Sie sind auf Seite 1von 56

Black Box

d20 Future Supplement

Table of Contents
LONGARMS .............................................................................................................. 1 CM-01 ShreddaFlak PDR .................................................................................. 1 CM-4 WildmanSlugthrower PDR ......................................................................... 1 CM-7 MilitiaSlugthrower PDR ............................................................................. 2 CM-8 SavageFlak PDR ..................................................................................... 2 DA-3129 Plasma Rifle ......................................................................................... 2 DA-76 Plasma Carbine ........................................................................................ 2 DA-89 Conc. Carbine .......................................................................................... 3 DA-92 Riot Mark IV Las Rifle ................................................................................ 3 DA-95 PunisherPlasma Rifle/Gravity Snare ........................................................... 3 DA-134 Squad Automatic Weapon (SAW) ............................................................... 3 Infelgro-001 EclipseRail Gun .............................................................................. 4 Infelgro GR3@T3R SL@Y3RModified Las Rifle ..................................................... 4 LAI-21 Silent BlueRail Gun ................................................................................ 4 OT-11 Plasma Blaster ......................................................................................... 5 OT-22 Las Rifle .................................................................................................. 5 OT-25 HotshotLaser Rifle .................................................................................. 5 PP-39F LongShotPro Plasma Rifle ...................................................................... 6 PP-41B SureShotPro Plasma Rifle ...................................................................... 6 S-2A GrounderTangler Gun ............................................................................... 6 S-32C MarksmenLas Rifle ................................................................................. 6 S-77 ShredderRail Gun ..................................................................................... 7 S-9B Black HoleGravity Snare ............................................................................ 7 HANDGUNS .............................................................................................................. 8 CM-9 DefenderSlugthrower PDP ......................................................................... 8 CM-11 PathstalkerFlak PDP .............................................................................. 8 CM-12 CutthroatSlugthrower PDP ....................................................................... 9 CM-17 SweeperSlugthrower MP ......................................................................... 9 DA-253 DiplomatLight Las Pistol ......................................................................... 9 DA-472 Riot Mark II Las Pistol .............................................................................. 9 DA-51 Tactical Mark II Las Pistol ......................................................................... 10 DA-654 Tactical Mark IV Plasma Pistol ................................................................. 10 Infelgro-444 Fourth DimensionModified Plasma Pistol ............................................ 10 Infelgro Silent PartnerModified Las Pistol ............................................................ 11 Infelgro SL@Y3RModified Las Pistol .................................................................. 11 OT-14 StrykerLas Pistol .................................................................................. 11 OT-58 DevastatorPlasma Pistol ........................................................................ 11 PP-15D HardShotPro Plasma Pistol ................................................................... 12 PP-27C QuickShotPro Plasma Pistol ................................................................. 12 S-1532 PathfinderLas Pistol ............................................................................. 12 S-45B InfernoPlasma Pistol .............................................................................. 12 S-93A SharpshooterLas Pistol .......................................................................... 13 SIMPLE WEAPONS .................................................................................................. 14 DA-09 Tactical Mark I HF Knife ........................................................................... 14 DA-36 Riot Mark IV Stun Baton ........................................................................... 14 Infelgro DeathgripModified Shock Boxing Gloves .................................................. 14 Infelgro KnockoutModified Shock Boxing Gloves .................................................. 15 OT-3s Shock Boxing Gloves ............................................................................... 15 OT-43 Industrial Knife ........................................................................................ 15 S-7A ScoutKnife ............................................................................................ 15 S-73B Ultimate ScoutKnife ............................................................................... 15 TransLife Gymnotoid Fist .................................................................................... 16 TransLife Self Defense Wrist Spine ...................................................................... 16 ARCHAIC WEAPONS ................................................................................................ 17 DA-49 Tactical Mark VII HF Combat Sword ............................................................ 17 LAI-93 Dragon SlayerHF Flamberge .................................................................. 17 LAI-104 ChimeraHF Halberd ............................................................................ 17

ii

Black Box
LAI-108 Dancing DeathHF Rapier ..................................................................... OT-51 Industrial Hatchet ..................................................................................... OT-52 Industrial Machete ................................................................................... S-834C ExplorerMachete ................................................................................. S-8341D Ultimate ExplorerMachete ................................................................... S-945D HackerHatchet .................................................................................... S-9452E Ultimate HackerHatchet ...................................................................... TL-3 Spinesword Symbiotic Weapon ..................................................................... ARMOR ................................................................................................................... LIGHT ARMOR ................................................................................................. K&G X-Sports Leather Jacket ...................................................................... Infelgro Stalker Suit ................................................................................... Seltiar Extreme Frontiersmens Suit ............................................................... TransLife Skinsuit ...................................................................................... OT Mass ProtectionLaser Proof Shirt ......................................................... PT Undercover Protective Shirt .................................................................... PT MIBBattleweave Suit .......................................................................... PT Battleweave Military Fatigues .................................................................. PT Civil Defender Undercover Vest .............................................................. MEDIUM ARMOR ............................................................................................. PT 3 to 1Concealable Vest ...................................................................... PT Patrol Vest .......................................................................................... PT Patrol Vest, CCC ................................................................................. TransLife Battle Carapace ........................................................................... PT Full Battle Vest .................................................................................... PT LegionaryBattle System ...................................................................... HEAVY ARMOR ............................................................................................... PT PraetorianAssault System ................................................................... PT ImmortalHeavy Assault System ............................................................ DA-05 Riot Shield ..................................................................................... COMPANIES ............................................................................................................ Colonial Munitions (CM) ..................................................................................... Delta Armaments (DA) ....................................................................................... Infelgro (Infelgro) ............................................................................................... Karva & Gandro (K&G) ...................................................................................... Laer Arms Industries (LAI) .................................................................................. Omni-Tech (OT) ................................................................................................ ParaTech (PT) .................................................................................................. PlasmaPro (PP) ................................................................................................ Seltiar (S) ........................................................................................................ TransLife (TL) ................................................................................................... GADGETS ............................................................................................................... Weapon Gadgets .............................................................................................. High-Frequency ........................................................................................ Flak Loader .............................................................................................. Armor Gadgets ................................................................................................. Flesh Hooks ............................................................................................. POWERED ARMOR .................................................................................................. Micro-Assist ..................................................................................................... Micro-Assist Armor Traits ............................................................................ MT-23 ZedongMobile Infantry Armor .......................................................... MT-27 S&ARapid Assault Armor ............................................................... MT-34 BlitzkriegAerial Mobility Arm ............................................................ PT NATModified Powered Infantry Armor .................................................... PT Stickman-CPowered Infantry Armor ....................................................... Seltiar Powered Prospecting Suit ................................................................. Exo-Suits ......................................................................................................... Exo-Suit Armor Traits ................................................................................. MT-11 InvaderCQC Exo-Suit .................................................................... MT-110 ArbalestClose Support Exo-Suit ..................................................... 18 18 18 18 19 19 19 20 21 21 21 21 22 22 22 23 23 23 23 24 24 24 24 25 25 25 26 26 26 26 27 27 27 27 27 27 27 27 28 28 28 29 29 29 29 29 29 30 30 30 30 31 31 31 31 32 32 32 33 33

iii

Black Box
MT-1100 BreakerSpecialist Exo-Suit .......................................................... MT-81 HarveyStealth Exo-Suit .................................................................. MT-93 Alpha StrikeLRWP Exo-Suit ............................................................ PT CaesarCommand & Control Armor ........................................................ PT HopliteServo Assault Armor ................................................................. PT SpearheadFrontal Assault Armor .......................................................... PT Triple-AAdvanced Assault Armor .......................................................... PT TalosSquad Support Platform .............................................................. BIOTECH ................................................................................................................ Symbiotic Biotechnology ..................................................................................... The Skinsuit ............................................................................................. Chitinous Armor ........................................................................................ Flesh Hooks ............................................................................................. Fleshwhip ................................................................................................ Gymnotoid Fingers .................................................................................... Gymnotoid Fist ......................................................................................... Spinesword .............................................................................................. Wrist Spine .............................................................................................. Integrated Biotechnology .................................................................................... Gene Mods .............................................................................................. Alpha ...................................................................................................... Aquarius .................................................................................................. Heavy Worlder .......................................................................................... Helot ....................................................................................................... Ishtar ...................................................................................................... Light Worlder ............................................................................................ Opifex ..................................................................................................... Orion ...................................................................................................... Pandora .................................................................................................. Praetorian ................................................................................................ Parahumans ..................................................................................................... Apollo ..................................................................................................... Camazotz ................................................................................................ Chronos .................................................................................................. Dokkalfar ................................................................................................. Mentat ..................................................................................................... Spacer .................................................................................................... Spartan ................................................................................................... Tek Rat ................................................................................................... Viljalmur .................................................................................................. Mutants ........................................................................................................... Achilles Heel [Drawback] ............................................................................ Advanced Nanite Acceptance [Minor] ............................................................ NANOTECHNOLOGY ................................................................................................ Internal Nanotechnology ..................................................................................... Alexandria Memory Booster ........................................................................ Clotbots ................................................................................................... External Nanotechnology .................................................................................... Invisiservant ............................................................................................. Nano-Shield ............................................................................................. Delphi ..................................................................................................... OPEN GAME LICENSE Version 1.0a ........................................................................... 34 34 35 35 35 36 36 37 38 38 38 38 38 39 39 39 40 40 40 40 40 41 41 41 42 42 42 43 43 43 43 44 44 45 45 46 46 47 47 48 48 48 48 49 50 50 50 50 50 50 50 51

iv

LONGARMS
Table 1. Longarms
Weapon
CM-01 ShreddaFlak PDR CM-4 WildmanSlugthrower PDR CM-7 MilitiaSlugthrower PDR CM-8 SavageFlak PDR DA-3129 Plasma Rifle DA-76 Plasma Carbine DA-89 Conc. Carbine DA-92 Riot Mark IV Las Rifle DA-95 PunisherPlasma Rifle/Gravity Snare DA-134 Squad Automatic Weapon (SAW) Infelgro-001 EclipseRail Gun* Infelgro GR3@T3R SL@Y3RModified Las Rifle LAI-21 Silent Bluerail Gun* OT-11 Plasma Blaster OT-22 Las Rifle OT-25 HotshotLas Rifle PP-39F LongShotPro Plasma Rifle PP-41B SureShotPro Plasma Rifle* S-2A GrounderTangler Gun S-32C MarksmenLas Rifle* S-77 ShredderRail Gun S-9B Black HoleGravity Snare

Damage 2d8 3d6 3d6 3d6 3d10 3d10 2d10 2d8 3d10 3d12 4d12 3d8 3d12 3d10 3d8 3d8 3d10 3d10 Special 3d8 3d12 Special

Crit 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 -

Type Bal Bal Bal Bal Fire Fire Conc. Fire Fire Bal Bal Fire Bal Fire Fire Fire Fire Fire Fire Bal -

Range 40ft 120ft 70ft 60ft 80ft 60ft 20ft 60ft 80ft 100ft 120ft 70ft 100ft 60ft 70ft 90ft 120ft 90ft 30ft 150ft 150ft 50ft

ROF Magazine Size S S S,A S,A S,A S,A S S,A S S,A S S,A S S S,A S S S S S S S 10 box 20 box 40 box 30 box 40 box 40 box 50 box 40 box 40 box 10 box 100 box 10 box 30 box 50 box 20 box 20 box 20 box 20 box 10 box 20 box Large Large Large Large Large Med Med Large Large Large Huge Large Large Large Large Large Large Large Large Large Large Large

Weight 7lb 9lb 8lb 8lb 10lb 8lb 6lb 8lb 15lb 18lb 24lb 9lb 7lb 8lb 8lb 9lb 9lb 9lb 8lb 12lb 18lb 7lb

PDC 13 15 14 15 19 20 24 21 24 29 39 20 32 18 16 21 21 22 17 25 30 19

Res Lic Lic Res Res Mil Mil Lic Res Res Mil (+3) Illegal Illegal Mil Lic Res Lic Lic Lic Lic Lic Lic Lic

CM-01 ShreddaFlak PDR


Damage: 2d8 Critical: 20 Damage Type: Ballistic Range Increment: 40ft Rate of Fire: S Magazine: 10 box Size: Large Weight: 7lb Purchase DC: 13 Restriction: Lic (+1)

The CM-01 Shredda Flak Personal Defense Rifle is the ultimate in reliable weaponry. It can reliably fire even the most crudely crafted flak ammunition without the slightest chance of jamming. However, it suffers from this reliability in that its very forgiving firing mechanisms make for much less accuracy over range, and much less efficient firepower. Its reliability, adaptability and cheap cost continue to make it a favorite of colonists, though. On a 1 on an attack roll a Shredda will not jam, even if being used with flak ammo. This has already had the Flak Loader gadget added to it, it therefore cannot be added again.

CM-4 WildmanSlugthrower PDR


Damage: 3d6 Critical: 20 Damage Type: Ballistic Range Increment: 120ft Rate of Fire: S Magazine: 20 box Size: Large Weight: 9lb Purchase DC: 15 Restriction: Lic (+1)

The CM-4 Wildman Slugthrower Personal Defense Rifle is a popular weapon among hunters of primitive colony worlds. They consist of a slightly better made Militia PDR with a rangefinder scope tacked on, simple but effective. This weapon has had the Scope, Laser Rangfinding added to it, it therefore cannot have it added again.

LONGARMS

CM-7 MilitiaSlugthrower PDR


Damage: 3d6 Critical: 20 Damage Type: Ballistic Range Increment: 70ft Rate of Fire: S, A Magazine: 40 box Size: Large Weight: 8lb Purchase DC: 14 Restriction: Res (+2)

The CM-7 Militia Slugthrower Personal Defense Rifle is the standard of slugthrowers on colonial worlds. Based on the ancient Automotive Kalashnikov-47, with adequate range, power, and reliability it's a popular weapon indeed, and earns its name from its common use by colonial militias.

CM-8 SavageFlak PDR


Damage: 3d6 Critical: 20 Damage Type: Ballistic Range Increment: 60ft Rate of Fire: S, A Magazine: 30 box Size: Large Weight: 8lb Purchase DC: 15 Restriction: Res (+2)

The CM-8 Savage Flak Personal Defense Rifle is a heavily modified Militia PDR, with an expanded firing chamber and barrel to allow firing of primitive flakrounds. Though its not as forgiving as the Shredda, it packs a greater bunch, and from a greater range, making it popular among wilderness explorers and outlaws for its flak capabilities combined with still effective combat capabilities. On a natural 1 on an attack roll the Savage jams, requiring a DC 15 repair or craft (mechanical) check and 1d4+1 rounds of work to un-jam it. This has already had the Flak Loader gadget added to it, it therefore cannot be added again.

DA-3129 Plasma Rifle


Damage: 3d10 Critical: 20 Damage Type: Fire Range Increment: 80ft Rate of Fire: S, A Magazine: 40 box Size: Large Weight: 10lb Purchase DC: 19 Restriction: Mil (+3)

The DA-329 Plasma Rifle is considered the standardof plasma rifles, reliable and deadly. though it's officially restricted to military use, it is one of the hottest weapons on the black market, unfortunately for the black market, Delta Arms doesn't get involved like other companies do. since they are the premiere military arms company they avoid such possibly disastrous activities, making it extremely hard to get Delta weapons. The DA-3129 has a built in 3 round burst feature, allowing wielders with the burst fire feat to use only 3 shots instead of 5.

DA-76 Plasma Carbine


Damage: 3d10 Critical: 20 Damage Type: Fire Range Increment: 60ft Rate of Fire: S, A Magazine: 50 box Size: Medium Weight: 8lb Purchase DC: 20 Restriction: Mil (+3)

The DA-76 Plasma Carbine is a fine weapon indeed, its for urban fighting, and house to house combat, its more compact design give it all the deadly force of the full size plasma rifle, combined with better maneuverability when it counts. The DA-76 has a built in 3 round burst feature, allowing wielders with the burst fire feat to use only 3 shots instead of 5. his weapon has had the compact gadget added to it, therefore it cannot have that gadget added to it again.

LONGARMS

DA-89 Conc. Carbine


Damage: 2d10 Critical: 20 Damage Type: Concussion Range Increment: 20ft Rate of Fire: S Magazine: Size: Medium Weight: 6lb Purchase DC: 24 Restriction: Lic (+1)

The DA-89 Conc. Carbine is a popular riot control weapon, when gentler methods don't work, they can call out the Conc. Carbines and know the rioters will be running scared. The Conc. Carbine is capable of knocking foes back up to twenty feet, and with the Delta Arms modifications it's easy to carry a more deadly weapon as backup. This weapon has had the compact gadget added to it, therefore it cannot have that gadget added to it again.

DA-92 Riot Mark IV Las Rifle


Damage: 3d8 Critical: 20 Damage Type: Fire Range Increment: 60ft Rate of Fire: S, A Magazine: 50 box Size: Large Weight: 8lb Purchase DC: 21 Restriction: res (+2)

The Mark IV is still in wide-spread use as a crowd control rifle throughout the galaxy. Though it doesn't have much lethal power, it is an impressive riot control weapon. It has one of the most powerful stun modules in existence (fort save DC 18 or be stunned for 1d4 rounds). This weapon has had the stun module gadget added to it, therefore it cannot have that gadget added to it again.

