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Tech Pathfinder Stuff

Technology Unleashed is a comprehensive sourcebook for the Pathfinder Roleplaying Game that compiles various technology-themed materials from Otherverse Games, focusing on the integration of technology and magic in modern and futuristic settings. It includes detailed chapters on cybernetics, weapons, armor, and new classes, providing extensive rules and options for players and game masters. The sourcebook aims to present technology as a common aspect of gameplay rather than rare artifacts, allowing for a more dynamic and accessible experience in campaigns.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
273 views253 pages

Tech Pathfinder Stuff

Technology Unleashed is a comprehensive sourcebook for the Pathfinder Roleplaying Game that compiles various technology-themed materials from Otherverse Games, focusing on the integration of technology and magic in modern and futuristic settings. It includes detailed chapters on cybernetics, weapons, armor, and new classes, providing extensive rules and options for players and game masters. The sourcebook aims to present technology as a common aspect of gameplay rather than rare artifacts, allowing for a more dynamic and accessible experience in campaigns.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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William Kwan (Order #31906884)

Technology Unleashed
Written by Chris A. Field

Cover Illustration by: Laslo Ludrovan, provided by Shutterstock.com.

Interior Illustrations by:


Storn Cook, Anthony Cournoyer, The Forge Studios, JEShields, Kraken Press,
LPJD Image Portfolio, Alex Garcia Palomares, John Picot, Purple Duck Games, Sine Nomine Productions (Silent
Legions & Starvation Cheap Art Packs, used with permission), Shutterstock.com, Amanda Webb

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.

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Technology Unleashed’s Format Pricing Conversion
Technology Unleashed is divided into nine chapters. These weapons, armors, implants and gadgets are priced in
• Chapter One: Polymer Path describes cybernetic GP, which is a generic currency. In your game, GP can
implants, cybernetic conversion and cyberhacking, as represent dollars, yen (about 100-200 yen to the GP),
well as describing two new player races: Light and universal credits or standard fantasy gold coins.
Heavy Cyborgs.
• Chapter Two: Advanced Arsenal details a variety of I’ve used a ratio of:
new guns, from futuristic 9mm pistols firing caseless 1 GP = 1 dollar = approximately 100 yen = 1 galactic
ammo to military railguns, laser blasters, personal credit.
artillery, and exotic energy weapons.
• Chapter Three: Weapons of Rock & Roll describes a By the way, this same ratio is used in Enchantments of
variety of musical weapons, hard-rocking or anime- Black Tokyo and will continue to the standard for all future
influenced magi-tech weapons that might not be Otherverse Games products. A chart for converting dollars
appropriate to every campaign. to a Wealth Check DC can be found on pg 204 of the D20
• Chapter Four: Advanced Edge introduces a variety Modern Core Rulebook.
of dangerous melee weapons ranging from perfectly
balanced combat daggers designed to be wielded I’ve also modified the prices of a few pieces of gear to
paired to ultra-tech energy blades that can cut rifts make them easily accessible even to low level characters.
through dimensions. For example, I want basic computers and EVA packs to be
• Chapter Five: Advanced Armory is the perfect accessible even to low level spacers. For the sake of
counter for all the deadly new weapons in the previous simplicity, I’ve intentionally ignored things like monthly
two chapters. Here, you’ll find new armor and shields, data plans or phone contracts for computers and modern
ranging from tactical riot gear, to standard commercial communications gear- assume the characters handle such
space suits to exo-skeletal powered armor. matters behind the scenes, if it comes up at all. Once the
• Chapter Six: Advanced Technology introduces a player purchases a palmtop computer, assume she can use
plethora of computer systems, sensors, gadgets, tools the device freely without having to spend additional gp
and medical tech carried by the future’s adventurers. every month to access the Internet.
• Chapter Seven: High Tech Bestiary provides details
on a variety of new mechanical and technology based When pricing cybernetic implants, I compared the implant
creatures, some of which are deadly opponents, and to the Pathfinder Roleplaying Game’s pricing formula for
others can be chosen as useful companion droids. magic items with equivalent abilities. In a few cases, I
• Chapter Eight: The Modern Spellcaster details a made ad hoc adjustments to the price, based on my
new 20 level core class. The Modern Spellcaster is a opinions of technology’s strengths and weaknesses. In
versatile, point-based arcane spellcaster able to learn some cases, a cyber implant might be able to duplicate a
virtually any spell, but lacks the exotic features of particular magical effect very cheaply, because tech can do
other spellcasting classes. things cheaper and easier than magic. The opposite also
• Chapter Nine: The Modern Grimorie details a occurs here and there.
variety of new spells that interact with, conjure,
modify or draw upon high technology. These spells are Unless the technology has changed dramatically since the
designed with modern, sci-fi, cross genre science D20 Modern SRD was published, extremely mundane, real
fantasy and space opera campaigns in mind. world gadgets and devices are not reprinted here. For
example, you won’t find flashlights or duct tape in this
sourcebook, though futuristic adventurers can and do carry
both.

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William Kwan (Order #31906884)
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Skin wasn’t good enough. It takes half the time (down to a minimum of 30 minutes)
You needed steel. Chrome and composite. to repair an implant as it would to install it in the first
Bullet proof ceramic-composite skin. Camera lens eyes place.
that can pick out facial details from 10 miles away. If the attending physician fails the Heal or Craft
Piloting links that merge driver and vehicle into a single (cybernetic) check to install or repair the implant, no
bio-mechanical organiansm of incredible efficency. Neural progress is made. If a Heal check to install an implant is
chips that boost your intellect into the high genius range. failed by 5 or more points, either the implant is destroyed
Targeting arrays that make every shot a kill. Muscle group or the patient drops to -1 hp and begins dying, at the
stimulators that increase strength and speed. Sexual physician’s option.
implants that are open the host to an incredible new world
of pleasure. Who wouldn’t want to be a cyborg? If a Craft (cybernetics) check fails by 5 or more points, the
implant is destroyed, and the cyborg suffers 1d8 HP worth
The Polymer Path is a complete revamp of the D20 of damage from the botched repair attempt.
cybernetics system for use with the Pathfinder Roleplaying
Game. The Polymer Path consolidates and upgrades the Surgical Costs
basic cybernetics found in the D20 Future SRD, earlier Beyond the cost of the implants themselves, finding a
Otherverse Games sourcebooks, and several other sources competent surgeon to install the devices can be the most
to create the ultimate cybernetics resource. The Polymer pricy aspect of upgrading. The cost of cyber-surgery is
Path is a modular, easy to use and very deep cybernetics based on the treating physician’s ranks in Heal. The game
system. This sourcebook includes details on over a master might offer ‘package deals’ where the surgeon
hundred new implants, rules for cyber-implantation, and offers reduced pricing for the simultaneous implanting of
cyber-hacking, as well as two cybernetic player races with multiple implants at a lower cost.
multiple alternate racial traits.

New Uses for Skills Cybernetic Implant Tag Heal DC to Craft


The Computer Use, Heal and Craft Install (cybernetics) DC
(cybernetics) skills take on new importance in to repair
Bodyware or Organ DC 15 DC 12
any campaign where cyborgs play a major role.
Headware DC 18 DC 15
If the implant has the Plug tag -4 DC -2 DC
Cyber-Surgery (Heal) If the implant has the Military Grade +5 DC +5 DC
Physicians can implant cybernetic implants tag
using the Heal skill, while damaged implants If the implant is from the +8 DC +5 DC
are serviced using the Craft (cybernetics) skill. Transhumanist era or has the
Nanotechnology tag
The DC of these checks are based on the
Full Cybernetic Reconstruction DC 30 Not Applicable
implant’s tags. Implanting a cybernetic system Surgery
is always considered surgery, meaning the Light Cybernetic Reconstruction DC 25 Not Applicable
cyber-physician takes a -4 penalty on the Surgery
associated Heal check unless he possesses the Heavy Cyborg Monthly Maintenance Not DC 30
Surgery feat. Applicable

The effects of multiple tags are cumulative.


Doctor’s Ranks in Cost to install a Cost to install an
Heal standard implant implant with the
Time and Risk Plug tag
It takes 1 hour of work per 2,000 gp or portion 1-5 ranks Ranks x 50 gp Ranks x 25 gp
thereof in the implant’s cost to install the device. 6-11 ranks Ranks x 100 gp Ranks x 50 gp
High dollar implants can require multi-day 11-15 ranks Ranks x 150 gp Ranks x 75 gp
surgeries, with teams of surgeons working in shifts 16-20 ranks Ranks x 200 gp Ranks x 100 gp
to install safely. A patient is fatigued for 1 hour per 21 ranks or more Ranks x 300 gp Ranks x 150 gp
1,000 gp or portion thereof in the implant’s cost
after having an implant successfully installed.

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New Skill: Computer Use Finding public information on the Internet or similar public
The basic description of the Computer Use skill, imported networks does not fall under this category; usually. This
from the D20 Modern SRD has been adapted for The application of the Computer Use skill only pertains to
Pathfinder Roleplaying Game. finding files on private systems with which the character is
not familiar.
Alternatively, (or in addition to the rules below), you can
use the rules for virtual reality hacking presented in Level Of Security Computer Defeat Computer
Autorun (Otherverse Games, 2013). Autorun hacking is Use DC Security: This
Minimum DC 20 application of
more cinematic and ‘works’ more like full immersion
Average DC 25 Computer Use
virtual reality hacking as found in William Gibson’s Exceptional DC 35
novels, or other roleplaying games like Shadowrun or can’t be used
Maximum DC 40
Cyberpunk. It makes a good thematic fit to the cybernetics untrained. The
rules found in this sourcebook. DC is determined
by the quality of the security program installed to defend
Class Skill? the system. If the check is failed by 5 or more, the security
Computer Use is a class skill for the following Pathfinder system immediately alerts its administrator that there has
Roleplaying Game heroic classes. It should also be given been an unauthorized entry.
as a class skill to future official classes which emphasize
technical mastery, knowledge or are based primarily An alerted administrator may attempt to identify the
around Intelligence. character or cut off the character’s access to the system.
Alchemist Sometimes, when accessing a difficult site, the character
Bard has to defeat security at more than one stage of the
Expert (NPC) operation. If the character beats the DC by 10 or more
Rogue when attempting to defeat computer security, the character
Sorcerer automatically succeeds at all subsequent security checks at
Wizard that site until the end of the character’s session (see
Computer Hacking below).
Computer Use (INT)
This skill allows the character to operate computers, find Computer Hacking: Breaking into a secure computer or
files, hack and manipulate high-tech systems. network is often called hacking. When a character hacks,
he or she attempts to invade a site. A site is a virtual
Check location containing files, data, or applications. A site can
Most normal computer operations don’t require a be as small as a single computer, or as large as a corporate
Computer Use check. However, searching an unfamiliar network connecting computers and data archives all over
network for a particular file, writing computer programs, the world—the important thing is that access to the site
altering existing programs to perform differently (better or connects the user to everything within it. Some sites can be
worse), and breaking through computer security are all accessed via the Internet or similar networks; others are
relatively difficult and require skill checks. not connected to any outside network and can only be
tapped into by a user who physically accesses a computer
Find File: This skill can be used for finding files or data connected to the site.
on an unfamiliar system. The DC for the check and the
time required are determined by the size of the site on Every site is overseen by a system administrator—the
which the character is searching. person in charge of the site, and who maintains its security.
Often, the system administrator is the only person with
access to all of a site’s functions and data. A site can have
Size Of Site Computer Time
Use DC Required more than one system administrator; large sites have a
Personal computer DC 10 1 round system administrator on duty at all times. A character is the
Small office network DC 15 2 rounds system administrator of his or her personal computer.
Larger office network DC 20 1 minute
Massive DC 25 10 minutes When a character hacks into a site, the visit is called a
Corporate/Military session. Once a character stops accessing the site, the
Network session is over. The character can go back to the site in the
future; when he or she does, it’s a new session. Several
steps are required to hack into a site:

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Computer Use skill description). Once a character has
succeeded in both checks, the character has accessed the
Covering Tracks: This step is optional. By making a site.
Computer Use check (DC 20), a character can alter his or
her identifying information. This imposes a –5 penalty on Locate What You’re Looking For: To find the data (or
any attempt made to identify the character if his or her application, or remote device) the character wants, make a
activity is detected. Computer Use check. See Find File under the skill
description.
Access the Site: There are two ways to do this: physically
or over the Internet. Defeat File Security: Many networks have additional file
security. If that’s the case, the character needs to make
Physical Access: A character gains physical access to the another check to defeat computer security.
computer, or a computer
connected to the site. If the site being hacked is not Do Your Stuff: Finally, the character can actually do what
connected to the Internet, this is he or she came to do. If the character just wants to look at
probably the only way a character can access it. A variety records, no additional check is needed. (A character can
of skill checks may be also download data, although that often takes several
required, depending on the method used to gain access. rounds—or even several minutes, for especially large
amounts of information—to complete.) Altering or
Internet Access: Reaching a site over the net (or a similar deleting records sometimes requires yet another check to
network) requires two Computer Use checks. The first defeat computer security.
check (DC 10) is needed to find the site on the net. The
second is a check to defeat computer security (see the

