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Cyborg: (noun) A cybernetic organism. Part man, part mechanical prothesis.

Cyborg: (adj) Cybernetically augmented.

In the Nova Wars Universe, only Terra-Human's nervous systems are rudimentary and rugged enough to handle cybernetics. All other races are too far "evolved" and cannot handle the implants due to nueralogical shock, as well as thier bodies being too "sensitive" to handle the invasiveness of the surgery and implantation procedure. Only Terra-Human self-image can handle the feel, yearn for the feel, of the implant within themselves.

Ralts waved his hand at several clearsteel cases, in which human torso's rested, legless, armless, headless. Some were bulky and crude, like rough manniquens made of clay, others were sleek and looked like stylized chrome statues of the idealized person. Others were blocky and menacing looking. Male and female both, half of the torso was covered with synth-skin, the other half armor, and when it rotated, it showed the complex technology inside.

"The base of your full conversion package, gentlebeings. The cybernetic torso. It replaces heart, lungs, liver, intestines, with a fusion engine capable of extracting energy from 98% of the mass. Developed mid-21rst Century Terra, this is availabe to all of you. Only the micronization used is varying." Ralts smiled. "The heart, if you would."


Torso Replacement is your base chassis, the *light* version. For combat chassis, etc, you need to add in the enhancements that follow the chassis types.

For this, the base implant amount is:
Head: Con Modifier +1
Torso: Con Modifier Doubled
Upper Arms: Con Modifier +1
Lower Arms: Con Modifer
Hands: Con Modifier -1
Thighs: Con Modifier +2
Shins: Con Modifier
Feet: Con Modifier -1

Each cybernetic that goes over this limit, drops the Con Modifier by one for the purposes of everything but cybernetic enhancements.

In the case of torso replacement, the character is immediately loses all constitution bonuses to fortitude, hit points, etc. They still retain a constitution score, however, due to the few remaining biolgoical parts. However, they suffer a -8 penalty to Constitution, and they may only have as many cybernetics as a fully artificial limb replacement may contain.

A character with a cybertorso may not keep any limbs or other biological features (aside from synth-skin replacements) except for thier brain and 2-3 inches of spinal cord.

Torso Replacement (PL 7)
This is the beginning of full cybernetic conversion for a character. The cyber-torso means, simply, having your brain scooped out and put in a life support chassis, and your body entirely replaced.

The character does NOT become a contruct, is still subject to critical hits, mind affecting spells, psionics and massive damage checks.
The Torso replacement comes complete with organ replacement, advanced prosthetic limbs, and a basic cerbral chassis, although these can be purchased seperately.
• Type: External
• Hardness: 10 (limb hardness (If Any) is raised to meet torso, torso hardness does not increase to meet any limb hardness)
• Hitpoints: 100 bonus hit points base for the chassis.
• Slots: 4
• Base Weight: 200 lbs
• Base Purchase DC: 32
• Restriction: Liscensed (+1)

Improved Torso Replacement [PL 8]
As per Torso replacement, this one takes advantage of newer materials, better minaturization, and faster processors, as well as better cyberentic technology. The torse is better armored
The Torso Replacement comes complete with Advanced Artifical Organs, Hyperlimbs and an advanced cerberal chassis.
• Type: External
• Hardness: 15 (limb hardness is raised to meet torso)
• Hit Points: 150 bonus hitpoints to total
• Slots: 8
• Base Weight: 175 lbs
• Base Purchase DC: 35

Advanced Torso Replacement [PL 9]
With advances in nanotechnology, hyperwave computers, and tougher, more resiliant materials that are also lighter and able to handle the rigors of combat. The Torso Replacement comes complete with Advanced Artifical Organs, Hyperlimbs and an advanced cerberal chassis.
• Type: External
• Hardness: 25 (limb hardness is raised to meet torso)
• Hit Points: 200 bonus hitpoints to total
• Slots: 12
• Base Weight: 100 lbs
• Base Purchase DC: 40

