             |           |            |        |          |            |
[u]Gun (PL 6)   |  Special  |      -     |    -     |     60'     |     S     |   5 drum   | Large  |  13 lb   |      21    |    Lic +1[/u]
Harpoon Net  |           |            |          |             |           |            |        |          |            |
[u]Gun (PL 7)   |  Special  |      -     |    -     |     80'     |     S     |   10 drum  | Medium |   8 lb   |      23    |    Lic +1
[/u]

Replacement canisters:
3 shot canister: Purchase DC 12
5 shot canister: Purchase DC 15
Single shot 45mm canister: Purchase DC 8
 
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Weaponized False Tooth

This PL 6 item is dangerous to the user as well as those against whom the user is fighting. Normally reserved for a last resort weapon, the tooth is inserted into the jaw structure and looks just like any other tooth in the person's mouth.
When deliberate pressure is put on the tooth (so as to not go off by accident), the weaponized substance inside (normally a virulent and immediate poison) is released. The user is able to expell the substance by exhaling hard. The person using the weapon has the choice of blowing the substance in a 10' line directed at one or two people, or letting it waft around him in a 5' radius.
It is normally up to the user getting the tooth to decide what poison is in the tooth.
Even though the item is illegal, it is quite common among spies, and information couriers.

Code:
[B][U]Item Name               | Size  |  Weight  |  Purchase DC  |  Restriction[/U][/B]
Weaponized False Tooth  | Fine  |    -     |      12       |    Ill +4
 
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