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Other operations can be carried out according to the Scope of Alteration Computer Time Required
Computer Use skill description. Use DC
Crash Computer DC 10 1 minute
Defend Security: If the character is the system Destroy Programming DC 15 10 minutes
administrator for a site (which may be as simple as being Damage Programming DC 20 10 minutes
the owner of a laptop), he or she can defend the site against
intruders. If the site alerts the character to an intruder, the the programming is repaired. Damaging programming
character can attempt to cut off the intruder’s access (end imposes a –4 penalty on all Computer Use checks
the intruder’s session), or even to identify the intruder. To made with the computer (sometimes this is preferable to
cut off access, make an opposed Computer Use check destroying the programming, since the user might not
against the intruder. If the character succeeds, the intruder’s know that anything is wrong, and won’t simply decide to
session is ended. The intruder might be able to defeat the use a different computer).
character’s security and access his or her site again, but the
intruder will have to start the hacking process all over. A character can degrade the programming of multiple
Attempting to cut off access takes a full round. computers at a single site;doing so adds +2 to the DC for
each additional computer.
One surefire way to prevent further access is to simply shut
the site down. With a single computer, that’s often no big Fixing the degraded programming requires 1 hour and a
deal—but on a large site with many computers (or Computer Use check against a DC equal to the DC for
computers controlling functions that can’t be interrupted), degrading it + 5.
it may be time-consuming or even impossible.
Write Program: A character can create a program to help
To identify the intruder, make an opposed Computer Use with a specific task. Doing so grants the character a +2
check against the intruder. If the character succeeds, the circumstance bonus to the task. A specific task, in this
character learns the site from which the intruder is case, is one type of operation with one target. The DC to
operating (if it’s a single computer, the character learns the write a program is 20; the time required is 1 hour.
name of the computer’s owner). Identifying the intruder
requires 1 minute and is a separate check from cutting off Operate Remote Device: Many devices are computer-
access. This check can only be made if the intruder is operated via remote links. If the character has access to the
accessing the character’s site for the entire length of the computer that controls such systems, the character can
check—if the intruder’s session ends before the character either shut them off or change their operating parameters.
finishes the check, the character automatically fails. The DC depends on the nature of the operation. If the
character fails the check by 5 or more, the system
This application of the skill can be used to intercept a cell immediately alerts its administrator that there has been an
phone conversation if the character has a cellular unauthorized use of the equipment. An alerted
interceptor. The DC is 35, or 25 if the character knows the administrator may attempt to identify the character or cut
number of the phone that initiated the call. off his or her access to the system.
Special: A character can take 10 when using the Computer
Degrade Programming: A character can destroy or alter Use skill. A character can take 20 in some cases, but not in
applications on a computer to make use of that computer those that involve a penalty for
harder or impossible. failure. (A character
The DC for the attempt Type Of Computer Time Required cannot take 20 to defeat
depends on what the Operation Use DC computer security or defend
character tries to do. Shut Down DC 20 1 round per remote, security.)
Crashing a computer Passive Remote including cameras/door
locks
simply shuts it down. Its Time: Computer Use requires at
Shut Down Active DC 25 1 round per remote,
user can restart it Remote including motion least a full-round action. The GM
without making a skill detectors/alarms may determine that some tasks
check (however, Reset Parameters DC 30 1 minute per remote require several rounds, a few
restarting takes 1 Change passcodes DC 25 1 minute minutes, or longer, as described
minute). Hide Evidence of +10 DC 1 minute above.
Destroying alteration
programming makes the Minimum -5 DC NA
Security
computer unusable until
Exceptional +10 DC NA
Security

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Cyber-Hacking Install New Memory Files
Cyborgs whose implants interface directly with their brain The cyber-hacker can create new false memories for a
or central nervous system may have their minds and souls target cyborg. With a successful check, the hacker can
attacked by computer viruses and hackers. An enemy install up to 24 hours worth of false memories, which are
hacker can attack the cyborg by using the Computer Use almost indistinguishable from reality. The cyber-hacker can
skill to hack the cyborg as he could with any other system. install an additional 24 hours (or portion of) worth of false
Rather than a static Computer Use DC, this is an opposed memories for every five points the hacker beats the target
check against the target cyborg. cyborg’s check by.

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.

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Drain power supply, which increases the amount of Drain they
Most cybernetics are implanted in can safely withstand
a human host without needing
an external power supply. The A creature may be implanted with more (or higher-drain)
host’s blood is filtered through cybernetics than its body can safely
microscopic turbines, a handle. When this happens,
hydroelectric dam in minuture, the cyborg receives one
which produces all the electricity negative level for each
needed to run the implant. Or a additional point of Drain
chemically reactive tap-line is inflicted, or fraction of a
run into the host’s bladder, and point. For each negative
electricity is chemically level, the cyborg takes a –1
generated from the host’s penalty on all skill and
urine. Other implants simply ability checks, attack rolls,
draw from the body’s and saving throws, and loses
electromagnetic “Krillian” one effective level or HD
aura, absorbing minute whenever level is used in a die roll
amounts of energy from or calculation. If a character’s
the energy of life itself. negative levels exceed its total Hit Dice,
it dies.
A cyborg can be
implanted with dozens of This loss persists until the negative level is
low drain devices without removed. Negative levels caused by exceeding the
ill effect, and many are: character’s Drain limitation remain until the
implanted clocks and offending attachments are removed.
cellphones, language translators
built directly into the frontal lobe, Toughness and Cyber-Implants
swappable skill-chips, Cyborgs who take the Toughness feat are better
subcutaneous drug dispensers and able to resist the strain of cyber-implantation.
the like. In addition to gaining bonus Hit Points, a
character who takes Toughness can
Full cybernetic conversion and withstand an additional two (2) points of
‘high-drain’ weapons implantation is Drain. This feat would be highly sought after
a different story, though. The power by military cyborgs and by cyborg spies, and is
demands of military cybernetics even more attractive to low Constitution
ensure that the cyborg must have cyborgs.
some form of onboard power supply.
Magic and Cybernetics
Each cyber-implant has a Drain rating, which ranges from Cybernetics are masterwork quality items by default, and
zero (for extremely low drain, non invasive devices) to five they can be enchanted like any other weapon or wondrous
or higher (for implants that require massive amounts of item. The cyborg must be present throughout the entire
power, like an implanted jet pack or energy weapon). A process.
cyborg can safely receive implants with a total Drain rating
less than or equal to her Constitution (CON) score. Non-magical cybernetics do not take up an item slot on the
body. If a cybernetic implant is enchanted, it occupies a
Thus a cyborg with a Constitution of 14 (+2 modifier) slot on the body corresponding to the implant’s location on
could safely accept up to 2 points of drain, while a the character. For example, enchanted Cyber-optics would
character with a Constitution of 10 (no modifier) could not occupy the eyes slot, or an enchanted set of Subcutaneous
safely have cybernetics implanted. Bracers would occupy the wrist slots.

Some incredibly tough characters can survive having high-


drain devices implanted directly into their bodies, without
the need for expensive (and potentially) dangerous power
supplies being implanted. Other cyborgs are fitted with a

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Implant Eras • Purchasing black market Miltary Grade implants
Rather than firm Progress Levels, as found in the D20 increases the Implant’s cost by at least 25%, and
Future rules for cybernetics, upon which this sourcebook is possibly more at the game master’s discretion.
based, more general eras are used instead. These eras
represent the time frame, and to a lesser extent, the genre Nanotech
at which a particular implant becomes available. Most modern cybernetics incorporate nanotechnology to a
limited extent, but implants with this tag make use of
Modern relatively large, complex nano-colonies. Cyborgs with
Modern Cybernetics are relatively simple, non-invasive these implants are vulnerable to effects that specifically
implants. Direct neural interfaces are rare, and capabilities target nanotechnology, such as a Nanofeaster’s (Species of
are basic. Modern Cybernetics are implants about 5-10 the Otherverse, Otherverse Games, 2011) racial abilities.
years more advanced than what is found in the real world,
circa early 2015. Modern Implants are suitable for modern, Organ
military/espionage campaigns or super-spy action. Cyberware that replaces or augments a vital internal organ.

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.

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Tags: Any tags referring to the implant are listed
here.
Benefit: What does the implant do?
Drawback: If the implant has any special flaws,
they are listed here.
Drain: How much energy does the implant require?
Cost: How much does the implant cost? The cost is
given in GP, a rather generic currency. In your
game, GP can represent dollars, yen, universal
credits, or standard fantasy gold coins.

Replacements and Prosthetics


The following cybernetics are medical-grade
prosthesis that replace damaged organs or tissues.
These devices are in wide use, and are freely
available to anyone who can afford them.

Auditory Implant (Modern)


This cochlear implant restores lost hearing.
Tags: Headware
Benefit: Remove the deafened condition.
Drain: 0.25
Cost: 2,200 gp

Auditory Implant (Cyberpunk)


An upgrade auditory implant provides hearing more
sensitive than the normal human range.
Tags: Base, Headware
Benefit: Remove the deafened condition. The
upgraded auditory implant provides a +2 cybernetic
bonus on Perception checks based on hearing.
Drain: 0.25
Cost: 2,500 gp

Cyberlimb, Crude (Modern)


Crude cyberlimbs are basic armatures, designed
with an engineer’s eye for efficiency and not to
perfectly duplicate the lost appendage’s appearance. These counterparts. Their appearance is much more naturalistic,
devices are obviously bio-mechanical, but represent cheap but still obviously cybernetic.
proven technology. Hardness: 5 HP: 10
Hardness: 3 HP: 5 Tags: Base, Bodyware
Tags: Base, Bodyware Benefit: Replaces a lost arm, leg or other appendage.
Benefit: Replaces a lost arm, leg or other appendage. Drain: 1
Drawback: The character suffers a -2 cybernetic penalty Cost: 2,000 gp
on skill checks involving that limb (such as Disable Device
for a prosthetic hand, or Acrobatics for a missing leg) due Cyberlimb, Advanced (Transhumanist)
to lack of strength and fine control in the replaced limb. Advanced cyberlimbs are as dexterous and sensitive as
The effects of multiple replaced limbs are cumulative. organic limbs, if not significantly more so. Advanced
Drain: 1 cyberlimbs are often created from revolutionary bio-
Cost: 1,800 gp materials that offer superior durability and mimic a fully
naturalistic appearance. Even advanced cyberlimbs that are
Cyberlimb, Basic (Cyberpunk) not designed to resemble flesh and blood have fully
Basic cyberlimbs offer superior articulation, more precise naturalistic proportions and contours.
sense of touch and greater neural interface than their crude Hardness: 5 HP: 15

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Tags: Base, Bodyware Exotic Cyberlimb, Multi-Arm Configuration
Benefit: Replaces a lost arm, leg or other appendage. (Cyberpunk)
Drain: 0.5 An additional pair of cybernetic limbs are grafted to your
Cost: 2,000 gp ribcage. Muscular reinforcement of the lateral muscles and
lower back support these new mechanized appendages
while minor neural augmentation allows you to use your
new limbs to
greatest effect.
Hardness: 5 HP:
10
Tags: Base,
Bodyware
Benefit: You gain
an additional pair of
Advanced
Cyberlimb arms.
You gain
Multiattack as a
racial bonus feat,
even if you do not
meet the
prerequisites.
Drain: 1
Cost: 12,000 gp

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

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Exotic Cyberlimb, Tauric (Cyberpunk) equipped with some type of propulsion device, more like a
Instead of a fully animalistic appearance, the cyborg takes submarine than a humanoid cyborg.
its design inspiration from the mythical centaur: a Drain: 3.5
humanoid upper body balanced atop four powerful, horse- Cost: 10,500 gp
analogue robotic legs. A tauric cyborg has great speed and
strength.
Hardness: 5 HP: 30 (for torso)
Hardness: 5 HP: 10 (for legs)
Tags: Base, Bodyware
Benefit: Replaces lost legs and lower torso. The cyborg
gains a base landspeed of 60 ft (Medium) or 70 ft
(Large). The cyborg’s carrying limits are double those of
a bipedal creature. The cyborg is exceptionally stable
and receives a +4 racial bonus on CMD against being
tripped or bull rushed.
Drawback: A tauric cyborg moves at half speed when
navigating stairs or similar obstructions.
Drain: 3
Cost: 13,000 gp

Exotic Cyberlimb, Tendril (Cyberpunk)


This durable, fully prehensile tendril is made of light but
strong alloys sheathing a very strong pseudo-muscle
core.
Hardness: 5 HP: 10
Tags: Base, Bodyware, Stack (4)
Benefit: Replaces a lost arm/hand. Alternatively, each
Tendril Cyberlimb implanted in a cyborg with both arms
(or more) provides the cyborg with a +1 racial bonus to
CMB and CMD checks, as well as a +2 racial bonus on
Climb checks. Cyberoptics, Basic (Cyberpunk)
Drain: 1 Artificial optical sensors provide the cyborg with full
Cost: 2,800 gp color, stereoscopic vision.
Tags: Base, Headware, Security Risk -1
Exotic Cyberlimb, Tracked (Cyberpunk) Benefit: Remove the blinded condition.
The cyborg is designed for low profile and stability. It Drain: 0.25
dispenses with legs entirely, moving on a set of tank-like Cost: 3,000 gp
treads.
Hardness: 10 HP: 40 Cyberoptics, Advanced (Transhumanist)
Tags: Base, Bodyware, Military Grade Advanced cyberoptics provide superior resolution and a
Benefit: Replaces lost legs and lower torso. The cyborg much more naturalistic appearance. Many models are
gains a base landspeed of 40 ft (Medium) or 60 ft (Large). indistinguishable from organic eyes without a thorough
This speed is never effected by armor or encumbrance. The medical exam.
cyborg can ignore difficult terrain and power over any Tags:Base, Headware, Security Risk -1
obstacle less than 1/3 of the cyborg’s own height. The Benefit: Remove the blinded condition. Superior
cyborg can easily navigate up to a 45 degree grade. resolution provides the cyborg with a +2 cybernetic bonus
on sight based Perception checks.
The cyborg’s carrying limits are double those of a bipedal Drain: 0.25
creature. The cyborg cannot be tripped. The cyborg Cost: 3,800 gp
receives a +4 racial bonus on CMD against bull rush
attempts. Cyberoptics, Compound Optics Band (Cyberpunk)
Drawback: A tracked cyborg can negotiate reasonably This defensive implant encircles the cyborg’s skull and
shallow steps, but cannot use stairs. A tracked cyborg completely replaces her organic eyes. The implant appears
cannot jump or swim normally; if it swims at all, it must be as a flat band of advanced microcameras, arranged in a