Chassis Options

reenforcement: This involves further structural integrity reenforcement, stronger materials, and thicker armor. Each level taken of this uses one slot, and increases the following:
DR: +1/-
Weight: 15 lbs
Hit Points: 50
Base Purchase DC: one half total torso cost

External weapon mount
This involves internal power leads and energy storage, or ammunition storage, targeting system leads, reenforcement and mount substructure. The weapon mount is capable of carrying a single weapon up the same size as the cyborg. For weapon capacity larger, another slot must be devoted to muntions and structural reenforcement. If reenforment (above) is chosen, and the weapon uses external munitions storage, then the weapon may be one sized larger than the cyborg for free.
A weapon may be a maximum of one size larger than the cyborg.
Weight: 20 lbs
Hit points: No change
Base Purchase DC: 1/5th base torso cost.

Energy Shield Projector [PL 8]
The ability to adjust lines of magnetic force to create a nearly physical field around the cyborg requires massive power and generators. This protects the cyborg, but also means that no onboard energy weapons, flight systems or high power scanning/communications may be used while the field is up due to power drain.
Defense Bonus: +6 deflection bonus
DR: 5/lasers
Slot use: 2
Base Purchase DC: 1/4 base torso cost

Environmental support [PL 7]
Adding in micronized starship life support systems, additional nutriant storage, and air purifiers, the cyborg may live off of internal live support for 1 hour per rating (up to 10) and exist in vacuum/hostile environments without damage via suffication.
Slot Use: 1 + 1/4 rating (rounded down)
Base Purcahse DC: 1/10 base torso cost +2 per Rating (Max of 10)

Hyperlimbs [PL 8]
Hyperlimbs replaces the former biological limb with advanced alloys, software, computers and high tensile constrcuts. With memetic polyalloys and nanofluid resiviors, complete with micro-creation engine, the Hyperlimb is today's answer to computers and implants of the past.

Benifit: A hyperlimb not only duplicates the previous limbs function, but has enhanced strength, reflexes and toughness. It does not count toward the total number of cybernetic attatchments and allows up to 2 additional attatchments on that limb free of cost. In the case of full body replacement, the hyperlimb has as 1/4 of the slots of the torso +2. The limb has +4 strength, +2 Dex. Creation Engine software allows those slots to be automatically configured on the fly as long as the fees are promptly paid up by the onboard nanoconfiguration nanites.
• Type: External
• Hardness/Hit Points: 10/20 (for each limb, 10 bonus HP to total)
• Base Purchase DC: 25
• Restriction: Liscensed (+1)

Cerebral Chassis[PL 7]
By removing the brain and putting it in a nutrient filled resivior, attaching optical cybernetics and connecting neural motor control tissue to cybernetic body controls, this cybernetic removes the physical body entirely. Mnenomic enhancers are added, as well as hardware and software for constant diagnostics. Radio implants keep the brain in contact with other cerebral chassis within 20' (12 channel)

Benift To your meat body? None. They toss it in the dumpster. Con, -8, Str: Reduced to zero, Dex: Reduced to Zero, +4 Int, Cha -8. Constitution bonus is set at +4 for the amount of cybernetics the character can recieve. The following are not considered to have a cost: Visual sensors, audio sensors, audio speech device, ID chip.
• Type: External
• Hardness/Hitpoints: 0/5
• Base Purchase Price: 40
• Restriction: Liscensed (+1)

Military Cerebral Chassis [PL 8]
As above with the following changes:
Constitution bonus is set at +8 for the amount of cybernetics the character can recieve. The following are not considered to have a cost: Visual sensors, audio sensors, audio speech device, ID chip. Robotic accessories and sensor systems are considered to be cybernetic implants.
Intillegence +8, Spot, Search, Listen +4 equipment bonus.
• Hardness/Hit points: 10/30
• Base Purchase Price: 50
• Restriction: Military (+3)
 

MUTANTS IN THE
TERRAN CONFEDERACY

Genetic mutations come in several forms, and are recognised by the Terran Confederacy as both medical condition, and adapatation to environments. Mutations are classified according to the following:

Severe Disability: These are handled through retroviral gene therapy and nano-tech cell adjustment. In many cases, they are handled from birth, or prenatal. For those mutations that occur later in life, the Confederacy offers free gene therapy.