DA-95 PunisherPlasma Rifle/Gravity Snare


Damage: 3d10/Critical: 20/Damage Type: Fire/Range Increment: 80ft/30ft Rate of Fire: S/S Magazine: 40 box/Size: Large Weight: 15 lb Purchase DC: 24 Restriction: Res (+2)

The Punisher is the perfect off the shelf bounty hunter's weapon, with a powerful Delta Arms plasma rifle combined with the literal stopping power of a gravity snare. It is popular with all those who need such versatility; bounty hunters mostly, along with explorers and hunters looking to capture as well as kill. The Punisher can fire either the plasma rifle, or the gravity snare, if the wielder has multiple attacks he may switch between the two freely. This weapon has had the alternate weapon gadget added to it, therefore it cannot have that gadget added to it again.

DA-134 Squad Automatic Weapon (SAW)


Damage: 3d12 Critical: 20 Damage Type: Ballistic Range Increment: 100ft Rate of Fire: S, A Magazine:40 box Size: Large Weight: 18lb Purchase DC: 29 Restriction: Mil (+3)

The SAW is designed to give individual squads greater tactical flexibility, each squad can hold a position or advance on one with the covering fire of the SAW, instead of having to call for platoon heavy weapons to be brought up. These weapons are basically rapid fire Rail guns, equipped with two barrels for increased fire rate without as many jamming problems, as well as double the magazine of most Rail guns. This weapon has had the Autofire Module and Extended Magazine gadgets added to it, therefore these cannot be added again.

LONGARMS

Infelgro-001 EclipseRail Gun


Damage: 4d12 Critical: 20 Damage Type: Ballistic Range Increment: 120ft Rate of Fire: S Magazine: 10 Size: Huge Weight: 24lb Purchase DC: 39 Restriction: Illegal (+4)

The Eclipse is practically an anti-vehicle weapon. One of the few attempts by Infelgro to actually produce it's own weapon, it is the most powerful rail gun available. However, it's astronomically high cost, and illegal restriction make it one of the rarest personal weapons around. As it was designed to take out harder targets; targets in power armor (large size mecha) and in vehicles, it fires special AP rounds that ignore the first 5 points of hardness. A standard eclipse (if such a thing truly exists) is one very well crafted weapon, it therefore counts as mastercrafted, giving it a +1 bonus on attack roles.

Infelgro GR3@T3R SL@Y3RModified Las Rifle


Damage: 3d8 Critical: 20 Damage Type: Fire Range Increment: 70ft Rate of Fire: S, A Magazine: 100 box Size: Large Weight: 9lb Purchase DC: 20 Restriction: Illegal (+4)

The Greater Slayer is basically the same modifications made for the Slayer pistol. It is a modified OT-22 Las Rifle, with a magazine with twice the ammo capacity, sensor baffling skin, and a streamlined disassembly added, it is a true Slayer. The sensor baffling skin adds +4 on any checks to conceal the weapon from sensors or other detection devices. The Greater Slayer is also collapsible, allowing it to be broken down into individual parts, making it harder to detect (requires a knowledge (technology) check DC 17 to identify it as a weapon) it requires a full round action to disassemble or reassemble. This weapon has had the collapsible, extended magazine, and sensor baffling gadgets added to it, therefore it cannot have those gadgets added to it again.

LAI-21 Silent BlueRail Gun


Damage: 3d12 Critical: 20 Damage Type: Ballistic Range Increment: 120ft Rate of Fire: S Magazine: 10 box Size: Large Weight: 7lb Purchase DC: 32 Restriction: Mil (+3)

The Silent Blue is one of the best rail guns around, finely honed and crafted. It also employs a band new technology; sonic sound suppression. This makes the Silent Blue one of the best weapons for assassinations, made only more dangerous by its collapsible nature which allows it to slip past inspections much easier. The sound suppressor adds +10 to DC of listen checks made to here the weapon. The Silent Blue is also collapsible, allowing it to be broken down into individual parts, making it harder to detect (requires a knowledge (technology) check DC 17 to identify it as a weapon) it requires a full round action to disassemble or reassemble. This weapon has had the collapsible, and sound suppressor (pl 7) gadgets added to it, therefore it cannot have those gadgets added to it again.

LONGARMS

OT-11 Plasma Blaster


Damage: 3d10 Critical: 20 Damage Type: Fire Range Increment: 60ft Rate of Fire: S Magazine: 30 box Size: Large Weight: 8lb Purchase DC: 18 Restriction: Lic (+1)

The OT-11 Plasma Blaster is the poor mans plasmas rifle. Dropping off the automatic fire system so that they could just barely get it to be a licensed weapon, instead of restricted. It is, like the OT-22, widely used by poorer factions, as well as illegal ones.

OT-22 Las Rifle


Damage: 3d8 Critical: 20 Damage Type: Fire Range Increment: 70ft Rate of Fire: S, A Magazine: 50 box Size: Large Weight: 8lb Purchase DC: 16 Restriction: Res (+2)

The OT-22 Las Rifle is the most common weapon in existence. It is a cheaply produced laser rifle, though outdated in design it's cheap price has made it the favored weapon of many low budget operations; poor militaries, as well as rebels and pirates. It has no fancy gadgetry, in fact it is worse then most laser rifles available, but it's by far the cheapest.

OT-25 HotshotLaser Rifle


Damage: 3d8 Critical: 20 Damage Type: Fire Range Increment: 90ft Rate of Fire: S Magazine: 20 box Size: Large Weight: 9lb Purchase DC: 21 Restriction: Lic (+1)

The OT-25 HotshotLas Rifle was Omni-Techs attempt at making a sporting rifle. However, their innovative Hotshot power controller made it an instant hit, especially with shadier outfits looking for superior firepower without high risk restrictions. it's Hotshot power controller allows the wielder to spend up to three rounds charging upthe weapon, each additional round of charging adds one die of damage, but if it charges for four rounds it becomes unstable and must be fired or else it explodes, dealing the full damage (with +4 dice) to the wielder. Because of it's unstable nature when charged to long, it was never the great success with hunters that Omni-Tech had been hoping for. This weapon has had the variable energy gadget added to it, therefore it cannot have that gadget added to it again.

LONGARMS

PP-39F LongShotPro Plasma Rifle


Damage: 3d10 Critical: 20 Damage Type: Fire Range Increment: 120ft Rate of Fire: S Magazine: 20 box Size: Large Weight: 9lb Purchase DC: 21 Restriction: Lic (+1)

The LongShot was the backbone of Plasma Pro when it started out, and is the most popular hunting and target shooting plasma rifle. Unfortunately for the criminal element all Plasma Pro weapons are designed with a complex tracking system, which is difficult to remove without frying the weapons circuitry (DC 25 disable device check to remove, failure by 5 or more results in the weapon being destroyed). This weapon has had the scope gadget added to it, therefore it cannot have that gadget added to it again.

PP-41B SureShotPro Plasma Rifle


Damage: 3d10 Critical: 20 Damage Type: Fire Range Increment: 90ft Rate of Fire: S Magazine: 20 box Size: Large Weight: 8lb Purchase DC: 22 Restriction: Lic (+1)

The SursShot is Plasma Pros follow up to the LongShot, though it doesn't come standard with a scope, it is crafted to a higher quality which many target shooters rely on. This weapon is so finely crafted that it counts as mastercraft, giving it a +1 on attack rolls.

S-2A GrounderTangler Gun


Damage: Special Critical: Damage Type: Range Increment: 30ft Rate of Fire: S Magazine: 20 box Size: Medium Weight: 8lb Purchase DC: 17 Restriction: Lic (+1)

The Grounder is a rugged and reliable weapon, still used by many law enforcement agencies, and some hunters. Though the tangler gun is old technology compared to the gravity snare it is still in use in many corners of the galaxy.

S-32C MarksmenLas Rifle


Damage: 3d8 Critical: 20 Damage Type: Fire Range Increment: 180ft Rate of Fire: s Magazine: 10 box Size: Large Weight: 12lb Purchase DC: 25 Restriction: Lic (+1)

The S-32C MarksmenLas Rifle is the, out of the box, longest range rifle in existence. It is Seltiars back bone weapon, though it is now considered somewhat obsolete compared to newer plasma and rail guns, it is still the king of marksmanship competitions. Due to its high quality of manufacture, the S-32C Las Rifle is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls. This weapon has had the laser range finder/video scope gadget added to it, therefore it cannot have that gadget added to it again.

LONGARMS

S-77 ShredderRail Gun


Damage: 3d12 Critical: 20 Damage Type: Ballistic Range Increment: 150ft Rate of Fire: S Magazine: 20 box Size: Large Weight: 18lb Purchase DC: 30 Restriction: Lic (+1)

The Shredder is so far the only mass produced rail gun, it is quite poplar with hunters, as well as military snipers, as it provides more power and more options in ammo. This weapon has had the laser range finder gadget added to it, therefore it cannot have that gadget added to it again.

S-9B Black HoleGravity Snare


Damage: Special Critical: Damage Type: Range Increment: 50ft Rate of Fire: S Magazine: Size: Large Weight: 7lb Purchase DC: 19 Restriction: Lic (+1)

The Black Hole is the latest in capture technology, popular with hunters of all kinds; from big game hunters, to bounty hunters.

HANDGUNS
Table 2. Handguns
Weapon
CM-9 DefenderSlugthrower PDP CM-11 PathstalkerFlak PDP CM-12 CutthroatSlugthrower PDP CM-17 SweeperSlugthrower MP DA-253 DiplomatLight Las Pistol DA-472 Riot Mark II Las Pistol DA-51 Tactical Mark II Las Pistol DA-654 Tactical Mark IV Plasma Pistol Infelgro-444 Fourth DimensionModified Plasma Pistol Infelgro Silent PartnerModified Las Pistol Infelgro SL@Y3RModified Las Pistol OT-14 StrykerLas Pistol OT-58 DevastatorPlasma Pistol PP-15D HardShotPro Plasma Pistol* PP-27C QuickShotPro Plasma Pistol S-1532 PathfinderLas Pistol* S-45B InfernoPlasma Pistol* S-93A SharpshooterLas Pistol*

Damage 2d6 2d6 2d6/1d6 2d6 2d6 2d8 2d8 2d10 2d10 2d8 2d8 2d8 2d10 2d10 2d10 2d8 2d10 2d8

Crit 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20

Type Bal Bal B/S Bal Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire

Range 30ft 25ft 30ft 30ft 30ft 40ft 40ft 30ft 30ft 40ft 40ft 40ft 20ft 30ft 20ft 40ft 60ft 80ft

ROF Magazine Size S S S S,A S S S,A S,A S S S,A S S S S S S S 15 box 8 box 10 box 20 box 20 box 30 box 60 box 50 box 20 box 30 box 40 box 30 box 20 box 20 box 10 box 30 box 25 box 20 box Small Small Med Med Dim Small Small Med Med Small Med Small Med Med Small Small Med Small

Weight 3lb 3lb 4lb 4lb 1lb 2lb 2lb 4lb 5lb 2lb 4lb 2lb 4lb 4lb 2lb 2lb 4lb 2lb

PDC 13 14 14 15 15 17 19 21 23 21 19 15 16 20 21 18 21 19

Res Lic Lic Lic Res Lic Lic Mil Mil Illegal Illegal Illegal Lic Lic Lic Lic Lic Lic Lic

CM-9 DefenderSlugthrower PDP


Damage: 2d6 Critical: 20 Damage Type: Ballistic Range Increment: 30ft Rate of Fire: S Magazine: 15 box Size: Small Weight: 3lb Purchase DC: 13 Restriction: Lic (+1)

The CM-9 Defender Slugthrower Personal Defense Pistol is, like the other Colonial Munitions products, an extremely simple but reliable slugthrower design dating back several hundred years. Simple enough to be built in a primitive colonial factory, but good enough to get the job done, the Defender is the most common weapon to be found on recently colonized planets.

CM-11 PathstalkerFlak PDP


Damage: 2d6 Critical: 20 Damage Type: Ballistic Range Increment: 25ft Rate of Fire: S Magazine: 8 box Size: Small Weight: 3lb Purchase DC: 14 Restriction: Lic (+1)

The CM-11 Pathstalker Flak Personal Defense Pistol is similar to the Defender above, however, its ammo feed, chamber, and barrel have all been modified to enable firing of the primitive flakshells. Though this modification makes it slightly more expensive and effects its accuracy at range. However, it also allows the Pathstalker to fire flakrounds, or rounds made with a simple ammunition kit and some scrap metal. Because of this feature it's a favorite among both wilderness scouts and outcasts or outlaws who dont have access to even primitive ammo factories. On a natural 1 on an attack roll the Pathstalker jams, requiring a DC 15 repair or craft (mechanical) check and 1d4+1 rounds of work to un-jam it. This has already had the Flak Loader gadget added to it, it therefore cannot be added again.

HANDGUNS

CM-12 CutthroatSlugthrower PDP


Damage: 2d6/1d6 Critical: 20 Damage Type: Ballistic/Slashing Range Increment: 30ft Rate of Fire: S Magazine: 10 box Size: Medium Weight: 4lb Purchase DC: 14 Restriction: Lic (+1)

The CM-12 Cutthroat Slugthrower Personal Defense Pistol is based off the Defender, but with a heavily altered frame, with two mounting brackets for what many at first think a ridiculous addition; a blade. Running from the trigger guard to the tip of the barrel is a quarter-oval curving blade, sometimes serrated. This blade allows the weapon to be used easily as a pistol or a large knife, the wielder may switch between the two as a free action. However, because of the blades additional weight and unbalancing the weapon takes a -1 to all attack rolls with both knife and pistol.

CM-17 SweeperSlugthrower MP
Damage: 2d6 Critical: 20 Damage Type: Ballistic Range Increment: 30ft Rate of Fire: S, A Magazine: 20 box Size: Medium Weight: 4lb Purchase DC: 15 Restriction: Res (+2)

The CM-17 Sweeper Slugthrower Machine Pistol successfully combines the size of a pistol, the automatic fire of a rifle, and the simplicity of manufacture of a slugthrower, all in one convenient fringe world package. The Sweeper, while more complex than most slugthrowers, is still relatively simple, allowing it to be made in a primitive machine shop. However, due to its more complicated firing mechanisms, it is impossible to create a variant Sweeper capable of firing flak rounds, unlike the Pathstalker Defender variant.

DA-253 DiplomatLight Las Pistol


Damage: 2d6 Critical: 20 Damage Type: Fire Range Increment: 30ft Rate of Fire: S Magazine: 20 box Size: Dim Weight: 1lb Purchase DC: 15 Restriction: Lic (+1)

The Diplomat, named for it's popularity with them, is one of the smallest las pistols in the galaxy. It is popular not only with diplomats, but also with gamblers, CEOs, and others who wish to have protection without looking armed. This weapon has had the miniaturized gadget added to it, therefore it cannot have that gadget added to it again.

DA-472 Riot Mark II Las Pistol


Damage: 2d8 Critical: 20 Damage Type: Fire Range Increment: 40ft Rate of Fire: S Magazine: 30 box Size: Small Weight: 2lb Purchase DC: 17 Restriction: Lic (+1)

The Riot Pistol is yet another variation on the tried and true Mark II design, by adding a stun module it instantly transforms into a crowd control weapon. The Riots stun module is a lighter design (fort save DC 12 or be stunned fro 1d4 rounds) which has allowed the pistol to keep it's punch unlike the rifle version. This weapon has had the stun module gadget added to it, therefore it cannot have that gadget added to it again.

HANDGUNS

DA-51 Tactical Mark II Las Pistol


Damage: 2d8 Critical: 20 Damage Type: Fire Range Increment: 40ft Rate of Fire: S, A Magazine: 60 box Size: Small Weight: 2lb Purchase DC: 19 Restriction: Mil (+3)

The Tactical was the main pistol used by advanced law enforcement units, counter terrorists, and special ops units, until plasma technology replaced it. It is a base Mark II las pistol, modified to fire on full automatic, also, to compensate for the increased speed of fire it's magazine has been doubled. This weapon has had the autofire module, ad extended magazine gadgets added to it, therefore it cannot have those gadgets added to it again.

DA-654 Tactical Mark IV Plasma Pistol


Damage: 2d10 Critical: 20 Damage Type: Fire Range Increment: 30ft Rate of Fire: S, A Magazine: 50 box Size: Medium Weight: 4lb Purchase DC: 19 Restriction: Mil (+3)

The Tactical Mark IV has recently replaced the Tactical Mark II as the premiere advanced pistol. Like it's ancestor it is most commonly used by advanced law enforcement units, counter terrorists, and special ops units. Also like it's ancestor it is simply a Mark IV plasma pistol, modified to fire full automatic and with additional ammo to compensate. This weapon has had the autofire module, ad extended magazine gadgets added to it, therefore it cannot have those gadgets added to it again.

Infelgro-444 Fourth DimensionModified Plasma Pistol


Damage: 2d10 Critical: 20 Damage Type: Fire Range Increment: 30ft Rate of Fire: S Magazine: 20 box Size: Medium Weight: 5lb Purchase DC: 23 Restriction: Illegal (+4)

The Fourth Dimension is almost as dangerous to the wielder as it is to the guy he is aiming at. It takes the idea of the hotshot pack for las weapons, and tries to do the same for plasma weapons. Unfortunately, while the concept might be the same, the actual equipment is quite different, it is much less stable than the hotshot packs. Like the hotshot weapons you can charge a Fourth Dimension for extra power. But, it is so unstable that instead of being able to charge it for a flat 4 rounds, it can be charged for 1d4+1 rounds. The wielder can tell how many rounds he can charge for by looking at built in power meter when he begins. If the shot isn't fired by the end of the last round it blows up dealing full damage (with bonus dice) to the wielder. It otherwise functions like a normal variable charge weapon (+1 die per round of charging). This weapon has had the variable energy gadget added to it, therefore it cannot have that gadget added to it again.