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hexagonal grid, similar to the structure of an insect’s Drain: 0.5
compound eye. The optics band provides the cyborg with a Cost: 2,500 gp
360 degree field of vision, while neural implants allow the
cyborg to process the constant barrage of sensory data. Replacement Organ, Advanced (Transhumanist)
Hardness: 2 HP: 10 Advanced replacement organs are actually more efficient
Tags: Base, Headware, Military Grade, Security Risk -1 than their organic counterparts and place less demands on
Benefit: The cyborg gains a 360 degree field of vision and the cyborg’s body. At this level of technology, artificial
cannot be flanked. wombs become possible.
Drain: 2 Tags: Base, Nanotech, Organ
Cost: 5,600 gp Benefit: Replaces a lost internal organ.
Drain: 0.25
One Eye or Both? Cost: 2,650 gp
The price given for cyberoptics assumes that the character
implants a pair of optics. However, there is no difference, Sensory Upgrades
in game play terms, between a cyborg who has a pair of These cybernetic implants are options that can be added to
upgraded optics and a grungy cyberpunk with a single existing cybernetic audio or optical sensors. A few of these
bionic eye. The difference is purely cosmetic- a matter of implants upgrade senses other than sight or hearing.
look and style. Audio Upgrade (Cyberpunk)
Parabolic and directional receivers are built into the
Cyborgs with only a single eye augmented might face cyborg’s artificial ears.
minor complications as game-play flavor. If they attempt to Tags: Headware, Plug
use multiple vision modes simultaneously, they might Benefit: Link to an Auditory Implant. The cyborg reduces
suffer headaches, eye strain and minor visual the penalty for distance on sound-based Perception checks
hallucinations, usually ‘garbage data’ glimpsed out of the to -1 per 30 ft of distance, not -1 per 10 ft of distance as
corner of the eye. Some cyborgs close or cover their normal.
‘human’ eye when activating their enhanced senses. Drain: 0.25
Cost: 1,500 gp
There is no real reduction in price for only buying a single
eye, rather than a pair of bionic eyes. Since, thanks to the Echolocation Implant (Cyberpunk)
Base and Plug tags there’s nothing limiting cyborgs from A receiving device and associated microprocessor are
building multiple capabilities into a single implant slot, implanted within the bones of the recipient’s forehead,
there is no reason to disallow cyborgs from having cyber allowing him to “see” by using a simple version of sonar to
eyes with multiple capabilities. bounce sound waves off of solid objects.
Tags: Headware, Plug
Replacement Organ, Crude (Modern) Benefit: Link this implant to an Onboard Cellphone or
Crude replacement organs are limited to vascular pumps, Onboard Computer. The echolocation implant grants the
rudimentary biofilters that replace the kidneys and other recipient blindsight to a range of 10 ft. When used
mechanical analogues for necessary life functions. underwater (or in any other liquid medium), this range
Recipients face a grueling recovery from the implantation increases to 30 ft.
and lingering physical weakness. Drain: 1.5
Tags: Organ Cost: 3,000 gp
Benefit: Replaces a lost internal organ.
Drawback: The character suffers a -1 cybernetic penalty Enhanced Audio Pickup (Cyberpunk)
on FORT Saves per organ replaced. Enhanced audio systems increase the sensitivity of the
Drain: 1 cyborg’s auditory system, allowing her to detect ultrasonic
Cost: 2,000 gp frequencies.
Tags: Headware, Plug
Replacement Organ, Basic (Cyberpunk) Benefit: Link to an Auditory Implant. The cyborg can
This cutting-edge cybernetic device completely replaces a detect ultrasonic frequencies, such as the sound of
damaged, diseased or destroyed internal organ, such as a dogwhistles, bats, and certain electronic devices. The
heart, liver, spleen, intestine, lung or other natural cyborg can make Perception checks to detect sounds
structure. beyond the range of human hearing.
Tags: Organ Drain: 0.25
Benefit: Replaces a lost internal organ. Cost: 2,500 gp

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Internal Compass (Modern) Drain: 2
A micro-navigation computer linked to a sophisticated Cost: 1,300 gp
GPS system grants the recipient an uncanny knowledge of
his location. Optic Drone (Cyberpunk)
Tags: Headware, Security Risk -2 The optic drone is a removable optical implant that can be
Benefit: The cyborg always knows which direction is placed as a remote camera, and which transmits images to
north. Further, he can patch into a CPS network or similar the cyborg via a wireless Mesh link.
network (if online access is available) to get his exact Tags: Headware, Plug, Security Risk -1
global coordinates, accurate to about a meter. Benefit: Link this implant to any Cyberoptic. The optic
Drain: 0.25 drone can be removed from the cyborg’s eye socket as a
Cost: 800 gp move action, and placed elsewhere as a remote camera.
Once in position, the optic drone cannot move, though it
Lowlight Optics (Cyberpunk) can rotate to increase its viewable area.
Passive light amplification tech gives the cyborg incredible
night vision. Pictures from the eye are broadcast to the cyborg, who can
Tags: Headware, Plug maintain a constant vigil through his remote drone up to a
Benefit: The cyborg gains lowlight vision. maximum range of one mile. The cyborg can increase the
Drain: 0.25 Cost: 500 gp range by bouncing the eye’s signal through standard
communications equipment. The eye can be shut down
Micro Optics (Cyberpunk) remotely, or reactivated as a free action. The optic drone
These high-end optical implants allow intense has enough battery power to remain functional for up to 48
magnification of small items, equivalent to a jeweler’s hours once placed.
loupe or even a compound microscope for pricier systems. Drawback: While the cyborg is missing an eye, she
Tags: Headware, Plug, Stack 5 suffers a -2 penalty to ranged attack rolls and sight-based
Benefit: Link to a Cyberoptic implant. The cyborg can Perception checks due to a lack of depth perception.
magnify their vision when viewing fine objects, providing Drain: 0.5
them with a cumulative +1 cybernetic bonus on Appraise, Cost: 2,000 gp
Craft, Disable Device, Heal, Linguistics (forgery),
Perception and Repair checks when examining or working Seismograph (Cyberpunk)
on very small items. The cyborg has delicate, highly accurate seismograph and
Drain: 0.25 magnetic flux scanners implanted in his chest, feet and
Cost: 500 gp legs. The sensors are delicate enough to detect an insect
crawling across the ground, purely by the pressure waves it
Nightvision Optics (Cyberpunk) creates.
Light amplification technology allows the cyborg to see Benefit: As long as the cyborg is in direct contact with the
perfectly in near absolute darkness. ground, she gains tremorsense with a 120 ft range. The
Tags: Headware, Plug, Stack 3 cyborg receives a +20 bonus on Survival checks made to
Benefit: Link this implant to a Cyberoptic implant. The predict an impending earthquake.
cyborg gains Darkvision with a 60 ft range. This implant Drain: 1
can be taken up to 3 times, extending the Darkvision range Cost: 4,500 gp
by 60 ft each time, to a maximum of 180 ft.
Drain: 0.25 Sensor Snake (Cyberpunk)
Cost: 900 gp A self guided fiber-optic camera with a manipulator claw is
housed in the cyborg’s hand, and extends through the tip of
Olfactory Complex (Cyberpunk) one finger. This cable-mounted camera is dexterous and
Particle sensors and trace-element analyzers are built into slender enough for laparoscopic surgery, but long and
the cyborg’s nasal passages and sinus cavities. A durable enough to peek under doors to spy on targets.
comprehensive scent-trace database and limited AI, Hardness: 2 HP: 3
modeled on the canine brain, is implanted in a Tags: Military Grade
microcomputer in the cyborg’s skull. Benefit: You gain an extendable fiber-optic camera, which
Tags: Headware can extend to a maximum of 15 ft. This camera is thin
Benefit: The cyborg gains the Scent special ability as an enough to slip through an opening with a dime’s
extraordinary quality. The cyborg may use the Survival circumference, and provides full color, high resolution
skill to track by scent alone. video images of objects up to 30 ft away.

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Benefit: Link this implant to a Cyberoptic implant. The
The manipulator claw can lift or drag objects weighing up cyborg reduces range penalties on visual Perception checks
to 1 lb, and flip switches, push buttons or otherwise by -1 per 30 ft, not -1 per 10 ft as normal.
manipulate the environment. Skills can be performed via Drain: 0.25
the Sensor Snake, but at a -10 penalty. The exceptions are Cost: 1,500 gp
the skills Disable Device, Heal/Treat Injury and Repair,
which are only performed at a -2 penalty- the manipulator Voice Stress Analyzer (Cyberpunk)
is optimized for such work. When using the Sensor Snake, Sensors attached to the cyborg’s optic nerves and built into
the cyborg can ignore near-by corners when determining the inner ear analyze minute physical indicators from
line of effect for spells, powers and weapons. Extending or living beings (including increased pulse, galvanic skin
retracting the Sensor Snake is a move equivalent action. response and other stimuli) and enable the cyborg to better
Drain: 1 determine the emotional state of others.
Cost: 1,850 gp Tags: Headware
Benefit: The cyborg gains a +4 equipment bonus on Sense
Sensory Upgrade (Cyberpunk) Motive checks against his own creature type. Against
Superior sensory modules are packed into a cybernetic eye members of other creature types, the bonus is only +2; this
or audio system, upgrading its capabilities and range of implant does not function on Undead.
sensitivity. Drain: 0.25
Tags: Headware, Plug, Stack 5 Cost: 3,000 gp
Benefit: Each time this implant is taken, choose a
Headware implant to link it to, either an Auditory Implant Cybernetic Gadgets
or Cyberoptic. The cyborg gains a cumulative +1 This category of implants encompasses built-in computer
cybernetic bonus on Perception checks with that sense. systems systems or other useful equipment, mobility
Drain: 0.25 enhancements and augmentations that upgrade the cyborg’s
Cost: 600 gp chrome body or wetware mind.

Sensory Shield (Cyberpunk) Attack Barrier (Cyberpunk)


Circuit cutouts and flare suppressors prevent these Sophisticated anti-hacking software, military-grade anti-
advanced sensory implants from being destroyed. virals and physical circuit cut-outs protect you from
Tags: Headware, Plug cyberhacking.
Benefit: Each time this implant is taken, choose a Tags: Headware, Plug, Stack (unlimited)
Headware implant to link it to, either an Auditory Implant Benefit: Plug this implant into an Onboard Computer or
or Cyberoptic. Once taken, a linked Auditory Implant Onboard Cellphone. Each time the Attack Barrier is
makes the cyborg immune to deafness and a linked chosen, reduce the cyborg’s total Security Risk by -1. You
Cyberoptic makes the cyborg immune to blindness. can reduce your Securiity Risk to -0, but not below.
Drain: 0.25 Drain: None
Cost: 1,200 gp Cost: 900 gp

Targeting Optics (Cyberpunk) Auto-Injectors (Modern)


Ranging software superimposes a targeting reticule on the This unit, installed under the skin of the cyborg’s forearm
cyborg’s field of vision, greatly improving accuracy. or thigh, incorporates three medical micro-syringes. Upon
Tags: Headware, Military Grade, Plug, Security Risk -1, command, the unit can inject pre-loaded chemicals directly
Stack 5 into the cyborg’s bloodstream.
Benefit: Link to a Cyberoptic implant. Each time this Benefit: The cyborg gains three subdermal syringes, which
implant is installed, it provides a cumulative +1 cybernetic can be filled any drug or potion of the cyborg’s choice.
bonus on ranged attack rolls. These chemicals must be purchased separately. As a swift
Drain: 0.25 action, the cyborg can inject herself with one, two or all
Cost: 1,250 gp three pre-loaded chemicals. Reloading the auto-injector
requires approximately one minute.
Telescopic Optics (Cyberpunk) Drain: 0.25
High resolution cameras and processing software allow the Cost: 1,200 gp
cyborg to lock onto targets at greater range.
Tags: Headware, Military Grade, Plug

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Auto-Journal (Cyberpunk) to the original. Only one personality matrix can run at any
A semi-permanent storage chip is installed in the temporal one time.
lobe of cyborg’s brain, which acts as an unalterable record Drain: 1
of the cyborg’s thoughts and experiences. The implant Cost: 1,200 gp
interfaces with the cyborg’s unconscious mind and
language center, giving it nearly limitless storage capacity. Branch Type Hands (Cyberpunk)
When extreme speed and task precision is required, your
Auto-Journals are often implanted in police officers, and hands split apart on previously hidden seams, turning into
especially freelance investigators and used to provide a a multiply branching forest of strong, nimble manipulator
record of their actions during a case. Anti-tampering wires.
software prevents false reports and authenticates the Tags: Bodyware, Plug
implant’s readout. Benefit: Link this implant to a pair of Cyberlimb hands or
Tags: Headware, Security Risk -1 arms. As a swift action, you can ‘branch’ your hands or
Benefit: The Auto-Journal provides a text-based, first return your hands to their default configuration. While
person readout of a cyborg’s experiences and thoughts on a branched, you can perform tasks requiring manual
specific subject when queried either by the cyborg herself dexterity much faster than normal. One full round action
or an authorized outside user. The readout is written in the worth of work while ‘branched’ is equivalent to a minute’s
style of a journal entry, work with normally configured hands. Craft checks
dictated by the cyborg’s unconscious mind. Unconsciously requiring precision work, such as Craft (jeweler) or Craft
scripted journal entries are written in the cyborg’s style, (electronics) are made in half the time by a cyborg
from her point of view, and are recognizable as her work. possessing Branch Type Hands, if they are used during the
project.
Additionally, the cyborg can also dictate entries to the Drawback: While your hands are branched, your
journal consciously. This implant ceases to function 30-60 cyberlimbs are considered to have Hardness 0. You cannot
days after the cyborg is killed. It can be backed up to an wield a weapon or make unarmed strikes with your hands
external storage medium if recovered before that time. while they are branched.
Drain: 0.5 Drain: 1
Cost: 500 gp Cost: 5,000 gp

