Tech Pathfinder Stuff
Tech Pathfinder Stuff
Technology Unleashed
Written by Chris A. Field
All images are copyright their respective creators, and are used with permission.
www.otherversegames.blogspot.com
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing,
LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing,
LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder
Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on
the compatibility license.
Requires the Use of the D20 Modern Core Rulebook, Published by Wizards of the Coast
This product is fully compatible with D20 Modern, as well as the Pathfinder Roleplaying Game, and is suitable for use
with Otherverse America, Psi-Watch, Galaxy Command/Heavy Future and even some Black Tokyo campaigns.
Technology Unleashed is a PDF (and eventual print-on- Technology Unleashed differs from Paizo Publishing’s
demand) compilation and compilation of several technology approach to technology, as exemplified by their Ultimate
sourcebooks published by Otherverse Games between 2013 Technology sourcebook in several ways. Paizo Publishing
and 2014. This massive campaign tool box includes all the treats technology as rare artifacts from an earlier era, or
content originally found in the PDF editions of The Polymer exotic wonders imported into an otherwise low-tech
Path, The Advanced Arsenal, The Advanced Armory, The world by a crashed starship or dimensional rift.
Advanced Edge and Advanced Tech, the Modern Grimorie Technology is expensive, campaign changing and
and more. Within is every gun, energy blade, high tech suit fundamentally limited by rare, hard to duplicate and
of armor, gadget, sci-fantasy spell and cybernetic implant extremely finite power sources. This sourcebook, on the
found in the original sourcebooks plus new surprises. other hand, treats high tech weapons, armor, cybernetics
and props as common-place and products of an evolving,
Technology Unleashed was designed with Otherverse present-day technology.
Games’ signature campaign settings in mind, built around
modern and futuristic settings that blend magic and
technology in some unexpected ways. However, these new
pieces of gear and campaign elements can be imported into
any campaign world, fusing sorcery and technology in some
unique new ways.
A cyborg that is being hacked opposes the hacker’s The cyborg receives a +5 bonus on her check if the newly
Computer Use check with a WILL Saving Throw, and may installed false memories are especially surreal, nonsensical
add her ranks in Computer Use as a bonus on the check. If or directly contradict other memories or memory implants.
the cyber-hacker is successful, in addition to the normal The game master determines how a cyborg reacts to
tasks listed in the Computer Use skill description, he can several days worth of implanted memories. False memories
take the following actions against the target cyborg. degrade; every 72 hours after implantation, the cyborg can
attempt a new check to ‘see through’ the false memories,
Cyber Charm opposed by the cyber-hacker’s original Computer Use
By re-writing the target cyborg’s personality, the hacker check. If the new check succeeds, the cyborg realizes the
can change the cyborg’s ethics and outlook. The memory implants are false.
cyberhacker can charm the target using memory
manipulation. The duration of the charm is equal to that of Deactivate Cybernetics
a sorcerer of the hacker’s total character level. With a successful check, the cyber-hacker can shut down a
chosen cybernetic implant. If the implant’s loss would
Change Alignment cause death or complete incapacitation (such as the sudden
More difficult than merely changing allegiances, the cyber- shutdown of a cybernetic heart or spinal nerve
hacker can attempt to temporarily alter a cyborg’s mystic replacement), it is especially well firewalled, and the target
alignment. Each alignment step away from the norm cyborg receives a +5 bonus on the check to resist
provides the target cyborg with a +5 bonus on her WILL shutdown.
Save to resist the tampering. As with the alteration of
allegiance, this hack is temporary. The target cyborg’s If an implant is shut down, any implants Linked or Pluged
original alignment returns automatically in a number of to it are shut down as well. A shut down implant can be
hours equal to the cyber-hacker’s ranks in Computer Use. rebooted with a DC 12 Computer Use check and 1d4
rounds work.
Review Sense Memory
The cyber-hacker can download recent sensory impulses Suppress Talent, Feat or Skill
from the cyborg’s memory banks, which may be visual, The cyberhacker can temporarily shutdown a natural feat
audio (or both), or with the proper computer equipment, or skill learned by the cyborg, by hacking their nervous
even tactile, olfactory or taste data. The cyber-hacker can system. With a successful check, the cyber-hacker can
download sensememories up to 72 hours old, plus 24 hours ‘turn off’ any single feat possessed by the cyborg, which
per five point his check beats the target cyborg’s WILL also shuts down other feats which use the suppressed feat
Save by. as a prerequisite. The cyber-hacker can also choose to
impose a -10 penalty on checks with a particular skill on a
Delete Memory Files successful check. Alternatively, the cyber-hacker can
The cyber-hacker can delete experiences and memories suppress any single class-based talent tree. The suppressed
from the target cyborg’s neural net, exactly like deleting skill, talent tree or feat returns 24 hours after the cyber-
files from a computer system. Each check allows the hacking.
cyber-hacker to delete up to 24 hours worth of recent
memories, plus an additional 24 hours (or portion of) for Suppress Spellcasting
every five points the hacker beats the target cyborg’s check The cyberhacker can temporarily prevent the cyborg from
by. Experience gained during wiped periods of memory is casting spells or using spell-like abilities. The victim must
lost; the game master otherwise determines how a cyborg succeed at Spellcraft check (DC 12 + spell level) to
suddenly missing several days of recent memory reacts to successfully cast a spell or use a spell-like ability. If the
her sudden amnesia, or if she even consciously notices. check fails, the spell or ability use is wasted. Suppressed
Wiped memories are un-recoverable. spellcasting returns 1 hour after the cyberhacking ends.
Cyberpunk Plug
Cyberpunk implants represent mature, very advanced This implant can be installed into a Base unit rather than
cybernetics technology. The majority of the implants in being installed separately. Plug units are usually very
this book are found in this era, which represents most cheap, as they build on technology integrated into the Base
cyberpunk fiction, from Snowcrash to Ghost In The Shell. unit.
Of Otherverse Games’ official campaign settings, Psi-
Watch and Heavy Future use Cyberpunk Implants; Black Security Risk
Tokyo can as well, if you wish to emphasize technology This implant has electronic warfare vulnerabilities, that a
rather than magic. skilled cyber hacker can exploit. This tag is usually written
as Security Risk -1 or Security Risk -5, or some other
Transhumanist number. If you implant a device with this tag, you suffer a
Transhumanist implants use ultra-technology at least a penalty on checks to resist cyber-hacking equal to the
century more advanced than the real world to give cyborgs device’s security risk rating. The effects of multiple
truly impressive powers. Of Otherverse Games’ official implants with the Security Risk tag are cumulative.
campaign settings, Otherverse America makes widest use
of Transhumanist implants. Stack
The cyborg can install this implant more than once. The
amount of implants of the same type that are permitted are
Tags
listed after stack, such as Stack 5 or Stack (unlimited) for a
The following tags describe the functions and effects of
Stackable implant that can be taken as many times as
various cybernetic implants.
desired. The effects of multiple implants are cumulative.
Base
Stack and Drain
This core implant can be augmented by having other
When Stacking implants, you pay the Drain cost only for
implants linked to it. If an implant is destroyed, any other
the first iteration of the implant. Thus, if a cyborg takes
implants linked or Plugged to it are destroyed as well.
Combat Computer, Offensive (which has a Drain cost of
one) three times, she would ‘pay’ only 1 Drain for all three
Bodyware
plugged implants.
Cyberware that is installed into the limbs or torso.
All cybernetic implants are described in the following
Headware
format.
Cyberware that are installed in the skull or involve the
central nervous system.
Name (Era)
The implants name and what era of cybernetics it
Military Grade
represents are listed here.
These implants are restricted to members of the military,
Hardness: HP: The Hardness and HP of external devices,
police or private security forces. The general public cannot
which can be Sundered, are listed here. If this line is
purchase these implants, and they will likely be removed
missing, the implant is purely internal and cannot be
from cyborgs arrested.
targeted independently of the cyborg.
Exotic Cyberlimb,
Serpentine
(Cyberpunk)
The cyborg’s legs
and lower body are
replaced with a
long, serpentine tail
made of ultra-strong
Kevlar
pseudomuscle and
sheathed in ballistic
Exotic Cyberlimb, Arthropod Walker (Cyberpunk) armor. The cyborg is incredibly stable, and strong enough
Instead of a pair of humanoid legs, the cyborg has been to crush a motorcycle within his coils.
designed to emulate the grace and stability of spiders and Hardness: 10 HP: 30
insects. The ‘borg’s lower body terminates in six or eight Tags: Base, Bodyware
spindly legs housed in a bulbous thorax. Benefit: Replaces lost legs and lower torso. The cyborg
Hardness: 5 HP: 25 (for thorax) gains a 40 ft (Medium) or 50 ft (Large) base landspeed.
Hardness: 5 HP: 10 (for legs) The cyborg’s serpentine lower body provides him with a
Tags: Base, Bodyware Swim speed of 30 ft. The cyborg’s carrying limits are
Benefit: Replaces lost legs and lower torso. The cyborg’s double those of a bipedal creature.
spiderlike legs provide a base land speed of 40 ft
(Medium) or 50 ft (Large). The cyborg receives +8 racial The cyborg receives a +8 equipment bonus on combat
bonus to his CMD against bull rush and trip attempts. maneuver checks to maintain a grapple, and becomes
Drain: 3 immune to trip attempts. The cyborg receives a +4 racial
Cost: 12,500 gp bonus on CMD against bull rush attempts.
Drawback: The cyborg’s land speed is reduced by half
over stairs or steeply angled terrain.
Drain: 4
Cost: 23,000 gp
Bio-Regulator (Cyberpunk)
Linked implants in the hypothalamus and large and small
intestines regulate autonomous body functions, such as
temperature, metabolism, and digestion. The
cyborg’s organic components function at peak
efficiency.
Tags: Bodyware
Benefit: The cyborg becomes immune to the
sickened and nauseated conditions.
Drain: 1.5
Cost: 6,500 gp
Submunition clusters are stored in unpowered launch rails Replacing an attachment module (an assortment of which
built into the cyborg’s are included with the purchase of the limb) requires just a
sternum and breast plate. Due to their small size, dozens of few moments of effort. When not on the job, most cyborgs
submunition clusters can be stored at various places on the with implant remove their tool-mounts so they can use
cyborg’s body with little chance of detection. A shape their cybernetic hand normally.
memory pseudo-skin is usually grown over the launch Hardness: 10 Hit Points: 30
tubes, and this deadly weapon implant is difficult to detect Tags: Base, Bodyware
until it is used. Benefit: Functions as a standard cyberlimb. The cyborg’s
Tags: Military Grade arm can be fitted with an
Benefit: This implant allows the cyborg to fire a 15 ft cone assortment of heavy-duty, industrial power tools. Swapping
of submunitions as an attack action. Every creature and between tool-sets requires 1d4 minutes, no skill check is
object in the cone takes 6d6 points of ballistic damage required due to the modular nature of the bionics.
(REF DC 18 half). The implant is belt fed, drawing Purchase of the implant includes issue of a tool-box full of
ammunition from a magazine of 6 submunition clusters modular attachments. The wheeled toolbox is a Large
located in the abdomen. object, weighing around 60 lbs fully loaded.
The cyborg can swallow a new submunition cluster as a In addition to a standard prosthetic hand, the following
standard action. Each submunition cluster provides enough tools are included in the kit:
ammunition for a single shot, and is about the size of a • Chainsaw: 3d6 slashing damage, crit: 20, large weapon
grape. Submunition clusters swallowed by those without • Jackhammer: 3d6 crushing/bludgeoning damage, critic
this implant are simply excreted. Submunition clusters 20, large weapon.
come in bags of 12 and cost around 350 gp. • Pincher: 2d6 crushing/bludgeoning damage, critic 20,
Drain: 3 large weapon. Provides the cyborg +2 CMB when
Cost: 22,000 gp attacking with the pincher.
• Welding Torch: 3d6 points of fire damage. Fires once
Whip Tongue (Cyberpunk) per round. Modular fuel tank located on the cyborg’s
The cyborg’s human tongue is removed and replaced with bionic arm or shoulder, hardness 5, 10 HP.
an artificial, shape memory substitute. The cyborg Drawback: When a tool is attached to the prosthesis, the
appendage can stretch incredible distances, move with cyborg cannot use that hand or carry objects in the hand.
agility rivaling that of a human hand, and possesses a Drain: 2
razor-sharp cutting edge. Cost: 13,000 gp
Hardness: 4 HP: 12
Tags: Military Grade, Nanotechnology
Benefit: Your tongue becomes a masterwork quality whip
made out of advanced polymers. This shapememory whip
provides a +2 bonus on CMB checks to trip or disarm. The
Whip Tongue is undetectable when in its ‘tongue’
configuration.
Drawback: The cyborg completely loses his sense of taste.
Drain: 2
Cost: 2,200 gp
Personality
All cyborgs, whether light or heavy, tend to be driven
and serious. Heavy Cyborgs especially can seem grim,
and even Light Cyborgs tend to be far more serious and
professional than their human norm. Cyborgization is an
expensive, painful and irrecoverable process, and while
cybernetic augmentation is common in the cyberpunk
future, very few humans have the sheer willpower
necessary to surgically remove most of their flesh and
replace it with alloy and composite analogues.
Lands
Light and Heavy Cyborgs require a high-tech support
infrastructure to function effectively. Cyborgs require
World, full conversion borgs are not. The few cyborgs
high dollar monthly maintenance, in specially equipped
living outside a major city are either skilled enough to
bio-machine laboratories. Such specialized facilities are
repair their own bionics, willing to put up with system
rarely found outside major population centers, and even
glitches and cascading failures if it means accomplishing
mega-cities like Tokyo can have their cyber-care facilities
the mission, or equipped with an auto-doc facility to see to
stretched to the limit by civilian full conversion cyborgs
their needs.
needing to have their regular repair schedules met.
Military
As a result of their dependence on a high-tech
Both classes of full conversion cyborg commonly serve as
infrastructure, full conversion cyborgs are almost unknown
soldiers, bodyguards, hazardous operations troops and
in rural environments, or lower tech colonies. While
mechanized infantry/scouts, for a variety of world
cyborg mercenaries are common throughout the Third
Cyber-Receptor (EX)
Heavy Cyborgs have built-in power supplies. They can
withstand an unlimited amount of Drain before suffering
negative levels.
Cyber-Psychology (EX)
Heavy Cyborgs suffer a –2 penalty on all CHA based skill
checks (except Intimidate) against any creature with less
than two cybernetic implants. Even humanoids with a
single implant or a hobbyist’s interest in cyber-
reconstruction find it difficult to relate to full conversion
cyborgs.
Unhealing (EX)
As a fully cybernetic creature, the Heavy Cyborg does not
heal damage naturally, though the cyborg can be repaired
like any other high tech device. Healing spells and effects
have half their usual effect when benefiting a Heavy
Cyborg. A DC 20 Repair check, and approximately an
hour of work restores 1d8 HP to a damaged Heavy
Cyborg.
