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Black Box

d20 Future Supplement


Table of Contents
LONGARMS .............................................................................................................. 1
CM-01 “Shredda”Flak PDR .................................................................................. 1
CM-4 “Wildman”Slugthrower PDR ......................................................................... 1
CM-7 “Militia”Slugthrower PDR ............................................................................. 2
CM-8 “Savage”Flak 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 “Punisher”Plasma Rifle/Gravity Snare ........................................................... 3
DA-134 Squad Automatic Weapon (SAW) ............................................................... 3
Infelgro-001 “Eclipse”Rail Gun .............................................................................. 4
Infelgro “GR3@T3R SL@Y3R”Modified Las Rifle ..................................................... 4
LAI-21 “Silent Blue”Rail Gun ................................................................................ 4
OT-11 Plasma Blaster ......................................................................................... 5
OT-22 Las Rifle .................................................................................................. 5
OT-25 “Hotshot”Laser Rifle .................................................................................. 5
PP-39F “LongShot”Pro Plasma Rifle ...................................................................... 6
PP-41B “SureShot”Pro Plasma Rifle ...................................................................... 6
S-2A “Grounder”Tangler Gun ............................................................................... 6
S-32C “Marksmen”Las Rifle ................................................................................. 6
S-77 “Shredder”Rail Gun ..................................................................................... 7
S-9B “Black Hole”Gravity Snare ............................................................................ 7
HANDGUNS .............................................................................................................. 8
CM-9 “Defender”Slugthrower PDP ......................................................................... 8
CM-11 “Pathstalker”Flak PDP .............................................................................. 8
CM-12 “Cutthroat”Slugthrower PDP ....................................................................... 9
CM-17 “Sweeper”Slugthrower MP ......................................................................... 9
DA-253 “Diplomat”Light 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 Dimension”Modified Plasma Pistol ............................................ 10
Infelgro “Silent Partner”Modified Las Pistol ............................................................ 11
Infelgro “SL@Y3R”Modified Las Pistol .................................................................. 11
OT-14 “Stryker”Las Pistol .................................................................................. 11
OT-58 “Devastator”Plasma Pistol ........................................................................ 11
PP-15D “HardShot”Pro Plasma Pistol ................................................................... 12
PP-27C “QuickShot”Pro Plasma Pistol ................................................................. 12
S-1532 “Pathfinder”Las Pistol ............................................................................. 12
S-45B “Inferno”Plasma Pistol .............................................................................. 12
S-93A “Sharpshooter”Las Pistol .......................................................................... 13
SIMPLE WEAPONS .................................................................................................. 14
DA-09 Tactical Mark I HF Knife ........................................................................... 14
DA-36 Riot Mark IV Stun Baton ........................................................................... 14
Infelgro “Deathgrip”Modified Shock Boxing Gloves .................................................. 14
Infelgro “Knockout”Modified Shock Boxing Gloves .................................................. 15
OT-3s Shock Boxing Gloves ............................................................................... 15
OT-43 Industrial Knife ........................................................................................ 15
S-7A “Scout”Knife ............................................................................................ 15
S-73B “Ultimate Scout”Knife ............................................................................... 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 Slayer”HF Flamberge .................................................................. 17
LAI-104 “Chimera”HF Halberd ............................................................................ 17

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Black Box

LAI-108 “Dancing Death”HF Rapier ..................................................................... 18


