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  1. - Top - End - #1
    Bugbear in the Playground
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    Default Aurora [d20 Future]


    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.


    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?
    Last edited by Kuma Kode; 2012-11-07 at 05:07 AM. Reason: Review by the Department of Redundancy Department

  2. - Top - End - #2
    Bugbear in the Playground
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    Default Morality Cores

    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.
    Last edited by Kuma Kode; 2011-10-19 at 05:41 PM.

  3. - Top - End - #3
    Bugbear in the Playground
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    Default Progress Level and Tech

    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]
    Last edited by Kuma Kode; 2010-10-17 at 03:29 AM.

  4. - Top - End - #4
    Bugbear in the Playground
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    Default Icarus


    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.
    Last edited by Kuma Kode; 2011-10-29 at 07:44 AM.

  5. - Top - End - #5
    Bugbear in the Playground
     
    radmelon's Avatar

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    Default Re: Aurora [d20 Future Setting]

    A d20 future setting? Squee!

  6. - Top - End - #6
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    Default Re: Aurora [d20 Future Setting]

    Just the base description is fitting of its own novel. Was this inspired by something or is it purely from your head?

  7. - Top - End - #7
    Bugbear in the Playground
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    Default Are We Alone?

    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.
    Last edited by Kuma Kode; 2010-10-18 at 04:16 AM.

  8. - Top - End - #8
    Bugbear in the Playground
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    Default Re: Aurora [d20 Future Setting]

    Quote Originally Posted by Nanoblack View Post
    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.

    Glad ya like it, though!

  9. - Top - End - #9
    Ogre in the Playground
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    Default Re: Aurora [d20 Future Setting]

    This is excellent; I will be watching.
    To see the world in a grain of sand
    and Heaven in a wild flower
    To hold infinity in the palm of your hand
    and eternity in an hour.

    - William Blake, Auguries of Innocence

  10. - Top - End - #10
    Bugbear in the Playground
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    Default Unity

    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.

    Last edited by Kuma Kode; 2010-10-18 at 04:17 AM.

  11. - Top - End - #11
    Bugbear in the Playground
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    Default Faster Than Light Travel

    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.
    Last edited by Kuma Kode; 2010-10-18 at 04:17 AM.

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    Bugbear in the Playground
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    Default Starting Occupations

    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
    Last edited by Kuma Kode; 2011-11-07 at 04:38 PM.

  13. - Top - End - #13
    Bugbear in the Playground
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    Default Weapons


    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.
    Last edited by Kuma Kode; 2012-12-31 at 05:21 PM.

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    Default Nir


    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.

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    Default Sylma


    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.
    Last edited by Kuma Kode; 2010-10-19 at 02:49 AM.

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    Default Nylus


    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.
    Last edited by Kuma Kode; 2011-10-29 at 07:44 AM.

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    Default Erynia


    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.
    Last edited by Kuma Kode; 2011-10-29 at 07:45 AM.

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    Default Sabine


    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.
    Last edited by Kuma Kode; 2011-11-09 at 01:57 AM.

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    Default Mori


    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.
    Last edited by Kuma Kode; 2011-10-29 at 07:45 AM. Reason: Chemistry FAIL

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    Default Quirk


    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.
    Last edited by Kuma Kode; 2011-10-29 at 07:45 AM. Reason: Chemistry FAIL

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    Default Fennimore


    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.
    Last edited by Kuma Kode; 2011-10-29 at 07:46 AM.

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    Default Elias


    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.
    Last edited by Kuma Kode; 2011-10-29 at 07:46 AM.

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    Default Undine


    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.
    Last edited by Kuma Kode; 2011-10-29 at 07:46 AM.

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    Default Stahl


    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.
    Last edited by Kuma Kode; 2011-10-29 at 07:47 AM.

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    Default Re: Aurora [d20 Future]

    Some cool stuff here. Bookmarked.


    Sweet Friendship Jayne avatar by Crown of Thorns

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    Default Dionysus


    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.
    Last edited by Kuma Kode; 2011-10-29 at 07:47 AM.

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    Default Page


    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


    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.
    Last edited by Kuma Kode; 2011-11-10 at 02:57 AM.

  28. - Top - End - #28
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    Default Preston


    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.
    Last edited by Kuma Kode; 2011-10-29 at 07:48 AM.

  29. - Top - End - #29
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    Default Hawking


    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.
    Last edited by Kuma Kode; 2011-10-29 at 07:48 AM.

  30. - Top - End - #30
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    Default Sagan


    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.
    Last edited by Kuma Kode; 2011-10-29 at 07:48 AM.

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