d20 Blackbox 1 PDF
d20 Blackbox 1 PDF
d20 Blackbox 1 PDF
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LONGARMS
Table 1. Longarms
Weapon Damage Crit Type Range ROF Magazine Size Weight PDC Res
CM-01 “Shredda”Flak PDR 2d8 20 Bal 40ft S 10 box Large 7lb 13 Lic
CM-4 “Wildman”Slugthrower PDR 3d6 20 Bal 120ft S 20 box Large 9lb 15 Lic
CM-7 “Militia”Slugthrower PDR 3d6 20 Bal 70ft S,A 40 box Large 8lb 14 Res
CM-8 “Savage”Flak PDR 3d6 20 Bal 60ft S,A 30 box Large 8lb 15 Res
DA-3129 Plasma Rifle 3d10 20 Fire 80ft S,A 40 box Large 10lb 19 Mil
DA-76 Plasma Carbine 3d10 20 Fire 60ft S,A 40 box Med 8lb 20 Mil
DA-89 Conc. Carbine 2d10 20 Conc. 20ft S - Med 6lb 24 Lic
DA-92 Riot Mark IV Las Rifle 2d8 20 Fire 60ft S,A 50 box Large 8lb 21 Res
DA-95 “Punisher”Plasma Rifle/Gravity Snare 3d10 20 Fire 80ft S 40 box Large 15lb 24 Res
DA-134 Squad Automatic Weapon (SAW) 3d12 20 Bal 100ft S,A 40 box Large 18lb 29 Mil (+3)
Infelgro-001 “Eclipse”Rail Gun* 4d12 20 Bal 120ft S 10 box Huge 24lb 39 Illegal
Infelgro “GR3@T3R SL@Y3R”Modified Las Rifle 3d8 20 Fire 70ft S,A 100 box Large 9lb 20 Illegal
LAI-21 “Silent Blue”rail Gun* 3d12 20 Bal 100ft S 10 box Large 7lb 32 Mil
OT-11 Plasma Blaster 3d10 20 Fire 60ft S 30 box Large 8lb 18 Lic
OT-22 Las Rifle 3d8 20 Fire 70ft S,A 50 box Large 8lb 16 Res
OT-25 “Hotshot”Las Rifle 3d8 20 Fire 90ft S 20 box Large 9lb 21 Lic
PP-39F “LongShot”Pro Plasma Rifle 3d10 20 Fire 120ft S 20 box Large 9lb 21 Lic
PP-41B “SureShot”Pro Plasma Rifle* 3d10 20 Fire 90ft S 20 box Large 9lb 22 Lic
S-2A “Grounder”Tangler Gun Special - - 30ft S 20 box Large 8lb 17 Lic
S-32C “Marksmen”Las Rifle* 3d8 20 Fire 150ft S 10 box Large 12lb 25 Lic
S-77 “Shredder”Rail Gun 3d12 20 Bal 150ft S 20 box Large 18lb 30 Lic
S-9B “Black Hole”Gravity Snare Special - - 50ft S - Large 7lb 19 Lic
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HANDGUNS
Table 2. Handguns
Weapon Damage Crit Type Range ROF Magazine Size Weight PDC Res
CM-9 “Defender”Slugthrower PDP 2d6 20 Bal 30ft S 15 box Small 3lb 13 Lic
CM-11 “Pathstalker”Flak PDP 2d6 20 Bal 25ft S 8 box Small 3lb 14 Lic
CM-12 “Cutthroat”Slugthrower PDP 2d6/1d6 20 B/S 30ft S 10 box Med 4lb 14 Lic
CM-17 “Sweeper”Slugthrower MP 2d6 20 Bal 30ft S,A 20 box Med 4lb 15 Res
DA-253 “Diplomat”Light Las Pistol 2d6 20 Fire 30ft S 20 box Dim 1lb 15 Lic
DA-472 Riot Mark II Las Pistol 2d8 20 Fire 40ft S 30 box Small 2lb 17 Lic
DA-51 Tactical Mark II Las Pistol 2d8 20 Fire 40ft S,A 60 box Small 2lb 19 Mil
DA-654 Tactical Mark IV Plasma Pistol 2d10 20 Fire 30ft S,A 50 box Med 4lb 21 Mil
Infelgro-444 “Fourth Dimension”Modified Plasma Pistol 2d10 20 Fire 30ft S 20 box Med 5lb 23 Illegal
Infelgro “Silent Partner”Modified Las Pistol 2d8 20 Fire 40ft S 30 box Small 2lb 21 Illegal
Infelgro “SL@Y3R”Modified Las Pistol 2d8 20 Fire 40ft S,A 40 box Med 4lb 19 Illegal