10

HANDGUNS

Infelgro Silent PartnerModified Las Pistol


Damage: 2d8 Critical: 20 Damage Type: Fire Range Increment: 40ft Rate of Fire: S Magazine: 30 box Size: Small Weight: 2lb Purchase DC: 21 Restriction: Illegal (+4)

The Infelgro Silent Partner is a modified Omni-Tech las pistol, with extensive modifications: It has been coated with sensor baffling material, partially rebuilt to allow fast disassembly and reassembly, and equipped with a state of the art sound suppressor. The sensor baffling skin adds +4 on any checks to conceal the weapon from sensors or other detection devices. The Silent Partner is also collapsible, allowing it to be broken down into individual parts, making it harder to detect (requires a knowledge (technology) check DC 17 to identify it as a weapon) it requires a full round action to disassemble or reassemble. The sound suppressor adds +10 to DC of listen checks made to here the weapon. This weapon has had the collapsible, sound supressor, and sensor baffling gadgets added to it, therefore it cannot have those gadgets added to it again.

Infelgro SL@Y3RModified Las Pistol


Damage: 2d8 Critical: 20 Damage Type: Fire Range Increment: 40ft Rate of Fire: S, A Magazine: 40 box Size: Medium Weight: 4lb Purchase DC: 19 Restriction: Illegal (+4)

The Slayer is similar to the Tactical series of pistols, in that it modifies a base las pistol (in this case an OmniTech Stryker) to fire on full auto as well as have an extended magazine. This weapon has had the collapsible, and extended magazine gadgets added to it, therefore it cannot have those gadgets added to it again.

OT-14 StrykerLas Pistol


Damage: 2d8 Critical: 20 Damage Type: Fire Range Increment: 40ft Rate of Fire: S Magazine: 30 box Size: Small Weight: 2lb Purchase DC: 15 Restriction: Lic (+1)

Like the OT-22 rifle, the Stryker is the most common las pistol in the galaxy, and an easily modified design has kept it in common use throughout the galaxy to this day.

OT-58 DevastatorPlasma Pistol


Damage: 2d10 Critical: 20 Damage Type: Fire Range Increment: 20ft Rate of Fire: S Magazine: 20 box Size: Medium Weight: 4lb Purchase DC: 16 Restriction: Lic (+1)

The Devastator is a poor weapon, though it has the same punch as other plasma weapons it lacks the accuracy at range. Because of this few professionals use it, preferring more accurate designs, but poorer factions such as gangs and militias are quite fond of its smaller price tag.

11

HANDGUNS

PP-15D HardShotPro Plasma Pistol


Damage: 2d10 Critical: 20 Damage Type: Fire Range Increment: 40ft Rate of Fire: S Magazine: 20 box Size: Medium Weight: 4lb Purchase DC: 20 Restriction: Lic (+1)

The HardShot is a popular pistol for wealthier combatants who can afford to pay out larger sums of money for the increase punch. It is a very well built weapon, so well built that it is considered a mastercraft weapon, and confers a +1 to damage rolls with it.

PP-27C QuickShotPro Plasma Pistol


Damage: 2d10 Critical: 20 Damage Type: Fire Range Increment: 20ft Rate of Fire: S Magazine: 10 box Size: Small Weight: 2lb Purchase DC: 21 Restriction: Lic (+1)

PlasmaPro made the breakthrough other arms companies had only been dreaming of, they had finally managed to shrink the components of a plasma weapon small enough to make a normal size pistol. They decided to showcase this feature by selling it with a built in spring-loaded holster, allowing quick draws by even novice shooters. The QuickShot has become quite popular among those who need to be able to draw fast, but don't have enough time to dedicate to perfecting their shooting skills. The spring-loaded gadget allows the QuickShot to be drawn as if the wielder had the quick draw feat. This weapon has had the spring-loaded gadget added to it, therefore it cannot have that gadget added to it again.

S-1532 PathfinderLas Pistol


Damage: 2d8 Critical: 20 Damage Type: Fire Range Increment: 40ft Rate of Fire: S Magazine: 30 box Size: Small Weight: 2lb Purchase DC: 18 Restriction: Lic (+1)

The Pathfinder is still popular among hunters and explorers. Even though it is outdated by the arrival of plasma pistols, it's high quality and ruggedness allow it to still be a favorite among such professionals. The Pathfinder, like most other Seltiar weapons, is so well made that it is considered master crafted, and confers a +1 on attack rolls when wielding it.

S-45B InfernoPlasma Pistol


Damage: 2d10 Critical: 20 Damage Type: Fire Range Increment: 60ft Rate of Fire: S Magazine: 25 box Size: Medium Weight: 4lb Purchase DC: 21 Restriction: Lic (+1)

The Inferno is one of the best made plasma pistols in the galaxy, which is of course the tradition of Seltiar. Although it has never gained the popularity of PlasmaPro pistols it is still highly appreciated for it's accuracy and it's superb integrated scope. The Inferno is manufactured with such quality that it is considered a mastercraft weapon, and as such confers a +1 on attack rolls when wielding it. This weapon has had the scope gadget added to it, therefore it cannot have that gadget added to it again.

12

HANDGUNS

S-93A SharpshooterLas Pistol


Damage: 2d8 Critical: 20 Damage Type: Fire Range Increment: 80ft Rate of Fire: S Magazine: 20 box Size: Small Weight: 2lb Purchase DC: 19 Restriction: Lic (+1)

The Sharpshooter is considered by many to be the best off the shelf target pistol in the galaxy, with it's expertly designed integrated scope and fine craftsmanship it is hard to find any flaws in it's design. The Sharpshooter is so well designed that it is considered a mastercraft weapon, and as such confers a +1 on attack rolls when wielding it. This weapon has had the scope gadget added to it, therefore it cannot have that gadget added to it again.

13

SIMPLE WEAPONS
Table 3. Simple Weapons
Weapon
DA-09 Tactical Mark I HF Knife DA-36 Riot Mark IV Stun Baton Infelgro DeathgripShock Boxing Gloves Infelgro KnockoutShock Boxing Gloves OT-3s Shock Boxing Gloves OT-43 Industrial Knife S-7A ScoutKnife S-73B Ultimate ScoutKnife TransLife Gymnotoid Fist TransLife Self Defense Wrist Spine

Damage 1d6 1d6 1d6* * * 1d4 1d4 1d6 * 1d4

Crit 19-20 20 20 20 20 19-20 19-20 19-20 20 20

Type Slash Bludg Elec Bludg Bludg Slash Slash Slash Bludg Pierc

Range 10ft ~ ~ ~ ~ 10ft 10ft 10ft ~ ~

Size Tiny Med * * * Tiny Tiny Tiny * Tiny

Weight 1lb 2lb 1lb 1lb 1lb 1lb 1lb 1lb 1lb 1/4lb

PDC 11 18 16 13 9 7 10 22 14 20

Res Mil (+3) Lic (+1) Illegal (+4) Illegal (+4) ~ ~ ~ Res (+2) Lic (+1) Mil (+3)

DA-09 Tactical Mark I HF Knife


Damage: 1d6 Critical: 19-20 Damage Type: Slashing Range Increment: 10 ft. Size: Tiny Weight: 1 lb. Purchase DC 11 Restriction: Mil (+3)

The Mark I is a standard issue military knife, used by most armies in the galaxy and renowned for its reliability and efficient design. The Mark I is the flagship of the limited Delta Armaments branch off into melee weapons. This weapon has had the High-Frequency gadget added to it, therefore it cannot have that gadget added again.

DA-36 Riot Mark IV Stun Baton


Damage: 1d6 Critical: 20 Damage Type: Bludgeoning Range Increment: Size: Medium Weight: 2 lb. Purchase DC: 18 Restriction: Lic (+1)

The Mark IV is the standard in riot control weapons, no matter how much knockout gas is in the air, sometimes you just got to draw a hard line, and knock out anyone who dares cross it. Any creature hit by a stun baton takes 1d6 points of bludgeoning damage and must succeed on a Fortitude save (DC 10 + damage dealt) or be stunned for 1d4 rounds. In addition to its riot control capabilities, the Mark IV is a favorite for its ability to quickly collapse for easy storage. The Mark IV is collapsible, allowing it to be broken down into individual parts, making it harder to detect (requires a knowledge (technology) check DC 17 to identify it as a weapon) it requires a full round action to disassemble or reassemble. This weapon has had the Collapsible gadget added to it, therefore it cannot have that gadget added again.

Infelgro DeathgripModified Shock Boxing Gloves


Damage: 1d6 Critical: 20 Damage Type: Bludgeoning/Electricity Range Increment: Size: Weight: 1 lb. Purchase DC: 16 Restriction: Illegal (+4)

Infelgro's deadly counterparts to the Knockoutglove mod, these normally non-lethal boxing gloves have been changed to be even more deadly than bare fists. The Deathgrip's stun module has been replaced with a powerful charge module, which delivers 1d6 points of electricity damage whenever they strike an opponent. Also, unlike normal boxing gloves, these gloves work like brass knuckles, making all unarmed attack deal lethal damage. These gloves are built to look as close to stock gloves as possible, and thus impose a -4 on spot checks to see their difference.

14

SIMPLE WEAPONS

Infelgro KnockoutModified Shock Boxing Gloves


Damage: * Critical: 20 Damage Type: Bludgeoning Range Increment: Size: Weight: 1 lb. Purchase DC: 13 Restriction: Illegal (+4)

These are essentially just higher powered shock boxing gloves, not any more deadly, but will give the fighter a significant edge over his opponent. Anyone struck by a pair of Knockout's must make a fortitude save (DC 10 + half damage dealt [because it's non-lethal]) or be stunned for 1d4 rounds.

OT-3s Shock Boxing Gloves


Damage: * Critical: 20 Damage Type: Bludgeoning Range Increment: Size: Weight: 1 lb. Purchase DC: 9 Restriction: -

Omni-Techs shock boxing gloves are considered the standard in the shock boxing leagues, and given their cheap prices no one complains about it. Anyone struck by a pair of shock boxing gloves must make a fortitude save (DC 5 + half damage dealt [because it's non-lethal]) or be stunned for 1d4 rounds. These gloves also convert all lethal damage into non-lethal damage, in the same way as brass knuckles convert all non-lethal damage into lethal.

OT-43 Industrial Knife


Damage: 1d4 Critical: 19-20 Damage Type: Slashing Range Increment: 10 ft. Size: Tiny Weight: 1 lb. Purchase DC: 7 Restriction: -

Again, the cheap standard in everything, Omni-techs knife is no exception, used for everything from skinning to everyday cutting, to the odd assassination, this knife is about as generic as you can get.

S-7A ScoutKnife
Damage: 1d4 Critical: 19-20 Damage Type: Slashing Range Increment: 10 ft. Size: Tiny Weight: 1 lb. Purchase DC: 10 Restriction: -

The Scout is a good, quality, knife, a popular choice among hunters and other outdoors types. This weapon is so finely crafted that it counts as mastercraft, giving it a +1 on attack rolls.

S-73B Ultimate ScoutKnife


Damage: 1d6 Critical: 19-20 Damage Type: Slashing Range Increment: 10 ft. Size: Tiny Weight: 1 lb. Purchase DC: 22 Restriction: Res (+2)

The Ultimate Scout is exactly what it says it is, ultimate. It has nearly every gadget you could possibly put on a knife without making the knife a feature of the gadgets. This knife has a spring loaded sheath, allowing it to be drawn as if the wielder possessed the quick draw feat. This weapon is also so finely crafted that it counts as mastercraft, giving it a +1 on attack rolls. This weapon is also booby trapped with deadly barbs in the handle, dealing 1d6 points of damage every round the user holds it. This weapon has had the Spring Loaded, High Frequency and Booby Trap gadgets added to it, therefore these gadgets cannot be added again.

15

SIMPLE WEAPONS

TransLife Gymnotoid Fist


Damage: * Critical: 20 Damage Type: Bludgeoning Range Increment: Size: Weight: 1 lb. Purchase DC: 13 Restriction: Lic (+1)

The Gymnotoid Fist, close cousin to the Gymnotoid Fingers (see above), is a modified version with the addition of active sensorycapabilities. These organs are in fact greatly oversized and grown for high voltage storage rather than small sensory pulses. This allows them to deliver a single large jolt to the victim, stunning and potentially killing him. The Fist delivers its shock when the wearer performs a special hand contraction, generally clenching a fist especially hard, shocking whatever it is touching. Thanks to an insulating layer on it's inside the wearer never gets shocked, except in booby trapped models. The victim of successful unarmed strike by someone wearing a Gymnotoid Fist must succeed at a fortitude save (DC 10 + 1/round charged) or be paralyzed for 1d4 rounds, if the fortitude save is failed by 10 or more the victim is killed. A Gymnotoid Fist may be charged once per round as a free action, each charge stacks on itself but it may not be charged up more than five times. All charges are lost after ten rounds from when the first charge was made. Alternatively, if the Gymnotoid Fist is attached to ones body rather than a Skinsuit he can put additional strain on his body to increase the Fists power without taking the time to charge it up. To do so requires a successful fortitude save (DC 10 + 1/attempted charge), failure renders the wearer stunned for 1d4 rounds, but does charge the Fist regardless. Gymnotoid Fists take up one feeding slot on a Skinsuit. If worn on the body, a Gymnotoid Fist takes some adjusting by the body to produce enough power for it, it requires a DC 14 fortitude save each time it used in the first week attached or suffer 1d4 temporary constitution damage. A Gymnotoid Fist dies 1d4 hours after being separated from a host.

TransLife Self Defense Wrist Spine


Damage: 1d4 Critical: 20 Damage Type: Piercing Range Increment: ~ Size: Tiny Weight: 1/4lb Purchase DC: 20 Restriction: Mil (+3)

The Wrist Spine is a symbiotic organism that is implanted into the hosts wrist; it can also be implanted into a skinsuit instead, though the primary advantage of surprise is somewhat lost. Upon a specific flex of wrist and hand muscles the seven inch (not counting the two inches anchoring it to the wrist) spine extends from either top or bottom of the wrist (chosen upon implantation), making a good concealable weapon. The spine, while quite sharp and painful on its own, is also hollowed to allow a stream of venom to be injected upon a successful hit. This poison, similar to the poisons used in other symbiotic weapons, forces a DC 17 fortitude save or suffer 1d6 con damage, secondary effects are 2d6 con damage. Due to its implanted nature a wrist spine cannot be disarmed, and requires a DC 25 search check to detect unless being searched with implanted wrist weapons in mind. It also heals 1 hp per hour if attached to a host. The wrist spine feeds off its host body or skinsuit, requires one feeding slot on a Skinsuit, and will starve to death in 2d4 hours in deprived of such life support.

16

ARCHAIC WEAPONS
Table 4. Archaic Weapons
Weapon
DA-49 Tactical Mark VII HF Combat Sword LAI-93 Dragon SlayerHF Flamberge LAI-104 ChimeraHF Halberd LAI-108 Dancing DeathHF Rapier OT-51 Industrial Hatchet OT-52 Industrial Machete S-834C ExplorerMachete S-8341D Ultimate ExplorerMachete S-945D HackerHatchet S-9452E Ultimate HackerHatchet TL-3 Spinesword Symbiotic Weapon

Damage 2d6 3d6 2d8 1d8 1d6 1d6 1d8 1d8 1d6 1d6 1d8*

Crit 19-20 19-20 20 18-20 20 19-20 19-20 19-20 20 20 19-20

Type Slash Slash Slash Pierc Slash Slash Slash Slash Slash Slash Slash

Range ~ ~ ~ ~ 10ft ~ ~ ~ 10ft 10ft ~

Size Med Large Large Med Small Small Small Small Small Small Medium

Weight 4lb 8lb 15 lb. 3lb 4lb 2lb 2lb 2lb 4lb 4lb 4lb

PDC 15 20 20 17 4 5 12 21 9 17 16

Res Mil (+3) Res (+2) Res (+2) Res (+2) ~ ~ Res (+2) Res (+2) ~ Lic (+1) Res (+2)

DA-49 Tactical Mark VII HF Combat Sword


Damage: 2d6 Critical: 19-20 Damage Type: Slashing Range Increment: Size: Medium Weight: 4 lb. Purchase DC: 15 Restriction: Mil (+3)

The Mark VII Combat Sword continues the limited legacy of Delta Armaments military melee weapons. Only a few military and paramilitary units use it as a primary weapon, though some like to carry it as a backup weapon over the smaller combat knives available. One group that favors it are pirates and marine units, cargo ships especially are prone to having vital equipment in positions that are all too easily hit by stray weapons fire. This weapon has had the High Frequency gadget added to it, therefore it cannot have this gadget added again.

LAI-93 Dragon SlayerHF Flamberge


Damage: 3d6 Critical: 19-20 Damage Type: Slashing Range Increment: Size: Large Weight: 8 lb. Purchase DC: 20 Restriction: Res (+2)

This is the most popularof Laer Arms Industries melee line. Not that that means much since LAI is a specialist, made to ordercompany, but enough with the weapons economy. This sword is truly huge, towering nearly five and a half feet tall, but fortunately made of lighter weight materials than its ancient ancestor. It has a powerful motor installed in the hilt to facilitate the high frequency vibrations. And, like anyone who spent the time to make such as weapon, LAI has crafted it to near perfection, granting a +1 mastercraft bonus on attack rolls with the weapon. This weapon has had the High Frequency gadget added to it, therefore it cannot have this gadget added again.

