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Character Creation:

            Purchase Ability Scores

            Select Race (see Mystic Races if playing Magical, or Bioforms, Genics, and Nekimmu if playing Scientific, or play Human)

            Select Base Talents (Magic) or Base Technological Level (Science)

            Select Class (See Magic Classes if Magical, Science Classes if Scientific) according to Talents or Technological Level.

            Purchase Skills and Feats

            Spend Remaining Character Points and buy defects.

 

Mystic Races:

            The Mystic Races are sadly in decline, their low birthrate and high casualty ratio in battle against the technological invaders has caused their numbers to dwindle disastrously. However, each of the Mystic Races has its own special powers which could turn the tide of the War, and so they continue to join the humans on the front lines.

            Half-breeds: A mix of human and Mystic, half-breeds come in various types dependent on their parentage. Most half-breeds have Mystic fathers and human mothers, those few with human fathers and Mystic mothers tend to have the appearance and powers of a pure-breed Mystic.

            Half Alvan: Half Alvans have only slightly pointed ears, but otherwise appear human. Unlike the ageless Alvans, these half-breeds live only a few centuries, usually two hundred years.

Dex

+2

1

Wis

+1

.5

Cha

+1

.5

Low Light Vision

 

1

Special Defence (Ageing)

1

1

Telekinesis (Wood)

1

2

Total

 

6

Cost

 

0

 

            Half Dragon: These half-breeds are an interesting contradiction, unlike full Dragons they express the few draconic powers they have all the time. Half Dragons, sometimes referred to as Drakes, live a normal human span, despite their half Dragon, half human appearance.

Str

+4

2

Con

+2

1

Armour

1

4

Natural Weapons (Claws)

1

1

Special Attack: Fire Breath

1d8 damage (Burning, ShortRange)

1

4

Easily Distracted (Gold)

2

-2

Total

 

10

Cost

 

4

 

            Half Emp: Half Emps are easily the strangest of the half-breeds, as they share the miniscule stature of their sires, but lack the power to reach human size. They do lack the wings of pure-breed Emps, but otherwise look identical.

Str

(Effective Str -2)

+6

3

Con

(Negates Size Drain)

+2

1

Cha

+2

1

Emp Healing

(Healer takes ½ damage healed, cannot heal self)

3

5

Tiny Size

 

-7

Size Disadvantage (Minor)

2

-2

Total

 

1

Cost

 

-5

 

            Half Gren: The huge Gren rarely attempt to mate with a human, and only then with magical support. The resulting half-breed is not as tall or massive as a pure-blood Gren, but is still impressive nonetheless. Half Gren are not quite as hairy as their sires, and many adopt a clean-shaven look.

Str

(Effective Str +12)

+4

2

Con

(Effective Con +6)

+2

1

Dex

(Effective Dex -3)

-1

-.5

Wis

-1

-.5

Large Size

 

14

Size Disadvantage (Major)

1

-2

Total

 

14

Cost

 

8

 

            Half Uriel: One of the most common half-breeds, the Half Uriel actually form communities in which they live away from other humans and Mystics. Like their sires, Half Uriel are ageless, but unlike their sires they are not immortal. Also unlike their sires, Half Uriel may subsist only normal food and drink. Aside from being slightly pale from lack of exposure to sunlight, Half Uriel appear fully human.

Str

+2

1

Dex

+2

1

Cha

+2

1

Special Defence (Ageing)

2

2

Speed

1

2

Nocturnal

(-1 to all rolls when in sunlight)

1

-1

Total

 

6

Cost

 

0

 

            Alvan: Beautiful, graceful, ageless, and wise, the Alvan are the Children of Light. They have luminous skin, almost glowing with vitality and delicate features. Alvan have the power to control plants and the heal even the most grievous wounds quickly. They train themselves in swordsmanship and armed combat, in earlier times as a game, but now with deadly seriousness. Alvan make excellent External Mages.

Dex

+2

1

Wis

+2

1

Cha

+2

1

Regeneration

1

4

Special Defence (Ageing)

2

2

Telekinesis

3

6

Melee Attack Skill

1

1

Total

 

16

Cost

 

10

 

            Dragon: Powerful, destructive, and deceptive, Dragons are incredible creatures who hide in human form. While assuming human form is as simple as an act of will, shedding the powerful dragon form for the weak human one, the transformation back into True Form, as the Dragons call it, leaves them vulnerable to attack. Most Dragons use Internal Magic primarily.

Int

+2

1

Alternate Form (Cosmetic)

0

2

Alternate Form (Partial Powered, True Dragon)

12

24

Special Defence (Ageing)

2

2

Activation Time (On Alternate Form, must be restarted)

3

-5

Concentration (On Activation Time only)

3

-3

Detectable (Bright Flash, Shockwave when transformation is complete)

1

-1

Easily Distracted (Gold)

2

-2

Involuntary Change (Dragon to Human)

1

-1

Limited Uses, Ongoing (Alternate Form, True Dragon)

3

-3

Total

 

26

Cost

 

6

            True Dragon Form (120 Character Points): Str 33, Dex 10, Con 21, Int 16, Wis 16, Cha 16, +6 BAB, +1 AC, 6d10+30 Hit Points, 30 Skill Points, 20 + (1d2 +3) Energy Points, Huge Size, 13 Armour

            Attributes: Adaptation 1 (Heat), Armour 2 (Thin Area, Wings), Defence Combat Mastery 3, Energy Bonus 1, Flight 2 (Hover), Natural Weapons 2 (Claws, Fangs), Sixth Sense 2 (Magesight), Special Attack 1 Fire Breath: 3d8 damage (Burning, Spreading, Inaccurate x2, Slow, Short Range), Special Defence 2 (Ageing)

            Defects: Achilles Heel 1 (Dragonsbane weapons) Blind Fury 1 (Dragon Rage), Physical Impairment 1 (Limited Manipulation with claws), Size Disadvantage (Major) 2

 

            Emp: The mercurial Emps are a race only seven inches tall at their highest stature. They possess beautiful gossamer wings and have ever smiling, delicate faces. Besides their flight, Emps have two powers, the ability to achieve human size, and their incredible healing powers. Emp healing comes at a cost however, which is paid by the healer. Half of the damage healed is inflicted on the Emp healer, due to the nature of their power, which relies on an empathic connection to the subject.

Cha

+2

1

Emp Healing

(Healer takes ½ damage healed, cannot heal self)

6

11

Flight

1

4

Size Change

2

10

Tiny Size

 

-7

Size Disadvantage (Minor)

2

-2

Moderate Restriction (Flight needs wings and not when Size Changed)

 

-2

Total

 

15

Cost

 

9

 

            Gren: The huge Gren are in fact gentle giants, mostly concerned with stonework and agriculture. A Gren roused to anger, however, is a terrible thing, for their incredible strength is frightening when used in combat. Gren appear as shaggy humans, although they do tend to take excellent care of their hair.

Con

-4

-2

Superstrength

2

8

Huge Size

 

29

Blind Fury

2

-2

Inept Attack

3

-9

Size Disadvantage (Major)

2

-6

Unskilled

2

-2

Total

 

16

Cost

 

10

 

            Uriel: The Uriel are a nocturnal race, preferring the night and the cool depths of the underground to the hot sun. They are a race more beautiful and graceful then the Alvan, although they are dark of hair and eye and pale of skin, almost translucent. They are the eternal Children of the Moon, for even if they are slain they rise again when next the moon waxes to full. The Moon takes her price, however, as the Uriel cannot subsist on ordinary food and must drink blood to slake their thirst. It need not be human or Mystic, ordinary animals will do, but the Uriel cannot drink the blood of their own kind, as it makes them sickly and weakens them.

Str

+4

2

Dex

+4

2

Cha

+4

2

Natural Weapons (Fangs)

1

1

Regeneration

1

4

Reincarnation

1

4

Special Defence (Ageing)

2

2

Speed

1

2

Nocturnal

(-2 on all rolls when in sunlight)

2

-2

Special Requirement (Blood)

1

-1

Total

 

16

Cost

 

10

 

            Golem: Constructed using External Magic for the physical form, Summoning Magic to call forth the inhabiting soul, and Soul Magic to give it intelligence and purpose, Golems are magical constructs, and use the rules for the construct race. They lack the Internal Magic Talent (Reducing base cost by 2, not 3 points), but may still be healed using Soul Magic.

 

Science Races:

            Human: There is no penalty or bonus to playing a standard, unmodified human.

 

Bioforms:

            Custom built or mass produced synthetic humanoids, bioforms are constructed using early Ultimate nanotechnology to serve various purposes from construction to customer service to war. As synthetic humanoids, they are considered to be the property of their manufacturer until they reach the chronological age of eighteen, adjusted for their total lifespan (average human lifespan is now 120 years, so 15% of operating life cycle) compared to that of a normal human. A bioform can be built fully grown within three to six months, but typically require up to eighteen months of additional high-intensity simulated reality (SR) training. All bioforms come with either a Standard Computer Interface (functions similar to Computer Scanning, but requires the bioform to plug into the device in question via an interface port) or a short range wireless interface (Computer Scanning 1+)

            Synthetic humanoids known as bioforms differ from normal humans, clones, and genics (genetically modified humans and animals) in that bioforms are not born, they are assembled. Even ‘fast’ clones are not considered bioforms, as they still originate from a single cell, while a bioform is constructed from a series of engineered tissue sources and cybernetic components on a synthetic framework. Many production models (and all prototypes) lack the capability to survive without their cybernetic organs, which manufacture the synthetic protein structures their cells lack the capability to create. In addition, bioforms internal anatomy typically differs greatly in comparison to humans, most doctors have difficulty even diagnosing bioform injury and illness, and cybernetic implantation is usually impossible.

            Note: While bioforms are constructed using Ultimate Technology, a bioform character does not need to select Ultimate as their Technological Level.

 

            SR23: Manufactured by Null Industrial, the SR23 model bioform is a customer service model, featuring improved physical appearance and a neural structure carefully optimized for increased physical dexterity and an improved grasp of social dynamics and psychology. The majority of this model type are female, although a limited number of male models are constructed every year (usually for special orders). An intentional flaw in the SR23 neurochemistry lowers their willpower slightly. All SR23 follow one of six standard body types to better meet the needs of their clients, although customized appearance is always a popular option. SR23 models have an operational lifespan of 50 years, after training time (included in the final lease price) SR23 comes with a six year operational lease.

Dex

+2

1

Cha

+2

1

Ambidextrous

 

2

Computer Scanning

1

2

+2 Bonus to Bluff, Diplomacy, Gather Info,

Perform, and Seduction Skill Checks

 

3

Will Save Penalty

-1

-1

Unusual Biochemistry

 

-2

Total

 

6

Cost

 

0

 

            CM5a: This is a dual purpose bioform, the original model, CM5, was a close combat model and unfortunately prone to outbursts of berserker rage. Adjustments were made to subsequent versions of the cybernetic systems and organic components, rendering the resulting upgrade safe for non-combat use. CM5a models have greatly enhanced physical strength and stamina, which makes them ideal for manual labor and construction, as well as their original role of close combat ship boarders. As expected from a combat and labor model, the CM5a is of average appearance and has no problems picking up social skills, although the deliberately diminished intellectual capacity does sometimes cause problems. The CM5a has an operational lifespan of 30 years, but a relatively short training period, after the initial build and training time CM5a comes with a four year operational lease.