Balance Node (Cyberpunk) Buoyancy Bladders (Cyberpunk)


This implant replaces the cyborg’s inner ears, offering Most heavy cyborgs are just that- heavy. Swimming
increased stability and cat-like balance. The cyborg does becomes a life-threatening hazard; some cyborgs can
not suffer from motion sickness, and excels in zero gravity. drown in only a few feet of water because their weapons
This implant is as common among civilian athletes and and built in armor become deadly anchors.
dancers, as it is among frontline troops.
Tags: Headware Small round equipment pods built into the cyborg’s back or
Benefit: the cyborg’s superior balance provides her with a abdomen open to release inflatable air bladders when the
+2 racial bonus on Acrobatics and Perform (dance) checks. cyborg hits water. These inflatable bladders retract back
The cyborg gains the benefit of the Zero-G Training feat, into the storage pods when not in use.
even if she does not meet the prerequisites. Hardness 0 HP 2
Drain: 0.25 Benefit: The cyborg receives a +10 equipment bonus on
Cost: 2,500 gp Swim checks.
Drain: 0.5
Behavioral Matrix (Transhumanist) Cost: 4,000 gp
A behavioral matrix is a series of processors and programs
that allow a subject to take on the personality, mannerisms, Chameleon Kit (Transhumanist)
and memories of a specific individual. Extensive and painful surgeries replace the cyborg’s facial
Tags: Military Grade, Plug bones and portions of the spine and pelvis with shape
Benefit: Link this implant to an Onboard Computer. The memory polymers- a type of advanced, shape changing
recipient of a behavioral matrix gains a +4 insight bonus to plastics.
Bluff and Disguise checks when posing as another
individual. In conjunction with cosmetic reconstruction, The cyborg’s facial features and even his height can be
the imposter is often hard to detect, even while sitting next changed at will, and hormone regulators built into the
cyborg’s lymphatic system can urge the cyborg’s body

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to produce or absorb melanin (the pigment that colors Database, Expert (Transhumanist)
human skin), allowing the cyborg to quickly change race Encyclopedic amounts of data are stored on bio-chips
and skin tone. cloned from your own neural tissue and implanted into
Tags: Bodyware, Headware, Military Grade your brain.
Benefit: As a full round action, the cyborg can alter his Tags: Headware, Plug Security Risk -1
race and facial features, even apparent gender. By Benefit: Link this implant to an Onboard Computer. You
changing the proportions of his spine and pelvis, the treat all Knowledge skills as class skills; each level you
cyborg can gain gain a free skill rank which must be spent on a Knowledge
or lose up to 6 inches in height. As a result of these skill.
modifications, the cyborg receives a +10 equipment bonus Drain: 0.5
on Disguise checks, and suffers no penalty on Disguise Cost: 2,500 gp
checks for disguising himself as a different race or gender.
Drain: 2 Database, Feat (Transhumanist)
Cost: 18,500 gp This advanced implant includes large scale body-control
programming, giving the cyborg the ability to manifest
Cheetah Stride Sprint Booster (Cyberpunk) extraordinary abilities that normally take months or years
Using electro-chemical stimulation to rapidly contract the to master.
cyborg’s artificial muscle fibers, this implant grants the Tags: Headware, Plug, Security Risk -1
cyborg incredible bursts of speed. In addition the Benefit: Link this implant to an Onboard Computer. You
undetectable internal systems, a small, compressed air gain a single feat of your choosing that you meet the
maneuvering thruster located on the back of each calf prerequisites for as a racial bonus feat. If the implant is
increases the cyborg’s sprint speed and leaping ability. removed, destroyed or shutdown, you lose the feat as well.
Tags: Military Grade, Plug Drain: 1
Benefit: Link to a pair of Cyberlimb legs. A number of Cost: 2,500 gp
times per day equal to one
plus the cyborg’s CON modifier (minimum once daily), the Database, Linguistic (Cyberpunk)
cyborg can dramatically increase his running speed. An installed database of language files makes the cyborg a
very effective translator.
For one minute, the cyborg’s running speed increases by a Tags: Headware, Plug, Stack (unlimited)
factor of five (x5). Thus, a cyborg with a base land speed Benefit: Link to an Onboard Cellphone or Onboard
of 40 ft (160 ft run speed or 200 ft with the Run feat) Computer. Each time this language is chosen, the cyborg
would have either an 800 or 1,000 ft run speed when this gains 10 known languages as bonus languages. The cyborg
implant is active! is literate in the chosen languages. These bonus languages
do not count as ranks in Linguistics.
The cyborg can cover two chase scale squares when
running. Most language loads are grouped by region or purpose- an
Drawback: The cyborg is exhausted for one hour after this Asian language load, a North African language load, a
implant’s effects end. xenolanguage pack which includes the most common
Drain: 2 galactic languages, or a military language load focusing on
Cost: 30,000 gp the languages spoken by current threat groups, for
example.
Cybernetic Power Supply (Cyberpunk) Drain: 0.5
A variety of power supplies, from onboard batteries, to Cost: 1,200 gp
chemical filters that generate electrical charge from the
cyborg’s urine, or more advanced bio-batteries that Database, Professional (Cyberpunk)
recharge automatically as the cyborg moves, provide Comprehensive databases are installed in your in-brain
additional power for onboard devices and implants. computer.
Tags: Stack (unlimited) Tags: Headware, Plug
Benefit: The cyborg can withstand an additional point of Benefit: Link this implant to an Onboard Computer. You
Drain safely. receive a +5 equipment bonus to a single Craft, Knowledge
Drain: None or Profession or Treat Injury check of choice. This implant
Cost: 1,000 gp can be taken more than once, applying to a different skill
each time.
Drain: 0.25Cost: 800 gp

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Database, Skill (Cyberpunk) The cyborg gains Exotic Firearms Proficiency with an
Your brainware includes extensive knowledge and pre- unfamiliar weapon one minute after first encountering the
programmed responses that enable you to use one skill device. The cyborg does not suffer penalties for using
with particular expertise. unfamiliar or alien technology.
Tags: Headware, Plug Drain: 0.5
Benefit: Link this implant to an Onboard Computer. You Cost: 12,000 gp
receive a +2 equipment bonus on a single skill of choice.
You can take this implant more than once, applying the Expertise Plexus (Cyberpunk)
bonus to a new skill each time. An Expertise Plexus works in conjunction with a skill
Drain: 0.25 database to allow the cyborg to perform familiar, routine
Cost: 550 gp tasks more quickly and efficiently. Cyborgs equipped with
this implant move with machine-like precision and
Database, Technical (Cyberpunk) certainty when using the skill programmed into the
Complete schematics for thousands of machines- from implant.
guns and planes to microwave ovens- are downloaded into Tags: Headware, Plug
a few bio-chips which are implanted in the cyborg’s brain. Benefit: Link to a particular Database, Skill or Database,
An intuitive but limited AI allows the cyborg to quickly Professional. When performing the skill programmed into
master new technology, even unusual devices not this implant, the cyborg requires only half the usual time to
programmed into the database, by analyzing the basic complete the task. If the cyborg chooses to Take 10 or Take
technology behind the device. 20 on the skill check, the task requires only five times or
Tags: Headware, Military Grade, Plug, Security Risk -1 ten times the normal amount of time to perform,
Benefit: The following skills are always class skills for the respectively. The cyborg can purchase this implant
cyborg: Computer Use, Craft (mechanical, electronic), multiple times, applying it to a different skill each time.
Drive, Knowledge (technology), Pilot, Use Magic Device. Drain: 0.5
The cyborg gains Personal Firearms Proficiency as a racial Cost: 4,000 gp
bonus feat.

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Facial Recognition Optics (Cyberpunk) Drain: 0.5
The cyborg is equipped with a comprehensive database of Cost: 3,200 gp
mugshots, photographs and biometric data, similar to the
files used by police and FBI agents in the course of their Gills (Modern)
duties. New files can be uploaded to this bio-chip database A set of artificial gills and chemical transmission
wirelessly. In addition, advanced facial recognition membranes are built into the cyborg’s neck or chest,
software is uploaded directly to the portion of the cyborg’s allowing her to extract oxygen from water.
brain responsible for pattern recognition. Benefit: The cyborg gains the Amphibious special quality.
Drain: 1
An AI forensic artist subroutine allows the cyborg to Cost: 1,500 gp
predict the appearance of known suspects or missing
persons as they age, while bone density scans, facial Haste Implant (Cyberpunk)
proportion comparisons and other advanced forensic ID Synthetic adrenaline and ultra-short acting gene-tailored
techniques allow the cyborg to see through most disguises. amphetamines flood the cyborg’s systems, from emitters
Tags: Headware, Plug throughout the limbic system. Brain augmentations boost
Benefit: Link this implant to a Cyberoptic and Onboard reaction time and reflexes.
Computer. The cyborg receives a +8 equipment bonus on Tags: Military Grade
Perception checks made to see through a suspect’s Benefit: You can activate your haste implant as a swift
disguise. The cyborg can pull up a complete criminal and action. While the implant is active, you are hasted. You can
personal history on any subject within his or her field of remain hasted for up to 10 rounds per activation.
vision, assuming that person’s records are on file with the Drawback: When your haste state ends, you become
cyborg’s parent exhausted for one minute per round spent hasted. You
agency. cannot activate this implant while exhausted.
Drain: 0.5 Drain: 2
Cost: 5,000 gp Cost: 30,000 gp

Flight System (Cyberpunk) ID Wallet Chip (Modern)


An electrical flight system deploys from hidden, nearly Microscopic chips implanted in the finger tips store the
invisible storage bays on your back, hips and calves. The character’s personal and financial data.
primary thrust systems are back mounted, while Tags: Security Risk -1
maneuvering systems and control surfaces are concealed in Benefit: The ID Wallet Chip functions both as legal ID and
your hips and calves. financial instrument, serving as drivers’ license, passport,
Tags: Military Grade business card and credit card. The character can share
Benefit: You gain a Flight Speed equal to twice your base biographical data with a simple handshake, or run his hand
landspeed. You have good maneuverability and receive a over a scanner to purchase items. Many stores
+4 racial bonus on Fly checks. Deploying or retracting automatically deduct funds from a customer’s account if he
your flight system is a move equivalent action. leaves the store with merchandise, basically eliminating
Drain: 4 shoplifting as a crime.
Cost: 16,000 gp Drain: 0.25
Cost: 100 gp
G-Force Stabilizer (Cyberpunk)
One way valves are installed in the cyborg’s major arteries, Initiative Implant (Cyberpunk)
and miles of artificial vascular tissue are implanted. In Advanced foptic cables augment the cyborg’s spinal
conjunction with lung and central nervous system nerves, allowing nerve impulses to be transmitted much
modification, the cyborg can now withstand extreme g- faster than through purely organic neurons. The cyborg
forces that would kill an ordinary pilot. reacts far faster than normal.
Tags: Organ, Military Grade Tags: Military Grade, Security Risk -1
Benefit: The cyborg can withstand incredible g-stress, Benefit: The cyborg receives a +2 equipment bonus on
allowing her to remain conscious during maneuvers that Initiative.
would knock out or kill ordinary pilots. As a result, the Drain: 0.5
cyborg receives a +8 equipment bonus to all Pilot checks Cost: 1,000 gp
made in combat. The cyborg receives a +4 equipment
bonus on all FORT saves made to resist high-gravity
environments.

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Invisiware (Cyberpunk) Tags: may be Security Risk -1 at GM discretion, for some
Ultra-high resolution cameras take real time video of the Lifestyle Implants
surroundings, and micro-tech hologram emitters spaced Benefit: Lifestyle Implants is a catch all category for a
evenly around the cyborg’s body project the images, variety of implants which have minor benefit from a game
effectively rendering the cyborg completely invisible. rule standpoint but offer an immeasurable benefit to the
Tags: Bodyware, Military Grade cyborg.
Benefit: The cyborg can activate or deactivate their
invisiware as a swift action. When the invisiware is active, Common lifestyle implants include implanted drug
the cyborg is becomes invisible, as by greater invisibility. dispensers that dispense or synthesize prescription drugs
The cyborg can remain invisible for up to one minute (10 (and occasionally illegal drugs), implanted versions of
rounds) out of each hour. The duration need not be watches and PDAs, internal televisions which feed info
consecutive, but must be in one round increments. The directly to the cyborg’s optic nerve, game software,
cyborg can maintain a maximum of 240 rounds (24 implanted radios and MP3 players, cybernetic
minutes) of invisibility per day. contraceptives and a seemingly endless array of sexual
Drawback: Water disrupts invisiware. If in a wet implants. Cyborgs can have multiple Lifestyle Implants,
environment (such as a rain storm, along a shoreline, and most citizens of the future have as many as a half
standing in a large pool or puddle), the invisiware acts as dozen.
invisibility rather than greater invisibility. This implant Drain: None
does not function if fully submerged. Cost: 250-500 gp depending on implant
Drain: 4
Cost: 35,000 gp Magna-Grip Foot Mod (Cyberpunk)
Small electromagnetic strips are implanted in the cyborg’s
Lactic Acid Scrubbers (Transhumanist) heels and the tips of his toes. The cyborg can attach
Nano-factories located in every major muscle group and at himself to the hull of a starship or vehicle, to perform
the junction of major arteries help the cyborg process lactic maintenance safely.
acid, a fatigue toxin produced by normal muscle activity. Benefit: The cyborg can magnetize his feet to a magnetic
The cyborg fatigues less often, and can push her body past surface, even through shoes or armor (though not through
human limits with ease. power armor), allowing him to cling securely to the surface
Tags: Nanotech even in zero-g conditions. The cyborg can also walk up a
Benefit: The cyborg gains Endurance as a racial bonus metallic wall or ceiling at half his base land speed. The
feat. cyborg loses his DEX bonus to AC when climbing in this
Drain: 1.5 way.
Cost: 1,800 gp Drain: 1
Cost: 1,250 gp
Leaper Prosthetics (Cyberpunk)
The cyborg’s prosthetic legs are augmented by densely Media Reader (Modern)
woven pseudo-muscle and piston-aided joints that provide This implant is built into the cyborg’s hands, their forearm,
incredible amounts of thrust. or any large flat expense of skin. Some cyborgs have this
Tags: Bodyware, Plug, Stack 4 implant placed on their abdomen or inner thigh for
Benefit: Link to a pair of Cyberlimb legs. The cyborg adds additional concealment. The Media Reader implant
+5 ft to any distance jumped horizontally and +2 ft to any consists of a series of flat magnetic drives (similar to those
distance jumped vertically. This implant can be taken up to in most computer disk drives) and low power laser readers,
four times, its effects stack, increasing the minimum which have enough energy to penetrate the cyborg’s skin or
distance jumped dramatically. hull painlessly and read CDs, USB drives or other media
Drain: 0.5 storage devices pressed against the skin or in close
Cost: 1,500 gp proximity of their bodies.
Tags: Security Risk -1
Lifestyle Implants (Modern) Benefit: This implant allows the cyborg to quickly read
The most common cybernetic implants aren’t weapons or and copy floppy disks, CD and similar storage devices
tools; rather they are minor implants that make peoples directly to his internal memory without the need for an
lives easier and more pleasant. Most cyber-implants can be external disk drive. As a standard action, the cyborg can
installed during a simple outpatient procedure that is no read and copy the contents of a computer disk or CD (or
more risky or expensive than a routine dental visit. similar futuristic storage media), simply by pressing
against the skin where the implant is located.