LAI-104 ChimeraHF Halberd


Damage: 2d8 Critical: 19-20 Damage Type: Slashing/Piercing Range Increment: Size: Large Weight: 15 lb. Purchase DC: 20 Restriction: Res (+2)

Again, a powerful melee weapon from LAI's line, called the Chimera for its three different weapon heads at the end. This weapon can be used to make trip attempts, it can also be set against a charge to deal double damage. The Chimera is collapsible, allowing it to be broken down into individual parts, making it harder to detect (requires a knowledge (technology) check DC 17 to identify it as a weapon) it requires a full round action to disassemble or reassemble. This weapon has had the Collapsible and High Frequency gadgest added to it, therefore these gadget cannot be added again.

17

ARCHAIC WEAPONS

LAI-108 Dancing DeathHF Rapier


Damage: 1d8 Critical: 18-20 Damage Type: Piercing Range Increment: Size: Medium Weight: 3 lb. Purchase DC: 17 Restriction: Res (+2)

The Dancing Death is the latest in Laer Arms melee line, a fast and excellently balanced weapon, the rapier can have the weapon finesse feat applied to it. This weapon has had the high Frequency gadget added to it, therefore this gadget cannot be added again.

OT-51 Industrial Hatchet


Damage: 1d6 Critical: 20 Damage Type: Slashing Range Increment: 10 ft. Size: Small Weight: 4 lb. Purchase DC: 4 Restriction: -

Cheap, reasonably reliable, and blindingly simple, this is a hatchet, a small, one handed, axe, it comes with no instruction manual.

OT-52 Industrial Machete


Damage: 1d6 Critical: 19-20 Damage Type: Slashing Range Increment: Size: Small Weight: 2 lb. Purchase DC: 5 Restriction: -

Similar to their hatchets, Omni-Tech has created the machete, a short, broad bladed, one handed, sword-axe hybrid, also comes with no instruction manual.

S-834C ExplorerMachete
Damage: 1d8 Critical: 19-20 Damage Type: Slashing Range Increment: Size: Small Weight: 2 lb. Purchase DC: 12 Restriction: Res (+2)

Essentially a stripped down version of the Ultimate Explorer, this machete drops some of the gadgets that some felt were extravagant. This version is simply a very well made high frequency machete, giving it a +1 mastercraft bonus on attack rolls. This weapon has had the high Frequency gadget added to it, therefore this gadget cannot be added again.

18

ARCHAIC WEAPONS

S-8341D Ultimate ExplorerMachete


Damage: 1d8 Critical: 19-20 Damage Type: Slashing Range Increment: Size: Small Weight: 2 lb. Purchase DC: 22 Restriction: Res (+2)

This is the second in Seltiar Industries ultimateline, like their knife, this machete comes with all the extra gadgets they could fit on it. This machete has a spring loaded sheath, allowing it to be drawn as if the wielder possessed the quick draw feat. This weapon is also so finely crafted that it counts as mastercraft, giving it a +1 on attack rolls. This weapon is also booby trapped with deadly barbs in the handle, dealing 1d6 points of damage every round the user holds it. dealing 1d6 points of damage every round the user holds it. In addition to those features, the machete is also made out of a revolutionary organic polymer that heals itself over time, at the rate of 1 hit point per hour. This weapon has had the Spring Loaded,Techno-Organic Makeup High Frequency and Booby Trap gadgets added to it, therefore these gadgets cannot be added again.

S-945D HackerHatchet
Damage: 1d6 Critical: 20 Damage Type: Slashing Range Increment: 10 ft. Size: Small Weight: 3 lb. Purchase DC: 9 Restriction: -

Again, this hatchet is a practical, but still finely crafted and popular wilderness tool and weapon. This weapon is quite well crafted, giving it a +1 mastercraft bonus on attack rolls. The Hacker is collapsible, allowing it to be broken down into individual parts, making it harder to detect (requires a knowledge (technology) check DC 17 to identify it as a weapon) it requires a full round action to disassemble or reassemble. This weapon has had the collapsible gadget added to it, and therefore this gadget cannot be added again.

S-9452E Ultimate HackerHatchet


Damage: 1d6 Critical: 20 Damage Type: Slashing Range Increment: 10 ft. Size: Small Weight: 3 lb. Purchase DC: 17 Restriction: -

The third, and possibly final, member of the ultimateline of Seltiar Industries, like the others this hatchet is favored among hunters, explorers, and scouts. The Ultimate Hacker is collapsible, allowing it to be broken down into individual parts, making it harder to detect (requires a knowledge (technology) check DC 17 to identify it as a weapon) it requires a full round action to disassemble or reassemble. This weapon is also so finely crafted that it counts as mastercraft, giving it a +1 on attack rolls. This weapon is also booby trapped with deadly barbs in the handle, dealing 1d6 points of damage every round the user holds it. In addition to those features, the axe is also made out of a revolutionary organic polymer that heals itself over time, at the rate of 1 hit point per hour. This weapon has had the Collapsible, Techno-Organic Makeup, High Frequency and Booby Trap gadgets added to it, therefore these gadgets cannot be added again.

19

ARCHAIC WEAPONS

TL-3 Spinesword Symbiotic Weapon


Damage: 1d8 Critical: 19-20 Damage Type: Slashing Range Increment: ~ Size: Medium Weight: 4lb Purchase DC: 16 Restriction: Res (+2)

The Spinesword is a living creature, naturally symbiotic it is grown to be sustained by a standard biotech Skinsuit, or other similar piece of equipment. The sword is formed by triangular pieces of amazingly hard chitin, overlapping each other going up the sword blade. The forward of their three lower points on each plate is elongated; forming a sort of saw tooth edge, and making the sword naturally curve backward and get thinner as it gets longer. These pieces of jagged edged chitin form the cutting blade, shearing through flesh with just as much ease as any normal sword would. The key piece of the weapon, however, is what makes it the equal of a high frequency weapon, the venom. In each chitinous section there is a small hollow spine which reflexively projects itself out under the chitin plate each time the sword makes contact. The movement of the spine is almost instantaneous, and delivers a powerful dose of venom from the sacs which the spine leads to. The spinesword connects to the wielder by the hilt; a multi-plate piece of chitin covers a basket hilt, which automatically closes for a snug fit over the hand that is wielding it. When not in use the sword can be worn anywhere along the skinsuit as small bone hooks will attach themselves like Velcro to the skinsuit, siphoning off nourishment. Some stories tell of desperate people even attaching the spinesword to their own bodies to keep it alive when they didnt have a skinsuit available, but this is not recommended. The Spineswords injected poison is similar to cyanide, forcing a DC 17 fortitude save or suffer 1d6 con damage, secondary effects are 2d6 con damage. Because of its organic nature, the spinesword heals itself at a rate of 1 hp per hour. Because its basket hilt wraps around the wielders hand the spinesword cannot be disarmed unless the wielder voluntarily drops it. A Spinesword takes up two feeding slots on a Skinsuit. If sheathedon the wielder instead of a skinsuit he must make a fortitude save (DC 16) or suffer 1d6 temporary constitution damage as his body adapts to the spinesword feeding off of him. A spinesword can survive for 3d4 hours without a host, after which point it effectively starves to death.

20

ARMOR
Table 5. Light Armors
Armor
K&G X-Sports Leather Jacket Infelgro Stalker Suit Seltiar Extreme Frontiersmen's Suit TransLife Skinsuit OT Mass ProtectionLaser Proof Shirt PT Undercover Protective Shirt PT MIBBattleweave Suit PT Battleweave Military Fatigues PT Civil DefenderUndercover Vest

Type Impromptu Impromptu

Defense Nonprof 1 1 1 1 1 2 2 3 3 1 1 1 1 1 1 1 1 1

DEX 8 7 7 7 7 7 7 6 5

ACP 0 0 0 0 0 0 0 0 -2

SPD 30 30 30 30 30 30 30 30 30

Weight 2lb 2lb 3lb 1lb 1lb 2lb 2lb 4lb 3lb

PDC 11 22 16 14 11 13 18 12 14

Res ~ Illegal (+4) ~ ~ Lic (+1) Lic (+1) Lic (+1) Lic (+1) Lic (+1)

Impromptu Impromptu Concealable Concealable Concealable Tactical Concealable

Table 6. Medium Armors


Armor
PT '3 to 1' Concealable Vest PT Patrol Vest PT Patrol Vest, CCC TransLife Battle Carapace PT Full Battle Vest PT 'Legionary' Battle System

Type Defense Nonprof Concealable 4 2 Tactical 5 2 Tactical 5 2 Tactical 5 2 Tactical 6 2 Tactical 7 2

DEX 4 3 3 4 2 2

ACP -3 -4 -3 -3 -5 -5

SPD 25 25 30 25 25 25

Weight 4lb 8lb 8lb 9lb 10lb 10lb

PDC 15 16 20 18 16 20

Res Lic (+1) Lic (+1) Lic (+1) Lic (+1) Lic (+1) Res (+2)

Table 7. Heavy Armors


Armor
PT 'Praetorian' Assault System PT 'Immortal' Heavy Assault System DA-05 Riot Shield

Type Defense Nonprof Tactical 8 3 Tactical 10 3 Tactical 3 1

DEX 1 0 ~

ACP -6 -8 -1

SPD 20 20 ~

Weight 15lb 20lb 6lb

PDC 21 22 10

Res Res (+2) Res (+2) Lic (+1)

LIGHT ARMOR
K&G X-Sports Leather Jacket
Type: Impromptu Equipment Bonus: 1 Nonprof. Bonus: 1 Max Dex Bonus: +8 Armor Penalty: -0 Speed (30ft): 30ft Weight: 2lb Purchase DC: 11 Restriction: -

The Karva & Gandro X-sports jacket is made of one hundred percent leather, not synthetic plastics and soy based products like those dime-a-dozen copycat companies. it's a favorite among both x-sports athletes and fans, tough enough to survive just about any crash, and with some extra padding to help you survive it too!

Infelgro Stalker Suit


Type: Impromptu Equipment Bonus: +1 Nonprof. Bonus: +1 Max Dex Bonus: +7 Armor Penalty: -0 Speed (30ft): 30ft Weight: 2lb Purchase DC: 22 Restriction: Illegal (+4)

Reverse engineered from the discontinued due to illegality line of omni-tech silent suits, the stalker suit goes one step further. The omni-tech silent suit incorporated groundbreaking sonic dampening technology to create a sort of bubble of silence around the wearers feet and hands. The stalker suit takes this basic system and adds in even more recent light warping technologies, making the suit almost impossible to see as well as hear. The suit provides a +8 to move silently and hide checks while in it, when not activated it looks like a rather glittery silver jumpsuit (an unfortunate side effect of the light warping materials when not activated) with strange devices on its hands, elbows, knees, and feet, and a small battery on the back to power it. This armor has had the chameleonic surface gadget added already, therefore it cannot be added again.

21

ARMOR
Seltiar Extreme Frontiersmens Suit
Type: Impromptu Equipment Bonus: 1 Nonprof. Bonus: 1 Max Dex Bonus: +7 Armor Penalty: -0 Speed (30ft): 30ft Weight: 3lb Purchase DC: 16 Restriction: -

The Seltiar Extreme Frontiersmens Suit is made for the hardest of the hardcore hunters. It has multi-environmental systems for hot and cold, wet and dry, using a variety of micro-systems it will keep you going in whatever your favorite preys habitat is. Only problem is, it doesn't change color, so you need a suit for each environment, even if the suit's systems will support it through all of them. The frontiersmens suit allows its wearer to function for days or even weeks on end without a source of water or rations. The basic premise of the survival suit is that in order to continue living in harsh environments the human body must conserve and recycle resources. As a result, the frontiersmens suit, which looks much like a modern-day wetsuit covered with camouflaged pads, is able to control the intake and waste of the human body in an efficient manner. Water is stored in small pouches all over the frontiersmens suit and can be drawn through a small tube that protrudes from the collar; the suit recycles sweat and urine (which it chemically purifies) and then refills those pouches as needed. The outside of the survival suit bears a number of partially reflective black pads, which absorb solar energy and heat and store that energy in tiny heat cells throughout the suit. If the temperature begins to drop, these heat cells can release energy and sustain a comfortable temperature for the human body for up to 8 hours without needing to recharge. If these cells are empty, the suit also has chemical pouches that can be activated one time for another 8 hours of heat. A tiny intravenous feeding system provides nourishment when rations and food run out for up to six days. Tiny fans and vents built into the suit cool the body in temperatures of extreme heat without losing any body moisture.

TransLife Skinsuit
Type: Impromptu Equipment Bonus: +1 Nonprof. Bonus: +1 Max Dex Bonus: +8 Armor Penalty: -0 Speed (30ft): 30ft Weight: 1lb Purchase DC: 14 Restriction: Lic (+1)

The TransLife Skinsuit is essentially a utility suit for attaching various biotech gadgets to. However, it does provide some basic protection from weaponry, just not much. The suit itself, like all TransLife armors, is a living organism, grown to serve as clothing. The suit automatically grows around its wearer to make sure a snug fit, though most are specially cauterized to not grow over the head and face, but not all. A skinsuit can be removed by pressing a special nerve on the back; this disengages the zipperedparts of the suit, allowing it to be removed. The suit itself is green colored, with a gel-like texture, making it easy to spot. The suit also heals any non-fire damage dealt to it at a rate of 1 hp per hour and has five feeding slots for biotech gadgets to be attached to it.

OT Mass ProtectionLaser Proof Shirt


Type: Concealable Equipment Bonus: 1 Nonprof. Bonus: 1 Max Dex Bonus: +7 Armor Penalty: -0 Speed (30ft): 30ft Weight: 1lb Purchase DC: 11 Restriction: -

Capitalizing on public fear after the media hog of a bank robbery, the Caryshburg Shootout, which featured a dozen or so civilians being caught in the crossfire of an armed bank robbery, Omni-Tech introduced the laser proof shirt. Its slogan is massive protection for protection of the masses, in reality the shirt is a cheaply made substitute for more expensive and protective battleweave material, youd actually be just as well off with a tough coat as one of these, though, these might end up cheaper.

22

ARMOR
PT Undercover Protective Shirt
Type: Concealable Equipment Bonus: 2 Nonprof. Bonus: 1 Max Dex Bonus: +7 Armor Penalty: -0 Speed (30ft): 30ft Weight: 2lb Purchase DC: 13 Restriction: Lic (+1)

Unlike the Omni-Tech economical model, the ParaTech Protective Shirt actually helps, its made of real battleweave, which helps to rapidly disperse heat and has a very high melting point to protect against plasma and laser weapons, battleweave is also very strong fiber, resisting bullets and blades. Because of their patent on battleweave ParaTech is considered top-of-the-line in body armor. The Protective Shirt is made with a thin layer of battleweave sewn into a normal shirt, making it nearly undetectable.

PT MIBBattleweave Suit
Type: Concealable Equipment Bonus: 3 Nonprof. Bonus: 1 Max Dex Bonus: +6 Armor Penalty: -0 Speed (30ft): 30ft Weight: 4lb Purchase DC: 18(20 if custom fit) Restriction: Lic (+1)

ParaTechs latest creation to tailor to certain government agencies and the higher class in need of stylish protection, the Men in Blackbattleweave suit is truly the epitome of style and security. Its made similar to the battleweave fatigues provided for military use, simply woven into thin suit fabric and tailored to several popular styles. Of course, if you refuse to buy your clothes off-the-rack, you can have your tailor send in the pattern and ParaTech can make you a custom suit or dress.

PT Battleweave Military Fatigues


Type: Tactical Equipment Bonus: 3 Nonprof. Bonus: 1 Max Dex Bonus: +6 Armor Penalty: -0 Speed (30ft): 30ft Weight: 4lb Purchase DC: 14 Restriction: Lic (+1)

ParaTechs revolution in the military uniform, using its patented battleweave material the fatigues provide basic protection from bullets, blades, lasers and plasma bolts. The fatigues come in a variety of camouflage patterns, woodland, desert, winter, urban, and black, providing a +2 equipment bonus to hide checks when in the correct environment. Special; this armor can be worn with vest-type armors, doing so increases the equipment bonus by +1 for the additional full body protection.

PT Civil Defender Undercover Vest


Type: Concealable Equipment Bonus: 3 Nonprof. Bonus: 1 Max Dex Bonus: +5 Armor Penalty: -2 Speed (30ft): 30ft Weight: 3lb Purchase DC: 14 Restriction: Lic (+1)

The ParaTech Civil Defender is a response to request by detectives and private investigators for a lighter, more concealable and maneuverable version of the 3 to 1. And they got exactly what they were looking for, more protective than an undercover shirt, more comfortable and concealable than a 3 to 1, the Civil Defender is an excellent choice for a balance of protection and comfort.

23

ARMOR

MEDIUM ARMOR
PT 3 to 1Concealable Vest
Type: Concealable Equipment Bonus: 4 Nonprof. Bonus: 2 Max Dex Bonus: +4 Armor Penalty: -3 Speed (30ft): 25ft Weight: 4lb Purchase DC: 15 Restriction: Lic (+1)

ParaTechs flagship of sorts, the 3 to 1is so named for the famous studies that showed it raised survival chances when taking a laser to the chest by three to one. Since then it has become one of the most popular forms of protection used by police. It is made with a thick triple weave of battleweave, making about a half-inch thick vest that is somewhat rigid. Because of its thickness and semi-rigidity the vest can impair movements, but with training most problems can be alleviated.

PT Patrol Vest
Type: Tactical Equipment Bonus: 5 Nonprof. Bonus: 2 Max Dex Bonus: +3 Armor Penalty: -4 Speed (30ft): 25ft Weight: 8lb Purchase DC: 16 Restriction: Lic (+1)

The ParaTech Patrol Vest is a composite of battleweave and neovulcanium cable weave, the added neovulcanium cable adds to the weight significantly, but also acts as a highly effective ablative shield against energy weapons, as well as adding overall thickness for bullet and blade protection. This vest is commonly used by patrolling and lightduty military units, hence its name, it's also used by many police in riot situations.