Con

+4

2

Int

-2

-1

Ambidextrous

 

2

+2 to Powerlifting Skill Checks

 

1

Standard Computer Interface

 

1

Superstrength

2

8

Unusual Biochemistry

 

-2

Total

 

11

Cost

 

5

 

            GL6: This model was designed for piloting, firearms combat, and mecha use. Their slim, wiry builds give them heightened reflexes and their augmented neural structure enhances hand-eye coordination. The most common civilian use for GL6 models is as fast courier or racing pilots, although their use in civilian markets is limited. The GL6 learns very quickly, a feature which makes some civilian lease holders ill at ease, although SR indoctrination insures loyalty and a quick rehiring once the initial lease period expires. GL6 models have an operational lifespan of sixty years, which after the initial training period gives them a seven year operational lease.

Dex

+4

2

Int

+4

2

Ambidextrous

 

2

Computer Scanning

1

2

Dodge

 

2

Heightened Awareness

2

2

Unusual Biochemistry

 

-2

Total

 

10

Cost

 

4

 

            NX8: A special purpose model, the NX8 was constructed for the military market. This model’s enhanced strength, speed, and armored skin are intended to be used in combat against rogue (or enemy) war robots. As a purely military grade bioform, the NX8 model is exempt from the standard lease arrangement, and its entire operational lifespan of sixteen years (minus the one year training and construction time) is spent under the ownership of the military service which commissioned the unit. However, some NX8 models are retired by their owners, for various reason, and as such some ‘free’ models do still exist. In a triumph of form over function, the NX8 actually appears fully human, although a quick poke or threatening gesture will reveal the truth. The following is the ‘basic’ model NX8, more powerful variants do exist.

Armour

2

8

Combat Martial Arts

 

2

Standard Computer Interface

 

1

Speed

1

2

Superstrength

2

8

Blind Fury

2

-2

Implant Rejection

 

-1

Unusual Biochemistry

 

-2

Total

 

16

Cost

 

10

 

            NG7: Another special purpose model, the NG7 is a flight capable bioform. Originally constructed for use in an orbital theme park, outside of the low gravity environment for which they were designed they can only fly for short periods before they need to rest their wings. Other than their wingspan, which measures on average 2 meters, NG7 models appear human. Their operational lifespan is approximately one hundred years, none of the original models have yet to cease functioning. After construction and training, NG7 comes with a twelve year operational lease.

Ambidextrous

 

2

Flight (Hover)

2

8

Standard Computer Interface

 

1

Limited Uses, Ongoing (Flight)

 

-2

Unusual Biochemistry

 

-2

Total

 

7

Cost

 

1

 

            RL1: One of the most common bioforms, the RL1 is a broad template from which hundreds of variants have been designed. RL1 models are intended to be slightly better than standard humans in all fields, although they still suffer from a few design flaws. As one of the earliest model designs, RL1 have an operational lifespan of one hundred twenty years, after construction and training, RL1 comes with a fifteen year operational lease.

Str

+2

1

Dex

+2

1

Con

+2

1

Int

+2

1

Wis

+2

1

Ambidextrous

 

2

Heightened Awareness

1

1

Standard Computer Interface

 

1

Unusual Biochemistry

 

-2

Total

 

7

Cost

 

1

 

            HV15: After a long string of failures, Null Industries has recently perfected the HV15 vacuum-adaptive bioform. Capable of operating in space without a suit, the HV15 is a prototype model only at present, and all models are the property of Null Industries. The operational lifespan of the prototype HV15 is classified on both a corporate and imperial level.

Adaptation (Vacuum)

1

1

Extra Arms

2

2

Heightened Senses (Vision, Magnetic Field Detection)

2

2

Special Defence (Air)

2

2

Standard Computer Interface

 

1

Owned

3

-3

Restriction (Extra Arms are modified legs, only work in microgravity)

 

-1

Unusual Biochemistry

 

-2

Total

 

2

Cost

 

-4

 

            MS47: An ‘observational’ model, the MS47 has a wide range of sensory capabilities and increased intelligence. Unfortunately, the MS47 has a tendency to become unstable as time passes, many of them fall into sensory overload catatonia before they reach the age of ten. Although the biological operational lifespan of the MS47 is estimated at 100 years, the neurological operational lifespan is at most twenty. The MS47 is an all female build, the original designer, Doctor Laura Durandal, tied certain performance features into ‘black box’ designs within the prototype form. Although Null Industries has managed to duplicate these black box designs, they cannot decipher them, and as such all MS47 models are identical to the initial prototype, many have problems telling individual models within this series apart. The initial prototype form, strangely enough, is that of Doctor Durandal herself. Unfortunately she is no longer available to comment upon this, having passed away shortly before the first MS47 models were finished in construction. While the MS47 is attractive physically, their increased intelligence and expanded sensory capabilities make it difficult for them to relate to others, and they tend to become emotionally distant as time passes. After construction and training, MS47 comes with an operational lease of twelve years.

            Note: Players of MS47 models should remember that their hidden potential is completely unknown, and even the fact that they have additional hidden abilities is unknown to their characters.

Int

+4

2

Con

-2

-1

Ambidextrous

 

2

Computer Scanning

1

2

Heightened Awareness

3

3

Heightened Senses

(Hearing, Vision, Smell, Taste, Touch,

Infravision, Magnetic Field Detection,

X-Ray Vision, Ultrasound)

9

9

Unknown Superhuman Power

11

7

Easily Distracted (New Sensory Input)

3

-3

Implant Rejection

 

-1

Ism (Identical bioform model)

2

-2

Unusual Biochemistry

 

-2

Total

 

16

Cost

 

10

 

            Genics: Genics, or genetically tweaked humans, come in a nearly infinite number and variety. Any racial template which the player can construct which has no more than 12 character points of abilities, and a net cost (after the six point discount) of zero is allowed for Genics, with the following exceptions: Alternate Form, Dynamic Sorcery, Duplicate, Elasticity, Environmental Control, Exorcism, Force Field, Healing, Hyperflight, Immunity, Insubstantial, Invisibility, Item of Power, Magic, Metamorphosis, Mind Control, Own a Big Mecha, Pet Monster, Pocket Dimension, Projection, Reincarnation, Sensory Block, Size Change, Special Attack, Special Movement, Spirit Ward, Superstrength, Telekinesis, Teleport, Train a Cute Monster, and Transmutation attributes are barred.

 

            Nekimmu: Cat-like, but all too human, the Nekimmu are a legacy of the ancient Genetics Wars, when humans and animals were transformed into new species and used for the whims of the Genic Masters. While the Great Purge annihilated the Genic Masters and their twisted creations, the Nekimmu managed to escape the Purge and flee into the depths of space. The survivors established a colony on an undocumented habitable world, which they christened ‘The Nest’. As The Nest flourished, the Nekimmu gradually split into three distinct subspecies, each one determined by the number of feline traits the group expresses.

            Those with the fewest traits are the Fahrn, who possess feline ears, claws, and a tail, but otherwise appear human. A rare few Fahrn have visible ‘cat’s eyes’, but most have human-appearing eyes, although they all share the same level of visual acuity. The middle group are called the Rel, and they are similar to the Fahrn, but they all possess visible cat’s eyes and sport a light fur coat. The Rel have a few minor internal changes as well. Those with the most traits, and the rarest of the Nekimmu, are the Neku. The Neku possess the same physical characteristics as the Rel except they have a moderate fur coat, a feline skull and facial structure, and the extended paws and hind leg structure of the common house cat. Neku cannot speak Galstan well due to their palettes, so most use voders to interpret for them, or speak only in the Nekimmu’s own language, MlFahr, which they can pronounce easily, although non-Nekimmu have difficulty with certain words and phrases. Unlike some Genics, all Nekimmu have strong psychic potential.

Fahrn

Dex

+2

1

Rel

Dex

+2

1

Neku

Dex

+4

2

 

Cha

+2

1

 

Heightened Senses

(Hearing x2)

2

2

 

Armour

(Half)

1

2

 

Heightened Senses (Hearing)

1

1

 

Features (Fur)

1

1

 

Heightened Senses (Hearing x2)

2

2

 

Low Light Vision

 

1

 

Low Light Vision

1

1

 

Jumping

1

1

 

Natural Weapons (Claws)

1

1

 

Natural Weapons (Claws)

1

1

 

Low Light Vision

 

1

 

Special Movement

(Cat-like)

1

1

 

Special Movement

(Cat-like)

1

1

 

Natural Weapons (Claws, Fangs)

2

2

 

Total

 

6

 

Total

 

7

 

Special Movement (Cat-like

1

1

 

Cost

 

0

 

Cost

 

1

 

Total

 

9

 

 

 

 

 

 

 

 

 

Cost

 

3

 

Magic Talents:

            The four basic Magic Talents are Internal, External, Soul, and Summoning magics. A starting character is assumed to possess at least minimal ability in each of the four basic Talents, although a character may ‘trade in’ talents for bonus points by purchasing defects. This also gives them certain penalties in addition to requiring extensive training (buying off the defect) to use the Talent in question. Any Magical character can learn how to use each of the four basic Talents, unless of they course they lack the Talent in question (by purchasing the appropriate defect). Characters may learn the various Talents without taking the appropriate class, although this represents dabbling in the Talent, and not true dedication.

            No Internal Magic (3BP) A character from the Magic Lands without any Internal Magic only heals naturally, even Soul Magic healing requires a natural and magical body response to stimulate the healing process.

            No External Magic (2BP) A character from the Magic Lands without any External Magic is incapable of using any tools or artifacts, although in the Technological Worlds they may learn to use scientific tools.

            No Soul Magic [NPCs only] (3BP) A character from the Magic Lands without any Soul Magic is spineless and easily manipulated.

            No Summoning Magic (2BP) A character from the Magic Lands without any Summoning Magic is vulnerable to the summons of others, as well as being incapable of banishing hostile supernatural beings.

 

Magic Core Classes:

Internal Mage

            Internal Magic is just that, internal, it can only directly change the user. Of course, many drastic changes can be initiated, if the user dares to pay the price. Shapechangers are one path of the Internal Mage, although most classes in the Magic Lands use some Internal Magic.

            Internal Mages tend to have high physical ability scores and have the highest hit die of all classes. Their skills and non-physical ability scores tend to suffer however, as they rely more on aptitude rather than on effort.

            Hit dice for the Internal Mage is d12.