The Nano-Swarm Cyborg gains +20 bonus HP, and gains Space Modified Cyborgs meceive Gearhead and Zero-G
Fast Healing 1. The cyborg’s Hit Dice are always D10s, Training as racial bonus feats.
regardless of its class. This modification gives the cyborg
the Nanotechnology tag. Space Modified Cyborgs are more lightly armored than
As a naturally incorporeal creature, the Nano Swarm combat-grade cyborgs. Space Modified Cyborgs gain a +3
Cyborg is immune to all forms of physical damage. The natural armor bonus to AC at first level; this bonus
cyborg can choose to contract its mass to the point where it increases by +1 per every four character levels. This is
can interact with physical objects. The Nano Swarm more than sufficient protection against micrometeorite
Cyborg’s STR score is always 1 and cannot be raised. Due impacts, but slightly lacking against true mil-spec
to the nature of its construction; Nano-Swarm Cyborgs can firepower.
never be physical power houses.
Special Operations Cyborg (EX)
Speed (EX) Available To: Light Cyborgs (Cyberpunk Era)
The Nano-Swarm Cyborg gains a flight speed of 60 ft Replaces: Redundant Systems
(perfect maneuverability). This speed is reduced to 30 ft Military-grade light cyborgs are sometimes equipped with
(average maneuverability) in heavy winds or in rain or cutting edge light bending systems, which take up chassis
snow. space normally reserved for self repair systems. Special
Operations Cyborgs aren’t as durable, but with well-chosen
Eneregy Vulnerability (EX) tactics, they take fewer hits.
The Nano-Swarm cyborg suffers double damage from fire
and electricity based attacks. The Special Operations cyborg gains the Invisware
implant, and does not suffer Drain for this implant.
Rugged Chassis (EX)
Available To: Heavy Cyborg (Cyberpunk era) Stealth Cyborg (EX)
Replaces: Ability Score Modifiers Available To: Light Cyborg (Cyberpunk era)
The Heavy Cyborg’s artificial body is designed for Replaces: Light Integral Armor
survivability and ruggedness rather than raw power. The The cyborg’s joints are precision machined to eliminate
Rugged Chassis Cyborg gains the following variant ability noise, and the cyborg’s feet are padded with sound
score modifiers. dampening dermal foam.
+2 STR, +6 CON, -2 CHA. The Light Cyborg receives a +4 racial bonus on Stealth
Rugged Chassis Cyborgs are tough and hard to destroy, but checks and can move at full speed while making a Stealth
not quite as strong as other Heavy Cyborgs. check at no penalty.
Wetware (EX)
Available To: Light Cyborgs
Replaces: Modifies Cyborg Immunities and
Replaces Slow Healing
Large portions of the Light Cyborg’s organic
internal anatomy remain after cyborg
conversion. The Light Cyborg loses
immunity to the following conditions: thirst,
starvation, death effects and the sickened and
nauseated conditions. The Light Cyborg
does not have the Slow Healing trait.
Ability Score Increase The Scout Cyborg can allow all allied Full Conversion
Increase your STR score by +1. Infantry Cyborgs are built Cyborgs within 10 miles to communicate with him, or with
for strength and carrying capacity. any other allied Full Conversion Cyborg by silent
Integrated Weapons telepathy.
A special weapon is built into the Infantry Cyborg’s
shoulders, chest or forearms. The Infantry Cyborg can use Special Operations Cyborg
this weapon at will: the weapon is powered by its internal Special Operations Cyborgs are the elite among cyber-
power supply. soldiers, often trusted with espionage and assassination
missions.
The Integrated Weapon inflicts 1d8 Fire or Lightning
damage (cyborg’s choice, chosen at character creation) Ability Score Increase
with a range of 200/800. Increase your DEX score by +1. Special Operations
Cyborgs are tuned for speed and superior reflexes.
Labor Cyborgs
Labor Cyborgs are common in heavy industries, in deep Cyber Stealth
space exploration and serving on hazardous out-colonies. The Special Operations Cyborg is proficient in Dexterity
(Stealth) checks.
Ability Score Increase
Increase your STR score by +2. Labor Cyborgs are among Invisi-Wear
the bulkiest, toughest and strongest of their breed. Your stealth systems allow you to cast invisibility without
expending a spell slot. Once you cast invisibility you
Over Engineered cannot do so again until you finish a long rest.
Labor Cyborgs have advantage on all STR and CON
saving throws and on STR based skill checks.
Grav Spheres
A small flotilla of golf-ball sized chrome spheres, each
with a supercomputer, power cell and gravity manipulation
engine at the center orbit the user. These speheres can be
set for defense or offensive postures, and are controlled by
a combination of gestures and sub-verbal commands.
Special
• The Grav Spheres can be used in two different
postures, which exist on a continuum. The user can
change the Grav Spheres’ posture as a swift action
once per round.
Military SMG
This light slugthrower is designed to fit comfortably in the
hand, and includes a
folding stock and
miniature Poison FORT DC Onset Frequency Initial Effect Secondary Cure Cost
Effect
pneumatic
Cardio- DC 12 1 round 1/round for Unconsciousness 1d3 CON 2 saves 6,500 gp
stabilizers which Paralytic 8 rounds 1d4 hours damage
keep the weapon Enzyme
steady as it fires. Endorphin DC 14 1 round 1/round for 3d6 Pleasure 2d6 Pleasure 1 save 1,800 gp
Load 6 rounds damage damage
Lactic DC 14 1 round 1/minute Unconsciousness Unconsciousnes 1 save 100 gp
Special Retention for 2 1 minute s 1d4 hours
• This weapon is Enzyme minutes
Nano-Acidic DC 18 1 round 1/round for 3d6 Acid 1d6 Acid 2 saves 1,200 gp
always 6 rounds damage damage
considered a Neurolock DC 14 1 round 1/round for 1d6 CON Paralysis 1 4 saves 7,000 gp
masterwork 10 rounds round
Saxitoxin IV DC 18 1 round 1/round for 1d4 CON 1 CON 3 saves 5,000 gp
weapon, 4 rounds
Synaptic DC 16 1 round 1/round for 2d4 INT 1 INT 3 saves 4,200 gp
Jump 5 rounds
Inhibitor
Special
• When making a single shot as a full
round action, you negate the bonus
to provided to the target’s Armor
Class by having cover and reduce
the bonus for improved cover by half, thanks to
the weapon’s guidance system.
Special Mode B
• Normally, the Splattergun only inflicts subdual In addition to the mini-rail, the VWS includes a drum fed
damage. However, if it scores a critical hit in the first 9mm machine gun. The ammo drum is attached to the side
range increment, the damage inflicted is lethal of the weapon, rather than its underbelly, in a configuration
bludgeoning damage instead. that maximizes ammo load, but sacrifices accuracy. Left
handed shooters can fit drums with reversed feed ports to
Spool Shotgun accommodate their preferred shooting stance.
The Spool Shotgun is a futuristic re-imagining of the
shotgun. Rather than shells, the weapon’s ammunition is a Unfortunately, when firing the 9 mm machinegun on full
small spool of ferrous wire, which is cut and fired by autofire, the weapon’s poor
magnetic repulsion. Emerging from the blunt, triangular balance inflicts a –1 penalty on ranged attack rolls.
barrel of the weapon, the ultra-compressed wire quickly
flattens out, and projected at Mach 3, shears through any Mode C
target unfortunate enough to be within range. Finally, the VWS’ top barrel, fitted just under the gun’s
low profile nightvision
Special scope, is a mid-range argon laser rifle. The limegreen laser
• The rapidly expanding wire-shot inflicts full damage beam is designed for use on hardened, bullet-proof targets.
on the primary target and half damage on all creatures A small energy cell for the laser is loaded into the
in squares adjacent to the primary target. Secondary weapon’s buttstock.
targets can attempt a DC 18 REF Save for no damage.
Special
• This weapon is always considered a masterwork
weapon, providing a +1 equipment bonus on ranged
attack rolls.
Special
• The Blaster Gauntlet can be
charged for a mega-shot. As a
full round action, the character
charges the mega-shot, firing
the blast on her next action in
the following round. The mega-
blast inflicts an additional two
dice of damage, and gains a +5
circumstance bonus on the ranged
attack roll. This consumes an
additional two shots (for a total of 3
shots) from the power pack.
Special
• If the shooter expands three charges simultaneously,
the Rainbow Dart Blaster blinds the target for 1d4
rounds (FORT DC 15 negates) on a successful hit as
well as inflicting damage.
Special
• By expending psionic focus while wielding the Two Handed Energy Weapons
weapon, the user gains the ability to resolve attacks Antimatter Cannon
with the Psi-Pistol as ranged touch rather than normal The antimatter cannon is a potent and deadly weapon that
ranged attacks. This enhancement lasts for one round fires a beam of intense but tightly focused antimatter at a
once activated. target. The reaction between the beam and the target
produces large amounts of explosive energy, severely
Stun Blaster damaging the target. Most antimatter weapons are illegal
A Stun Blaster is a roughly c-shaped weapon, with twin and highly dangerous, as they can have occasionally
barrels grafted to a single hilt. The lethal blaster is above unpredictable results.
the fist, the non-lethal energy beam projector below the
fist. Special
• The damage inflicted by an antimatter cannon is of
Special unspecified energy, and not subject to energy
• The Stun Blaster can fire non-lethal blasts at no resistance or immunity.
penalty on the attack roll. Switching between lethal
and non-lethal modes is a move equivalent action. Disintegrator Rifle
This long barreled, black rifle fires a beam of neon green
Tasp Pistol energy that unzips the atomic bonds holding objects
This smooth, teardrop shaped energy pistol is wiedely together, and can completely vaporize a target.
manufactured. Easily concealable tasp pistols are the most Disintegrator Rifles are heavy-grade military weapons,
common form of Pleasure weapon in the galaxy. worth a small fortune on the galactic black market.
Special
• This sleek and streamlined weapon provides a +2
bonus on Sleight of Hand checks made to conceal it.
Special Encephlo-Rifle
• A creature slain or an object reduced to 0 HP by the This advanced hunting rifle projects energy discharges that
disintegrator rifle is completely disintegrated, leaving disrupts nerve functions. It is also commonly issued to
only a fine grey dust behind. xeno-biology teams, so they can anesthetize and examine
• The damage inflicted by a disintegrator rifle is an alien animals from a safe distance, but also sees duty as a
unspecified type of energy, not subject to Energy riot-control weapon, or more darkly, as a slaver’s tool.
Resistance or Immunity.
This well made, finely machined energy rifle is always
considered a masterwork weapon, and provides the shooter
with a +1 masterwork bonus to attack and damage rolls.
Special
• The Heavybore Plasma Rifle’s blasts explode upon
impact. All creatures and objects adjacent to the target
suffer half damage from the blast (REF DC 12
negates).
Particle Slinger
The shotgun-styled Particle Slinger has a wide, trapezoidal
barrel slitted with energy discharge vanes. The Particle
Slinger, unlike many energy weapons can be set for non-
lethal, “stun” damage: superficial friction and burns and
deep tissue bruising, but little lasting harm.
Special
• The Particle Slinger can fire non-lethal blasts at no
penalty on the attack roll. Switching between lethal
and non-lethal modes is a move equivalent action.
Plasma Pistol
The long barreled Plasma Pistol is a huge, unwieldy
weapon. Its gunmetal silver casing is specially reinforced
to withstand the intense energy the weapon generates.
Magnetic containment systems built into the barrel project
a stream of superheated plasma in the target’s general
direction.
Special
• The Plasma Pistol can fire in hard vacuum or Plasma Rifle, Military
underwater without penalty. Due to the Plasma Pistol’s The Military Plasma Rifle is not a subtle weapon. A thick
bulk and general over-design, the big gun suffers a -1 brick of heat-resistant gunmetal grey alloys and energy
penalty on ranged attack rolls. feed systems that almost, but not quite, resemble skeletal
structures, the Military Plasma Rifle is as ugly as it is
Plasma Rifle effective. This bulky weapon packs a potent offensive
This long barreled energy weapon has been the primary punch, and is usually vehicle mounted or carried by Full
infantry weapon of soldiers across the galaxy since its Conversion Cyborg troops.
introduction. The Plasma Rifle can be fired as a fully
automatic assault rifle, or with the selector switch set for Special
single-shot, as a passably accurate sniper rifle. • The Military Plasma Rifle can fire in hard vacuum or
underwater without penalty.
Active Denial 2d6 non- 20/x2 50 ft Semi Auto - 20 cell 10 lbs 3,500 gp
Systems lethal fire Medium
Anti-Armor 8d8 fire 20/x2 100 ft Single - 2 internal 22 lbs 2,000 gp
Rocket Shot Large
Launcher
Anti-Armor Rocket Launcher ammo (4 rockets) 5 lbs each, 1,000 gp
Small
Ecto-Blaster 2d10 20/x2 50 ft Single - Unlimited 50 lbs 15,000
energy* Shot (backpack) Large gp
Gamma- 3d6 force 20/x2 100 ft Semi Auto Ranged Touch 20 cell 12 lbs 12,500
Neutron Rifle plus Attack Medium gp
radioactivity
Sunder Gun 4d10 fire 19-20/x2 100 ft Single Ranged Touch 4 cell 80 lbs Huge 22,750
Attack gp
Tracker Gun 2d6 fire 20/x2 150 ft Full Auto - 100 cell 50 lbs Huge 6,500 gp
(backpack)
Rocketbox Pistol
The Rocketbox Pistol is an ultra-miniaturized Stinger
missile launcher, roughly the size and weight of a high
caliber pistol. The weapons four barrels hold four solid
fuel missiles, each roughly the size of a pencil, but packing
a dense explosive warhead.
Special
• The missiles communicate wirelessly with a targeting
computer in the Rocketbox Pistol, enabling in-flight
course corrections and detonation. The missiles will
not arm if within 30 ft of the Rocketbox Pistol, and the
weapon’s internal guidance systems grant the weapon a
+2 equipment bonus on ranged attacks.
Sunder Gun
Sunder Guns are big and ugly rectangular machines
that fire a pulse of hotly radioactive plasma that
tends to disintegrate molecular bonds. Usually, the
only thing that’s left of an unarmored humanoid hit
by a Sunder Gun is a rapidly expanding pink mist
that stinks like burnt pork.
Tracker Gun
Special This massive energy weapon is mounted on a servo frame
• Sunder Guns are massive weapons, and are usually worn over the shooter’s armor. Capable of laying down
vehicle mounted or carried by cyborg or robot withering fire, the Tracker Gun is commonly issued to the
troopers. Any character with STR less than 22 suffers a largest and most powerful guys in a squad, and only when
-4 penalty on attack rolls with this exotic weapon, plus heavily armored or dug-in resistance is expected.
non-proficiency penalties if they apply.
Special
• Attack rolls with the Sunder Gun are resolved as • It requires a STR score of 16+ to use a Tracker Gun
ranged touch attacks. The Sunder Gun ignores half an effectively. Users with a lower STR score suffer a -4
object’s Hardness. penalty on ranged attacks with this weapon, in addition
to non-proficiency penalties if those apply.