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ability modifier in a particular ability score beyond +4 gain
the Military Grade tag.
Drain: 0.5
Cost: 3,000 gp

Multi-ID Manager (Cyberpunk)


With the introduction of the ID Wallet Chip new kinds of
crime and identity theft scams emerged. This highly illegal
implant allows a cyborg to switch between multiple ID
implants at will, and to steal other IDs with a touch.
Tags: Military Grade, Security Risk -1
Benefit: As a standard action, you can switch between
implanted ID Wallet Chips, accessing different false IDs
and lines of credit. Each ID Wallet Chip slaved to this
implant only counts as a single ID Wallet Chip for
determining drain. In essence, the cyborg only pays the
drain cost for this implant.

You may store up to 12 ID implants on the Manager. In


addition to storing ID info, your Manager also assists you
in forgery and identity theft. By shaking hands with
another cyborg implanted with an ID Wallet Chip, your
systems scan theirs. You receive
a +2 bonus on Linguistics checks made to duplicate that
cyborg’s ID Wallet Chip data for 24 hours after the contact,
before your Manager automatically purges the data from
the system.
Drain: 1
Cost: 750 gp

Onboard Cellphone (Modern)


A subcutaneous transmitter is implanted in the cyborg’s
throat, and a wireless receiver is installed in the ear canal.
Tags: Headware, Plug, Security Risk -1
Benefit: The cyborg can communicate via commercial
cellphone signals via nearly imperceptible subvocalization.
This implant can be installed as a separate implant or
Drain: 0.5 Plugged into an Onboard Computer.
Cost: 900 gp Drain: 0.25
Cost: 500 gp
Mental Ability Score Augmentation (Transhumanist)
Cutting edge neuro-ware augments the cyborg’s mental Onboard Computer (Cyberpunk)
capabilities. Examples include cloned brain tissue to A powerful, bio-based computer is implanted in the skull.
augment INT, modifications to the left hemisphere and Tags: Base, Headware, Security Risk -2
temporal lobes to increase WIS, or preprogrammed Benefit: The cyborg has a high-end computer system
personas guided by onboard AI to boost your CHA. (equal to a basic laptop or palmtop) installed in her brain.
Tags: Headware, Nanotech, Plug, Security Risk -1, Stack She can perform Computer Use checks and install
10 programs onto this computer normally, as well as connect
Benefit: Link this implant to an Onboard Computer. Each wirelessly to the internet, Mesh or similar communications
time this implant is chosen, you receive a +1 inherent protocols.
bonus to one of your mental ability scores (INT, WIS or
CHA. You can enhance a particular ability score to a The Onboard Computer can be upgraded to provide a +1
maximum of +10. Enhancements that would improve your equipment bonus on Computer Use checks with the
implanted computer by spending an additional 1,000 gp.

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This upgrade can be purchased up to 5 times, providing a Benefit: Each time this implant is chosen, you receive a +1
total +5 bonus on Computer Use checks. inherent bonus to one of your physical ability scores (STR,
Drain: 0.5 DEX or CON). You can enhance a particular ability score
Cost: 2,200 gp to a maximum of +10. Enhancements that would improve
your ability modifier in a particular ability score beyond
Key to the Future +4 gain the Military Grade tag.
The Onboard Computer is probably the single most Drawback:
important implant in this sourcebook. Dozens of other Drain: 0.5
implants require the presence of an Onboard Computer Cost: 2,000 gp
(though a few implants can run off the lower-tech Onboard
Cellphone instead). The Onboard Computer is a game- Privacy Field Generator (Cyberpunk)
changer. With one installed in a cyborg’s brain, she can A tiny implant at the base of the cyborg’s spine generates a
download advanced combat skills, use the highest grade of constant low level EM interference field that nullifies all
sensors and perform other feats that cyborgs without an communication devices, including most microphones,
Onboard Computer cannot even attempt. hidden bugs, and cell phones within the implant’s effective
radius.
Onboard Tool (Cyberpunk) Tags: Military Grade
The cyborg has bulky mechanical equipment pods on his Benefit: All communication devices cease to function
forearm. These equipment pods open to reveal a specific within a 30 ft radius of the cyborg, including any of the
modular tool, such as an arc welder, a surgical kit, a set of cyborg’s own onboard communications gear. This implant
lock picks, or precision circular saw, among many, many can be activated or deactivated as a free action. Devices
others. specially modified to resist jamming, military equipment,
Benefit: Upon mental command, this implant opens and or devices from a higher tech level are unaffected.
transforms into a single tool chosen when this implant is Drain: 2
purchased. The tool must be Size Medium or smaller. If the Cost: 1,300 gp
device normally requires fuel or an external power supply,
it instead draws on the cyborg’s internal power supplies. If Piloting Link (Cyberpunk)
the onboard tool is sundered, the implant is destroyed. You A direct neural interface allows the cyborg to mentally
can select this implant once per manipulator limb, control a properly equipped vehicle.
choosing a new tool each time. Tags: Headware, Plug
Drain: 1.5 Benefit: Link this implant to an Onboard Computer. When
Cost: 650 gp piloting or driving any vehicle modified to accept Piloting
Link control, the superior control direct neural control
Onboard Tool, Shapememory (Transhumanist) offers provides you with a +2 insight bonus on Drive and
Rather than crude hard-tech, nano-tech ‘smart’ metals and Pilot checks with that vehicle, and provides a +2 insight
electro-responsive polymers allow the cyborg to shape a bonus to the vehicle’s AC.
nanocolony in their hand and wrist into any tool they need. Drain: 1
Tags: Nanotechnology Cost: 1,500 gp
Benefit: This implant functions identically to an Onboard
Tool, save that the cyborg can choose which tool is REM Sleep Regulator (Cyberpunk)
duplicated at will. Changing tool type is a full round This neuro-implant alters the function of the cyborg’s
action. Duplicated tools are always masterwork quality, brain, allowing the cyborg to ‘toggle’ between full
providing a +2 equipment bonus on checks with that tool. consciousness and restorative, deep R.E.M. sleep. With
Drain: 2 this implant, the cyborg requires much less sleep than an
Cost: 1,300 gp ‘unchipped’ human, and can
remain awake for several days at a time with few ill
Physical Ability Score Augmentation (Cyberpunk) effects. This implant, though expensive, is as popular
A variety of implants and cutting edge bioware augment among business-people and club-goers as it among
the cyborg’s physical capabilities. Some examples include military special forces troops.
the replacement of human muscle fiber with Kevlar or Tags: Headware, Security Risk -1
artificial muscle fiber that contracts faster and tighter, to Benefit: The cyborg can enter a restful, deep-REM sleep
enhance STR or DEX, or artificial organs and redundant state at will. If the cyborg sleeps for 3-4 hours, she gains
systems to enhance CON. the benefit of a full 8 hours of sleep. On magically active
Tags: Bodyware, Organ, Stack 10

William Kwan (Order #31906884)


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campaign worlds, a spellcaster may regain spells after half Speed Augmentation (Cyberpunk)
the usual time, thanks to this implant. Your prosthetic legs are designed for incredible speed.
Some cyborgs with this implant have panther-like,
The cyborg can go a number of days equal to one plus her digitigrade cyberlimbs, and all have superior pseudo-
WIS modifier (minimum one 24 hour period) without any muscle fibers and motion control/body intelligence
sleep at all before fatigue begins to impair her programming.
performance. This implant provides no special defense Tags: Bodyware, Plug, Stack 10
against magical sleep. Benefit: Link this implant to a pair of cyberlimb legs and
Drain: 0.5 feet. Both appendages must be replaced prior to selecting
Cost: 5,000 gp this implant. Each time this implant is chosen, the cyborg’s
base land speed increases by +10 ft.
Retractable Fins (Modern) Drain: 1
Upon the cyborg’s mental command, long thin polymer Cost: 1,200 gp
sheets extend from between her fingers, from between her
toes, and from her abdomen, dramatically increasing her Stabilizer (Modern)
underwater speed and agility. Some cyborgs favor organic This tiny device is installed near the heart, and
look translucent fins, while others favor brilliantly colored, automatically releases chemical coagulants into a dying
highly decorative fins. cyborg’s bloodstream to stem blood loss.
Hardness: 0 HP: 1 Benefit: The cyborg automatically stabilizes when reduced
Benefit: The cyborg gains a Swim speed of 30 ft. The below 0 HP.
cyborg can use the charge action when swimming provided Drain: 0.25
she swims in a straight line. The cyborgs fins and flippers Cost: 800 gp
can grow or retract as a standard action.
Drain: 1 Cost: 800 gp Tac-Grip (Modern)
Microscopic, highly adhesive ‘dots’ cover the surface of
Sensory Records (Transhumanist) the cyborg’s palm. In addition, additional artificial muscle
Full sensory memories are recorded onto crystalline fibers in the hands and wrist give the cyborg great manual
fractal-based storage chips in your artificial brain. strength and an unbreakable grip.
Tags: Headware, Plug, Security Risk -2 Benefit: A cyborg with this implant cannot be disarmed,
Benefit: Link this implant to an Onboard Computer. Every and receives a +2 circumstance bonus on Climb checks,
sensation you experience, for all of your senses, including thanks to his or her incredible grip.
exotic senses, is recorded to your cyber-memory. Extremes Drain: None
of emotion are also recorded, and can be experienced by a Cost: 600 gp
reviewer (such as extreme joy, horror, hate, lust, ect),
though less intense emotions are not recorded. Your Vixen Pheromone Emitters (Cyberpunk)
sensory records automatically record the last hour of Concealed spray emitters (usually disguised as small warts
experiences, and continually overwrite your recorded or skin imperfections) in the armpits, inner thighs, the
memories, unless explicitly commanded to do otherwise. palms of the hands, and around the genitals emit a
This is short-term storage. powerful, psychoactive chemical spray that makes the
cyborg more desirable and appealing.
As a standard action, you can consult your sensory records, Tags: Military Grade
allowing you to automatically succeed on checks made to Benefit: The cyborg receives a +4 equipment bonus on
remember events that occurred during the previous hour. Bluff, and Diplomacy checks checks made against anyone
You can also shift recorded memories (in one minute who would normally be sexually attracted to the cyborg.
increments) to longer term storage. This bonus is increased to +6 if the cyborg makes skin to
skin contact with the subject; this additional bonus lasts for
By default, this implant comes with one hour of long term 2 hours after the exposure ends. This effect is useless
storage. You can purchase additional long term storage against anyone wearing a gas mask or CBR gear.
space, up to 72 hours of recorded memory. Each additional Drawback: Creatures tracking the cyborg by scent receive
hour of long term memory storage costs an additional 500 a +4 bonus on Survival checks to do so, due to the cyborg’s
gp. If you are killed, your Sensory Records remain viable, unique and powerful scent.
fed on backup power, for 24 hours. Drain: 1
Drain: 1 Cost: 3,600 gp
Cost: 1,900 gp

William Kwan (Order #31906884)


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Walk/Run Upgrade (Cyberpunk) single move action that round. Potentially, the cyborg
The W/R Upgrade is implanted in the spine, just above the could full attack, spend a hero/action point and move, or
pelvic girdle, and alters the way the cyborg’s legs and feet could run (a double move), spend an hero/action point and
process movement commands. The implant is often take what’s effectively a third move that round.
programmed with ‘footwork’ movement schemes modeled Drain: 1.5
on the careers of great boxers. By increasing muscular task Cost: 4,500 gp
efficiency, the implant can dramatically increase the
cyborg’s mobility without invasive leg-replacements. Cybernetic Defenses
Tags: Military Grade These cybernetic devices protect the ‘borg from physical
Benefit: Each round the cyborg may take one additional trauma. These implants can be as obvious as cybernetic
five foot step. The cyborg may either use this step in armor or as subtle as modifications to the intestine that
conjunction with a standard five foot step, in effect turning prevent nausea.
the maneuver into a ’10 ft step’, or may shift, act and than
shift again. Anti-Ballistic Body Weave (Cyberpunk)
Densely woven Kevlar fibers, hidden beneath your dermal
By spending an action point or hero point, the cyborg can layer, protect your organs and internal cyber-systems from
dramatically increase his movement rate. When the cyborg ballistic trauma.
spends the hero/action point, he may take an additional Tags: Bodyware, Military Grade
Benefit: You become immune to ballistic damage.
Drain: 1
Cost: 8,000 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