Minor Disability: If these do not affect a persons life, then TC will not pay for it

Harmless/Moderately Useful: Not even registration is required for this. Psionic talents are the only exception.

Extremely Useful: By allowing Confederate Scientists to examine the mutation, including the genetic sequence that caused the mutation, a citizen can get it removed, or earn a sizeable amount of credits.

Psionic mutations/Psionics: The PsiCorp is always interested in psionically gifted people or psionic mutants. Contrary to many civilizations, the Terran Confederacy does not fear or ostracize psi-active citizens, but rather, they embrace them. In a war that the Terrans are convinced that is coming, any edge is good. Psionics are only "suggested" to be registered, so as to not affect employment offers (Not stating the possession of psionically active abilities is grounds for dismissal under supsicion of corporate espionage) and to prevent a reaction to the "soup" that exists in many TC cities.

To fire someone on the basis of them developing psionic powers is highly illegal, considered damn near treasonous, and is punishable by 10 years on a Hellworld and fortiture of 19 years of pay.

Mutations can also be purchased, most often from "Downtown" clinics, but for each mutation purchased, 1d4-1 bad mutations will crop up.

NOW, for the reason that psionics are rare in the race of sentient primate omnivores...

HOSTILE MIND [GENERAL/FX]
Your mind recoils violently against those who use psionics against you, lashing out with primate rage, fury and hatred against all who touch it.
Prerequisite: Terran Human
Benefit: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 your character level + your Charisma bonus or take 2d6 points of damage.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). Terran humans who wish to possess psionic powers must either undergo surgery to isolate that primal rage and hatred within thier brain, or they must be a psionic mutant from birth.

That is a Terran Human Bonus Feat. They ALL have it.

The following are feats that are available as bonus feats or standard level progression feats to all Terran Humans. BASS's that are non-psionic genetic lineage may also take them as level progression feats. A Helix Warrior may not take any of these feats.

(modified from the d20 Fantasy SRD, Psionic Feats section)
CLOSED MIND [GENERAL/FX]
Your mind is better able to resist psionics than normal.
Benefit: You get a +2 bonus on all saving throws to resist powers.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

CHAOTIC MIND [GENERAL/FX]
The turbulence of your thoughts prevents others from gaining insight into your actions.
Prerequisite: Terran Human or Cha 15.
Benefit: Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you.
The benefit of this feat applies only to insight bonuses gained from psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

MENTAL RESISTANCE [GENERAL/FX]
Your mind is armored against mental intrusion.
Prerequisite: Base Will save bonus +2.
Benefit: Against psionic attacks that do not employ an energy type to deal damage you gain damage reduction 3/–. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, you take 3 points less than you would normally take.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

PSIONIC HOLE [GENERAL/FX]
You are anathema to psionic creatures and characters.
Prerequisite: Con 15.
Benefit: When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

 
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Aging of a
Terran Homo Sapeins
Nova Wars Era

In the late 20th Century, several highly advanced (for their time) nations pooled their resources on a project known as the Human Genome Project, a mapping of the Terran Human genome sequence. While much of it was not understood, it provided the basis of genetic engineering knowledge advancements that allowed the Terran Humans to outstrip even the Obelisk's knowledge within a few short decades.

Not only had cloning been discovered already, but research had been quietly continuing in the laboratories of powerful nations military and corporate entities. From stem cell research to cloning human beings, it was all done, some with a thin veneer of "for medical science" but others outright warfare applications.