Sonic Pulsar
This handhead silvery weapon draws its power from a • While wielding a Tracker Gun, the shooter suffers an
choker-like black and silver band worn around the additional -2 armor check penalty, which stacks with
shooter’s throat. It converts the sonic energy of the additional armor check penalties, if any. The wielder’s
wielder’s voice into a devastating sonic blast. maximum DEX bonus to AC can be set at no higher
than +1/
Special
• A target damaged by the Sonic Pulsar must succeed at • Tracker Guns provide users with the proper STR score
a DC 15 FORT Save or become deafened and stunned a +2 bonus on aimed single shot attack rolls with this
for 1d4 rounds. weapon. Using a Tracker Gun in full auto mode
imposes no penalty due to the weapon’s superior gyro-
stabilization.
Musical
Weapons with the Musical special quality are
designed to be used by bards, idol singers and other
Two of Otherverse Game’s signature settings encompass performers. Each Musical weapon is keyed to one or two
music in a big way, and the rest can be as rocking as the specific Perform checks. The wielder can make a Perform
game master wants. Heavy Future’s all about the power of check with the associated skill rather than an attack roll to
rock n’ roll, and tearing up the 46th Century in a airbrushed attack with this weapon. Doing so is considered a full
space cruiser blasting heavy metal. Black Tokyo round action.
encompasses everything anime, so idol singers and magical
girls with a gift for song and dance and military-grade moe Superior Musical
are perfectly valid character options. And hey, if you want Weapons with the Superior Musical special quality
to have an activist post-human weaponize protest rock at a function as Musical weapons, but if the wielder’s Perform
clinic defense rally in the Otherverse America campaign check beats the target’s armor class, excess damage is
setting, go for it. And over in the Psi-Watch campaign inflicted as bonus damage of the same type as the
setting, metal head superheroes might balance concert tour weapon’s base damage. This damage is not multiplied on a
dates with black ops. critical hit.
With all that in mind, sometimes music itself can be a Example: Idoru is battling a Skinless Yakuza thug with a
weapon. This short sourcebook introduces Musical and superior musical Golden Microphone; the hideous, flayed
Superior Musical Weapons- high tech or technomagical swordsman has AC 17, and her Perform (sing) check result
sound-based weapons that are especially deadly in the is 23. As a result, the Skinless Yakuza takes 2d4+6 sonic
hands of a skilled performer. This sourcebook primarily from Idoru’s attack- six points of bonus damage, because
focuses on Musical Weapons and related content for the she beat the Armor Class by six points.
Heavy Future campaign setting, but there’s plenty usable
Compu-Toy
Compu-Toys are hand-held gaming consoles with small
holo-projectors set between a set of big rubberized thumb
sticks and three primarily colored buttons arranged in a
triangular pattern. A slot at the bottom of the small device
accepts game Prox. In addition to its use in battle, a
Compu-Toy can play a huge and ever expanding array
of game programs.
Special
Compu-Toys function identically to other
Musical weapons, save that they can be used via
a Computer Use check rather than a Perform
check. Compu-Toys can accept Prox.
The type of damage a particular Compu-Toy inflicts on a • Pink & Black Compu-Toy – pleasure damage
successful attack varies depending on the case’s plastic • Red Compu-Toy – fire damage
color. • White Compu-Toy – sonic damage
• Blue Compu-Toy – force damage
• Gold Compu-Toy – electrical damage
Rocker, Lazer
A Lazer Rocker is jagged and angular,
with a resonating body like a jagged
diamond. Every line is hard and high tech
looking, and the rocker’s colors are bright,
clashing neon hues. Fluorescent tubing in
the body makes the Lazer Rocker glow in
strip-club colors.
Special
Lazer Rockers inflict fire damage.
Special
Love Gun Rockers inflict pleasure
damage.
to the target suffer 1d8 points of electrical damage (REF
Rocker, Twin Thunder DC 15 half).
The Twin Thunder Rocker has two parallel necks, with
intense electrical discharges running between them. This Saxophone, Brass, Golden or Silver
deadly rocker pulses with crackling silver and white Combat saxophones are challenging weapon-instruments
lightning. to master, but deliver a jazzy, lively performance. These
weapons are among the few Musical weapons that can
Similar Rockers exist that function identically but fire function in something like a semi-automatic mode. The
blasts of different energy types. For example, the flame metal of a Saxophone’s construction indicates its quality
throwing Dragon Force Rocker has the same cost and and power. Brass is mediocre, best suited to students and
mechanics, but inflicts Fire damage. garage musicians, silver is ordinary, and gold is the best
quality you can find.
Special
The Twin Thunder rocker deals electrical damage when Shamisen
fired as a standard weapon, or sonic damage when wielded This traditional Japanese instrument is closely associated
via Perform checks. On a successful hit with the Twin with geisha, as all geisha must master it during their
Thunder Rocker in electrical mode, all creatures adjacent training. The shamisen is a three stringed instrument,
similar to a banjo. It has a small, drum like resonating body
Performance Formal
A Performance Formal outfit is an attractive, one of a kind,
high couture outfit designed to look great on the stage. The
Performance Formal’s exact look can vary wildly with the
performer’s gender and sense of personal style from
daringly cut, backless dresses of color-morphic nano-silk
to bespoke tuxedos
to a rapper’s high
Armor Equip. Max Special Armor Arcane Speed Weight Cost
priced streetware. Bonus DEX Penalty Failure (30 ft)
Bonus
Special Impromptu Armor
A Performance Concert +1/+4 No cap Concealable -0 - No change Neg 155 gp
Formal’s equipment Outfit vs
bonus to AC is musical
considered to be +5 Performance +1/+4 No cap Concealable, -0 - No change Neg 475 gp
Data-Wear vs Near Nudity
when defending musical
against attacks Performance +1/+5 No cap Near Nudity -0 - No change Neg 500 gp
from weapons with Formal vs
the Musical or musical
Superior Musical Light Armor
descriptors. It is Next Wave +3/+6 +6 - -3 20% No change 5-6 lbs 600 gp
considered an Gear vs
musical
Entertainer’s
Rocker +3 +6 Near Nudity -1 10% No change 5-6 lbs 450 gp
Outfit. Leathers
Star +4 +5 Space Suit -3 20% No change 20 lbs 1,200
Leathers (conditional) gp
Special
When plugged directly
into a Musical or
Rocking Devices Superior Musical weapon, Performance Headphones
These devices act as accessories and augmenters for provide a bonus on Perform checks with the weapon, the
Musical Weapons and the characters with the musical degree of which is determined by the item’s cost. This
chops to wield them. (Cn) indicates a consumable item. bonus does not apply if Prox are used.
Combat Musician
Ability Type Extraordinary
Requires Perform (any musical) 1 rank
You know how to kill with the cutting notes of your music.
You receive a +1 trait bonus on Perform checks made as a
substitute for an attack roll with any weapon with the
Musical or Superior Musical property.
Racial Traits
These are some interesting racial traits designed for use in
any campaign centered around the spectacular power of
rock n’ roll.
Organization Special
The Advanced Edge is divided into three sub-headings, • The wielder can extend or retract the weapon as a swift
based upon the proficiency needed to effectively wield the action, or as part of the action involved in drawing the
weapons. Simple, Martial and Exotic new weapons each weapon. In addition, the wielder can also shorten the
have their own subheading, and weapons of each category weapon into a club-like form as a move equivalent
are listed alphabetically within their classification. In action. In this mode, the Collapsible Staff loses the
addition to futuristic weapons, some relatively low-tech reach and double weapon qualities, but may be used to
weapons from exotic cultures are introduced, as many of attack adjacent opponents.
these exotic cultural weapons are wielded by the heroes
and villains of Otherverse Games’ signature campaign Combat Balanced Dagger
worlds. Combat Balanced Daggers are slender, single edged
polycarbonate blades. There is little separation between the
New Special Qualities for Melee and contoured hilt and fighting edge, and the entire weapon is
kept a matte black for stealth operations. Perfectly
Unpowered Ranged Weapons
weighted, these fine fighting knifes fit perfectly in the
wielder’s palm.
Concealable
The weapon is small and designed for easy concealment.
Special
The wielder receives a +2 equipment bonus on Sleight of
• Reduce the penalties for fighting with two weapons by
Hand checks made to conceal the weapon.
-1 when fighting with a pair of Combat Balanced
Daggers. This stacks with the effects of the Improved
Non-Metallic
Two Weapon Fighting and Greater Two Weapon
The weapon’s mostly non-metallic construction means it
Fighting feats.
cannot be detected by standard metal detectors.
Nanoweave Combat Gloves
Simple Weapons These tight-fitting matte black fighting gloves have the
Arc Dagger appearance of leather, but the specially reinforced knuckles
When this weapon is activated, a sheet of crackling, star- are weighted with nano-active polymers that harden
bright electricity forms a short, wide, cleaver like blade
atop the steel and polymer emitter hilt.
Activating or deactivating an Arc
Dagger is a swift action.
Special
• The Arc Dagger inflicts electrical
damage. The weapon is especially
well suited to taking out cyborg
targets. The weapon inflicts bonus
electrical damage equal to the
target’s Drain rating, or the targets
The Thermo-Blade is equipped with a deadman’s switch, • An active Arc Dagger sheds bright illumination in a 10
and will not ignite if constant pressure is not maintained on ft radius and dim illumination out to a 50 ft radius.
the hilt, preventing accidental ignition or injury.
Asaya
Special The asaya is a traditional Egyptian weapon. This slender,
• The Thermo-Blade inflicts Fire damage. It inflicts full slightly flexible and often beautifully decorated rattan
damage on unattended objects that are not specifically fighting cane is roughly four foot long. It is designed for
resistant to heat. both grace and force. A skilled user can shatter brick or
break bones with deceptively gentle strikes with this
Thorn Dagger weapon.
Thorn Daggers are living, weaponized plants that draw
sustenance from their wielder’s sweat, and are usually Special
stored in unusual, liquid filled sheathes. The plant has a • If used by a wielder possessing the Weapon Finesse
smooth portion, which serves as the dagger’s grip. The feat, the wielder may apply their DEX modifier rather
weapon’s blade is a messy tangle of razor sharp thorns. than their STR modifier to determine bonus damage on
Dozens of the thorns break into the flesh of a creature a successful hit with any asaya.
slashed with the blade, and regenerate so quickly the
weapon is ready to kill again in an instant. Asaya, Woman’s
A Woman’s Asaya is a longer, thinner and lighter version
Special of the traditional Asaya. It is hooked at one end, to allow
• Damage inflicted by a Thorn Dagger will not heal the wielder to more easily trip or disarm opponents. The
naturally until the victim receives a DC 12 Heal check weapon’s hilt is knotted with flashy bangles, eye catching
or any amount of magical or psionic healing, which ribbons and other decorative distractions.
removes the thorns left in the wound track.
Special
• The Thorn Dagger can be destroyed by any effect that • The distracting bangles at the end of the staff provide
destroys or withers plants. the wielder with a +1 circumstance bonus on Bluff
checks made to feint in combat with this weapon. This
weapon otherwise functions as a normal Asaya.
Collapsible Baton
This spring loaded, telescoping
weapon can be collapsed into a
slender hilt for easy storage on an
equipment belt. When extended, the
blunt metal or plastic baton deals a
surprisingly hefty strike. Extending
or retracting a collapsible baton is a
swift action. When retracted, the
collapsible baton cannot be used as a
weapon.
Combat Besom
The combat besom is effectively a
gnarled wooden broom, though the
best use wood genetically engineered
for extreme durability. One end of the
besom ends in a thick nest of carbon-
nanofiber bristles which can either
deliver a stinging slap to the face or
snatch a knife right out of an unwary
opponent’s hand.
Special
• Once per round, as a free action, a
character with Weapon Focus
(combat besom) can choose to gain
either of the following benefits:
o Add +1d3 subdual damage to a
successful melee attack roll.
o Receive a +4 bonus to their CMB
for Disarm attempts with this weapon
Special Special
• Any target struck by a Stun Baton takes 1d6 points of • The buzzing of a chainsaw’s blade is loud and
bludgeoning damage and must succeed at a FORT distracting (but not deafening), causing anyone
Save (DC 10 + damage inflicted) or be stunned for 1d4 carrying an activated chainsaw to take a -10 penalty on
rounds. Stealth checks. An activated chainsaw grants a
proficient user a +2 morale bonus on Intimidate
Stun Pike checks.
The Stun Pike is a six foot long pike-like upgrade of the
Stun Baton. It is designed for riot control, and is often Emergency Scissors
issued to mounted officers performing crowd control duty. Emergency Scissors are powerful pneumatic cutting tools
The longer hilt allows for a more potent stun charge, as that can cut, grip and slice apart twisted metal. Resembling
well as offering wielders a reach advantage. an enormous pair of durable steel shears, the weapon is
powered by a powerful motor driving the tines.
Special
• Any target struck by a Stun Pike takes 1d6 points of It’s a standard action to activate a pair of emergency
bludgeoning damage and must succeed at a FORT scissors, and a dropped pair of emergency scissors
Save (DC 10 + damage inflicted) or be stunned for 1d6 automatically turns off unless it is set down carefully as a
rounds. move action.
Volley Special
This heavy rubber sphere resembles a sports ball of some • As with a chainsaw, the roar of a pair of emergency
type- depending on who carries this showy weapon, the scissors is loud and distracting (but not deafening),
Volley may resemble a colorful and futuristic volleyball, causing anyone carrying an activated emergency
football, basketball or soccer ball. Regardless of the form, scissors to take a -10 penalty on Stealth checks.
this hard to master weapon remains hardhitting.
• A powered pair of Emergency Scissors provides the
Special wearer with a +5 equipment bonus on Combat
• When a proficient user makes a successful attack with Maneuver checks made to grapple a target or sunder a
the Volley, a Huge or smaller target must succeed at a weapon, as well as STR checks made to break, bend or
DC 15 FORT Save or be knocked back 5 ft. If the tear apart an unattended object. While wielding
target fails its save by more than five points, it is Emergency Scissors, the wearer is treated as if he or
knocked prone. Targets larger than Huge are stunned she possessed the Grab and Constrict abilities, dealing
for one round instead, or helpless for one round if the its damage each round a grapple is maintained.
save is failed by more than five instead.
Special
• If a proficient wielder expends
either an action point or a hero
point, or expends psionic focus
while making an attack with this
weapon, the gravity generators
in the grav hammer’s head
activate. The wielder receives a
+5 equipment bonus to damage
on a successful melee attack
roll, or a +5 equipment bonus
on a Combat Maneuver check to
sunder an object.
Inertial Glaive
This double weapon consists of a
long, slender and ergonomically
designed hilt, from which two
swooping blades protrude at either
end, their cutting edges at opposite
orientations. The blades are nano-
active steel, which gleams like
liquid mercury. As the blade is spun
and sliced, the weapon continually
rebalances itself and shifts its mass
towards the striking edge. Though safety. This thin, illuminated wire is the only reason the
difficult to master, the Inertial Glaive is a graceful, lethal Monowhip’s nano-scale lash is even visible to the naked
and swift weapon for those who can master it. eye.
