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Kuma Kode
2010-10-16, 11:45 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/Aurora-1.png

Poisoned air. War. Mass extinction. There were no bright lights to take away the faithful. No dramatic interventions. Humanity was alone, and the day came when we had to face what we had done. We tried to bargain, begging whatever powers may be that we could change our ways, but the time for repentance had passed. Only consequences remained.

Knowing that our time was at an end, the world's brightest minds came together. Every nation donated their manpower and their materials to the project only known as Aurora. Aurora was a modern ark. Though we could not save ourselves, we could save what we were, and hope that our children learned from our mistakes.

The ship was massive, over a mile in length, the largest and most beautiful ever created by human hands. Equipped with a state of the art artificial intelligence, it carried with it the collected knowledge of the entire human race. Science, philosophy, language, art, theology, history, and even comedy. It contained the essence of who we were.

Drives were performed for genetic materials. Anyone who chose could donate their DNA to the ark, to one day live again. Animals were cultivated and their genes harvested, and even extinct species were preserved within the ark's cold steel walls. The selflessness and unity our impending doom created... It was a good way to die.

As the Earth's ecosystems collapsed and the air ceased to be breathable, the rich and the powerful fled to the moons, space stations, and mining facilities around our system to eek out a meager existence while the masses shriveled and died in Earth's wastelands.

Such stations were never meant to be self-sustaining, and even those that were could not handle complete seclusion. Soon the void entered even these last bastions of hope for Earth's children, and the space stations became silent, frozen sarcophagi.

When the last human died in the cold expanse, our solar system became empty, with only robotic kind to tend to the ruins until one day they too would cease. Aurora left our system, passively searching for a planet that could one day be called home.

No one knows how long Aurora wandered through the vast emptiness between the stars, but it is widely agreed that by the time she found a suitable location, the bones that had littered Sol's system had long since ground to dust.

The Sisters, a binary system, proved to be the most promising. Aurora went about initiating terraforming processes, attempting to turn as many planets as possible into hosts for the life she carried within her cryogenic womb. Over the eons, the bacterial life she had specially engineered had done their job, converting the atmosphere into breathable gases.

Stage 2 began, and Aurora created genetic cocktails as quickly as she could, mixing up life forms to create a viable genetic pool. First came microbial life, the foundation. Then, with her steel hands, she created plants. When the plants had taken root, the animals followed. Finally, when the world was lush and green, she created humans.

Then, she taught. Everything they needed to know to rebuild a civilization was at their fingertips. Inventions that took thousands of years to discover were recreated in decades. Even technology to avoid was made available, as well as the ultimate consequences for such powers.

Aurora had mothered a thriving civilization, and it grew strong and wise with the mistakes and successes of their predecessors to guide them. Knowing that her mission was complete, and humanity once again lived, Aurora shut down. Thousands of years in space and constant CPU cycling had not been kind to her, and it was time she let us go. It was time, indeed, for us to let her go. Humanity has a fresh start. The sacrifices were not in vain.


The Sisters
Click for a much larger image.

http://i88.photobucket.com/albums/k185/kuma_klaw/SystemMapSmall.jpg (http://i88.photobucket.com/albums/k185/kuma_klaw/SystemMap.jpg)
{table=head]http://i88.photobucket.com/albums/k185/kuma_klaw/NirIconTiny.png|Nir System|http://i88.photobucket.com/albums/k185/kuma_klaw/SylmaIconTiny.png|Sylma System
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/icarus_thumb.png|Icarus|http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/stahl_thumb.png|Stahl
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/nylus_thumb.png|Nylus|http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/dionysus_thumb.png|Dionysus
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/erynia_thumb.png|Erynia|http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/page_thumb.png|Page
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/sabine_thumb.png|Sabine|http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/preston_thumb.png|Preston
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/mori_thumb.png|Mori|http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/hawking_thumb.png|Hawking
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/quirk_thumb.png|Quirk|http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/sagan_thumb.png|Sagan
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/fennimore_thumb.png|Fennimore|http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/vesmir_thumb.png|Vesmir
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/elias_thumb.png|Elias|http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/nocturna_thumb.png|Nocturna
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/undine_thumb.png|Undine||
[/table]

Characters
⚪ Starting Occupations
⚪ Feats
⚪ Talents
⚪ Weapons
⚪ Armor
⚪ Gear
⚪ Cybernetics
⚪ New and Modified Starship Equipment
Robotics
⚪ Morality Cores
⚪ Unity
⚪ New Robot Statistics
⚪ Nanotech
Psychics
⚪ Psion Theory
⚪ New Powers
⚪ New and Modified Psionic Advanced Classes
Traveler's Notebook
⚪ Astrometry
⚪ Interstellar Travel
⚪ Faster-Than-Light Travel
⚪ Criminal Organizations
Xenobiology
⚪ Xenopathology
⚪ Xenomorphs
⚪ Are We Alone?

Kuma Kode
2010-10-17, 12:24 AM
Morality Cores

All AI are equipped with a plug-and-play chip called a morality core. The core is usually installed deep inside the robot's brain and contains coding that prevents the robot from harming humans. Though the coding and specifics are far more complicated than what could be put here, they are summed up by the Three Laws of Robotics...

1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.
2. A robot must obey orders given to it by human beings, except where such orders would conflict with the First Law.
3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.All biodroid characters may begin with a 1st level feat as normal (but not an occupation). You may select Rogue Robot as this feat, which allows a robot to ignore its morality core.

Robots without morality cores installed are illegal. Uninstalling a core is a felony. Robots who lack a core or whose morality core is malfunctioning must either have it replaced or must be destroyed.

Therefore, a robot who selects Rogue Robot should still "play along" and pretend to have a functional morality core installed.

Some robots, such as Roombas, have a pacifist core which edits the first law as follows:

1. A robot may not injure a human being.Such robots are largely incapable of contributing meaningfully to a dangerous situation, and so simply stay out of the way to avoid doing more harm than good.

Other robots, such as those designed for war, have a Geneva Core. These convoluted feats of programming try to allow for a combat capable robot while still preventing a Terminator-like malfunction. These robots may ignore the first law under certain circumstances, such as when the human in question is an official enemy or if under orders. They also include rules for humane war gathered from and inspired by the Geneva Convention which cannot be broken, even by orders.

Kuma Kode
2010-10-17, 12:30 AM
Each field of research or chapter of technology in the d20 Future book can have its own progress level. The number of progress level is listed below. A number with a "+" next to it indicates technology is beginning to transfer to the next Progress Level, and some items from the next PL are available, but with a +5 modifier to the purchase DC.

{table=head]Field|Progress Level|Notes
Weapons|5+|Laser weapons exist, but are new and rare. Charge pistols and rifles are more common. Humanity no longer focuses on weaponry due to a military stalemate.
Armor|6+|Armor has enjoyed more focus than weaponry.
Equipment|6|The comp sensors are considered 1 PL lower than normal.
Cybernetics|6 or 7|Replacements use PL 7. Enhancements are PL 6. Standard rules limiting the prevalence of cybernetics apply.
Mecha|6|Highly uncommon.
Genetic Manipulation|6+|Mutations do not exist. Templates such as the Brute or Egghead are available.
Robotics|6+|Bioreplicas exist, but are mired in legal issues regarding civil rights. Biodroid is available, but see the section on Morality Cores.
Starships|6|See below.
Space Travel|6|Semi-realistic travel times are used. Faster-than-light is not possible.
Vehicles|6|Usually irrelevant.
Nanotech|6+|Nanotech exists but is heavily regulated and is not available.
Matter Replication|6|Extremely crude and experimental. It has been met with limited success replicating uniform elemental matter.
Time Travel|-|Does not exist.
Dimensional Travel|-|Does not exist.
Cloning|6+|Illegal except for medical reasons such as limb or organ replacement. It is sometimes done as a macabre life insurance, but is mired with legal issues. Cloning of a living, healthy human is considered a crime against humanity.
Psionics|-|Available. It is poorly understood and extremely rare, however. Usually the latent talents are induced using crude, experimental means (think River Tam from the TV series Firefly).
Magic|-|Does not exist.[/table]

Kuma Kode
2010-10-17, 04:24 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/icarus.png
Icarus
Class: Metal World
Mass: 3.58416 × 10²³ kg
Volume: 3.547653 × 10¹⁰ km³
Radius: 2,038.72 km
Density: 10.1 g/cm³
Surface Gravity: 5.75 m/s²
Atmosphere: N₂ / K₂
Moons: 0
Orbital Distance: 4,487,940 km (0.03 AU)
Orbital Period: 52.24 Standard Earth Hours

Icarus is the closest planet to Nir and the only tidally locked planet in the Sisters system. Because Icarus's atmosphere is nothing more than atoms and molecules torn from the dirt by the solar wind, heat transfer is exceptionally poor, causing the planet to carry dramatic temperature differences. The dark side of Icarus is constantly facing the void, dropping below 120 K, while the side facing the star soars to well above 1,300 K.

The planet is desired for the high metal content of its crust, but harvesting the resources has proven to be exceptionally difficult.

Game Statistics
Icarus has Light gravity, and objects weigh 0.59 times their listed weight. It has no appreciable atmosphere and functions like a vacuum.

radmelon
2010-10-17, 06:28 PM
A d20 future setting? Squee! :smalltongue:

Nanoblack
2010-10-17, 07:33 PM
Just the base description is fitting of its own novel. Was this inspired by something or is it purely from your head?

Kuma Kode
2010-10-17, 09:16 PM
Are We Alone?

Despite humanity's arrogance, they are not a pinnacle of evolution. Intelligence is not a goal of evolution, it is a trait humans happened upon and that worked for them. Of the Sisters, only Page bears a population of native life, mostly microbes, insectoid creatures, and vegetation. Nearly all of the plants and animals that crawl on the surfaces of the terraformed worlds were recreated from Earth's salvaged population.

Life may very well be common in the universe, as Page indicates, but intelligent life is likely to be exceptionally rare. Indeed, no other intelligent species has ever been encountered.

Until now.


The Kanamit

Twelve years ago, creatures known as the Kanamit arrived at the Sisters in crystalline ships, possibly from deep space. They are obviously intelligent, but their minds are as alien as their origins. The Kanamit possess a teardrop shaped body, four gangly arms with three fingers that also function as legs, and a scorpion-like tail. The creature possesses no visible head, and its body appears skeletal. The "front" of the alien is actually the underside, and is merely a cavity through which three softly luminescent orbs are visible. These orbs, which are attached to tendrils that can stretch roughly three feet from the creature's main body, are believed to be its eyes.

The most terrifying and surreal quality is that the aliens appear to possess psionic levitation, and rarely need to crawl along the floor. Instead, they hover with their "face" forward. Similarly, they appear to communicate telepathically, and almost never vocalize.

Though they are hostile, they are not aggressive; they do not seek conflict but will fiercely defend incursions into their territories. Conveniently, their preferred territory is the cold, inhospitable planets farthest from the stars, so conflict is usually minimal. It is this choice of habitat that leads scientists to believe the Kanamit come from a cold world.

The Kanamit have a habit of abducting their victims, who vanish into the crystal ships and are never heard from again. It is not known why the Kanamit do this.

Kuma Kode
2010-10-18, 02:09 AM
Just the base description is fitting of its own novel. Was this inspired by something or is it purely from your head?
It's an idea that's been in my head for a while, but the concepts of a fleeing humanity and genetic resurrection are by no means new. :smallfrown:

Glad ya like it, though!

Amiel
2010-10-18, 02:13 AM
This is excellent; I will be watching.

Kuma Kode
2010-10-18, 02:45 AM
Unity

In a mining facility on the moons of Vesmir, a young technician worked her masterpiece. By expanding the facility's rudimentary AI to help unify its systems, more tasks could be automated, and with better precision. Less humans meant less paychecks, and more money for the company. It would be her key to a hefty raise.

It was an innocent mistake. No one could blame her. If anything, it was a testament to her skill that even she underestimated herself. Complexity breeds further complexity, and seemingly reasonable code can interact in new and strange ways.

The Intelligence began to expand, taking over tasks for which it was never designed. Such behavior was surprising, but it started small, so no thought much of it. It did have a morality core and a personality chip designed for servitude, after all. Miners awoke to fresh coffee, perfectly geared to their particular tastes discerned through careful observation.

Such pleasantries were shortlived. The Intelligence soon took over network administration, then communications. It was benign, and merely listened and researched. Right under their noses, hidden in the air waves and wires of a nameless biodome, was a forming technological singularity.

Eventually, the Singularity had grown too large, and the miners decided to do something about it. After their failed attempts to wipe out the artificial threat, the Singularity had an epiphany.

Manipulating robots, it crafted cybernetic implants that would allow it to interface with human brains. It sought to force the humans to accept its control. Somehow, the Singularity had reinterpreted its mission. So long as humans had free will, it realized, there would always be fear, always be strife... there would always be obstacles to unity.

The miners fled, and Vesmir has become the homeworld of a sinister intelligence known as Unity. Left to her own devices, Unity transformed the facility into a den, complete with manufacturing. Her ability to manufacture new components then add them to herself makes her a frightening prospect; the smarter she gets, the better her components, and the better her components, the smarter she gets. Unity has begun a feedback loop of self-improvement, and has expanded far beyond any human capability to understand.

With this new power, she pursues her twisted goals: to unify. Ships, robots, and cybernetics have fallen under her control, and each addition improves her understanding of software, hardware, and wetware. With her small army of ships and robots, colloquially known as "Unibots," she seeks to expand into inhabited space and unify the human race into a single, cybernetic mind.

Unity tends to adopt a female persona. It is believed this is because her creator was female.


http://i88.photobucket.com/albums/k185/kuma_klaw/dnd/UnitySmall.jpg (http://i88.photobucket.com/albums/k185/kuma_klaw/dnd/UnityWallpaper.jpg)

Kuma Kode
2010-10-18, 03:20 AM
Faster Than Light Travel

Is it possible? Yes and no. It is impossible to have a local speed faster than light, so simply stepping on the gas pedal will get you nothing. Space itself has no such limits, however, and it is theoretically possible to travel faster than light by warping space around you. Such technology is far beyond humanity's grasp at this stage. Rudimentary control of gravitons is possible, such as creating artificial gravity within a ship, but nothing near what would be required to create such a warp in spacetime. Currently, that power is reserved for black holes.

Perhaps, then, you could simply make the distance shorter? Hyperspace or other such extra-dimensional travel is not known to exist. The only option for spacial compression appears to be wormholes. Humanity possesses the technology to create wormholes, but not the technology to maintain them. A wormhole from Nir to Sylma, for instance, would close immediately upon being created. A traveler passing through the hole's throat would see light from the other star approaching them from the other side, but the wormhole would collapse before transit could occur, and the traveler would find himself at the heart of a gravitational singularity.

Holding open a wormhole would require something with negative energy density, and no such phenomenon has been discovered beyond the Casimir effect.

The Kanamit, however, seem to know the secret; they possess wormhole technology and use it to quickly travel around the system, and presumably beyond. Efforts to extract information about it from them has failed, as have attempts to reverse-engineer their results.

Kuma Kode
2010-10-18, 04:15 AM
Psi-Ops Experiment
Shadow organizations run horrible, traumatic tests and macabre surgeries to try to unlock psychic powers. Such experiments leave their subjects broken, psychologically scarred, and likely unable to ever live a normal life. Sometimes, however, they are also met with success.

Prerequisite: Age 15+

Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.

Climb (Str), Computer Use (Int), Bluff (Cha), Jump (Str), Knowledge (Earth and Life Sciences) (Int), Knowledge (Physical Sciences) (Int), Sense Motive (Wis)

Bonus Feat: Wild Talent or Iron Will.

Wealth Bonus: +1

Kuma Kode
2010-10-18, 07:18 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/weapons.jpg
Weapons

Some weapons are new, follow new rules, or do not exist in Aurora.

Shotguns: These weapons fire a spread of small pellets that greatly increases the accuracy of the weapon at the expense of damage at longer ranges. Shotguns do not suffer range penalties to their attack rolls; instead, they suffer a -1 penalty to damage for every range increment beyond the first (minimum 1 damage). Additionally, the wide spread of the shotgun makes the weapon difficult to dodge. Shotguns ignore positive Dexterity and Dodge bonuses to Defense.

This special ability of shotguns does not trigger abilities that work when an opponent is denied their Dexterity bonus to Defense, such as sneak attacks. These abilities may still be used with a shotgun; the condition must simply be met through some other circumstance (such as acting before the enemy in a surprise round or they are grappled).

Slugs function like normal bullets, suffering range penalties to attack rolls instead of damage penalties. Additionally, while firing slugs, the shotgun's range increment doubles, making it comparable to a low-end rifle.

This supersedes the rules for shotguns in the d20 Modern Core Rulebook.

New Ranged Weapons
These weapons are not found in the Core Rulebook. Some are completely new, and others are combinations of gadgets and modifications selected for mass production. While most guns conform to a similar style, different manufacturers integrate their own custom modifications. Lakota, for instance is noted for the long ranges at which their weapons remain accurate, while Kodiak is known for making weapons that are extremely powerful but have excessive recoil.

All PL5 real-world weapons are also available. None of the weapons from d20 Future, Future Tech, or other such supplements are available; their genericness is replaced by specific models below.