OT-14 “Stryker”Las Pistol 2d8 20 Fire 40ft S 30 box Small 2lb 15 Lic
OT-58 “Devastator”Plasma Pistol 2d10 20 Fire 20ft S 20 box Med 4lb 16 Lic
PP-15D “HardShot”Pro Plasma Pistol* 2d10 20 Fire 30ft S 20 box Med 4lb 20 Lic
PP-27C “QuickShot”Pro Plasma Pistol 2d10 20 Fire 20ft S 10 box Small 2lb 21 Lic
S-1532 “Pathfinder”Las Pistol* 2d8 20 Fire 40ft S 30 box Small 2lb 18 Lic
S-45B “Inferno”Plasma Pistol* 2d10 20 Fire 60ft S 25 box Med 4lb 21 Lic
S-93A “Sharpshooter”Las Pistol* 2d8 20 Fire 80ft S 20 box Small 2lb 19 Lic
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HANDGUNS
CM-17 “Sweeper”Slugthrower 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.
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HANDGUNS
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SIMPLE WEAPONS
Table 3. Simple Weapons
Weapon Damage Crit Type Range Size Weight PDC Res
DA-09 Tactical Mark I HF Knife 1d6 19-20 Slash 10ft Tiny 1lb 11 Mil (+3)
DA-36 Riot Mark IV Stun Baton 1d6 20 Bludg ~ Med 2lb 18 Lic (+1)
Infelgro “Deathgrip”Shock Boxing Gloves 1d6* 20 Elec ~ * 1lb 16 Illegal (+4)
Infelgro “Knockout”Shock Boxing Gloves * 20 Bludg ~ * 1lb 13 Illegal (+4)
OT-3s Shock Boxing Gloves * 20 Bludg ~ * 1lb 9 ~
OT-43 Industrial Knife 1d4 19-20 Slash 10ft Tiny 1lb 7 ~
S-7A “Scout”Knife 1d4 19-20 Slash 10ft Tiny 1lb 10 ~
S-73B “Ultimate Scout”Knife 1d6 19-20 Slash 10ft Tiny 1lb 22 Res (+2)
TransLife Gymnotoid Fist * 20 Bludg ~ * 1lb 14 Lic (+1)
TransLife Self Defense Wrist Spine 1d4 20 Pierc ~ Tiny 1/4lb 20 Mil (+3)
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SIMPLE WEAPONS
S-7A “Scout”Knife
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.
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SIMPLE WEAPONS
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ARCHAIC WEAPONS
Table 4. Archaic Weapons
Weapon Damage Crit Type Range Size Weight PDC Res
DA-49 Tactical Mark VII HF Combat Sword 2d6 19-20 Slash ~ Med 4lb 15 Mil (+3)
LAI-93 “Dragon Slayer”HF Flamberge 3d6 19-20 Slash ~ Large 8lb 20 Res (+2)
LAI-104 “Chimera”HF Halberd 2d8 20 Slash ~ Large 15 lb. 20 Res (+2)
LAI-108 “Dancing Death”HF Rapier 1d8 18-20 Pierc ~ Med 3lb 17 Res (+2)
OT-51 Industrial Hatchet 1d6 20 Slash 10ft Small 4lb 4 ~
OT-52 Industrial Machete 1d6 19-20 Slash ~ Small 2lb 5 ~
S-834C “Explorer”Machete 1d8 19-20 Slash ~ Small 2lb 12 Res (+2)
S-8341D “Ultimate Explorer”Machete 1d8 19-20 Slash ~ Small 2lb 21 Res (+2)
S-945D “Hacker”Hatchet 1d6 20 Slash 10ft Small 4lb 9 ~
S-9452E “Ultimate Hacker”Hatchet 1d6 20 Slash 10ft Small 4lb 17 Lic (+1)
TL-3 Spinesword Symbiotic Weapon 1d8* 19-20 Slash ~ Medium 4lb 16 Res (+2)
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ARCHAIC WEAPONS
S-834C “Explorer”Machete
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.