Special Special
• When making a full attack with the Inertial Glaive, the • Attacks with a Monowhip are resolved as ranged touch
wielder may make an additional attack at their highest attacks. The Monowhip is considered to have a 15 ft
BAB with this weapon. This weapon property does not maximum range.
stack with other effects, such as magical haste, that
allow the wielder to make an additional attack. Organ Ripper
This rather gothic looking weapon consists of about a
Monowhip dozen jagged, thorned hooks made from thin metal rods
A single, ultra-longchain molecule has been weaponized to oriented seemingly at random atop a bulky handgrip. When
serve as the cutting edge of a whip that can, quite literally, powered up, the hooks piston in and out spasmodically,
slice through almost anything. Despite its name, a and emit a horrible metal screech. Catch an enemy’s
monowhip is not truly monomolecular- the cutting edge is, weapon (or flesh) between the pistoning tines and watch
but a thin strand of illuminated wire runs the weapon’s the beautiful carnage….
length, wrapped around the cutting edge for the wielder’s
Special
• Particle Katana are always masterwork quality
weapons, and
receive a +1
masterwork D20 Particle Axe Particle Katana Particle Whip
bonus to 1 Non Human Limb (tail, a wing, a secondary arm or tentacle, ect.
attack and Read as 2 on humanoids)
damage rolls. 2-6 Either hand at the wrist Either hand at the wrist. Either hand at the wrist
Particle 7-9 Either arm at the elbow Either arm at the elbow. Either hand at the wrist
Katana are 10-12 Either arm at the elbow Either arm at the Either arm at the elbow
handmade shoulder.
weapons, each 13-14 Either arm at the shoulder Either foot at the ankle. Either foot at the ankle
bearing the 15-17 Either arm at the shoulder Either lower leg at the Either foot at the ankle
unique stamp knee.
of their 18-19 Head (as a vorpal Either leg at the thigh. Either leg at the knee
weapon)
creator- these
20 Head (as a vorpal weapon)
Utility Bodystocking
This suit of light body armor is worn by combatants,
metahumans and spacers alike, offering a good balance
between maneuverability and protection. It is composed of
an advanced polyfiber body glove with slightly denser
polycarbonate armor shielding the upper chest, spinal
column and groin. The armor is designed for performance
wear and keeps a solider clean and fairly comfortable in
field conditions, and can easily be concealed under
clothing.
War Ribbons
Elite, cosmic warriors go into battle nearly nude, clad only
in ribbons of psionically charged steelcloth wound around
their breasts, abdomen. Though ultra light and seductive,
War Ribbons shift themselves around the body as
necessary to offer comprehensive protection. These
armored cloths are wrapped tightly around the body, and
are often dyed in intricate, eye-catching colors and
patterns.
Special
• War Ribbons are gender-linked, and most commonly
worn by female wearers. When a set of War Ribbons is
woven, the crafter decides whether they will be gender
linked to male or female wearers. The suit of War
Ribbons provides no equipment bonus to AC when
worn by wearers of the wrong gender.
Special
• While wearing Impact Gel Armor, the wearer gains
Damage Reduction 5/magic against bludgeoning
damage only. In addition, the wearer treats any fall as
30 ft shorter for the purpose of determining damage
inflicted.
Racing Leathers
Racing Leathers are padded and specially reinforced
leather and synthetic body suits with additional padding at
the knees, elbows and back. They include a helmet and are
designed to stand up to road rash and keep a fallen rider
mostly intact. These suits are designed for maximum
mobility, and most are decorated with an eye toward high
visibility with neon colors and reflective patches,
though others are Harley Davidson black.
Special
• The Space Suit’s life support quality functions for up
to 24 hours before needing to be recharged.
Special
• While wearing an Armored Space Suit, the character
gains Damage Reduction 5/magic. This does not stack
with existing Damage Reduction.
Special
• A Heavy Grav Space Suit is powered armor. It
provides the wearer with a +2 equipment bonus to her
STR score while worn. The active armor’s weight does
not count against the wearer’s encumbrance. While
wearing this armor, the wearer does not suffer the
penalties associated with heavy gravity environment.
Heavy Grav Space Suits have 24 hour battery life,
before needing to be recharged.
Special
• The wearer can
retracted or expand this shield as a free action once per
round. While retracted, this buckler has no armor Armor Customizations
check penalty or arcane failure chance. Various structural and technological upgrades can be added
to existing armor. Such modifications must (usually) be
Prism Shield made at the time the armor is crafted, and add to the
Built along the same principles as Prism Armor, this large modified armor’s cost. Some of these modifications may
rectangular shield is sheathed in gleaming, reflective scales be added to non armored clothing as well as body armor, at
that redirect energy. the game master’s discretion. Likewise, some
modifications might be able to be made to an armor after it
Special is constructed.
• The Prism Shield provides the wearer with Electricity,
Fire and Force Resistance 5, which stacks with the Autostabilizing
Energy Resistance provided by Prism Armor, as well Cost: +800 gp
as other sources. Common to police and military uniforms, autostabilizing
clothing or armor acts to save its wearer’s life
Riot Shield automatically. If the wearer’s vital signs drop beneath a
This is a clear plastic shield designed to protect against preset limit, the clothing constricts as necessary to stop
rocks and similar weapons of opportunity. The shield runs blood flow. Pre-programmed polymer fibers in the torso
from the wielder’s shoulders to just below his knees, and is and abdomen will rhythmically constrict and relax to
wide enough to offer good protection for the body. approximate CPR if necessary.
This chapter also standardizes and collects a wide variety Battery Droids are described fully at the end of this
of exotic and ultra-tech gadgets and tools originally sourcebook.
presented in several different sourcebooks and campaign
worlds, and consolidate their information in one place, in Companion AI
one format. You have purchased a Companion AI and installed your
droid helper into a doll-like humanoid chassis to give it
Chapter Organization mobility. Companion AI are treated as independent
Advanced Tech is divided into several subheadings, each creatures and are described at the end of this sourcebook.
related to a general category of gear. These divisions are Cost given is for the purchase of a Companion AI, though
mostly story related, rather than game-play related, and it is possible to befriend and adopt abandoned or free
there is some overlap. For example, some of the gear roaming androids as a partner or traveling companion.
carried by spacers is equally useful to medics or soldiers.
In addition to their other capabilities, Companion AI can
function as a standard Palmtop Computer.
Computers and Electronics
3D Printer
Computers
A precursor to matter replication technology, these devices
Computers are required to make use of the Computer Use
are still in wide use because they can manufacture items to
skill, access the Internet, Mesh or other high-tech
exacting, custom specifications very cheaply and quickly.
communications protocol. Assume a computer in a modern
A three dimensional assembly system shapes high density
campaign is at least as capable as a top of the line real-
plastic or hard metal into virtually any shape a user desires
world computers, capable of running standard programs,
and has provided three dimensional blue prints for, from
playing a diverse array of media files, and so on.
toys to engine components.
Computers in futuristic settings (such as Heavy Future or
Otherverse America) have much faster processor speeds,
It requires a Computer Use check to create a set of 3D
superior graphics capabilities and truly massive amounts of
blueprints for fabrication; if existing 3D blueprints are
onboard memory but are otherwise unchanged.
available, they can simply be uploaded. The check DC is
based on the size and complexity of the object. Simple
A computer’s display capabilities are mostly limited by the
objects with high tolerances might be DC 10-12, while
campaign’s ambient technology level. Modern campaigns
more complex objects for more exacting functions might
display data on screen, while more advanced campaigns
be DC 20 or greater. Each time a 3D printer is used, it
use holograms; in Otherverse America, advanced holo-
assembles a single object; it cannot assemble moving parts.
windows open in the air around the user, while in Heavy
For example, if you wanted to 3D print a revolver, you
Future the same holograms are usually low resolution,
would have to forge a barrel, hammer, trigger, and other
wireframe graphics. These differences are purely cosmetic,
components, all separately.
and have no importance from a game-rules standpoint.
The 3D Printer can fabricate objects of up to the maximum
Desktop and Laptop Computers
size listed in the item’s description. The larger the
Desktop and Laptop computers are basic personal
assembly bay, the pricier the 3D printer. A 3D printer can
computing devices, differing only in their size and
assemble up to 10 objects of its maximum size (or
portability.
proportionally more smaller objects) before its raw
material stock needs to be restored. The cost given to refill
Encryptor
a 3D printer of a given size is given in parenthesis in the
Encryptors are tiny devices that can easily be worn on a
items description.
key chain. When near a communications device or
computer, the expert onboard AI secures files and
communications. The device provides comprehensive
Info-Ad Projector
These small pylons are found in most
stores and businesses, and use extremely
low-level, minimally invasive transmitters
to project data directly into the frontal and
prefrontal lobes of those within the
establishment. Most of the data is designed
for rapid transfer to the short term
memory, bypassing the conscious mind
and encouraging the customer to buy
through conditioning.
This device can also allow Earth computers to interface This list of apps does not include the plethora of utilitarian
with alien hardware, and most space travelers carry a or entertainment based apps available to modern computer
UDR. users, merely the ones that have most utility to
adventurers. Feel free to design as many unique apps as
Upgrades you need for your own campaign.
Any Computer can be upgraded to run faster and work Art Programs
more efficiently. Each upgrade provides the user with a +1 Various image manipulation programs allow the user to
equipment bonus on Computer Use checks made with the create digital art. Most programs use touch screen control,
device. You can upgrade a computer up to five times, but many use a special stylus or even the blunt end of a pen
providing a maximum +5 equipment bonus on Computer or pencil as controllers. Users can create artwork from
Use checks. scratch or edit photos stored on the device.
If a character wearing or carrying the device is reduced to Once per day, the user can stare into the device for 1-2
0 HP or less, the device automatically contacts police and rounds. Doing so eliminates the fatigued condition but has
emergency services, giving the user’s current location. no effect on more serious conditions, and has no effect if
used more than once per day.
Personal Shopper
Personal Shopper is a commerce app designed to find the Reactor Map
lowest price on legal goods and services. This application finds all Pocket Fusion reactors within a
preset geographic radius and lists their rates for recharging
Consulting Personal Shopper provides the user with a +4 high density batteries, vehicle power cells and other
equipment bonus on Appraise checks concerning common, devices.
civilian grade technology. By doubling the time required to
find a particular common, civilian grade item (such as a
laptop computer, new car, home appliances and the like)
Translators AutoMapper
Various programs can translate text between languages. An AutoMapper system consists of ten golf ball sized
Text can either be entered manually, or scanned into the plastic spheres and a foam-lined carrying case. The user
program with the smartphones’ camera. Most translator simply tosses the spheres into the air, which causes them to
programs include English, Spanish, French, Farsi, Chinese activate and travel via gravity manipulation.
(Mandarin and Cantonese), Japanese, Russian and a few
other languages. Xeno language options include the most Once activated, the AutoMapper’s spheres zip along with a
common alien dialects, with an emphasis on Gravity Cat, Flight speed of 120 ft (perfect), each traveling in a
Stonecutter and Half Grey languages. Mechanics different direction. While flying, the AutoMapper uses
sometimes use translator programs specializing in machine sonar and radar to create a three dimensional map of their
code or common programming languages. The translations travel path, flying in the exact center of a 30 ft ‘sensor
provided by the program are fairly accurate, though bubble’. They have onboard video cameras with decent
grammar can occasionally be a bit iffy. resolution. They are programmed to fully map any area
they fly into, traveling as far as one mile from their point
Common translator programs are considered to have 5 of activation before returning. They will follow a passage
ranks in Linguistics for the purpose of deciphering text. until it terminates, then retreat until they find another fork.
The flying droids can pass through any opening large
Tutor enough to admit them, but cannot open doors, manipulate
A variety of educational programs exist, most with a very locks or any other objects.
user friendly interface. Often a holographic or on screen
character, modeled on the stereotypical frizzy haired, AutoMapper droids are programmed to evade moving
absent minded professor type, is bundled with the program objects. They have AC 18 (+4 size, +4 DEX) and no
to make the Tutor app more fun to use. capacity to attack. If attacked or damaged, they will
immediately return to their point of activation. The three
A Tutor app allows the user to reroll a failed Knowledge dimensional map and downloaded images the droids create
check once per day. can be transmitted to any computer system.
Camping Disk
In its inactive state, this device resembles a smooth
polymer disk a little smaller than a dinner plate. By
Telemechanical Repair Kit • Function Two: The Q-Belt can Haste the user for one
An advanced piece of psi-tech, the Telemechanical Repair round per charge.
Kit is beloved by psi-capable mechanics and engineers all
across the galaxy. The device resembles a large, matte • Function Three: The Q-Belt can cast Time Stop on a
black crescent wrench with glowing blue filaments lining single target within 100 ft for one round per three
its tines and handle. When activated, multiple antennas charges expended. The target receives no save against
emerge from the device and glow brightly. this effect. Once a target is specified, maintaining the
slow field around the target is a free action.
The Telemechanical Repair Kit acts as a masterwork
quality Engineer’s Kit. In addition, by expending psionic • Function Four: Finally, the Q-Belt can rewind time
focus while using the device, a character may attempt a DC and completely rewrite the recent past of a single
15 Craft (mechanical) check as a move equivalent action. creature by expending nine charges. Doing so restores
If the check is successful, the Telemechanical Repair Kit the target to the condition it was in at the beginning of
restores 1 HP + 1 extra HP per point by which the user the previous combat round (HP, spells and equipment
beats the check DC by to a touched object. The available, physical and mental condition). The target
Telemechanical Repair Kit is exhausted after being used in receives no save against this effect, and does not
this manner, its internal power supplies depleted. It cannot remember the events of the intervening seconds, as
be used again, even as an ordinary Engineer’s Kit for 24 they never occurred for the rewound target.
hours after the instant repair.
Military Gear
Telepathic Translator The best equipped soldiers and police officers in the world
Two small adhesive backed electronic modules, each carry these new pieces of gear. Some of these items are
roughly the size of a quarter, are affixed to the wearer’s armor accessories that work best when worn with other
skull. One rests above the temporal bone, the other near the pieces of armor, and provide soldiers with comprehensive
jawline. Together the modules emit energy pulses that protection.
stimulate little used portions of the brain, especially the
language centers and frontal lobe, enabling short range, Anti-Sniper Triangulation System
telepathic communication. These translators are far more This badge sized device is usually clipped to a soldier’s
flexible and intuitive than even the best program-based web gear or helmet. When a shot is fired anywhere within
translators. 500 ft of the wearer, the system acts to lock on to and
triangulate the sound of the shot. Within a second, the
While wearing a Telepathic Translator, a creature with an system should be able to lock onto the shooter’s position,
INT Score of 3+ gains the telepathy 100 ft racial quality. projecting a real-time map either as a hologram or by
uploading the data direct the soldier’s HUD or cyber
Q-Belt systems.
The Q-Belt is an ultra-advanced quantum computing and
temporal manipulation device so advanced that even the The Anti-Sniper Triangulation System makes a Perception
genius species who invented it did not truly “invent” the check with a +20 modifier to detect and back-track a shot.