PT Patrol Vest, CCC


Type: Tactical Equipment Bonus: 5 Nonprof. Bonus: 2 Max Dex Bonus: +3 Armor Penalty: -3 Speed (30ft): 30ft Weight: 4lb Purchase DC: 20 Restriction: Lic (+1)

Identical to the standard ParaTech Patrol Vest except for one thing, the added cable weave: Instead of neovulcanium, a tough but very heavy material, they used the latest development of armor material, crystal carbon, specially grown sheets of crystal carbon proved just as strong, while also significantly lighter and more flexible. However, there is an equally significantly higher price tag to go along with it, so few choose to upgrade.

24

ARMOR
TransLife Battle Carapace
Type: Tactical Equipment Bonus: 5 Nonprof. Bonus: 2 Max Dex Bonus: +3 Armor Penalty: -3 Speed (30ft): 25ft Weight: 9lb Purchase DC: 18 Restriction: Lic (+1)

The TransLife Battle Carapace was a promising armor, manufactured to provide heavier protection that was capable of supporting TransLifes symbiotic weapon line. Unfortunately most of their potential market decided to stick with mechanical weapons, ignoring the potential of biotech symbiotic devices. However, the Battle Carapace can still be found in use by some biotech oriented organizations, and can still be special ordered from TransLife. The Battle Carapace is much like the skinsuit, but it has simply been grown with a thickened carapace, providing as good protection as battleweave. The carapace covers the entire body, including the head, and so cannot be combined with battleweave fatigues for additional protection. TThe suit functions as a host for symbiotic weapons just as a Skinsuit does, but only has four feeding slots due to the need to support the added carapace, complete with green color for enhanced photosynthesis.

PT Full Battle Vest


Type: Tactical Equipment Bonus: 6 Nonprof. Bonus: 2 Max Dex Bonus: +2 Armor Penalty: -5 Speed (30ft): 25ft Weight: 10lb Purchase DC: 17 Restriction: Res (+2)

The ParaTech Full Battle Vest is the most common armor for soldiers going into direct conflict. Its not comfortable enough to wear all day, but the added protection is usually worth the temporary discomfort when the lasers start flying. The Full Battle Vest is designed very differently than the patrol vest, which is simply an upgraded 3 to 1. The FBV has small ceramic tiles sewn into battleweave pockets, and the vest itself is larger than the standard armored vest. The ceramic tiles can endure heat far higher than the average plasma bolt fired farther than one foot. In fact, when hit by heavy plasma fire a soldiers entire body will turn to ash, but for a small pile of square tiles that were once his FBV. Because of their smaller size, distributed in small pockets, it allows the soldier to have full mobility of the torso, unlike earlier, solid chest piece, attempts. This is almost always worn with battleweave fatigues under it, giving it a +7 to defense.

PT LegionaryBattle System
Type: Tactical Equipment Bonus: 7 Nonprof. Bonus: 2 Max Dex Bonus: +2 Armor Penalty: -5 Speed (30ft): 25ft Weight: 10lb Purchase DC: 20 Restriction: Res (+2)

The ParaTech Legionary Battle System is the standard in well funded militarys armor, it is based upon the ParaTech Full Battle Vest, worn over battleweave fatigues, and then with a high-tech Heads Up Display (HUD) system added in to make the soldier more effective. In addition to its protective qualities the Legionary Battle System has the following features: A mini-computer linked to a complex HUD system displayed in various ways on either a visor or drop down monocle, depending on preference, and both voice activation and additional keypad, attachable to almost any surface for easy access. A Nanobeacon that tracks a soldiers movements and displays them on the HUD as well as a command centers computers. An integrated motion sensor, placed in the helmet, it's also linked with the HUD. HUD Software: Sensor Link, Targeting, Ammunition Tracker

25

ARMOR

HEAVY ARMOR
PT PraetorianAssault System
Type: Tactical Equipment Bonus: 8 Nonprof. Bonus: 3 Max Dex Bonus: +1 Armor Penalty: -6 Speed (30ft): 20ft Weight: 15lb Purchase DC: 21 Restriction: Res (+2)

Though largely obsolete compared to modern power armor, ParaTech still manufactures the Praetorian in small quantities, though only with all bells and whistles of a battle systempackage. The Praetorian takes the small ceramic tiles of the battle vest and doubles their size, it also expands the vest to cover the neck, groin, and upper arms, the battleweave fatigues are also supplemented with additional battleweave and neovulcanium cable weave pads on the legs and lower arms. Add into this the array of HUD features and you get a straight forward but effective killing machine. In addition to its protective qualities the Praetorian Assault System has the following features: A mini-computer linked to a complex HUD system displayed in various ways on either a visor or drop down monocle, depending on preference, and both voice activation and additional keypad, attachable to almost any surface for easy access. A Nanobeacon that tracks a soldiers movements and displays them on the HUD as well as a command centers computers. An integrated motion sensor, placed in the helmet, it's also linked with the HUD. HUD Software: Sensor Link, Targeting, Ammunition Tracker It is also environmentally sealed, allowing it to operate in the deep sea or deep space without modification.

PT ImmortalHeavy Assault System


Type: Tactical Equipment Bonus: 10 Nonprof. Bonus: 3 Max Dex Bonus: +0 Armor Penalty: -8 Speed (30ft): 20ft Weight: 20lb Purchase DC: 22 Restriction: Res (+2)

The Immortal Heavy Assault System is a rare find nowadays, a relic of past ages, before powered armor, before plasma weapons even. However, its just as effective as it ever was, even if it doesn't include battleweave, at this level of armor, battleweave hardly matters, its all in the ceramics, and its HUD systems are still as effective as ever. In addition to its protective qualities the Immortal Heavy Assault System has the following features: A minicomputer linked to a complex HUD system displayed in various ways on either a visor or drop down monocle, depending on preference, and both voice activation and additional keypad, attachable to almost any surface for easy access. A Nanobeacon that tracks a soldiers movements and displays them on the HUD as well as a command centers computers. An integrated motion sensor, placed in the helmet, it's also linked with the HUD. HUD Software: Sensor Link, Targeting It is also environmentally sealed, allowing it to operate in the deep sea or deep space without modification.

DA-05 Riot Shield


Type: Tactical Equipment Bonus: 3 Nonprof. Bonus: 1 Armor Penalty: -1 Weight: 6lb Purchase DC: 10 Restriction: Lic (+1)

Delta Armaments riot shield is the standard of the galaxy for riot shields, a simple but effective design, strong but light materials with a LCD on the front that can display a series of pre-programmed warnings.

26

COMPANIES
Colonial Munitions (CM)
Colonial Munitions isn't really a company at all, but just a catchall term for primitive firearms manufactured, most commonly, on relatively undeveloped colony worlds. All of these are slugthrowers, and all are generally easy enough to make from basic instructions and primitive machining. They're popular with frontier towns, nomads, scouts, and outlaws, for their simplicity, reliability, and the ability to repair them in the field. Some can even fire home-made ammunition, making them useful for paramilitaries, as well as bandits too infamous to show their face in town on supply day.

Delta Armaments (DA)


Delta Armaments is the premier military arms manufacturer, with small-arms defense contracts throughout the galaxy, it sets the standard for military firepower. Delta weapons are renowned for solid design and excellent performance, as well as top of the line engineering to provide the most recent technologies to their customers. Almost all Delta weapons are restricted to military use, mostly due to their automatic fire capabilities, and because of the company exists almost solely on government contracts, it's extremely diligent in making sure none of its weapons get to the black market. Though the company suffered short term setbacks during the plasma revolution, it has since gotten back on top of the military market with a variety of military plasma weapons.

Infelgro (Infelgro)
These weapons are, of course, made by none other than the infamous Infelgro Society, quite possibly the largest web of organized crime to ever have existed. Though obviously arms production is not Infelgros primary business, they have quite a few extremely popular black market modifications of standard weapon versions. Using an Infelgro weapon can change a murderer into an assassin, a thug into an enforcer or an outlaw into a desperado, it is the mark of, at least marginal, professionalism. Infelgro weapons have been used in the most infamous of crime incidents, the one-man-massacres of the Kadashi Cafs in which an entire caf was shot dead to kill the politician eating there, were perpetrated by one man using a GR3@T3R SL@Y3R, a modified omni-tech laser rifle.

Karva & Gandro (K&G)


Karva & Gandro are the latest in x-sports equipment, from mag-boards to leather jackets, they're name is synonymous with expensive but fancy. X-sports broadcasts are covered in K&G ads, and commercials consist almost entirely of K&G programs.

Laer Arms Industries (LAI)


Laer Arms Industries was founded by a galactic billionaire, who made a hobby of collecting exotic weapons, mostly hand-to-hand. Built on his financial success, Laer Arms Industries was formed to cater to the rich, famous, or just crazy, or desired authentic yet functional ancient weaponry. LAI almost exclusively sells high frequency melee weapons, and almost exclusively sells by order, not to be found amongst the generic weapon racks of hunting stores. Anyone who carries an LAI weapon either has too much money on his hands or is an expert in its use, as those are the only two types of people who would spend money on such weapons.

Omni-Tech (OT)
Omni-Tech has often been compared by historians to the ancient Wal-Mart, on steroids. It is a gigantic megacorporation which virtually controls entire planets; its products set the galaxys standard in economic efficiency, if not quality. Its weapons reflect this, cheap but capable. It is estimated the OT-22 Las Rifle is the most numerous weapon in existence, used for hunting, home defense, and cheap military operation. Among Omni-Tech weapons, only the Hotshot model Las rifle gives a reason to buy Omni-Tech over another companys weapon, other than cheapness.

ParaTech (PT)
Once just another armor company, ParaTech finally climbed decisively to the top with the patented invention of battleweave, a variant of Kevlar which also disperses heat at an alarming rate. Because of this invention (and the fact that the formula has remained secret to this day) ParaTech was able to rise over other armor manufacturers and become the standard in armor.

27

COMPANIES

PlasmaPro (PP)
Formed at the advent of plasma weapons, PlasmaPro was created by a band of experimental weapon designers, who had finally perfected the hand held plasma weapon. Its founders were miraculously able to keep their discovery secret until the company was already half-way through its first production run, giving it a head start on the established weapon manufacturers. Though plasma weapons are now being built by nearly every arms company, PlasmaPro remains the premier in quality, and apparently still has an edge over other companies in their better understanding of the core ideas behind plasma weaponry.

Seltiar (S)
Seltiars name is known galaxy wide for their supreme quality in hunting apparel, be it rifles, outdoors equipment, or survival suits, they are the mark of the true hunter from the Sunday squirrel shooter.

TransLife (TL)
TransLife is renowned for its biotech wonders, miracle drugs, gene therapy, genetic engineering, revolutionary surgery techniques, and now arms development. TransLife has a near-monopoly on the new and limited market of symbiotic biotech weaponry and armor, consisting of organisms engineered to incredible lengths in order to make these pieces of gear. Long since unrecognizable from their original forms, these symbiotic organisms are engineered to do anything from act as a sword or whip to acting as a suit of skintight armor. However, the icky factorand increased cost of these devices has made them a rare sight in most places, though a few organizations actually use them almost exclusively. TransLife is rumored to have strong ties with the terrorist organization, the Protean Sect; a group dedicated to replacing all technology with biotech, by a variety of means.

28

GADGETS
Weapon Gadgets
High-Frequency
The High-Frequency gadget can be added to can slashing or piercing melee weapon. It increases the weapons damage to as if it was one size larger (1d6>1d8, 1d8>2d6 etc.), and halves the weight. This gadget increases the purchase DC of the weapon by +4.

Flak Loader
The Flak Loader gadget can be added to any chemical propelled ballistic weapon. It allows the weapon to use Flak Ammunition, ammo made from scrap metal and easy to find chemicals (DC 15 survival or search check to find materials in a reasonable environment, DC 10 craft [chemical] check to create the ammo with a Flak Kit). However, Flak Ammunition is crude by the best standards, and an attack roll of 1will cause the weapon to jam, DC 15 repair or craft (mechanical) check and 1d4+1 rounds to clear the jam. This gadget increases the purchase DC of the weapon by +1.

Armor Gadgets
Flesh Hooks
Flesh Hooks are small organisms similar to a jellyfishs tentacles, on preprogrammed muscle flexing by the wearer the flesh hooks are triggered to leap from the skinsuit to grab onto whatevers in front of them. The hooks grant a +4 on grapple checks and a +8 on climb checks. Some flesh hooks are grown longer, however their larger size means fewer can be grafted onto a skinsuit, treat these models as giving an effective 10ft reach for grapple checks but grant only half the bonuses (+2 and +4). Flesh hooks die with in 1d10minutes of being separated from a host. This gadget increases the purchase DC of the armor by +3.

29

POWERED ARMOR
Powered Armor is, in fact, not a clean cut subject of study. It is becoming ever more prevalently defined, however, by corporate interests and specialization of powered armor forces. These events have split powered armor into two main categories; micro-assist armor, and exo-suits.

Micro-Assist
Micro-assist armor is much like more traditional mid to heavy weight battle armors. In addition to armor plating, however, it contains small servo-motors and electro-flex joint materials. These are then paired with pressure and electrical impulse sensors, which allow these artificial musclesto respond in automatic assistance to the wearers movements. These suits allow for, relatively, cheap power armored soldiers. They enhance the wearers speed, strength, and include just as advanced HUDs, targeting and communications equipment as non-powered battle armor. This armor is used extensively by elite military infantry units, commando units, and some especially high budget mercenary units. But armor like this is still out of the reach of rank and filetroops for most militaries.

Micro-Assist Armor Traits


All Micro-Assist power armors, unless otherwise stated, are considered to possess: A Strength Bonus, which is added to the wearer's strength score. Heads Up Display (HUD), projected on visor or drop-down monocle, with voice activation and attachable keypad. Nanobeacon that tracks the wearers position and maps it on the HUD as well as command center computers. HUD Sensor-link with a Motion Sensor. HUD Ammunition Tracker with primary weapon. HUD Targeting system with primary weapon. Environmentally sealed with helmet air filters to prevent gas attacks, optionally can attach oxygen tanks and apply emergency quick-seal for vacuum operation. +4 to Purchase DC Table 8. Micro-Assist Powered Armor
Armor
MT-23 ZedongMobile Infantry Armor MT-27 S&ARapid Assault Armor MT-34 BlitzkriegArial Mobility Armor PT NATModified Powered Infantry Armor PT Stickman-CPowered Infantry Armor Seltiar Powered Prospecting Suit

Defense 7 9 7 8 7 6

Non Prof 2 2 2 2 2 2

Str 2 4 2 2 2 2

Dex 4 3 4 3 3 4

ACP -3 -5 -4 -3 -4 -2

Spd 50ft 40ft 40/60ft 40ft 40ft 40ft

PDC 23 25 24 24 22 20

Rest. Res (+2) Mil (+3) Mil (+3) Mil (+3) Res (+2) Res (+2)

MT-23 ZedongMobile Infantry Armor


Type: Powered, Micro-Assist Equipment Bonus: 7 Nonprof. Bonus: 2 Strength Bonus: +2 Max Dex Bonus: +4 Armor Penalty: -3 Speed (30ft): 50ft Purchase DC: 23 Restriction: Res (+2)

Building on the Stickman, the pioneer of micro-assist armors, MicroTech designed the MT-23 to be the ultimate tool for guerilla warfare practitioners. The Zedong sports enhanced leg boosters for lightning fast response and joint supports to keep the wearer from twisting an ankle while moving at the blistering pace the armor sets. Though the Zedong isn't the most popular micro-assist armor on the market, it's still the fastest thing on two legs and has a niche market with spec-ops and well funded guerilla units throughout the galaxy.

30

POWERED ARMOR
MT-27 S&ARapid Assault Armor
Type: Powered, Micro-Assist Equipment Bonus: 9 Nonprof. Bonus: 2 Strength Bonus: +4 Max Dex Bonus: +3 Armor Penalty: -5 Speed (30ft): 40ft Purchase DC: 25 Restriction: Mil (+3)

The powerhouse of the micro-assist armors, the MT27 Shock & Awe is the best you can get if you want phenomenal strength, battle tested durability and boosted land speed, all in a maneuverable micro-assist package. The S&A was the natural second design for MicroTech to create after the light but fast Zedong, with the MT-27 they covered both ends of the market spectrum, firmly positioning the Stickman as the poor mans Micro-Assist armor. Despite this strategy, the S&As high cost keeps it only in the most elite assault units.

MT-34 BlitzkriegAerial Mobility Arm


Type: Powered, Micro-Assist Equipment Bonus: 7 Nonprof. Bonus: 2 Strength Bonus: +2 Max Dex Bonus: +4 Armor Penalty: -4 Speed (30ft): 40ft (60ft Fly, Perfect Maneuverability, 3 hour fly time) Purchase DC: 24 Restriction: Mil (+3)

Seemingly even more specialized than the S&A or the Zedong, the MT-34 Aerial Mobility Armor was actually first made as a jury-rigged MT-23 by a commando unit in the field. By shutting off the Zedongs power draining leg boosters and strapping on a jetpack with linked gyrostabilizers they were able to get themselves out of a bad spot. When news came back to MicroTech, they quickly modified an MT-23 manufacturing plant to stop adding the leg enhancers, and start integrating customized jet packs.