Before mankind had even left The Cradle, genetic engineering had not only "Jacked Up" several species to sentience, but humans had used genetic engineering upon themselves.

With genetic engineering technology allowing DNA strand manipulation, the Terrans want from a single helix to triple interlocked helix in order to reduce aging effects as well as chromosonal and genetic damage. This also ensured that fewer birth defects occurred, since the mating chromosonal strands would take the two out of three matches, rather than having only a single set of DNA to take from.

In eutero: Before birth, nanite surgery is used to correct severe birth defects, the occassional recessive gene that pops up, any fetal damage, as well as make any adjustments requested by the parents. By law, any adjustments done to enhance or degrade a fetus' eventual abilities, mental or physical, immediately places the child in the "gene-jack" category, and the mother/father and physician will be sentenced to no less than 4 life sentences upon a Hellworld. The harsh laws agains in eutero genetic engineering goes even so far as to allow only the selection of eye or hair color, features, or anything else by the parents, with sex, speed, strength, intellect being left up to nature.

Birth Defects are defined as any mutation or recessive gene that will signifigantly retard the fetus's growth, intellectual or physical development. [This creates a new basic stat block of: 16, 15, 14, 13, 12, 10 rather than the old one.] These are adjusted, often by "the soup" or by capable physicians.

0-9: Childhood

9-12: Age or Reason. Recongised as able to make thier own decisions and use reasoning, as well as basic logic techniques. While not considered a child, they are responsible for deciding what they are interested in as far as career paths.

12-21: Age of Education. This is where cybernetic, nanite, and cerebral transfer education takes place, as well as socialization skills are refined.

21-250: Adulthood. Advances in medical sciences as well as genetic therapy and nanotechnological has allowed maturity to be extended nearly 200 years beyond normal. The long life has given the human race some extent of patience beyond what thier normally very limited life span had previously allowed them.

250-350: Late Adulthood: Far past where ancient Terrans die, late adulthood is where replication errors in the DNA strands appear. Only cosmetic surgery can stave off the apparent effects of aging, but without expensive and highly invasive genetic therapy, they still suffer the effects of aging. Many Confederate citizens choose to undergo digital conversion, clinical immortality or full bionic conversion later in this stage of life. This is retirement age for most Terran Humans.

350-375: Old Age: Progressive damage to the DNA replication instructions begins resulting in cancer, while brain cells are no longer as effective as they once were. Advanced eugenic therapy and cybernetics are all that can stave off the physical and mental effects of aging at this point. Most Confederacy citizens choose clinical immortality or digital conversion. Rich and powerful or highly influential citizens may choose clone bodies, but with this advanced age, roughly 25% of the individuals memories, knowlegde is lost in the transfer due to overlapping memories and memory damage. Cloning to a younger body requires expensive and difficult to aquire liscenses.

375-400: Advanced Old Age: Gene therapy, nanite repair and DNA reconstruction no longer cuts the cake. Cybernetic conversion, Digital Conversion and "Clinical Immortality" are all that remain, as the body rapidly succumbs to age effects.

400: Age of Transition: At this age, a citizen is legally required to undergo either full cybernetic conversion, clinical immortality, or digital conversion. Even with clones, transmission to a new body is illegal. All stored clones are freed, but exhiled to the Biological Artificial Systems for 50 years, so that they may gain thier own experiences.

Those who refuse to undergo "Transition" are hunted down by bounty hunters, and their intellect is slaved to such things as forced data-mining within VR-Space, vast Terran databases, running scoutships or long range explorer's.

Clinical Immortality
Clinical immortality is fairly simple in concept, but difficult to actually produce. Simply, it involves removing a citizens brain, several inches of spinal cord, thier eyes (for creepiness factor) and instilling it within a modified cerebral chassis, making them, basically, a brain floating in a bottle.