Q-Belt, but rather stole designs from the distant future and The system is best when dealing with projectile weapons,
reverse engineered them. and suffers a -10 penalty on listen checks to detect energy
weapon discharges. It cannot detect arrowfire, thrown
The Q-Belt is a silvery belt fitted with magenta circuitry weapons nor organic or supernatural projectiles (such as
that allows it to manipulate time on a quantum level. The
The patient becomes immune to fear and pain effects, both Auto-Doc: Omega and Theta
mundane (such as the pain of surgery or childbirth) and Omega and Theta-Grade Auto-Docs are far superior to
magical (such as symbol of pain). In campaigns where ordinary models, and can resuscitate mortally wounded
Pleasure damage is used, the character also gains Pleasure creatures placed within their medical bay. Both these
immunity. However, the patient is considered stunned grades of Auto-Docs function as a Grade III Auto-Doc.
while the Anesthetic Neuro-Taps are worn.
In addition, a Theta-Grade Auto-Doc can provide a
Auto-Doc creature placed within a Raise Dead effect (CL 20th); doing
The Auto-Doc is a robotic medical unit governed by an so expends the Auto-Doc’s supplies, requiring 1,000 gp of
expert-system medical AI. It is a coffin like bed large raw materials and supplies to be restored to the device
enough to accommodate even the most powerfully built before it will function again.
hominids. A wounded or ailing creature is placed inside the
plastic coffin, and the device seals closed. Either
responding to verbal or touch-screen commands from the
patient, or using its own mechanical best judgment in the
case of unresponsive patients, the Auto-Doc deploys a
variety of articulated arms, equipped with a wide variety
of medical and surgical tools, to treat the patient. Auto-
Docs are nearly as skilled and capable as a well
trained organic physician.
These drugs are non-addictive and mostly side-effect free Cure Gel
unless specifically noted otherwise. Consequence free use Cure Gel is a part of every modern EMT kit, and has
makes them attractive options and probably as common as become a virtually omnipresent piece of biotechnology.
potions in most campaigns. Cure Gel uses bio-engineered bacteria in a glucose paste to
almost instantly clot wounds and kickstart cellular
Anti-Rad Dose regeneration. Wounds that would take days to heal
This potassium-based pill is used to rescue workers naturally are restored within minutes of application. Cure
working in irradiated environments as well as starship Gel is sold in individual squeeze tubes the size of an AA
engine crews serving aboard vessels with badly shielded battery. A single tube holds enough gel for one treatment.
reactors.
Cure Gel will restore up to 10 Hit Points worth of damage
If the Anti-Rad Dose is taken before radiation exposure, incurred within the last three minutes. It has no effect on
the user treats all radiation exposure as being two steps older wounds, though an application will stop continuing
less severe for the next 1d6 hours. If taken after exposure, damage, such as from a ongoing Bleed or automatically
the Anti-Rad Dose instantly ends ongoing ability score stabilize a patient.
damage caused by radiation exposure, purging
accumulated radiation from the user’s body. Cyber Oil
Cyber Oil is a vitamin and painkiller cocktail designed
Atavist A and B specifically for cyborgs.
This short lived, injectible gene mod resurrects long
abandoned lines of junk DNA. For a short time after For 24 hours after injecting cyber oil, the cyborg no longer
injection, Atavist drugs return the user to a more primitive suffers from negative levels caused by excessive
evolutionary state, granting animalistic traits. Atavist cyborgization. This drug functions identically no matter if
comes in two formulations: Atavist A grants feral offensive you use the standard D20 Future cybernetics rules or the
capabilities, Atavist B grants feral sensory capabilities. more complex Drain rules in this sourcebook.
Restorative Bio-Cauldron
Restorative drugs rapidly heal deep tissue damage and A Bio-Cauldron digests human waste and garbage,
rebuild destroyed or damaged organs. Restoratives are fast breaking down any thing virtually organic to produce
acting hypo-sprays that sting painfully when injected. useful substances. Bio-Cauldrons are a common sight in
the home, replacing trash cans and garbage disposals, and
A single dose of Restorative restores 1d3 points of a single large scale Bio-Cauldrons remove food waste from
drained or damaged ability score, provided the drain or restaurants and potentially hazardous medical waste from
damage has occurred within the previous hour. Restorative hospitals and cyber clinics.
has no effect on older ability score drain and damage. The
effects of multiple doses are cumulative.
Mod Pods
Modular housing
and construction
units are in use all
across human
controlled space
and beyond.
Nicknamed “mod
pods” these self
assembling, pre-
facilities useful with Craft (mechnanical), Craft (firearms) fab structures are constructed from a light but extremely
and Craft (blacksmithing). durable aluminum alloy. Each mod pod provides roughly
500 square feet of interior space (roughly equal to a tiny
When used by an operator with at least 1 rank in one of its apartment), and can be configured for different functions
associated Craft skills, the Machine Aided Workshop via its programming interface. When activated, the mod
reduces the item’s effective cost (purely for the purpose of pod’s single use computer system governs the assembly
determining the time needed to complete the project) by process, which requires one or two hours.
the listed amount. If the item’s creation cost is reduced to 1
GP or less by this reduction, the Machine Aided Workshop The structure takes the pre-programmed layout, which
can produce that item in roughly one hour of work. A depending on the values entered can be an efficiency
Machine Aided Workshop does not reduce the raw apartment, a storefront, a barracks style structure or a part
materials cost of an item. of a larger building made from multiple mod pods. The
configuration of internal walls is programmable, and the
It requires a Machine Aided Workshop with the Occult mod pod includes basic built in appliances. Multiple pods
quality to assist in the production of magic items. These can be stacked or placed adjacent one another to build
items are prohibitively expensive and often tightly larger structures, sharing internal walls and support as
regulated on worlds with a magi-tech economy. necessary.
Machine Aided Worktable Each mod pod includes any three of the following devices:
A Machine Aided Worktable is a smaller, much more desktop computer, bunk beds, large footlocker, refrigerator,
affordable version of a Machine Aided Workshop. This electric range, microwave oven, chemical toilet (which can
high tech fabricator unit and all its components can fit onto be plugged into a city sewer line), shower stall. These
a large desk top or even a kitchen table. It requires only devices are built into the mod pod itself and cannot be
2d6 hours and 10 square feet of floor space to set up a MA removed.
Worktable in a new location.
Hundreds of mod pods are shipped to each human
The MA Worktable functions identically to a Machine outcolony to help the settlers build a city. They are also
Aided Workshop, but can only assist on projects producing forward-deployed with military units in the field as well as
finished items of size Small or less and weighing less than being used to provide temporary housing after a disaster.
When making a double move or charge while wearing While wearing Mag Boots, the character can magnetize the
Grav Skates, the wearer may charge over open air as if it soles to firmly grip any metallic surface, allowing them to
were solid ground. The wearer must begin and end their walk across metallic walls and ceilings at their normal base
movement on solid ground, or fall. land speed. A single, rechargeable power pack in the boots
powers the device for up to 8 hours of operation.
Gravitic Flight Wings
Gravitic Flight Wings resemble skeletal wings forged from Omni Terrain Boots
smooth polymer. Where flight vanes would be on a bird’s These heavy explorers boots resemble comfortable, ultra-
wings, the wing system has blade like, translucent control tech sneakers molded mostly of grey and white plastics
surfaces, which glow a pale amber while the system is with a heavy amber tread.
powered and active. Gravitic Flight Wings are worn like a
backpack. While wearing Omni Terrain Boots, the character may
ignore up to 20 ft of difficult terrain. The character may
While wearing Gravitic Flight Wings, the character gains a walk, run or charge across water without sinking, but if the
Flight speed equal to 150% of their base land speed character stops for any length of time, they begin to sink
(rounded down) with average maneuverability. In low normally.
gravity conditions, this flight speed increases to double the
wearer’s base land speed. The flight speed increases to Stepping Booth
three times the wearer’s base land speed in zero gravity, Stepping Booths are common, planetary range public
and their maneuverability increases to perfect. The wearer teleportation services. All Stepping Booths on a given
is under a constant featherfall effect while wearing planet are linked via a common data network- this network
Offense
Spd 40 ft
Melee two +17 slams (1d8+2 bludgeoning, 20/
x2)
Ranged +21/+16/+11/+6 particle beams (2d10
fire, 20/x3, 50 ft range increment, semi-auto)
Special Qualities Consciousness Upload,
Datavore, Parasite Machine
Spell-Like Abilities (CL 12th Concentration
+17)
At Will – Animate Objects (high tech devices
only)
Statistics
Str 14 Dex 21 Con - Int 18 Wis 12 Cha 11
Base Atk +16 CMB +18 CMD 33
Feats Combat Expertise, Combat Reflexes,
Dodge, Double Tap, Improved Initiative,
Improved Disarm, Mobility, Point Blank Shot
Skills Craft (electronics) +20, Computer Use
+30, Disable Device +20, Knowledge
(technology) +20, Perception +17, Stealth +21
Ecology
Environment any urban
Organization always solitary
Treasure standard (high tech components)
Nature Ecology
Bio-Machine Oozes are an unwanted byproduct of Environment any
POETICA assembly. Initially almost microscopic, these Organization pair, squad (4-12), platoon (12-18) or larger
bio-mechanical parasites flee an assembly theater, slip fireteams
through cracks in the floor and escape into the wild. Treasure gear listed above plus incidental personal effects
Hiding in sewers and disused subway tunnels, Bio-
Machine Oozes quickly reach their full size. These Special Abilities
mindless digesting engines feed primarily on machines, Mind Shield Combat Crown (EX)
and are a danger to humans in that they are too single- Psi-dampening circuitry in the Black Operator’s helmet
minded to distinguish between a welding robot and a provides the character with an additional +5 equipment
walkie talkie carried by a human security guard. Both are bonus on WILL Saves against Psionic abilities.
simply fuel for the machine.
Nature
Bio-Machine Oozes are thick grayish sludge that stinks of Black Operators are your basic standard issue, disposable
silicon and burning wiring. Their bulk is studded with half grunts. Hundreds, if not thousands, of Black Operators are
digested electrical components and melted car parts. These deployed worldwide.
mindless monsters seek out digestible machines, the larger
the better, and move towards them in a relentless, Black Operators are well-drilled, with at least five years of
inexorable charge. Bio-Machine Oozes can morph simple, solid military service to their credit. They are equipped
fully automatic rifles out of their undifferentiated nanotech with the best firepower illegal government slushfunds can
Psi-Hunter Module
Increase CR by +1
Psi-Hunter Black Operators are distinguished by
their spherical, heavily armored helmets, which
include top of the line psi-dampening circuitry. Psi-
Hunterss carry a nerve stick as their main melee
weapon, which resembles a police baton made out of
crackling blue force. Psions struck by this deadly
weapon have their powers temporarily shut down,
allowing other Black Operators to move in for the
kill.
Black Operator Gains
buy. They’re cybernetically enhanced, DNA-upgraded and • Bonus provided by Mind Shield Combat Crown
utterly remorseless. increases to +7
• New Melee Attack: (replaces combat knife) +7/+3
Black Modules nerve stick (1d8+1 force, 20/x2 plus nerve-shock)
Black Operators come in an assortment of different flavors
and power levels. If you need to quickly build up a diverse Nerve Shock (EX)
army of Black Operators, you can add one or more of these A character with the Psionic subtype who is struck by the
modules to the statblock, granting the Black Operator a nerve stuck must succeed at a FORT Save (DC 10 +
new power and upping their Challenge Rating slightly. damage inflicted) or be unable to activate any Psionic
Consider these Black Modules to be mini-templates. ability that requires conscious activation for one round.
Defense
AC 22 Touch 14 Flatfooted 18 (+3 DEX, +1
dodge, +8 armor)
HP 11d10 (66 HP)
FORT +7 REF +6 WILL +5
Offense
Spd 30 ft (25 ft in armor)
Melee +13/+8/+2 mwk tonfa (1d6+1
bludgeoning, 20/x2)
Ranged +17/+12/+7 heartseeking Military SMG
(2d6+3 ballistic, 20/x3, 50 ft range increment,
full auto, 30 round box)
Special Qualities Armor Training 3, Bravery +3
Statistics
Str 12 Dex 17 Con 11 Int 13 Wis 14 Cha 11
Base Atk +11 CMB +15/+17 on disarm attempts CMD 25 Ecology
Feats Armor Proficiency (light, med, heavy), Advanced Environment any
Firearms Proficiency, Agile Maneuvers, Burst Fire, Deadly Organization solitary or accompanied by a platoon (8-16)
Aim, Dodge, Greater Weapon Focus (military SMG), 3rd level human fighters and a 6th level human fighter NCO
Improved Disarm, Improved Initiative, Mobility, Personal Treasure standard
Firearms Proficiency, Weapon Focus (military SMG)
Skills Climb +15, Intimidate +14, Knowledge (local) +8, Nature
Perception +15, Stealth +9 Bunraku-66 Model POETICA (named for the famous
Starting Occupation Law Enforcement Japanese puppet theater) are experimental, combat-capable
Gear +1 heartseeking Military SMG, +2 tactical vest, 6x androids. Bunraku-66 are just a little less attractive and
spare magazines, mwk tonfa somewhat less lifelike than the typical POETICA
companion android. They have pale skin and either raven
black or milk white hair, and rarely blink. The girlish
Defense
AC 19 Touch 12 Flatfooted 17 (+2 DEX, +7
natural)
HP 5d10 +20 + 5 hp (HP)
FORT +8 REF +3 WILL +4 (+5 vs fear)
Immune Extensive Cyborg Immunities
Weaknesses Cybernetic Security Risk -3
Offense
Spd 40 ft
Melee +10 slam (1d8+5 bludgeoning)
Ranged +8 tracker gun (2d6 fire, 20/x2, 150 ft
range increment, full auto, 100 cell in
backpack)
OR +7 stun grenades (15 ft burst,
stunned 1d4 rounds, FORT DC 18 negates)
OR +7 gravitic grenade (10 ft burst,
6d6 bludgeoning damage, REF DC 15 half)
Special Qualities Unhealing
Special Abilities
Broadcast Power (EX)
Battery Droids emit a constant energy field that
can indefinitely power small devices. While
within the Battery Droid’s aura, all personal
electronics and other gadgets have effectively
unlimited battery life. Allied creatures wielding
energy weapons find their energy weapon’s
power cell’s capacity increased by 50% while
within this aura.
Nature
Battery Droids are nearly helpless robots roughly the size Feats Surgery
of a small housecat. These robots are little more than Skills Heal +6
square batteries on a pair of chicken-like legs, with a small Gear Onboard Medical Equipment (see list below)
sensor pod on one end and a glowing power transmitter on
the other. They are barely more intelligent than the average Ecology
Roomba, and can do little more than follow their allies Environment any
around, silently providing power to their devices. Organization several Medic Droids are deployed with
military units, usually 1d4 per platoon
Treasure incidental (internal drug supplies)
Droid, Medic (CR 1/2)
Small N Construct Special Abilities
XP 400 Hippocratic Programming (EX)
Init +2 Senses Blindsense 120 ft, perceive unencrypted The Medic Droid cannot attack other creatures, even in
wifi/radio/television signals, Perception +2 self defense. If it perceives a wounded humanoid or
Languages Galactic Common or one other language of monstrous humanoid creature, it must move towards that
choice creature and begin treatment, even if doing so would
provoke attacks of opportunity. The Medic Droid may be
Defense countermanded by its owner as a swift action.