Body Repair Weave (Transhumanist)


A delicate weave of subdermal nanites
stimulates and repairs the body’s damaged
tissue.
Tags: Bodyware, Nanotech
Benefit: The cyborg recovers Hit Points and
Ability Score Damage at twice the normal rate of
an unmodified member of its species.
Drain: 3
Cost: 2,500 gp

Dermal Plating (Cyberpunk)


Heavy external armor, usually comprised of dense long-
chain polymers or military-grade reactive armor sheathes
the cyborg’s body. The heavily armored cyborg has an
obviously armored, robotic appearance, with much of the
body protected behind tank-like armor plating.
Hardness: equal to twice the equipment bonus provided
HP: 1/2 the recipient’s maximum HP
Tags: Military Grade

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Benefit: The cyborg gains an equipment bonus to AC. This energy. You can also choose different energy types as well,
bonus is determined by the density of the armor: Light +2; such as Fire 10 and Acid 10.
Medium +5; Heavy +8. The cyborg is considered to be
wearing armor of the listed weight category, and suffers Energy Resistance 10 of any type is not considered
the listed arcane spell failure chance: Light 10%, Medium Military Grade, and is common among cyborgs working in
20%, Heavy 30% failure chance. hazardous environments or extreme environments. Energy
Drain: None Resistance 20 or greater is considered a Military Grade
Cost: Light 2,000 gp , Medium 5,000 gp, Heavy 8,000 gp implant.
Drain: 0.5
Dermal Weave (Cyberpunk) Cost: 12,000 gp
Dermal weave consists of micro-fibers that strengthen and
reinforce the Fortified Skeleton (Cyberpunk)
recipient’s skin, providing a tougher dermal layer against The cyborg’s skeleton is reinforced with high density
cutting weapons. polymers or nanoscale alloys that are extremely light but
Tags: Bodyware, Military Grade nearly indestructible.
Benefit: The cyborg becomes immune to slashing damage. Tags: Bodyware, Military Grade
Drain: 0.25 Benefit: The cyborg’s reinforced bones provide him with
Cost: 5,800 gp Damage Reduction 4/-, which stacks with DR from other
sources.
Durability Implants (Cyberpunk) Drain: 0.25
Pain management systems, hyper-oxygenated pseudoblood Cost: 16,000 gp
and organ reinforcement make the cyborg much harder to
kill. Gaze Shield (Cyberpunk)
Tags: Military Grade, Stack (unlimited) Polarized lenses and digital filters built into the cyberoptic
Benefit: You gain 10 bonus Hit Points. implant automatically activate, shielding the cyborg from
Drain: 1 exotic attack forms transmitted by sight.
Cost: 2,000 gp Tags: Headware, Military Grade, Plug
Benefit: Link this implant to a Cyberoptic implant. The
Emergency Lung (Cyberpunk) cyborg becomes immune to gaze attacks.
Oxygen scrubbers and an emergency oxygen bladder are Drain: 0.25
implanted in the cyborg’s lungs. A series of chemical and Cost: 4,000 gp
physical filters runs the length of the cyborg’s nasal
passages and trachea. Self sealing filters even protect the Immortality Warden (Transhumanist)
cyborg’s eyes from irritants. This lifesaving and revolutionary implant consists of
Benefit: The cyborg becomes immune to all airborne drugs several monitoring implants and nano-factories installed in
and toxins. The cyborg has an independent oxygen supply or near the cyborg’s vital organs. The Warden monitors
that lasts for one hour, which refills automatically while organ function, blood pressure, brain waves and a host of
the cyborg breathes. other life readings, and constantly adjusts the cyborg’s
Drain: 1.5 system to compensate for damage and organ failure.
Cost: 6,000 gp Enzyme factories built into the Wardens render the cyborg
immune to the ravages of disease and age.
Energy Resistant Pseudo-Skin (Cyberpunk) Tags: Bodyware, Nanotechnology, Plug
The artificial skin covering your cyber-frame is engineered Benefit: The cyborg becomes immune to the effects of
for increased durability, temperature and voltage aging and death effects. Mental bonuses continue to
resistance, without impairing tactile sensation or accrue, but the cyborg suffers no physical desecration, nor
dramatically impairing appearance. In most cases, energy does the cyborg die when their maximum age is reached.
resistant cyberskin looks and feels exactly like the real The cyborg is completely immune to all mundane and
thing. magical disease.
Tags: Bodyware, may be Military Grade, Stack 3 Drain: 2
Benefit: Choose one energy type: Acid, Cold, Electricity, Cost: 20,000 gp
Fire, Force, Sonic (in Heavy Future, add Pleasure to this
list). You gain Resistance 10 against the chosen energy
type. You can choose this implant up to 3 times per energy,
giving you a maximum Resistance 30 against the chosen

William Kwan (Order #31906884)


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Immune Augmentation (Transhumanist) Pain Editor (Cyberpunk)
Nanocolonies in the liver, kidney, pancreas and other Cut-outs implanted in your peripheral nervous system
internal organs increase your body’s ability to recover from allow you to turn off painful sensations simply by
extreme stress. changing a mental parameter.
Tags: Nanotechnology, Organ Tags: Headware, Military Grade, Plug
Benefit: You treat permanent ability score drain as Benefit: Link this implant to an Onboard Computer. You
temporary ability score damage instead. become immune to pain effects, such as Symbol of Pain.
Drain: 2 You gain the Ferocity racial trait as a result of your
Cost: 13,000 gp implant.
Drain: 1
Lazarus System (Transhumanist) Cost: 1,500 gp
This implant acts as a central command center for a fleet of
rapid response medical nanobots. When the cyborg is Radiation Scrubber (Cyberpunk)
badly injured, the Lazarus System releases the nanites to This older model implant is common among astronauts,
seal the body’s wounds and promote almost instant out-colonists and starpilots. A micron-thin, subdermal
healing. The implant is attached to the cyborg’s circulatory weave is implanted under the cyborg’s skin. The nearly
system, and uses nano-factories to convert some of the microscopic armor underskin incorporates anti-radiation
cyborg’s white cells into additional medical robots. film and radscubbers,
Tags: Nanotech, Organ, Plug, Stack (unlimited) allowing the cyborg to survive irritated areas pretty much
Benefit: Link this implant to Redundant Organs. Once per indefinitely.
day, if the cyborg is reduced to negative hit points, in Tags: Bodyware
addition to instantly stabilizing the cyborg, the medical Benefit: The cyborg becomes immune to radiation.
micro-bots activate and instantly restore 1d8+1 HP to the Drain: 0.5
cyborg. The cyborg can select this implant multiple times. Cost: 1,000 gp
Each time this implant is selected, it functions an
additional time per day. Recoil Dampening Braincase (Cyberpunk)
Drain: 1.5 Your skull is reinforced with shock and impact resistant
Cost: 15,000 gp polymers, and a chemical cushioning agent is mixed with
your cerebro-spinal fluid to add further cushioning.
L-Frag Mist (Cyberpunk) Tags: Headware
This cybersystem is a micro-miniaturized version of the Benefit: You become immune to the dazed and stunned
same military anti-laser technology that protects tanks and conditions.
combat armor. Tiny emitters built into the sides of the Drain: 0.25
cyborg’s skull and her shoulders emit a nearly invisible Cost: 2,200 gp
refractory fog which scrambles laser targeting software and
minimizes the lethal effect of combat lasers. Redundant Organs (Transhumanist)
Tags: Military Grade Artificial organs are disbursed throughout the cyborg’s
Benefit: The cyborg suffers 1 dice less damage from all body, meaning that the cyborg suffers a reduced change of
laser weapons and force effects. In addition, anyone death when one of his vital organs is damaged or
targeting the cyborg with a laser targeting gadget or similar destroyed. Redundant organs are usually smaller, more
device does not receive that device’s equipment bonus to efficient and durable than typical medical prosthesis; some
their attack roll. cyborgs have dozens of miniaturized hearts running the
Drain: 2.5 length of their bodies, for example.
Cost: 20,000 gp Tags: Base, Military Grade, Organ
Benefit: The cyborg gains immunity to some or all critical
Mindscreen Implant (Transhumanist) hits. Type I redundant organs give the cyborg light
A wetware implant in the cyborg’s brain protects her fortification- immunity to 25% of all critical hits. Type II
against mental attacks. organs
Tags: Headware, Military Grade, Stack 5 give the cyborg heavy fortification- immunity to 50% of all
Benefit: The recipient gains a +1 equipment bonus on critical hits. Type III organs grant the cyborg immunity to
saving throws against mind-affecting abilities. critical hits.
Drain: 0.5 Drain: Type I or Type II, 2 Drain. Type III, 3 Drain
Cost: 1,000 gp Cost: Type I 2,000 gp, Type II 18,000 gp, Type III 50,000
gp

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Reflex Augmenters (Transhumanist) Drain: None
Artificial nerve fibers carry information much faster than Cost: Light 3,000 gp, Medium 7,5000 gp, Heavy 12,000
human neurons, and programmed responses built into gp
defensive AI located in the lumbar spine give the cyborg
superhuman nimbleness. Tactical Link (Cyberpunk)
Tags: Headware, Military Grade, Security Risk -2 Using an encrypted wireless data-link, a combat cyborg
Benefit: The cyborg gains the Evasion special quality. shares shares sensor information with allied combatants.
If he already has Evasion, or later gains it, the Collating tactical data from all members of a cyborg
cyborg treats it as Improved Evasion thanks to the presence combat squad, this implant gives the cyborg an almost
of the implant. The cyborg can take this implant twice to extrasensory perception of the battle-space, as well as the
gain the benefit of Improved Evasion. movements and status of his squadmates.
Drain: 2 Tags: Headware, Military Grade, Plug, Security Risk -2
Cost: 20,000 gp Benefit: Link this implant to an Onboard Computer. When
at least three cyborgs with this implant are within a 300 ft
Respiratory Filters (Modern) radius of one another, they can form a tactical link as a full
A relatively simple implant lines the cyborg’s nasal round action.
passages and trachea with advanced chemical filtration
systems that function like a built in gas mask. Doing so shares sensory and battle-field data between the
Benefit: The cyborg receives a +4 racial bonus on FORT cyborgs, as well as allowing the cyborgs to ‘triangulate’
Saves against inhaled poisons and diseases. various dangers using their linked sensors.
Drain: None None of the cyborgs synchronized to the link are
Cost: 800 gp considered flanked unless they all are.
All members of the tactics link are aware of the position
Shock Padding (Cyberpunk) and distance to all other members of the squad, as well as
Shock absorbing artificial fibers in the cyborg’s legs and their current status and emotional state.
lower back, heavily padded cybernetic feet and an
enhanced sense of balance and body control allow the A tactics link will not function if fewer than three cyborgs
cyborg to survive some pretty fearsome falls. are involved. If the number of cyborgs involved drops
Tags: Bodyware below three due to a member of the link dying or moving
Benefit: The cyborg treats the first 100 ft of falling out of range, the link dissolves. A maximum of eight
damage as subdual damage, not lethal damage. The cyborg cyborgs with this implant can participate in any particular
takes no damage from a fall of 20 ft or less. tactics link.
Drain: 0.5 Drain: 1.5
Cost: 8,000 gp Cost: 20,000 gp

Subcutaneous Bracers (Modern) Tactical Memory Bank (Cyberpunk)


This simple implant reinforces the bones of the cyborg’s Your onboard computer analyses the fighting style of every
forearm and replaces the flesh above with high impact opponent you face, and can quickly develop
synthetics. In most cases, the durable synth-flesh matches countermeasures against familiar tactics.
the cyborg’s own skintone closely, and the implant is only Tags: Headware, Military Grade, Plug
noticeable as a mold line where flesh meets polymer. Benefit: Link this implant to an Onboard Computer. You
Hardness: 5 HP: 15 receive a +2 insight bonus to AC against any opponent you
Benefit: This implant functions as a pair of bracers, have battled within the past year. You receive a +2 insight
providing a +1 shield bonus to AC. bonus on saving throws against exotic attack forms
Drain: None possessed by an opponent you have previously faced as
Cost: 500 gp well.
Drain: 1
Subcutaneous Body Armor (Cyberpunk) Cost: 10,000 gp
Dense yet flexible polymer plates are implanted under the
cyborg’s skin, protecting vital zones.
Tags: Military Grade
Benefit: The cyborg gains a natural armor bonus to AC.
This bonus is determined by the density of the armor:
Light +2; Medium +5; Heavy +8.