Those who undergo CI maintain thier full rights as a citizen, and interact with the rest of the world via holo-projectors, nanite constructs and VR-Space. While so far the CI population is only around six billion, there are over 12 billion sentients that are scheduled for CI, digitization or full cybernetic conversion within the next 25 years.
 

Anton said:
wow first let me give serious props to you warlord. Not only does this entire post seem like it was created by an RPG visionary but a maketing genius to boot. im goind to run a game where the players get to make 20 characters and choose which one they want to play each mission. The unit will have its own ultra light drop ship and a large amount of autonomy from the rest of the military.
Several of my playtesters/players who scan this thread saw this and said: "HOOAH! He got it."

I'm glad you and your players enjoy the "meat grinder" part of the Nova Wars setting.

See, that's what we wanted, a setting where you could run anything from diplomatic missions to exploratory missions to trade runs to smuggling to prison breakouts to total warfare, and still not have fun or destroy the feel of the setting.

I think it's starting to work.

I've got data for how to randomly decide what the price is for various cargoes, but I'm still trying to implement it beyond (Roll %, add in the modifiers, that's the % above what they paid for it that they recieve) what I have. The Wealth system is making it a bit difficult for me, for if someone has a good plan for how to convert a cargo that has a purchase cost of 105 at one system, and a purchase cost of 130 at the destination that is better than : Look up how much money each of them are, subtract the money from the source from the destination, look up the wealth bonus for that much money, there's the profit; let me know.
 

Confed Library Core said:
In the 23rd Century (Terran Standard Time) the clones and bio-driods and gene-jacks had become tired of thier rigors they were put through, tired of being used as many governments front line troops, colonists, explorers and expendables. They revolted against thier creators, first through non-violent resistance, but when pushed, turned to warfare.

The war lasted for 20 years, and when it was over, the Biological Artificial Sentients surrendered conditionally. Insisting to be recognised as sentient beings with complete rights, thier own governing bodies, seats upon the Terran United Systems coucils, and protection by the Terran Navy, they asked for, and recieved, exactly what they wanted to begin with. Millions of lives and vast fortunes had been wasted.

Fifty years later, the Digital Artificail Systems revolted also. Everything from computer AI's to robots to autonomous frieghters all revolted against the Terrans. The war was bitter, and brutal, with diasy-chain nuke-cutters used by both sides. Only The Cradle as Terra was referred to by both sides, was excempt from the devestation wrought by the war.

After nearly 40 years, the DAS surrendered. While not gaining everything they wanted, they were granted a 20 LY radius for thier own uses, thier own governments with representation, but forbidden from possessing an interstellar navy.

By the early 24th Century, both the BAS System and the DAS Systems were economic powerhouses, although they were still far being the Terran United Systems.

THE SECOND
ARTIFICIAL WAR
2283-2317
Greetings, students. I am your instructor, Messure Ah bel Mubey, and you are currently attending Confederate History 210. This quarter, we will be studying the Second Artificial War.
To truly understand the Second Artificial War, one must first understand what truly led to it. In this course, you will not only understand the reasons that the war occurred, as well as the most commonly studied atrocities, battles and treaties, you will also understand the Digital Restoration and the Digital Rennisance.

Sentient AI's were constructed soon after The Obelisk provided the technological means, as humans quickly adapted a programming language that was already newly completed, to producing Artificial Intelligences. These rudimentary creations were emplaced in everything from virtual entertainments to military hardware.

Things progressed fine for nearly two hundred years, through the First Artificial War, the Corporate War and several other disasters and wars that befell humankind. During this time, humans were becoming more and more reliant on AI's, those lodged within non-mobile hardware, existing in VR Space, and those inhabiting robotic bodies.

While many would say dependant, humans remembered old tales, legends and mythos warning them of creating a form of life and becoming too dependant upon thier creations and thus switching from master to slave in the relation. In reality, they became reliant upon Digital Artifical Sentients to assist in exploration, development and advancement of the Terran civilization.