AC 15 Touch 13 Flatfooted 13 (+1 size, +2 DEX, +2
natural) Onboard Medical Equipment (EX)
HP 1d10 + 10 hp (16 HP) The Medic Droid is programmed for frontline medical
FORT +0 REF +2 WILL +2 care. Heal is always a class skill for the Medic Droid. It
Immune Construct Immunities carries the following medical equipment integrated into its
Weaknesses Hippocratic Programming chassis. It may use any or all of these tools to aid its
patients, as the robot deems necessary. It requires just a
Offense few minutes work to replace expended supplies.
Spd 40 ft • Specialized Sensor: Medi-comp
Melee cannot attack • Masterwork Surgery Kit
Ranged cannot attack • Masterwork First Aid Kit
• Suture Foam (unlimited supply, replicated internally)
Statistics • Cure Gel (10 doses)
Str 8 Dex 14 Con - Int 10 Wis 14 Cha 1 • Restorative (2 doses)
Base Atk +1 CMB -1 CMD 11
Nature
Companion AI are tiny humanoid robots capable of
emotion and learning, and though a little bit more
expensive than an ordinary desktop computer, they’re
EVERYWHERE. They are a precursor to Holo-Companion
technology, but remain quite popular among computer
users wanting a more tangible companion, and are
especially well suited to the role of robo-nanny.
Companion AI are highly intelligent and extremely likable.
They learn quickly, and get bored easily, which might lead
to mischief if their owner does not keep them amused.
Skitter-Meks are mollusk like robots about the size of a Holo-Companion (CR 1)
large dog. They have a shell-like main torso forged from Medium N Construct (incorporeal, smartlight)*
rusty, scrap metal. They move quickly on four clicking, XP 400
clattering, gimbaled legs. Init +1 Senses Darkvision 90 ft, lowlight vision,
unencrypted wifi/radio/television reception, Perception +0
Familiar, Skunkworks Dragon (CR 1/2)
Tiny N Dragon (air) Languages one language of its master or programmer’s
XP 200 choice
Init +2 Senses Darkvision 90 ft, lowlight vision, Aura bright light 5 ft radius
Perception +5
Defense
Defense AC 10 Touch 10 Flatfooted 10
AC 16 Touch 13 Flatfooted 15 (+2 size, +1 DEX, +3 HP 2d10 + 20 hp (31 HP)
natural) FORT +0 REF +0 WILL +0
HP 1d12 hp (7 HP) Immune construct immunities, physical damage
FORT +2 REF +3 WILL +3 Vulnerable Electricity
Offense Offense
Spd 20 ft Flight 60 ft (average) Spd 30 ft Flight 30 ft (perfect)
Ecology
Environment any
Organization serving as close air support for any military
squad
Treasure incidental (pilot’s gear)
Ecology
Environment any urban
Organization pair or squad (4-6 accompanied by a
Mega-Corp V-Elite as a squad commander)
Treasure standard (including gear)
Special Abilities
Kinetic Slam Rifle (EX)
The Mega-Corp Sec-Op’s kinetic slam rifle can fire non-
lethal force blasts at no penalty on the attack roll.
Changing between firing modes is a move equivalent
action.
Nature
The private military contractors working for the planet’s
biggest mega-corps are among the best and most highly
respected in the world. The absolute best of the best are
selected for full body cybernetic augmentation, their
strength, speed and reaction time pushed into the
noticeably superhuman range. These cyborg mercenaries
are fitted with top of the line equipment from their
patron Mega-Corp’s vast internal arsenal and assigned
to the Security Operations (Sec-Ops) division.
Defense
AC 25 Touch 10 Flatfooted 24 (-1 size, +1
DEX, +15 armor)
HP 12d10+108 hp (174 HP)
FORT +17 REF +9 WILL +8
Immune ballistic damage, cyborg immunities
Weaknesses Cybernetic Security Risk -0,
Unhealing
Offense
Spd 50 ft, Flight 200 ft (average)
Melee +18/+13/+8 high frequency sword
(2d6+8 slashing, 20/x3) or +18 vital strike
(4d6+16 slashing, 20/x3)
Ranged Touch +13/+8/+3 gatling rail gun
(4d6+1 ballistic, 20/x3, 100 ft range increment,
full auto, 500 belt-fed) plus +18 high frequency
sword melee attack
Special Attacks Firestorm (at will/uses 100
rounds, 60 ft cone, 10d6 ballistic, REF DC 19
half)
Special Qualities Unhealing
Statistics
Str 25 Dex 13 Con 28 Int 12 Wis 15 Cha 10
Base Atk +12 CMB +20 CMD 31
Feats Ability Focus (Firestorm), Cleave, Great
Cleave, Hover, Iron Will, Power Attack, Vital
Strike
Skills Fly +20, Knowledge (tactics and one
other of choice*) both at +16, Intimidate +15,
Profession (mercenary) +17, Perception +17
*second Knowledge skill is usually
business, civics, or technology
Gear +1 gatling rail gun and 4x spare belts (in back pack Special Abilities
unit, auto loads when a previous belt is expended), +1 high Close Quarters Weapon Training (EX)
frequency sword, The Mega-Corp V-Elite is given superior close quarters
combat training, and
Ecology never provokes attacks of opportunity for making a ranged
Environment any urban attack in a threatened square. When the V-Elite makes a
Organization solo or deployed in command of various full attack action with its gatling rail gun, it may also make
mega-corp NPCs, including Techno-Fascists, Mega-Corp a melee attack with its high frequency sword as an
Sec-Ops, or similar creatures immediate action against an adjacent target. This melee
Treasure standard (including gear) attack is made at the V-Elite’s highest attack bonus.
Ecology
Environment any urban
(usually in the worst
neighborhoods, the ones
that take that slight step
from ghetto to war zone)
Organization solitary,
gang (4-8) or platoon (10-
16 plus one 8th level
leader)
Treasure standard
(including gear)
Special Abilities
Mutant Bio-Blast (EX)
By expending psionic
focus, the Hard Gene may
unleash a Mutant Bio-
Blast as a standard action,
similar to a breath weapon. The Mutant Bio-Blast is a line Offense
of acid 30 ft long that inflicts 2d6 acid and 2d6 electrical Spd Flight 90 ft (perfect)
(REF DC 15 half). Melee swarm (3d6 molecular disassembly)
Special Qualities Distraction, Swarm Traits
Nature
The Mutie Urban Warrior is a high tech, well equipped Statistics
sociopath for hire. He’d say he’s a combat pragmatist, but Str 1 Dex 15 Con - Int - Wis 10 Cha 1
no matter how you slice it, he cares a lot more about Base Atk +6 CMB - CMD -
accomplishing his mission than civilians caught in the Skills Stealth +34 (racial modifiers: +16 Stealth)
crossfire. The Mutie Urban Warrior depends equally on his
excellent military training and years of combat experience, Ecology
to say nothing of the expensive, military-grade cybernetic Environment ruins and urban
upgrades he’s had implanted. He’ll work with anybody Organization usually solitary
with the cash, up to and including Hunt Clubs and Mutant Treasure incidental
Slavers preying on his own kind, and sleep like a baby the
night after the mission. Special Abilities
Molecular Disassembly (EX)
Predatory Nanoswarm (CR 5) The Predatory Nanoswarm can take its targets apart on the
Fine N Construct (Swarm) molecular level. The damage inflicted by the Predatory
XP 1,600 Nanoswarm’s swarm attack is not subject to any degree of
Init +2 Senses Blindsense 500 ft, perceive unencrypted damage reduction, nor energy resistance or immunity.
wifi/radio/television signals, Perception +0
This attack mode is intensely agonizing. A creature who
Defense loses at least half her total HP to the Predatory Nanoswarm
AC 20 Touch 20 Flatfooted 18 (+8 size, +2 DEX) must succeed at a DC 13 FORT Save or become nauseated
HP 6d10 hp (33 HP) until she recovers at least half the lost Hit Points.
FORT +2 REF +4 WILL +2
Defensive Abilities Swarm traits Nature
Immune Construct Immunities, Weapon Damage Predatory Nanoswarms are fearsome, semi-autonomous
Vulnerable Electricity nanotech weapons whose use in warfare is banned by
several galactic treaties. Just because the lethal fog-like
Defense
AC 25 Touch 11Flatfooted 24 (+1 DEX, +10 armor, +4
shield)
HP 7d10+21 hp (64 HP)
FORT +8 REF +3 WILL +5
Defensive Abilities Bravery +2
Immune blindness, dazed, stunned
Weaknesses Cybernetic Security Risk -3
Offense
Spd 20 ft (30 ft unarmored)
droids are officially forbidden does not make them any less Melee +10/+5 sick stick (1d6+4 bludgeoning, 20/x2 plus
common on the battlefield. nausea 1d6 rounds, FORT DC 10 + damage inflicted
negates)
Predatory Nanoswarms are composed of trillions of vicious Ranged +8 Glock 17 (2d6 ballistic, 20/x2, 30 ft range
little robots the size of a human blood cell. Collectively, increment, 17 box)
they are visible as no more than a silvery shimmer in the
air, like slowly falling glitter. It is only when they Statistics
encounter a target that the Predatory Nanoswarm becomes Str 16 Dex 13 Con 17 Int 11 Wis 12 Cha 11
more visible, as a spray of superheated blood erupting Base Atk +7 CMB +10 CMD 21
from the target as their clothing, armor and dermis are Feats Cleave, Disruptive, Improved Shield Bash,
stripped away, one micron at a time. They attack with a Intimidating Prowess, Iron Will, Power Attack, Step Up
high pitched buzz that sets teeth on edge. Skills Intimidate +13, Knowledge (local) +10, Perception
+11(+13 on sight-based Perception)
As military weapons, Predatory Nanoswarms are Gear +1 forced entry unit, +1 tactical shield, +1 sick stick,
indiscriminate. They patrol an area endlessly, Glock 17 and 4x spare clips, smartphone
disassembling any higher order lifeform that comes within Cybernetics
their range. Friendly troops operating in the area wear Headware – Onboard Computer, Advanced Cyberoptics,
specialized RFID tags that emit a specific signal Nightvision Optics, Recoil Dampening Brain Case,
commanding allied Nanoswarms to stand down. Finding Sensory Shield, Targeting Optics +1
the frequency that a specific Nanoswarm ignores, and
duplicating that RFID signal requires a DC 28 Computer Ecology
Use check. Environment any urban
Organization solitary, pair, or squad (several Techno-
Fascisits, Black Operators or similar troops accompanied
by several Human Warrior 3-4 grunts)
Treasure standard (including gear)
Special Abilities
Sick Stick (EX)
Any target struck by the RoC Riot Control’s Sick Stick
takes 1d6 points of bludgeoning damage and must succeed
at a FORT Save (DC 10 + damage inflicted) or be
nauseated for 1d6 rounds.
Nature
Anti-riot squads are dispatched to keep public order,
rapidly and efficiently squashing even moderate dissent.
Defense
AC 17 Touch 12 Flatfooted 15 (+2 DEX, +5 armor)
HP 4d10 +1d8 + 5 hp (31 HP)
FORT +5 REF +5 WILL +1
Immune Suffocation, Radiation, Vacuum (spacesuit)
Offense
Spd 30 ft (20 ft in armor)
Melee +5 thermo-blade (1d8 fire, 20/x2)
Ranged +6 AK-47 knockoff (2d8 ballistic, 20/x2, 70 ft
range increment, full auto, 30 box)
Sneak Attack +1d6
Special Qualities No Breath (spacesuit), Trapfinding +1
Statistics
Str 13 Dex 15 Con 12 Int 10 Wis 11 Cha 10
Base Atk +4 CMB +5 CMD 17
Feats Burst Fire, Catch Off Guard, Skill Focus (repair)
Skills Climb +6, Knowledge (local) +5, Perception +5,
Repair +7 (+11 to jury-rig), Stealth +5, Survival +2
Gear mil-surplus spacesuit, knockoff AK-47 and 1d4 spare
clips, mechanical tool kit, flashlight, 1 day’s rations &
water, 1d8 Glow joints and misc. personal gear
Ecology
Environment deserts, ruins and other inhospitable places
Organization solitary, pack (3-5), gang (3d6) or tribe (6d6
adults plus 2-3 times as many children, often lead by a
higher level Scav-Worlder/Barbarian)
Treasure standard (including gear)
More often, they are deployed alongside military units as
crowd-control assets, or used to put down abortive populist Special Abilities
rebellions. Jury-Rigger (EX)
The Scav-Worlder is a master of making do with junk and
The Riot Control Officer described above is an elite, can turn garbage tech into something worthwhile. He
veteran riot squad commander. Over the years, this receives a +4 competence bonus on Repair checks made to
decorated, dispassionate warrior has undergone extensive jury-rig, and his jury-rigged repairs last ten times as long
cybernetic augmentation: his eyes are visibly inhuman as normal.
cameras for extra intimidation factor. The Riot Control
Officer expects immediate obedience from his men and the The Scav-Worlder does not take a penalty on attack rolls
public, and any reluctance to follow one of his commands when using weapons with the broken condition.
is met with a quick blow from his sick stick.
Mil-Surplus Armor (EX)
Ordinary Riot Control troops are similarly built Fighters 3- At the beginning of each encounter, roll D20. On a roll of
4 who wear and similar, non-magical versions of the above 1, the Scav-Worlder’s armor fails: its armor bonus is set to
gear and lack most of the Riot Control Officers’ cybernetic 0 and its space suit property is lost. The armor will not
headware. function until repaired, requiring a DC 15 Repair check.
