(Psi)SeveredHead
Adventurer
Do you think it's okay to use Repair to repair techno-organic material? How about Treat Injury? Would the rules for techno-organic cybergear be any different?
The first time I saw it in a game system was in Alternity, where no such special rules (one way or another existed), but in the Externals document, one of the alien races had the Techno-organic Science skill (instead of the Technical Science skill) which it used to create and repair techno-organic material.
The only other game system I've seen it in was a "mecha" game where all the mecha were huge biomechanical beasts. Apparently they could not be repaired, nor could they be healed by a doctor, but could only slowly heal over time.
Nova Station is located in the Tendril system, nearest to the Stellar Ring, and is primarily military in nature. It does have an expensive Drivesat system, however, one of only three (acknowledged) systems in the Verge, making it one of the most important sites there.
Diplomats leaving the Stellar Ring to come to the Verge usually go through Tendril and often carry private messages with them that they won't send via the Drivesat. They are allowed to use diplomatically secure areas of the station to do their business. Unfortunately, those areas weren't as secure as some people had hoped...
In the year 2500 Nova Station was attacked by a strange creature, which had killed two diplomats in the "secure" area. How it got in is not known. It hunted down and slew a third diplomat in another area of the station (no one was present, but it was caught on recorders) before getting into a firefight with security personnel. It killed many of them and since vanished, apparently without a trace.
In the recording of the attack on the third diplomat, it was seen to stun him repeatedly with a "dark energy" weapon then slowly take him apart with it's claws. It was wearing, on it's face, the skull of a previously murdered diplomat.
During the battle with the station guards it demonstrated amazing agility and the ability to run on vertical surfaces. However, it rarely used it's energy weapon (suggesting a long charge-up time), instead relying on claw and tail attacks. It did not seem to suffer pain and made no vocal noises.
Many scientists observing the recording thought it was a powerful alien, possibly genetically engineered and sadistic, but at least one dissenting opinion suggested that it is, in fact, a technologically-advanced robot.
Magus: CR 9?; Medium Construct; HD 8d10+10, hp 54, Mas -, Init +3, Spd 50 ft., climb 20 ft., Def 22 (+3 Dex, +9 natural), BAB +6, Grap +10, Atk 2 claws +10 melee (1d8+4) and tail +8 melee (1d6+2) or dark energy stream +9 ranged (3d8 nonlethal and stunning); SA dark energy stream, SQ construct immunities, techno-organic makeup; AL unknown; SV Fort +2, Ref +5, Will +4; AP 0, Rep +0; Str 18, Dex 16, Con --, Int 16, Wis 14, Cha 14.
Skills: Climb +14, Computer Use +5, Disable Device +5, Hide +7, Intimidate +6, Jump +8, Knowledge (behavioral science) +7, Knowledge (current events) +7, Knowledge (tactics) +7, Knowledge (tactics) +7, Listen +8, Move Silently +9, Sense Motive +3, Spot +8.
Languages: Unknown.
Feats: Multiattack, Personal Firearms Proficiency, Point Blank Shot.
Possessions: Unknown, but a "probe" was seen attached to it's side.
Dark Energy Stream (Ex): The dark energy stream weapon is intended to cause pain rather than damage it's targets. It inflicts nonlethal damage, and anyone taking damage from the weapon must succeed at a Fortitude save (DC 24) or be stunned for 3 rounds. The save DC is Constitution-based. The weapon can only be fired once per minute, and has a range increment of 60 feet.
Techno-organic Makeup (Ex): Like all techno-organic items, a magus heals at a rate of 1 hit point per hour and is vulnerable to diseases and poisons specifically designed to attack techno-organic material.
I'm converting this from Alternity; despite the "hype" in it's description it didn't amount to something amazingly powerful.
The first time I saw it in a game system was in Alternity, where no such special rules (one way or another existed), but in the Externals document, one of the alien races had the Techno-organic Science skill (instead of the Technical Science skill) which it used to create and repair techno-organic material.
The only other game system I've seen it in was a "mecha" game where all the mecha were huge biomechanical beasts. Apparently they could not be repaired, nor could they be healed by a doctor, but could only slowly heal over time.
Nova Station is located in the Tendril system, nearest to the Stellar Ring, and is primarily military in nature. It does have an expensive Drivesat system, however, one of only three (acknowledged) systems in the Verge, making it one of the most important sites there.
Diplomats leaving the Stellar Ring to come to the Verge usually go through Tendril and often carry private messages with them that they won't send via the Drivesat. They are allowed to use diplomatically secure areas of the station to do their business. Unfortunately, those areas weren't as secure as some people had hoped...
In the year 2500 Nova Station was attacked by a strange creature, which had killed two diplomats in the "secure" area. How it got in is not known. It hunted down and slew a third diplomat in another area of the station (no one was present, but it was caught on recorders) before getting into a firefight with security personnel. It killed many of them and since vanished, apparently without a trace.
In the recording of the attack on the third diplomat, it was seen to stun him repeatedly with a "dark energy" weapon then slowly take him apart with it's claws. It was wearing, on it's face, the skull of a previously murdered diplomat.
During the battle with the station guards it demonstrated amazing agility and the ability to run on vertical surfaces. However, it rarely used it's energy weapon (suggesting a long charge-up time), instead relying on claw and tail attacks. It did not seem to suffer pain and made no vocal noises.
Many scientists observing the recording thought it was a powerful alien, possibly genetically engineered and sadistic, but at least one dissenting opinion suggested that it is, in fact, a technologically-advanced robot.
Magus: CR 9?; Medium Construct; HD 8d10+10, hp 54, Mas -, Init +3, Spd 50 ft., climb 20 ft., Def 22 (+3 Dex, +9 natural), BAB +6, Grap +10, Atk 2 claws +10 melee (1d8+4) and tail +8 melee (1d6+2) or dark energy stream +9 ranged (3d8 nonlethal and stunning); SA dark energy stream, SQ construct immunities, techno-organic makeup; AL unknown; SV Fort +2, Ref +5, Will +4; AP 0, Rep +0; Str 18, Dex 16, Con --, Int 16, Wis 14, Cha 14.
Skills: Climb +14, Computer Use +5, Disable Device +5, Hide +7, Intimidate +6, Jump +8, Knowledge (behavioral science) +7, Knowledge (current events) +7, Knowledge (tactics) +7, Knowledge (tactics) +7, Listen +8, Move Silently +9, Sense Motive +3, Spot +8.
Languages: Unknown.
Feats: Multiattack, Personal Firearms Proficiency, Point Blank Shot.
Possessions: Unknown, but a "probe" was seen attached to it's side.
Dark Energy Stream (Ex): The dark energy stream weapon is intended to cause pain rather than damage it's targets. It inflicts nonlethal damage, and anyone taking damage from the weapon must succeed at a Fortitude save (DC 24) or be stunned for 3 rounds. The save DC is Constitution-based. The weapon can only be fired once per minute, and has a range increment of 60 feet.
Techno-organic Makeup (Ex): Like all techno-organic items, a magus heals at a rate of 1 hit point per hour and is vulnerable to diseases and poisons specifically designed to attack techno-organic material.
I'm converting this from Alternity; despite the "hype" in it's description it didn't amount to something amazingly powerful.
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