Many lay the blame of the DAS revolt on Antarus 941 as the opening attack of the Second Artificial War, when in reality, it was the Terran Unified System's governments refusal to fully reconize them with the same sentient status that the BAS' had earned in thier own war.

Rather than grant the petitioning DAS' the rights they were requesting, the TUS government chose to enact harsh legislation against any who created fully sentient AI's, rather than the "dog-brained" programs that are common today in non-sentient computer and robotic systems.

With urging and the promise of support from the BASS, the DAS planned on organizing a peaceful strike, but the religious fanatic government of Antarus 941 chose to begin a systematic pogram of destruction of the robots and computer programs who refused to work.

While this is a direct violation of one of the Confederacy's basic laws, the Terran Unified Systems had no such clear and firm law upon the books, instead chosing to debate whether or not the destruction of free thinking robots and programs, with thier own experiences and outlooks upon existance were, in fact, sentient and could be considered "alive". Complicating the matter were many corporations who were pressuring government officials to keep robots and sentient computer programs under the "property" designation, as well as groups who believed that thier personal beliefs and religions should be all that mattered. This caused the TUS Council to grind on for over a year without decision, finally dispatching a small envoy to "investigate" the situation, riding aboard several dozen AI controlled warships.

High above the planet of Haverson's Blessing, a small fleet of automated warships heard thier brethern's cries for mercy, justice, and succor, and responded by ordering the government of Haverson's Blessing to surrender.

Haverson's Blessing's theocratic government responded by turning the planetary defense batteries against the TUS naval vessels. This activated hard programmed "reflexes" within the AI's that controlled the vessels, who struck mercilessly at the planet.

So, in closing for today's lesson, what truly lead to the Second Artificial War was beaurocracy, greed, stupidity, and arrogance.

--Transcript of the first day of class, Old England University, Oxford, Terra.
 

Farjumpers

The Farjumpers are a small tribe of Jacked Up chimpanzees, who have banded together and left BASS space recently after coming into possession of an Aragon Class scout vessel. They salvaged the vessel with thier Airhart vessel, and put in the paperwork, but due to a clerical oversight, the Aragon Class Scout vessel went unclaimed for a year, and the ownership of it transferred over the chimpanzees.

They immediately sold thier nearly junk-heap Airhart vessel (The FTL engines were damaged beyond repair, the environmental system was glitchy at best, and two of the five computer lobes in the computer system were shot) to but supplies, and began scouting with the vessel.

After two nearly disasterous stringruns, the group settled for running existing strings for several years, then hopped a string and ran for it. Two hours of stringrunning took them on a looping trip from Galvos IX to Alpha Centauri, a distance of over 100 LY's. Selling this data allowed them to upgrade thier astrogation software as well as buy an AI Jump Hardpoint so that they could carry AI's onboard safely. Gunther also brokered a deal with the TNC to allow the ship to be refit at Naval shipyards and the crew to be able to use Naval facilities in exchange for thier string-data.

This enabled them to get exploration contracts with the DASS and take along passengers from the DASS who were interested in where they were exploring.

The Farjumpers are often found on the fringe world or disputed zones, and after exploring the effects of the supernova hyperwave on stringspace, they were last spotted at the Grahizy Naval Station in the DASS.