            Class Skills are: Balance, Climb, Concentration, Controlled Breathing, Escape Artist, Hide, Jump, Knowledge: Arcane, Move Silently, Open Lock, Pick Pocket, Powerlifting, Profession, Ride, Sleight of Hand, Sports, Swim, Tumble, Use Rope, Melee Attack, Melee Defence, Unarmed Attack, Unarmed Defence

            Skill points at first level: (2 + Int Modifier) x 4

            Skill points at each additional level: (2 + Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+0

+2

+0

+2

Magic +1

2

+1

+3

+0

+3

Energy Bonus +1

3

+1

+3

+1

+3

Damn Healthy! +1, +1 Character Point

4

+2

+4

+1

+4

Enhanced [Ability] +1, Special Movement +1

5

+2

+4

+1

+4

Magic +1

6

+3

+5

+2

+5

Energy Bonus +1

7

+3

+5

+2

+5

Damn Healthy! +1, +1 Character Point

8

+4

+6

+2

+6

Enhanced [Ability] +1, Special Movement +1

9

+4

+6

+3

+6

Magic +1

10

+5

+7

+3

+7

Energy Bonus +1, +2 Character Points

 

External Mage

            External Magic is the alteration of the world around the user. A master of External Magic can rain fire and lightning on his foes, walk untouched through a blizzard, and is easily a match for most high technology. External Mages are also artificers and enchanters, capable of taming magical energies and binding them into Items of Power.

            External Mages rely heavily on both their tools and their power, leaving them physically weak. They tend to have good mental capabilities and average skills.

            Hit dice for the External Mage is d4.

            Class skills are: Craft, Decipher Script, Disable Device, Forgery, Investigate, Knowledge: Arcane, Knowledge: Architecture, Knowledge: Area, Knowledge: Biological Sciences, Knowledge: Business, Knowledge: Cultural Arts, Knowledge: Domestic Arts, Knowledge: Foreign Culture, Knowledge: Law, Knowledge: Military Sciences, Knowledge: Nature, Knowledge: Occult, Knowledge: Physical Sciences, Knowledge: Police Sciences, Knowledge: Religion, Knowledge: Social Sciences, Knowledge: Streetwise, Navigate, Profession, Read Lips, Repair, Research, Search, Speak Languages, Archery, Melee Attack, Melee Defence, Ranged Defence, Special Ranged Attack, Thrown Weapons

            Skill points at first level: (4 + Int Modifier) x 4

            Skill points at each additional level: (4 + Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+0

+0

+0

+0

Item of Power +1, Personal Gear +1

2

+1

+0

+0

+0

Magic +1

3

+2

+1

+1

+1

Energy Bonus +1, Item of Power +1

4

+3

+1

+1

+1

Magic +1, Magical Genius +1

5

+3

+1

+1

+1

Magical Genius +1, +1 CP

6

+4

+2

+2

+2

Energy Bonus +1, Magical Genius +1

7

+5

+2

+2

+2

Magic +1

8

+6/+1

+2

+2

+2

Personal Gear +1, +2 Character Points

9

+6/+1

+3

+3

+3

Energy Bonus +1, Item of Power +1

10

+7/+2

+3

+3

+3

Magic +1

 

Soul Mage

            Soul Magic is the power of inner strength, a master of Soul Magic can control the hearts and minds of others, as well as impress  their will upon the universe.

            Soul Mages are fairly tough, but have weak skills, substituting pure will for proper training. Wisdom is considered to be the most important Ability Score for Soul Mages, although a good Intelligence score is recommended.

            Hit dice for the Soul Mage is d8

            Class Skills: All non-combat skills are class skills for the Soul Mage.

            Skills at first level: (2 + Int Modifier) x 4

            Skills at each additional level: (2 + Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+0

+0

+2

+0

Magic +1

2

+1

+0

+3

+0

Energy Bonus +1

3

+2

+1

+3

+1

Aura of Command +2, Divine Relationship +1

4

+3

+1

+4

+1

Magic +1

5

+3

+1

+4

+1

Divine Relationship +1, Energy Bonus +1

6

+4

+2

+5

+2

Mind Shield +1, Telepathy +1

7

+5

+2

+5

+2

Magic +1

8

+6/+1

+2

+6

+2

Aura of Command +1, Energy Bonus +1

9

+6/+1

+3

+6

+3

Telepathy +1, +2 Character Points

10

+7/+2

+3

+7

+3

Divine Relationship +1, Magic +1,

+1 Character Points

 

Summoning Mage

            Summoning Magic is the power to twist space and time, drawing forth an animal or supernatural being to serve at the side of the user for a period of time. Of course, such magics are not without their price, as the summoner is expected to provide an offering to the summoned.

            Summoning Mages are of average health, but tend to have strong personalities. They have fairly average skills for a mage.

            Hit dice for the Summoning Mage is d6.

            Class Skills are: Bluff, Concentration, Decipher Script, Diplomacy, Gamble, Gather Information, Handle Animal, Intimidation, Knowledge: Arcane, Knowledge: Area, Knowledge: Foreign Culture, Knowledge: Law, Knowledge: Nature, Knowledge: Occult, Perform, Profession, Research, Seduction, Sense Motive, Speak Languages

            Skill points at first level: (4 + Int Modifier) x 4

            Skill points at each additional level: ( 4 + Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+0

+0

+2

+0

Magic +1

2

+1

+0

+3

+0

Energy Bonus +1

3

+1

+1

+3

+1

Flunkies +2

4

+2

+1

+4

+2

Magic +1

5

+2

+1

+4

+2

Energy Bonus +1, Flunkies +1

6

+3

+2

+5

+2

Servant +3

7

+3

+2

+5

+2

Magic +1

8

+4

+2

+6

+2

Energy Bonus +1, +2 Character Points

9

+4

+3

+6

+3

Flunkies +2

10

+5

+3

+7

+3

Servant +3, +2 Character Points

 

Anime d20 Classes:

            Adventurer: As the ‘classless’ class, any character from the Magical Lands may take a level (or more) of Adventurer with no penalty, although they must still follow their Base Talents.

            Dynamic Sorcerer: Barred, inappropriate

            Giant Robot: Golems are constructed using a combination of three of the Base Talents, as well as the advanced Talent, Golem Constructor, and may take this class, although it is not a requirement to be a Golem.

            Gun Bunny: Replace the following feats in the class progression, Portable Armoury, Weapons Encyclopedia, and Two Weapon Fighting with the Point Blank Shot, Far Shot, and One Shot Left feats, in that order. This class requires the External Magic Base Talent, and is sometimes referred to as Range Master.

            Hot Rod: Barred, inappropriate

            Magical Girl: Use as is, this class requires both Internal Magic and External Magic Base Talents.

            Martial Artist: Use as is, this class requires the Internal Magic Base Talent.

            Mecha Pilot: Barred, inappropriate

            Ninja: Use as is, this class requires all Base Talents except Summoning Magic.

            Pet Monster Trainer: Use as is, this class requires both Soul Magic and Summoning Magic Base Talents.

            Samurai: Barred

            Sentai Member: Barred, inappropriate

            Shapechanger: Use as is, this class requires the Internal Magic Base Talent.

            Student: Barred

            Tech Genius: Barred, inappropriate

 

Base Technological Level:

            The four Base Technological Levels are Low Tech (Medieval equivalent, although typically cleaner and better organized), Middle Tech (Equivalent to modern society), High Tech (The default level, cybernetics, robots, and starship travel), and Ultimate Tech (advanced nano and biotechnology). It costs no points to play a character with High Technology, and 2 Character Points to play a character with Ultimate Technology. Low Technology gives back 3 Character Points, and severely limits play, while Middle Technology only gives back 1 Character Point.

 

Science Core Classes:

Cyborg (High Base Technological Only)

            Cyborgs are an interesting group, unsatisfied with their innate physical and mental abilities, they turned to mechanical parts and augmented organs. As Cyborgs gain more experience, they tend to ‘go under the laser’ more often and have additional parts of their bodies replaced. For a Cyborg, this is the natural order of things, natural flesh is weak, only cold, engineered perfection is the true order.

            Cyborgs themselves vary in their progression to the pure machine form, and as such they vary in what Ability Score is primary for them.

            Hit dice for the Cyborg is d8

            Class Skills: Balance, Climb, Computer Use, Demolitions, Jump, Knowledge: Architecture, Knowledge: Area, Knowledge: Biological Sciences, Knowledge: Business, Knowledge: Cultural Arts, Knowledge: Electronics, Knowledge: Foreign Culture, Knowledge: Law, Knowledge: Mechanics, Knowledge: Physical Sciences, Knowledge: Police Sciences, Knowledge: Streetwise, Listen, Medical, Powerlifting, Profession, Repair, Search, Sense Motive, Speak Languages, Sports, Spot, Swim, Tumble, Gun Combat, Heavy Weapons, Melee Attack, Melee Defence, Ranged Defence, Special Ranged Attack, Unarmed Attack, Unarmed Defence

            Skills at first level: (6 + Int Modifier) x 4

            Skills at each additional level: (6+ Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+0

+0

+0

+2

2 Points Cybernetics

2

+1

+0

+0

+3

Personal Gear +1, 1 Point Cybernetics

3

+2

+1

+1

+3

3 Points Cybernetics

4

+3

+1

+1

+4

4 Points Cybernetics

5

+3

+1

+1

+4

Defence Combat Mastery +1, 1 Point Cybernetics

6

+4

+2

+2

+5

4 Points Cybernetics

7

+5

+2

+2

+5

Personal Gear +1, +1 Character Point

8

+6/+1

+2

+2

+6

4 Points Cybernetics

9

+6/+1

+3

+3

+6

3 Points Cybernetics

10

+7/+2

+3

+3

+7

Defence Combat Mastery +1, +2 Character Points

 

Pilot (High or Ultimate)

            Daredevils, stunt flyers, and ordinary guys, Pilots are what make the overly complex web of commerce and transport of the Hundred Worlds function. Although not all Pilots own their craft, they certainly behave like they do, and most have a bit of something set aside to finally get their own ship and be their own boss. Of course, there are just as many Pilots out there who lost their own ship due to debts or the rare act of piracy as there are ones who still dream of making it big. Sometimes they’re the same person.

            The most important Ability Score for the Pilot is Dexterity, as quick reflexes are needed to control a ship under fire or in crowded areas of space.

            Hit dice for the Pilot is d4.

            Class Skills: Bluff, Computer Use, Disable Device, Forgery, Gamble, Gather Information, Intimidation, Knowledge: Area, Knowledge: Cultural Arts, Knowledge: Electronics, Knowledge: Foreign Culture, Knowledge: Law, Knowledge: Mechanics, Knowledge: Physical Sciences, Knowledge: Streetwise, Listen, Navigate, Open Lock, Perform, Pick Pocket, Pilot, Profession, Repair, Search, Seduction, Sense Motive, Sleight of Hand, Speak Languages, Spot, Survival, Heavy Weapons, Ranged Defence

            Skills at first level: (6+ Int Modifier) x4

            Skills at each additional level: (6+ Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+0

+2

+0

+0

Own a Big Mecha +1 (Ship)

2

+1

+3

+0

+0

Personal Gear +1

3

+1

+3

+1

+1

Vehicle Dodge

4

+2

+4

+1

+1

Own a Big Mecha +1

5

+2

+4

+1

+1

Organisational Ties +1

6

+3

+5

+2

+2

Personal Gear +1

7

+3

+5

+2

+2

Wealth +1

8

+4

+6

+2

+2

Own a Big Mecha +1

9

+5

+6

+3

+3

Organisational Ties +1, Wealth +1

10

+5

+7

+3

+3

Own a Big Mecha +1

 

Psychic (Any)

            Psionics is a poorly understood phenomenon even amongst the Ultimates, but those rare individuals who manage to master their innate potential are both admired and feared by those aware of their existence. Of course, not all those with potential manage to unlock the full potential of their abilities, as many Adventurers, Samurai, and Students have abilities which are psionic in nature.