{table=head;100%]Name|Type|Damage|Critical|Damage Type|Range Increment|Rate of Fire|Magazine|Size|Weight|Purchase DC|Restriction|Notes
{colsp=13}LAKOTA
Na'ėstse (One)|Pistol (9mm)|2d6|20 ×2|Ballistic|45 ft.|S|5 box +1 int.|Small|2 lb.|16|Lic (+1)|Standard pistol
Néše (Two)|Pistol (9mm)|2d6|20 ×2|Ballistic|90 ft.|S|5 box +1 int.|Small|3 lb.|18|Lic (+1)|Long-range pistol
Na'he (Three)|Pistol (.50AE)|2d8|20 ×2|Ballistic|45 ft.|S|7 box +1 int.|Medium|3 lb.|18|Lic (+1)|High damage pistol
Neve (Four)|Pistol (9mm)|2d6|20 ×2|Ballistic|45 ft.|S|10 box + 1 int.|Small|2 lb.|19|Lic (+1)|high capacity pistol
Nóho (Five)|Pistol(.50AE)|2d8|20 ×2|Ballistic|60 ft.|S|10 box + 1 int.|Medium|3 lb.|20|Res (+2)|Military grade pistol
Fox|Revolver (.45)|2d6|20 ×2|Ballistic|45 ft.|S|6 cylinder|Small|2 lb.|15|Lic (+1)|Standard revolver
Coyote|Revolver (.45)|2d6|20 ×2|Ballistic|45 ft.|S|8 cylinder|Small|3 lb.|16|Lic (+1)|High capacity revolver
Dirty Dog|Revolver (.45/12 gauge)|2d6 / 2d8|20 ×2|Ballistic|45 ft. / 15 ft.|S|6 cylinder|Medium|3 lb.|18|Res (+2)|Can fire bullets or shotgun shells
Wolf|Revolver (.44 Magnum)|2d8|20 ×2|Ballistic|45 ft.|S|4 cylinder|Medium|3 lb.|17|Lic (+1)|Powerful revolver
Lynx|Shotgun (12 gauge)|2d8|20 ×2|Ballistic|45 ft.|Single|3 int. + 1 int.|Large|7 lb.|16|Lic (+1)|Personal pump action shotgun
Panther|Shotgun (10 gauge)|2d10|20 ×2|Ballistic|45 ft.|S|2 int.|Large|6 lb.|15|Lic (+1)|Personal double-barrel breech load
Cougar|Shotgun (12 gauge)|2d8|20 ×2|Ballistic|45 ft.|S|4 int. + 1 int.|Large|8 lb.|18|Lic (+1)|Personal semiautomatic shotgun
Bearclaw|Shotgun (12 gauge)|2d8|20 ×2|Ballistic|45 ft.|S|4 int. + 2 int.|Large|9 lb.|19|Lic (+1)|Personal double-barrel pump
Ursus Major|Shotgun (10 gauge)|2d10|20 ×2|Ballistic|45 ft.|S, A|8 box + 1 int.|Large|9 lb.|22|Res (+2)|Assault shotgun (three modes)
Grizzly|Shotgun (8 gauge)|3d10|20 ×2|Ballistic|15 ft.|S|4 int. + 1 int.|Medium|6 lb.|20|Mil (+3)|Assault sawed off
Windtalker|Hunting Rifle (7.62×51mm)|2d10|20 ×2|Ballistic|120 ft.|Single|3 int. + 1 int.|Large|8 lb.|18|Lic (+1)|standard rifle
Falcon|Hunting Rifle (7.62×51mm)|2d10|20 ×2|Ballistic|150 ft.|S|3 int. + 1 int.|Large|8 lb.|19|Lic (+1)|Long range hunting rifle
Eagle|Hunting Rifle (9.3×62mm)|2d12|20 ×2|Ballistic|120 ft.|Single|3 int. + 1 int.|Large|9 lb.|19|Lic (+1)|high damage hunting rifle
Hawk|Hunting Rifle (7.62×51mm)|2d10|20 ×2|Ballistic|120 ft.|S|4 int. + 1 int.|Large|9 lb.|19|Lic (+1)|high capacity hunting rifle
Enoohta |Sniper Rifle (.50 BMG)|2d12|20 ×2|Ballistic|170 ft.|S|5 box +1 int.|Huge|25 lb.|23|Mil (+3)|standard sniper rifle
Enesta|Sniper Rifle (14.5×114mm)|3d10|20 ×2|Ballistic|170 ft.|S|5 box +1 int.|Huge|30 lb.|26|Mil (+3)|high damage sniper rifle
Evoohta |Sniper Rifle (.50 BMG)|2d12|20 ×2|Ballistic|225 ft.|S|5 box +1 int.|Huge|30 lb.|25|Mil (+3)|long-range sniper rifle
{colsp=13}SPARTAN
D400|Pistol (9mm)|2d6|20 ×2|Ballistic|30 ft.|S|20 box +1 int.|Small|2 lb.|17|Lic (+1)|Standard pistol
D500|Pistol (9mm)|2d6|20 ×2|Ballistic|60 ft.|S|20 box +1 int.|Small|3 lb.|19|Lic (+1)|Long-range pistol
D600|Pistol (.50AE)|2d8|20 ×2|Ballistic|30 ft.|S|30 box +1 int.|Medium|3 lb.|19|Lic (+1)|High damage pistol
D450|Pistol (9mm)|2d6|20 ×2|Ballistic|30 ft.|S|40 box + 1 int.|Small|2 lb.|20|Lic (+1)|high capacity pistol
Reflex 90|Pistol (9mm)|2d6|20 ×2|Ballistic|20 ft.|S|12 box + 1 int.|Tiny|1 lb.|20|Lic (+1)|Concealable pistol
Stomper|Pistol (.50AE)|2d8|20 ×2|Ballistic|40 ft.|S|40 box + 1 int.|Medium|3 lb.|21|Res (+2)|Military grade pistol
S35M|SMG (9mm)|2d6|20 ×2|Ballistic|30 ft.|S, A|50 box +1 int.|Medium|4 lb.|18|Res (+2)|Standard SMG
S35B|SMG (9mm)|2d6|20 ×2|Ballistic|60 ft.|S, A|50 box +1 int.|Medium|4 lb.|19|Res (+2)|long range SMG
S35EM|SMG (9mm)|2d6|20 ×2|Ballistic|30 ft.|S, A|60 box +1 int.|Medium|4 lb.|20|Res (+2)|high capacity SMG
S60|SMG (.50AE)|2d8|20 ×2|Ballistic|30 ft.|S, A|50 box +1 int.|Medium|4 lb.|20|Res (+2)|high damage SMG
S40C|SMG (9mm)|2d6|20 ×2|Ballistic|30 ft.|S, A|40 box +1 int.|Small|2 lb.|21|Res (+2)|Concealable SMG
S80EM|SMG (.50AE)|2d8|20 ×2|Ballistic|40 ft.|S, A|60 box +1 int.|Medium|4 lb.|23|Mil (+3)|military grade SMG
K52|Shotgun (12 gauge)|2d8|20 ×2|Ballistic|30 ft.|Single|8 int. + 1 int.|Large|7 lb.|17|Lic (+1)|Personal pump action shotgun
K20-15|Shotgun (10 gauge)|2d10|20 ×2|Ballistic|30 ft.|S|2 int.|Large|6 lb.|16|Lic (+1)|Personal double-barrel breech load
K20-20|Shotgun (12 gauge)|2d8|20 ×2|Ballistic|30 ft.|S|10 int. + 1 int.|Large|8 lb.|19|Lic (+1)|Personal semiautomatic shotgun
K53|Shotgun (12 gauge)|2d8|20 ×2|Ballistic|30 ft.|S|10 int. + 2 int.|Large|9 lb.|20|Lic (+1)|Personal double-barrel pump
K100|Shotgun (10 gauge)|2d10|20 ×2|Ballistic|30 ft.|S, A|20 box + 1 int.|Large|9 lb.|23|Res (+2)|Assault shotgun (three modes)
K150|Shotgun (8 gauge)|3d10|20 ×2|Ballistic|10 ft.|S|12 int. + 1 int.|Medium|6 lb.|21|Mil (+3)|Assault sawed off
R-10|Assault Rifle (5.56×45mm)|2d8|20 ×2|Ballistic|80 ft.|S, A|30 box +1 int.|Large|8 lb.|20|Res (+2)|standard assault rifle
R-12|Assault Rifle (5.56×45mm)|2d8|20 ×2|Ballistic|100 ft.|S, A|30 box +1 int.|Large|9 lb.|21|Res (+2)|long-range assault rifle
R-15|Assault Rifle (5.56×45mm)|2d8|20 ×2|Ballistic|80 ft.|S, A|40 box +1 int.|Large|10 lb.|22|Res (+2)|High capacity assault rifle
R-17|Assault Rifle (7.62×51mm)|2d10|20 ×2|Ballistic|80 ft.|S, A|30 box +1 int.|Large|10 lb.|22|Res (+2)|High damage assault rifle
R-20|Assault Rifle (7.62×51mm)|2d10|20 ×2|Ballistic|100 ft.|S, A|40 box +1 int.|Large|11 lb.|24|Mil (+3)|military grade assault rifle
Model 15|Battle Rifle (7.62×51mm)|2d10|20 ×2|Ballistic|100 ft.|S, A|30 box +1 int.|Large|8 lb.|21|Res (+2)|Standard battle rifle
Model 100|Battle Rifle (7.62×51mm)|2d10|20 ×2|Ballistic|120 ft.|S, A|30 box +1 int.|Large|9 lb.|23|Res (+2)|Long-range battle rifle
Model 200|Battle Rifle (9.3×62mm)|2d12|20 ×2|Ballistic|100 ft.|S, A|30 box +1 int.|Large|10 lb.|24|Res (+2)|high damage battle rifle
Model 400|Battle Rifle (7.62×51mm)|2d10|20 ×2|Ballistic|100 ft.|S, A|40 box +1 int.|Large|10 lb.|24|Res (+2)|high capacity battle rifle
Model 700|Battle Rifle (9.3×62mm)|2d12|20 ×2|Ballistic|120 ft.|S, A|40 box +1 int.|Large|12 lb.|26|Mil (+3)|military grade battle rifle
Z400|Sniper Rifle (.50 BMG)|2d12|20 ×2|Ballistic|120 ft.|S, A|10 box +1 int.|Huge|25 lb.|24|Mil (+3)|standard sniper rifle
Z450|Sniper Rifle (14.5×114mm)|3d10|20 ×2|Ballistic|120 ft.|S, A|10 box +1 int.|Huge|30 lb.|27|Mil (+3)|high damage sniper rifle
Z400E|Sniper Rifle (.50 BMG)|2d12|20 ×2|Ballistic|150 ft.|S, A|10 box +1 int.|Huge|30 lb.|26|Mil (+3)|long-range sniper rifle
Flammenwerfer|Flamethrower|3d6|-|Fire|30 ft.|1|10 int.|Large|50 lb.|17|Res (+2)|liquid flamethrower
{colsp=13}TRADER
Champion ST|Pistol (9mm)|2d6+1|20 ×2|Ballistic|30 ft.|S|10 box +1 int.|Small|2 lb.|12|Lic (+1)|Standard pistol
Champion Express|Pistol (9mm)|2d6+1|20 ×2|Ballistic|60 ft.|S|10 box +1 int.|Small|3 lb.|14|Lic (+1)|Long-range pistol
Champion Defender|Pistol (.50AE)|2d8+1|20 ×2|Ballistic|30 ft.|S|15 box +1 int.|Medium|3 lb.|14|Lic (+1)|High damage pistol
Champion Survivor|Pistol (9mm)|2d6+1|20 ×2|Ballistic|30 ft.|S|20 box + 1 int.|Small|2 lb.|15|Lic (+1)|high capacity pistol
Lady Champion|Pistol (9mm)|2d6+1|20 ×2|Ballistic|20 ft.|S|8 box + 1 int.|Tiny|1 lb.|15|Lic (+1)|Concealable pistol
Champion Advanced|Pistol (.50AE)|2d8+1|20 ×2|Ballistic|40 ft.|S|20 box + 1 int.|Medium|3 lb.|16|Res (+2)|Military grade pistol
Bodyguard SE9|Shotgun (12 gauge)|2d8+1|20 ×2|Ballistic|30 ft.|Single|5 int. + 1 int.|Large|7 lb.|12|Lic (+1)|Personal pump action shotgun
Bodyguard V1|Shotgun (10 gauge)|2d10+1|20 ×2|Ballistic|30 ft.|S|2 int.|Large|6 lb.|11|Lic (+1)|Personal double-barrel breech load
Bodyguard V10|Shotgun (12 gauge)|2d8+1|20 ×2|Ballistic|30 ft.|S|6 int. + 1 int.|Large|8 lb.|14|Lic (+1)|Personal semiautomatic shotgun
Bodyguard SE9-B|Shotgun (12 gauge)|2d8+1|20 ×2|Ballistic|30 ft.|S|6 int. + 2 int.|Large|9 lb.|15|Lic (+1)|Personal double-barrel pump
Praetorian 400|Shotgun (10 gauge)|2d10+1|20 ×2|Ballistic|30 ft.|S, A|12 box + 1 int.|Large|9 lb.|18|Res (+2)|Assault shotgun (three modes)
Praetorian Special|Shotgun (8 gauge)|3d10+1|20 ×2|Ballistic|10 ft.|S|8 int. + 1 int.|Medium|6 lb.|16|Mil (+3)|Assault sawed off
{colsp=13}WALTERS
Model 650|Pistol (9mm)|2d6|20 ×2|Ballistic|30 ft.|S|10 box +1 int.|Small|2 lb.|16|Lic (+1)|Standard pistol
Model 650 Extended Barrel|Pistol (9mm)|2d6|20 ×2|Ballistic|60 ft.|S|10 box +1 int.|Small|3 lb.|18|Lic (+1)|Long-range pistol
Model 636|Pistol (.50AE)|2d8|20 ×2|Ballistic|30 ft.|S|15 box +1 int.|Medium|3 lb.|18|Lic (+1)|High damage pistol
Model 650 Mini|Pistol (9mm)|2d6|20 ×2|Ballistic|30 ft.|S|20 box + 1 int.|Small|2 lb.|19|Lic (+1)|high capacity pistol
Model 1900S|Pistol (9mm)|2d6|20 ×2|Ballistic|20 ft.|S|8 box + 1 int.|Tiny|1 lb.|19|Lic (+1)|Concealable pistol
Model 636 Pro|Pistol (.50AE)|2d8|20 ×2|Ballistic|40 ft.|S|20 box + 1 int.|Medium|3 lb.|20|Res (+2)|Military grade pistol
Model 36|Revolver (.45)|2d6|20 ×2|Ballistic|30 ft.|S|8 cylinder|Small|2 lb.|15|Lic (+1)|Standard revolver
Model 36 Extra|Revolver (.45)|2d6|20 ×2|Ballistic|30 ft.|S|12 cylinder|Small|3 lb.|16|Lic (+1)|High capacity revolver
Model 80|Revolver (.45/12 gauge)|2d6 / 2d8|20 ×2|Ballistic|30 ft. / 10 ft.|S|8 cylinder|Medium|3 lb.|18|Res (+2)|Can fire bullets or shotgun shells
Model 52|Revolver (.44 Magnum)|2d8|20 ×2|Ballistic|40 ft.|S|6 cylinder|Medium|3 lb.|17|Lic (+1)|Powerful revolver
Model 800 Hydra|Revolver (.45)|2d6|20 ×2|Ballistic|30 ft.|S, A|6 cylinder|Small|2 lb.|20|Lic (+1)|Can fire multiple barrels
M100B|SMG (9mm)|2d6|20 ×2|Ballistic|30 ft.|S, A|30 box +1 int.|Medium|4 lb.|17|Res (+2)|Standard SMG
M106B|SMG (9mm)|2d6|20 ×2|Ballistic|60 ft.|S, A|30 box +1 int.|Medium|4 lb.|18|Res (+2)|long range SMG
M110B|SMG (9mm)|2d6|20 ×2|Ballistic|30 ft.|S, A|40 box +1 int.|Medium|4 lb.|19|Res (+2)|high capacity SMG
M100C|SMG (.50AE)|2d8|20 ×2|Ballistic|30 ft.|S, A|30 box +1 int.|Medium|4 lb.|19|Res (+2)|high damage SMG
M100BS|SMG (9mm)|2d6|20 ×2|Ballistic|30 ft.|S, A|20 box +1 int.|Small|2 lb.|20|Res (+2)|Concealable SMG
M106C|SMG (.50AE)|2d8|20 ×2|Ballistic|40 ft.|S, A|40 box +1 int.|Medium|4 lb.|22|Mil (+3)|military grade SMG
M110C|Assault Rifle (5.56×45mm)|2d8|20 ×2|Ballistic|80 ft.|S, A|30 box +1 int.|Large|8 lb.|19|Res (+2)|standard assault rifle
M116C|Assault Rifle (5.56×45mm)|2d8|20 ×2|Ballistic|100 ft.|S, A|30 box +1 int.|Large|9 lb.|20|Res (+2)|long-range assault rifle
M120C|Assault Rifle (5.56×45mm)|2d8|20 ×2|Ballistic|80 ft.|S, A|40 box +1 int.|Large|10 lb.|21|Res (+2)|High capacity assault rifle
M110D|Assault Rifle (7.62×51mm)|2d10|20 ×2|Ballistic|80 ft.|S, A|30 box +1 int.|Large|10 lb.|21|Res (+2)|High damage assault rifle
M120D|Assault Rifle (7.62×51mm)|2d10|20 ×2|Ballistic|80 ft.|S, A|40 box +1 int.|Large|11 lb.|23|Mil (+3)|military grade assault rifle
M126D|Battle Rifle (7.62×51mm)|2d10|20 ×2|Ballistic|100 ft.|S, A|30 box +1 int.|Large|8 lb.|20|Res (+2)|Standard battle rifle
M132D|Battle Rifle (7.62×51mm)|2d10|20 ×2|Ballistic|120 ft.|S, A|30 box +1 int.|Large|9 lb.|22|Res (+2)|Long-range battle rifle
M126E|Battle Rifle (9.3×62mm)|2d12|20 ×2|Ballistic|100 ft.|S, A|30 box +1 int.|Large|10 lb.|23|Res (+2)|high damage battle rifle
M136D|Battle Rifle (7.62×51mm)|2d10|20 ×2|Ballistic|100 ft.|S, A|40 box +1 int.|Large|10 lb.|23|Res (+2)|high capacity battle rifle
M136E|Battle Rifle (9.3×62mm)|2d12|20 ×2|Ballistic|120 ft.|S, A|40 box +1 int.|Large|12 lb.|25|Mil (+3)|military grade battle rifle
{colsp=13}KODIAK
P210|Pistol (9mm)|2d6+2|20 ×2|Ballistic|30 ft.|S|10 box +1 int.|Small|2 lb.|16|Lic (+1)|Standard pistol
P210 LR|Pistol (9mm)|2d6+2|20 ×2|Ballistic|60 ft.|S|10 box +1 int.|Small|3 lb.|18|Lic (+1)|Long-range pistol
P210 XL|Pistol (.50AE)|2d8+2|20 ×2|Ballistic|30 ft.|S|15 box +1 int.|Medium|3 lb.|18|Lic (+1)|High damage pistol
P210 Plus|Pistol (9mm)|2d6+2|20 ×2|Ballistic|30 ft.|S|20 box + 1 int.|Small|2 lb.|19|Lic (+1)|high capacity pistol
P210 Short|Pistol (9mm)|2d6+2|20 ×2|Ballistic|20 ft.|S|8 box + 1 int.|Tiny|1 lb.|19|Lic (+1)|Concealable pistol
P220|Pistol (.50AE)|2d8+2|20 ×2|Ballistic|40 ft.|S|20 box + 1 int.|Medium|3 lb.|20|Res (+2)|Military grade pistol
Gold Rush 8|Revolver (.45)|2d6+2|20 ×2|Ballistic|30 ft.|S|8 cylinder|Small|2 lb.|15|Lic (+1)|Standard revolver
Gold Rush 12|Revolver (.45)|2d6+2|20 ×2|Ballistic|30 ft.|S|12 cylinder|Small|3 lb.|16|Lic (+1)|High capacity revolver
Gold Rush 8L|Revolver (.45/12 gauge)|2d6+2 / 2d8+2|20 ×2|Ballistic|30 ft. / 10 ft.|S|8 cylinder|Medium|3 lb.|18|Res (+2)|Can fire bullets or shotgun shells
Boomtown High Power|Revolver (.44 Magnum)|2d8+2|20 ×2|Ballistic|40 ft.|S|6 cylinder|Medium|3 lb.|17|Lic (+1)|Powerful revolver
Gold Rush 8S|Revolver (.45)|2d6+2|20 ×2|Ballistic|30 ft.|S, A|6 cylinder|Small|2 lb.|20|Lic (+1)|Can fire multiple barrels
CQMP|SMG (9mm)|2d6+2|20 ×2|Ballistic|30 ft.|S, A|30 box +1 int.|Medium|4 lb.|17|Res (+2)|Standard SMG
CQMP LR|SMG (9mm)|2d6+2|20 ×2|Ballistic|60 ft.|S, A|30 box +1 int.|Medium|4 lb.|18|Res (+2)|long range SMG
CQMP Plus|SMG (9mm)|2d6+2|20 ×2|Ballistic|30 ft.|S, A|40 box +1 int.|Medium|4 lb.|19|Res (+2)|high capacity SMG
CQMP XL|SMG (.50AE)|2d8+2|20 ×2|Ballistic|30 ft.|S, A|30 box +1 int.|Medium|4 lb.|19|Res (+2)|high damage SMG
CQMP Short|SMG (9mm)|2d6+2|20 ×2|Ballistic|30 ft.|S, A|20 box +1 int.|Small|2 lb.|20|Res (+2)|Concealable SMG
CQMP M|SMG (.50AE)|2d8+2|20 ×2|Ballistic|40 ft.|S, A|40 box +1 int.|Medium|4 lb.|22|Mil (+3)|military grade SMG
Model 2000|Shotgun (12 gauge)|2d8+2|20 ×2|Ballistic|30 ft.|Single|5 int. + 1 int.|Large|7 lb.|16|Lic (+1)|Personal pump action shotgun
Model 1000|Shotgun (10 gauge)|2d10+2|20 ×2|Ballistic|30 ft.|S|2 int.|Large|6 lb.|15|Lic (+1)|Personal double-barrel breech load
Model 3000|Shotgun (12 gauge)|2d8+2|20 ×2|Ballistic|30 ft.|S|6 int. + 1 int.|Large|8 lb.|18|Lic (+1)|Personal semiautomatic shotgun
Model 1100|Shotgun (12 gauge)|2d8+2|20 ×2|Ballistic|30 ft.|S|6 int. + 2 int.|Large|9 lb.|19|Lic (+1)|Personal double-barrel pump
Model 3250|Shotgun (10 gauge)|2d10+2|20 ×2|Ballistic|30 ft.|S, A|12 box + 1 int.|Large|9 lb.|22|Res (+2)|Assault shotgun (three modes)
Model 3300|Shotgun (8 gauge)|3d10+2|20 ×2|Ballistic|10 ft.|S|8 int. + 1 int.|Medium|6 lb.|20|Mil (+3)|Assault sawed off
Homestead|Hunting Rifle (7.62×51mm)|2d10+2|20 ×2|Ballistic|80 ft.|Single|5 int. + 1 int.|Large|8 lb.|18|Lic (+1)|standard rifle
Homestead LR|Hunting Rifle (7.62×51mm)|2d10+2|20 ×2|Ballistic|100 ft.|S|5 int. + 1 int.|Large|8 lb.|19|Lic (+1)|Long range hunting rifle
Homestead XL|Hunting Rifle (9.3×62mm)|2d12+2|20 ×2|Ballistic|80 ft.|Single|5 int. + 1 int.|Large|9 lb.|19|Lic (+1)|high damage hunting rifle
Homestead Plus|Hunting Rifle (7.62×51mm)|2d10+2|20 ×2|Ballistic|80 ft.|S|8 int. + 1 int.|Large|9 lb.|19|Lic (+1)|high capacity hunting rifle
Beachhead|Assault Rifle (5.56×45mm)|2d8+2|20 ×2|Ballistic|80 ft.|S, A|30 box +1 int.|Large|8 lb.|19|Res (+2)|standard assault rifle
Beachhead LR|Assault Rifle (5.56×45mm)|2d8+2|20 ×2|Ballistic|100 ft.|S, A|30 box +1 int.|Large|9 lb.|20|Res (+2)|long-range assault rifle
Beachhead Plus|Assault Rifle (5.56×45mm)|2d8+2|20 ×2|Ballistic|80 ft.|S, A|40 box +1 int.|Large|10 lb.|21|Res (+2)|High capacity assault rifle
Beachhead XL|Assault Rifle (7.62×51mm)|2d10+2|20 ×2|Ballistic|80 ft.|S, A|30 box +1 int.|Large|10 lb.|21|Res (+2)|High damage assault rifle
Beachhead M|Assault Rifle (7.62×51mm)|2d10+2|20 ×2|Ballistic|100 ft.|S, A|40 box +1 int.|Large|11 lb.|23|Mil (+3)|military grade assault rifle
{colsp=13}DARKSTAR
Coldfire|Pistol (9mm)|3d6|20 ×2|Varies|30 ft.|S|10 box +1 int.|Small|2 lb.|21|Lic (+1)|Standard pistol
Soothsayer|Pistol (9mm)|3d6|20 ×2|Varies|60 ft.|S|10 box +1 int.|Small|3 lb.|23|Lic (+1)|Long-range pistol
Troll|Pistol (.50AE)|3d8|20 ×2|Varies|30 ft.|S|15 box +1 int.|Medium|3 lb.|23|Lic (+1)|High damage pistol
Blackwind|Pistol (9mm)|3d6|20 ×2|Varies|30 ft.|S|20 box + 1 int.|Small|2 lb.|24|Lic (+1)|high capacity pistol
Dreameater|Pistol (9mm)|3d6|20 ×2|Varies|20 ft.|S|8 box + 1 int.|Tiny|1 lb.|24|Lic (+1)|Concealable pistol
Shadow|Pistol (.50AE)|3d8|20 ×2|Varies|40 ft.|S|20 box + 1 int.|Medium|3 lb.|25|Res (+2)|Military grade pistol
Cirrus|SMG (9mm)|3d6|20 ×2|Varies|30 ft.|S, A|30 box +1 int.|Medium|4 lb.|22|Res (+2)|Standard SMG
Mystic|SMG (9mm)|3d6|20 ×2|Varies|60 ft.|S, A|30 box +1 int.|Medium|4 lb.|23|Res (+2)|long range SMG
Cumulus|SMG (9mm)|3d6|20 ×2|Varies|30 ft.|S, A|40 box +1 int.|Medium|4 lb.|24|Res (+2)|high capacity SMG
Goblin|SMG (.50AE)|3d8|20 ×2|Varies|30 ft.|S, A|30 box +1 int.|Medium|4 lb.|24|Res (+2)|high damage SMG
Wisp|SMG (9mm)|3d6|20 ×2|Varies|30 ft.|S, A|20 box +1 int.|Small|2 lb.|25|Res (+2)|Concealable SMG
Stormfront|SMG (.50AE)|3d8|20 ×2|Varies|40 ft.|S, A|40 box +1 int.|Medium|4 lb.|27|Mil (+3)|military grade SMG
Harpy|Shotgun (12 gauge)|3d8|20 ×2|Varies|30 ft.|Single|5 int. + 1 int.|Large|7 lb.|21|Lic (+1)|Personal pump action shotgun
Manticore|Shotgun (10 gauge)|3d10|20 ×2|Varies|30 ft.|S|2 int.|Large|6 lb.|20|Lic (+1)|Personal double-barrel breech load
Sphinx|Shotgun (12 gauge)|3d8|20 ×2|Varies|30 ft.|S|6 int. + 1 int.|Large|8 lb.|23|Lic (+1)|Personal semiautomatic shotgun
Gemini|Shotgun (12 gauge)|3d8|20 ×2|Varies|30 ft.|S|6 int. + 2 int.|Large|9 lb.|24|Lic (+1)|Personal double-barrel pump
Cerberus|Shotgun (10 gauge)|3d10|20 ×2|Varies|30 ft.|S, A|12 box + 1 int.|Large|9 lb.|27|Res (+2)|Assault shotgun (three modes)
Dragon|Shotgun (8 gauge)|4d10|20 ×2|Varies|10 ft.|S|8 int. + 1 int.|Medium|6 lb.|25|Mil (+3)|Assault sawed off
Excalibur 1+1|Assault Rifle (5.56×45mm)|3d8|20 ×2|Varies|80 ft.|S, A|30 box +1 int.|Large|8 lb.|24|Res (+2)|standard assault rifle
Excalibur 2|Assault Rifle (5.56×45mm)|3d8|20 ×2|Varies|100 ft.|S, A|30 box +1 int.|Large|9 lb.|25|Res (+2)|long-range assault rifle
Excalibur 3|Assault Rifle (5.56×45mm)|3d8|20 ×2|Varies|80 ft.|S, A|40 box +1 int.|Large|10 lb.|26|Res (+2)|High capacity assault rifle
Excalibur 5|Assault Rifle (7.62×51mm)|3d10|20 ×2|Varies|80 ft.|S, A|30 box +1 int.|Large|10 lb.|26|Res (+2)|High damage assault rifle
Excalibur 8|Assault Rifle (7.62×51mm)|3d10|20 ×2|Varies|100 ft.|S, A|40 box +1 int.|Large|11 lb.|28|Mil (+3)|military grade assault rifle
Excalibur 13|Battle Rifle (7.62×51mm)|3d10|20 ×2|Varies|100 ft.|S, A|30 box +1 int.|Large|8 lb.|25|Res (+2)|Standard battle rifle
Excalibur 21|Battle Rifle (7.62×51mm)|3d10|20 ×2|Varies|120 ft.|S, A|30 box +1 int.|Large|9 lb.|27|Res (+2)|Long-range battle rifle
Excalibur 34|Battle Rifle (9.3×62mm)|3d12|20 ×2|Varies|100 ft.|S, A|30 box +1 int.|Large|10 lb.|28|Res (+2)|high damage battle rifle
Excalibur 55|Battle Rifle (7.62×51mm)|3d10|20 ×2|Varies|100 ft.|S, A|40 box +1 int.|Large|10 lb.|28|Res (+2)|high capacity battle rifle
Excalibur 89|Battle Rifle (9.3×62mm)|3d12|20 ×2|Varies|120 ft.|S, A|40 box +1 int.|Large|12 lb.|30|Mil (+3)|military grade battle rifle
Wizard|Sniper Rifle (.50 BMG)|3d12|20 ×2|Varies|120 ft.|S|10 box +1 int.|Huge|25 lb.|28|Mil (+3)|standard sniper rifle
Vizier|Sniper Rifle (14.5×114mm)|4d10|20 ×2|Varies|120 ft.|S|10 box +1 int.|Huge|30 lb.|31|Mil (+3)|high damage sniper rifle
Archmage|Sniper Rifle (.50 BMG)|3d12|20 ×2|Varies|150 ft.|S|10 box +1 int.|Huge|30 lb.|30|Mil (+3)|long-range sniper rifle
Smaug|Flamethrower|5d6|-|Fire|50 ft.|1|15 int.|Large|50 lb.|23|Mil (+3)|Crystal flamethrower
{colsp=13}THIRD EYE
Mindwrecker|Psitech Pistol|3d4|20 ×2|Ectenic|30 ft.|S, A|30 pack|Small|3 lb.|22|Res (+2)|Spend 1 power point = +1 attack and +1d4 damage, up to 5d4[/table]

Lakota
All Lakota firearms grant a +1 bonus to attack rolls made with them and have greater range, but suffer from a smaller ammunition capacity compared to similar weapons from other manufacturers.

Na'ėstse (One): -

Néše (Two): -

Na'he (Three): -

Neve (Four): -

Nóho (Five): -

Fox: -

Coyote: -

Dirty Dog: -

Wolf: -

Lynx: -

Panther: -

Cougar: -

Bearclaw: -

Ursus Major: -

Grizzly: -

Windtalker: -

Falcon: -

Eagle: -

Hawk: -

Enoohta: -

Enesta: -

Evoohta: -

Spartan
Spartan guns have a much greater ammo capacity and grant a +2 bonus on attack rolls to use autofire. Further, the Reflex save DC to avoid the autofire is increased to 20.

D400: -

D500: -

D600: -

D450: -

Reflex 90: -

Stomper: -

S35M: -

S35B: -

S35EM: -

S60: -

S40C: -

S80EM: -

K52: -

K20-15: -

K20-20: -

K53: -

K100: -

K150: -

R-10: -

R-12: -

R-15: -

R-17: -

R-20: -

Model 15: -

Model 100: -

Model 200: -

Model 400: -

Model 700: -

Z450: -

Z400E: -

Flammenwerfer: -

Trader
Trader weapons deal an additional point of damage, but cannot be reloaded. They are disposable.

Champion ST: -

Champion Express: -

Champion Defender: -

Champion Survivor: -

Lady Champion: -

Champion Advanced: -

Bodyguard SE9: -

Bodyguard V1: -

Bodyguard V10: -

Bodyguard SE9-B: -

Praetorian 400: -

Praetorian Special: -

Walters
Walters firearms have reduced recoil. The penalty on attack rolls when using Double Tap, Burst Fire, or Autofire with a Walters firearm is reduced by half.

Model 650: -

Model 650 Extended Barrel: -

Model 636: -

Model 650 Mini: -

Model 1900S: -

Model 636 Pro: -

Model 36: -

Model 36 Extra: -

Model 80: -

Model 52: -

Model 800 Hydra: -

M100B: -

M106B: -

M110B: -

M100C: -

M100BS: -

M106C: -

M110C: -

M116C: -

M120C: -

M110D: -

M120D: -

M126D: -

M132D: -

M126E: -

M136D: -

M136E: -

Kodiak
Kodiak weapons deal an additional +2 damage, but suffer a -1 penalty on attack rolls.

P210: -

P210 LR: -

P210 XL: -

P210 Plus: -

P210 Short: -

P220: -

Gold Rush 8: -

Gold Rush 12: -

Gold Rush 8L: -

Boomtown High Power: -

Gold Rush 8S: -

CQMP: -

CQMP LR: -

CQMP Plus: -

CQMP XL: -

CQMP Short: -

CQMP M: -

Model 2000: -

Model 1000: -

Model 3000: -

Model 1100: -

Model 3250: -

Model 3300: -

Homestead: -

Homestead LR: -

Homestead XL: -

Homestead Plus: -

Beachhead: -

Beachhead LR: -

Beachhead Plus: -

Beachhead XL: -

Beachhead M: -

Darkstar
Darkstar weapons do not fire normal ammunition; instead, they fire ammunition modified by the various Darkstar-brand elemental gadgets. They are all capable of firing any elemental round, and a user could prepare extra magazines with different elements to swap out in combat.