PT NATModified Powered Infantry Armor


Type: Powered, Micro-Assist Equipment Bonus: 8 Nonprof. Bonus: 2 Strength Bonus: +2 Max Dex Bonus: +3 Armor Penalty: -3 Speed (30ft): 40ft Purchase DC: 24 Restriction: Mil (+3)

The newest micro-assist armor on the market, and ParaTechs only design since the Stickman and the MicroTech department exodus, the Naval Assault Trooper, or NAT, is really just an upgraded Stickman. The NAT sports reinforced armor, and the latest in electro-flex joints for increased protection and mobility, plus high-tech gadgets like piercing visors and a spring-loaded concussion rod to give the navys best an edge in any conflict. The armor also has an integrated medical diagnostics system which automatically injects the wearer with antitoxin when a poison is detected, and a built-in fast use medkit.

PT Stickman-CPowered Infantry Armor


Type: Powered, Micro-Assist Equipment Bonus: 7 Nonprof. Bonus: 2 Strength Bonus: +2 Max Dex Bonus: +3 Armor Penalty: -4 Speed (30ft): 40ft Purchase DC: 22 Restriction: Res (+2)

Progenitor to all micro-assist armors, the Stickman has proven itself reliable and effective through versions Alpha, Bravo and Charlie, and remains the most popular micro-assist armor on the market despite MicroTechs more advanced designs as competition. Due to its lower price tag the Stickman gives the capability to equip an entire platoon for the same cost as equipping a squad with S&A or Blitzkrieg armor.

31

POWERED ARMOR
Seltiar Powered Prospecting Suit
Type: Powered, Micro-Assist Equipment Bonus: 6 Nonprof. Bonus: 2 Strength Bonus: +2 Max Dex Bonus: +4 Armor Penalty: -2 Speed (30ft): 40ft Purchase DC: 20 Restriction: Res (+2)

Though not a true battle armor, the Seltiar Powered Prospecting Suit was designed for asteroid and planet surveying, but can serve as protective armor in a pinch. Just don't rely on it to keep a seal after a few taking a few shots! This armor automatically possesses oxygen tanks for extended vacuum operation.

Exo-Suits
Exo-suits are much larger and bulkier than Micro-assist armors. They employ larger, more powerful servo-motors and sometimes even pneumatic movement assistance systems. Operating within one of these is like a cross between walking about in armor and operating a piece of construction equipment. Though pressure and electrical impulse sensors still monitor the wearers movements to aid them, the suit feels much more sluggish. This is due to the fact that the wearers actual movements would move the suit practically no where, so the full force of the suit's servos must come into play before movement really begins, causing a noticeable lag effect, though with time movements become smooth, if still somewhat slow. The size of exo-suits allows heavy weapons to be mounted directly on the suit, or held in the suit's hands, rather than needing to be carried by multiple men, or a vehicle. The suits are also robust enough to take a good pounding before they quit, though once they quit you had better get out quick. Because of these two features, exo-suit troops are commonly employed as spearheads in urban assaults and sieges.

Exo-Suit Armor Traits


All Exo-Suit power armors, unless otherwise stated, are considered to possess the following: Hit Points, each time the wearer is hit half of the damage is taken by the suit, half by the wearer. Hardness, all damage is effected by hardness before it is split between the suit and wearer. Strength Score, the exo-suit replaces the wearer's strength score while worn. Initiative Penalty, because of the suit's need to wait for full servo power to kick in on each movement, there's a noticeable delay, this causes the wearer of an exo-suit to, regardless of quick thinking or reflexes, react slower than others around him. Heads Up Display (HUD), projected on visor or drop-down monocle, with voice activation and attachable keypad. Nanobeacon that tracks the wearers position and maps it on the HUD as well as command center computers. HUD Sensor-link with a Motion Sensor. HUD Ammunition Tracker with primary and mounted weapons. HUD Targeting system with primary weapon and mounted weapons. Environmentally sealed with helmet air filters and fifteen minute gas tanks to prevent gas attacks, optionally can attach additional oxygen tanks for extended vacuum operation. +4 to Purchase DC. Table 9. Exo-Suit Powered Armor
Armor
MT-11 InvaderCQC Exo-Suit MT-110 ArbalestClose Support Exo-Suit MT-1100 BreakerSpecialist Exo-Suit MT-81 HarveyStealth Exo-Suit MT-93 Alpha StrikeLRWP Exo-Suit PT CaesarCommand & Control Armor PT HopliteServo Assault Armor PT SpearheadFrontal Assault Armor PT Triple-AAdvanced Assault Armor PT TalosSquad Support Platform

Defense 7 7 7 4 6 5 4 4 5 5

Non Prof 4 4 4 2 3 3 2 2 3 3

HP 45 30 30 25 35 55 40 75 60 40

Hard 10 10 10 10 10 15 10 15 15 10

STR 20 22 20 18 24 22 18 22 22 24

DEX 1 1 1 2 0 0 0 0 0 0

Init -4 -4 -4 -2 -6 -6 -10 -8 -6 -10

ACP -8 -8 -8 -6 -8 -9 -10 -10 -8 -10

SPD 40ft 40ft 40ft 40ft 40ft 30ft 30ft 20ft 40ft 30ft

PDC Rest. 34 34 34 33 36 33 28 32 34 29 Mil (+3) Mil (+3) Mil (+3) Illegal (+4) Mil (+3) Mil (+3) Res (+2) Mil (+3) Mil (+3) Mil (+3)

32

POWERED ARMOR
MT-11 InvaderCQC Exo-Suit
Type: Powered, Exo-Suit Equipment Bonus: 7 Nonprof. Bonus: 4 HP: 45 Hardness: 10 Strength: 20 Max Dex Bonus: +1 Initiative Penalty: -4 Armor Penalty: -8 Speed (30ft): 40ft Purchase DC: 34 Restriction: Mil (+3)

The Invader was the first Exo-Suit that came out of MicroTechs labs since the split from ParaTech, it marked a great divergence from the bigger is bettermentality that pervaded Exo-Suit manufacture at the time. With the MT-11 MicroTech set it's standards as being strong and tough certainly, but also quicker and more agile, making their Exo-Suits more armored infantry than bipedal tank. Until the release of the Triple-A by ParaTech the Invader was the standard in military Exo-Suits, though ParaTechs more durable but still quick Advanced Assault Armor has been a major setback in Invader sales. The Invader has one integrated weapon mount for a size medium or smaller weapon, this must be purchased separately.

MT-110 ArbalestClose Support Exo-Suit


Type: Powered, Exo-Suit Equipment Bonus: 7 Nonprof. Bonus: 4 HP: 30 Hardness: 10 Strength: 22 Max Dex Bonus: +1 Initiative Penalty: -4 Armor Penalty: -8 Speed (30ft): 40ft Purchase DC: 34 Restriction: Mil (+3)

Follow-up to the Invader, the Arbalest was released shortly after the MT-11, to act as a weapons platform supporting a squad of Invaders. While it may look like a simply modified Invader, a little armor stripped off for additional weapon mounts, this is quite incorrect. The MT-110 is actually completely redesigned from the ground up, with advanced stabilizers throughout the entire armor to allow for accurate, yet rapid, fire from its suit mounted weaponry. Usually two Arbalests are found in a nine-man exo-suit squad. The Arbalest has three integrated weapon mounts, these can either hold three medium weapons or one large weapon and one medium weapon. If the Arbalest spends a move action to anchor itself to the ground, all integrated weapons ignore penalties for double tap and burst fire, and increase autofire DCs by 5, while so anchored the Arbalest cannot move and loses its dexterity bonus to defense.

33

POWERED ARMOR
MT-1100 BreakerSpecialist Exo-Suit
Type: Powered, Exo-Suit Equipment Bonus: 7 Nonprof. Bonus: 4 HP: 30 Hardness: 10 Strength: 20 Max Dex Bonus: +1 Initiative Penalty: -4 Armor Penalty: -8 Speed (30ft): 40ft Purchase DC: 34 Restriction: Mil (+3)

As its nickname suggests, the MT-1100 is a one nasty surprise to an enemys communications networks, as well as any reinforced doors or command posts. You see, the Breaker is a specialist at just about everything. First and foremost it was designed as a communications disruption exo-suit, loaded up with jamming gear for anything from radio, radar and sonar to laser and satellite links, even hard-lines arent safe once the MT-1100 arrives with a nanite sized wireless wire-tap. Beyond this, the Breaker also carries a hefty amount of explosive, incendiaries, laser-cutters and a heavy breaching maul, making sure its squad gets through any obstacles in their path. Then theres the top of the line software for getting as much out of an enemys command post as possible before whatever booby-traps they put in it go off. No matter the operation, an MT-1100 Breaker is always a welcome asset. As a full-round action a Breaker can jam all non-line-of-sight communications within a half-mile, those attempting to communicate must make a computer check either at DC 25 or opposed by the Breakers computer use check. An MT-1100 Breaker bestows a +5 to computer use checks to its wearer. It also allows its wearer to make halve the time required to make a computer use check, but at a -10 (a net of -5).

MT-81 HarveyStealth Exo-Suit


Type: Powered, Exo-Suit Equipment Bonus: 4 Nonprof. Bonus: 2 HP: 25 Hardness: 10 Strength: 18 Max Dex Bonus: +2 Initiative Penalty: -2 Armor Penalty: -6 Speed (30ft): 40ft Purchase DC: 33 Restriction: Illegal (+4)

Named after the invisible rabbit, the MT-81 is the first and only attempt at making a stealthy exo-suit. The Harvey employs technology still in the prototype stage, and is quite illegal for anyone but the correct government agencies to be using. The exo-suit employs a type of chameleonic surface that allows it to almost match it's background exactly, as well as silenced servos and extremely shock-absorbing joints. The MT-81 Harvey grants +10 to both hide and move silently checks, before Armor Check Penalty, it also has one integrated weapon mount which can hold up to medium sized weapon. This armor already has both the chameleonic and silent gadgets added to it, therefore these cannot be added again.

34

POWERED ARMOR
MT-93 Alpha StrikeLRWP Exo-Suit
Type: Powered, Exo-Suit Equipment Bonus: 6 Nonprof. Bonus: 3 HP: 35 Hardness: 10 Strength: 24 Max Dex Bonus: +0 Initiative Penalty: -6 Armor Penalty: -8 Speed (30ft): 40ft Purchase DC: 36 Restriction: Mil (+3)

The newest MicroTech addition to the exo-suit market, the Alpha Strike fulfils the one niche missing in MicroTech designs, a Long Range Weapons Platform, the MT-93 surpasses the practically ancient Talos by a mile in its battlefield effectiveness. With top-notch targeting software and jump-assisters that allow it to achieve optimum fireposition, meeting a salvo of missiles and long-range lasers from an Alpha Strike is perhaps the greatest fear of soldiers on any battlefield. The Alpha Strike has four integrated weapon mounts for either one medium weapon each or half a large weapon each. All weapons linked to the exo-suit gain a +2 bonus to hit from its advanced targeting software rather than the normal +1, and all range penalties are halved. The Alpha Strike also possesses jump-boosting rockets, which give it +20 on up to 10 jump checks before needing to be refueled.

PT CaesarCommand & Control Armor


Type: Powered, Exo-Suit Equipment Bonus: 5 Nonprof. Bonus: 3 HP: 55 Hardness: 15 Strength: 22 Max Dex Bonus: +0 Initiative Penalty: -6 Armor Penalty: -9 Speed (30ft): 30ft Purchase DC: 33 Restriction: Mil (+3)

Built as communications center and portable command post, the Caesar is generally worn by platoon leaders and above, although sometimes squad sergeants don it for certain situations. The Caesars command and control abilities come from both its advanced communications and sensor array, and its digital tactics library. Given the durability the Caesar provides a commander on the battlefield, the exo-suit is actually quite popular, despite its limited role. The Caesars advanced communications and sensor array give a +4 to computer use, spot and listen, as well as providing it with a piercing visor. The exo-suit's tactical library and advanced software give a +4 bonus on knowledge (tactics) checks and reduces the time required to use the soldiers Tactical Aid and Field Officers Tactical Expertise class abilities to an attack action (this is further reduced to a move action by the Field Officers Tactical Mastery). The Caesar has one integrate weapon mount which can hold up to a medium sized weapon.

PT HopliteServo Assault Armor


Type: Powered, Exo-Suit Equipment Bonus: 4 Nonprof. Bonus: 2 HP: 40 Hardness: 10 Strength: 18 Max Dex Bonus: +0 Initiative Penalty: -10 Armor Penalty: -10 Speed (30ft): 30ft Purchase DC: 28 Restriction: Res (+2)

The first production model exo-suit, the Hoplite is now by far the bottom-line, but an exo-suit is still an exo-suit. And Hoplites are still used, sometimes even produced, by somewhat under-funded militaries everywhere. In addition, the Hoplites long production run means secondhand suits can be found with relative ease, almost all exo-suits used by mercenaries or other non-government groups are Hoplites. The Hoplite has one integrated weapon mount which can hold up to a medium sized weapon.

35

POWERED ARMOR
PT SpearheadFrontal Assault Armor
Type: Powered, Exo-Suit Equipment Bonus: 4 Nonprof. Bonus: 2 HP: 75 Hardness: 15 Strength: 22 Max Dex Bonus: +0 Initiative Penalty: -8 Armor Penalty: -10 Speed (30ft): 20ft Purchase DC: 32 Restriction: Mil (+3)

An older model of exo-suit, created only a few years after the Hoplite, the Spearhead was quite obviously intended for leading assaults into enemy fortifications and heavily defended cities. Though it is an old design, the Spearheads heavy-duty servos which support its ponderous amounts of armor plating, made out of the, at the time, newly discovered Neovulcanium. The Spearhead epitomizes the attitude towards exo-suits at the time, most military strategists viewed them as urban tanks, and demanded designers pile on as much armor as possible, regardless of maneuverability. The Spearhead has two weapon mounts which can hold a medium sized weapon each, or can hold one large weapon together.

PT Triple-AAdvanced Assault Armor


Type: Powered, Exo-Suit Equipment Bonus: 5 Nonprof. Bonus: 3 HP: 55 Hardness: 15 Strength: 22 Max Dex Bonus: +0 Initiative Penalty: -6 Armor Penalty: -8 Speed (30ft): 40ft Purchase DC: 34 Restriction: Mil (+3)

The latest and greatest standard issueexo-suit on the market, the Triple-A finally picks up where the Hoplite left off, giving ParaTech a solid all around exo-suit that combines the speed and mobility of the rival MicroTech Invader with the classic strength and toughness of ParaTechs entire production line. The Triple-A>s durability edge over the Invader has already made it the favorite by the majority of militaries in the galaxy, though they are loathe to pay the cost of fully updating their exo-suit forces. The Triple-A also brings in several brand new technologies, such as non-grounded fire stabilization, auto-response combat software and jump-boosting rockets. The TripleA posses two weapon mounts, each can hold up to a medium sized weapon or they can hold one large weapon together. The Triple-As fire stabilization reduces the penalties for using double tap and burstfire by half, and raises autofire DCs by 2, this only functions for weapons linked to the Triple-As targeting system. The Triple-As autoresponse combat software allows the suit itself to react on an autopilot before the servos would normally allow the wearer to react, a Triple-A with auto-response activated gets a free attack action against the nearest foe any time a combat begins, this takes place after any surprise round actions. Since the auto-response system keys in on radioID badges employed by almost all militaries the system may attack innocent civilians, fellow troops without such badges, or may not act against enemies wearing correctly coded badges, and of course won't pick up on badge signals if the areas radio transmissions are jammed. Finally, the Triple-A possesses jump-boosting rockets, which give it +20 on up to 10 jump checks before needing to be refueled.

36

POWERED ARMOR
PT TalosSquad Support Platform
Type: Powered, Exo-Suit Equipment Bonus: 5 Nonprof. Bonus: 3 HP: 40 Hardness: 10 Strength: 24 Max Dex Bonus: +0 Initiative Penalty: -10 Armor Penalty: -10 Speed (30ft): 30ft Purchase DC: 29 Restriction: Mil (+3)

Designed for both short and long range support, depending on the weapons attached to it, the Talos is a workhorse that functioned as a weapons platform for militaries across the galaxy for years until the Arbalest was created, making it out of date for short range support, and it lasted decades until the Alpha Strike finally surpassed it in long range. Regardless, the Talos strength, dependability and still reasonably effective ranging equipment makes it still one of the most popular assault exo-suits of all time, with many more still in service than either Arbalest or Alpha Strike. The Talos has four weapon mounts, each can hold up to a medium sized weapon, or each can hold half a large weapon. Weapons integrated onto the Talos multiply their range increments by 1.5.

37

BIOTECH
The following biotech equipment, templates, and more, are divided into two, usually distinct, categories; symbiotic and integrated. Symbiotic biotechnology is defined by being an organism, grown completely separately from its host, which is engineered for a specific role. After fully grown the symbiotic organism is attached to either a skinsuit or a human being, which keeps it alive and allows it perform the function it was grown for. Take, for example, the spinesword, a mutated mollusk. It is completely unrecognizable from its species of origin, specially engineered, mutated, and grown to function as a living sword for a human. Remember, all symbiotic biotech is a separate organism from the human or skinsuit it is attached to, even if it is implanted, such as the wrist spine.

Integrated biotechnology, on the other hand, is defined as being made entirely of the engineered human, whether the engineering is made by pre-birth gene screening and generational breeding programs; or by post-birth reengineered viruses and cell growth catalysts. One should not, however, mistake this for being any less capable of extreme changes, both within and without, than symbiotic biotechnology. Indeed, some changes can seem more extreme simply given they are indeed part of the persons body, not simply a living piece of gear. Take for example, the Camazotz Parahuman, genetically engineered to be practically more bat than human, with arms doubling as wings, echolocation processing, and thin fur covering its body. The thing to remember is, all integrated biotechnology, pre-birth or post-birth, is part of the person, and cannot simply be removed and replaced with a new one, or upgraded to the latest model.