            The most important Ability Scores for a Psychic are naturally Intelligence and Wisdom, although a high Charisma score can be important, as well as more physical abilities for when psionics fail.

            Hit dice for the Psychic is d4.

            Class Skills: Concentration, Controlled Breathing, Decipher Script, Escape Artist, Gamble, Knowledge: Cultural Arts, Knowledge: Physical Sciences, Medical, Perform, Power Usage, Profession, Seduction, Speak Languages, Special Ranged Attack, Unarmed Attack, Unarmed Defence

            Skills at first level are: (6+ Int Modifier) x4

            Skills at each additional level are: (6+ Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+0

+0

+2

+0

Telepathy +1

2

+1

+0

+3

+0

Telekinesis +1

3

+1

+1

+3

+1

Mind Shield +1, Sixth Sense +1

4

+2

+1

+4

+1

Telepathy +1

5

+2

+1

+4

+1

Telekinesis +1

6

+3

+2

+5

+2

Special Attack +1

7

+3

+2

+5

+2

Mind Control +1

8

+4

+2

+6

+2

Telekinesis +1, Telepathy +1

9

+4

+3

+6

+3

Mind Control +1, Mind Shield +1, Sixth Sense +1

10

+5

+3

+7

+3

Special Attack +1, Telepathy +1, +1 Character Point

 

Soldier/Imperial Marine Recruit (High or Ultimate)

            Even in the era of robots and starships there is a need for the warrior who can fight the good fight. The Soldier is just such a person, although in the increasingly complex battlefields of the Ultimates’ wars they must become a Jack of All Trades in order to survive.

            Soldiers need good Ability Scores throughout, Strength to carry gear and for physical attacks, Dexterity for good reflexes and AC, Intelligence for skills, Wisdom for good senses, and Charisma for the inevitable press conferences and PR shots.

            Hit dice for the Soldier is d10.

            Class Skills: Climb, Computer Use, Demolitions, Disable Device, Drive, Intimidation, Jump, Knowledge: Area, Knowledge: Electronics, Knowledge: Law, Knowledge: Mechanics, Knowledge: Military Sciences, Listen, Medical, Navigate, Pilot, Powerlifting, Profession, Repair, Search, Speak Languages, Spot, Survival, Gun Combat, Heavy Weapons, Melee Attack, Melee Defence, Ranged Defence, Unarmed Attack, Unarmed Defence

            Skills at first level are: (4+ Int Modifier) x4

            Skills at each additional level are: (4+ Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+1

+2

+0

+0

Personal Gear +1, Armour Proficiency (Light)

2

+2

+3

+0

+0

Organizational Ties +1, Accuracy

3

+3

+3

+1

+1

Personal Gear +1, Armour Proficiency (Medium)

4

+4

+4

+1

+1

2 Points Cybernetics/Nanotech

5

+5

+4

+1

+1

Dodge

6

+6/+1

+5

+2

+2

Personal Gear +1

7

+7/+2

+5

+2

+2

2 Points Cybernetics/Nanotech

8

+8/+3

+6

+2

+2

Weapons Encyclopedia

9

+9/+4

+6

+3

+3

2 Points Cybernetics/Nanotech

10

+10/+5

+7

+3

+3

+1 Character Point

 

Anime D20 classes:

            Adventurer: Use as is, no change.

            Dynamic Sorcerer: Inappropriate, barred

            Giant Robot: War Robots and Androids may take this class, although the Size Change (Growth) attribute should be replaced with Special Attack +1 and +1 Character Point. This class is required for War Robots, but not for Androids.

            Gun Bunny: Use as is, no change. Character must respect Base Technological Level when choosing equipment, however.

            Hot Rod: Use as is, no change. Character must respect Base Technological Level when choosing equipment, however.

            Magical Girl: Barred, inappropriate

            Martial Artist: Use as is, Psychic (innate) class.

            Mecha Pilot: High Technological Base Level, use as is.

            Ninja: Barred

            Pet Monster Trainer: Special

            Samurai: Low Technological Base Level, use as is, Psychic (innate) class.

            Sentai Member: Barred

            Shapechanger: Ultimate Technological Base Level, restricted.

            Student: Use as is, Psychic (innate) class.

            Tech Genius: Use as is, replace Computer Scanning levels with +2 Character Points if Low or Middle Technological Base Level.

 

Magic Types:

           Internal Magic Attributes: Adaptation, Alternate Form, Armour, Attack Combat Mastery, Defence Combat Mastery, Elasticity, Enhanced (Ability), Extra Arms, Extra Attacks, Extra Defences, Features, Flight (Glider or Skimmer/Hovercraft only), Healing (Self only), Heightened Awareness, Heightened Senses, Highly Skilled, Immunity, Insubstantial, Invisibility, Jumping, Mimic, Mind Shield, Natural Weapons, Power Defence, Regeneration, Rejuvenation, Sixth Sense, Size Change, Special Defence, Special Movement, Speed, Super Strength, Swarm

 

            External Magic Attributes: Combination Attack, Environmental Control, Flight, Force Field, Hyperflight, Projection, Special Attack, Special Movement, Telekinesis (Focused Only), Transmutation, Tunneling, Water Speed

 

            Soul Magic Attributes: Art of Distraction, Aura of Command, Divine Relationship, Healing, Metamorphosis, Mind Control, Mind Shield, Reincarnation, Sensory Block, Special Attack (With Mind or Soul Attack or Linked [Attribute]), Special Movement, Telekinesis, Telepathy, Teleport

 

            Summoning Magic Attributes: Animal Friendship, Exorcism, Flunkies, Pet Monster, Servant, Spirit Ward, Train a Cute Monster

 

Cybernetics:

            All forms of High Technology innate enhancement and augmentation fall under the aegis of Cybernetics, be it mechanical replacement parts, or genetically engineered tissues and organs surgically implanted in a subject. Cybernetics are intended to replace human capability with something superior, and as such cybernetics are purchased in component blocks. The following a just a few of the possible cybernetic components available, divided by final post cost.

            1 Point: Air Tank (Special Defence 1 [Air]), Anti-Agathic Treatment (Special Defence 1 [Age]), Arm Graft (Extra Arms 1), Bioconverter (Special Defence 1 [Hunger]), Circulatory Tweak (Enhanced [Constitution] 1), Cyberears (Heightened Senses 1 [Hearing]), Cybereyes (Heightened Senses 1 [Vision]), Cybernose (Heightened Senses 1 [Smell]), Cyberstrikers (Natural Weapons 1 [Any except tentacles]), Gyrobalancer (Special Movement 1 [Cat-like]), Hologram Projector (Projection 1 [Sight only]), Muscle fiber increase (Enhanced [Strength] 1), Navicomp (Features 1 [Navigation Computer]), Neural Graft (Enhanced [Intelligence] 1), Neurochemistry Tweak (Enhanced [Wisdom] 1), Pheromone tweak (Enhanced [Charisma] 1), Reflex tweak (Enhanced [Dexterity] 1), Self Diagnosis Subroutines (Features 1 [Various self detection arrays]), Sensory Coprocessor (Heightened Awareness 1), Skillchips (Highly Skilled 1), Stimulant reservoir (Rejuvenation 1), Tactile boost (Heightened Senses 1 [Touch]), Tactile cutoff (Special Defence 1 [Pain])

            2 Points: Body plating (Armour 1 [Unarmored Point- Head]), Dimensional Anchor (Special Movement 2 [Dimension Hopping]), Circulatory replacement (Enhanced [Constitution] 2), Computer interface (Computer Scanning 1), Cyberlegs (Speed 1),

Hologram constructor (Projection 1 [Sight and Sound]), Muscle fiber replacement (Enhanced [Strength] 2), NAI subprocessor (Enhanced [Intelligence] 2), Neurochemistry upgrade (Enhanced [Wisdom] 2), Reflex upgrade (Enhanced [Dexterity] 2), Sensor suite (Heightened Senses 2 [Any Type II]), Sensory interpreter (Heightened Awareness 2), Threat detector (Defence Combat Mastery 1)

           3 Points: Combat subprocessor (Attack Combat Mastery 1), Cyberarms (Superstrength 1, Part of Body 1 [Arms]), Cyberlimb armor (Armour 1, Part of Body 1 [Limbs]), Force Shield (Force Field 1 [Shield Only], Detectable 1 [Visual, Energy Emission], Block Ranged Feat), Holographic Overlay (Projection 1 [All senses], Concentration 1), Hydrojets (Adaptation 1 [Underwater], Water Speed 1), Portable Bore (Tunneling 2, Limited Use, Ongoing 1), Radar cloaking (Invisibility 1 [Radar])

            4 Points: Arm Cannon, Laser (Special Attack 1: 2d8 damage [Limited Shots]),

Arm Cannon, LAW (Special Attack 1: 4d8 damage [Area Effect, Burning, Penetrating (Armour), Limited Shots x3, Inaccurate, Static]), Arm Cannon, SMG (Special Attack 1: 1d8 damage [Auto-Fire, Limited Shots, Short Range, Unreliable]), Armor Skin (Armour 1), Cloaking field (Invisibility 2 [Sight], Limited Uses, Ongoing 2), Cybernetic Body (Special Defence 6 [Air x2, Pain x2, Hunger x2], Special Requirement 2 [Needs Repairs to damaged cybernetic components]), Flight pack (Flight 2 [Hover], Limited Use, Ongoing 2), Full Cyberlimbs (Speed 1, Superstrength 1, Special Requirement 1 [Needs repairs to heal limb damage], Vulnerability 1 [EMP]), Internal conversion (Special Defence 4 [Age x2, Sleep x2]), Vibrosword (Special Attack 1: 1d8 damage [Muscle Powered, Penetrating (Armour), Melee])

 

Nanoenhancement:

            A complicated and expensive process, nanoenhancement involves inundating the human body with swarms of nanomachines. Typically, the subject is immersed in a gel composed primarily of nanomachines held in an oxygenated suspension with additional nutrients and raw materials. The nanomachines are then sent the command to construct whatever enhancements are desired.

            Unlike cybernetics, nanoenhancement is designed to augment, rather than replace, human ability. Minor enhancements, such as heightened senses or ability score increases, are active constantly, but more radical enhancements need time to recharge between uses, typically only remaining active for short periods.

            Note: 1 and 2 point/level Attributes (and all feats) purchased as nanoenhancements may simply be designated as such with no bonus or penalty. All attributes costing 3 points/level or higher must be purchased with the Limited Use, Instantaneous or Limited Use, Ongoing defects as appropriate (except Special Attack). Net cost of any nanoenhancement attribute should not exceed 6 Character Points without GM’s permission.