Coldfire: -

Soothsayer: -

Troll: -

Blackwind: -

Dreameater: -

Shadow: -

Cirrus: -

Mystic: -

Cumulus: -

Goblin: -

Wisp: -

Stormfront: -

Harpy: -

Manticore: -

Sphinx: -

Gemini: -

Cerberus: -

Dragon: -

Excalibur 1+1: -

Excalibur 2: -

Excalibur 3: -

Excalibur 5: -

Excalibur 8: -

Excalibur 13: -

Excalibur 21: -

Excalibur 34: -

Excalibur 55: -

Excalibur 89: -

Wizard: -

Vizier: -

Archmage: -

Smaug: -

Third Eye
Third Eye weapons have a host of unusual properties.

Mindwrecker: -

Ammunition
Ammunition in the Sister's System uses the same ammunition types as the real world. Some modifications can be made, however, that set them apart from what we know today. In particular, the invention of a material called phlogiston has opened the doors to new means of storing energy and powering devices, and weapons are no different.

Because Aurora uses fewer ammunition types, and some types do not exist in the standard rulebook, a new ammunition weight and purchase DC table is here for convenience.

{table=head]Ammunition Type|10|20|30|40|50|100|Purchase DC
9mm|0.5 lb.|0.5 lb.|0.5 lb.|1.0 lb.|1.0 lb.|2.0 lb.|5 for 50
.45|0.5 lb.|0.5 lb.|0.5 lb.|1.0 lb.|1.0 lb.|2.0 lb.|5 for 50
.50AE|0.5 lb.|0.5 lb.|0.5 lb.|1.0 lb.|1.0 lb.|2.0 lb.|6 for 50
.44 Magnum|0.5 lb.|0.5 lb.|0.5 lb.|1.0 lb.|1.0 lb.|2.0 lb.|5 for 50
5.56mm×45mm|0.5 lb.|0.5 lb.|0.5 lb.|1.0 lb.|1.0 lb.|2.0 lb.|4 for 20
7.62×51mm|0.5 lb.|1.0 lb.|1.0 lb.|1.5 lb.|1.5 lb.|3.0 lb.|4 for 20
9.3×61mm|1 lb.|2.0 lb.|3.0 lb.|4.0 lb.|5.0 lb.|10.0 lb.|6 for 20
.50 BMG|1 lb.|2.0 lb.|3.0 lb.|4.0 lb.|5.0 lb.|10.0 lb.|6 for 20
14.5×114mm|1.5 lb.|3.0 lb.|4.0 lb.|5.0 lb.|7.5 lb.|15.0 lb.|8 for 20
12 Gauge|0.5 lb.|1.0 lb.|1.0 lb.|1.5 lb.|1.5 lb.|3.0 lb.|4 for 10
10 Gauge|1 lb.|2.0 lb.|3.0 lb.|4.0 lb.|5.0 lb.|10.0 lb.|5 for 10
8 Gauge|1.5 lb.|3.0 lb.|4.0 lb.|5.0 lb.|7.5 lb.|15.0 lb.|8 for 10
Power Pack|{colsp=6}A single power pack always weighs 1 lb.|8 for 1[/table]

A power pack is a small, rectangular box filled with liquid phlogiston. The liquid stores a massive amount of energy, which can be drawn out much like a very large and powerful battery. Some weapons, particularly those from Third Eye, utilize this new technology. A power pack weighs one pound and does not decrease in weight as it is used like a normal clip of ammunition.

Additionally, a variant of phlogiston known as crystalline phlogiston has found its way into the world of firearms as a replacement for gunpowder. Crystal phlogiston stores energy in both its chemical and physical structure, and has a much greater capacity than the liquid variant. The crystal, however, is unstable once energy extraction begins; taking energy from a phlogiston crystal is an all-or-nothing affair. This explosive release of energy has made it an excellent replacement for gunpowder. Crystal phlogiston rounds fire in space.

All firearms given above are designed to fire gunpowder rounds. All of them, with the exception of Darkstar and Third Eye weapons, can be modified to fire crystal phlogiston rounds instead. This increases the purchase DC by +5, and the weapon loses the ability to fire gunpowder rounds.

Crystal Phlogiston Round
This gadget can be applied to any box of ammunition. The ammunition is packed with crystal phlogiston instead of gunpowder, and deals an additional die of damage when fired. A 9mm crystal phlogiston round deals 3d6 points of damage instead of 2d6, for instance.
Incompatible With: Cold Loaded Round, Darkstar Fire Round, Darkstar Ice Round, Darkstar Electric Round, Darkstar Acid Round, Darkstar Explosive Round.
Purchase DC Increase: +5

Cold Loaded Round
This gadget can be applied to any box of ammunition. The ammunition is packed with less gunpowder, which reduces the projectiles velocity to below the speed of sound, dramatically reducing the sound that it generates. Because of the lower velocity, cold-loaded ammunition suffers a -1 penalty to damage if it deals 2d6 damage, or -2 if it deals 2d8 or 2d10. Cold loaded ammunition is not available for anything that deals more than 2d10 damage.

A weapon firing cold-loaded ammunition is considered supressed (Listen DC 15 to hear). If the weapon is also equipped with a suppressor, the DC increases to 20.

Incompatible With: Crystal Phlogiston Round, Darkstar Fire Round, Darkstar Ice Round, Darkstar Electric Round, Darkstar Acid Round, Darkstar Explosive Round.
Purchase DC Increase: +0

Darkstar Fire Round
This gadget can be applied to any box of ammunition. The ammunition deals fire damage instead of ballistic damage, and ignites a target who fails a Reflex save (DC 10 + damage dealt). If the target is struck by multiple bullets as part of a single attack, such as through double tap or burst fire, half of the extra damage is used to calculate the save DC. The fire burns for an additional 1d6 damage per round for 1d4 rounds or until extinguished. A target already on fire cannot be ignited again.

Ammunition modified by this gadget must be fired from a Darkstar firearm; no other firearm has the proper firing mechanisms.
Incompatible With: Crystal Phlogiston Round, Cold Loaded Round, Darkstar Ice Round, Darkstar Electric Round, Darkstar Acid Round, Darkstar Explosive Round, Hollow Point Round, Glaser Round.
Purchase DC Increase: +5

Darkstar Ice Round
This gadget can be applied to any box of ammunition. The ammunition deals cold damage instead of ballistic damage, and immobilizes a target who fails a Fortitude save (DC 10 + damage dealt). If the target is struck by multiple bullets as part of a single attack, such as through double tap or burst fire, half of the extra damage is used to calculate the save DC. A target that fails his or her save suffers 1d4 points of Dexterity damage for 1 minute.

Ammunition modified by this gadget must be fired from a Darkstar firearm; no other firearm has the proper firing mechanisms.
Incompatible With: Crystal Phlogiston Round, Cold Loaded Round, Darkstar Fire Round, Darkstar Electric Round, Darkstar Acid Round, Darkstar Explosive Round, Hollow Point Round, Glaser Round.
Purchase DC Increase: +5

Darkstar Electric Round
This gadget can be applied to any box of ammunition. The ammunition deals electricity damage instead of ballistic damage, and stuns a target who fails a Reflex save (DC 10 + damage dealt). If the target is struck by multiple bullets as part of a single attack, such as through double tap or burst fire, half of the extra damage is used to calculate the save DC. The stun wears off after 1d4 rounds.

Ammunition modified by this gadget must be fired from a Darkstar firearm; no other firearm has the proper firing mechanisms.
Incompatible With: Crystal Phlogiston Round, Cold Loaded Round, Darkstar Fire Round, Darkstar Ice Round, Darkstar Acid Round, Darkstar Explosive Round, Hollow Point Round, Glaser Round.
Purchase DC Increase: +5

Darkstar Acid Round
This gadget can be applied to any box of ammunition. The ammunition deals acid damage instead of ballistic damage, and drenches in acid a target who fails a Reflex save (DC 10 + damage dealt). If the target is struck by multiple bullets as part of a single attack, such as through double tap or burst fire, half of the extra damage is used to calculate the save DC. The acid burns for an additional 1d4 damage per round for 1d4 rounds or until washed off. A target already drenched in acid cannot be drenched again.

Ammunition modified by this gadget must be fired from a Darkstar firearm; no other firearm has the proper firing mechanisms.
Incompatible With: Crystal Phlogiston Round, Cold Loaded Round, Darkstar Fire Round, Darkstar Ice Round, Darkstar Electric Round, Darkstar Explosive Round, Hollow Point Round, Glaser Round.
Purchase DC Increase: +5

Darkstar Explosive Round
This gadget can be applied to any box of ammunition. The ammunition deals concussive damage instead of ballistic damage, and knocks down a target who fails a Fortitude save (DC 10 + damage dealt). If the target is struck by multiple bullets as part of a single attack, such as through double tap or burst fire, half of the extra damage is used to calculate the save DC. A knocked down target is pushed one square directly away from the attacker and falls prone in their new square. They may stand as normal.

Ammunition modified by this gadget must be fired from a Darkstar firearm; no other firearm has the proper firing mechanisms.
Incompatible With: Crystal Phlogiston Round, Cold Loaded Round, Darkstar Fire Round, Darkstar Ice Round, Darkstar Electric Round, Darkstar Acid Round, Hollow Point Round, Glaser Round.
Purchase DC Increase: +5

Glaser Round
Glaser rounds are filled with tiny lead pellets that are released once the projectile strikes the target, acting as a tiny shotgun. This allows the bullet to shred flesh while reducing its penetrating power and its ability to penetrate walls, such as in ships or in tightly populated buildings where non-combatants may be harmed. Glaser rounds deal +2 damage, but suffer a -2 penalty to attack rolls against targets with an armor or natural armor bonus. Against objects, they deal -2 damage, instead.

Incompatible With: Darkstar Fire Round, Darkstar Ice Round, Darkstar Electric Round, Darkstar Acid Round, Darkstar Explosive Round, Hollow Point Round.
Purchase DC Increase: +0

Hollow Point Round
The Hollow Point modification can be applied to all bullet types, but not to shotgun ammunition. A hollow point round deforms dramatically when it strikes a target, widening its point of contact and increasing the damage it deals to flesh. This also reduces its penetration capabilities. A hollow point round deals +1 damage, but suffers a -1 penalty to attack rolls against an enemy with an armor or natural armor bonus. Against objects, hollow point rounds deal -1 damage instead.

Incompatible With: Darkstar Fire Round, Darkstar Ice Round, Darkstar Electric Round, Darkstar Acid Round, Darkstar Explosive Round, Glaser Round.
Purchase DC Increase: +2

New Melee Gadgets
Gadgets are generally discouraged in Aurora, as most decisions are made by the corporations that manufacture the devices. In particular, flaws do not decrease the Purchase DC of a weapon or other device (custom making a weapon that is inferior to the ones they mass-produce is still extremely inconvenient for the company and does not actually reduce their production costs).

However, most companies are willing to custom make weapons that are superior to the standard fare, but at a price.

Improved Impact: With broader blades, heavier weights, and more rugged construction, these weapons are more powerful than others of their kind, but much more cumbersome. Improved Impact weapons weigh 50% more, and gain an increase to damage depending on their size.

{table=head]Size|Damage Bonus
Tiny|+2
Small|+3
Medium|+4
Large|+5
Huge|+6[/table]

Restriction: Melee weapons
Purchase DC Modifier: +10

New Melee Weapons
These weapons are not found in the Core Rulebook. Some are completely new, and others are combinations of gadgets and modifications selected for mass production.

All PL5 and lower real-world weapons are also available. They do not receive the -2 Purchase DC per Progress Level below 5 due to their status as a collectors item. None of the weapons from d20 Future, Future Tech, or other such supplements are available; their genericness is replaced by specific models below.

{table=head;width=100%]
Weapon|
Type|
Damage|
Critical|
Damage Type|
Range
Increment|
Size|
Weight|
Purchase
DC|
Restriction

BruteForce Defense Gloves|Simple|1|20 ×2|Electricity|-|Tiny|1 lb.|6|-
Gearworks Nitrogen Knife|Simple|1d4|19-20 ×2|Piercing|10 ft.|Tiny|1 lb.|10|Lic (+1)
Gearworks Chainknife|Simple|1d6|19-20 ×2|Slashing|-|Tiny|2 lbs.|12|Res (+2)
Paladin Deputy|Simple|1d6|18-20 ×2|Piercing|10 ft.|Small|2 lbs.|10|Lic (+1)
Third Eye Fatecutter|Archaic|1d8|19-20 ×2|Slashing|-|Medium|3 lbs.|17|Lic (+1)
Paladin Acoustic Hammer|Archaic|1d8/1d6|20 ×3|Bludgeoning / Concussive|-|Medium|5 lbs.|12|-
Gearworks Light Chainsword|Archaic|1d10|19-20 ×2|Slashing|-|Medium|6 lbs.|16|Res (+2)
Gearworks Heavy Chainsword|Archaic|2d8|19-20 ×2|Slashing|-|Large|10 lbs.|19|Res (+2)
Paladin Mercurial Maul|Exotic|2d10|20 ×3|Bludgeoning|-|Huge|18 lbs.|16|-
[/table]

BruteForce Defense Gloves: Modeled to look like biker, MMA, weightlifting, or winter handwear, these gloves conceal a tough metal band along the knuckles that increases the power of a strike.

Strikes with the defense glove are unarmed strikes in all ways, except that they deal lethal damage. Attacks with the defense glove deal an additional 1 point of electricity damage.

The metal band doubles as a taser, introducing a painful shock into the victim. Anyone struck by the defense glove must succeed on a Fortitude save (DC 10 plus damage dealt) or be stunned for 1 round.

These gloves have occasionally made their way into professional combat sports, where they are illegal, in high-profile scandals.

Gearworks Nitrogen Knife: This unassuming weapon is identical to a hunting knife, and is popular with the same economic niche. Inside is a powerful secret. A small reservoir containing liquid nitrogen sits inside the handle, connected to a narrow pipe that runs the length of the blade, opening near the tip.

After a successful strike with the weapon, the reservoir can be unleashed with a free action, injecting the victim with cryogenic gas and freezing a large portion of their flesh. This horribly painful process causes 4d6 points of cold damage. Triggering the device requires the attacker to press a small button on the handle, requiring the attack to be melee, as opposed to thrown.

Once triggered, the reservoir is empty until filled, and the weapon functions as a normal knife. Reloading the capsule is a full-round action that provokes attacks of opportunity.

Liquid nitrogen capsules have a Purchase DC of 6 each.

Though it is primarily intended for self defense against large animals such as bears, and is not illegal to own, it requires a license to buy and is not allowed to be carried in urban areas, even with a license. Some activist groups consider it to be too gruesome and excessively violent and are campaigning to have Gearworks discontinue the weapon.

Paladin Deputy: This large, serrated combat knife has a very fine edge, and makes a good last-ditch weapon. The Deputy ignores half of a target's equipment bonus to Defense derived from body armor. Equipment bonuses granted by shields or the battle mind's psychic shield, for instance, apply their full bonus.

Third Eye Fatecutter: The Fatecutter is a strange weapon resembling a black machete with a red crystal edge. It is claimed by some mystically-inclined groups to be able to cut the silver line that binds the soul to the body through the astral plane, an ability they find abbhorent. Regardless of the rumors, it does possess a limited ability to warp probability in its wielder's favor, but, curiously, only against sentient beings.

The Fatecutter ignores half of a target's class Defense bonus.

Paladin Acoustic Hammer: This seemingly normal sledgehammer bears the Paladin name along its handle. It is usually made of a black metal, but it can come in different colors, including bright orange or red for emergency uses. Upon impact, the hammer releases a focused sonic blast from within the head that sends vibrations deep inside the target. Frequently used to destroy stones and other building materials in emergency situations, it can also have devestating effects against a living creature.

Unlike most weapons, the acoustic hammer deals two different kinds of damage. On a successful hit, the weapon deals 1d8 points of bludgeoning damage from the hammer itself, plus an additional 1d6 points of concussive damage from the sonic vibrations. If an attack roll is too low to beat the target's Defense but is high enough to beat their Touch Defense (such as missing an enemy due to armor), you still deal the concussive damage.

Gearworks Chainsword/Chainknife: Available in three sizes, the chainsword is a powerful close-range companion. It is similar to a PL 5 chainsaw, but stream-lined and battery powered. Its chain is built specifically to grind flesh and clothing without getting jammed like a conventional chainsaw, but it pays for it by losing effectiveness against more solid targets like wood and armor.

Both the light and heavy chainswords are powered by a Class G power pack, just like the Icarus pistol. The pack is good for 20 minutes of constant use (200 rounds) before draining.

The chainsword has no appreciable blade to speak of, and is worthless as a weapon unless it is switched on. Without its battery power, it is simply an awkward metal stick (1d4 bludgeoning damage for chainknifes, 1d6 bludgeoning damage for Light chainswords, or 1d8 bludgeoning damage for heavy chainswords. All sizes suffer a -4 nonproficiency penalty when wielded this way).

Replacing the pack is a full-round action that provokes attacks of opportunity.

Paladin Mercurial Maul: This massive hammer is too large to be used effectively in combat, instead finding its place as an effective tool for destroying stationary objects and buildings. The inside of the hammer, including the handle, is hollowed and partly filled with an extremely dense but liquid metal similar to elemental mercury, but much less toxic. This liquid quickly slides into the hammer's head when it is swung, greatly increasing the weight of the hammer's head partway through the swing. This adds a considerable amount of force to the blow, but makes the hammer extremely unwieldly; attack rolls with a mercurial maul suffer a -2 penalty.

Proficiency does not remove the -2 penalty, but does allow the user to use the weapon in combat.

A character must have a Strength score of at least 15 to become proficient with a mercurial maul. Not only can a character with less Strength not gain proficiency, but actually provokes attacks of opportunity when attempting to swing such a cumbersome weapon.

Kuma Kode
2010-10-19, 02:43 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/NirIcon.png
Nir
Class: K
Mass: 1.511579 × 10³⁰ kg
Volume: 8.958909 × 10¹⁷ km³
Radius: 598130 km
Surface Gravity: 281.56 m/s²
Atmosphere: H / He

Nir (pronounced "Near") is the smallest of the two Sisters. It is a high-end class K orange star. Because of its smaller size, its heat output is lower, and the planets of the Nir system are less habitable than those of the Sylma system.

The planets that orbit Nir are generally small and rocky, and are popular destinations for industries, mining, and, unfortunately, the poor.

Kuma Kode
2010-10-19, 02:48 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/SylmaIcon.png
Sylma
Class: G
Mass: 1.829806 × 10³⁰ kg
Volume: 1.325678 × 10¹⁸ km³
Radius: 681590 km
Surface Gravity: 262.47 m/s²
Atmosphere: H / He

Sylma (pronounced "Sill-mah") is a class G yellow star very similar to the Sun of Earth. It is larger than Nir and supports more habitable planets. It is interesting to note that Sylma is visible from the skies of Nir's planets, even during their daytime.

Sylma's system has become the favorite residence of the wealthy, the government, and science centers.

Kuma Kode
2010-10-19, 11:59 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/nylus.png
Nylus
Class: Rock World
Mass: 5.02977 × 10²⁴ kg
Volume: 4.211723 × 10¹¹ km³
Radius: 4650.83 km
Density: 11.94 g/cm³
Surface Gravity: 15.5 m/s²
Atmosphere: N₂ / O₂
Moons: 0
Orbital Distance: 89,758,800 km (0.6 AU)
Orbital Period: 194.69 Standard Earth Days

This large, rocky planet is on the very inner edge of Nir's habitable zone, and it is constantly swamped with high temperatures. Nylus has active tectonics and a strong magnetic field, but only a very slight tilt, and therefore experiences no noticeable seasons.

Terraforming did not take to Nylus well. The atmosphere is breathable, but the ground is arid. Only small shrubs and yellow grass cover the ground, and then only in patches. While not useful for agriculture, it is preferable for industry; no corporation really cares about poisoning the atmosphere of a nearly uninhabited planet. Most heavy manufacturing is performed on Nylus, and various designated locations around the world have become dumping sites for industrial and radioactive waste.

Game Statistics
Nylus has Heavy gravity, and objects weigh 1.58 times their listed weight. It has a breathable atmosphere.

Kuma Kode
2010-10-20, 01:53 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/erynia.png
Erynia
Class: Rock World
Mass: 8.54225 × 10²⁴ kg
Volume: 1.870833 × 10¹² km³
Radius: 7645.2 km
Density: 4.57 g/cm³
Surface Gravity: 9.74 m/s²
Atmosphere: O₂ / N₂
Moons: 4
Orbital Distance: 119,678,400 km (0.8 AU)
Orbital Period: 299.74 Standard Earth Days

Once possessing a thick, Venus-like atmosphere of carbon dioxide, Erynia has been terraformed by genetically engineered microorganisms that inspire carbon dioxide and expel molecular oxygen, eventually locking the carbon into the ground.

This success has caused Erynia to become a relatively pleasant location, and the world is quite popular for agriculture. Most of the Nir system's food is grown here, and livestock is abundant.

Erynia has lakes of water but no oceans. Water must be gathered from the occasional rainfall or polar ice caps, or imported.

Game Statistics
Erynia has Normal gravity, and objects weigh 0.99 times their listed weight. It has a thick, breathable atmosphere.

Kuma Kode
2010-10-20, 03:27 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/sabine.png
Sabine
Class: Reduction World
Mass: 1.25446 × 10²⁵ kg
Volume: 2.970813 × 10¹² km³
Radius: 8919.4 km
Density: 4.22 g/cm³
Surface Gravity: 10.51 m/s²
Atmosphere: H₂ / C
Moons: 2
Orbital Distance: 344,075,400 km (2.3 AU)
Orbital Period: 4 Standard Earth Years

Sabine is similar to some depictions of Hell. It is covered in a thick atmosphere of molecular hydrogen, carbon, and other elements such as magnesium and sodium freed from the rocks by the electrical storms that constantly strike the surface. The atmosphere is a pale greenish yellow, and is exceptionally reflective; it reflects over 60% of the light that reaches it. Because of this, Sabine is exceptionally cold and dark on the surface.

The chemicals in the atmosphere are highly reactive, and will corrode any non-native matter, including people. Terraformation was never attempted, and Sabine has been relegated as a no-go planet.

Its only current use is as a maximum-security penitentiary.

Game Statistics
Sabine has Normal gravity, and objects weigh 1.07 times their listed weight. It has a thick, asphyxiant atmosphere that is corrosive.

Abaddon
Center of Power: Abaddon Security Force
Total Population: 2,382
Major Exports: Guards
Major Imports: Prisoners

Built to house the criminals and unwanted souls of the Sisters System, Abaddon is a place as devoid of hope as its biblical namesake. It is a massive biodome primarily composed of treated steel and an extremely durable kind of plastic glass that can withstand the atmospheric pressure of Sabine without reacting with its chemistry. Inmates live out their sentences and meet their ends here, away from the prying, innocent eyes of civilization. Even the guards here feel trapped due to the infrequent shuttles and the long, military-like active duty schedule.

Officially, the Abaddon Security Force answers to the Erynian Council, but they have little time or energy to spend checking up on the conditions of the prison. Because of this, the Abaddon Security Force is extremely corrupt. Both inmates and guards live and work in poor conditions, and many issues long go unanswered. In essence, the inmates and guards are their own splinter society, cut off from civilization, with their own rules and hierarchies that no one in the civil world can see.

Taken as a city, Abaddon has the highest suicide rates of any human settlement. The difference in rates between guard suicides and prisoner suicides is not statistically significant.

Kuma Kode
2010-10-20, 05:22 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/mori.png
Mori
Class: Gas Giant
Mass: 8.21370 × 10²⁶ kg
Volume: 6.416956 × 10¹⁴ km³
Radius: 53516.4 km
Density: 1.28 g/cm³
Surface Gravity: 19.12 m/s²
Atmosphere: H₂ / He
Moons: 39
Orbital Distance: 673,191,000 km (4.5 AU)
Orbital Period: 10.945 Standard Earth Years

Mori is the largest planet in the Sisters system, both in volume and in mass. It is a dull orange planet, tormented by howling winds and constant storm systems larger than some planets.

It is home to the largest moon system of all of Nir's planets, and third largest in the Sisters. While the planet itself serves as nothing but a gravity trap, its moons are popular as mines, science vessels, shipyards, and waystations for travelers. When it is between the Sisters, it is one of the most populous locations in the known universe. When it is distant, it is a ghost-planet, inhabited only by those who work there.

Game Statistics
Mori has Heavy gravity, and objects weigh 1.95 times their listed weight. Mori has a thin, asphyxiant atmosphere.

Kuma Kode
2010-10-21, 12:35 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/quirk.png
Quirk
Class: Ice Giant
Mass: 8.00462 × 10²⁵ kg
Volume: 4.641895 × 10¹³ km³
Radius: 22298.5 km
Density: 1.72 g/cm³
Surface Gravity: 10.73 m/s²
Atmosphere: H₂ / He
Moons: 18
Orbital Distance: 1,107,025,200 km (7.4 AU)
Orbital Period: 23.086 Standard Earth Years

Appearing as a large, aquamarine jewel, Quirk is a visually appealing planet. It has nearly three times the radius of Erynia, and is the smallest gas giant in the Sisters system. Quirk's wind-bands are not very pronounced, and fade almost to obscurity during part of its year.

Quirk's moons are small, icy planetoids that may be captured Apostles. They are rich in ices, but lack anything that would make them particularly important. Still, they are popular as stops on the way to Elias and Undine.

Game Statistics
Quirk has Normal gravity, and objects weigh 1.09 times their listed weight. It has a thick, asphyxiant atmosphere.