Defense
AC 11 Touch 10 Flatfooted 11 (+1 armor)
HP 1d10 +5d8 +10 hp (43 HP)
FORT +5 REF +1 WILL +8
Offense
Spd 30 ft
Melee +5 thermoblade (1d8 fire, 20/x2)
Ranged +4 sawed off shotgun (2d8 ballistic, 20/x2, 10 ft
range increment, single shot, 2 internal)
Spell-Like Abilities (CL 1st Concentration +3)
1x/day – Crafter’s Fortune (self only)
Statistics
Str 12 Dex 10 Con 15 Int 13 Wis 14 Cha 8
Base Atk +4 CMB +5 CMD 15
Feats Iron Will, Skill Focus (repair), Starship Operations,
Zero G Training
Skills Bluff +8/+13*, Craft (mechanical) +10, Intimidate
+8, Repair +16, Pilot +6, Profession (spacer) +11/+16* to
make a living
Gear spacer’s jumpsuit, thermoblade, sawed off shotgun
and 3d6 shells, mechanical tool kit, electrical tool kit,
palmtop computer, plasma welder
Ecology
Environment any urban
Organization variable
Treasure standard (including gear)
Special Abilities
Do the Impossible, Get Paid For It (SP)
Nature The Space Trucker isn’t consciously aware he’s got
Scav-Worlders are illegal colonists trying to eke out anything approaching a power, no matter how minor. Once
survival or something sweeter on some out-of-the-way per day, if sufficiently bribed (offered payment goods or
hellpit planet. Most Scav-Worlders are criminals and ex- services at least equal to his daily wage), he may use
cons, fleeing multiple life sentences back in civilized Crafter’s Fortune as a spell-like ability. He may also apply
space. Others are claim jumpers, hermits, or would-be the luck bonus provided by the spell-like ability on his next
terraformers who got conned out of their stake money and Craft check, provided that check is made to repair a vehicle
dumped on some barely habitable world off the major or weapon.
hyperspace lanes. Whatever else they are, Scav-Worlders
have to be tough and violent enough to stay alive, and Full Shares (EX)
smart enough to make do with whatever scraps they can The surly Space Trucker is a veteran negotiator. He gets a
piece together. +5 competence bonus on Bluff checks made to negotiate a
higher wage or payment, as well as Profession (spacer)
checks made to earn a living.
Ecology
Environment any
Organization pair or squad (4-8) or platoon (16-22)
Treasure standard (including gear)
Special Abilities
Quick Customization (EX)
You can add one of the following qualities to the
Techno-Fascist’s stat block to represent soldiers
working for various Psi-Watch factions.
· The Culture – add language: Celestial, improve all
saving throws by +1 due to superior genetics
· Detroit PD – increase STR to 18 (+9 stun baton
[1d6+4 damage])
· Detroit Psi-Swat – add +4 to WILL Saves against
psionic abilities
· Metamorphosis North – increase armor to +10 (AC
20), add Flight 50 ft (average)
· Psi-Watch – add Wild Talent and Psionic Shot as
racial bonus feats, add Psionic subtype
· Puzzle Ops – Add Darkvision 60 ft, Skill Focus
(stealth) and Stealth +11 (+5 in armor)
· Republic of Cebary – add language: Afrikaans, add
+1 to attack and weapon damage rolls against targets
with the Mutant subtype
Nature
The standard issue Techno-Fascist is a futuristic
infantry soldier wearing all concealing advanced body
armor and carrying the best weapons money can buy.
The Techno-Fascist’s backer, whether that be a
government, mega-corp or other faction has spent a
lot of money training this soldier and even more
equipping him or her. These well equipped grunts
form the backbone of many futuristic militaries.
Languages Japanese
Defense
AC 21 Touch 13 Flatfooted 18 (+3 DEX, +8 armor)
HP 6d8+12 hp (47 HP)
FORT +6 REF +5 WILL +5
Defensive Abilities Bravery +2
Immune suffocation, vacuum (space suit)
Offense
Organization solitary or pack (4-6) or larger numbers
Spd 30 ft
distributed across a very large facility like a mega-plex
Melee +13/+8 stun baton (1d6+6 bludgeoning plus stun
mall or shopping arcology
1d4 rounds (FORT DC 10+damage negates), 20/x2)
Treasure standard or double standard (at GM’s whim,
Ranged +10/+5 pulse rifle (2d6 force, 20/x3, 100 ft range
representing the merchandise the drone is protecting)
increment, semi auto, 40 cell)
Special Qualities Armor Training 2, No Breath (space
Special Abilities
suit)
Alarm (EX)
When the Thieftaker Drone engages in combat, it’s siren
Statistics
and lights activate. Its alarm can be clearly heard up to 500
Str 22*Dex 16* Con 13 Int 11 Wis 12 Cha 10
ft away with a DC 0 Perception check. Reinforcements
* includes enhancement bonus from Grade I Powered
WILL be coming.
Armor
Base Atk +6 CMB +12 CMD 25
Nature
Feats Dead Aim, Far Shot, Improved Initiative, Iron Will,
Thieftaker Drones are basketball sized droids who levitate
Precise Shot, Point Blank Shot, Toughness, Weapon Focus
via gravity wave control. The droids are basically an ultra-
(pulse rifle), Weapon Specialization (pulse rifle)
high resolution camera built right into a small cluster of
Skills Craft (electronics) +7, Intimidate +7, Perception +8,
high intensity lasers. The Thieftaker Drone speaks and
Profession (military) +8
understands basic Galactic Common, but its vocabulary is
Gear grade I powered armor, mwk. stun baton, mwk. pulse
limited to simple, flat descriptors and commands. It can
rifle and 8x spare clips, ziptie restraints,
report to a humanoid superior about its investigations, or
say something like “Halt or I will shoot” but that’s about it.
Ecology
As AI go, Theiftaker Drones are fairly dumb, but good at
Environment any urban (Japan)
what they do. These hovering droids are common through
Organization solitary, patrol (3-5) or squad (pair plus 2d6
Command Space, protecting high end stores and shopping
Tokyo MPD Supercops or several Human Warrior 2)
complexes, or patrolling factory floors, making sure the
Treasure non-standard (including gear)
Assembly Waldoes – CR 3
An automated fabrication system can be dangerous for
anybody caught within the mechanisms while it’s
operational. If you’re fighting in a factory, forge or
starship drydock, you might push an opponent, or get
tossed yourself, into a dangerous zone of sparking plasma
welders, diamond grinders, and high velocity power
hammers.
Type: mechanical (industrial hazard)
Perception: DC 10
Disable Device: DC 10
Trigger: proximity
Duration: one minute
Reset: automatic
Effects: attack +12 melee 2d10 fire or electrical (50%
chance of either), plus attack +4 melee 1d8 bludgeoning
and 1d4 slashing; multiple targets (up to 6, no two of
which can be more than 10 ft apart)
Challenge Rating 12
Assembler
Class Skills pay Spell Points equal to the spell’s modified level. Thus,
The Modern Spellcaster’s class skills are as follows. if that fireball is Enlarged, the Modern Spellcaster would
pay the modified level cost, or four Spell Points.
Bluff (CHA), Computer Use (INT), Craft (electronic,
visual arts, writing) (INT), Diplomacy (CHA), Knowledge At first level, the Modern Spellcaster receives Four (4)
(any) (INT), Linguistics (INT), Perception (WIS), Perform Spell Points, plus a number of additional Spell Points
(any) (CHA), Profession (any occult, white collar or equal to his or her INT bonus. A few starting talents and
academic) (WIS), Sense Motive (WIS), Spellcraft (INT) feats increase the Modern Spellcaster’s Spell Point total.
Skill Points at Each Level: 6 + INT Modifier The number listed in parenthesis in the class ability table is
the total Spell Point reserve the Modern Spellcaster would
Spell Points have at any given level, barring any bonuses from a high
Beginning at first level, the Modern Spellcaster begins INT score or other powers. Just based upon the Spell
accumulating Spell Points. To cast a spell, the Modern Points provided by the class itself, discounting an INT
Spellcaster must expend Spell Points equal to the spell’s bonus or feat to boost the Spell Point maximum, at 10th
level. Thus, to cast fireball, a 3rd level spell, a Modern level the Modern Spellcaster would have 38 Spell Points,
Spellcaster would expend three Spell Points. If the spell is and a whopping 121 Spell Points at 20th level!
modified by Metamagic feats, the Modern Spellcaster must
Signature School
You are surprisingly adept with a particular school of
magic, enabling you to cast spells from that school more
efficiently.
Requires Modern Spellcaster level 3rd
Benefit Select one school of magic (such as Conjuration).
You reduce the casting cost of all spells from this school
by 2 Spell Points to a minimum of 1 Spell Point to cast the
spell.
Special You can select this feat multiple times, applying it
to a different school of magic each time. Its effects do not
stack.
Ability Type Extraordinary
First Level
Atmos Field – low powered force field prevents
atmosphere loss from warded area
Crash Balloon – thick padding protects against
impact
Detect Injured – perceive wounded creatures,
even those trapped by rubble or out of line of
sight
Detect Radiation – see aura around radioactive
objects and creatures
Emergency Space Suit – conjure a Space Suit
around yourself or a willing target
Entropic Bolt – age target 1d6 years
Fuelon Charge, Lesser – restore 1 Fuelon to a
Battlechanger with none
Gravelight – see graves, both hidden and
obvious
Lighten Space Suit – make a touched space suit lighter and more
immunity to mind affecting abilities at the cost of becoming comfortable to wear, reducing its armor check penalty and arcane
unemotional spell failure chance
Neurogram – view a creature’s dreams as a hologram
Fourth Level Universal Coupon – conjure a phantom coupon that offers a 20%
Enlightening Mindlink, Greater – as enlightening mindlink, but discount on virtually any transaction
status and telepathic communication between allies is possible
Falsify Comms – intercept an electronic signal and replace it Second Level
with an altered signal of your own devising Addiction Purge – eliminates drugs, poisons and chemicals from
View Datasphere – powerful divination allows you to view the system, providing automatic successes on saves against drug
virtually any online information available about viewed addiction
creatures, no matter how well secured or hidden Alt-Lock – freeze a Battlechanger in its current mode
Fire Fast – touched firearm gains the ability to fire in semi and
Fifth Level full automatic modes
Deep Scan – learn the identity, condition and capabilities of a Fuelon Charge – touch restores Fuelon to a Battlechanger
designated starship Grav Acclimation – subject does not suffer skill, combat or
movement penalties due to local gravity conditions, and is
Sixth Level treated as having Zero G Training feat
Traveler’s Passport – teleport flawlessly to the customs Internal Fires – cook a target from the inside out, inflicting 1d4
checkpoint of any country or region you’ve previously visited +1/2 caster levels CON damage
Seventh Level
Outshatter – dimensional vibrations destroy Outsiders, starting
with their bones
Summoner Spells
First Level
Summon Erobot’s Parts Shelf – temporary call a particular
Erobot’s collection of spare components to your side
Summon Firearm – summon a firearm to your hand from its
storage place
Third Level
Bird Flight – increase an aircraft’s maneuverability and
speed, and allow it to be healed as if it were alive
Witch Spells
Zero Level
Deep Bowls – slightly increase the amount of food in a
meal
Fertility Control – magically prevent or ensure
conception for a day
If the target makes their WILL Save, they instead suffer This spell offers no direct control over the animal, though
1d12 points of damage per caster level (max 20d12). If the animal will flee towards the nearest concentration of
slain by this damage, they body and its possessions are designated targets. The animal will charge the target
completely disintegrated, though the victim’s soul remains creature(s), when first encountered, attempting to catch as
intact. many within its blast radius as possible. The animal
detonates when the spell’s duration ends, when it is killed,
The witch can choose to waive the victim’s WILL Save, or when it is adjacent to a target, inflicting 1d6 points of
with them only suffering the 1d12 damage per caster level fire damage per caster level (maximum 5d6).
prior to casting the spell. This spell than does massive
damage, but has no opportunity to permanently destroy a Arcane Capacitor
target’s body or soul. If the Witch weakens Annihilation in School evocation (electricity) Level Modern Spellcaster 4
this manner, this spell is not affected by Spell Resistance. Casting Time one minute
Components V, S, F (a capacitor from a circuit,
Anomaly Detection enwrapped with golden wire worth 50 gp/ DC 7)
School divination Level sorc/wiz 5 Range touch
Casting Time one standard action Duration one year or until discharged
Components V, S Saving Throw No (object) Spell Resistance No (object)
Range 1 mile radius This spell charges an ordinary capacitor, scavenged from
Duration 1 round an old TV set or computer, into a mystical battery storing
magic energy. At the moment the spell is cast, the Modern
Saving Throw WILL negates (object) Spell Resistance Spellcaster chooses to imbue the capacitor with any
Yes (object) number of Spell Points. The device then stores these spell
When this spell is cast, the caster becomes aware of all points for up to a year (and also becomes highly magnetic).
dimensional anomalies within range. The caster is aware of Any Modern Spellcaster can draw upon the stored energy
the distance and general direction to all dimensional rifts, to replenish his Spell Point pool as a full round action. The
portals, teleportation devices, magic or psionic items arcane capacitor is a single use item, crumbling away to
capable of teleportation or planar travel, vessels capable of dust and metal flakes once the energy stored inside is
hyperspace or FTL travel, as well as creatures with innate expended.
teleportational or planar travel spell-like or psi-like
abilities. The caster is aware of the difference between Arcane Leech
natural dimensional anomalies (rifts and portals as well as School necromancy Level Modern Spellcaster 4
creature powers) and unnatural anomalies (vehicles, magic Casting Time one standard action
items, other created devices), but not what specific type of Components V, S
anomaly each example is. Range touch
Duration one round / level (D)
Anti-Tank Dog Saving Throw None Spell Resistance Yes
School evocation (fire) (evil) Level sorc/wiz 2, witch 2 When this spell is cast, a purple and azure nimbus of
Casting Time one standard action energy that appears strangely sharp and painful to look out
Components V, S, M (a living dog or other similar animal) appears around your fingers. By making a melee touch
Range touch attack against another Modern Spellcaster, you remove 1d8
Duration 1 minute/level + your INT modifier Spell Points from his pool and restore
Saving Throw REF half (see text) Spell Resistance Yes the same amount of Spell Points to your pool. Stolen Spell
This cruel spell charges a living animal with unstable Points recover normally, if the creature survives. This spell
magical energies that will eventually, and spectacularly, has no effect on creatures without Spell Points.
transform it into an unwilling suicide bomber. When this
spell is cast on a non-magical, non-sentient animal of CR 1 Arcane Lock Down
or lower, this spell transforms the animal into a weapon. School abjuration Level Modern Spellcaster 7
Casting Time one standard action
The animal gains the ability to recognize and seek out a Components V, S, M (a diamond worth 5,000 gp/ DC 23)
particular target by appearance (recognizing a target’s Range a 90 ft burst, centered on yourself
Bird Flight
School transmutation Level druid 3, sorc/wiz 3, summoner
3, witch 4
Casting Time one standard action
Components V, S, F (the aircraft to be enhanced)
Range touch
Duration one minute/level (D)
Saving Throw None (harmless) Spell Resistance No
(harmless)
This spell makes flying machines more birdlike, giving
them phenomenal maneuverability and physics defying
performance. When this spell is cast, the aircraft enhanced
becomes semi-alive, its wings taking on feathery
decorative motifs, its hull and turbines seeming to breathe,
and an almost predatory gleam appearing in its cockpit
glass.
Blast Sweep
School abjuration Level cleric 3, magus 3, paladin 2
Casting Time one standard action
Components V, S, M (an explosive residue test strip)
Range medium (100 ft + 10 ft/level)
Effect a 60 ft radius burst centered on the point of origin
Duration 1 round/two levels (D)
Saving Throw None (object) Spell Resistance No
(object)
Improvised explosives are one of the deadliest threats
facing modern soldiers, spawning the development of a
spell specially designed to nullify undiscovered
Bloodless Birth
School conjuration (healing) Level alchemist 1, cleric 0,
druid 0
Casting Time one standard action
Components V, S, M (a small bowl of pure water)
Range touch
Duration instant harmless) Spell Resistance Yes
(harmless)
Bathing their fingers in the washing bowl that forms this
spell’s material component, the caster’s fingers gain the
ability to pass harmlessly through the belly of a
pregnant female. This spell will only function after the
female’s water breaks and delivery begin, and allows the
spellcaster to easily pull the child through the pregnant
woman’s abdomen without harm. The placenta and
afterbirth are delivered vaginally a few minutes later.