Symbiotic Biotechnology
The Skinsuit
The skinsuit forms a basis for most of the macro-biotech, spineswords, chitinous armor, and flesh hooks. It is essentially a wet-suit but molds to the body truly perfectly, allowing absolutely full movement. It is commonly specially cauterized to stop growth over the neck of the wearer, but the rest of the suit will grow to get a perfect fiton the owner. The suit is green, and can photosynthesize, taking water from air moisture and the wearer if it must. This sustains the suit and is generally enough to sustain any biotech attached to it. The most important use of the suit is that it means biotech devices can be attached to it rather than actually touching the human below. Even though they could be used just as easily on a human host as a skinsuit, most people just don't like the feeling of a spinesword attached to their leg.

Chitinous Armor
Chitinous Armor is essentially simply a skinsuit grown with overlapping plates of chitin; ranging in hardness and thickness depending on the purpose of the suit. This type of armor hasn't gained much popularity with the battleweave revolution, though it is still commonly used among conventional forces that use biotech devices as common pieces of equipment.

Flesh Hooks
Flesh Hooks are small organisms similar to a jellyfishs tentacles, on preprogrammed muscle flexing by the wearer the flesh hooks are triggered to leap from the skinsuit to grab onto whatever is in front of them. The hooks grant a +4 on grapple checks and a +8 on climb checks. Some flesh hooks are grown longer, however their larger size means fewer can be grafted onto a skinsuit, treat these models as giving an effective 10ft reach for grapple checks but grant only half the bonuses (+2 and +4). Flesh hooks die with in 1d10minutes of being separated from a host.

38

BIOTECH
Fleshwhip
The Fleshwhip is a long octopus like tentacle, but with five razor sharp fangs on the end. The whip has nerve endings in five bone rings on the grip; the wielder inserts his fingers into the rings and can control the whips muscle movements. Because of the whips heavier weight, it no only provides muscle along the entirety of the whip, but also two support tentacleswhich extend from the grip and attach to the wielders elbow and shoulder, helping to bear the weight. This all combines to make a many times more powerful whip, more like an elephants trunk, that can be quite effective in combat. The fleshwhip has a reach of 10ft and can grapple opponents not in its wielders square, but at a -10. The fangs of the whip also have venom sacs just behind them, injecting a similar poison to that of the spinesword into their victims, forcing a DC 17 fortitude save or suffer 1d6 con damage, secondary effects are 2d6 con damage. Because of its organic nature, the fleshwhip heals itself at a rate of 1 hp per hour. If sheathedon the wielder instead of a skinsuit he must make a fortitude save (DC 16) or suffer 1d6 temporary constitution damage as his body adapts to the fleshwhip feeding off of him. A fleshwhip can survive for 3d4 hours without a host, after which point it effectively starves to death.

Gymnotoid Fingers
A set of Gymnotoid Fingers is a specialized organism derived from certain species of electroreceptive fish. Now undeniably altered, the Gymnotoid Fingers look like a roughly hand shaped blob of green material. Though it is available in different colors, it is always slimy. Once attached to ones bare hand the Gymnotoid Fingers expand and contract to fit the hand as a thin layer of ooze. A flap of the material about four inches wide and one foot long extends from the bottom of the glove, and usually attaches to the top of the forearm, feeding off a skinsuit. The purpose of the Gymnotoid Fingers is to sense electrical fields, animals, weapons, computers, depending on the tuning of the device. The Gymnotoid can be attunedto a certain frequency of electrical field by a series of sensitive nerve clusters hidden beneath a flap on the back of the glove. Once tuned the Gymnotoid Fingers will give a range of tingling and nearly painful feelings to the fingers of the hand it is worn on. One can tell the range and strength of the source by which parts of the hand are effected and how intense the feeling is. To avoid a sensory overload once tuned the Gymnotoid Fingers wont sense anything stronger than that frequency, avoiding making your hand numb with agony when searching people and stepping into a generator room. Anyone wearing Gymnotoid Fingers is effectively granted the Blindsense (20 ft.) ability but can only sense creatures/objects attuned to the proper levels, human/animal or electrical machinery and computers. When entering an area of extremely high electrical power such as a massive supercomputer or generator the Gymnotoid Fingers may burn out, their sensory organs becoming simply overloaded and rendering the creature unconsciousfor 1d4 hours. Gymnotoid Fingers can just as easily be powered by a persons body as a skinsuit, and take minimal adjustment to the body, as well as being almost completely painless to attach. Gymnotoid Fingers can survive for 1d10 hours without a host.

Gymnotoid Fist
The Gymnotoid Fist, close cousin to the Gymnotoid Fingers (see above), is a modified version with the addition of active sensorycapabilities. These organs are in fact greatly oversized and grown for high voltage storage rather than small sensory pulses. This allows them to deliver a single large jolt to the victim, stunning and potentially killing him. The Fist delivers its shock when the wearer performs a special hand contraction, generally clenching a fist especially hard, shocking whatever it is touching. Thanks to an insulating layer on it's inside the wearer never gets shocked, except in booby trapped models. The victim of successful unarmed strike by someone wearing a Gymnotoid Fist must succeed at a fortitude save (DC 10 + 1/round charged) or be paralyzed for 1d4 rounds, if the fortitude save is failed by 10 or more the victim is killed. A Gymnotoid Fist may be charged once per round as a free action, each charge stacks on itself but it may not be charged up more than five times. All charges are lost after ten rounds from when the first charge was made. Alternatively, if the Gymnotoid Fist is attached to ones body rather than a Skinsuit he can put additional strain on his body to increase the Fists power without taking the time to charge it up. To do so requires a successful fortitude save (DC 10 + 1/attempted charge), failure renders the wearer stunned for 1d4 rounds, but does charge the Fist regardless. A Gymnotoid Fist takes some adjusting by the body to produce enough power for it, it requires a DC 14 fortitude save each time it used in the first week attached or suffer 1d4 temporary constitution damage. A Gymnotoid Fist dies 1d4 hours after being separated from a host.

39

BIOTECH
Spinesword
The Spinesword is a living creature, naturally symbiotic it is grown to be sustained by a standard biotech Skinsuit, or other similar piece of equipment. The sword is formed by triangular pieces of amazingly hard chitin, overlapping each other going up the sword blade. The forward of their three lower points on each plate is elongated; forming a sort of saw tooth edge, and making the sword naturally curve backward and get thinner as it gets longer. These pieces of jagged edged chitin form the cutting blade, shearing through flesh with just as much ease as any normal sword would. The key piece of the weapon, however, is what makes it the equal of a high frequency weapon, the venom. In each chitinous section there is a small hollow spine which reflexively projects itself out under the chitin plate each time the sword makes contact. The movement of the spine is almost instantaneous, and delivers a powerful dose of venom from the sacs which the spine leads to. The spinesword connects to the wielder by the hilt; a multi-plate piece of chitin covers a basket hilt, which automatically closes for a snug fit over the hand that is wielding it. When not in use the sword can be worn anywhere along the skinsuit as small bone hooks will attach themselves like Velcro to the skinsuit, siphoning off nourishment. Some stories tell of desperate people even attaching the spinesword to their own bodies to keep it alive when they didnt have a skinsuit available, but this is not recommended. The Spineswords injected poison is similar to cyanide, forcing a DC 17 fortitude save or suffer 1d6 con damage, secondary effects are 2d6 con damage. Because of its organic nature, the spinesword heals itself at a rate of 1 hp per hour. If sheathedon the wielder instead of a skinsuit he must make a fortitude save (DC 16) or suffer 1d6 temporary constitution damage as his body adapts to the spinesword feeding off of him. A spinesword can survive for 3d4 hours without a host, after which point it effectively starves to death.

Wrist Spine
The Wrist Spine is a symbiotic organism that is implanted into the hosts wrist; it can also be implanted into a skinsuit instead, though the primary advantage of surprise is somewhat lost. Upon a specific flex of wrist and hand muscles the seven inch (not counting the two inches anchoring it to the wrist) spine extends from either top or bottom of the wrist (chosen upon implantation), making a good concealable weapon. The spine, while quite sharp and painful on its own, is also hollowed to allow a stream of venom to be injected upon a successful hit. This poison, similar to the poisons used in other symbiotic weapons, forces a DC 17 fortitude save or suffer 1d6 con damage, secondary effects are 2d6 con damage. Due to its implanted nature a wrist spine cannot be disarmed, and requires a DC 25 search check to detect unless being searched with implanted wrist weapons in mind. It also heals 1 hp per hour if attached to a host. The wrist spine feeds off its host body or skinsuit, and will starve to death in 2d4 hours in deprived of such life support.

Integrated Biotechnology
Gene Mods
Genetic Modifications or GeneMods refer to the common practice of genetic engineering on unborn and young humans. They also refer to generational projects, spanning several generations to create more extreme effects, safely. Almost all humans are enhanced with GeneMods to increase certain traits. Several genetic packagesor comboshave been standardized to increase user friendliness and reduce customization fees. These GeneMod packages are essentially like fast food for genetic engineering, keep things simple, the less choice the less variety of facilities are required, so the cheaper it is to do it. This means that poorer families will have far fewer, or possibly no, options on what GeneMod their children have, while the wealthy elites children have custom made GeneMods to enhance specific traits and make them betterthan the poorer classes. The following are the standardized GeneMod packages available to most families.

Alpha
The Alpha-series GeneMod is designed to be an all around upgrade over the basic human, appendix removed, immune system upgraded, genetic defects eliminated. This This GeneMod gives the following traits in addition to normal human traits: +1 on fortitude saves.

40

BIOTECH
Aquarius
The Aquarius-series GeneMod, more commonly called merfolk, have a large dose of various fish genes in their DNA. Designed for colonization of water worlds, these engineered mutations have given them the ability to breathe underwater, as well as on land. They also possess webbing between, unusually elongated, fingers and toes. Unfortunately, the Aquarius have not been perfected, they lead extraordinarily short life spans, only about half that of a normal human, making them commonly impulsive and quick to action as a sort of species-wide fear of inaction and wasted time. Linked with this quick aging comes a weaker immune system as well, making them more prone to disease, ending their life even faster. Despite their impulsiveness, or perhaps because of it, Aquarius-series GeneMods commonly develop strong personalities as leaders, as they naturally try to keep everything in action and lead people by example. This GeneMod gives the following traits in addition to normal human traits: -2 Wisdom (-4), +2 Charisma (+4) Gills (+2) Webbed Digits (+1) Rapid Aging (-2) Weak Immune System (-1)

Heavy Worlder
This and the Light Worlder were developed for use in the OCAs Project Proteus, a plan to genetically engineer a generation of colonists, each adapted to a different type of planet. This was supposed to make colonization faster, cheaper, and easier of the colonists psyches. Unfortunately the project proved far too expensive for the old OCA budget, and so it never reached fruition. However, there were a handfulof colonists created, who have gone on and make up the majority population on several planets. The Heavy Worlder is designed for high gravity worlds that would require rigorous strength training programs and possibly mechanical assistance to normal humans. The Heavy Worlder is bred to be strong and stout, a success for all but one point, most non-heavy worlders find them a bit blunt and unattractive. This GeneMod gives the following traits in addition to normal human traits: +2 strength (+4), -2 charisma (-4) Heavy World Adaptation

Helot
The Helot-series GeneMod is an attempt at creating a slave racethat would be; easy to control and naturally adapted to its manual labor duties. At one time entire systems were populated by Helots, which were actually cheaper to maintain than comparable harvesting machinery. However, only a decade after their creation the GeneMod was outlawed due to its obvious slant toward creating free labor. Despite this ban, Helots are still being engineered in certain systems able to evade the eye of the law. These illegal slaves are generally employed as cheap manual labor, harvesting, mining and hunting. Helots have been engineered for physical work, enhanced muscle mass and cardiovascular system, and of course they've also been engineered for much weaker minds and commonly conditioned from an early age for non-violence. Helots are sometimes used as personal servants as well, typically bodyguards or assistants, this arrangement is obviously most often found on worlds which use Helot labor as well. This GeneMod gives the following traits in addition to normal human traits: +2 strength (+4) Mindslave (-2) Combat Fear (-4) Endurance (+2)

41

BIOTECH
Ishtar
The Ishtar-series GeneMod was developed mainly under requests from various clubs of the social elite. It was created for use on said social elites children, tailoring them to excel at more glamorous careers such as; holovid stars, dancers, gymnasts, pop singers, models and so on. They selected a light, elfinbuild and a facial bone structure computer-simulations said would create distinctive but highly attractive looks. They also engineered it to hard-wire in competitiveness and an enhanced ego. Rumors abound about certain Ishtar-series stars going mad or such in search of perfection, of course, these rumors are probably started by other Ishtar-series stars The GeneMod also suffers for some of the reasons that it benefits, namely, its fat burning metabolism that keeps it thin and attractive without exercise, which leads to weaker muscles, lethargic muscles, and a weaker immune system. This GeneMod gives the following traits in addition to normal human traits: -2 strength (-4), +2 charisma (+4) Lethargy (-2) Weak Immune System (-1) Frail (-3) Pheromone Attraction (+6)

Light Worlder
The Light Worlder was the counterpart to the Heavy Worlder, both part of Project Proteus (see above). The Light Worlder has a lithe, more graceful build, taking full advantage of the low gravity, engineered for less muscle mass and better natural balance for operation in low gravity. This GeneMod gives the following traits in addition to normal human traits: -2 strength (-4), +2 dexterity (+4) Light World Adaptation

Opifex
The Opifex GeneMod is the most overt standardized GeneMod; they have pale skin and red eyes due to pigment genes that are unfortunately linked to their beneficial traits. Their beneficial traits, however, are quite impressive, including strengthened nerve connections leading to the spinal cord, allowing for increased reflexes. They also have enhanced vision and especially flexible joints that allow them to squeeze through tight spaces and improved landings. Opifex are favored by various agencies for their espionage abilities, which has earned them a reputation as shady characters. This GeneMod gives the following traits in addition to normal human traits: +2 dexterity (+4), -2 constitution (-4) Low-Light Vision (+2) +2 escape artist and tumble (+2) Light Sensitivity (-1) -5 to disguise checks to disguise oneself as a non-Opifex. (-1) Achilles Heel (-2)

42

BIOTECH
Orion
The Orion GeneMod is designed for overall increases in fitness and strength; it increases the metabolism to burn fat faster, fueling muscles constantly. The Orion-series however does have a few drawbacks; its enhanced metabolism is made possible by special hormone glands, which give off a distinctive, and not especially pleasant, smell. Their rapid metabolism also reduces their bodys ability to adapt to extremes of temperature. This GeneMod gives the following traits in addition to normal human traits: +2 Strength (+4), -2 Charisma (-4) Heat/Cold Vulnerability (-1) Second Wind (+2) Pheromone Repulsion (-1)

Pandora
The Pandora-series GeneMod has improved, and sometimes even reworked, neural connections in the brain, enhancing information flow and speeding up thought processes. Unfortunately the interface with the speech centers of the brain was not as smooth as intended, they don't actually stutter, but they have a hard time slowing down their words when talking to normal people, so the effect is about the same. The GeneMod is also not as robust as hoped, as the engineering appears to horde crucial bone building supplies to strengthen the cranium. This GeneMod gives the following traits in addition to normal human traits: -2 Constitution (-4), +4 Intelligence (+8), -2 Charisma (-4)

Praetorian
The Praetorian-series GeneMod was created for toughness, pure and simple, be it working hard labor or protecting VIPs, they have enhanced bone structure, and dampened pain receptors, as well as strengthened vital organs. Only problem is, all this nerve dampening and bone thickening has impaired both their physical and mental agility. This GeneMod gives the following traits: -2 dexterity (-4), +4 constitution (+8), -2 intelligence (-4)

Parahumans
Parahumans are advanced genetic engineering, which have been banned from general public use for a variety of reasons, some have high failure rates, some are considered psychologically unstable, and some are simply considered too, un-human. Whatever the reason, these engineered subspecies have been labeled Parahumans and are not considered to have any civil rights. Their growth and engineering must be sanctioned by the government, which is why many of these Parahumans are government projects. A character starting with a Parahuman race does not get the standard human bonus skill points or bonus feat, taking the Parahumans traits instead. A Parahuman character may also be forced to take a specific occupation due to the fact that they are bred and trained from birth for a certain job.

43

BIOTECH
Apollo
The Apollo-series Parahuman is a recent development, rising to meet the need for humans capable of accepting the wide variety of enhancing nanotechnologies and implants, unlike most humans whose bodies tend to reject many such inorganic devices. While their bodies are indeed automatically accepting of almost all nanites and nanite control implants, they also suffer the side effects. These side effects include most obvious among them a greatly damaged immune system and basic body toughness. Undoubtedly this is due to their enhanced nanite acceptance, a simple lowering of their bodys defenses renders nanites much easier access, but also easier access to diseases, poisons, and bodily harm. However, given the high price of the Parahuman anyone who is an Apollo will be able to afford nanites or conventional cures capable of countering these drawbacks. The Apollo-series Parahuman gives the following traits: -2 constitution (-4), +2 Intelligence (+4) Weak Immune System (-1) Advanced Nanite Acceptance (+3) Invisiservant Nanite Swarm (+5)* Nanite Control Implant (+1)* *; These are pieces of equipment, but Apollo-series Parahumans are automatically given them from birth.