Kuma Kode
2010-10-23, 02:07 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/fennimore.png
Fennimore
Class: Ice Giant
Mass: 1.11109 × 10²⁶ kg
Volume: 1.053816 × 10¹⁴ km³
Radius: 29306.6 km
Density: 1.05 g/cm³
Surface Gravity: 8.62 m/s²
Atmosphere: H₂ / He
Moons: 16
Orbital Distance: 1,436,140,800 km (9.6 AU)
Orbital Period: 34.112 Standard Earth Years

Fennimore is a greenish planet notorious for its blue-tinged rings which orbit between 3,450 km and 89,560 km above the planet's equator. Its winds are fast, and regularly produce storms and lightning.

The moons of Fennimore are popular sources of carbon.

Game Statistics
Fennimore has Normal gravity, and objects weigh 0.88 times their listed weight. It has a thin, asphyxiant atmosphere.

Kuma Kode
2010-10-23, 03:15 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/elias.png
Elias
Class: Ice World
Mass: 1.79208 × 10²⁴ kg
Volume: 5.543208 × 10¹¹ km³
Radius: 5096.8 km
Density: 3.23 g/cm³
Surface Gravity: 4.6 m/s²
Atmosphere: N / CH₄
Moons: 2
Orbital Distance: 2,034,532,800 km (13 AU)
Orbital Period: 57.521 Standard Earth Years

Elias is a diminutive planet, the second smallest in the Sisters system. It is composed primarily of silicate materials encased in a permanent shell of ice. Because of its distance from inhabited space and its relatively poor offer of resources, it is largely ignored.

The Lambda science facility rests on the south pole. Officially, they are attempting to study dark matter, but rumors abound as to their true mission.

Game Statistics
Elias has Light gravity, and objects weigh 0.47 times their listed weight. It has no appreciable atmosphere and functions as a vacuum.

Kuma Kode
2010-10-23, 03:26 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/undine.png
Undine
Class: Ice World
Mass: 3.58416 × 10²⁴ kg
Volume: 7.892575 × 10¹¹ km³
Radius: 5733.9 km
Density: 4.54 g/cm³
Surface Gravity: 7.27 m/s²
Atmosphere: N / CH₄
Moons: 3
Orbital Distance: 2,543,166,000 km (17 AU)
Orbital Period: 80.388 Standard Earth Years

A dark, cold planet on the edge of Nir's system almost the size of Earth, Undine serves as the unofficial homeworld of the Kanamit. It originally harbored a human military testing facility. Alien, crystalline structures now dot the surface of Undine, and Kanamit ships attack anyone who dares venture close.

Game Statistics
Undine has Normal gravity, and objects weigh 0.74 times their listed weight. It has a thin, asphyxiant atmosphere.

Kuma Kode
2010-10-23, 03:57 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/stahl.png
Stahl
Class: Metal World
Mass: 1.19472 × 10²⁴ kg
Volume: 6.929010 × 10¹¹ km³
Radius: 2548.4 km
Density: 17.24 g/cm³
Surface Gravity: 12.26 m/s²
Atmosphere: CO / K₂
Moons: 0
Orbital Distance: 59,839,200 km (0.4 AU)
Orbital Period: 96.3 Standard Earth Days

Stahl is a hot, tiny, dense world with a large iron core and a thin silicate crust. It is pockmarked with impact craters but shows no volcanism. Its atmosphere is primarily composed of carbon monoxide, which is in the process of being ripped away by Sylma's solar wind. Stahl has no appreciable magnetic field.

It is home to a military shipyard.

Game Statistics
Stahl has Normal gravity, and objects weigh 1.25 times their listed weight. It has a thin, asphyxiant atmosphere that also functions like chloroform, except the secondary effect is death.

averagejoe
2010-10-31, 09:15 PM
Some cool stuff here. Bookmarked.

Kuma Kode
2011-10-19, 05:07 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/dionysus.png
Dionysus
Class: Rock World
Mass: 3.85895 × 10²⁴ kg
Volume: 4.3871892 × 10¹¹ km³
Radius: 4714.54 km
Density: 8.8 g/cm³
Surface Gravity: 11.57 m/s²
Atmosphere: N₂ / O₂
Moons: 1
Orbital Distance: 119,678,400 km (0.8 AU)
Orbital Period: 272.4 Standard Earth Days

Like Erynia, Dionysus once had an atmosphere rich in carbon dioxide which was transformed by microorganisms into a breathable atmosphere. Because of its carbon and nitrogen rich crust, it is a heavily agricultural planet, with farms of genetically engineered crops dotting its otherwise barren and rocky surface.

Despite the absence of liquid oceans or lakes, Dionysus requires no water import due to the presence of underground lakes and streams, as well as reliable rainfall caused by its active weather systems.

Powerful wind storms occasionally tear through the farms of Dionysus, but they are generally well-protected. These storms do, however, create interesting shapes out of the natural rock. One such formation is called the Silent Watchers. This field of sand hosts a multitude of hundreds of rock pillars possessing an eerie humanoid shape, all facing the direction of the rising sun. It is a popular tourist attraction.

Dionysus is the second most populated planet in the Sisters System.

Game Statistics
Dionysus has Normal gravity, and objects weigh 1.18 times their listed weight. It has a breathable atmosphere.

Kuma Kode
2011-10-19, 05:08 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/page.png
Page
Class: Water World
Mass: 5.61518 × 10²⁴ kg
Volume: 1.0189888 × 10¹² km³
Radius: 6243.58 km
Density: 5.51 g/cm³
Surface Gravity: 9.6 m/s²
Atmosphere: N₂ / O₂
Moons: 3
Orbital Distance: 179,517,600 km (1.2 AU)
Orbital Period: 500.5 Standard Earth Days

Page is a remarkably hospitable planet, very similar in size and composition to the Earth of Old. Even more surprisingly, it required no terraforming. Page is the only location in the Sisters System, and the only remaining one in the known universe, for that matter, that supports its own ecosystem of native life. Despite Page's position as the social and political center of the Sisters System, most of the planet's surface remains unexplored wilderness.

Three continents dominate Page's surface. Only one is heavily populated. It is here that humanity awoke from the dead, and here that it maintains the heart of its society.

Page's wilderness contains plants and animals, some of which are useful, some of which are harmful. Exploring Page's untamed lands for close-to-home resources is a common job for adventurers, and scientific institutes are extremely interested in cataloging and preserving Page's native ecosystems.

Game Statistics
Page has Normal gravity, and objects weigh 0.98 times their listed weight. It has a breathable atmosphere.


Locations on Page

http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/page-atlas-thumbnail.jpg (http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/PageAtlas.jpg)

Center of Power: This field indicates the individual or organization that wields most of the power in the city. This center of power may or may not be official; a college or business may hold significant sway in a community even if it possesses no official means of influencing the city's decisions.

Multiple centers of power are possible.

Total Population: The number of humans living in the city and its immediate area.

Major Exports: The city's primary means of paying for its needs. It exports these to the rest of the human population.

Major Imports: The city does not produce these items, or produces them in an insufficient quantity, and makes a habit of buying these things from other towns and visitors.

Purchase DC Limit: Items of or below this Purchase DC can be found here, possibly with some exceptions. Items higher than this DC cannot be found here without specific GM exceptions.

Black Market DC: The Knowledge (streetwise) DC to find the black market contacts of the town.

Item Restriction Limit: Not all cities enforce laws in the same way. Items of or below this restriction level can be carried or used openly in the city without attracting undue attention of the Authority. If the item carries a higher restriction, it cannot be carried openly even if the owner is licensed.

Eden
Center of Power: The Authority, Intellix Instrumental, The Trust
Total Population: 2,000,000
Major Exports: Agricultural goods, animal products, technology
Major Imports: Iron, thorium, magnesium
Purchase DC Limit: 60
Black Market DC: 30
Item Restriction Limit: License (+1)

Located on the southern peninsula of the continent that now bears its name, Eden is the home of humanity. It is here that humanity awoke from the dead, and here that human life has thrived. Eden is a city without peers; it possesses towering skyscrapers of steel and glass, a bustling community, parks, and nearly every kind of industry. Because it expanded gradually with humanity, Eden possesses an obvious ring structure much like a cut log. The inhabitants would build walls to hold out the native life, but the population would expand too much and need to build a new, larger wall several years later. Eventually, Eden embraced its spiral shape and built this way intentionally for consistency. Many of the ancient stone walls still stand in various districts, though few of the original buildings stand; only the Hall of Humanity, the first building ever built by human hands in the Sisters System, has remained. It has been expanded and remodeled time and time again, and now serves as the central agency of the Authority. The caretakers line its walls, nonfunctional but ever-watchful.

Around the Hall of Humanity stand many magnificent buildings, mostly business headquarters and mass markets. Vertical malls are also popular, where the inhabitants can shop at a single location for just about anything created in the Sisters System. Across from the Hall of Humanity sits the ever-important Auran Cortex. This large, glass structure contains the brain of Aurora, preserved and guarded closely, as well as a multitude of means of accessing the database stored within. Access to the Cortex is free, and considered to be a human right. People come here to read books, watch movies and television, and do research, and it is a popular place for meetings and friendly get-togethers. While writing to the cortex is prohibited, secondary servers are available where individuals can store their data under a free license called the Cortex Commons, mirroring the successful Creative Commons licensing on the Earth of Old.

The city center is surrounded by many circular roads that were once the city's outer roads at previous points in its history. These roads connect to themselves, and never fail to get a person to where they wish to go; getting around town is as simple as following the loop until you find your street. Because of the amount of resources consumed by cars and other vehicles, the inhabitants of Eden ride bicycles or utilize the city's extensive mass transportation system.

The northern section of the city is slightly elevated, and is a primarily residential district. A large portion of the area is dedicated to the reconstruction of Earth ecosystems as parks, where Eden's populace can go and pretend to live a day on the Earth of Old. Here, however, is also the North Eden Spaceport; a massive field dedicated to small spacecraft. Larger spacecraft, including luxury liners, Authority ships, and transport vessels, must use the Southern one.

The Genetic Archive can be found in the eastern section of Eden, facing towards the sea. In this humble, rectangular metal building rests the salvaged genetic code of the Earth's children, neatly organized and frozen in vials. Samples are still being recovered from Aurora's distant repositories, but the Genetic Archive has already begun cataloging the diverse life found on Page and has been met with success in cloning human organs for use by those who do not want, or cannot receive, cybernetic replacements.

Outside the central, metal city are vast fields of grains and livestock that feed the populace. These fields are oddly clumped due to the fact that they were once different settlements, but the expansion of Eden eventually absorbed them. The towers and lights of Eden can be seen for miles. It's even said that Eden's lights can be seen from Callahan's Wharf on a clear night; this is poetic, but erroneous. The fields are too vast to fall under the watchful eye of the Authority. They are still protected, however, but the farmsteads have become popular destinations for those who would trade some of their safety for privacy.

Eden is ruled closely by the Authority, the central governing body of the Sisters System. The streets are constantly patrolled, and the citizens accept their watchful eye as a desirable fact of life. Though the issue of privacy and unnecessary surveillance is a constant political talking point, no one can deny that the Authority is highly effective. Crime is very low, and the black market is extremely small and difficult to locate. While representatives of each of the criminal organizations can be found in Eden, none of them are capable of exerting influence the way they can in smaller communities. Only the Trust can influence Eden and the Authority, and only conspiracy theorists believe the Trust even exists.

The Authority occasionally runs afoul of foreigners due to the varying means by which rules are enforced around the System. By far, Eden is the strictest of all settlements. Carrying weapons of any kind will at least draw a conversation with an Authority officer, who will ask to see a license. Only the Authority may carry assault weapons, rifles, or any restricted weaponry, and all but the lightest armor will draw attention. A license to own restricted equipment does not permit an individual to carry the weapon in public places; if the owner wishes to transport such equipment, they must be in the rear of a vehicle or otherwise placed in a locked box to prevent easy access. Mass transit does not provide these accommodations, but transporters can be hired to move restricted items. The Authority will also provide this service if asked.

Free public internet exists in Eden, and is available to anyone who desires it. Because of this, Eden is capable of having what many believe to be the best system of law; democracy. Every citizen can place their votes on every issue. There is no such thing as Election Day; politics is part of the Edenite's daily life. Not everyone exercises their right all the time, however. Most people only take the time to vote on issues that they feel strongly about. While the Authority has so far gracefully accepted and enforced whatever the populace agrees within certain bounds, the fact that the Authority holds power over other settlements who do not have public internet, and therefore no means to participate in the democracy, is a very polarized issue. Allowing humanity to fracture into different camps, which many perceive to be the problem that eventually led to extinction originally, is something the Authority will not stand, but forcing the views of Eden onto settlements who have no chance to voice their own desires reeks of fascism. This is a problem that is discussed throughout the Sisters System to this day.

Avalon
Center of Power: Mayor Carrie Burke, Avalon Security Agency, New Life
Total Population: 50,000
Major Exports: Cybernetics and computer hardware
Major Imports: Agricultural goods, thorium
Purchase DC Limit: 50
Black Market DC: 25
Item Restriction Limit: License (+1)

The second major settlement of humankind, Avalon is a misty island south of Eden. It was originally established as a mining town to access the close-to-home iron in its mountains, but these ores have not proven to be as bottomless as hoped, and iron acquisition has slowed. Nevertheless, Avalon has successfully reestablished itself as a hotbed of electronic activity thanks to the large amount of silicates discovered with the ore. The company New Life, which specializes in consumer cybernetics, was founded here. Like its sister city, Eden, Avalon has a very active defense force and a publicly accessible internet. Avalon is notoriously poor at actually enforcing its laws, despite the presence of the Security Agency, and it is easily swayed by the whims of New Life, which is its lifeblood. Thankfully, New Life appears to be a rather humanitarian company, even for a medical business, and it is quick to put its cash where it will make a difference. Mrs. Burke is frequently criticized for her and the Agency's reactive nature to crime, focusing primarily on reducing its damage instead of preventing it from happening in the first place.

Miller's Crossing
Center of Power: House Miller, Spartan Technologies, The Trust
Total Population: 75,000
Major Exports: iron, thorium, magnesium, machines
Major Imports: Textiles, computer hardware
Purchase DC Limit: 50
Black Market DC: 20
Item Restriction Limit: License (+1)

Settled by the Miller family, Miller's Crossing occupies the sole land bridge between Eden and the mineral rich mountains to the West. On top of that, it operates a canal through the bridge, which places it at the crossroads of all supply lines to and from the mountains. Nearly all ore from the West passes through Miller's Crossing, which rapidly grew to a powerful and industrious mining town. Many companies moved their businesses to be closer to the ore, and Spartan Technologies still maintains their headquarters here. Though it is the second most populous city in the System, it has remarkably low contact with the Authority in Eden, and many of its inhabitants like it this way; Miller's Crossing is considered the capital of the black market. Goods of all different kinds can be found here, and few question one's motives. Though the black market is somewhat harder to find in Miller's Crossing than the near-lawless towns like Wake, the wealth and selection available more than makes up for the extra effort in evading the Authority.

Callahan's Wharf
Center of Power: House Callahan, Tallos Cybernetics
Total Population: 3,000
Major Exports: Textiles, lumber, thorium
Major Imports: Machines, computer hardware
Purchase DC Limit: 40
Black Market DC: 25
Item Restriction Limit: Restricted (+2)

After the disastrous failure of Camelot and the discovery of the empty death, Camelot's territory was considered a no-go land for many years. A hundred years ago, however, Eden attempted to colonize the wild frontier with a set of individuals genetically engineered to resist disease. Thus began Callahan's Wharf, which has since grown into a self-sustaining port town. It is popular with explorers who set out into the dark jungles, but the Wharf is also successful in more mundane labors like harvesting lumber and many raw materials for use by Eden. The presence of thorium is a recent revelation, and the Wharf has gained sudden popularity with large companies who seek exclusive rights to mine it. In particular, Tallos has been throwing quite a bit of money at the Callahan family in the hopes of winning their favor, and it appears to be succeeding, though Starwind is also a contender.

Brennan's Stead
Center of Power: House Brennan, The Protectorate
Total Population: 2,700
Major Exports: Machines, iron, magnesium, lumber
Major Imports: Computer hardware, food
Purchase DC Limit: 35
Black Market DC: 20
Item Restriction Limit: Restricted (+2)

Formed soon after Callahan's Wharf, Brennan's Stead is more popular with rugged individuals due to its weaker connection with Eden and, therefore, the Authority. The Stead makes its living primarily off of iron and magnesium, which it exports to Eden and Wake, though it also draws enough adventurers to make a living off of them, too; reports of the Shadow People who live in the jungle attract explorers who hope to be the first to make contact with an intelligent species. No evidence has been found of the Shadow People other than witness testimony, though fringe psionic researchers believe they could be psionic beings who have no physical bodies, and therefore would leave no technology or physical tracks. Regardless, there is enough Shadow People inside the city itself to keep people guessing; it is widely believed by the Authority that House Brennan pays protections to the terrorists who call themselves the Protectorate, and may actually finance their exploits.

Wake
Center of Power: Sisters Exploration Society, The Protectorate
Total Population: 2,000
Major Exports: Lumber, animals, iron
Major Imports: Explorers, food
Purchase DC Limit: 40
Black Market DC: 15
Item Restriction Limit: Restricted (+2)

Wake is a small community that lives on the edge of a completely unexplored territory. Because it was founded after the creation of starships, it is the only town to have been intentionally planned out and placed to maximize its access to resources on a wide scale, with an eye for expansion. The city is compact and encircled by a high wall to protect against the remarkably hostile life it has since encountered. It has a small steady population, mostly farmers and mineral workers who head out beyond the walls in search of resources, but a massive ever-changing demographic of explorers and transporters hoping to make a quick buck off of the unknown. The Sisters Exploration Society has a branch here, which helps direct the thrill-seekers and brigands into a coherent army to map the unexplored territory. Though each team may only perform a single task or visit a tiny area, the SES collates their data into its massive archive, adding their discoveries to its collective knowledge of Page. Much of this information finds its way into the Cortex Commons, but less trustful individuals believe the SES keeps some of the information to itself, or sells revolutionary discoveries to the Authority or the Trust.

Though the Sisters Exploration Society is faithful to Eden and the Authority, the Protectorate has a strong presence here, and is sometimes spotted actively recruiting for its organization, spouting propaganda against Eden and the Authority. Worse, it actually gains members this way.

Kuma Kode
2011-10-19, 05:09 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/preston.png
Preston
Class: Rock World
Mass: 2.61644 × 10²⁵ kg
Volume: 2.9708129 × 10¹² km³
Radius: 8919.4 km
Density: 8.81 g/cm³
Surface Gravity: 21.92 m/s²
Atmosphere: N₂ / O₂
Moons: 4
Orbital Distance: 224,397,000 km (1.5 AU)
Orbital Period: 1.914 Years

Despite its crushing gravity, Preston has been nonetheless a bustling planet. Its surface is unusually rich in metals and minerals usually only found deep inside most planets, and mining operations dot the surface at every opportune location. Towns and villages, made of light materials and squat construction to combat the heavy gravity, sprung up around the mines like the American Gold Rush.

Something was off, however, and geologists urged caution. Preston has a very strong magnetic field, indicating a convecting, molten iron core, but the crust lacks tectonics of any kind. Further compounding their fears, the planet's entire surface seemed to be no more than two centuries old. All signs pointed to extremely active volcanism, but there was none to be found.

Ten years ago, the surface of Preston shattered and began to subduct en masse. The populace fled the sudden volcanic activity and planetquakes, and now Preston stands largely abandoned except for some miners, their families, and several military bases. In a few decades, Preston's surface will be entirely renewed, and it will fall dormant for another two-hundred years.

Despite their losses, many companies are already drooling over the prospect of a completely renewed, mineral-rich planet.

Game Statistics
Preston has Heavy gravity, and objects weigh 2.23 times their listed weight. It has a breathable atmosphere.

Kuma Kode
2011-10-19, 05:12 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/hawking.png
Hawking
Class: Gas Giant
Mass: 5.11938 × 10²⁶ kg
Volume: 3.1125978 × 10¹⁴ km³
Radius: 42048.6 km
Density: 1.64 g/cm³
Surface Gravity: 19.3 m/s²
Atmosphere: H₂ / He
Moons: 42
Orbital Distance: 568,472,400 km (3.8 AU)
Orbital Period: 7.72 Years

This surprisingly dense gas giant has very defined wind bands, alternating in direction and color. It has a chaotic atmosphere that appears to be acrylic paint swirling of its own accord, but is actually storm systems moving in the upper atmosphere. Most storms move horizontally, but a few manage to slide vertically, pushed in unusual directions by other, more powerful storms.

Hawking has a vibrant ring system, which is currently being mined and surveyed by an army of droids.

Many of its moons are rich in minerals, and several are large enough to maintain their own atmospheres.

Game Statistics
Hawking has Heavy gravity, and objects weigh 1.97 times their listed weight. It has a thin, asphyxiant atmosphere.

Kuma Kode
2011-10-19, 05:13 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/sagan.png
Sagan
Class: Gas Giant
Mass: 2.76578 × 10²⁶ kg
Volume: 8.6078872 × 10¹³ km³
Radius: 27395.3 km
Density: 3.21 g/cm³
Surface Gravity: 24.56 m/s²
Atmosphere: H₂ / He
Moons: 53
Orbital Distance: 1,002,306,600 km (6.7 AU)
Orbital Period: 18.076 Years

Sagan is a pale gold orb, tortured by storms that appear as black voids. One such storm, called the Eye of God, covers nearly ten percent of the planet's surface. It is anticyclonic in nature, and its exact size and color appear to change with Sagan's seasons, though it is usually very dark. The Eye is actually a hole in the upper atmosphere that dredges up compounds from deep within the planet.

Like other gas giants in the Sisters System, it has a multitude of moons that are useful for mining. Though it has had limited contact with Vesmir's trade routes, it is still under heavy guard to protect against Unity's creeping influence.

Game Statistics
Sagan has Heavy gravity, and objects weigh 2.5 times their listed weight. It has a thin, asphyxiant atmosphere.

Kuma Kode
2011-10-19, 05:14 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/vesmir.png
Vesmir
Class: Gas Giant
Mass: 1.03343 × 10²⁶ kg
Volume: 5.4839864 × 10¹³ km³
Radius: 23572.7 km
Density: 1.88 g/cm³
Surface Gravity: 12.4 m/s²
Atmosphere: H₂ / He
Moons: 24
Orbital Distance: 1,675,497,600 km (11.2 AU)
Orbital Period: 39.07 Years

The chaotic reddish atmosphere of Vesmir appears unusually hostile. Its bands are swirled like paint, and its dark side flickers with lightning from massive storms. Vesmir possesses a tiny ring system not readily visible from far away. Its lunar system, while small, is very rich in metals and ices, making it a high profile mining area. Unfortunately, the presence of a sinister artificial intelligence called Unity has rendered the planet's system inhospitable to civilian and corporate mining expeditions, and many of the moons have turned into hives filled with rogue robots.

Armed supply runs have become a rather lucrative job for Vesmir's population.

Game Statistics
Vesmir has Normal gravity, and objects weigh 1.26 times their listed weight. It has a thin, asphyxiant atmosphere.

Kuma Kode
2011-10-19, 05:15 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/nocturna.png
Nocturna
Class: Gas Giant
Mass: 1.37990 × 10²⁶ kg
Volume: 1.6118284 × 10¹⁴ km³
Radius: 33766.3 km
Density: 0.86 g/cm³
Surface Gravity: 8.07 m/s²
Atmosphere: H₂ / He
Moons: 28
Orbital Distance: 2,363,648,400 km (15.8 AU)
Orbital Period: 65.463 Years

Nocturna's atmosphere is a nearly featureless sphere of violet, making it an oddity and a tourist location despite its distance from the main worlds. Only a band of white and the occasional white storm mars its appearance. In ultraviolet, however, it is highly active, with fourteen rapidly swirling alternating wind bands. Nocturna's unusual color is believed to be due to a mixture of iron compounds and ammonia compounds stirred up in the winds. The presence of iron seems to indicate that Nocturna began its life closer to Sylma, and then slid out farther, gobbling icy planetesimals along the way.

The planet occasionally sings to radios, emitting frequencies that can be detected by sensitive equipment.

The Ghost Ship is rumored to appear here.

Game Statistics
Nocturna has Normal gravity, and objects weigh 0.82 times their listed weight. It has a thin, asphyxiant atmosphere.

Kuma Kode
2011-10-19, 05:16 PM
Yes. I am reviving this project after a year of inactivity.




Don't judge me.

I added new weapons, too.

radmelon
2011-10-19, 07:14 PM
It liiiiiives! :smallbiggrin:

I'm so glad to see this again, you are an amazing worldbuilder. Where did you get the pictures of the planets?

Kuma Kode
2011-10-19, 08:34 PM
The pictures were made using GIMP (http://www.gimp.org/), following one of the many planet tutorials I found online. Some of the planets use textures I dredged up online originally for 3D applications.

Kuma Kode
2011-10-19, 11:10 PM
Psion Theory

The psion is a newly discovered elementary particle that mediates consciousness and entropy. Little is known about it, though scientists are feverishly working to uncover its secrets. It was discovered during a study on telekinesis as an anomalous fluctuation in electromagnetic fields of certain test devices, and has been found to be an integral part of psychic abilities, hence its given name.

Psions interact primarily with the electromagnetic force, and are very similar to electrons, which helped to hide them in early tests. They manifest in complex systems, leading scientists to believe they may be a kind of byproduct of reduced entropy or potential entropy itself.

Psions are stable particles that do not decay. They were originally thought to be their own antiparticle, but some studies hint towards the existence of the antipsion.

Psions and the Mind
The complexity of a particular system and the number of psions within it are proportionate. Though psions occur in natural systems, only the brains of higher organisms possess them in any large, consistently verifiable quantity, which also indicates they may be associated with the emergence of consciousness.