OT-51 Industrial Hatchet ..................................................................................... 18
OT-52 Industrial Machete ................................................................................... 18
S-834C “Explorer”Machete ................................................................................. 18
S-8341D “Ultimate Explorer”Machete ................................................................... 19
S-945D “Hacker”Hatchet .................................................................................... 19
S-9452E “Ultimate Hacker”Hatchet ...................................................................... 19
TL-3 Spinesword Symbiotic Weapon ..................................................................... 20
ARMOR ................................................................................................................... 21
LIGHT ARMOR ................................................................................................. 21
K&G X-Sports Leather Jacket ...................................................................... 21
Infelgro Stalker Suit ................................................................................... 21
Seltiar Extreme Frontiersmens Suit ............................................................... 22
TransLife Skinsuit ...................................................................................... 22
OT “Mass Protection”Laser Proof Shirt ......................................................... 22
PT Undercover Protective Shirt .................................................................... 23
PT “MIB”Battleweave Suit .......................................................................... 23
PT Battleweave Military Fatigues .................................................................. 23
PT Civil Defender Undercover Vest .............................................................. 23
MEDIUM ARMOR ............................................................................................. 24
PT “3 to 1”Concealable Vest ...................................................................... 24
PT Patrol Vest .......................................................................................... 24
PT Patrol Vest, CCC ................................................................................. 24
TransLife Battle Carapace ........................................................................... 25
PT Full Battle Vest .................................................................................... 25
PT “Legionary”Battle System ...................................................................... 25
HEAVY ARMOR ............................................................................................... 26
PT “Praetorian”Assault System ................................................................... 26
PT “Immortal”Heavy Assault System ............................................................ 26
DA-05 Riot Shield ..................................................................................... 26
COMPANIES ............................................................................................................ 27
Colonial Munitions (CM) ..................................................................................... 27
Delta Armaments (DA) ....................................................................................... 27
Infelgro (Infelgro) ............................................................................................... 27
Karva & Gandro (K&G) ...................................................................................... 27
Laer Arms Industries (LAI) .................................................................................. 27
Omni-Tech (OT) ................................................................................................ 27
ParaTech (PT) .................................................................................................. 27
PlasmaPro (PP) ................................................................................................ 28
Seltiar (S) ........................................................................................................ 28
TransLife (TL) ................................................................................................... 28
GADGETS ............................................................................................................... 29
Weapon Gadgets .............................................................................................. 29
High-Frequency ........................................................................................ 29
Flak Loader .............................................................................................. 29
Armor Gadgets ................................................................................................. 29
Flesh Hooks ............................................................................................. 29
POWERED ARMOR .................................................................................................. 30
Micro-Assist ..................................................................................................... 30
Micro-Assist Armor Traits ............................................................................ 30
MT-23 “Zedong”Mobile Infantry Armor .......................................................... 30
MT-27 “S&A”Rapid Assault Armor ............................................................... 31
MT-34 “Blitzkrieg”Aerial Mobility Arm ............................................................ 31
PT “NAT”Modified Powered Infantry Armor .................................................... 31
PT “Stickman-C”Powered Infantry Armor ....................................................... 31
Seltiar Powered Prospecting Suit ................................................................. 32
Exo-Suits ......................................................................................................... 32
Exo-Suit Armor Traits ................................................................................. 32
MT-11 “Invader”CQC Exo-Suit .................................................................... 33
MT-110 “Arbalest”Close Support Exo-Suit ..................................................... 33

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Black Box

MT-1100 “Breaker”Specialist Exo-Suit .......................................................... 34