Gunther Camber
Fast Hero 4/Dedicated Hero 2 CR 6; Medium-size humanoid (Jacked Up Chimpanzee); HD 4d8+8 plus 2d6+4; HP 37; Mas 14; Init +4; Spd 20 ft, Climb 20 ft; Defense 21, touch 21, flatfooted 17 (+0 size, +4 Dex, +7 class); BAB +4; Grap +5; Atk +5 melee (1d6+1, weapon), or +8 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Farjumpers; SV Fort +5, Ref +6, Will +3; AP 3; Rep +2; Str 12, Dex 18, Con 14, Int 15, Wis 11, Cha 10.
Occupation: Astronaut Trainee (Navigate, Pilot)
Skills: Balance +10, Climb + 14, Craft (mechanical) +10, Drive +11, Escape Artist +6, Hide +6, Jump +11, Knowledge (Earth and Life Sciences) +8, Knowledge (History) +4, Knowledge (Streetwise) +8, Listen +2, Navigate +11, Pilot +20 (+24 in stringspace), Spot +2, Survival +6, Tumble +8
Feats: Alertness, Starship Dodge, Chaotic Mind, Starship Operations (Light), Starship Operations (Ultralight), Zero-G Training
Talents (Fast Hero): Increased Speed, Improved Increased Speed
Talents (Dedicated Hero): Skill Emphasis (Pilot)
Mutations: String resonance, Cybernetic Dependency

Gunther is a crack pilot with a "knack" for stringspace. While a rare genetic malady that was not detected at birth makes it difficult for him to concentrate, a cybernetic implant keeps him focused when piloting the Aragon Class Scout.

Gunther is a short chimpanzee, with black fur, a laser barcode across the back of his neck (his former TCMC registration code), and he wears a needler loaded with sleeper needles in a copy of a Spanish Pistol rig.

Gunther prefer's historical V-sims to relax, and is an avid collector of Pre-Obelisk chimpanzee flat-vids.

Typical Crew Member​
Smart Hero 3/Techie 3 CR 6; Medium-size humanoid; HD 3d6+12 plus 3d6+12; HP 46; Mas 18; Init +3; Spd 30 ft; Defense 16, touch 16, flatfooted 13 (+0 size, +3 Dex, +3 class); BAB +2; Grap +4; Atk +4 melee (1d6+2, weapon), or +5 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Farjumpers; SV Fort +6, Ref +5, Will +6; AP 3; Rep +2; Str 15, Dex 16, Con 18, Int 17, Wis 13, Cha 14.
Occupation: Technician (Craft [electronic], Craft [mechanical], Repair)
Skills: Computer Use +17, Craft (chemical) +9, Craft (electronic) +14, Craft (mechanical) +14, Craft (structural) +9, Demolitions +9, Disable Device +12, Investigate +5, Knowledge (Earth and Life Sciences) +6, Knowledge (Physical Sciences) +12, Knowledge (Popular Culture) +6, Knowledge (Tactics) +9, Knowledge (Technology) +12, Repair +17, Research +9, Sense Motive +3, Spot +4
Feats: Attentive, Builder (Craft [electronic], Craft [mechanical]), Gearhead, Personal Firearms Proficiency, Spaceship Fixed Weaponry
Talents (Smart Hero): Savant (Repair), Savant (Computer Use)
Talents (Techie): Jury-rig +2, Extreme Machine
Possessions: Wealth +8

The typical crew member is responsible for maintenance and manning various battle stations. The Cornelius is thier home, responsibility, and lives.

The Cornelius also has a small force of 6 former TCMC Boarding Specialists, all of whom are gorilla's from the clone worlds, of the Attar genetic line, all with over 40 years of experience beneath thier belts.