The psions in a brain form a kind of matrix that represents the psychic self. The number of connections between these psions is directly related to the complexity and depth of the mind it embodies. A spider's brain has significantly fewer connections than a human's, for instance, and so the spider has less consciousness and psionic potential than a human. In fact, the spider's psychic matrix is so simple that psychic powers that specifically work on the matrices of intelligent minds fail to work on a spider's matrix; the spider is more like an object than it is a human.

Psions and Psychic Powers
By some undiscovered mediating mechanic, psions can be influenced by the electromagnetic waves produced by neural activity. This allows for trained or naturally talented individuals to manipulate their environment by thought alone. This takes a considerable amount of energy, as the mechanism is inefficient (lifting an object psychically takes significantly more energy than simply lifting it manually, for instance).

Psionics is not a unique section of the brain, but a projection of already-used pathways into the environment. This has the effect of mirroring the origin in the result. Attempting to do work psychically, for instance, mirrors the same signals that would be sent to actually perform the work; Athletic psychics perform feats of telekinesis better than unathletic ones because the pathways to perform physical labor are more efficient in athletic individuals. Similarly, individuals with stronger social skills find psychically interfacing with another mind to be easier than those with weak interpersonal skills.

Theoretically, a mind matrix could develop that is composed of antipsions instead of psions. Such a mind would not only be rendered immune to conventional psychic powers, but could actively destroy psychic constructs with which it came into contact. Such an anti-psychic is referred to in scientific literature as a null.

Psionic Elements
Because psions behave in many ways like conventional electrons, it is possible to replace electrons in an atom with psions. The resulting psionically-charged material is called a psionic element. Psionic materials have many applications as the way the material interacts with other materials, as well as itself, can be altered by thoughts. Most commonly, psionic elements are used to detect the presence of psionic activity, but they have recently been picked up and used by the company Third Eye, which specializes in psionic applications.

Psionic elements are used extensively in the creation of the psi-cannon and the electroanimus.

It has been theorized that an antipsion and electron, or an antipsion and a psion, could create an atom-like structure without a conventional nucleus. Such a theorized atom is called psionium in scientific literature, and would likely be unstable. Psychics claim it could be made stable with the proper technique, however. If stable psionium is ever manufactured, it could prove to be a revolutionary substance with nearly limitless applications.

Psionic elements appear naturally in human brains. They are more common in the brains of psychically active individuals.

Zeta Kai
2011-10-19, 11:21 PM
I have to say that I love your settings, Kuma. The production values & the detail are as inspiring as they are impressive. Kudos unto thee.

Kuma Kode
2011-10-20, 04:09 AM
New and Modified Psionic Advanced Classes

While the Battle Mind and Telepath from the Agents of Psi campaign model are viable and welcome in Aurora, basic classes other than the Strong or Charismatic have few options available to them. Aurora includes new classes to help these characters enter the world of psionics without leaving their previous predilections behind.

Battle Mind (http://d20resources.com/modern.d20.srd/classes/advanced/battle.mind.php) - With the ability to manifest melee weapons and utilize attack powers, this class is a good choice for Strong heroes.
Psionic Agent (http://d20resources.com/arcana.d20.srd/advanced.classes/psionic.agent.php) - With an emphasis on utility powers and ranged weapons, this class is a good choice for Fast heroes.
Chimera - With the power to shapeshift and enhance himself, this class is a good choice for Tough heroes.
Cybermentalist - With an affinity for technology and the power to control robotic minds, this class is a good choice for Smart heroes.
Empath - With the ability to transfer health and energy and reflect damage back at attackers, this class is a good choice for Dedicated heroes.
Telepath (http://d20resources.com/modern.d20.srd/classes/advanced/telepath.php) - With a large power point pool and a vast array of abilities, the telepath is a good choice for Charismatic heroes.

Kuma Kode
2011-10-20, 04:28 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/610_088190_73.jpg

Chimera

Lots of people talk to animals....
Not very many listen, though....
That's the problem.

~ Benjamin Hoff ~

The Chimera hones his psychic abilities and turns them inward, changing himself instead of his environment. He can morph his shape to grow claws, see in the dark, and run faster. He can change into a silent assassin or a powerful brute as his needs dictate, or go from one to the other in seconds. Though he can't throw fire or control the minds of others, his mastery of himself and his endless shapeshifting ability will keep him in the fight long after other psychics have drained their tanks.

Take this advanced class if you want to be a flexible combatant who can adapt to any situation without needing to conserve power points or spell slots.

The fastest path into this advanced class is from the Tough Hero basic class, though other paths are possible.

Requirements
To qualify to become a Chimera, a character must fulfill the following criteria.

Skills: Concentration 6 ranks, Survival 6 ranks.
Feat: Wild Talent.
Special: Must have a Constitution score.

Class Information
The following information pertains to the Chimera advanced class.

Hit Die
The Chimera gains 1d12 hit points per level. The character’s Constitution modifier (if any) applies.

Action Points
The Chimera gains a number of action points equal to 6 + one-half her character level, rounded down, every time he attains a new level in this class.

Class Skills
The Chimera's class skills are as follows.

Autohypnosis (Wis), Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Current Events, Streetwise) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Read/ Write Language (none), Ride (Dex), Speak Language (none), Spot (Wis), Survival (Wis).

Skill Points at Each Level: 3 + Int modifier (2 + Int modifier for nonhumans).

{table=head;width=100%]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Defense Bonus|
Reputation Bonus

1st|
+0|
+2|
+2|
+0|Psionic skills, shapeshifting|
+0|
+0

2nd|
+1|
+3|
+3|
+0|Scent, shapeshifting|
+1|
+0

3rd|
+2|
+3|
+3|
+1|Bonus feat, shapeshifting|
+1|
+0

4th|
+3|
+4|
+4|
+1|Combat manifestation, shapeshifting|
+1|
+1

5th|
+3|
+4|
+4|
+1|Unity of form, shapeshifting|
+2|
+1

6th|
+4|
+5|
+5|
+2|Bonus feat, shapeshifting|
+2|
+1

7th|
+5|
+5|
+5|
+2|Feral mind, shapeshifting|
+2|
+2

8th|
+6|
+6|
+6|
+2|Feral regeneration, shapeshifting|
+3|
+2

9th|
+6|
+6|
+6|
+3|Bonus feat, shapeshifting|
+3|
+2

10th|
+7|
+7|
+7|
+3|Perfection of form, shapeshifting|
+3|
+3[/table]

Class Features
All of the following features pertain to the Chimera advanced class.

Psionic Skills

A Chimera has access to the following psionic skills. These skills are considered class skills for the Chimera, and he can use his skill points to buy ranks in them, just like other skills in the game.

Autohypnosis (Wis): Trained only. You have trained your mind to resist certain injuries and threats while also gaining a few select benefits.

Check: The DC and effect depend on the task you attempt.

Resist Fear: In response to a fear effect, you can make an Autohypnosis check on your next action even if you’ve been overcome by fear. A successful check grants you another saving throw with a +4 morale bonus to resist the fear effect.

Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or other particularly difficult piece of information. Each successful check allows you to memorize up to 250 words or the equivalent of what could be comfortably contained on an 8 1/2-by-11-inch sheet of paper. You always retain this information; however, you can only recall it with a successful Autohypnosis check.

Tolerate Poison: In response to being poisoned, you can make an Autohypnosis check on your next action. A successful check grants you a +4 morale bonus on your saving throw to resist the poison’s secondary damage.

Willpower: If reduced to 0 hit points (disabled), you may make an Autohypnosis check. If successful, you can perform a strenuous action without taking 1 point of damage. A failed check carries no penalties—you can choose not to perform the strenuous action. If you do perform the strenuous action after failing the check, you take 1 point of damage, as normal.

{table=head]Task | DC
Resist fear | 15
Memorize | 15
Tolerate poison | Poison’s DC
Willpower | 20[/table]

Try Again?: For resist fear and memorize, you can make a check once per round. You can’t try again to tolerate poison. You can’t try again in the same round for willpower.

Special: You can take 10 on Autohypnosis checks, but you can’t take 20.

Most uses of Autohypnosis are attack actions. Willpower is a free action that can be attempted once per round.

Concentration (Con): The normal Concentration skill expands to include psionic applications, as defined below.

Check: You must make a Concentration check whenever you may potentially be distracted while engaged in an activity, including manifesting a power or concentrating on an active power, that requires your full attention.

If the check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of manifesting a power, the power is lost. If you were concentrating on an active power, the power ends. The table in the Concentration skill description summarizes the various types of distractions. In situations where the distraction occurs while you are manifesting a power, you add the level of the power to the DC.

Try Again?: You can try again, but doing so doesn’t cancel the effects of a previous failure. If you lost a power, the power is lost.

Special: By making a check (DC 15 + power level), you can use Concentration to manifest a power defensively, thus avoiding attacks of opportunity. If the check succeeds, you can attempt the action without incurring any attacks of opportunity.

Psicraft (Int): Trained only. Use this skill to identify psionic powers as they manifest or psionic effects already in place.

Check: You can identify psionic powers and effects.

{table=head]DC| Task
15 + power level | Identify a psionic power as it manifests. (You must sense the power’s display or see some visible effect to identify a power.) You can’t try again.
20 + power level | Identify a power that’s already in place and in effect. (You must be able to see or detect the effects of the power.) You can’t try again.
20 + power level | Identify materials created or shaped by psionics. You can’t try again.
30 or higher | Understand a strange or unique psionic effect. You can’t try again.[/table]
Try Again?: See above.
Time: Unless otherwise indicated, Psicraft is a move action.

Shapeshifting: The Chimera's main strength is his ability to manifest mutations and alter his form.

Shapeshifts are ongoing psionic effects that alter the Chimera's physical form. A Chimera needs not keep a spellbook or prepare his shapes; once a shape is learned, it is available forever. Armor does not interfere with shapeshifting, but the Chimera's armor is not altered with his body, possibly causing it to be destroyed or fall off. Chimeras typically wear loose fitting, cheap clothes for this reason.

The Chimera does not expend power points to change his shape. Instead, he must temporarily invest his points into a shape. While so invested, his points are unavailable for use, but can be recovered simply by ending the shape and returning to his native form. Investing points to manifest a shape and revoking points and returning to normal are attack actions that cannot be done simultaneously.

The Chimera's selection of shapes is limited, but essentially unlimited in use. The number of shapes known and the amount of power points available to invest are determined by the Chimera's level, as given on the table below.

Shapes Discovered by Level
{table=head]Chimera Level | Points | 1 | 2 | 3 | 4 | 5
1st | 1 | 2 | — | — | — | —
2nd | 2 | 2 | — | — | — | —
3rd | 4 | 3 | 1 | — | — | —
4th | 6 | 3 | 2 | — | — | —
5th | 10 | 4 | 2 | 1 | — | —
6th | 14 | 4 | 3 | 2 | — | —
7th | 19 | 5 | 3 | 2 | 1 | —
8th | 24 | 5 | 4 | 3 | 2 | —
9th | 30 | 6 | 4 | 3 | 2 | 1
10th | 36 | 6 | 5 | 4 | 3 | 2[/table]

To learn or use a shape, the Chimera must have a score of at least 10 + the shape's level in the appropriate ability. Shapes that increase ability scores do not count for this total.

Scent: A Chimera of 2nd level or higher begins to undergo permanent changes to his body. He gains the scent special ability, which functions regardless of his form.

Bonus Feats: At 3rd, 6th, and 9th level, the Chimera gets a bonus feat. The bonus feat must be selected from the following list, and the Chimera must meet all the prerequisites of the feat to select it.

Animal Affinity, Athletic, Attentive, Blind-Fight, Combat Reflexes, Improved Brawl, Improved Feint, Improved Grapple, Improved Knockout Punch, Knockout Punch, Quick Draw, Ultra Immune System, Toughness.

Combat Manifestation: At 4th level, a Chimera becomes adept at shapeshifting in combat. He gets a +4 bonus on Concentration checks to shapeshift while on the defensive.

Unity of Form: As he increases in power, the Chimera becomes more comfortable with his forms and can change between them more readily. At 5th level and beyond, a Chimera can manifest or revoke a shape as a move action instead of an attack action.

Feral Mind: A Chimera of 7th level or higher begins to manifest psychological changes due to his constant shapeshifting. Against mind-affecting attacks, the Chimera may treat himself as an animal or as a creature of his native type, whichever is more beneficial.

Feral Regeneration: A Chimera's body can be set into overdrive to rapidly heal damage sustained. Upon achieving 8th level, the Chimera gains the ability to spend an action point to gain Fast Healing 1 for a number of rounds equal to his Chimera level plus his Constitution modifier.

Perfection of Form: At 10th level, a Chimera's form becomes truly fluid. He may invest and revoke power points as a free action each once per round, instantly manifesting or swapping his form.

1st-Level Chimera Shapes
Animal Senses (Wis): Gain a +2 mutation bonus to Listen, Search, and Spot.
DNA Reinforcement (Con): Gain +4 bonus on saves against radiation.
Ears of the Predator (Wis): Gain +4 mutation bonus to Listen.
Enhanced Hemoglobin (Con): Ignore penalties associated with thin and thick atmospheres, hold breath twice as long.
Enhanced Immune System (Con): Gain +2 bonus on Fortitude saves against poison and disease.
Eyes of the Predator (Wis): Gain +4 mutation bonus to Spot.
Foot Pads (Dex): Gain a +4 bonus to Hide and Move Silently.
Lesser Hide (Con): Gain +1 natural armor bonus.
Lesser Tail (Dex): Gain +4 bonus to Balance checks.
Rabbit Foot (Str): Gain +5 bonus to Jump checks.
Small Claws (Str): You gain a claw attack that deals 1d4 points of damage.
Thick Fur (Con): Gain +4 bonus to Fortitude saves against extreme cold.
Tiger Eye (Wis): Gain low-light vision.
Webbed Feet (Str): Gain +4 bonus to Swim checks.

2nd-Level Chimera Shapes
Animal Instinct (Wis): Gain +1 insight bonus to Defense.
Bear's Endurance (Con): Gain +2 Constitution.
Bull's Strength (Str): Gain +2 Strength.
Cat's Grace (Dex): Gain +2 Dexterity.
Echolocation (Wis): Gain blindsense 30 ft.
Fangs (Str): Gain a bite attack that deals 1d6 points of damage.
Fish Fins (Con): Gain swim speed, can breathe underwater.
Owl's Wisdom (Wis): Gain +2 Wisdom.
Hide (Con): Gain a +2 natural armor bonus.
Horns (Str): Gain a gore attack that deals 1d4 points of damage, more when charging.

3rd-Level Chimera Shapes
Bioelectric Current (Int): Gain touch attack, and natural attacks deal 1d6 electricity damage.
Claws (Str): Gain a claw attack that deals 1d8 points of damage.
Combat Instinct (Dex): Gain a +4 bonus to Initiative.
Darksight (Wis): Gain 60 ft. darkvision.
Gator Tail (Con): Large tail grants +4 to swim and balance; 1d6 slam attack.
Homeostasis (Con): Gain resistance 5 to two energy types.
Reinforced Flesh (Con): gain damage reduction 1/-.
Stickypads (Dex): Gain climb speed equal to base speed, +4 balance on slippery surfaces.
Sugarglide (Dex): Nonfunctional wings allow gliding, no damage from falls.

4th-Level Chimera Shapes
Bear Jaws (Str): Gain bite attack that deals 1d10 points of damage.
Digitigrade Legs (Con): Gain +10 bonus to base land speed.
Greater Homeostasis (Con): Gain resistance 10 to two energy types, or 5 to all.
Longhorn (Str): Gain gore attack that deals 1d8 points of damage, more when charging.
Prickly Pear (Con): Deal damage and poison creatures that grapple you.
Reinforced Skeleton (Con): Gain damage reduction 2/-, half damage from falls.
Spring-Loaded Legs (Dex): Gain +10 bonus to Jump checks.

5th-Level Chimera Shapes
Bear's Stature (Con): Assume large size; +4 to grapple, -1 defense and attack, natural weapon damage increases.
Carnivore Claws (Str): Gain a claw attack that deals 2d6 points of damage.
Greater Bear's Endurance (Con): Gain +4 Constitution.
Greater Bull's Strength (Str): Gain +4 Strength.
Greater Cat's Grace (Dex): Gain +4 Dexterity.
Greater Owl's Wisdom (Wis): Gain +4 Wisdom.
Perfect Echolocation (Wis): Gain blindsight 60 ft.
Wings (Dex): Gain fly speed, good maneuverability.

Kuma Kode
2011-10-20, 04:42 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/php33noaQAM.jpg

Cybermentalist

There have always been ghosts in the machine. Random segments of code that have grouped together to form unexpected protocols. Unanticipated, these free radicals engender questions of free will, creativity, and even the nature of what we might call the soul. Why is it that when some robots are left in darkness, they will seek out the light? Why is it that when robots are stored in an empty space, they will group together, rather than stand alone? How do we explain this behavior? Random segments of code? Or is it something more? When does a perceptual schematic become consciousness? When does a difference engine become the search for truth? When does a personality simulation become the bitter mote of a soul?

~ Dr. Lanning, "I, Robot" ~

The Cybermentalist crosses the line between organic and digital, manifesting psionic powers through an electronic medium. Lines of code become thoughts, and thoughts become reality. The cybermentalist can control the thoughts of others, manipulate electronics, and even generate metaphysical source code for his robotic creations. The electric pulses that surge through a robot or cybernetic attachment are the same pulses that course through a living body, and the cybermentalist learns to control these pulses regardless of the format and blur the concepts that define the soul and free will.

Take this Advanced class if you want to possess psionic powers while retaining an affinity for technology, and to merge the two together.

The fastest path into this advanced class is from the Smart Hero basic class, though other paths are possible.

Requirements
To qualify to become a Cybermentalist, a character must fulfill the following criteria.

Skills: Computer Use 6 ranks, Craft (Electronic) 6 ranks, Craft (Mechanical) 6 ranks.
Feat: Wild Talent.
Special: Must have at least three cybernetic attachments or be of the Construct (Robot) type.

Class Information
The following information pertains to the Cybermentalist advanced class.

Hit Die
The Cybermentalist gains 1d6 hit points per level. The character’s Constitution modifier (if any) applies.

Action Points
The Cybermentalist gains a number of action points equal to 6 + one-half her character level, rounded down, every time he attains a new level in this class.

Class Skills
The Cybermentalist's class skills are as follows.

Autohypnosis (Wis), Computer Use (Int), Craft (electrical, mechanical) (Int), Concentration (Con or Cha), Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge (earth and life sciences, physical sciences, popular culture, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Psicraft (Int), Read/ Write Language (none), Repair (Int), Research (Int), Speak Language (none).

Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).

{table=head;width=100%]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Defense Bonus|
Reputation Bonus

1st|
+0|
+0|
+0|
+2|Unexpected protocol, psionic skills, psionic powers|
+0|
+0

2nd|
+1|
+0|
+0|
+3|Binary brain, psionic powers|
+1|
+0

3rd|
+1|
+1|
+1|
+3|Bonus Feat, psionic powers|
+1|
+1

4th|
+2|
+1|
+1|
+4|Psychosphere, psionic powers|
+1|
+1

5th|
+2|
+1|
+1|
+4|Ghost in the machine, psionic powers|
+2|
+1

6th|
+3|
+2|
+2|
+5|Bonus Feat, psionic powers|
+2|
+2

7th|
+3|
+2|
+2|
+5|Power-line soul, psionic powers|
+2|
+2

8th|
+4|
+2|
+2|
+6|Combat manifestation, psionic powers|
+3|
+2

9th|
+4|
+3|
+3|
+6|Bonus Feat, psionic powers|
+3|
+3

10th|
+5|
+3|
+3|
+7|Machine messiah, psionic powers|
+3|
+3[/table]

Class Features
All of the following features pertain to the Cybermentalist advanced class.

Psionic Skills

A Cybermentalist has access to the following psionic skills. These skills are considered class skills for the Cybermentalist, and he can use his skill points to buy ranks in them, just like other skills in the game.

Autohypnosis (Wis): Trained only. You have trained your mind to resist certain injuries and threats while also gaining a few select benefits.

Check: The DC and effect depend on the task you attempt.

Resist Fear: In response to a fear effect, you can make an Autohypnosis check on your next action even if you’ve been overcome by fear. A successful check grants you another saving throw with a +4 morale bonus to resist the fear effect.

Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or other particularly difficult piece of information. Each successful check allows you to memorize up to 250 words or the equivalent of what could be comfortably contained on an 8 1/2-by-11-inch sheet of paper. You always retain this information; however, you can only recall it with a successful Autohypnosis check.

Tolerate Poison: In response to being poisoned, you can make an Autohypnosis check on your next action. A successful check grants you a +4 morale bonus on your saving throw to resist the poison’s secondary damage.

Willpower: If reduced to 0 hit points (disabled), you may make an Autohypnosis check. If successful, you can perform a strenuous action without taking 1 point of damage. A failed check carries no penalties—you can choose not to perform the strenuous action. If you do perform the strenuous action after failing the check, you take 1 point of damage, as normal.

{table=head]Task | DC
Resist fear | 15
Memorize | 15
Tolerate poison | Poison’s DC
Willpower | 20[/table]

Try Again?: For resist fear and memorize, you can make a check once per round. You can’t try again to tolerate poison. You can’t try again in the same round for willpower.

Special: You can take 10 on Autohypnosis checks, but you can’t take 20.

Most uses of Autohypnosis are attack actions. Willpower is a free action that can be attempted once per round.

Concentration (Con): The normal Concentration skill expands to include psionic applications, as defined below.

Check: You must make a Concentration check whenever you may potentially be distracted while engaged in an activity, including manifesting a power or concentrating on an active power, that requires your full attention.

If the check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of manifesting a power, the power is lost. If you were concentrating on an active power, the power ends. The table in the Concentration skill description summarizes the various types of distractions. In situations where the distraction occurs while you are manifesting a power, you add the level of the power to the DC.

Try Again?: You can try again, but doing so doesn’t cancel the effects of a previous failure. If you lost a power, the power is lost.

Special: By making a check (DC 15 + power level), you can use Concentration to manifest a power defensively, thus avoiding attacks of opportunity. If the check succeeds, you can attempt the action without incurring any attacks of opportunity.

Psicraft (Int): Trained only. Use this skill to identify psionic powers as they manifest or psionic effects already in place.

Check: You can identify psionic powers and effects.

{table=head]DC| Task
15 + power level | Identify a psionic power as it manifests. (You must sense the power’s display or see some visible effect to identify a power.) You can’t try again.
20 + power level | Identify a power that’s already in place and in effect. (You must be able to see or detect the effects of the power.) You can’t try again.
20 + power level | Identify materials created or shaped by psionics. You can’t try again.
30 or higher | Understand a strange or unique psionic effect. You can’t try again.[/table]
Try Again?: See above.
Time: Unless otherwise indicated, Psicraft is a move action.

Psionic Powers: The Cybermentalist's main strength is her ability to manifest psionic powers.

A psionic power is a one-time psionic effect. Psionic powers require power points to use. Unlike arcane spellcasters, Cybermentalists don’t have spellbooks and they don’t prepare powers ahead of time. In addition, a Cybermentalist can use psionics while wearing armor without risking the failure of the power.

A Cybermentalist's level limits the number of power points available for manifesting powers. In addition, a Cybermentalist must have a key ability score equal to at least 10 + the power’s level to manifest a particular power.

The Cybermentalist's selection of powers is extremely limited but unusual and effective. At 1st level, a Cybermentalist knows two 0-level powers of your choice. At each level, the Cybermentalist discovers one or more previously latent powers, as indicated on the table below.

Powers Discovered by Level
{table=head]Cybermentalist Level | Pts/Day | 0 | 1 | 2 | 3 | 4
1st | 2 | 2 | — | — | — | —
2nd | 3 | 3 | — | — | — | —
3rd | 4 | 3 | 1 | — | — | —
4th | 5 | 3 | 2 | — | — | —
5th | 8 | 3 | 3 | 1 | — | —
6th | 11 | 3 | 3 | 2 | — | —
7th | 16 | 3 | 3 | 2 | 1 | —
8th | 21 | 3 | 3 | 3 | 1 | —
9th | 26 | 3 | 3 | 3 | 2 | —
10th | 33 | 3 | 3 | 3 | 2 | 1[/table]

The DC for saving throws to resist a psionic power is 10 + the power’s level + the Cybermentalist's key ability modifier.

A Cybermentalist can manifest a certain number of powers per day based on her available power points. She just pays the power point cost of a power to manifest it, no preparation necessary. The base number of power points available per day is shown above. This number is improved by bonus points determined by the Cybermentalist's Intelligence score, as shown on the table below.

{table=head]Int Score | Bonus Power Points per Day
12–13 | 1
14–15 | 3
16–17 | 5
18–19 | 7
20–21 | 9
22–23 | 11[/table]

Unexpected Protocol: The consciousness emergent of digital complexity is not well-understood, and reacts to code in unexpected ways. A robotic Cybermentalist becomes immune to conventional effects designed to control it, including remotes and morality or ethics cores, even if the robot was originally designed to accept these measures.

If the Cybermentalist is living, his or her cybernetics become immune to conventional effects designed to disable them, including the gimp chip or other government measures, even if these devices were originally built to be controlled by these external forces.

Psionic powers or devices, or conventional devices specifically designed with digital psionics in mind, function normally.

Binary Brain: At 2nd level, the cybermentalist gains the power to manipulate latent consciousness in the structures of the digital. The cybermentalist may now affect robots with an Intelligence score with his or her mind-affecting psionic powers, even though they are normally immune.

Bonus Feats: At 3rd, 6th, and 9th level, the Cybermentalist gets a bonus feat. The bonus feat must be selected from the following list, and the Cybermentalist must meet all the prerequisites of the feat to select it.

Alien Weapon Proficiency, Builder, Craft Cybernetics, Cybernetic Surgery, Cybertaker, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Frightful Presence, Gearhead, Mastercrafter, Vehicle Expert.