            Attributes: Adaptation, Alternate Form, Animal Friendship, Armour, Art of Distraction, Computer Scanning, Damn Healthy!, Elasticity, Enhanced (Ability), Features, Flight, Force Field, Healing, Heightened Awareness, Heightened Senses, Invisibility, Jumping, Massive Damage, Mimic, Natural Weapons, Regeneration, Rejuvenation, Special Attack, Special Defence, Special Movement, Speed, Superstrength, Telepathy, Transmutation, Tunneling, Water Speed

            Feats: Accuracy, Ambidexterity, Blind-Fight, Blind-Shoot, Block Ranged Attacks, Deflection, Dodge, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Reflection, Run, Steady Hand

 

Psychic ability:

            The powers of the mind are a process of self discovery, few institutions of learning even condone the use of psionics, and even fewer actually have the faculty to instruct their pupils. The only major psionic academy in the Hundred Worlds is the Psionic Study and ImplementationUniversity(or PSI-U), which is funded by the Hawkwing Empire. Unfortunately, PSI-U is treated as a recruiting center for the Empire’s Barrier Dancer and ESPionage programs, so most graduates have had their abilities forced along particular paths (PSI-U graduates will meet the prerequisites for the Barrier Dancer or ESPy prestige classes as closely as their current level allows, or will actually possess one or more class levels of either).

            The majority of Psychics learn their first few powers from a mentor, a more experienced Psychic who can guide them. Of course, many with psychic potential simply never manage to fully awaken their powers, even with expert training. Certain classes have a slight amount of psionic power, and these are marked as Psychic (innate) classes.

            The following listing of attributes may be designated as Psychic abilities (and optionally take the Detectable [Psychic] defect), although many also have non-psychic forms.

            Attributes: Adaptation, Animal Friendship, Art of Distraction, Attack Combat Mastery, Aura of Command, Combination Attack, Defence Combat Mastery, Divine Relationship, Enhanced (Ability), Environmental Control, Exorcism, Extra Attacks, Extra Defences, Flight, Force Field, Healing, Heightened Awareness, Heightened Senses, Hyperflight, Insubstantial, Invisibility, Jumping, Mimic, Mind Control, Mind Shield, Place of Power, Pocket Dimension, Power Defence, Projection, Regeneration, Rejuvenation, Sensory Block, Sixth Sense, Special Attack, Special Defence, Special Movement, Speed, Superstrength, Telekinesis, Telepathy, Teleport, Tunneling, Unique Attribute, Unknown Superhuman Power, Water Speed

 

Defects:

            Hunter Killer Plagued (3BP) In the alcoves of Ultimate Technology lurks what was intended to be the final countermeasure, but it evolved out of control. Characters afflicted with the Hunter Killer Plague must receive regular anti-nano injections, or the Plague will become active, destroying their bodies from within. As a side effect, the character is incapable of accepting any other nanotechnology into their system. Only characters with Ultimate as their Base Technology Level can have this defect, as it requires Ultimate Technology to survive, others who contract the HK Plague simply die horrible, painful, deaths within a few day of infection. The character is not, however, contagious unless they reach the terminal stage (either by lack of anti-nano or by skipping injections).

            Implant Rejection (1BP) A character with this defect has either a very zealous rejection profile, or an extremely delicate system, preventing the use of cybernetics.

            Polymer Allergic (1 or 2BP) This rare form of allergy causes the character to suffer a rash, sneezing, and other effects when in contact with many Middle and nearly all High Technology devices. As a minor item of Personal Gear, per device, a hypoallergenic shell can be constructed over a machine’s contact surfaces, allowing the character use them safely. At 2 BP the reaction is more severe and nearly impossible to avoid. The 1BP version of this defect may be taken by any Scientific character, but the 2BP version may only be taken by those with a Middle or High Base Technological Level.

            Unusual Biochemistry (2BP): Due to cybernetics, nanotechnology, or just a quirk of genetics, the character’s internal hormone balances, protein strands, and enzyme production are substantially different from baseline. As such, the enhancing drugs of High Technology have little to no effect on the character, and nano-injections (but not nanoenhancement) are only half as effective. The minimum DC to diagnose and treat illness or poisoning in this character is 25 (add +5 to DC if already above 25).

 

Prestige Classes, Magic:

Dimensional Shaper

            A difficult and hazardous new Advanced Talent, Dimensional Shaping uses the power of both universes to create new ones. Typically, Dimensional Shapers learn their new Talent in the heat of combat, accidentally forging External and Summoning Magics together into a portal into the Realms Between. Some who manage to do this do not survive the trip, while others cannot replicate the stunt again. Those rare individuals who manage to both survive and duplicate this power are truly dangerous, as the Dimensional Shaping Talent holds abilities unknown to other Talents.

            The most important Ability Scores for the Dimensional Shaper are Intelligence and Wisdom, although primarily Wisdom.

Prerequisites: Special, Magic (External) 1, Magic (Summoning) 1

            Hit dice for the Dimensional Shaper is d4

            Class Skills: Concentration, Craft, Knowledge: Arcane, Power Usage, Survival, Ranged Defence, Special Ranged Attack

            Skills are (6 +Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+0

+0

+2

+0

Adaptation +1 (Extra-dimensional), Magic +1

Special Movement +1 (Dimension Hop [Void])

2

+1

+0

+3

+0

Energy Bonus +1, Pocket Dimension +1

3

+1

+1

+3

+1

Pocket Dimension +1, Special Movement +2 (Dimension Hop [Science])

4

+2

+1

+4

+1

Energy Bonus +1, Magic +1

5

+2

+1

+4

+1

Pocket Dimension +2

 

Golem Crafter

            The construction of Golems is a complicated and unforgiving Advanced Talent which blends External, Soul, and Summoning Magics together into a single durable creation. Typically, a Golem Crafter begins as an External Mage, learning to shape materials with his Talent, then progresses into Summoning Mage, learning to draw forth the spirits of the Unseen, then finally treads into the Soul Mage, to temper the Unseen and infuse it into the Golem form. Golem Crafters tend to be lonely, solitary individuals who devote their all into the crafting of new life.

            The most important Ability Score for a Golem Crafter is Intelligence, as it requires a keen mind to master the diverse Talents required to learn the Golem Construction Talent.

Prerequisites: Magic (External) 1, Magic (Soul) 1, and Magic (Summoning) 1 attributes and Craft skill 4+ ranks

            Hit dice for the Golem Crafter is d6.

            Class Skills: Concentration, Craft, Knowledge: Arcane, Knowledge: Occult, Knowledge: Social Sciences, Power Usage, Repair, Research, Search, Speak Languages

            Skills are (6 +Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+0

+0

+2

+0

Aura of Command +1, Servant +3

2

+1

+0

+3

+0

Energy Bonus +1, Servant +3

3

+1

+1

+3

+1

Magic +1, Servant +3

4

+2

+1

+4

+1

Magic +1, +1 Character Point

5

+2

+1

+4

+1

Energy Bonus +1, +2 Character Points

 

Shaman

           Drawing upon a combination of Internal and Summoning Magics, Shamans summon and draw spirits into themselves, empowering them with new abilities. The Talent of Shamanism is as old as the stars themselves, or so the Shamans claim, and it does date back as being one of the oldest Advanced Talents, and even predates the Base Talent of Soul Magic if the ancient histories are to be believed.

            The most important Ability Score for the Shaman is Charisma, spirits must be convinced or coerced into joining with the Shaman.

Prerequisites: Magic (Internal) 1, Magic (Summoning) 1, Sixth Sense 2 (Magesight)

            Hit dice for the Shaman is d6.

            Class Skills: Bluff, Concentration, Controlled Breathing, Decipher Script, Diplomacy, Gather Information, Handle Animal, Knowledge: Arcane, Knowledge: Cultural Arts, Knowledge: Foreign Culture, Knowledge: Nature, Knowledge: Occult, Knowledge: Religion, Listen, Medical, Perform, Poisons, Power Usage, Profession, Sense Motive, Speak Languages, Spot, Survival, Swim, Wilderness Lore, Wilderness Tracking

            Skills are (4 + Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+0

+0

+2

+2

Energy Bonus +1, Magic +1, Exorcism +1

2

+1

+0

+3

+3

Energy Bonus +1, Magic +1, Spirit Ward +1

3

+1

+1

+3

+3

Energy Bonus +1, Exorcism +1, Magic +1

4

+2

+1

+4

+4

Energy Bonus +1, Magic +1, Spirit Ward +1,

+1 Character Points

5

+2

+1

+4

+4

Exorcism +1, Magic +1, +2 Character Points

 

Advanced Talents:

            Advanced Talents are abilities which can only be learned by the combination of Base Talents. There are only a few Advanced Talents in existence at present, but as the War progresses, Mages are discovering new ones in the heat of battle.

 

Dimensional Shaping (Requires External and Summoning): Adaptation, Duplicate, Exorcism, Force Field, Insubstantial, Invisibility, Pocket Dimension, Reincarnation, Special Attack, Special Movement, Spirit Ward, Telekinesis, Teleport, Transmutation

 

Golem Construction (Requires External, Soul, and Summoning): Mind Control (Golems), Pet Monster (Cute Golems), Servant (Golem), Telepathy (Golems Only), Train a Cute Monster (Golems only)

 

Shamanism (Requires Internal and Summoning): Adaptation, Alternate Form, Animal Friendship, Armour, Attack Combat Mastery, Art of Distraction, Aura of Command, Damn Healthy!, Defence Combat Mastery, Divine Relationship, Elasticity, Environmental Control, Exorcism, Extra Arms, Extra Attacks, Extra Defences, Features, Flight, Force Field, Healing, Heightened Awareness, Heightened Senses, Highly Skilled, Immunity, Insubstantial, Invisibility, Jumping, Mind Control (Spirits), Mind Shield, Natural Weapons, Power Defence, Rejuvenation, Size Change, Special Attack, Special Movement, Speed, Telekinesis (Focused), Telepathy (Spirits)

 

Prestige Classes, Science:

Barrier Dancer

           It takes a rare sort of Psychic to unlock the power of dimensional transit, and an almost unique one to master this gift. Of course, there is no such thing as truly unique in the Hundred Worlds, and those who do master this power are called Barrier Dancers. Although only one alternate dimension is presently known, it is possible that Barrier Dancers may discover another universe beyond the Barriers. Their mastery of transit allows them to manipulate dimension to some extent, drawing matter from extra-dimensional space or storing it there, create closed ‘pockets’ in extra-dimensional space, and a master Barrier Dancer can even carry a small starship in one.