Camazotz
The, thing looks roughly human, but slightly shorter and extremely thin. It has an upturned nose, and its ears are a half-foot long, and stand up straight from the top of its head. The most striking feature, however, are two leathery flaps extending from its waist to its wrists and up the gap between torso and arm, they look like a bats wings. The Camazotz-series Parahuman has a sizable quotient of bat genes spliced into their genome. Designed as specialized colonists for low gravity or especially thick atmosphere worlds, the Camazotz-series never really caught on. Though there are several colonies on low gravity worlds with sizable populations of them, but no all Camazotz colonies. The Camazotz-series Parahuman gives the following traits: -2 Strength (-4), +2 Dexterity (+4), -2 Constitution (-4), +4 Wisdom (+8) Brittle Bones (-4) Echolocator (+5) Wings (Requires Gravity) (+3)

44

BIOTECH
Chronos
Decked out in camouflage and body armor, with grenades and spare clips strapped everywhere, you can still see that it's definitely not a normal human. it's covered in short fur like a rat, and its face looks like a giant rat, but with razor sharp saw-like teeth and a slightly canine influence on it's muzzle and eyes. The Chronos-series Parahuman was designed for unsupported, long range patrol and counterinsurgency operations. Chronos-series Parahumans are lean and muscular, with canine muzzles and sharp teeth, but large mouse-like ears and eyes. Their bodies are covered in short grey fur. They are transgenic hybrids of canine, rodent and shark genes. They possess modified stomachs so they can live off the land, and bone marrow and adrenal gland upgrades to improve emergency response and health. Optimized for tracking and spotting the enemy, and shifting into biological overdrive in ambushes, the Chronos-series Parahuman are most often deployed in small teams to range ahead of human troops and conduct recon, guerilla hunting, and strike operations. The Chronos-series Parahuman gives the following traits: +2 Strength (+4), +2 Dexterity (+4), +2 Constitution (+4), -2 Intelligence (-4), -4 Charisma (-8) Adrenaline Jolt (+3) Fangs (+1) Hypersensitivity (+3) Rapid Aging (-2) Scent (+2) Required Occupation: Military

Dokkalfar
The man descends from the ceiling with ease, climbing down the wall head first, fingers and toes seeming to grip it like Velcro. At he touches down on the floor with all four limbs, he rises to a standingposition, crouched next to you. Looking down you see two eyes, twice the size of a normal humans and blood red in color. The Dokkalfarseries Parahuman was created for colonization of so called dead mines, desolate worlds not worth the time to terra-form, but rich in underground mineral deposits. The Dokkalfar are, therefore, designed to fit these mines, both natural and man made caverns of varying size. To this end the Dokkalfar has received many different traits: Elongated digits on both hands and feet, along with some gene splicing involving geckos, to grow tiny hair-like fibers at the tips of the fingers and toes, allowing them to climb up even smooth surfaces with ease. They combine this expert climbing ability with rabbit genes for powerful legs and leaping capacity. These adaptations allow them to get around their homes with ease, next they need to see where they're going. To avoid having to light all the tunnels of these dead mines, the Dokkalfar have eyes keener than a cats, and larger too, able to shift into the infrared spectrum to see in, what would otherwise, be complete darkness. Unfortunately these things have not come free of drawbacks, their eyes, as most anything that lives underground its whole life, are overly sensitive to a normal worlds lighting. They also seem to develop a lack of muscle mass, though this hardly matters with modern mining techniques. The Dokkalfar Parahuman gives the following traits: -2 Strength (-4), +2 Dexterity (+4) Advanced Wall Crawler (Climb speed 10ft, +10 to climb checks) (+5) Darkvision (+3) Leaper (+1) Light Sensitivity (-1)

45

BIOTECH
Mentat
The Mentat-series Parahuman is the cutting edge in neural genetic engineering, not only completely remapping neural networks in the brain, but an entire new miniature brain inside the chest cavity. Though ninety-nine percent are deemed mentally unstable from birth, the achievements of the Mentat are truly extraordinary. Unfortunately, even mentally stableMentats suffer drawbacks of the engineering. Such drawbacks include severe weakening of anatomical structure due to the addition of a second brain inside the chest cavity, the trauma from this trait induces weakened bones, immune systems, and reduced muscle mass. Mentats are rumored to have been developed by Proteus Cult members in biotech corps, designed to usher in a new biological era by replacing computer processors with these super think-tanks. Development of the Mentat, however, is slow in coming, due to their incredibly high chance of failure, and their lack of usefulness in most situations, where a computer could do just as well. The Mentat Parahuman gives the following traits: -2 strength (-4), -2 constitution (-4), +6 intelligence (+12) Frailty (-3) Weak Immune System (-1) Required Occupation: Academic or Creative

Spacer
The Spacer Parahuman is a new twist on the out dated spacer GeneMod, which was created for long-term zerog exposure. With the widespread use of gravity stabilizers, however, this GeneMod was no longer necessary. It has been resurrected, however, in a less human form, for work on extended space construction and repair duties. To adapt to the zero-g environment Spacers have balance and direction centers; allowing them to avoid the disorientation effects of being in space. They also have longer but weaker limbs, similar to inhabitants of light worlds. A Spacers most striking feature, however, are his two extra arms protruding from his sides near the bottom of the ribcage. Spacer arms are fully functional and look completely normal, other than the fact that there are four of them. Spacers also suffer from especially weak immune systems, which aren't a problem in the sterilized environment of a space station or open space, but can make living on normal worlds especially difficult. Despite their advantages, Spacers are a rare site in the galaxy, most are either construction/maintenance crews for satellites and space stations, or work as marines, pirates, smugglers, or any other professions with a high potential for needing to operate in zero-g. The Spacer Parahuman gives the following traits: -2 strength (-4), +4 dexterity (+8), -2 constitution (-4) Extra Arms (+6) Zero-G Training (+3) Weak Immune System

46

BIOTECH
Spartan
The man towers over you, nearly eight feet tall and incredibly strong looking. He carries a heavy machinegun easily slung over one gigantic shoulder, and has a backpack large enough for a squad on his back. The Spartanseries Parahuman is engineered for increased strength, stamina, and overall body mass. They were dreamed up by military scientists searching to make power armor that allowed infantry to wield heavy weapons. Instead of bulky power armor, they turned the project over to the geneticists and got the Spartan-series, a larger, stronger, and tougher Parahuman. The Spartan-series is used as heavy assault soldiers, as well as support weapons in urban terrain, where conventional heavy weapons have difficulty. Unfortunately the increased strength, size, improved respiratory system, and pain receptor modifications have resulted in bad nerve connections both in the limbs and in the brains speech and judgment centers, as well as a generally faster degeneration of the body, resulting in a much lower age expectancy. The Spartan-series Parahuman gives the following traits: +4 Strength (+8), -2 Dexterity (-4), +2 Constitution (+4), -2 Charisma (-4) Enlarged Form (+6) Mindslave (-2) Rapid Aging (-2) Required Occupation: Military

Tek Rat
You hear a squeaking from a locker, in it sits a short, just over two foot tall rat, though you quickly realize it's thumbs are opposable and it's face seems disturbingly human, but still very rodent. You also see a small pouch on it's belly, a ratchet and several screw drivers poking out of it. The Tek Rat Parahuman is an even more radical departure from the baseline human than the Camazotz. Using a mix of human, raccoon, and possum genes, the Tek Rat stand between 2 and 2.5 feet tall, with a rat-like prehensile tail, thin coats of fur, an only half human face, and a marsupial pouch for carrying tools or young. They were developed for maintaining the ever more cramped spaces aboard navy ships, after the naval restructuring and ship overhaul however, many Tek Rats were let go and have found work on a wide variety of private craft. The Tek Rat Parahuman gives the following traits: -4 strength (-8), +4 dexterity (+8) Size: Small (0) Prehensile Tail (+4) Pouch (0) Elasticity (+5) Pheromone Repulsion (-1)

47

BIOTECH
Viljalmur
Lumbering towards you in a slow, purposeful gate it comes closer. Its layers of blubber sway too and fro as it approaches, thick fur covered with a light dusting of snow. Though it may appear a bear from the side, its face is obviously human, though it bears a thick beard long since gone out of style among the core worlders. The Viljalmur-series Parahuman, named after the arctic explorer, Viljalmur Stefansson, have greatly improved tolerance of low temperatures. Viljalmur bodies naturally store more fat than normal, building a much thicker layer of blubber than normal humans, giving them much better insulation, as well as forcing a reinforced skeleton to bear the additional weight. Their most striking modification, however, is increased body hair production, resulting in a thick and shaggy coat of fur that keeps them warm in much colder temperatures than most people can even survive in. This shaggy coat is even sometimes illegally used as coats by eccentric members of the wealthy elite, though most find such practices grotesque. The Viljalmur were created, obviously, who colonizing frozen worlds without being limited to the indoors. Though their fur and seemingly larger forms make them appear somewhat bestial, Viljalmur are in fact generally very calm and methodical, perhaps a side effect of their hibernation cycles. Though most Viljalmur colonies are now developed enough that they need not enter hibernation, they are still uncannily slow to action, as well as slow to walking due to their mass of blubber. The Viljalmur Parahuman gives the following traits: +2 constitution (+4), -2 dexterity (-4), +2 wisdom (+4) Lethargy (-2) Energy Diffusion (cold resistance 10) (+2) Thick Fur Coat (+1) Heat Susceptibility (-1/2) Reduced Speed (25ft) (-3) Skeletal Reinforcement (+5) Endurance (+2)

Mutants
Achilles Heel [Drawback]
MP Values: -2 Drawback: Opponents receive a +4 to confirm critical hits against you.

Advanced Nanite Acceptance [Minor]


MP Value: +3 Benefit: The character gains the Advanced Nanite Acceptance feat for free, regardless of prerequisites.

48

NANOTECHNOLOGY
Nanotechnology is a vast realm of technology, from the now banned self-reliant AI utility nanite swarms to Invisiservantpersonal helpers. It can construct a building or tear it down, kill a virus or poison the blood, close a door or break it down. It is also very new, unrefined, and very expensive. In similar form to biotechnology, nanotechnology can be categorized in laymens terms as being either internal or external in design. It is important to note that in either of these duties nanites are banned from being manufactured for offensive purposes, nanotech weapons could be as deadly as atomics, and so are just as prohibited and prohibitive.

Internal nanites can perform a variety of duties. The most common is medical - either replacing or helping heal the human body after injury or disease. There are others, of course, which boost human capabilities beyond the norm, such as the brain boosting Prometheus nanites. The main difficulty with internal nanites is rejection. A problem once encountered in organ donation in the past, a similar principle holds sway. Nanites, like donated organs, aren't naturally a part of the hosts body, and are therefore subject to rejection. The problem is, nanotechnology is still rather new in the form of internal use, and is too complicated to either tailor each batch of nanites to particular individuals, or to have developed a universalnanite like what has been done to organ transplants. This means that the majority of mankind rejects nanite colonies in their bodies, especially the more complex and intrusive ones. This last part is important to understand, as a batch of, say, Clotbots, is nearing universal acceptance, because it simply floats along the bloodstream waiting for a wound to appear to carry out its duty. However, a nanite colony such as the Alexandria memory boosters is much more intrusive, weaving itself throughout the various sections of the brain to boost memory retention. Weaving nanites into a persons brain is a delicate process, rife with opportunities for the body to reject the nanites and possibly cause brain damage if the link-ups go awry. To boost acceptance rates, biotechnology, long a fierce rival of nanotechnologies, may provide an answer to this problem; modifying gene-sequences to produce a more accepting vessel for nanites. External nanites perform more overt duties than the healing or performance enhancing internal nanites. From keeping a look out in all directions to forming swords and shields from thin air, external nanites can be impressive, but also potentially incredibly double edged. The most important thing to note about external nanites is the law passed some three centuries ago, banning full artificial intelligence and self-sufficiency from being given to them. This is to prevent several deadly possibilities which will not be discussed in this brief description, suffice to say the possibility of a nanite controlled galaxy is too great to ignore. This means several important things for external nanites; they cannot be self-sustaining, or replicating, therefore reducing their effectiveness at various construction and terra-forming projects severely. This said, external nanites are still a powerful technology. Due to the laws concerning nanites that requires them to at all times be under at least the supervision of a living being, nanites can only be operated by two means: First, there is the manual control, using various broadcasting devices that act as remote controls to the nanites, this could be a computer terminal, a handheld remote, or simply an on and off switch on a wall. The second method is the more efficient, that is mental control. This makes use of a neural sequence translator and multi-wave broadcaster implanted into the controllers skull, usually at the back or the base. This device translates neural signals sent to it into computer coding, and then broadcasts this coding to the nanites, just like the manual broadcaster would. This allows completely hands free control of nanite colonies as well as, with training, only a quick thought with almost no advanced concentration needed, to send orders to most nanite colonies. There are two main problems with mental control, however: rejection and limited processing. Rejection is the same problem encountered in internal nanotechnology, and is dealt with in the same way. The simpler the implant, the smaller and less likely it is to be rejected or cause brain damage to the host, however, the simpler the implant the fewer nanites can be controlled at once. The more complex, and more commonly rejected, implants can handle up to half a dozen nanite colonies at once, without needing to switch translator programs, broadcast signals, or rework remote network connections. While the smaller, one or two slot implant would need to change translators, broadcast signals, and reconnect to each nanite colony it needs to send order to. This, despite the speed of computer processors, takes a noticeable amount of time and can be quite inconvenient.

49

NANOTECHNOLOGY

Internal Nanotechnology
Alexandria Memory Booster
The Alexandria Memory Booster nanites are injected, sometimes directly into the spinal cord, and flow to the brain, attaching themselves to memory centers to serve as additional memory space. Because of its computer nature the nanites recall direct memories, practically video recordings of the events, allowing incredibly precise memorization when wanted. Because of this precision, and their finite hard drives, the host must choose when to activate the nanites, allowing him not to waste their memory space on, for example, a vivid dream. Alexandria Memory Boosters grant a +2 misc. bonus on all knowledge checks for skills which the host has ranks in. It also allows the host to remember events exactly as they happened from his perspective, so long as he designates he is using the nanites at the time. Purchase DC for a colony of Alexandria Memory Boost nanites is 22; they occupy the brain slot and are an advanced nanite colony.

Clotbots
Clotbots are a swarm of nanites injected directly into the hosts bloodstream. There they remain inert, floating unnoticed through the hosts veins. When the host suffers a wound, however, Clotbots go to work, acting as a super-coagulant to quickly clot even horrendous wounds. Because of their inert state in the bloodstream Clotbots have a high acceptance rate among normal humans. Any character with Clotbots in their bloodstream (they remain indefinitely until activated) automatically stabilize at -1 hit points or less. Clotbots are only one use, however, and must be re-injected after each time the character goes into negative hit points. Purchase DC for a colony of Clotbots is 18; they occupy the bloodstream slot and are a basic nanite colony.

External Nanotechnology
Invisiservant
The Invisiservant nanite swarm is a sort of all-purpose utility nanite swarm modified for domestic use. They are most commonly found serving Apollo-series Parahumans. They are simple nanites with hover-motors and small ubiquitous graspers. Usually fed orders from an implanted nanite controller, they move about in a swarm visible as a small cloud of dust. The nanites, though they aren't capable of anything truly noteworthy, are like a personal servant, a butler of sorts; they could hold your drink, bring you datacards, or be formed into moving art. The travel cloud is a sphere about two feet in diameter, but the nanites must compress and lock together to accomplish most tasks. As a free action the controller may instruct the nanites to move an object weighing less than five pounds up to fifteen feet per round. Maneuvering more delicate than simply lifting, carrying, and setting down requires a move action from the controller, and provokes an attack of opportunity. An Invisiservant swarm cannot move farther than twenty feet from its controller; if it is forced to, the nanites automatically shut down. Purchase DC for one swarm of Invisiservant is 23; they require one nanite control slot and are an advanced nanite swarm.

Nano-Shield
The Nano-Shield nanite swarm forms in an egg-shaped, barely visible, cloud around the controller. The controller directs the nanites to converge on a point, forming a solid circle about half a foot in diameter and one eighth an inch in thickness. While experiments have been made with automatic shield systems, in which nanites are programmed to sense incoming attacks and block them without order from the controller, these systems proved too easy to slip a blow past. A skilled controller can launch fully offensive routines in melee without worrying about counterattack thanks to his Nano-Shield. An unskilled controller easily meets his doom from thinking himself secure from all attack because of his shield. A Nano-Shield provides a +1 bonus to Defense, if the controller has combat expertise he may add his intelligence bonus to this (in melee). A Nano-Shield swarm cannot move farther than twenty feet from its controller. If it is forced to, the nanites automatically shut down. Purchase DC of a NanoShield swarm is 25; they require one nanite control slot and are an advanced nanite swarm.

Delphi
The Delphi nanite swarm forms a wide webof nanites for a few dozen feet around the controller. These nanites are of course completely invisible due to their wide spacing, and cause no noticeable disruption in the air at all. Each nanite is fitted with a microphone, camera, or chemical analyzer, whose data it projects back along the web to the controller. This experience can, of course, be quite disconcerting for novice users, but once accustomed to it a controller can see, hear and smell everything around him. A Delphi nanite swarm grants a +4 to all spot and listen checks within a 40 foot radius. If he spends a move action to concentrate on just one nanite, he can see, hear or smell as if his eyes were in any spot in a 40 foot radius, otherwise the swarm simply subconsciously aids his senses. Purchase DC of a Delphi nanite swarm is 27; they require one nanite control slot and are an advanced nanite swarm.

50

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved. 1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

51

OPEN GAME LICENSE Version 1.0a


9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10.Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11.Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12.Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13.Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14.Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15.COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

52

Das könnte Ihnen auch gefallen