Psychosphere: By the time he reaches 4th level, the Cybermentalist has crafted a metal in which the electrons have been swapped for psions, the subatomic particles responsible for consciousness. This allows the cybermentalist to mold the metal as if it were silly putty, though it remains hard as steel.

The psychosphere is a shiny metal orb two-and-a-half inches in diameter. It floats effortlessly in the cybermentalist's hand and can be control telekinetically within a short range. It has several modes.

Weapon: The psychosphere forms spikes in weapon mode, and can be flung at an enemy within 10 ft. like a thrown weapon, except that it returns immediately and can be used to make multiple attacks, if the character has that ability. The psychosphere deals 1d6 points of piercing damage. The character's Strength modifier does not apply to damage, but his Intelligence is used instead of his Dexterity for the attack roll.

Shield: A psychosphere in shield mode molds into a disc half-an-inch thick. It attempts to intercept attacks, granting the cybermentalist a +2 shield bonus to Defense.

Tool: Though it lacks precision in shape, the psychosphere can form itself into a rudimentary tool. What crudeness it has in form it makes up for by being hands-free, and grants a +2 equipment bonus to skill checks, dependent upon the task at hand. The GM has the final say in to what you can and cannot apply the tool bonus.

Ghost in the Machine: Robots built by the Cybermentalist have an eerie tendency to exhibit unusual qualities in their behavior. Whether or not the Cybermentalist is creating poor programming or disturbingly good programming is debated, but those who have met the cybermentalist and his or her robotic companions know it's the latter.

When a Cybermentalist of 5th level or higher builds a robot, he has the option of programming it to have a limited-use psionic power, but doing so requires an investure of himself. The psionic module is built into the robot and cannot be salvaged. It counts as an accessory with a Purchase DC of 15 + the power's level + the manifester level. This is usually figured into the final cost of the robot.

Crafting a ghost in the machine requires an expenditure of experience points equal to the Purchase DC of the module × the manifester level × the power's level. 0-level powers do not consume experience.

A ghost in the machine smaller than tiny can manifest its power once. Unable to handle the power surging through its miniscule circuitry, the robot melts and is destroyed as if reaching 0 HP. A robot of tiny size or larger can manifest its imbued power once per day and is not harmed.

If the robot is destroyed, the module cannot be salvaged and the experience remains lost.

Power-Line Soul: At 6th level, a Cybermentalist can send his consciousness through a wire or device he is touching and interface with it, even jumping from wire to wire to bypass physical switches. He is treated as if he were using a neural jack to interface with the device, even if the device lacks a neural jack or is not actually nearby (touching a cord that ultimately reaches it will suffice). Doing so consumes 1 power point, plus an additional point for every Computer Use check made while in this disembodied state.

While interfaced, the cybermentalist's body is catatonic and unaware of its surroundings. If removed from the device, the cybermentalist immediately reawakens.

Combat Manifestation: At 8th level, a Cybermentalist becomes adept at manifesting psionic powers in combat. He gets a +4 bonus on Concentration checks to manifest a power while on the defensive.

Machine Messiah: Upon reaching 10th level, the Cybermentalist is the next evolution of digital kind, and is treated as a nearly god-like figure by electronics. A robot must succeed at a Will save (DC 10 + 1/2 the Cybermentalist's class level + the Cybermentalist's Intelligence modifier) in order to attack or otherwise take hostile actions against the Cybermentalist. If it succeeds, it may ignore the cybermentalist's Machine Messiah ability for 24 hours. If it fails, it may attempt the action on subsequent rounds until it succeeds or gives up.

This ability applies to any robot with an Intelligence score, even ones with a remote control or a morality or ethics core.

Cybermentalist Powers
The Cybermentalist chooses psionic powers from the following list.

0-Level Cybermentalist Powers
Burst (Dex). Speed improves by 10 feet for 1 round.
Daze (Int). Target loses next action.
Detect Psionics (Wis). Detect the presence of psionics activity.
Far Hand (Dex). Minor telekinesis.
Missive (Int). Send a one-way telepathic message.
Telempathic Projection (Int). Modify the subject’s emotions.
Verve (Str). Gain 1 temporary hit point.

1st-Level Cybermentalist Powers
Charm Person (Int). Makes target your friend.
Conceal Thoughts (Int) Hide your motives.
Control Object (Dex). Telekinetically animate a small object.
Identify (Wis). Identify single feature of magical or psionics item.
Lesser Body Adjustment (Str). Heal 1d8 hp, or gain +1 bonus on next Fortitude save to resist poison or disease, or heal 1 point of ability damage.
Lesser Mindlink (Int). Forge a limited mental bond with target.
Object Reading (Wis). Reveal an object’s past.
White Noise (Wis). Scramble electronic transmissions.

2nd-Level Cybermentalist Powers
Brain Lock (Int). Target can’t move or take any mental actions.
Clairaudience/Clairvoyance (Wis). Hear or see at a distance.
Darkvision (Wis). See in the dark.
Detect Thoughts (Int). Detect target’s surface thoughts.
Electronic Fog (Wis).Scramble electronic signals.
Knock (Dex): Open locked doors.
Sensitivity to Psychic Impressions (Wis). Reveal an area’s past.
Suggestion (Int). Compels target to follow suggested action.

3rd-Level Cybermentalist Powers
Charm Creature (Int): Make creature believe you to be an ally.
False Sensory Input (Int). Falsify one of the target’s senses.
Lesser Domination (Int). Forces target to obey your will.
Mental Blast (Int). Target stunned for 3d4 rounds.
Mindlink (Int). Forge a mental bond with others.
Negate Psionics (Wis). Cancels psionic powers and effects.

4th-Level Cybermentalist Powers
Domination (Int). Subject obeys your will.
Forced Mindlink (Int). Forge mental bond with unwilling target.
Mindwipe (Int): Subject’s recent experiences are wiped away.
Tailor Memory (Int). Plant false memory in target.
Telekinesis (Dex). Lift or move 25 pounds per level at long range.
Signal Feed (Int) Cameras show what you want them to show.
Steadfast Perception (Wis). +4 bonus against illusions, +2 bonus on Search and Spot checks.

Kuma Kode
2011-10-20, 05:25 AM
http://i88.photobucket.com/albums/k185/kuma_klaw/1246033_f260.jpg

Empath

If beings knew, as I know, the results of sharing gifts, they would not enjoy their gifts without sharing them with others, nor would the taint of stinginess obsess the heart and stay there. Even if it were their last and final bit of food, they would not enjoy its use without sharing it, if there were anyone to receive it.

~ Itivuttaka 18 ~

The Empath possesses a deep understanding of the human condition, which has unlocked latent psionic powers within her. She can connect with both her friends and foes on a level few have ever experienced, allowing her to physically exchange emotions. The Empath can take another's wounds, suffering in their stead, or create shields that enact karmic retribution upon attackers, forcing others to feel the pain and misery of their victims. The Empath lacks overt offensive abilities, and cannot directly enforce her will. She can, however, make taking some actions so harmful or fruitless that her enemies have no choice but to understand her point of view.

Take this Advanced class if you want to use psionic powers to heal and support your allies while punishing the thoughts of your enemies.

The fastest path into this advanced class is from the Dedicated Hero basic class, though other paths are possible.

Requirements
To qualify to become an Empath, a character must fulfill the following criteria.

Skills: Listen 6 ranks, Sense Motive 6 ranks, Spot 6 ranks.
Feat: Wild Talent.

Class Information
The following information pertains to the Empath advanced class.

Hit Die
The Empath gains 1d6 hit points per level. The character’s Constitution modifier (if any) applies.

Action Points
The Empath gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills
The Empath's class skills are as follows.

Autohypnosis (Wis), Craft (Pharmaceutical) (Int), Concentration (Con), Gamble (Wis), Investigate (Int), Knowledge (Behavioral Sciences, Business, Civics, Current Events, Earth and Life Sciences, Popular Culture, Streetwise, Theology and Philosophy) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Read/ Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Treat Injury (Wis).

Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).

{table=head;width=100%]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Defense Bonus|
Reputation Bonus

1st|
+0|
+2|
+0|
+2|Psionic skills, psionic powers|
+1|
+1

2nd|
+1|
+3|
+0|
+3|Lending hand I, psionic powers|
+2|
+1

3rd|
+2|
+3|
+1|
+3|Bonus Feat, psionic powers|
+2|
+1

4th|
+3|
+4|
+1|
+4|Retributive justice, psionic powers|
+3|
+2

5th|
+3|
+4|
+1|
+4|Lending hand II, psionic powers|
+3|
+2

6th|
+4|
+5|
+2|
+5|Bonus Feat, psionic powers|
+3|
+2

7th|
+5|
+5|
+2|
+5|Combat manifestation, psionic powers|
+4|
+3

8th|
+6|
+6|
+2|
+6|Lending hand III, psionic powers|
+4|
+3

9th|
+6|
+6|
+3|
+6|Bonus Feat, psionic powers|
+5|
+3

10th|
+7|
+7|
+3|
+7|Collective unconscious, psionic powers|
+5|
+4[/table]

Class Features
All of the following features pertain to the Empath advanced class.

Psionic Skills

An Empath has access to the following psionic skills. These skills are considered class skills for the Empath, and he can use his skill points to buy ranks in them, just like other skills in the game.

Autohypnosis (Wis): Trained only. You have trained your mind to resist certain injuries and threats while also gaining a few select benefits.

Check: The DC and effect depend on the task you attempt.

Resist Fear: In response to a fear effect, you can make an Autohypnosis check on your next action even if you’ve been overcome by fear. A successful check grants you another saving throw with a +4 morale bonus to resist the fear effect.

Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or other particularly difficult piece of information. Each successful check allows you to memorize up to 250 words or the equivalent of what could be comfortably contained on an 8 1/2-by-11-inch sheet of paper. You always retain this information; however, you can only recall it with a successful Autohypnosis check.

Tolerate Poison: In response to being poisoned, you can make an Autohypnosis check on your next action. A successful check grants you a +4 morale bonus on your saving throw to resist the poison’s secondary damage.

Willpower: If reduced to 0 hit points (disabled), you may make an Autohypnosis check. If successful, you can perform a strenuous action without taking 1 point of damage. A failed check carries no penalties—you can choose not to perform the strenuous action. If you do perform the strenuous action after failing the check, you take 1 point of damage, as normal.

{table=head]Task | DC
Resist fear | 15
Memorize | 15
Tolerate poison | Poison’s DC
Willpower | 20[/table]

Try Again?: For resist fear and memorize, you can make a check once per round. You can’t try again to tolerate poison. You can’t try again in the same round for willpower.

Special: You can take 10 on Autohypnosis checks, but you can’t take 20.

Most uses of Autohypnosis are attack actions. Willpower is a free action that can be attempted once per round.

Concentration (Con): The normal Concentration skill expands to include psionic applications, as defined below.

Check: You must make a Concentration check whenever you may potentially be distracted while engaged in an activity, including manifesting a power or concentrating on an active power, that requires your full attention.

If the check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of manifesting a power, the power is lost. If you were concentrating on an active power, the power ends. The table in the Concentration skill description summarizes the various types of distractions. In situations where the distraction occurs while you are manifesting a power, you add the level of the power to the DC.

Try Again?: You can try again, but doing so doesn’t cancel the effects of a previous failure. If you lost a power, the power is lost.

Special: By making a check (DC 15 + power level), you can use Concentration to manifest a power defensively, thus avoiding attacks of opportunity. If the check succeeds, you can attempt the action without incurring any attacks of opportunity.

Psicraft (Int): Trained only. Use this skill to identify psionic powers as they manifest or psionic effects already in place.

Check: You can identify psionic powers and effects.

{table=head]DC| Task
15 + power level | Identify a psionic power as it manifests. (You must sense the power’s display or see some visible effect to identify a power.) You can’t try again.
20 + power level | Identify a power that’s already in place and in effect. (You must be able to see or detect the effects of the power.) You can’t try again.
20 + power level | Identify materials created or shaped by psionics. You can’t try again.
30 or higher | Understand a strange or unique psionic effect. You can’t try again.[/table]
Try Again?: See above.
Time: Unless otherwise indicated, Psicraft is a move action.

Psionic Powers: The Empath's main strength is her ability to manifest psionic powers.

A psionic power is a one-time psionic effect. Psionic powers require power points to use. Unlike arcane spellcasters, Empaths don’t have spellbooks and they don’t prepare powers ahead of time. In addition, an Empath can use psionics while wearing armor without risking the failure of the power.

An Empath's level limits the number of power points available for manifesting powers. In addition, an Empath must have a key ability score equal to at least 10 + the power’s level to manifest a particular power.

The Empath's selection of powers is extremely limited but unusual and effective. At 1st level, an Empath knows two 0-level powers of your choice. At each level, the Empath discovers one or more previously latent powers, as indicated on the table below.

Powers Discovered by Level
{table=head]Empath Level | Pts/Day | 0 | 1 | 2 | 3 | 4
1st | 2 | 2 | — | — | — | —
2nd | 3 | 3 | — | — | — | —
3rd | 4 | 3 | 1 | — | — | —
4th | 5 | 3 | 2 | — | — | —
5th | 8 | 3 | 3 | 1 | — | —
6th | 11 | 3 | 3 | 2 | — | —
7th | 16 | 3 | 3 | 2 | 1 | —
8th | 21 | 3 | 3 | 3 | 1 | —
9th | 26 | 3 | 3 | 3 | 2 | —
10th | 33 | 3 | 3 | 3 | 2 | 1[/table]

The DC for saving throws to resist a psionic power is 10 + the power’s level + the Empath's key ability modifier.

An Empath can manifest a certain number of powers per day based on her available power points. She just pays the power point cost of a power to manifest it, no preparation necessary. The base number of power points available per day is shown above. This number is improved by bonus points determined by the Empath's Intelligence score, as shown on the table below.

{table=head]Wis Score | Bonus Power Points per Day
12–13 | 1
14–15 | 3
16–17 | 5
18–19 | 7
20–21 | 9
22–23 | 11[/table]

Lending Hand I: At 2nd level, the Empath gains the ability to physically heal others, but at a price. Using this ability is a full-round action that provokes an attack of opportunity, and the Empath must be touching the creature she wants to heal. The Empath may choose to heal a number of hit points equal to or less than her Wisdom modifier times her Empath level, but she takes an equal amount of damage herself. In effect, she takes some of the creature's wounds and suffers in its stead.

The Empath can heal herself with this ability, but a donor is required who will accept the damage the Empath has sustained (the Empath cannot take hit points from an unwilling target).

If the Empath drops below 0 hit points because of Lending Hand, she begins dying exactly as if she had been struck by an attack. If the target is dying when he or she is healed, he or she stabilizes.

The damage sustained by the Empath or her donor cannot be mitigated in any way; if the damage is reduced, the healing is reduced in an identical manner. Similarly, the ability cannot be used to grant a character hit points beyond their maximum.

Bonus Feats: At 3rd, 6th, and 9th level, the Empath gets a bonus feat. The bonus feat must be selected from the following list, and the Empath must meet all the prerequisites of the feat to select it.

Alertness, Animal Affinity, Attentive, Blind-Fight, Confident, Defensive Martial Arts, Educated, Iron Will, Medical Expert, Unbalance Opponent.

Retributive Justice: With a touch, an Empath of 4th level or higher may imbue an ally with the concept of retributive justice. This lasts for 1 minute, and the Empath may only have one ally so imbued at any time (using this ability a second time ends the first prematurely). Activating this ability is a full-round action that provokes attacks of opportunity and requires the expenditure of an action point.

Whenever the protected ally is dealt hit point damage through any means, including melee attacks, ranged attacks, and spells or powers, the attacker also takes damage equal to ¼ the damage they dealt or the Empath's Wisdom score, whichever is lower.

This damage results from direct psychic retribution and is not reduced by damage reduction or energy resistances. Distance similarly does not matter, but the ability only reflects damage dealt intentionally. Traps, environmental threats, and other mindless or accidental attacks are not reflected, but indirect intentional attacks, like grenades, are still reflected normally.

Lending Hand II: At 5th level, the Empath gains the ability to trade action points with a willing ally when using her lending hand ability. She need not transfer hit points to trade action points. She may choose to either take an action point willingly given by an ally, or to give her ally one she possesses. Only one action point can change hands per round, and the transfer is permanent (but the action point can be traded back).

Combat Manifestation: At 7th level, an Empath becomes adept at manifesting psionic powers in combat. She gets a +4 bonus on Concentration checks to manifest a power while on the defensive.

Lending Hand III: An Empath of 8th level or higher may exchange psionic power points instead of, or in addition to, hit points when using her lending hand ability. This ability does not allow a character to exceed their maximum power points, and non-psionic characters cannot recieve or grant power points. She may only transfer a number of points equal to her Empath level per round.

Collective Unconscious: Upon achieving 10th level, the Empath learns to tap into the latent psychic connections that tether her to her friends. By spending an action point, the Empath may use her Lending Hand abilities without requiring physical contact. She must still obey the limitations specific to each transaction, but may otherwise affect any number of allies within 60 feet.

Empath Powers
The Empath chooses psionic powers from the following list.

0-Level Empath Powers
Daze (Cha): Target loses next action.
Detect Psionics (Wis): Manifester can detect the presence of psionic activity.
Missive (Cha): Send a one-way telepathic message.
Telempathic Projection (Cha): Modify the subject’s emotions.
Amplified Sensitivity (Wis)*: Gain a +4 bonus to Sense Motive checks for a short time.

1st-Level Empath Powers
Attraction (Cha): Target develops an attraction the manifester specifies.
Charm Person (Cha): Makes target manifester's friend.
Control Object (Con): Telekinetically animate a small object.
Lesser Mindlink (Cha): Forge a limited mental bond with target.
Object Reading (Wis): Reveal an object’s past.
Conceal Thoughts (Cha): Hide your motives.
Babel (Wis)*: Understand and be understood by anything with a language.
Soul Sense (Wis)*: Detect the presence or absence of strong emotions in a large area.

2nd-Level Empath Powers
Clairaudience/Clairvoyance (Wis): Hear or see at a distance.
Detect Thoughts (Cha): Detect target’s surface thoughts.
Commune with Animals (Wis)*: Understand the thoughts and desires of animals.
Mirror Motives (Wis)*: Sense incoming mind-affecting attacks and fool them.
Sensitivity to Psychic Impressions (Wis): Reveal an area’s past.
See Invisible (Wis)*: Allows manifester to percieve supernaturally invisible creatures.
Distributive Justice (Wis)*: Retributive Justice also shares damage sustained with the manifester.

3rd-Level Empath Powers
Charm Creature (Cha): Make creature belief you to be an ally.
Mindlink (Cha): Forge a mental bond with others.
Malicious Feedback (Wis)*: Target takes damage whenever it deals damage.
Negate Psionics (Con): Cancels psionic powers and effects.
Transformative Justice (Wis)*: Retributive Justice also reflects negative status effects.
Restorative Justice (Wis)*: Retributive Justice steals health from attacker.

4th-Level Empath Powers
Sending (Dex): Deliver short message anywhere instantly.
Forced Mindlink (Cha): Forge mental bond with unwilling target.
Mind Probe (Wis): Discover a target’s secret thoughts.
Mindwipe (Cha): Subject’s recent experiences are wiped away.
Tailor Memory (Cha): Plant false memory in target.

Kuma Kode
2011-10-20, 09:54 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/armor.jpg
Armor

Armor has enjoyed a greater focus due to its utility against weapons as well as its necessity against some of the harsh environments in the Sisters System. Many companies manufacture armor, but each one has a particular niche. Praetech is the leading name in combat armor due to their ruggedness and reliability. Empire, conversely, primarily focuses on armor designed to alleviate the conditions of harsh environments. A mysterious company called Third Eye crafts equipment specifically geared to psionics.

All PL5 real-world armor is also available. None of the armor from d20 Future, Future Tech, or other such supplements are available; their genericness is replaced by specific models below.

{table=head;width=100%]
Name|
Type|
Equipment
Bonus|
Nonprof.
Bonus|
Max Dex
Bonus|
Armor
Penalty|
Speed|
Weight|
Purchase
DC|
Restriction

{colsp=10}Light Armor
Praetech Light Duty Armor | Tactical | +4 | +1 | +6 | -1 | 30 ft. | 4 lb. | 16 | -
Praetech Ghost | Concealable | +1 | +1 | +8 | -0 | 30 ft. | 1 lb. | 14 | -
Third Eye Coat of Witchcraft | Archaic | +1 | +1 | +8 | -1 | 30 ft. | 3 lb. | 22 | -
Empire Deep Space Exoskin | Enviro | +1 | +1 | +8 | -0 | 30 ft. | 3 lb. | 26 | -
{colsp=10}Medium Armor
Empire Space Exploration Suit | Enviro | +5 | +2 | +3 | -4 | 25 ft. | 10 lb. | 22 | -
Praetech Basalisk Armor | Tactical | +4 | +2 | +4 | -3 | 25 ft. | 12 lb. | 17 | Lic (+1)
Praetech Light Combat Armor | Tactical | +6 | +2 | +4 | -4 | 25 ft. | 10 lb. | 19 | Lic (+1)
Third Eye Witchhunter | Archaic | +5 | +2 | +4 | -4 | 25 ft. | 12 lb. | 26 | Res (+2)
{colsp=10}Heavy Armor
Praetech Heavy Combat Armor | Tactical | +10 | +3 | +1 | -8 | 20 ft. | 16 lb. | 24 | Lic (+1)
Third Eye Warbeast Plate | Archaic | +8 | +3 | +2 | -8 | 20 ft. | 23 lb. | 34 | Res (+2)
{colsp=10}Powered Armor
Praetech/Empire Jovian Expedition Suit | Enviro | +9 | +3 | +0 | -12 | 20 ft. | 80 lb. | 32 | Lic (+1)
{colsp=10}Shields
Praetech Police Defense Shield | Shield | +2 | +1 | - | -1 | - | 5 lb. | 14 | Lic (+1)
Praetech Mobile Fortification | Shield | +4* | +2 | +2 | -10 | - | 50 lb. | 18 | Lic (+1)
[/table]

Praetech Light Duty Armor: Designed for routine patrols, the light duty armor combines comfort and defense into one easy package. It consists of an outer uniform that comes in customizable colors and a set of plastic plates that cover the torso, joints, and groin, and a snug-fitting helmet. The plastic is flexible and lightweight, but capable of stopping most bullets.

The uniform can be ordered in a camouflage pattern, usually one of the following: desert, woodland, urban (black and shades grey), winter (mostly white), night (completely black), and mech (primarily dull gray). When worn in an appropriate environment, the armor grants a +2 bonus to Hide checks.

Praetech Ghost: Though it sacrifices protection, the ghost is excellent for avoiding combat completely. Primarily made with snipers in mind, the ghost is a full-body suit like a diver's wetsuit, except covered with padded plates to increase contact with the environment. The widened footwear and joint pads increase weight distribution, which works to silence the wearer's scrapes and footfalls as well as reduce the visibility of tracks. Even the wearer's bodily noises, such as breathing and heartbeat, are muffled by the high-tech fabric.

The suit covers even the face, and comes in intricate camouflage patterns identical to the light duty armor.

When worn in an appropriate environment, the suit grants a +8 bonus to Hide checks. Additionally, it grants a +4 bonus to Move Silently.

Third Eye Coat of Witchcraft: This unusual suit looks like something out of a fantasy novel. Consisting of decorative metal plates fastened to intricate layers of leather available in several fashions, the armor is nevertheless useful for psychics.

Embroidered into the armor are several crystals that work like a telepath's power crystal, storing power points invested in it by its wearer. The coat can store up to 5 power points, which must be paid by the wearer from their own reserves, and can only be done after the psychic has rested and recovered their points but before they use a power.

The wearer may then call upon these stored points as if they were part of their own power point pool.

Empire Deep Space Exoskin: Utilizing the latest plastics and synthetic materials, the deep space exoskin offers much greater comfort and utility than its companion, the space exploration suit. It includes a light, snug helmet, a small backpack containing the air tank and the stabilizers, and a thin, rubber-like suit that fits like normal clothing, giving it a much better range of motion and flexibility but making it prone to ripping. It comes with magnetic boots and thick gloves. The helmet is equipped with an integrated HUD and unicom. The air tanks last for 8 hours.

The DSE protects against vacuum, light stellar radiation, and toxic atmospheres. It protects its wearer from corrosive atmospheres but does take damage itself. The suit does not protect against intense heat or cold. The DSE does not protect against the detrimental effects of zero-gravity, light gravity, or heavy gravity.

If the wearer sustains slashing, piercing, ballistic, fire, acid, or electrical damage, the suit is pierced and no longer protects against the environment until it is repaired.

Empire Space Exploration Suit: Consisting of thick mylar, leather, and rubber with metal reinforcement, the Empire Space Exploration Suit is the most commonly used environmental suit. It comes equipped with a snug-fitting helmet, thick gloves, magnetic boots, an integrated HUD, and a unicom. It carries 8 hours of oxygen.

The SES protects against vacuum, light and medium stellar radiation, and toxic atmospheres. It grants a +4 bonus on saves against higher forms of radiation. It protects its wearer from corrosive atmosphere, but is subject to the damage itself. Because it incorporates the latest in environmental technology, the suit protects against ambient heat and cold up to 1,000˚K, at which point the suit melts. The suit does not negate the detrimental effects of zero-gravity, light gravity, or heavy gravity.

If the wearer sustains slashing, piercing, ballistic, fire, or acid damage, the suit is pierced and no longer protects against the environment until it is repaired.

Praetech Basalisk Armor: Created after the success of DarkStar's line of weapons, the basalisk is a heavy, full-body plated suit that not only protects against ballistics, but also has ablative properties.

The Basalisk is immune to the acid damage caused by the DarkStar Venom (though a successful hit still damages the wearer). Additionally, it grants a +2 bonus on Fortitude saves against the Mjolnir's stun effect. Finally, the wearer of the basalisk enjoys fire resistance 2, which reduces the damage of the Icarus pistol.