Prerequisites: Sixth Sense 1 (Dimensional Flux) attribute, Concentration skill 6+ ranks, Physical Sciences 6+ ranks

            Hit dice for the Barrier Dancer is d4

            Class Skills: Concentration, Controlled Breathing, Decipher Script, Diplomacy, Disguise, Knowledge: Physical Sciences, Listen, Medical, Power Usage, Spot, Survival, Wilderness Survival, Wilderness Tracking

            Skills are (4 + Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+0

+0

+2

+0

Pocket Dimension +1, Special Movement +2 (Dimension Hopping)

2

+1

+0

+3

+0

Pocket Dimension +1, Special Movement +1 (Untrackable)

3

+1

+1

+3

+1

Pocket Dimension +1, Special Movement +2 (Water Walking)

4

+2

+1

+4

+1

Force Field (Area) +1 , Pocket Dimension +1

5

+2

+1

+4

+1

Pocket Dimension +1, Teleport +1

 

Dominator Psychic

            While a regular Psychic is interested in simply unlocking their own potential, a Dominator is interested only in power over others by any means necessary. Dominator Psychics rely on their telepathic abilities, including Mind Control, Mind Shield, and the Telepathy attribute, over all other avenues. Frequently, Dominator Psychics are weak physically, although this is not a requirement, the desire to control others is universal across form.

            The most important Ability Score for a Dominator is Wisdom, although many simply train extensively in the Power Usage skill instead.

Prerequisites: Mind Shield 1+ Telepathy 1+ Attributes, Power Usage (Telepathy) skill 5+ ranks.

            Hit dice for the Dominator Psychic is d4.

            Class Skills: Bluff, Concentration, Diplomacy, Intimidation, Knowledge: Religion, Knowledge: Social Sciences, Perform, Power Usage, Seduction, Speak Languages, Survival, Wilderness Lore

            Skills are (4 + Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+0

+0

+2

+0

Telepathy +2

2

+1

+0

+3

+0

Mind Control +1, Telepathy +1

3

+1

+1

+3

+1

Mind Control +1, Mind Shield +1

4

+2

+1

+4

+1

Mind Control +1, Mind Shield +1

5

+2

+1

+4

+1

Mind Control +1

 

ESPy

            The result of the Empire’s ESPionage programs, the ESPy is a psychic whose innate powers have been honed for stealth and concealment. A fully trained ESPy can walk into a guarded building and simply take whatever they were sent for. Rogue ESPys are the most dangerous threat to the Empire, and they are hunted down without mercy.

Prerequisites: Telekinesis 2+, Telepathy 2+ attributes, Hide skill 5+ ranks

            Hit dice for the ESPy is d6.
            Class Skills: Balance, Bluff, Climb, Computer Use, Concentration, Controlled Breathing, Demolitions, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidation, Investigate, Jump, Knowledge: Architecture, Knowledge: Electronics, Knowledge: Mechanics, Knowledge: Military Sciences, Knowledge: Police Sciences, Knowledge: Streetwise, Listen, Move Silently, Open Lock, Pick Pocket, Poisons, Power Usage, Read Lips, Repair, Research, Search, Seduction, Sense Motive, Sleight of Hand, Speak Languages, Spot, Survival, Swim, Tumble, Use Rope, Ranged Defence, Special Ranged Attack, Unarmed Attack, Unarmed Defence

            Skills are (4 + Int Modifier)

Note: The Invisibility and Mind Control attributes are dependent on Telepathy, Sensory Block and Special Movement attributes are dependent on Telekinesis, this returns 4 points, already figured into the class progression.

Level

BAB

Ref

Will

Fort

Special

1

+0

+2

+2

+0

Sensory Block +1, Telekinesis +1, Telepathy +1

2

+1

+3

+3

+0

Invisibility +2 (Visual),

Special Movement +1 (Light Footed)

3

+2

+3

+3

+1

Mind Control +1, Sensory Block +1,

Special Movement +1 (Untrackable)

4

+3

+4

+4

+1

Invisibility +1, Sensory Block +1,

Special Movement +2 (Wall-Crawling)

5

+3

+4

+4

+1

Mind Control +1, Sensory Block +1,

Special Movement +2 (Water-Walking),

+2 Character Points


 

Healer Psychic

            Psionics can do great good, as well as great evil. Healer Psychics use their power to ease pain and suffering, stimulating the body to heal faster. A Healer who has mastered their talent can even draw energy directly from the universe constantly, giving them the power to restore almost any injury.

Prerequisites: Telepathy Attribute 2+, Medical skill 4+ ranks

            Hit dice for the Healer Psychic is d4.

            Class Skills: Concentration, Controlled Breathing, Diplomacy, Handle Animal, Knowledge: Biological Sciences, Knowledge: Nature, Knowledge: Social Sciences, Medical, Poisons, Power Usage, Speak Languages, Wilderness Lore

            Skills are (4 + Int Modifier)

Note: Healing attribute is dependent on Telepathy, the character must make telepathic contact, unless using the attribute on self. This returns 1 Character Point, already figured into the class progression.

Level

BAB

Ref

Will

Fort

Special

1

+0

+0

+2

+0

Healing +1, Sixth Sense +1 (Empathy)

2

+1

+0

+3

+0

Healing +1, Telepathy +1

3

+1

+1

+3

+1

Healing +1, Telepathy +1

4

+2

+1

+4

+1

Healing +2

5

+2

+1

+4

+1

Healing +1, Regeneration +1

 

Immortal

            Those who possess the true Will to Power can seek out the final mystery of the Ultimates, true Immortality. One who tastes the fruit of the Tree of Life, however, discovers that there is no return to what they once were, and many come to regret this decision.

Prerequisites: Special, Will Save (plus modifiers) 10+

            Hit dice for the Immortal is d6.

            Class Skills: All non-combat skills are class skills.

            Skills are (6 + Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+0

+0

+2

+2

Reincarnation +1, Special Defence +2 (Ageing)

2

+1

+0

+3

+3

Reincarnation +1, Special Defence +2 (Hunger)

3

+2

+1

+3

+3

Reincarnation +1, Special Defence +2 (Air)

4

+3

+1

+4

+4

Reincarnation +1

5

+3

+1

+4

+4

Reincarnation +1

 

Imperial Marine, Achilles Legion

            Only the toughest, bravest, most skilled, and unquestionably loyal advance in the Imperial Marines. Those who have proven themselves in putting down rebellions or in the War against the Magicals may join one of the elite legions. The Achilles Legion, named after the ancient legendary warrior, is one of these. An Imperial Marine who wishes to join Achilles must survive combat with four or more enemies alone and using only melee weapons or his bare (or armored) hands and feet.

            The most important ability score in the Achilles Legion is strength, and many Imperial Marines in this legion have cybernetics to augment or even replace their muscles.

Prerequisites: Special, BAB +5 or higher, Melee Attack 3+ ranks

            Hit dice for the Achilles Legion Imperial Marine is d12.

            Class Skills: Balance, Climb, Demolitions, Gamble, Intimidation, Jump, Powerlifting, Repair, Speak Languages, Melee Attack, Melee Defence, Unarmed Attack, Unarmed Defence

            Skills are (4 + Int Modifier)

Note: Achilles Legion Imperial Marine Force Fields are ineffective against MeleeRangeattacks, this functions as a minor (1 additional level) disadvantage.

Level

BAB

Ref

Will

Fort

Special

1

+1

+2

+0

+2

Force Field (Self) +1, Armour Proficiency (Heavy)

2

+2

+3

+0

+3

Extra Defences +1, Force Field (Self) +1

3

+3

+3

+1

+3

Force Field (Self) +1, Combat Martial Arts

4

+4

+4

+1

+4

Force Field (Self) +1, Blind Fight

5

+5

+4

+1

+4

Cleave, Power Attack, +1 Character Point

 

Imperial Marine, Spartan Legion

            Only the toughest, bravest, most skilled, and unquestionably loyal advance in the Imperial Marines. Those who have proven themselves in putting down rebellions or in the War against the Magicals may join one of the elite legions. The Spartan Legion, named after the legendary city of warriors, is one of these. An Imperial Marine who wishes to join Spartan must demonstrate a wide variety of combat techniques and tactical acumen against numerically superior foes.

            The most important ability score in the Spartan Legion is Dexterity, although Intelligence is also quite important. Many Imperial Marines in this legion have cybernetics or nanotechnology which augment both.

Prerequisites: Special, Knowledge: Military Sciences (Tactics) 8+, and at least 1 rank in every Attack (Except Archery and Special Ranged Attack) or Defence Combat Skill.

            Hit dice for the Spartan Legion Imperial Marine is d10.

            Class Skills: Knowledge: Electronics, Knowledge: Military Sciences, Knowledge: Social Sciences, Pilot, Repair, Survival, and all Combat Skills are class skills for the Spartan.

            Skills are (8 + Int Modifier)

Level

BAB

Ref

Will

Fort

Special

1

+1

+2

+0

+0

Dodge

2

+2

+3

+0

+0

Portable Armoury

3

+3

+3

+1

+1

Block Ranged Attack

4

+4

+4

+1

+1

Deflection

5

+5

+4

+1

+1

Reflection, Whirlwind Attack

 

Power Psychic

            There are those who, for various reasons, desire power over the physical world, strength as unyielding as their will of iron. Those with the gift of psionics can realize this strength with the Power Psychic class, allowing their will to impress the universe.

Prerequisites: Telekinesis 1+ Attribute, Power Usage (Telekinesis) skill 5+ ranks

            Hit dice for the Power Psychic is d6.

            Class Skills: Concentration, Power Usage, Power Lifting, Ranged Defence, Special Ranged Attack

Note: The Flight, Force Field, and Teleport Attributes are dependent on Telekinesis, this returns 3 Character Points, already figured into the class progression.

Level

BAB

Ref

Will

Fort

Special

1

+0

+0

+2

+0

Power Defence (Telekinesis) +1, Telekinesis +1

2

+1

+0

+3

+0

Massive Damage (Telekinesis) +1, Telekinesis +1

3

+2

+1

+3

+1

Flight +1, Telekinesis +1

4

+3

+1

+4

+1

Force Field (Self) +1, Telekinesis +1

5

+3

+1

+4

+1

Telekinesis +1, Teleport +1


Personal Gear, Magic:

            Magic-based tools function differently than their Science-based counterparts. Magical tools ignore all but the most basic physical principles, as they use the holder’s innate magic to accomplish their tasks instead. Of course, as they draw upon the user’s External Magic Talent, the average individual in the Magical Lands finds using these tools and weaponry just as difficult and fatiguing as their Science-based counterparts would using ‘normal’ scientific equipment.

            The construction of equipment and tools is done using External Magic, External Mages gently shape living plants and ores into their new forms as furniture, clothing, and weapons. Materials such as bone and fur are used rarely, as their status as once-living matter (most fur and all bone cannot be safely harvested using magic from living creatures, necessitating the slaughter of the animals involved) makes a distasteful aura cling to them. Humans have less objection to the practice of using animal-based materials, as they still raise animals for food and short-range transportation.

            Magical tools are mostly equivalent to Low Technology, they are somewhat slow, heavy, and require training to operate the more complex ones successfully. Of course, in certain areas magical tools are superior to High technology, in that great amounts of energy can be easily applied to certain fields. They tend to be more efficient than their appearance as well, a magic house has no obvious ventilation or pipes, but is warm in the winter, cool during the summer, has both hot and cold running water on command, and various other amenities, magical clothing cleans itself and fixes minor rips and tears overnight, magic excavating tools soften the ground and levitate it away into convenient piles, etc.