MT-81 “Harvey”Stealth Exo-Suit .................................................................. 34
MT-93 “Alpha Strike”LRWP Exo-Suit ............................................................ 35
PT “Caesar”Command & Control Armor ........................................................ 35
PT “Hoplite”Servo Assault Armor ................................................................. 35
PT “Spearhead”Frontal Assault Armor .......................................................... 36
PT “Triple-A”Advanced Assault Armor .......................................................... 36
PT “Talos”Squad Support Platform .............................................................. 37
BIOTECH ................................................................................................................ 38
Symbiotic Biotechnology ..................................................................................... 38
The Skinsuit ............................................................................................. 38
Chitinous Armor ........................................................................................ 38
Flesh Hooks ............................................................................................. 38
Fleshwhip ................................................................................................ 39
Gymnotoid Fingers .................................................................................... 39
Gymnotoid Fist ......................................................................................... 39
Spinesword .............................................................................................. 40
Wrist Spine .............................................................................................. 40
Integrated Biotechnology .................................................................................... 40
Gene Mods .............................................................................................. 40
Alpha ...................................................................................................... 40
Aquarius .................................................................................................. 41
Heavy Worlder .......................................................................................... 41
Helot ....................................................................................................... 41
Ishtar ...................................................................................................... 42
Light Worlder ............................................................................................ 42
Opifex ..................................................................................................... 42
Orion ...................................................................................................... 43
Pandora .................................................................................................. 43
Praetorian ................................................................................................ 43
Parahumans ..................................................................................................... 43
Apollo ..................................................................................................... 44
Camazotz ................................................................................................ 44
Chronos .................................................................................................. 45
Dokkalfar ................................................................................................. 45
Mentat ..................................................................................................... 46
Spacer .................................................................................................... 46
Spartan ................................................................................................... 47
Tek Rat ................................................................................................... 47
Viljalmur .................................................................................................. 48
Mutants ........................................................................................................... 48
Achilles Heel [Drawback] ............................................................................ 48
Advanced Nanite Acceptance [Minor] ............................................................ 48
NANOTECHNOLOGY ................................................................................................ 49
Internal Nanotechnology ..................................................................................... 50
Alexandria Memory Booster ........................................................................ 50
Clotbots ................................................................................................... 50
External Nanotechnology .................................................................................... 50
Invisiservant ............................................................................................. 50
Nano-Shield ............................................................................................. 50
Delphi ..................................................................................................... 50
OPEN GAME LICENSE Version 1.0a ........................................................................... 51

iv
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

CM-01 “Shredda”Flak 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 “Wildman”Slugthrower 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.

1
LONGARMS

CM-7 “Militia”Slugthrower 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 “Savage”Flak 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 “flak”rounds. 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 “standard”of 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.

2
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 “Punisher”Plasma 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.

3
LONGARMS

Infelgro-001 “Eclipse”Rail 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@Y3R”Modified 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 Blue”Rail 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.

4
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 “Hotshot”Laser 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 “Hotshot”Las 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 up”the
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.

5
LONGARMS

PP-39F “LongShot”Pro 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 “SureShot”Pro 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 “Grounder”Tangler 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 “Marksmen”Las 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 “Marksmen”Las 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.

6
LONGARMS

S-77 “Shredder”Rail 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 Hole”Gravity 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.

7
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

CM-9 “Defender”Slugthrower 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 “Pathstalker”Flak 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 “flak”shells. Though this modification
makes it slightly more expensive and effects its accuracy at range. However, it also allows the Pathstalker to fire
“flak”rounds, 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.

8
HANDGUNS

CM-12 “Cutthroat”Slugthrower 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 “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.

DA-253 “Diplomat”Light 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.

9
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 Dimension”Modified 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 Partner”Modified 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@Y3R”Modified 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 Omni-
Tech 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 “Stryker”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: 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 “Devastator”Plasma 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 “HardShot”Pro 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 “QuickShot”Pro 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 “Pathfinder”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: 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 “Inferno”Plasma 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 “Sharpshooter”Las 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 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)

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 “Deathgrip”Modified 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 “Knockout”glove 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 “Knockout”Modified 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 “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.

S-73B “Ultimate Scout”Knife


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 “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. 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 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)

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 Slayer”HF 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 popular”of Laer Arms Industries melee line. Not that that means much since LAI is a specialist,
“made to order”company, 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 “Chimera”HF 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 Death”HF 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 “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.

18
ARCHAIC WEAPONS

S-8341D “Ultimate Explorer”Machete


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 “ultimate”line, 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 “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.

S-9452E “Ultimate Hacker”Hatchet


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 “ultimate”line 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 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. Because its basket hilt wraps around the wielder’s hand the spinesword
cannot be disarmed unless the wielder voluntarily drops it. A Spinesword takes up two feeding slots on a Skinsuit.
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.