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Cybernetic Weapons punch, the CCM calculates every variable and motion for
Cyber-Weapons are onboard, military grade weapons maximum impact. Cyborgs equipped with this weapon
systems concealed in the cyborg’s body. Cyber-Weapons system can usually kill an unmodified human in a single
can be obvious (a wrist mounted plasma cannon), or subtle blow, ensuring the technology is closely guarded.
(fingernail razors). Tags: Headware, Military Grade, Plug
Benefit: Link to an Onboard Computer. Your punches and
Close Combat Manager (Cyberpunk) unarmed melee attacks inflict additional damage. Double
The Close Combat Manager is a rudimentary muscle- your STR modifier for the purpose of determining bonus
control AI slaved to a series of electro-chemical motors in damage with an unarmed strike.
every major muscle group. When the cyborg throws a Drain: 1
Cost: 20,000 gp

Combat Computer (Cyberpunk)


Bio-chips store the rudiments of advanced martial arts,
allowing you to access lethal combat skills as easily as
running a defrag program in your cyberbrain.
Tags: Headware, Military Grade, Plug
Benefit: Link this implant to an Onboard Computer.
You gain a Combat Feat that you meet the prerequisites
for. You may select this implant as many times as
desired, choosing a different Combat Feat each time.
Drain: 0.5
Cost: 2,000 gp

Combat Fangs (Cyberpunk)


The cyborg’s upper and lower jaw are replaced with
metal and plastic analogue, his artificial teeth sharpened
and the tendons connecting the mandibles are replaced
with Kevlar and synthetic silk synthetics, allowing the
jaw to exert incredible amounts of pressure.
Tags: Military Grade
Benefit: The cyborg gains a bite attack as a secondary
natural attack. The bite inflicts 1d6 piercing (Medium)
or 1d4 piercing (Small) or 1d8 pericing (Large). The
bite inflicts x3 damage on a critical hit.
Drain: 0.5
Cost: 1,500 gp

Combat Programming, Defensive (Cyberpunk)


Tactical headware takes control of your body in combat
situations, ramping up reflexes and heightening your
defenses.
Tags: Headware, Military Grade, Plug, Stack 5
Benefit: Link this implant to an Onboard Computer.
You can activate your Defensive Combat Programming
as a swift action. Doing so provides a +1 insight bonus
to AC and REF Saves. This enhancement remains active
for the duration of the encounter.
Drain: 1
Cost: 2,500 gp

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Combat Programming, Offensive (Cyberpunk) Cybernetic Breath Weapon (Transhumanist)
Tactical headware overrides your conscious mind in Concealed energy discharge systems in the cyborg’s throat
combat, making you extremely lethal. and on the roof of the mouth can fire a potent beam of
Tags: Headware, Military Grade, Plug, Stack 5 energy. The cyborg’s jaw, throat and tongue are replaced
Benefit: Link this implant to an Onboard Computer. You with energy resistant, artificial analogues, to withstand the
can activate your Offensive Combat Programming as a effect of the breath weapon.
swift action. Doing so provides a +1 insight bonus to Tags: Military Grade, Stack (unlimited)
attack and damage rolls made within 30 ft. This Benefit: You gain a Cybernetic Breath Weapon usable
enhancement remains active for the duration of the once per day. Each time you Stack this implant, you gain
encounter. an additional use per day of your Cybernetic Breath
Drain: 1 Weapon.
Cost: 3,000 gp
Your Cybernetic Breath Weapon inflicts 1d10 points of
Combat Quills (Cyberpunk) energy damage plus an additional 1d10 damage per four
Shapememory polymers are laced throughout the cyborg’s character levels. When this implant is chosen, select an
subcutaneous fat deposits. In response to electrical energy type from the following list: Acid, Cold, Electricity,
stimulation, razor sharp quills only a few molecules thick Fire, Force, Sonic (in Heavy Future, add Pleasure to this
burst though the ‘borg’s dermal layer. list). Your Cybernetic Breath Weapon deals energy damage
Tags: Military Grade of the chosen type. Your Cybernetic Breath Weapon is a
Benefit: Activating or deactivating the quills is a free line 5 ft wide by 60 ft long; those caught within the line
action. While the quills are active, the cyborg inflicts an can attempt a DC 15 REF Save for half damage.
additional +2d4 points slashing damage each round he Drain: 3
maintains a grapple. Cost: 30,000 gp
Drain: 1
Cost: 1,800 gp Energy Fist (Cyberpunk)
Energy emitters are built into the cyborg’s forearms,
Cyberclaws (Modern) knuckles and the palm of their hands. The cyberskin on the
Non ferrous, nearly undetectable titanium composite hands is specially modified to resist the exotic energies
blades are housed in switch-blade like retractable housings generated by this combat implant.
in the cyborg’s forearm. Synth-skin valves at the knuckles Tags: Military Grade, Plug
or between the phalanges allow the weapons to deploy Benefit: Link this implant to a pair of Cyberlimb hands.
silently and self seal the apertures blades when the retract. Choose one energy type: Acid, Cold, Electricity, Fire,
When extended, these blades are only slightly shorter than Force, Sonic (in some campaigns, add Pleasure to this list).
the length of the cyborg’s forearm. When concealed, the The cyborg can sheathe her hands in an energy field that
weapons are nearly undetectable. adds +1d6 points of the chosen energy damage to
Hardness: 10 HP: 25 (Can only be Sundered when successful melee attacks. Activating or deactivating the
extended.) implant is a free action.
Tags: Military Grade Drawback: This implant can function continually for up to
Benefit: The character gains a set of 2-3 dagger-like blades one minute (10 rounds), before shutting down to enter a 30
that extend from each hand. Deploying or retracting the second cool down cycle.
blades is a swift action. The blades have the following Drain: 2
properties for a Medium cyborg; Small blades inflict 1d6 Cost: 2,200 gp
slashing, Large blades inflict 1d10 slashing. The cyborg is
always considered armed and proficient attacking with Energy Siphon (Transhumanist)
Cyberclaws. Electromagnetic energy siphons are built into the cyborg’s
Drain: 0.5 fingers. By touching a living creature, the cyborg can
Cost: 1,000 gp siphon away its electromagnetic life aura. Stolen life
energy is stored in wafer-thin batteries in the cyborg’s
Implant Damage Special Size Weight forearms, where the raw energy of life is transformed into
the electro-kinetic power necessary to run the cyborg’s
Cyberclaws 1d8 slashing Disarm, Med. - own systems.
(19-20/x2) Deadly

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Internal Energy Weapon Upgrade Additional Cost
Tags: Military Grade Upgrade damage dice one step (D6 to D8, D8 to D10, D10 to + 1,000 gp per step
Benefit: The cyborg can drain life energy D12)
from an opponent with a successful melee Add additional dice of damage (to 5 dice max) +500 gp per dice
touch attack. The life draining touch inflicts Add a second energy type. Blast damage is evenly split between +2,400 gp
3d6 points of damage, and the cyborg gains energy types (ex: a blast that inflicts half Fire, half Electrical
damage)
temporary hit points equal to the damage
Increase critical threat range to 19-20 +2,000 gp
inflicted. The cyborg can’t gain more than Increase critical multiplier to x3 +2,500 gp
temporary HP than the victim’s current HP Upgrade rate of fire to Full Auto +500 gp
+ his CON score, which is enough to kill Increase range increment by 5 ft (to 100 ft max) +100 gp per 5 ft
the victim. Temporary hit points are lost In ter n a l F ir ea r m U p g r a d e A d d itio n a l C o st
after an hour. U p grad e d am ag e d ice o ne step (D 6 to D 8 , D 8 to + 1 ,0 0 0 gp p e r ste p
Drain: 2.5 D 1 0 , D 1 0 to D 1 2)
Cost: 50,000 gp A d d ad d itio na l d ic e o f d a m ag e (to 4 d ice m ax) + 5 0 0 g p p er d ice
Increase critical threat range to 1 9 -2 0 + 2 ,0 0 0 gp
Internal Energy Weapon (Cyberpunk) Increase critcal threat ran ge to 1 8 -2 0 + 3 ,0 0 0 gp
A powerful, easily concealed energy Increase critical m ultip lier to x4 + 3 ,0 0 0 gp
weapon is implanted within your forearm or Increase range incre m en t b y 5 ft (to 1 0 0 ft m a x) + 1 0 0 g p p er 5 ft
A d d an atta c h m en t p o rt fo r a sec o nd 3 0 ro und +400 gp
the palm of your hand. When activated the
m agazine
weapon slides out of the forearm or palm
housing with a sequence of clicks,
deployed, charged and ready to fire.
Tags: Military Grade Upgrades
Benefit: You gain an implanted energy weapon of an The cyborg can purchase some or all of these upgrades.
energy type of your choosing, which has unlimited These upgrades can be installed after the fact with a
payload, drawn from internal power supplies. Deploying or successful DC 20 Healcheck.
retracting the Internal Energy Weapon is a move equivalent
action, unless you possess the Quick Draw feat. Internal Firearm (Cyberpunk)
A high velocity assault rifle is implanted in your forearm.
The Internal Energy Weapon’s base capabilities are Upon a mental command, your forearm opens on
described below, and cost the listed amount. previously concealed hinges and the firearm deploys. A
helixical magazine firing caseless hollow-point
You can purchase upgrades to the basic weapon by ammunition plugs in just forward of the elbow.
spending additional GP, as shown on the chart below. Tags: Military Grade
Personal Firearms Proficiency governs proficiency with Benefit: You gain an implanted assault rifle. Deploying or
the Internal Energy Weapon. retracting the Internal Energy Weapon is a move equivalent
action, unless you possess the Quick Draw feat.
Choose one of the following energy types: Acid, Cold,
Electricity, Fire, Force, Sonic (in the Heavy Future setting, The Internal Firearm’s base capabilities are described
add Pleasure to this list). The Internal Energy Weapon below, and cost the listed amount. You can purchase
deals damage of that energy type. upgrades to the basic weapon by spending additional GP,
Drain: 2 as shown on the chart below. Personal Firearms
Cost: 2,000 (for basic Internal Energy Weapon) Proficiency governs proficiency with the Internal Firearm;
Advanced Firearms Proficiency and Burst Fire govern
proficiency on full auto mode.
Drain: 1.5
Internal Damage Critical Range ROF Magazine Cost: 1,900 gp
Weapons Increment
Basic 2d6 20/x2 50 ft Semi Auto Unlimited Upgrades
Energy energy* The cyborg can purchase some or all of
Weapon
these upgrades. These upgrades can be
Basic 2d6 20/x3 60 ft Full Auto 30
Firearm ballistic Magazine installed after the fact with a successful
DC 20 Healcheck.

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Nano-Acidic Secretions (Transhumanist) needing to shut-down for a one minute (10 rounds) cool-
The same fluids that sustain the cyborg’s life are lethal, down period.
highly acidic toxins. The same artificial white-cells that
keep the cyborg healthy are deadly poisons then introduced Victims can attempt a new WILL Save each round of
into an enemy’s body. exposure. Victims who make a successful WILL Save are
Tags: Military Grade, Nanotechnology not affected by the Psycho-Active Hull Display for 24
Benefit: All of the cyborg’s bodily fluids, including her hours. The base WILL Save DC for a Psycho-Active Hull
saliva, are lethal. The cyborg’s saliva is a potent acid, Display is DC 12; this can be upgraded, to a maximum of
which does 1d6 points of damage per round of contact and WILL DC 22, at a cost of 1,000 GP per point of increase.
persists for 1d4 rounds. The cyborg can spit at a target by
making a ranged touch attack with a 10 ft range. Possible conditions that
Psycho-Active Hull Display
the Psycho-Weaponized Condition GP Cost
Anyone ingesting any of the cyborg’s body fluids suffers Hull Display can inflict, Dazed 10,000 gp
1d6 points of acid damage. A creature that Swallows the and the cost of the Fascinated 12,000 gp
cyborg suffers 1d6 acid damage per round until either the display are listed below. Shakened 14,000 gp
cyborg dies, or the creature spits her out. Drain: 2 Sickened 20,000 gp
Drain: 1
Cost: 6,500 gp Razor Nails (Modern)
Retractable ceramic blades are planted beneath the
Optical Lasers (Cyberpunk) cyborg’s fingernails.
High intensity lasers are concealed within the cornea of Benefit: Razor Nails turn the cyborg’s unarmed strikes
your cyber-eyes, giving you a high-concealment and ultra into lethal slashing attacks. The cyborg is always
accurate short ranged weapon. Just look and shoot. considered armed and proficient when attacking with
Tags: Military Grade, Plug Razor Nails. Razor Nails cannot be sundered or disarmed.
Benefit: Link this implant to a Cyberoptics implant. Once Drain: 0
per round, as an attack action, you can fire optic lasers, Cost: 500 gp
which automatically hit a target within 100 ft who does not
have total cover or conealment. Your optical lasers inflict Reinforced Knuckles (Modern)
1d6 points of force damage, plus +1 point per every eye The cyborg’s knuckles and forefinger joints are replaced
beyond two. with titanium, giving them a superhuman punch.
Drain: 2 Tags: Military Grade
Cost: 2,500 gp Benefit: The implant turns the damage caused cyborg’s
unarmed strikes into lethal bludgeoning damage. The
Psycho-Active Hull Display (Cyberpunk) cyborg is considered armed making an unarmed strike.
Hologram projectors slaved to a psychiatrist-AI built into Drain: 0
the cyborg run a continual loop of hypnotic, semi-random Cost: 500 gp
patterns across the cyborg’s skin or hull when this implant
activates. This implant is common to most classes of police Shock Grid (Cyberpunk)
and military A conductive mesh is implanted just under the cyborg’s
cyborgs, offering them a non-lethal crowd control option. skin, allowing the cyborg to discharge lethal amounts of
Tags: Military Grade, Plug electricity without harm to himself.
Benefit: Link this implant to Dermal Plating and Onboard Tags: Military Grade
Computer. When the implant is activated, a holographic Benefit: Once per hour, the cyborg can make a touch
pattern which produces one of the following effects in all attack against a target which delivers 2d6 points of
creatures within 30 ft who can clearly see the cyborg electrical amage. On a failed attack, the hourly use is
begins to play. The type of effect is chosen when the expended
implant is purchased, and cannot be changed. harmlessly. If the cyborg is grappling the target when he
activates this implant, the damage inflicted is 4d6 points of
Victims remain affected for as long as the cyborg electrical damage. Activating this ability is a swift action
maintains the display and for one round after the display during a grapple.
ends or the cyborg moves out of range. The cyborg may Drain: 3
activate or deactivate this implant as a move equivalent Cost: 10,000
action. The implanted holo-projector can function
continually for as long as 5 minutes (50 rounds), before

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Shockwave Submunitions (Cyberpunk) Workingman Industrial Prosthesis (Cyberpunk)
Shockwave Submunitions are effectively hundreds of This extremely bulky, durable cyber-arm usually replaces a
micro-missiles, each only a little larger than a gnat. These cyborg’s off-hand. Designed for heavy industrial use, in
almost invisible weapons are propelled by a single use mining, search and rescue and undersea salvage especially,
micro-thruster capable of accelerating them to nearly 750 the Workingman IP is modular and built for easy
MPH. The submunitions don’t need an explosive warhead reconfiguration. The
to kill a target; kinetic energy alone can shred an Workingman can mount an assortment of sawblades, drill
automobile at that speed. bits and hammers.