            Magical armor is typically constructed from living plant material or metal, this reduces certain penalties but increases the time required to construct it, and thus usually increases the cost. The following armors exist: Willow Mail (2 armor, no penalty, 1 minor item, Light), Oaken Plate (4 armor, -1 to physically oriented skill checks, 2 minor items, Light Armor), Light Mail (standard, 1 minor), Half Plate (5 armor, -3 to physically oriented skill checks, 1 major item, Medium Armor), Quicksilver Plate (8 armor, -4 to physically oriented skill checks, 2 major items, Heavy Armor). Willow Mail is constructed by weaving together the flexible branches of a Willowtree into a protective mesh, the armor must be fed and watered (or given magical energy via Telekinesis [Wood]) at least once a week or it will die. Oaken Plate is made by taking the hard bark and wood of the Oak tree and convincing it to form a series of hard plates, unlike Willow Mail, Oaken Plate draws its nutrients form the air and sunlight directly, as long as it remains exposed for the majority of the day most of the week, it will not rot. Quicksilver Plate is an interesting expression of External Magic, the dangerous liquid metal Quicksilver is poured over the solid core of an iron suit, various magical processes are then applied, bonding the two metals together into a heavy but fairly easy to use suit of armor which is safe to wear, as long as you have External Magic, if you lack the Talent, the suit, which is supported by the wearer’s own magical energies, begins to loosen its bonds and leak the quicksilver metal onto the wearer, this is quickly fatal.

            There are two main classes of weaponry, the first being common weapons, the standard Low Tech equivalents to axes, bows, swords, etc, all created from ‘living’ metal or plants and both lighter and stronger than normal weapons. Other than a slightly altered appearance and an increased resistance to breakage (add between 1 and 5 points of armour to the weapon when determining block absorption or damage to the weapon), they follow the standard rules. The following weapons are commonly produced in the Magic Lands: Axe, Broadsword, Knife or Dagger, Long Sword, Short Sword, Spear, Staff, Whip, and Long Bow. Each costs only one minor item of Personal Gear, or in the case of the Knife and Staff, are mundane items.

            The second class of weaponry is referred to in fearful tones as Relic Weaponry. Relic Weaponry was created in response to High Technology, each on typically endows the wielder with two or more fearsome attacks. Weak Relic Weaponry can kill an average man with one good hit, while strong Relic Weapons can blast apart enemy bases, down starships, and decimate entire legions of armored troops. The most powerful Relic Weapon in existence is the legendary Cronus Egg, which is said to be capable of destroying an entire planet in a single explosive blast. The Cronus Egg may or may not exist, however, as few would be foolish enough to create a weapon of such power. Relic Weaponry uses the Item of Power rules.

 

Personal Gear: Science

            The level of equipment available to Scientific characters is of course dependent on their Base Technological Level.

            Low Tech: Weapons are Axe, Broadsword, Knife or Dagger, Long Sword, Short Sword, Spear, Staff, Whip, Crossbow, and Long Bow. Each costs only one minor item of Personal Gear, or in the case of the Knife and Staff, are mundane items. Armors are Light Mail, Partial Metal Armor, and Full Metal Armor. Transportation is by foot or wagon/cart (24 or 16 miles a day, respectively), although ocean and river travel is available on worlds with significant bodies of water. Medicine is performed with various healing herbal concoctions, which actually work most of the time, albeit slowly. Anything requiring surgery other than amputation is usually impossible with equipment on hand. On most worlds, the importance of good hygiene is known, and major towns tend to have at least one individual who is ‘roughing it’ from a more advanced level who can contact the global (or Imperial) authorities if necessary. News travels slowly, and entertainment is either traveling performers, stories told around a fire, books, or illegal (for Movement worlds) flat-vid or SR equipment purchased from higher Tech level traders (smugglers on Movement worlds).

            Middle Tech: Weapons are pretty much everything on Table 11-2 from Anime-d20, as well as the various customization options. Permits may be required for automatic weaponry or ordinance, or even simple rifles, depending on the planet. Armors are Leather Jacket, Soft Body Armour, and Tactical. Goggles and Gas Masks are available. Transportation is by vehicle, use Table 11-3 from Anime d20, or design a comparable vehicle using d20 Mecha. Permits may be required for combat vehicles, depending on the plant. Medicine is performed with a variety of well-understood pharmaceuticals with various known side-effects. Surgery is possible and quite common. On most worlds, established cellular and satellite networks keep people in touch across the planet and connect to the most popular flat-vid programs and Imperial news feeds. Few worlds are entirely Middle Tech, usually only particularly poor worlds make do with Middle Technology.

            High Tech: Weapons are Laser Pistol, Heavy Laser Pistol, Laser Rifle, Particle Rifle, Beam Cannon (Heavy Weapon), Particle Cannon, Antimatter Missile, Vibroknife, Vibrosword, 1M Cutter, and Particle Holdout. Armors are Reflective Suit, Arachno-Kevlar, and various power armor suits. Transportation is by mecha, starship, fusion lifter, or various electric vehicles. Permits are required on most worlds for any Heavy or Military grade equipment. Medicine is performed with enhanced ‘wonder drugs’ which have few if any side-effects. Surgery is possible, but rarely used, as targeted energy emissions destroy dangerous cells, and tissue regenerative drugs are used for most other tasks. Many live off-world in various Outposts, and use hypertransmat communication to keep in touch and download the latest news and Simulated Reality (SR) programs. Cybernetics are common, although certain implants are illegal without a permit, and others are simply illegal. Most worlds have at least some High Technology, even if it is only a single Weather Control and PopulationOverwatchCenter.

            Ultimate Tech: The definition of ‘weapon’ becomes fuzzy as living creatures are constructed for use as weapons, and hungry swarms of nanomachines construct War Robots and hovertanks with equal ease from enemy assets. Personal weaponry remains unchanged from High Technology, for the most part, except all weapons are available in Concealable ‘spray-on’ nanomachine construction tubes. It takes at least one round for a construction tube version of a weapon to assemble itself, more for heavy weapons. Armors are Adaptive Suit, Liquid Polymer, and certain nanotech injections. Technology is impossible to regulate, but raw materials are strictly controlled and priced. Transportation is by High Technology or psionic star jump teleportation (Hyperflight). Medicine has brought about virtual immortality, as long as enough of the patient’s brain survives, they can be saved. Surgery and other invasive procedures are done via nanotechnology. Those with access to Ultimate Technology live in carefully controlled alcoves amongst those with High Technology, or in isolated Outposts. Only the Imperial capitol of Old Terra is a full Ultimate Technology planet, where every aspect of life and every whim is catered to by tiny swarms of assembler fog nanomachines.

 

Pistols (3 Armour, 35 Hit Points) (All Gun Combat [Pistol])

            Laser Pistol: 1d8 damage (Concealable, ShortRange)

            Heavy Laser Pistol: 1d8+2 damage (Concealable, Limited Shots [6], ShortRange)

            Particle Holdout: 1d6+2 damage (Concealable, Inaccurate, Limited Shots [6], ShortRange)

Rifles (4 Armour, 45 Hit Points)

            Laser Rifle: 2d6 +2 damage (Accurate)

            Particle Rifle: 2d8 +1 damage (Auto-Fire, Limited Shots [6]) Gun Combat (Auto-Fire)

Heavy Weapons (3 Armour, 35 Hit Points)

            Beam Cannon: 4d6 +8 damage (Slow, Limited Shots [3]) Heavy Weapons (Gunnery)

            Particle Cannon: 5d6 +6 damage (Spreading, Inaccurate, Limited Shots [6], Static) Heavy Weapons (Gunnery)

Ordinance (6 Armour, 70 Hit Points)

            Antimatter Missile: 7d8 +20 damage (Accurate x2, Area Effect x5, LongRangex10, Backblast x2, Self Destruct, Slow, Static) Heavy Weapons (Launcher)

            Heavy Beam Cannon: 5d8 +10 damage (Accurate x2, LongRangex6, Penetrating x2, Limited Shots [6], Static) Heavy Weapons (Gunnery)

            Heavy Particle Cannon: 6d8 +15 damage (LongRangex6, Penetrating, Limited Shots [6], Slow, Static) Heavy Weapons (Gunnery)

Melee Weapons

            Vibroknife: 1d6 damage (Concealable, Muscle Powered, Penetrating, Melee) Melee Attack (Knife)

            Vibrosword: 1d8 +2 damage (Muscle Powered, Penetrating, Melee) Melee Attack (Sword)

            1M Cutter: 1d10 +1 damage (Flexible, Penetrating x2, Melee) Melee Attack (Whip)

Armours:

            Reflective Suit (10 armor versus lasers, 2 armor normal, -2 penalty to all physical-related skill checks, -5 penalty to Hide Checks) Light Armor, Minor Item

            Arachno-Kevlar (8 armor, -5 penalty to all physical-related skill checks) Medium Armor, Major Item

            Adaptive Suit (10 armor versus 1 attack type, takes 1 round to switch types, -4 penalty to all physical-related skill checks) Medium Armor, Minor Item

            Liquid Polymer (10 armor versus 2 attack types or 20 versus 1, takes 1 round to switch both, -6 penalty to all physical-related skill checks) Heavy Armor, Major Item

 

High Technology Drugs: ‘Chemical enhancements’ as they are sometimes called are fairly short term boosts to various Ability Scores and Attributes, but there’s no free ride on this trip, serious side effects and potential addiction await after every dose has run its course. They were originally developed by a pharmaceutical research firm for the Empire’s Imperial Marine Corps. Several drugs, such as N0V4, STK-3R, and S4-LMD-3R, have found legitimate uses in emergency medical treatment and physical therapy, but the others were unfortunately designed solely to boost combat ability, or have side effects too severe to use in standard medical practice.

            When the Imperial Marine Corps switched to active nanoinjections and long term nanoenhancement, the research suddenly found its way into the black markets of over thirty worlds, usually without the purity and quality controls the originals needed to remain relatively safe.

            Each drug has a dose multiplier associated with it, major items dedicated to this drug obtain a number of doses equal to the number of major items dedicated multiplied by this modifier. All street variants (except Boost, which has no pure version) are at half cost, if this increases the number of doses to four per major item, they actually cost one minor item of personal gear instead. Characters who are Imperial Marines can obtain the medical versions of these drugs easily, although they may need to explain to superiors why they are using obsolete pharmaceuticals. Any character with a base Technological Level of High and Medical skill at 6+ ranks may legally obtain S4-LMD-3R and N0V4 without a permit, and STK-3R with a permit, but all street variants and all other drugs listed here are illegal within the bounds of the Empire.

            N0V4 (x2): Street name ‘Nova’, this drug was intended to allow wounded soldiers to continue fighting at peak efficiency by blocking pain receptors selectively. A soldier under the influence of N0V4 was conscious of continuing or new injury, but suffered no pain because of it. Street Nova, however, is less discriminate and dulls all sensation, a junkie hooked on Nova is usually incapable of even noticing injury, eventually destroying his nerves.