20
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)

Table 6. Medium Armors


Armor Type Defense Nonprof DEX ACP SPD Weight PDC Res
PT '3 to 1' Concealable Vest Concealable 4 2 4 -3 25 4lb 15 Lic (+1)
PT Patrol Vest Tactical 5 2 3 -4 25 8lb 16 Lic (+1)
PT Patrol Vest, CCC Tactical 5 2 3 -3 30 8lb 20 Lic (+1)
TransLife Battle Carapace Tactical 5 2 4 -3 25 9lb 18 Lic (+1)
PT Full Battle Vest Tactical 6 2 2 -5 25 10lb 16 Lic (+1)
PT 'Legionary' Battle System Tactical 7 2 2 -5 25 10lb 20 Res (+2)

Table 7. Heavy Armors


Armor Type Defense Nonprof DEX ACP SPD Weight PDC Res
PT 'Praetorian' Assault System Tactical 8 3 1 -6 20 15lb 21 Res (+2)
PT 'Immortal' Heavy Assault System Tactical 10 3 0 -8 20 20lb 22 Res (+2)
DA-05 Riot Shield Tactical 3 1 ~ -1 ~ 6lb 10 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 “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.

OT “Mass Protection”Laser 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 “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.

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 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.

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 “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

25
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.

PT “Immortal”Heavy 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 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 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 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.

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 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.

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
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.

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 “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.

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 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.

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


Non
Armor Defense Str Dex ACP Spd PDC Rest.
Prof
MT-23 “Zedong”Mobile Infantry Armor 7 2 2 4 -3 50ft 23 Res (+2)
MT-27 “S&A”Rapid Assault Armor 9 2 4 3 -5 40ft 25 Mil (+3)
MT-34 “Blitzkrieg”Arial Mobility Armor 7 2 2 4 -4 40/60ft 24 Mil (+3)
PT “NAT”Modified Powered Infantry Armor 8 2 2 3 -3 40ft 24 Mil (+3)
PT “Stickman-C”Powered Infantry Armor 7 2 2 3 -4 40ft 22 Res (+2)
Seltiar Powered Prospecting Suit 6 2 2 4 -2 40ft 20 Res (+2)

MT-23 “Zedong”Mobile 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&A”Rapid 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 “Blitzkrieg”Aerial 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 “NAT”Modified 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-C”Powered 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


Non
Armor Defense HP Hard STR DEX Init ACP SPD PDC Rest.
Prof
MT-11 “Invader”CQC Exo-Suit 7 4 45 10 20 1 -4 -8 40ft 34 Mil (+3)
MT-110 “Arbalest”Close Support Exo-Suit 7 4 30 10 22 1 -4 -8 40ft 34 Mil (+3)
MT-1100 “Breaker”Specialist Exo-Suit 7 4 30 10 20 1 -4 -8 40ft 34 Mil (+3)
Illegal
MT-81 “Harvey”Stealth Exo-Suit 4 2 25 10 18 2 -2 -6 40ft 33
(+4)
MT-93 “Alpha Strike”LRWP Exo-Suit 6 3 35 10 24 0 -6 -8 40ft 36 Mil (+3)
PT “Caesar”Command & Control Armor 5 3 55 15 22 0 -6 -9 30ft 33 Mil (+3)
Res
PT “Hoplite”Servo Assault Armor 4 2 40 10 18 0 -10 -10 30ft 28
(+2)
PT “Spearhead”Frontal Assault Armor 4 2 75 15 22 0 -8 -10 20ft 32 Mil (+3)
PT “Triple-A”Advanced Assault Armor 5 3 60 15 22 0 -6 -8 40ft 34 Mil (+3)
PT “Talos”Squad Support Platform 5 3 40 10 24 0 -10 -10 30ft 29 Mil (+3)

32
POWERED ARMOR

MT-11 “Invader”CQC 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 better”mentality 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 “Arbalest”Close 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 “Breaker”Specialist 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 “Harvey”Stealth 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 Strike”LRWP 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 fire-
position, 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 “Caesar”Command & 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 “Hoplite”Servo 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 “Spearhead”Frontal 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-A”Advanced 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 issue”exo-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 Triple-
A 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 auto-
response 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 radio-
ID 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 “Talos”Squad 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
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.

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 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)

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 ½ 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 “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.

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 “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.

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 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.

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 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.

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 “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.

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OPEN GAME LICENSE Version 1.0a
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OPEN GAME
LICENSE Version 1.0a
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