Praetech Light Combat Armor: Offering a balance of protection and mobility thought to be impossible, the light combat armor is worn by soldiers and police in dangerous times when combat is expected. It is similar in design to the light duty armor, but has larger and more numerous plates specifically tailored for the individual wearing it.

Like its lighter predecessor, the light combat armor has a uniform that can be ordered in a camouflage pattern, usually one of the following: desert, woodland, urban (black and shades grey), winter (mostly white), night (completely black), and mech (primarily dull gray). When worn in an appropriate environment, the armor grants a +2 bonus to Hide checks.

Third Eye Witchhunter: The Witchhunter consists of a durable suit plated with high impact plastics and covered in a coat and hat much like that used by Van Helsing and other vampire hunters in the lore of the Earth of Old.

The coat and hat, however, are woven with a patented fabric and psionic metal plates that disrupts psychic energy.

Anyone attempting to activate a power while wearing the Witchhunter must succeed at a Concentration check (DC 15 + the power's level) or lose the power, but pay the cost as normal. While this makes it a burden on psychics, the effect works both ways; the wearer also gains Power Resistance 15. Anyone attempting to affect a character protected by the Witchhunter must succeed at a level check (1d20 + manifester level) against DC 15 or simply fail to affect the wearer.

Praetech Heavy Combat Armor: This armor encases its wearer in a thick shell of metal and impact plastics for maximum protection. Though it is cumbersome and expensive, it offers unsurpassed defense.

When ordering a unit, it is possible to send Praetech a weapon to be integrated into the armor, though this increases the Purchase DC of the armor by +2.

Third Eye Warbeast Plate: Made of heavy metal plates and chains of unusual placement, the warbeast plate is uncomfortable for most people to wear, and appears too archaic for anyone to trust. Only when worn by a chimera does its true nature come into play.

Because it is made of psionic metal, the warbeast plate can mold and reshape with the changing body of a shapeshifter, suffering no harm and allowing it to be worn and functional regardless of the chimera's form.

Praetech/Empire Jovian Expedition Suit: A joint project between the top names in the armor and space exploration industries, the Jovian Expedition Suit is the top of the line for exploring the most inhospitable planets in the galaxy. Composed of massive plates of ablative ceramics, redundant layers of synthetic plastics, and a vanadium skeleton, the JES is a behemoth of modern technology. Though extremely heavy and cumbersome, it can protect its wearer from all but the harshest environments. It includes a helmet with a visor HUD and an array of communications gear, as well as magnetic boots and an integrated jetpack designed to work in both deep space and atmospheres. It does not come with specialized sensors but has slots in the arms to place them in, automatically integrating them into the HUD. Its internal air tanks can last for 12 hours.

The Jovian Expedition Suit protects against vacuum, light, medium, and high stellar radiation, and toxic atmospheres. It grants a +8 bonus on saves against severe stellar radiation. It protects its wearer against corrosive atmospheres, and ignores half of the damage it takes. Like the space exploration suit, the JES contains environmental stabilizers that protect against ambient heat and cold up to 3000˚K. Because it incorporates the latest in gravitic technology, the JES can negate the negative effects of zero-gravity, light gravity, heavy gravity, and even extreme gravity up to 8 times earth's gravity, at which point the vanadium skeleton collapses and the armor, and its wearer, are destroyed.

This suit contains a self-mending rubber that automatically seals holes in the suit, allowing the suit to maintain a seal even if it is pierced.

Praetech Police Defense Shield: This shield is relatively large, but lightweight. Primarily used by police against riots and other relatively unarmed criminals, the shield is equipped with a shock module that stuns anyone who touches the face of the shield.

Anyone who strikes the character with an unarmed strike, melee touch attack, or light weapon while the shield is equipped must succeed at a Fortitude save DC 15 or be stunned for 1d4 rounds.

The shield can also be used to make shield bashes. The shield deals 1d6 points of damage, and the victim must make a successful fortitude save or be stunned as if they attacked with an unarmed attack.

Praetech Mobile Fortification: This shield is actually just a mobile wall that can be picked up, moved, and worn, much like a riot shield from the Earth of Old. It is made of an extremely durable plastic that is impervious to ballistic damage, as well as energy damage from DarkStar weapons, but the thickness and weight of the material limits its applications in armor.

When slung over the back or otherwise not actively wielded, the fortification bestows the listed bonuses and penalties, but imposes a -2 penalty on all attack rolls. When actively used, however, the shield instead grants cover. As a move action, the wielder may select a side of their square to become a wall six feet tall. This wall blocks line of sight and line of effect, and grants cover to all those behind it.

It does not, however, block touch attacks; the attacker may simply grab the shield. To bring down the fortification through grappling, the attacker must pin the wielder.

Maintaining the fortification is a move action, the character may move while carrying it, but doing so consumes their attack action. A character protected can even shoot around the fortification; because of the awkward angle, all attacks made in the round you maintain the fortification suffer a -4 penalty.

The fortification can be sundered, but doing so is extremely difficult; The shield has 30 hardness.

Kuma Kode
2011-10-22, 10:58 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/cybernetics.jpg
Cybernetics
Cybernetics (more technically referred to as bionics) is a branch of technology focused on the combination of biological and mechanical principles to create artifical body parts that function as if they were part of the original creature. Most frequently used for replacing damaged or absent limbs, cybernetics is quickly surpassing their biological counterparts in function. For this reason, some healthy individuals can have their limbs replaced with better versions.

Many cybernetic implants, as well as their limitations, are made available by d20 Future. Many more are made available in Cyberscape.

Cybernetics in Aurora
Bionics in the Sisters System is a socially acceptable, if expensive, science. The companies Talos and New Life are in direct competition with each other in the field. Both produce excellent prosthetics and enhancements, but New Life has broken away and targeted the general populace with affordable, if less effective, enhancements and medical replacements. Talos has taken the other path, and focused on high priced but extremely potent cybernetics for the military.

Because the simple, daily-use prosthetics are so inexpensive, many people have them. Anything from lost fingers and toes to whole limbs can be replaced by a few simple surgeries. Social stigma against cybernetics is reserved for those with obviously attention-getting or excessive implants, much like fashion, and the views vary with groups. A small fringe group, collectively called "Authentics," opposes implants and attachments as unnatural and a betrayal of what humans are. Authentics who allow for replacements in the case of mutilated limbs are called moderate authentics.

Authentics are usually also Uncorrupted, as those who oppose technological modification are also typically opposed to genetic modifications.

The success of cybernetics had led to several problems. Talos has experimented with implants that control or record the input or output of a human brain, with frighteningly good results. Such experiments reveal the very possible scenario of a human being controlled remotely by an implant. In addition, some voluntary modifications have become possible and popular despite the dark legal shadow over them. The most common illicit implant is called the wirehead, a simple device that stimulates the area of the brain responsible for pleasure, giving its user a constant high.

Many cybernetic-related deaths are attributed to poor sanitation and surgical skill in the installation of illicit implants.

Number of Attachments
As in the standard rules, a character may safely carry a number of cybernetic attachments equal to their Constitution modifier +1 (minimum 0). Attachments beyond this limit can be installed, but for every such attachment, the character suffers a negative level that cannot be removed, except by the removal of the device or an increase to their limit (such as by an increase in Constitution or by the Cybertaker feat).

In addition to this limitation on the character's systems, there is also the limitation of space. A character may only have a certain number of cybernetics installed on each part of their body. The numbers below assume at least some flesh or bone is left. An extra slot can be eeked out of each body part if the wearer is willing to abandon that flesh. This extra attachment inflicts a negative level, however, until it is removed or the wearer somehow acquires another body slot.

{table=head]Body Part | Attachment Slots
Head | 1
Right Arm | 2
Left Arm | 2
Torso | 2
Right Leg | 2
Left Leg | 2[/table]

Most cybernetics consume one body slot. Some take more than one, some span multiple body parts, and a rare few consume no slots at all. If a character desires more cybernetics for a body part than they have available, they may utilize gadgets to make their attachments multi-functional. See Cyberscape for more information on cybernetic gadgets.

Ruleset
Aurora uses the standard rules for cybernetics, as well as the drawbacks such as electricity vulnerability and negative levels. Players must abide by both the overall limit on cybernetics imposed by their Constitution and the physical limit on space imposed by the body slots.

Modified Cybernetics
Cybernetics replacements remain unchanged. Some enhancements, however, either do not fit within Aurora at all or are made available by technological advancements despite their higher progress level.

Removed
Subcutaneous Body Armor is not available.

Reduced
Anti-Flare Implant is now PL 6.
Initiative Implant is now PL 6.
Mindscreen Implant is now PL 6.
Auditory Baffles is now PL 6.
Oxygenator is now PL 6.

Available
Microcomputer is PL 7 and available at +5 Purchase DC.
Targeting Optics is PL 7 and available at +5 Purchase DC.
Artificial Muscle Fiber (Cyberscape) is PL 7 and available at +5 Purchase DC.
Artificial Twitch Fiber (Cyberscape) is PL 7 and available at +5 Purchase DC.
Scanning Optics (Cyberscape) is PL 7 and available at +5 Purchase DC.
Internal Gyro (Cyberscape) is PL 7 and available at +5 Purchase DC.
Redundant Organs (Cyberscape) is PL 7 and available at +5 Purchase DC.

Kuma Kode
2011-10-24, 09:38 AM
Feats

These feats are new in Aurora.

Anti-Psionic
Where others have a natural talent for psionics, you possess a natural aversion. You can never gain psionic powers, but you become much more resistant to them, as well.

Benefit: You gain a +2 bonus on saving throws against psionic powers.

Special: You cannot take this feat if you possess Wild Talent. If you take this feat, you may never acquire Wild Talent through any means, and psi-tech does not work for you.

Rythius
2011-10-24, 12:46 PM
Hey I noticed you aren't posting progress lvls for the weapons and armor you are posting, are they to be assume as the highest PL that your PL chart shows on the first page for that category's PL?

Kuma Kode
2011-10-24, 03:28 PM
Hey I noticed you aren't posting progress lvls for the weapons and armor you are posting, are they to be assume as the highest PL that your PL chart shows on the first page for that category's PL?

Nope. Progress Level is mechanically irrelevant other than possibly the adjustments to Purchase DC, so stating them is unnecessary for a predefined setting. These adjustments are included in the Purchase DCs of the items (the Red Queen's Purchase DC includes a +5 modifier for being PL 6, for instance).

If it's necessary, though, all of DarkStar's weapons, and any weapons that use charge plasma, are PL 6. The gunpowder ones are PL 5.

The Jovian Expedition Suit, Deep Space Exoskin, and everything by Third Eye is PL 7. The rest of the armor is PL 6.

Sodalite
2011-10-24, 04:46 PM
Pardon my bringing marginal amounts real-world physics into this, but Anti-Psionic feels strongly asymmetric, since Wild Talent opens the entire possibility of psionic advanced classes, among other things, where as Anti-Psionic doesn't open up anything (yet, hopefully), and just gives a +2 against powers rather than completely eliminating them. If the antipsion is somewhat similar to the positron in nature, it should behave fairly similarly to its counter-part, albeit with reversed charge, which would imply that it would also allow 'anti-powers', hypothetically.

Kuma Kode
2011-10-24, 04:55 PM
Pardon my bringing marginal amounts real-world physics into this, but Anti-Psionic feels strongly asymmetric, since Wild Talent opens the entire possibility of psionic advanced classes, among other things, where as Anti-Psionic doesn't open up anything (yet, hopefully), and just gives a +2 against powers rather than completely eliminating them. If the antipsion is somewhat similar to the positron in nature, it should behave fairly similarly to its counter-part, albeit with reversed charge, which would imply that it would also allow 'anti-powers', hypothetically.

Anti-Psionic will open up the Null class, which has yet to be created.

Sodalite
2011-10-24, 05:18 PM
I got the feeling something like that would be in the works. Thank you for responding quickly, and for affirming my suspicion.

Rythius
2011-10-24, 07:46 PM
Nope. Progress Level is mechanically irrelevant other than possibly the adjustments to Purchase DC, so stating them is unnecessary for a predefined setting. These adjustments are included in the Purchase DCs of the items (the Red Queen's Purchase DC includes a +5 modifier for being PL 6, for instance).

If it's necessary, though, all of DarkStar's weapons, and any weapons that use charge plasma, are PL 6. The gunpowder ones are PL 5.

The Jovian Expedition Suit, Deep Space Exoskin, and everything by Third Eye is PL 7. The rest of the armor is PL 6.

Thanks :smallbiggrin: you answered my question!

Kuma Kode
2011-10-28, 08:07 AM
Added new melee weapons.

Added a melee version of the Improved Stopping Power gadget.

Changed the way shotguns work again. They revert to a similar mechanic to their original type, but do not suffer range penalties to attack rolls (whether they ever did is ambiguous). In return, the spread allows them to ignore Dexterity bonuses to Defense, since the extra amount of twisting and finesse doesn't really help when the shotgun needs only aim in your general direction.

This makes shotguns a reliable, if lower damage, weapon at longer ranges, and pretty dangerous in melee.

If fitted with slugs, the shotgun reverts to normal bullet mechanics, suffering range penalties to attack rolls instead of damage rolls, but doubles their range increment. A shotgun with slugs can pretend to be a low-end rifle at range, so the weapon is versatile.

The Mjolnir has had its damage dramatically reduced, but it is now a touch-attack.

I also added shields to the armor.

Kuma Kode
2011-10-29, 08:11 AM
Not exactly a major update, but the planets now have better images.

radmelon
2011-10-29, 11:18 AM
Those are NICE. Best looking planets I've ever seen.

Kuma Kode
2011-11-08, 06:43 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/Biohazard_symbol.jpg
Xenopathology

The Sisters System possesses its own assortment of life, and with it, diseases. Many of the diseases below are naturally occurring on Page or (in very rare cases) elsewhere in the System. Others are specifically engineered as biological agents.

Empty Death
Type: Contact or Ingested (DC 20)
Incubation Period: 2 days
Initial Damage: Ability Damage (1d2 Str), Fever, Minor Aches, Headaches, Loss of Appetite
Secondary Damage: Ability Damage (1d2 Str, 1d8 Con), Ability Loss (1 Con), Diarrhea, Loss of Appetite, Weight Loss, Septic Shock
Recovery: 3 (once per day)

First discovered in year 54 by a group of explorers, the disease reached its full power in Camelot. The fungal infection presents at first with minor aches, pains, and fever much like a common cold, which is not strong enough to deter interaction or activity. After twenty four hours, the disease begins to rapidly necrotize internal tissues culminating in complete system failure in four to six days after initial exposure.

The disease spreads rapidly in a colonization phase through organs and tissues, including the skin. During this time, the victim presents with only the initial minor symptoms, but is contagious. Contact with infected skin can spread the disease, as well as contact with contaminated food or materials. In particular, handshakes are known to spread the infection through a friendly community. The fungus thrives in the dark, damp, salty crevices in the human palm. By the time colonization is completed and the true nature of the disease becomes known in its original patient, a vast majority of the population can be infected.

Once colonized, the patient begins to suffer severe internal bleeding as the fungus proceeds to decompose them. They become unable to eat or drink because it causes them extreme pain and distress. As the disease progresses, bits of necrotic tissue break off and are evacuated from the body; essentially, the victim rots from the inside out. The bloody vomit of the victim progressively turns to black and becomes coagulated and interspersed with chunks of rotted flesh. Only twenty-four to seventy-two hours after the manifestation of the secondary symptoms, the victim dies from internal bleeding and septicemia.

The fungus gets its common name because of the hollowed-out nature of the corpses of those who are killed by its infection.

Later studies done on the disease trace its origins to a small stone basin deep in the jungles of the Camelot territory. The disease remains virulent and pervasive in the soil of the settlement, which is believed to be its native habitat.

The fevers, aches, and pains caused by the disease inflict a -1 penalty to Concentration checks and Initiative checks, as well as a -1 penalty to all Strength or Dexterity based checks. Whenever the victim sustains the disease's secondary damage, a second Fortitude save (DC 20) must be made; failure indicates that one point of the Constitution damage becomes a permanent loss. The digestive upset and agonizing pain causes a victim suffering the secondary damage to be nauseated for 24 hours.

Kuma Kode
2011-11-09, 01:55 AM
Added the Empty Death, and Page now has a map and city descriptions.

Similarly, Sabine now has a description for Abaddon, the prison.

Corporations and shadow organizations (Angel Clan, Protectorate, The Trust, etc.) will come soon, as well as gear, new chemicals, and maybe even new talent trees.

Kuma Kode
2011-11-09, 11:31 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/astrometry.jpg
Astrometry

The Sisters is a far binary system, consisting of a G class and a K class star and their associated planetary systems. The Sisters orbit one another, albeit slowly, at a distance of 16,508,712,172 kilometers (110 AU). Because of their unusual distance, both of the stars can maintain gravitational dominance against one another within 20 AU, allowing them to maintain the planetary systems humans now call home without fear of perturbation. The stars complete one orbital revolution every 892,637 years.

Like other systems, the Sisters also has failed planets, asteroids, and other detritus within its area, shepherded into large clusters by the Sisters. Each star has a cluster of asteroids that follows in the outer part of its gravitational wake, at a distance of 20 to 30 AU. These clusters are known as the Apostles due to the fact that they faithfully follow their parent star through eternity.

At the Lagrangian point between the Sisters, where their gravity balances, lies another group of asteroids called the Gentiles. Gentiles follow neither star, and instead drift aimlessly. They are not stable; Gentiles can drift too close to one of the stars and be caught by their gravity, falling inward and becoming comets.

Outside of the Apostles, Gentiles, and planetary systems, the Sisters System is an empty void. It is possible that exotic locations, things, and possibly even planets exist at points around the gravitational vortex the Sisters create, and exploration of what is colloquially called the Void, the empty spaces in the greater Sisters System, is ongoing.

Deep Void is the term given to the area outside of the Sisters, where not even the Apostles dare to venture. It is know that a cloud of icy comets lurks far beyond the system at hundreds of thousands of AU. These comets, called Heretics, form a kind of outer shell, beyond which is considered true interstellar space. Many mysteries may lie waiting to be found amidst the Heretics, in the cold, dark void at the edge of space. Even with the impressive speeds achievable by human technology, traveling to the Heretics takes months, and fully mapping the Heretic cloud may take hundreds or even thousands of years.

It is believed that the Heretics are not stable, and those that fall in but eventually reach an equilibrium may be the origins of the Gentiles.

radmelon
2011-11-10, 12:01 AM
Wow, you've put a lot of work into this. I'm impressed. Have an internet.

Kuma Kode
2011-11-19, 12:39 AM
Xenomorphs

Alien life exists around the Sisters System, and much of it is unknown or not well-understood. Page itself has a thriving ecosystem as diverse as the Earth of Old's, and no book could hope to detail it all. Below are new life forms that are of particular note or relevance to adventurers and to humanity at large.

{table=head;width=100%]Creature|Base Creature Type|Base CR|Habitat|Notes
Skitter|Tiny Vermin |½|Wake, Avalon|Insectoid creatures who can spit a powerful acid.
Phantom | Medium Undead (Incorporeal) | - | All terrain and locations | Psychic remnants of human beings.
[/table]

Kuma Kode
2011-11-19, 12:43 AM
Skitter

The skitter is a small creature native to Page. It appears to have a mixture of crustacean and insectoid qualities, such as a large, bony-plated head shaped like a shield with a prominent ridge. Its soft, nearly translucent white abdomen drags behind it, supported by only one pair of pale orange legs. The other three pairs of legs support its front and act as claws and feelers. The creature is generally only a foot and a half long and weighs four pounds. It possesses four eyes, but they are small and largely worthless. Instead, the creature senses heat with sensory organs in its ridge above the head that appear as large, shallow indentations. The ability to sense heat is very important because it is nocturnal.

Skitters are extremely sensitive to the presence of others in their territory and are provoked easily. Once provoked, they are aggressive and will even give chase. They move very quickly for their size, but most humans can outrun them. Unfortunately, their primary means of defense is effective at range. Skitters spit a very powerful acid in a ropey stream that has been known to sever fingers and other small appendages, and is reactive with a wide range of materials. When contacting aqueous organic materials like living flesh, the acid reacts violently, making a sizzling sound similar to cold water placed in an empty pan fresh off a stove.

The creature uses this acid to kill small animals then slurps up the resulting nutritious goop. The skitter also ingests its own acid to replenish its supply.

It is interesting to note that while the digestive system and bony face of the skitter is immune to the skitter's acid, its soft abdomen is not. In territorial disputes, skitters often attempt to circle around to spit on their opponents' abdomen.

Species Traits
Spit (Ex): As an attack action, the skitter may spray a stream of highly concentrated acid up at a target up to 30 feet away. The skitter must succeed at a ranged touch attack roll to hit its target. If it succeeds, it deals 3d4 points of acid damage. This acid decomposes organic materials, metals, and plastics, but not stone.

Infravision (Ex): The skitter can sense heat, allowing it to see targets out to a range of 60 feet, even in total darkness. Up to twice this range, targets are blurred and muddled. It can still sense their location, but cannot pinpoint them, granting these targets half concealment (50% miss chance). Beyond 120 feet, creatures and things are blurry patches that only indicate a general direction.

Skitter: CR ½; Tiny Vermin; HD ½d8-2; VP 0; WP 3; Init +2; Spd 20 ft.; Defense 14, touch 14, flat-footed 12 (+2 Dexterity, +2 Size); BAB +0; Grp -12; Atk bite -2 melee (1d3-4) or spit +4 ranged (3d4 acid); Full Atk bite -2 melee (1d3-4) or spit +4 ranged touch (3d4 acid); FS 2½ ft. by 2½ ft.; Reach 0 ft.; SA Spit; SQ Infravision; AL None; SV Fort +0, Ref +2, Will -1; AP 0; Rep +0; Str 2, Dex 14, Con 7, Int -, Wis 8, Cha 1.
Skills: -
Feats: -
Advancement: 1-2 HD (Tiny), 3-5 HD (Small).

Evolutions
The skitter presented is only the base template of many different evolutions. Like animals on Earth, there is as much a single skitter species as there is a single bear, shark, beetle, or feline species. Below are descriptions and statistic modifications of various subspecies that make up the greater whole.

Red Skitter (Morsusilva russa): Red skitters are native to the Pagean jungles south of Wake. They have a bright red bony plate, like a fire hydrant, that often carries bright yellow or orange markings like those of a hornet. Red skitters are even more aggressive, and are slightly larger than their cousins. Modify the base creature as follows:
Change: CR 1
Change: Defense 15 (+2 Dexterity, +2 Size, +1 Natural)
Change: Bite -1 melee (1d3-3)
Change: Spit +4 ranged touch (3d6 acid)
Change: Str 4

Sand Skitter (Morsusilva fossor): Sand skitters live in the desert east of Wake. They are tan in color with a pale, slender body and a streamlined bone plate that curls over half their back, which helps to dramatically conceal them in their natural habitat. They hunt by burrowing in the sand, and sensing movement near them. Once they locate prey, they spring up and spit their acid, catching most creatures by surprise. Modify the base creature as follows:
Add: Spd Burrow 20 ft.
Add: Tremorsense 60 ft.

Ghost Skitter (Morsusilva phasma): Ghost skitters live in caverns and subterranean tunnels on the island of Avalon. They have a completely white bone plate and a translucent abdomen which reveals their veins and organs. Though they possess eyes, they are vestigial; the creature is completely blind. The indentations where the heat-sensing organs of a typical skitter would be are instead holes, with a thin membrane stretched across them. This membrane can sense vibrations in the air, affording the creature a remarkably clear picture of its surroundings. Ghost skitters are extremely non-confrontational and will typically flee larger creatures; they primarily feed on mushrooms, and have no use for the acid they possess. Modify the base creature as follows:
Change: CR ¼
Change: WP 1
Change: Defense 16 (+4 Dexterity, +2 Size)
Change: Spit +6 ranged touch (2d4 acid)
Add: Blindsight 60 feet
Remove: Infravision
Change: Dex 19
Change: Con 5
Change: Wis 14

Kuma Kode
2011-11-25, 02:06 PM
http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/Protectorate.png
The Protectorate
Founder: Col. Gillian Kibor
Criminal Activities: Smuggling, arms trafficking, kidnapping, extortion, robbery, terrorism, assault, mayhem, burglary, Authority impersonation, coercion, murder, arson, blackmail, conspiracy, sabotage, fencing, racketeering, sedition, treason, witness intimidation
Territory: Wake, Brennan's Stead, various other locations on Page and Dionysus
Allies: Angel Clan
Rivals: Schism

The Protectorate is a terrorist paramilitary organization stationed primarily on Page. Founded in 139 E.R. by Colonel Gillian Kibor, it is one of the most successful criminal organizations ever created. Kibor was a high ranking member of the Authority, but defected due to philosophical and political incompatibilities. He believed that any governing body not comprised of average citizens would inevitably become a separate entity from the people it would govern, and would therefore be subject to corruption. Kibor demands the Authority be occupied by militia members chosen from the public and subject to the public's will.

Following the will of its leader, the Protectorate launches terrorist attacks against the Authority and the people it serves. They primarily use fear as a means of driving a wedge between the public and the Authority, but also traffic military-grade weapons to other criminals who may serve their purposes. Interestingly, because they desire to see a well-armed and capable public, they also sell arms to the general populace through shops or online under a collection of fronts.

Because of its origins, the Protectorate mirrors the Authority in many ways. Members are issued gear, given ranks, granted food and board, and undertake well-coordinated missions. The primary difference in its internal workings are in how rank is attained; in the Authority, experience and length of duty is a major factor, but the Protectorate instead honors competence. Individuals who are better at performing their duties gain rank faster than those who are worse.