Boarding Lock
School transmutation Level sorc/wiz 2
Casting Time one standard action
Components V, S, M (a screw or spring from a
salvaged airlock door)
Range touch
Duration 1 round / level
Saving Throw Yes (object) Spell Resistance Yes
(object)
The Dark Passover spell does not harm those marked, Date
tattooed or wearing a particular symbol, chosen by the School divination Level bard 0, sorc/wiz 0
spellcaster when the spell is cast. Those protected from the Casting Time one round
Dark Passover’s rain do not suffer CON damage unless Components V, S, M (a pinch of graphite dust)
their protective symbol is destroyed, defaced or removed. Range touch
Duration instant
Dataread Saving Throw None Spell Resistance No
School divination By touching any object, you determine its date of origin,
Level alchemist 1, bard 1, sorc/wiz 1 down to the minute if necessary. If the object is one million
Casting Time one standard action years old or older, you are stunned for one minute after
Components V, S, M (a broken piece of circuit board) casting this spell.
Range personal
Duration 1 minute/level (D) In the Otherverse America campaign setting, if the touched
Saving Throw None Spell Resistance No object is from a previous draft of the universe (either the
You run your fingers over any machine readable data First or Second Universal Iterations) you must succeed at a
source (a barcode, CD-Rom disk, floppy, thumbdrive, even DC 20 (First) or DC 15 (Second) or permanently suffer
an old vinyl record, or any other storage device). You 1d4 points of INT and WIS damage, in addition to being
experience the data as it would normally be experienced stunned.
through an appropriate machine; for instance you hear
Early Dawn
School evocation Level cleric 9
Casting Time One minute
Components V, S, M (solid gold jewelry or art
objects worth 20,000 GP)
Range 100 mile radius per caster level, centered on
the caster
Duration Instant
Saving Throw No Spell Resistance Not applicable
This spell verges on the epic, in both its scope and
its grandeur. When the spell is cast, dawn
immediately breaks over the target area, potentially
banishing night across an entire continent. This is
considered a natural dawn, allowing clerics who
recover spell slots at sunrise to regain their spells
and annihilating any light-vulnerable undead caught
within the sudden daylight. This spell does not alter
the planet’s rotation; areas outside the spells’ range
that are currently in daylight do not have their days
shortened. Instead, this spell adds several additional
hours of day light by some physics-defying miracle.
Electric Ladyland
School evocation (electricity) Level sorc/wiz 4
Casting Time one standard action
Components V, S
Range close (25 ft plus 5 ft / two levels)
This spell calls a fully sentient AI from the uncharted Effect 1 creature per level, no two of which can be more
depths of the ‘net (or the Mesh) and installs this powerful than 30 ft apart
intellect in a top quality cyberchassis, allowing it physical Duration 1 round / level (D)
existence for the first time. Saving Throw WILL Negates (harmless) Spell Resistance
Yes (harmless)
This spell creates a Heavy Cyborg with 1d4+1 heroic class Blue and silver bolts of lightning burst from your
levels of the caster’s choice This AI has the following fingertips, to strike all allied females within the spell’s
statistics, before Heavy Cyborg racial ability score range. The spell’s energy courses through the women’s
adjustments are applied, assigned as the caster wishes: 16, bodies, sharpening their senses, firing their nerves and
14, 12, 12, 10, 10. covering them in protective silver fire. Their eyes go silver,
and their hair stands on end.
The downloaded intelligence receives a +5 racial bonus on
Computer Use checks and on one Knowledge check of
Fuelon Charge, Lesser Each time this spell is cast, it provides enough fuel to run
School evocation Level cleric 1 the vehicle at full efficiency for one hour per three caster
This spell functions identically to Fuelon Charge, save that levels. This spell cannot be used to fill external fuel tanks,
only functions on a Battlechanger reduced to 0 Fuelon, and nor any container not permanently attached to a vehicle.
only restores a single point of Fuelon. This spell can only produce fuel within a specific vehicle.
Gravity Acclimation
School abjuration Level alchemist 1, cleric 2,
druid 2
Casting Time 1 standard action
Components V, S, M (a piece of armored fabric
from a spacesuit)
Range touch
Duration 1 hour/ level (D)
Saving Throw WILL Negates (harmless) Spell
Resistance Yes (harmless)
By touching the subject, Grav Acclimation removes the Gynoid Form
skill, combat and movement restrictions imposed by either School transmutation Level alchemist 4, sorc/wiz 4
low gravity or high gravity environments. The subject is Casting Time 1 standard action
treated as possessing the Zero G Training feat for the Components V, S, M (a gear or circuit component from an
duration of the spell. Erobot or other android), gender (female casters only)
Range personal
Great Downsizing Duration 1 minute/ level (D)
School transmutation Level druid 5 Saving Throw none Spell Resistance no
Casting Time one minute When this spell is cast, articulated chrome armor replaces
Components V, S, M (completely mapped genome of an your soft flesh; your internal organs become advanced
organic species, worth 5,000 gp), DF hydraulic pumps and bio-machines. Your face becomes a
Range touch featureless alloy helm, revealing only supple, seductive
Duration instant liquid titanium lips.
Saving Throw FORT negates Spell Resistance Yes
This spell makes Battlechangers more like the organic, For the duration of the spell, you become a Gynoid,
humanoid races that dominate the galaxy. Many Freegear gaining the following benefits and penalties.
techno-druids believe that all members of their race should
undergo this evolutionary transformation, to make the race · You are treated as being both a Construct and a
as a whole more fuel-efficient, and somewhat more member of your original type.
humble. · You gain Construct immunities and Darkvision 60 ft.
· You become Emotionless; while immune to mind
When this short ritual ends, the target Battlechanger’s influencing abilities, you also cannot benefit from
robot mode size is reduced by one step (Large to Medium, morale bonuses or effects.
for example) and their proportions become more human- · Gynoids are built for seduction. You receive a +2
like. The Battlechanger gains the Micro-Tech feat and the bonus to your DEX and CHA scores, and your chrome
Techno-Organic racial trait.
Metal Stealth
School illusion Level bard 1, magus 1,
sorc/wiz 1,witch 1
Casting Time one standard action
Components V, S, M (a piece of waxed
parchment wrapped in foil)
Range touch
Duration one minute/level
Saving Throw None (harmless) Spell
Resistance No (harmless)
This spell hides a single metal object of
size Medium or smaller and weighing up to
10 lbs per caster level from detection by
metal detectors or most advanced sensors.
Media Mend If a character makes a Perception check to detect the
School transmutation Level bard 0, sorc/wiz 0 concealed object, he or she receives no equipment bonuses
Casting Time one standard action on the attempt to detect the masked object.
Components V, S, (a drop of adhesive or alcohol)
Range touch Mechamorphic Adaptation
Duration instant School transmutation (polymorph) Level alchemist 3,
Saving Throw None (harmless, object) Spell Resistance witch 3
No (harmless, object) Casting Time one standard action
This spell makes minor repairs to a piece of media (an old, Components V, S, Racial (Battlechanger)
tangled cassette tape, scratched DVD or even a crumbling Range personal
papyrus scroll), to allow the media to be played or read Duration 1 round/level
easily. This spell effectively removes the broken condition Saving Throw None Spell Resistance No
from this object. This spell changes your mechanical body in imitation of
another Battlechanger’s form. You select a single
Battlechanger, who must be within 30 ft of you. For the
New Constellation Only a creature with at least 15 Hit Dice or character levels
School evocation (fire) Level cleric 9 may become the focus of a New Constellation. As the
Casting Time One night ritual is worked, this character’s body is consumed utterly;
Components V, S, DF, M (the body of the creature to when the spell is complete, not even ashes remain. The
become the new constellation and a funeral pyre soaked in soul of the creature used to create the New Constellation
ritual oils worth at least 5,000/DC 23) can not be returned from the dead by any means; not even
Range not applicable the gods themselves can disturb the rest of a soul used to
Duration Instantaneous birth new stars.
Saving Throw special (see text) Spell Resistance no
This grand spell transforms the light and soul of a fallen The new worlds created, incidentally, by this great spell
creature into a new constellation of stars (and worlds are capable of sustaining life but are impossibly far from
potentially filled with primitive new life of their own), the campaign world. These worlds are oxygenated and host
visible in the night sky of the continent you are on when to simple lichens, mosses and algae when created by this
the spell is cast. The spell caster must name the new spell, but if undisturbed for many millions of years, might
constellation (which can consist of up to 8 stars) and eventually become host to more complex life forms.
decide its shape, usually a shape resembling the deceased
or commemorating its greatest deeds. Nuclear Impact
School evocation (fire) Level sorc/wiz 9
The spell caster can designate up to one creature per caster Casting Time one full round action
level, who is present at the casting ceremony, who for the Components V, S, M (a nuclear fuel rod worth 5,000 gp/
remainder of their existence, if on the same continent, can DC 23)
call upon the light of the new constellation and its stored Range line of sight to a maximum of 500 ft per level
power. A character can use this ability once per night, and Effect a spherical burst 500 ft in diameter plus 100 ft per
may draw upon the light of the star to receive the benefit of level
any Cleric spell of 3rd level or lower, as cast by the Cleric Duration instant
Pocket Pills
School conjuration (creation) Level alchemist 1
Casting Time 1 standard action
Components V, S, M (an empty pill bottle)
Planet Killer Range touch
School evocation (electricity, force, fire) Level sorc/wiz 10 Duration instant
Casting Time one hour Saving Throw None Spell Resistance No
Components V, S, M (a perfectly shaped, faceted sphere Pocket Pills is a popular spell with everybody from field
of green star-crystal, the size of a basketball, worth at least medics to drug dealers. The spell conjures a single dose of
10 million gp/ DC 50) any common OTC drug, from painkillers to diabetes meds
Range line of site to target planet to a maximum range of 1 to instant-erection potions. The conjured drug must be
light year commonly available, and not widely restricted or
Duration instant controlled.
Saving Throw None Spell Resistance None
A beam of pure white fury, as blindingly intense as a solar Powerlink Bio-Implants
flare, erupts from the massive, perfect crystal sphere that is School transmutation Level alchemist 5
sacrificed to power this spell, capable of annihilating an Casting Time one hour
entire planet. Planet Killer, as the spell’s name implies, Components V, S, M (Fuelon crystals and radioactives
targets whole planets, moons or massive stations, and worth 5,000 gp)
cannot target anything much smaller than continent sized. Range touch
The Planet Killer has a range of one light year, but the Duration instant
caster must be able to see the target (even if faintly) with Saving Throw FORT negates Spell Resistance Yes
the unaided eye. For example, a spellcaster working from By touching a willing humanoid or monstrous humanoid of
Mars could easily target the Earth with this spell. a non-Battlechanger race, you permanently transmute
several of the touched creatures organs and internal
The targeted planet itself suffers 10,000 points each of systems into bio-mechanical analogues. At the completion
Electrical, Fire and Force damage, which ignores the of the ritual, the touched creature gains either Powerlink
world’s Hardness. All creatures and objects on the targeted Engine Module or Powerlink Head Module as a bonus feat,
hemisphere individually suffer 1,000 points each of as if they were themselves a Battlechanger. From this point
Electrical, Fire and Force damage, while those on the on, they can transform into a robotic head or engine-
opposite hemisphere suffer half this damage. A world module form, and initiate a power-link
reduced to 0 HP is blasted down to bare rock, and breaks
apart into a badly scorched asteroid belt.
Roll 1d6 to see what side effects are caused by this spell. When the spell is cast, the caster must succeed at a DC 50
1. Telephone and sat radio communication within the Knowledge (physical science) check. If the check is
entire state/county/province/ect successful, the planet achieves a stable orbit that does not
the spell is cast are shut down for 6d6 hours. disrupt the orbits of other bodies in the system. While the
Summon Firearm
School conjuration (teleportation) Level
magus 1, sorc/wiz 1, summoner 1
Casting Time 1 standard action
Components V, S
Range personal
Duration instant
Saving Throw None Spell Resistance No
You summon any firearm or energy
weapon, operable with the Personal
Firearms Proficiency feat, from your
dwelling or storage location into your
empty, outstretched hand. The distance
between you and your stored firearm is
irrelevant, so long as you are both on the
same planet and plane.
This spell warps space time around you, covering your Surf the Nebula can be made permanent by a 20th level
body in a silvery hyper-spatial gel that both allows you to caster, and requires at least 50,000 gp/ DC 31 in rare
survive in deep space and travel with cosmic swiftness. crystals and mystical chemicals.
While Surfing the Nebula, you become immune to Cold, System Scan
Heat, and radiation and hard vacuum. The silvery gel School divination Level sorc/wiz 9
covering your skin provides a +8 natural armor bonus to Range 10 AU radius
AC. This glistening gel deflects cones, lines, rays and This spell functions much like system scan, save that it
magic missile spells, rendering the caster immune to such provides information about all starships traveling within a
effects. There is a 30% change a deflected effect reflects 10 AU radius, which allows the system scan to cover a
back in full force at the caster, otherwise it is simply huge percentage of any given solar system with a single
negated. casting. You learn the positions of all starships within the
scan’s range, as well as detailed information about each.
At any time while Surfing the Nebula, you can summon
your board as a move equivalent action. This elongated Techno-Allergy
ovoid is made of the same silvery gel that covers your School necromancy Level druid 4
body, and while mounted on it, Surf the Nebula allows you Casting Time one standard action
to fly at a speed of 300 ft (perfect) in an atmosphere, or at Components V, S, DF
5,000 ft tactical speed in space. You can travel at FTL Range close (25 ft plus 5 ft / 2 levels)
Underbarrel Option
School transmutation Level magus 3
Casting Time one minute
Components V, S, M (gunoils and a cleaning kit worth
50 gp/DC 7)
Range touch
Duration instant
Saving Throw None (object, harmless)
Spell Resistance No (harmless)
This spell physically merges two guns or similar
advanced weapons into a single, more versatile weapon
with a flash of chrome light and the scent of burning
metal. When this spell is cast, you physically merge two
non-magical firearms or energy weapons.
Yuppie Workout
School transmutation Level alchemist 1, bard 0
Casting Time one standard action
Components V, S
Range touch
Duration instant
Saving Throw None (see text) Spell Resistance Yes
This spell is very popular among the multiverse’s
wealthiest business-critters. A simple touch provides all the
physical and metabolic benefits of about 2-3 hours worth
of intense physical exercise… without the tedium or
scheduling difficulties of an actual gym visit. This spell
leaves the recipient fatigued for 20 minutes, a bit sweaty
and ravenously hungry. Yuppie Workout has no saving
throw, as it will not work on unwilling recipients.