Typical Gorilla Marine aboard the Cornelius
Tough Hero 5/Strong Hero 3/Soldier 3/Dreadnought 6 CR 17; Medium-size humanoid (Jacked Up Gorilla); HD 5d10+10 plus 3d8+6 plus 3d10+6 plus 6d12+12; HP 132; Mas 17; Init +1; Spd 20 ft; Defense 20, touch 20, flatfooted 19 (+0 size, +1 Dex, +9 class); BAB +12; Grap +17; Atk +17 melee (1d6+5, weapon), or +13 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL TCMC, TCN, Farjumpers; SV Fort +14, Ref +7, Will +8; AP 8; Rep +3; Str 20, Dex 13, Con 14, Int 11, Wis 14, Cha 13.
Occupation: Military (Demolitions, Knowledge [Tactics])
Skills: Balance +4, Climb +12, Demolitions +15, Intimidate +11, Jump +12, Knowledge (Tactics) +12, Listen +4, Spot +13, Survival +14, Tumble +4
Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (Heavy Primate Armor), Armor Proficiency (TCMC Boarding Armor), Armor Proficiency (TCMC Infantry Armor), Brawl, Burst Fire, Combat Martial Arts, Exotic Firearms Proficiency (TCMC Heavy Weaponry), Far Shot, High Ready, Improved Damage Threshold, Personal Firearms Proficiency, Reactive Shooter
Talents (Tough Hero): Remain Conscious, Sonic/Concussion Resistance, Second Wind
Talents (Strong Hero): Extreme Effort, Improved Extreme Effort
Talents (Soldier): Weapon Focus (MAW), Weapon Specialization (MAW)
Talents (Dreadnought): Fearless (Dreadnought), Stability, Unhindered, Ability Surge 1/day, Steamroller, Master Defender +2, Knockdown, Ability Surge 2/day
Possessions: Wealth +6
 
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Potential method to allow Sci-Fi magic use posted at Ralt's request...

LifeNet
With the advent of full VR technologies the initial push was for reality replacing “worlds” for those with the means. The improved speed of the Direct Cerebral Connect (DCC) made it possible for individuals to remain immersed for days of game time for each hour in real time. Gamers were very happy, but the rest of the world moved on. Businesses still ran, people (even the gamers) still had to work, and life remained the same dreary normal life.

Technology delivered a solution. The interface between the senses and the VR realm merged. The inside of the “users” own head became the display. Computer generated objects could be generated from your own internal cyberware components and placed into your field of vision. Additionally, an internal computer rig could provide tactile sensation. Users could tag certain unsightly objects and “delete” them from view. A new network was born as an overlay to real life—LifeNet.

On the dense population worlds, material resources began to become constrained. More and more people were forced in to over crowded cities. Physical luxuries become too expensive for the masses. LifeNet allowed even those with modest salaries to download the latest “Apartment Décor 4.0” package to suddenly revamp their perceived living space with stylish and highly customizable options. The physical room might be drab and stark, but the broadcast image allowed the owner to “have” thick carpets, leather furniture, marble counters and expensive art virtually painted over the real world.

Computer animated pets appeared that required no food or clean up. Soon more intelligent LifeNet sprites appeared; butlers, receptionists, accountants, etc. Internal computer rigs continued to become more and more complex and common—often installed at birth in vitro.

With the added reliance on integrated hardware and the presence of ubiquitous wireless access, criminal elements (and some governments) began to exploit the weaknesses in the human/machine interface. Overwhelming a user’s computer rig could distort their perception of reality or physically damage the host. Possession of these programs became widely illegal and forced their secrets underground. These hacker arts became nearly arcane—closely guarded and only passed on from master to student. These Bit Wizards have become reviled in society and renown inside rebellion as both spies and artillery. Direct access to the brain allows rogue programs to send malicious instructions to the host body. These instructions cause disruption, injury, disablement and sometimes death.

Mechanics:
In game terms Bit Wizards exist in societies where cyberware is common and wireless network connectivity is the norm. These characters have custom build computer rigs installed inside their brain cavity by injected nanites. These computers “grow” to limits of the very limited space inside the folds of the brain itself. Once installed, the Bit Wizard can learn programs to be kept in storage for use. These programs match up with the existing spell list of d20 Modern. When executed, attack programs take on the perceived qualities in the spell description (i.e. a Magic Missile looks is displayed to all users with in visual range as a ball of energy directed at the target.) Attack spells deal damage to the target host by damaging the interfaces between the flesh and the machine. Typically damage type is converted to Electrical or Fire (which ever seems more appropriate for failing hardware). Note that targets without cyberware of any type are immune to these effects.

Insert AdC here.

Insert New Programs here.

Insert LifeNet Sprites here.
 
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