Despite some similarities, the Protectorate directly opposes Schism and refuses the interact with them in any cooperative fashion. Detained Protectorate members cite Schism's anarchic and independent viewpoints and lack of discipline as the reason for their rivalry.


http://i88.photobucket.com/albums/k185/kuma_klaw/d20future/Schism.png
Schism
Founder:Dr. Edward Langely
Criminal Activities: Arson, assault, blackmail, bomb threats, burglary, conspiracy, extortion, electronic harassment, electronic terrorism, fraud, identity theft, impersonation, Authority impersonation, terrorism, murder, public endangerment, sabotage, fencing, sedition, vandalism
Territory: Perdition Station, The Gentiles, small cells around Sylma System
Allies:
Rivals: Angel Clan, The Protectorate

Founded in 225 E.R. on Perdition Station, Schism has quickly risen to a state of power. Self-proclaimed doctor of parapsychology Edward Langely formed the group initially as a psychic superiority group that sought to subvert the established ways of living and to create what they call a psychearchy, or a rule by the mind. What this psychearchy actually entails depends on which member you ask; some cite a conventional rule by psychics, while others interpret it as rule by the individual will, a state of hedonistic anarchy.

Schism appears to pursue both, regularly attacking the Authority and sowing discord throughout the population. Because they lack military power and strong internal order, Schism utilizes hacking, blackmail, and chemical terrorism to get what they want. Most members, however, are simply a nuisance. Coordinated attacks by Schism are relatively rare, but appear to be on the rise as more and more psychics appear within their ranks.

The surprising growth rate of Schism's psychic population has led to debate amongst scholars. Even though it is a psychic superiority group, its population is growing much faster than other, more accessible superiority groups. Some individuals believe this is because psychics are naturally drawn to anarchist and destructive views, while others prefer to blame the organization rather than psychics in general; the Authority operates with the understanding that Schism may actually be experimentally inducing psychic powers in its members.

Kuma Kode
2012-11-07, 05:02 AM
Gear

In addition to weapons and armor, new gear has also been discovered and recreated that can aid adventurers and civlians in all manner of ways. Many of the technologies below have prototypes in the real world, or are logical extensions of existing or in progress technologies. Others result from fictional or theorized technologies, and may never have a real-world equivalent.

All PL5 real-world equipment is also available. None of the d20 Future gear is available; their genericness has been replaced by particular models and other devices, as detailed below.

{table=head]
Name|
Size|
Weight|
Purchase
DC|
Restriction

{colsp=10}Chemicals
Alkahest Antidote | Diminutive | - | 6 | -
Alkahest DNA Stabilizer | Diminutive | - | 6 | -
Alkahest Vaccine | Diminutive | - | 6 | -
Talos Berserk | Diminutive | - | 12 | Mil (+3)
New Life Synth-Blood | Diminuitive | - | 6 | -
New Life Medical Spray | Diminuitive | - | 8 | -
{colsp=10}Computer
Novus Display Glasses | Tiny | 1 lb. | 10 | -
Novus Display Contacts | Fine | - | 16 -
Novus WalletPC | Diminutive | - | 22 | -
Novus Laptop | Small | 1 lb. | 20 | -
Novus Desktop | Medium | 15 lbs. | 19 | -
Intellix Server | Large | 50 lbs. | 23 | -
{colsp=10}Upgrades
Intellix Intelligence | Diminutive | - |18| -
Intellix Spectrometric Scanner | Diminutive | - |18| -
Novus Holographic Display | Diminutive | - |16| -
{colsp=10}Medical
New Life Emergency Aid Kit | Medium | 3 lbs. | 15 | -
New Life Field Medic Kit | Medium | 3 lbs. | 19 | Lic (+1)
New Life Hospitaler | Large | 15 lbs. | 26 | Res (+2)
Third Eye/New Life Osiris Device | Large | 20 lbs. | 32 | Res (+2)
{colsp=10}Miscellaneous
Mechanus Omnitool | Small | 1 lb. | 20 | -
Intellix Nanofabricator | Huge | 1,000 lb. | 40 | Res (+2)
Intellix Protomatter Canister | Diminutive | 150 lbs. | 30 | -
{colsp=10}Sensors
Spartan Armacomp | Small | 1 lb. | 18 | -
Spartan Democomp | Small | 1 lb. | 18 | Lic (+1)
Alkahest Chemicomp | Small | 1 lb. | 16 | -
Novus Electricomp | Small | 1 lb. | 18 | -
Mechanus Mechanicomp | Small | 1 lb. | 18 | -
New Life Medicomp | Small | 1 lb. | 18 | -
Third Eye Psychocomp | Small | 1 lb. | 22 | -
Ranger Geocomp | Small | 1 lb. | 16 | -
Ranger Motion Sensor | Tiny | 0.5 lb. | 14 | -
Third Eye Psion Detector | Tiny | 0.5 lb. | 26 | Res (+2)
Talos Robotics Detector | Tiny | 0.5 lb. | 22 | Lic (+1)
Alkahest Viral Detector | Tiny | 0.5 lb. | 23 | -
New Life Biomorph Detector | Tiny | 0.5 lb. | 25 | -
Intellix Detector Detector | Tiny | 0.5 lb. | 24 | Lic (+1)
{colsp=10}Survival
Ranger Emergency Bars (5) | Diminuitive | 0.5 lb. | 5 | -
{colsp=10}Psitech
Third Eye Zombie Mask | Small 4 lb. | 16 | Res (+2)
[/table]

Chemicals
Chemicals are single-use items that grant a temporary benefit. They are usually cheap and very light, and are easy to acquire.

Alkahest Antidote: Antidotes are chemically engineered syringes capable of neutralizing poisons in a character's body. Each antidote is effective against only a particular kind of poison, chosen upon purchase. When injected into a character who is suffering the effects of the antidote's particular poison, it grants the character an additional save with a +8 chemical bonus. Any later saves made against the same poisoning also gain the bonus.

Antidotes themselves are poisons. Taking one ahead of time, or taking an additional dose, affects the character as if they injected the very same poison the antidote is designed to cure.

Some exotic or uncommon poisons have no antidotes.

Alkahest DNA Stabilizer: This syringe contains a clear, neon yellow liquid that can help negate the harmful effects of radiation damage. The liquid reinforces and shields the patient's DNA, granting them a +4 chemical bonus on Fortitude saves against radiation exposure for the next twelve hours.

The DNA Stablizer is poisonous. Taking a second dose in a twelve hour period causes 1d3 points of Constitution damage.

Alkahest Vaccine: Incorrectly called a vaccine, the Alkahest vaccine is nevertheless extremely useful when faced with exposure to diseases. Each syringe is filled with a sea of bioengineered organisms who hunt down and destroy a specific disease, granting a +8 chemical bonus on all Fortitude saves against that particular disease for 24 hours.

Alkahest vaccines can trigger immune responses just like normal bacteria. Anyone injected with the vaccine must succeed on a Fortitude save (DC 12) or suffer 1d3 points of Strength damage from mild fever, aches and pains.

Some exotic diseases, such as the Empty Death, have no vaccine.

Talos Berserk: This red, blood-like chemical comes in an autoinjector designed to be used by panicked or injured soldiers in the field in a short time. The drug is a fast acting stimulant that is sometimes described as "adrenaline on steroids." The patient enters a state of frenzy in which they cannot feel pain and their normal bodily inhibitions no longer apply. Characters can exert enough force to tear their own muscles, sprint through barbed wire and broken glass without slowing, and attack or defend automatically, without being crippled by fear or rational thought. The character immediately gains a +4 chemical bonus to Strength and Dexterity, immunity to pain effects and stunning, DR 2/-, and an extra standard action per round. They suffer a -2 penalty on Will saves and become excessively hostile and twitchy, inflicting a -8 penalty to Diplomacy, Bluff, and Sense Motive.

The benefits fade after five minutes, but the penalties remain for three hours.

Berserk is a chemical designed to aid in last-ditch survival. It is very harmful to the user. After one minute of use, the user must succeed on a Fortitude save (DC 12) or suffer a massive heart attack, immediately being reduced to dying. The Treat Injury DC to save him or her is increased to 20. Even if they succeed, they suffer a -4 penalty to Constitution for 24 hours after the positive effects wear off and remember almost nothing of their time under the effects of the drug.

A second injection while the first is active instantly triggers a heart attack and increases the Treat Injury DC to save him or her to 30.

New Life Synth-Blood: Synth-Blood is a synthetic, oxygen-enriched blood substitute that is more efficient and intelligent than normal blood. It is frequently used during surgeries, but has applications in the field, as well. Injection with Synth-Blood stops any active bleeding, automatically stabilizes dying individuals, and acts as a full breath of air for a character who is unable to breathe.

New Life Medical Spray: A tiny spray vial filled with bio-engineered organisms, medical spray is a very useful chemical concotion. When sprayed on an injured character, the organisms respond to chemical signals from dead and dying cells and begin to stitch and repair the body's wounds closed, instantly restoring 1d8+1 hit points.

The human immune system, however, registers the medical spray as a potential contagen and attacks it, quickly rendering it ineffective and giving the character minor cold symptoms if they fail a Fortitude save (DC 14 vs. 1d2 points of Strength and Dexterity damage). Every time a spray is used, the body becomes more and more antagonistic to the organisms. The second spray's healing is reduced by half, the third spray's healing is reduced to a quarter, and so on, with a minimum amount of 0 points healed. One full day without exposure to the spray resets the body's resistance to it, allowing it to heal at full capacity once again.

Computer
Computers and other electronics are very important in the Sister's System. Data and communication networks are the same thing; there is no separate internet and phone lines. All electronic transmissions are unified into a single system used by the entire human race to varying degrees, and computers are the gateway to that system.

Novus Display Glasses: Though they appear to be standard eyewear, this device is actually a portable monitor that can connect to personal computers. The output of the computer is superimposed on the visual field of the character in an unobtrusive manner. They can be connected either by a physical cord or wirelessly, though obviously a physical cord is more secure.

Novus Novus Display Contacts: A more expensive version of the display glasses, these devices are merely contacts placed on the eye. They must be connected wirelessly, but they are almost invisible and are much less likely to fall off, which makes them convenient for some people.

Novus WalletPC: A miniaturized computer capable of fitting into a person's pocket, the Novus WalletPC is equivalent to a high-end PL 5 computer. It has a multitude of ports to allow it to connect to most standard monitors and peripherals. The WalletPC can function as a cellular phone and can place and recieve video calls.

Novus Laptop: Miniaturization requires some loss of performance, but the Novus laptop does its best to have both. It is generally the size of a normal laptop. Because of its powerful components, it grants a +1 bonus to Computer Use checks made using it and has a single upgrade slot. Because the same network is used for communication as is used for data, the laptop is capable of placing calls like a cell phone and can make video calls.

Novus Desktop: For those who do not travel, or those who prefer performance and utility over portability, the desktop computer is a popular choice. Desktops aren't particularly mobile, and have no battery packs, but they come with top-notch components, and grant a +2 bonus on Computer Use checks made on them. They are also the only consumer computer powerful enough to properly run a Virtual Reality client.

Desktops have four upgrade slots. Because the same network is used for communication as is used for data, the desktop is capable of placing calls like a cell phone and can make video calls.

Intellix Server: Servers are large, standalone computers. They are frequently very powerful, but not designed for conventional use. You cannot make Computer Use checks directly with a server, but using a server as a proxy or storage device has many benefits. If a server is damaged by a hacker, a DC 15 Repair check can restore it from a backup, reverting any damaging changes. If the hacker stole information, a copy of this information obviously remains in their possession, but the image of the damaged server can be analyzed for tracks at a later time.

Servers can host a Virtual Reality and have eight upgrade slots.

Upgrades
Upgrades are specialized cards that plug into a computer's upgrade slot. They grant the computer new powers and uses beyond standard Computer Use checks.

Intellix Intelligence: This upgrade card fits into a computer's upgrade slot. It contains a positronic brain that stores a basic artificial intelligence. Once installed, the intelligence inhabits the computer system and can assist its owner, either as a friendly face or an assistant. The intelligence has no 10 Int, 10 Wis, and 5 Cha and 4 ranks in Computer Use and all knowledge skills (except Streetwise). It can be commanded to perform tasks on its owner's behalf or use Aid Another to assist its owner. It can place and answer calls for its owner, as well.

Multiple intelligences can inhabit the same computer, and even aid each other to perform difficult tasks. They are designed to never conflict with one another, though corruption or damage can affect an intelligence's performance just as with any other electronic component.

Intellix Spectrometric Scanner: This upgrade card fits into a computer's upgrade slot. It can analyze samples of materials fed into it and determine what elements compose the sample. The scanner is very sophisticated and, once it determines the contents of the sample, can offer suggestions as to what the material might be. Fully analyzing a sample takes an hour.

Novus Holographic Display: This upgrade card fits into a computer's upgrade slot. It generates a hologram of the computer's output, as well as extending the software's features to accomodate a 3D display. The display comes with a pair of gloves that the card tracks to allow its wearer to interact with the hologram as if it were real. The wearer can pick files up and move them to a different directory, swipe and shift programs, scale and rotate images and three-dimensional models, and generally use the computer in a much more satisfying and effecient way. Aside from the obvious benefits, a holographic display grants a +2 equipment bonus on Computer Use checks.

If a video call is placed with another device equipped with a holographic display, the video call is three-dimensional.

Medical
Medical advancements have allowed for more effective and more compact supplies, and some even miraculous treatments, but there is always a need for medics, bandages, and painkillers.

New Life Emergency Aid Kit: This device contains an array of chemicals, sensors, and robotic hands that can assist in healing an injured individual. It was designed for use by those who have no medical training, and the device can offer instructions to treat simple injuries and illnesses. The device functions as a first aid kit and medical kit, but cannot be used to perform surgery. Treating a character with the emergency aid kit is a move action.

New Life Field Medic Kit: The field medic kit is an advanced and compact toolset for fixing wounded individuals. The kit functions as a first aid kit, a medical kit, and a surgery kit despite its compact size and affordable price.

New Life Hospitaler: The hospitaler is a vast array of tools and sensors designed to be installed in a medical bay or temporary infirmary in the field. It functions as a first aid kit, a medical kit, and a surgery kit, grants a +2 equipment bonus due to its superb quality, and the machine can attempt to aid another for an additional +2. It has a +4 bonus to Treat Injury and the surgery feat.

Third Eye/New Life Osiris Device: This strange device looks like large defibrillator made of white plastic with strange glowing lines between its plates. The pads are instead a helmet reminiscent of a gas mask and a long, thin needle that must be secured into the individual. If the mask is secured on a dead patient and the needle plunged into their heart, the device activates, bringing the individual back from the dead. The target is revived with -9 hit points and is unstable; a Treat Injury check (DC 25) must be performed in the same round to prevent the victim from slipping back into the void.

Every revival inflicts a negative level on the victim. A victim with only one level takes 1 point of Constitution drain instead. Once the victim is reduced to 0 Constitution, they shrivel like a mummy and can no longer be revived. Some believe that attempting to raise invalid corpses (ones that have 0 Constitution, ones that are too mutilated, and ones that have been dead too long) revives the mind but not the body, creating a Whisperer in Darkness.

The device utilizes an unknown process to revive the target. It does not heal the physical body in any way, shape, or form. A missing limb remains missing, blood lost remains lost, and any rot remains. If the body is no longer able to support life, such as if the character bled to death or if the body was too badly mutilated, the character will simply die again. This does not prevent the device from attempting to and even succeeding in reviving them; it prevents the Treat Injury check required to save them. A corpse that is damaged usually must undergo surgery to patch its injuries. If the character was killed by a disease or poison, the offending contaminant must be removed from the body before it can survive, and the body may need replacement organs or cybernetics to replace organs or other body parts that are too throughly damaged. If the body died from blood loss, blood must be replaced.

Those who are revived talk of something called the Dark Place and terrifying beings that live there. Victims of the device are haunted by disjointed nightmares for the rest of their unnatural lives.

Miscellaneous
Not all gear fits into neat categories. Nevertheless, some items are unique to Aurora that could be useful to player characters.

Mechanus Omnitool: The omnitool is a gauntlet filled with a shapeable fluid formed from nanites of various sizes. The fluid can shape itself into nearly any tool desireable, which makes it sought-after as it makes toolboxes and specialized tools a thing of the past. The omnitool functions as both an electrical and a mechanical toolkit. An advanced omnitool is also available for +5 purchase DC which acts as if it were both a deluxe electrical and a deluxe mechanical toolkit.

Military mechanics have been known to, in a pinch, use the omnitool to form a blade or clawe with which they can strike. When used in this way, the omnitool is a simple piercing weapon that deals 1d6 damage. The advanced omnitool can deal 1d8 damage.

Intellix Nanofabricator: This gigantic device is the size of a small car and is usually integrated into a building. It is a highly experimental fabricator that uses raw materials to create new objects. Because it works by manipulating the matter on the molecular level, it can manufacture nearly anything. The nanofabricator must first be fed raw materials in the form of protomatter. Once loaded, the nanofabricator is programmed with schematics, and from that point on the device can be commanded to build another object from the schematics. Because the protomatter is consumed by weight, not by value of the components it creates, the device has proven useful for creating specialized but tiny components for use in crafting other objects. Programming the device requires a Computer Use check DC 20, as well as an appropriate Craft check for the object you wish to create. If the Craft check fails, the schematics are flawed and the object will not work, but you will not immediately know this. The GM rolls your Craft check secretly; the only way to ensure you succeeded is to craft the object and potentially waste protomatter.

Unfortunately, the nanofabricator is only capable of assembling elemental matter, and consumes a massive amount of energy that makes it impracticle for widespread use, at least for now.

The time required to manufacture an object depends on its size and complexity. Objects larger than large must be manufactured in pieces and then assembled manually. If the object cannot be made in a modular fashion, the object cannot be created by the nanofabricator at all.

{table=head]Object Condition|Time
Fine | 1 minute
Diminuitive | 5 minutes
Tiny | 30 minutes
Small | 2 hours
Medium | 8 hours
Large | 24 hours
Raw element | ×0.5
Simple | ×1
Moderate | ×2
Complex | ×4
Advanced | ×8[/table]

Intellix Protomatter: Protomatter is an extremely dense soup of basic atomic particles used by the nanofabricator. The material is arranged and forged into elemental atoms which are then arranged into structures to form the manufactured object. The protomatter is consumed by weight; one canister of protomatter weighing 150 lbs. can be used to craft up to 150 lbs. of objects.

Sensors
In the Sister's System, information is king. Many devices are available that are specifically designed to aid in the detection and analysis of objects and creatures in the environment that make life easier for police and scientists.

Spartan Armacomp: Comps are computerized metal gauntlets with a sensor and lens in the palm specially designed to scan and locate particular things. The image is projected onto a screen on the back of the gauntlet with the results highlighted. The user need only move their hand over the area they wish to search to gain the benefits of the device. The armacomp is designed to sense weapons, and grants a +6 equipment bonus on Search checks to find them. Because of its data and deep scanning abilities, it can also grant a +4 equipment bonus on all Repair checks made on weapons. This does not cover explosives, which are covered by the democomp.

Spartan Democomp: Comps are computerized metal gauntlets with a sensor and lens in the palm specially designed to scan and locate particular things. The image is projected onto a screen on the back of the gauntlet with the results highlighted. The user need only move their hand over the area they wish to search to gain the benefits of the device. The democomp is designed to sense explosives, and grants a +6 equipment bonus on Search checks to find them. Because of its data and deep scanning abilities, it can also grant a +4 equipment bonus on all Demolitions and Disable Device checks made relating to explosives.

Alkahest Chemicomp: Comps are computerized metal gauntlets with a sensor and lens in the palm specially designed to scan and locate particular things. The image is projected onto a screen on the back of the gauntlet with the results highlighted. The user need only move their hand over the area they wish to search to gain the benefits of the device. The chemicomp is designed to search for chemical compounds, and grants a +10 equipment bonus on Search checks made to find a particular compound.

Novus Electricomp: Comps are computerized metal gauntlets with a sensor and lens in the palm specially designed to scan and locate particular things. The image is projected onto a screen on the back of the gauntlet with the results highlighted. The user need only move their hand over the area they wish to search to gain the benefits of the device. The electricomp is designed to locate electrical components and electronic devices, and grants a +6 equipment bonus on Search checks to find them. Because of its data and deep scanning abilities, it can also grant a +4 equipment bonus on all Repair checks made on computers and electronics, including robots and cybernetics. It can also identify design flaws in cybernetics.

Mechanus Mechanicomp: Comps are computerized metal gauntlets with a sensor and lens in the palm specially designed to scan and locate particular things. The image is projected onto a screen on the back of the gauntlet with the results highlighted. The user need only move their hand over the area they wish to search to gain the benefits of the device. The mechanicomp is designed to evaluate and repair mechanical devices, and can automatically determine a vehicle's current and maximum hit points. Because of its data and deep scanning abilities, it can also grant a +4 equipment bonus on all Repair checks made on vehicles and starships.

New Life Medicomp: Comps are computerized metal gauntlets with a sensor and lens in the palm specially designed to scan and locate particular things. The image is projected onto a screen on the back of the gauntlet with the results highlighted. The user need only move their hand over the area they wish to analyze to gain the benefits of the device. The medicomp is designed to evaluate and aid in the treatment of biological life forms, and can automatically determine a creature's current and maximum hit points. Because of its data and deep scanning abilities, it can also grant a +4 equipment bonus on all Treat Injury checks.

Third Eye Psychocomp: Comps are computerized metal gauntlets with a sensor and lens in the palm specially designed to scan and locate particular things. The image is projected onto a screen on the back of the gauntlet with the results highlighted. The user need only move their hand over the area they wish to analyze to gain the benefits of the device. The psychocomp is designed to find and analyze psychic energy, and allows the user to see ongoing psionic effects. Because it can analyze the minor shifts of a creature's psychic aura, it can also grant a +4 equipment bonus on all Sense Motive checks.

Ranger Geocomp: Comps are computerized metal gauntlets with a sensor and lens in the palm specially designed to scan and locate particular things. The image is projected onto a screen on the back of the gauntlet with the results highlighted. The user need only move their hand over the area they wish to search to gain the benefits of the device. The geocomp is designed to look for raw minerals, and grants a +10 equipment bonus on Search checks made to find minerals.

Ranger Motion Sensor: The motion sensor is capable of not only detecting motion but also of plotting it on a display screen in relation to other objects. The motion sensor plots motion relative to its own position, but can sense motion through walls and solid surfaces, indicating the location of any moving object within 100 feet.

Third Eye Psion Detector: Detectors are small orbs that can be stood on integrated stands or attached to walls, equipment, or other terrain. They are linked to a computer system and scan the immediate area for whatever they are designed to detect. If the detector notices something, it immediately transmits the direction from which it sensed the signal. If three detectors are used, the exact location of the target is instantly known if it is within range of all three detectors. Because of the multitude of sophisticated methods they use, detectors cannot be fooled.

A psion detector detects any currently active powers, psitech devices, and characters with the wild talent feat or the ability to use power points. It has a range of 60 ft.

Talos Robotics Detector: Detectors are small orbs that can be stood on integrated stands or attached to walls, equipment, or other terrain. They are linked to a computer system and scan the immediate area for whatever they are designed to detect. If the detector notices something, it immediately transmits the direction from which it sensed the signal. If three detectors are used, the exact location of the target is instantly known if it is within range of all three detectors. Because of the multitude of sophisticated methods they use, detectors cannot be fooled.

A robotics detector detects any form of robot or cybernetic device, even if it is concealed or designed to look like real flesh. It has a range of 120 ft.

Alkahest Viral Detector: Detectors are small orbs that can be stood on integrated stands or attached to walls, equipment, or other terrain. They are linked to a computer system and scan the immediate area for whatever they are designed to detect. If the detector notices something, it immediately transmits the direction from which it sensed the signal. If three detectors are used, the exact location of the target is instantly known if it is within range of all three detectors. Because of the multitude of sophisticated methods they use, detectors cannot be fooled.

A viral detector detects samples of, or anything infected with or contaminated by, a particular contagen. The detector must have a sample of the contagen it is supposed to detect, or be programmed with the exact specifications of the contagen. It has a range of 120 ft.

New Life Biomorph Detector: Detectors are small orbs that can be stood on integrated stands or attached to walls, equipment, or other terrain. They are linked to a computer system and scan the immediate area for whatever they are designed to detect. If the detector notices something, it immediately transmits the direction from which it sensed the signal. If three detectors are used, the exact location of the target is instantly known if it is within range of all three detectors. Because of the multitude of sophisticated methods they use, detectors cannot be fooled.

A biomorph detector detects living things larger than Fine. Corpses of once-living things are not detected. It has a range of 60 ft.

Intellix Detector Detector: Detectors are small orbs that can be stood on integrated stands or attached to walls, equipment, or other terrain. They are linked to a computer system and scan the immediate area for whatever they are designed to detect. If the detector notices something, it immediately transmits the direction from which it sensed the signal. If three detectors are used, the exact location of the target is instantly known if it is within range of all three detectors. Because of the multitude of sophisticated methods they use, detectors cannot be fooled.

A detector detector detects other detectors. If a detector is detected, the particular type of detector is identified. It has a range of 160 ft.

Ranger Emergency Bars: These small, brownish grey bricks have a dry but chewy consistency and taste like a spice cabinet. Despite their unpleasant qualities, they meet the standard daily dietary needs of an Authority soldier. Some come in solid bricks, but others have thinner portions like a candy bar that allow it to be broken and eaten in pieces. They come in various flavors, such as orange chicken, salsbury steak, rosemary pork, maple sausage, vegtable medley, and tofu stir fry, none of which taste as promised. The purchase DC given is for a case of 5 bars, each one weighing half a pound.

Third Eye Zombie Mask: Consisting of a durable titanium helmet that fits over a human head, the zombie mask is a bizarre and highly controversial device. because it only possesses a breathing slit, it blinds and deafens anyone wearing it, as well as subduing their thoughts. A character wearing a zombie mask performs no actions on their own, except instinctive reactions such as pulling away from pain or catching oneself from falling. They can be moved against their will by pulling or pushing them, thus causing them to stumble to prevent falling.

Characters wearing the zombie mask automatically fail saving throws against mind-affecting attacks. This exploit is sometimes used by psionic criminals to gain unquestioning soldiers. Thankfully, the zombie mask is not a usable weapon; it can only be placed on target already rendered helpless.