            Game effects, N0V4: User gains Damn Healthy! +2 and Special Defence (Pain x2) +2, both of these effects are temporary and last ninety minutes. All new damage during duration is subtracted from the temporary Damn Healthy! ranks first. Side effects are half of the damage inflicted to the temporary hit points is transferred over to the character’s regular hit point total, and the character suffers 1d4 points of temporary Constitution drain (which fades at the rate of 1 point/hour).

            Game effects, Nova: User gains Damn Healthy! +3 and Special Defence (Pain x2) +2, both of these effects are temporary and last thirty minutes, the user also gains the Sensory Impairment (Touch) 1 defect for the duration. All new damage during duration is subtracted from the temporary Damn Healthy! ranks first. Side effects are all temporary damage is transferred over to the character’s regular hit point total, or 1d6 damage, whichever ends up being greater, and 2d4 points of temporary Constitution drain (which fades at the rate of 1 point/hour). Addiction roll versus Will is at DC 10 +1 per dose per week (i.e. if Frankie the Felon takes five doses the first week, and two doses the second week, his DCs against addiction are 11, 12, 13, 14, 15, 11, and 12 after each of the doses, respectively).

            STK-3R (x2): Street name ‘Striker’, this drug combines a variety of natural and artificial stimulants and steroids/steroid derivatives to temporarily boost the user’s strength. A limited amount of synthetic endorphins, a side effect from N0V4 research, deadens the pain of muscles and tendons pushed past their safe limits. STK-3R is fairly safe, but the black market Striker varies in both potency and safety. Due to the fact that STK-3R is partially steroid derived, it and its street version have no effect on cyberlimbs.

            Game effects, STK-3R: User gains one rank of the Superstrength attribute (Superstrength +1, or STR +8), for two hours. Repeated doses over a period of a month or more can make this permanent, at a cost of 5 CP and the Special Requirement [Pure medical STK-3R, one dose daily] 3 defect. Side effects are 2 points of temporary Strength drain and 2 points of temporary Dexterity drain (both of which fade at the rate of 1 point/hour). In addition, any Strength related roll (Strength checks, Powerlifting Skill, melee damage rolls) which is a natural ‘1’ or ‘20’ (on damage rolls use whatever the maximum natural number is instead of 20, 4 on a d4, for example) during the duration inflicts 1d4 points of HP damage once the drug’s duration runs out.

            Game effects, Striker: Street grades of this drug vary in potency, but they all share the same duration of one hour. Dependent on the grade, characters can expect either Enhanced [STR] +2, Superstrength +1, Superstrength +2, or Superstrength +3. Side effects vary with potency, Enhanced [STR] +2 is the base, while Superstrength +1-+3 have modifiers of 1.5, 2, and 3 times this respectively. Ability Score Damage (not drain) of 2 points of Strength and 2 points of Dexterity is constant, but Hit Point damage (as STK-3R, but use 1d6 as base damage) are multiplied, and vascular damage inflicts 1, 2, 3, or 4 points of Constitution damage, respectively. Eventually even the most hardened of individuals will die after enough doses of Striker. Addiction roll versus Will is at DC 15 +1 per dose per month (i.e. if Frankie the Felon takes three doses this month, and four doses next month, his DCs against addiction are 16, 17, 18, 16, 17, 18, and 19 respectively).

            N1S3 (x1): Street name ‘Noise’, N1S3 is a neurochemical cocktail which boosts reaction speed and reflexes. Noise is so named because it causes the user to experience the equivalent of static in both their visual and auditory perceptions.

            Game effects, N1S3: User gains the Improved Initiative Feat twice, the Run feat, and the Extra Attacks +1 and Extra Defences +1 attributes for five minutes. Side effects are a violent nervous system crash, leaving the user twitching helplessly and effectively immobilized for 2d4 minutes (any attempts at physical action suffer a -15 penalty).

            Game effects, Noise: User gains the Improved Initiative Feat twice, the Run feat, and the Extra Attacks +1 and Extra Defences +1 attributes. The user also suffers from Sensory Impairment (Diminished Sight and Hearing) 2 for the duration, which is a mere two minutes. Side effects are a violent nervous system crash, leaving the user twitching helplessly and effectively immobilized for 4d4 minutes (any attempts at physical action suffer a -15 penalty), although the Sensory Impairment also continues during this time. In addition, the user must make a Fort save versus DC 5 + a cumulative 1 per dose or permanently lose one point each from Dexterity and Intelligence. Addiction roll versus Will is DC 10 + a cumulative 1 per dose (i.e. every time Frankie the Felon takes a hit of Noise, his DC increases by 1, so his first hit is at 11, his second at 12, his third at 13, and so forth, and it makes no difference how long he spaces his doses apart).

            Boost (Street x1): Never perfected before the program was discontinued, Boost was intended to be a broad spectrum combat drug. Difficulties during the testing phase, notably the test subjects physically self-destructing in clouds of blood and bone shards, prevented a medically safe version of this drug from ever being perfected. Users of Boost believe, quite correctly, that they are invincible. They are not invulnerable, however, and eventually their drug ravaged bodies die, surrendering to the laws of biomechanics. Supposedly, combining Boost with S4-LMD-3R can mitigate a few of Boost’s side effects, although an almost lethal dosage of the second drug would be required.

            Game effects, Boost: Users of Boost may trade up to their Constitution value in HP damage per turn for double the damage value as a positive modifier to physically oriented skill checks made during that turn. This functions as a ‘pool’ of modifier points which must be distributed amongst the rolls made, including Melee and Unarmed Attack and all Defence rolls, damage rolls modified by Strength, initiative checks, and saving throws versus Reflex or Fortitude. In fact, the user suffers from a unique variant of the Blind Fury Defect while the drug is in effect, which if triggered makes them push themselves beyond the limits and makes this damage for modifier tradeoff automatic up to its maximum value. Boost lasts one hour, although most users rarely last that long. Side effects are severe, assuming the character survives, they suffer 2d4 points of Ability Damage, divided up proportionately amongst their Strength, Dexterity, and Constitution scores depending on the types of rolls which received modifiers (Strength for attack and damage, Dexterity for initiative, defense, and Reflex saving throws, Con for Fortitude saves and certain skill checks). Addiction roll versus Will is DC 20 + a cumulative 1 per dose (i.e. if Frankie the Felon ever becomes desperate enough to try Boost, his first hit has a DC of 21, his second is DC 22, and so on).

            S4-LMD-3R (x4): Street name ‘Salamander’, this specially developed chemical regenerates damage tissue at incredible speed, at the expense of the user’s stamina. A low dose of S4-LMD-3R is typically administered with a protein and carbohydrate complex which partially mitigates these side effects. Salamander users, however, usually take such high dosage levels that their body has no option but to devour itself for fuel.

            Game effects, S4-LMD-3R: A low dose grants regeneration of 1 Hit Point per every 3 rounds which pass for five minutes at a cost of 1 Energy Point per HP healed. A double dose can grant Regeneration +1 at 2 Energy/round for five minutes, even higher dosages are possible, but use the rules for Salamander instead, but with only half of the damaging side effects. There are no side effects to S4-LMD-3R other than the slight loss of Energy points, although significant repeated doses may cause a form of cancer untreatable except with Ultimate Science. Roll versus Fort at DC 5 + a cumulative 1 per dose, with an onset time of 12 months/amount roll failed by, the GM should make this roll in secret.

            Game effects, Salamander: A single dose of Salamander grants Regeneration +1 for two minutes, a double is Regeneration +2, a triple is Regeneration +3, and a quadruple and almost certainly lethal dose is Regeneration +4. Side effects are multiplied by the number of doses taken at a time, and include Xd4 Constitution Damage, and Xd6 Strength and Dexterity damage (divided evenly with the extra going towards Strength, if any remainder is left over once Strength and Dexterity are zero, apply it to Intelligence) where X is equal to the number of doses taken at a time. In addition, repeated doses are even more likely to cause cancer, calculate the Fort save DC as per S4-LMD-3R, and then double it. Addiction roll versus Will is DC 10.

            R4CL (x5): Street name ‘Oracle’, this drug enhances sensory awareness and provides a temporary cognitive increase. Unfortunately, repeated doses cause permanent brain damage as drug boosted synapses misfire and burn out under the strain.

            Game effects, R4CL: One dose grants Heightened Awareness +2 for one hour and Enhanced [INT] +1 for twelve hours. Repeated doses during the duration of either effect are cumulative. Side effects are 1d4 points of Intelligence damage per dose, which requires a save versus Will or Fort whichever is lower at a DC 10 + a cumulative 1 per dose, or 1 point of ability damage per die becomes permanent.

            Oracle: One dose grants Heightened Awareness +2 for a half hour and Enhanced [INT] +1 for six hours. Repeated doses during the duration of either effect are cumulative. Side effects are 1d4 points of Intelligence damage per dose, which requires a save versus Will or Fort whichever is lower at a DC 10 + a cumulative 1 per dose, or 1 point of ability damage per die becomes permanent. Addiction roll versus Will is DC 10 + a cumulative 1 per dose.

            R3CL (x2): Street name ‘Recoil’, this drug increases motor skills by boosting the responsiveness of the cerebellum and spinal nerves. High doses of R3CL, combined with N0V4, N1S3, S4-LMD-3R, and even R4CL were typically administered to shock troopers just before engaging the enemy. This doubled combat efficiency, but the combination fails to neutralize the side effects of N1S3, leaving only a 5 minute combat window before the subject is tactically paralyzed for two to eight minutes. As R3CL has a similar duration and side effects to N1S3, the biochemical engineers who developed this combination did not consider it a liability.

            Game effects, R3CL: User gains Enhanced [DEX] +1 per dose, one Dexterity prerequisite combat feat (Ambidexterity, Block Ranged, etc.) per two doses, and the Attack Combat Mastery +1 and Defence Combat Mastery +1 attributes per every three doses. Total duration is five minutes, no matter how many doses were administered. Side effects are Xd2 points of temporary Ability Drain (which fades at the rate of 1 point an hour per Ability Score) divided evenly amongst Strength, Dexterity, Constitution, and Wisdom, with Dexterity taking the first point of drain and any uneven points after all other eligible Ability Scores have taken at least one point of drain. X is equal to the number of doses administered, divided by two (minimum of 1).

            Game effects, Recoil: User gains Enhanced [DEX] +1 per dose, one Dexterity prerequisite combat feat (Ambidexterity, Block Ranged, etc.) per two doses, and the Defence Combat Mastery +1 attribute per every three doses. Total duration is five minutes, no matter how many doses were administered. Side effects are Xd2 points of Ability Damage divided evenly amongst Strength, Dexterity, Constitution, and Wisdom, with Dexterity taking the first point of damage and any uneven points after all other eligible Ability Scores have taken at least one point of damage. X is equal to the number of doses administered, divided by two (minimum of 1). Addiction roll versus Will is DC 15 +1 per dose per day (i.e. Frankie the Felon dopes himself up on 12 doses of Recoil at once for a big fight, he makes his save against DC 27)