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ARCHAIC WEAPONS
S-945D “Hacker”Hatchet
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.
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ARCHAIC WEAPONS
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ARMOR
Table 5. Light Armors
Armor Type Defense Nonprof DEX ACP SPD Weight PDC Res
K&G X-Sports Leather Jacket Impromptu 1 1 8 0 30 2lb 11 ~
Illegal
Infelgro Stalker Suit Impromptu 1 1 7 0 30 2lb 22
(+4)
Seltiar Extreme Frontiersmen's Suit Impromptu 1 1 7 0 30 3lb 16 ~
TransLife Skinsuit Impromptu 1 1 7 0 30 1lb 14 ~
OT “Mass Protection”Laser Proof Shirt Concealable 1 1 7 0 30 1lb 11 Lic (+1)
PT Undercover Protective Shirt Concealable 2 1 7 0 30 2lb 13 Lic (+1)
PT “MIB”Battleweave Suit Concealable 2 1 7 0 30 2lb 18 Lic (+1)
PT Battleweave Military Fatigues Tactical 3 1 6 0 30 4lb 12 Lic (+1)
PT “Civil Defender”Undercover Vest Concealable 3 1 5 -2 30 3lb 14 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!
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ARMOR
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 “zippered”parts 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.
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ARMOR
PT “MIB”Battleweave 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 Black”battleweave 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.
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ARMOR
MEDIUM ARMOR
PT “3 to 1”Concealable 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 1”is 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 light-
duty military units, hence its name, it's also used by many police in riot situations.
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ARMOR
PT “Legionary”Battle 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
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ARMOR
HEAVY ARMOR
PT “Praetorian”Assault 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 system”package. 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.
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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.
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 Cafés in which an entire café 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.
Omni-Tech (OT)
Omni-Tech has often been compared by historians to the ancient Wal-Mart, on steroids. It is a gigantic mega-
corporation 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.
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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
factor”and 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.
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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 “1”will 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.
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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 muscles”to 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 file”troops for most militaries.
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POWERED ARMOR
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POWERED ARMOR
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.
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POWERED ARMOR
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POWERED ARMOR
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POWERED ARMOR
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POWERED ARMOR
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POWERED ARMOR
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BIOTECH
The following biotech equipment, templates, and more, are divided into two, usually
distinct, categories; symbiotic and integrated.
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
fit”on 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.
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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 tentacles”which 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 “sheathed”on 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 “attuned”to 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 won’t 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 “unconscious”for 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 “sensory”capabilities. 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.
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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 didn’t have a skinsuit available, but this is
not recommended. The Spinesword’s 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 “sheathed”on 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 “packages”or
“combos”have 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 “better”than 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.
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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 “handful”of 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 race”that 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)
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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; holo-
vid stars, dancers, gymnasts, pop singers, models and so on. They selected a light, “elfin”build 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)
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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.
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.
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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.
*; 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.
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.
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 “standing”position, crouched next to
you. Looking down you see two eyes, twice the size of a normal humans and blood red in color. The Dokkalfar-
series 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 world’s lighting. They also seem to develop a lack of muscle mass, though this hardly matters with modern
mining techniques.
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 “stable”Mentats 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.
Spacer
The Spacer Parahuman is a new twist on the out dated spacer GeneMod, which was created for long-term zero-
g 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.
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 Spartan-
series 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.
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.
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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.
Mutants
Achilles Heel [Drawback]
MP Values: -2 Drawback: Opponents receive a +4 to confirm critical hits against you.
48
NANOTECHNOLOGY
Nanotechnology is a vast realm of technology, from the now banned self-reliant AI utility
nanite swarms to “Invisiservant”personal 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 “universal”nanite 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 person’s 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 controller’s 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 Nano-
Shield swarm is 25; they require one nanite control slot and are an advanced nanite swarm.
Delphi
The Delphi nanite swarm forms a wide “web”of 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
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1. Definitions: (a)“Contributors” means the copyright and/or trademark owners who have contributed Open Game
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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
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
52