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

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Cybernetic Races:
Light and Heavy Cyborgs
Cyborgs are an engineered breed of humanity,
artificially upgraded and evolved into fusions of man
and machine. Cyborgs are not a race or species in the
biological sense, but are unified mostly by culture and
linked by the steel they all share.

There are two full conversion cybernetic races: hulking


and powerful Heavy Cyborgs, who are basically
humanoid walking tanks, and Light Cyborgs with more
human-like proportions and superhuman agility.

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.

Those who choose the steel are a breed apart-


indomitable warriors, fantastical transhumanists, body
modification pioneers, obsessive perfectionists,
explorers willing to sacrifice their humanity to go places
where ordinary homo sapiens flesh would be a liability,
soldiers without compare or criminals who need the
edge that cybernetics provide. Many prospective
cyborgs are survivors of childhood abuse or sexual
trauma, who become cyborgs because of a desire to cut
away flesh and blood weaknesses. In any case, whatever
their motivations, those who become cyborgs are
defined by their strong wills and disciplined minds.

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

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militaries, private military contractors, megacorps and
other factions. Cyborgs are competitive, combative people Heavy Cyborgs are almost completely sexless creatures, by
by nature, and a career in the military is an ideal choice for their own choice. Both genitals and hormone producing
most. Military service offers regular, excellent organs are removed during the conversion process. Heavy
maintenance, regular system upgrades and access to Cyborgs do not feel lust or sexual pleasure.
deadly, ultra-classified weapons systems.
Light Cyborgs remove tissue more selectively, and replace
As cyborgs do not age, and are effectively immortal with most tissue with superior artificial analogues. Light
proper maintenance, cyborg soldiers can amass decades or Cyborgs can and do enjoy sex, often even more than they
centuries of combat experience. A very old cyborg is a did as unmodified humans, due to the higher sensitivity of
nightmarishly efficient soldier. their synth-skin and artificial neurons, and the pleasures
offered by their new senses. Most Light Cyborgs are
Names sterile, due to the removal of the testes or uterus during
Cyborgs may or may not keep their birth name upon conversion, though such modifications are not strictly
conversion into a bio-machine. Upon awakening, and after required. Some Light Cyborgs retain their reproductive
they complete the months of psychological adjustment and capabilities. Female Light Cyborgs can theoretically carry
physio-therapy that new cyborgs require to adjust to their a child to term, if properly designed. Cyborg pregnancies
new bodies, the cyborg might take a new identity. Some require expert medical care, and delivery is usually by
cyborgs adopt a new legal name, while others might cesarean section rather than vaginal delivery, because a
merely identify themselves by a call-sign or military female Light Cyborg’s artificially strengthened pelvis is
designator. denser and less flexible than a human’s.

Languages Appearance: Heavy Cyborgs


Most Cyborgs speak at least two languages, and begin play Heavy Cyborgs are hulking, robotic war machines,
knowing the language of their birth-culture and the designed for maximum mechanical efficiency and
language spoken by the faction which provided their cyber- endurance rather than aesthetics. Heavy Cyborgsare
conversion. Thus, an American soldier converted in a heavily armored, robotic humanoids resembling light shell
French cyber-facility would begin play speaking English suits or combat androids. Heavy Cyborgs have a metal and
and French. Cyborgs with a high INT score can choose any composite endo-skeleton which mimics human proportions
language as a bonus language, except for secret tongues, and anatomy, with thick layers of artificial muscle tissue
like Druidic. and Kevlar pseudo-skin woven around robotic components
and equipment pods. Dense composite plating protects the
Reproduction Heavy Cyborg’s vital areas.
Both types of full conversion cyborgs begin their lives as
humans (or biologically similar humanoids), and are Most Heavy Cyborgs have eliminated all traces of their
converted into full conversion cyborgs some time after human appearance, and their skulls resemble a combat
they reach maturity. International law usually prohibits suit’s helmet or a robot’s skull rather than anything human.
cyborgs from being created until after the age of 18, A distinct minority have human seeming faces. Despite the
though earlier neural augments are common in realistic appearance and texture of their skin, it is durable
transhumanist societies. The exceptions are cyborgs polymer, as resistant to damage as the Heavy Cyborg’s
created, illegally, as child soldiers, or those children armored body. In all cases, the only thing organic that
transformed into living machines after a tragedy like an remains of the Heavy Cyborg’s birth-body are the brain,
incurable illness or catastrophic injury. portions of the spinal column and some of their optic
nerve.
Performing the cyber-conversion requires a well equipped
surgical suite. In most cases the cyborg’s surgery is Appearance: Light Cyborgs
performed over a several day period, while the ‘borg The appearance of individual Light Cyborgs varies wildly,
remains in a medically induced coma. In most cases, a depending on which entity the Light Cyborg works for, and
cyborg requires a 2-3 month period of recovery and who they purchased their systems from. However, all
psychological adjustment before entering active service, members of this ‘class’ of cyborgs share similar design
and is virtually helpless, requiring complete hospitalization elements.
for the first few days after the surgery. Building cyborgs,
especially full conversion Light or Heavy Cyborgs, Light Cyborgs retain their humanoid shape, size and
requires excellent medical and technical infrastructure. proportions; their sleek, slim cyber systems are designed to

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be concealed under clothing or costuming. In most cases, Cyborg Immunities, Extensive (EX)
the Light Cyborg’s four limbs are completely replaced with Heavy Cyborgs are immune to suffocation, drowning,
metal and plastic analogues. The Light Cyborg’s back and vacuum, thirst and hunger. Heavy Cyborgs are immune to
spine are heavily armored and reinforced, allowing the the sickened and nauseated conditions. They are immune
cyborg to better utilize the enhanced strength of their new to environmental heat and cold, death effects, ability drain
limbs. and energy drain.

A few Light Cyborgs opt for more extreme cyber


enhancement, with many choosing to have additional torso
armor implanted to protect their vital zones, while others
choose advanced sensor packages or cranial armor which
mar their human faces.

Racial Traits: Heavy Cyborgs


All Heavy Cyborgs have the following racial traits.

Size and Type


Heavy Cyborgs are Large Monstrous Humanoids with the
Heavy Cyborg subtype. As Large creatures, Heavy
Cyborgs gain a +1 size bonus to combat maneuver checks
and their CMD, but suffer a -1 size penalty to their AC and
attack rolls and a -4 size penalty on Stealth checks.

The Heavy Cyborg occupies a space 10 ft x 10 ft and


has 5 ft reach.

Fast and Tireless (EX)


Heavy Cyborgs have a base landspeed
of 40 ft. Their speed is not reduced
by armor or encumbrance.

Ability Score Modifiers


+6 STR, +2 CON, -2 CHA.
Full Conversion cyborgs are
incredibly strong and durable, but
they find it difficult to relate to
others. Their emotional needs are
mostly internal.

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.

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As sexless creatures, Heavy Cyborgs are immune to
Pleasure damage and immune to most effects that exploit a
target’s sexuality.

Enhanced Senses (EX)


Heavy Cyborgs gain lowlight vision and Darkvision with a
90 ft range. They can communicate wirelessly across
cellular, wifi and futuristic equivalent signals, and can
perceive radio and television broadcasts.

Iron Will (EX)


All Heavy Cyborg receive Iron Will as a racial bonus feat,
reflecting the sheer force of will necessary to undertake
(and survive) such a radical transformation.

Integral Armor (EX)


Heavy Cyborgs have built-in reactive armor. This
integrated armor provides the Heavy Cyborg with a +6
natural armor bonus to Armor Class at first level. This
bonus increases by +1 at 3rd level and every odd numbered
level thereafter.

Heavy Cyborgs cannot wear additional armor, though they


can use shields.

Onboard Computer (EX)


Heavy Cyborgs receive the Onboard Computer implant.

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.

All Heavy Cyborgs require extensive maintenance,


performed by a competent cyber-mechanic in a well
equipped shop. Each month of active service, the cyborg
must undergo extensive diagnostics and repairs. Doing so
requires the FCB to receive a DC 30 Repair check, which
requires at least 16 hours in a well equipped repair bay.

If the cyborg doesn’t receive these repairs, he suffers a -1


penalty to his STR and DEX scores, and is considered
fatigued until he receives these necessary refits. These
penalties increase by one per week (maximum -10) until
the cyborg receives repairs. If the cyborg performs nothing
but rest or light activity during a month, he does not
require maintenance, but any stressful activity puts a strain
on his cyber-systems and increases the likelihood of a
catastrophic system failure.

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Racial Traits: Light Cyborgs Onboard Power Sources (EX)
All Light Cyborgs share the following racial traits. Onboard power cells and efficient energy transfer systems
make the Light Cyborg an ideal candidate for further
Size and Type cyber-augmentation. The Light Cyborg can withstand an
Light Cyborgs are Medium Monstrous Humanoids. As additional one (1) point of Drain for every four character
Medium creatures, Light Cyborgs do not suffer any special levels.
bonus or penalty due to their size.
Redundant Systems (EX)
Above Normal and Tireless Speed (EX) Light Cyborgs are implanted with advanced self repair
Light Cyborgs have a base landspeed of 35 ft. Their speed systems.
is not reduced by armor or encumbrance.
Redundant organs and self repair systems enable the Light
Ability Score Modifiers Cyborg to shrug off lethal damage. The Light Cyborg has a
+2 STR or +2 DEX, +2 CON. 25% chance to ignore the additional damage from a sneak
attack or critical hit, as if he had the light fortification
Light Cyborgs cyborgs are far stronger or more agile and ability.
much more durable than a normal human being, and are
designed with multiply redundant systems and miles of These Redundant Systems have the Nanotechnology tag.
artificial muscle tissue.
Slow Healing (EX)
Cyber-Psychology (EX) As a mostly cybernetic creature, the Light Cyborg recovers
All Light Cyborgs suffer a –2 penalty on all CHA based from damage at half the rate of a normal unmodified
skill checks (except Intimidate) against any creature with human. Healing spells and effects have half the usual
less than two cybernetic implants. Even humanoids with a effect when benefiting a Light Cyborg.
single implant or a hobbyist’s interest in cyber-
reconstruction find it difficult to relate to heavily modified Alternate Racial Traits for
cyborgs. Light and Heavy Cyborgs
A basically humanoid chassis is the default for most
Cyborg Immunities (EX) cyborgs, but some models of combat cyborg deviate
Light Cyborgs are immune to suffocation, drowning, noticeably from this norm.
vacuum, thirst and hunger. Light Cyborgs are immune to
the sickened and nauseated conditions. They are immune Durable Armor (EX)
to environmental heat and cold, death effects, ability drain Available To: Light and Heavy Cyborgs
and energy drain. Replaces: Light Integral Armor or Integral Armor
The cyborg’s armor is designed to resist impacts rather
Enhanced Senses (EX) than prevent them. The cyborg gains Damage Reduction X/
Light Cyborgs gain lowlight vision and Darkvision with a magical, where X is equal to half the natural armor bonus
90 ft range. They can communicate wirelessly across to AC a cyborg without this alternate racial trait would
cellular, wifi and futuristic equivalent signals, and can have at their level.
perceive radio and television broadcasts.
Nano-Swarm Cyborg (SU)
Light Integral Armor (EX) Available To: Heavy Cyborgs (Transhumanist era)
Light Cyborgs have built in dermal armor. They receive a Replaces: Size, Type and base land speed, modifies ability
+2 natural armor bonus to Armor Class at first level. This scores
natural armor bonus increases by +1 at 5th level and by +1 Nano-swarms are a product of ultra-advanced technology,
at 10th, 15th and 20th level. and they stretch the definition of what a living being is.
With a body composed of trillions of nano-bots, the
Light Cyborgs can wear additional armor or use shields. cyborg’s consciousness is distributed across a constantly
regenerating cloud of dust and static electricity. Nano-
Onboard Computer (EX) Swarm cyborgs have almost no physical mass- they consist
Light Cyborgs receive the Onboard Computer implant. of electrical impulses and disposable micro-dust.

Nano-Swarm cyborgs can contract their nano-cloud into an


indistinct, almost humanoid mass, for when they want to

William Kwan (Order #31906884)


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seen and interact with humanoids. Normally, they are are designed for rugged industrial use in zero-gravity or
visible only as a colorful shimmer in the air, or a tingling micro-grav conditions. Spacer Cyborgs are found
of the hair from ambient electricity. throughout human space and often serve as EVA experts
and orbital mechanics with the larger, better equipped
Size and Type space vessels.
The Heavy Cyborg’s type changes to Ooze (incorporeal).
The cyborg is immune to virtually all forms of harm. The Variant Ability Score Modifiers
Nano-Swarm Cyborg is immune to stunning, flanking, +4 STR, +2 CON, +2 WIS, -2 CHA. Space Modified need
poison, critical hits and the effects of massive damage. strong, mechanical chassis and high end sensor systems to
Unlike non-sentient oozes, Nano-Swarm Cyborgs can see do their job. They are as durable as ordinary Heavy
and sense the world normally, and remain vulnerable to Cyborgs and have similar difficulties relating to
mind-influencing effects and psi-tampering. unmodified humanoids.

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.

Space Modified Cyborg (EX) Transhumanist Cyborg (EX)


Available To: Heavy Cyborg (Cyberpunk era) Available To: Light and Heavy Cyborgs (Transhumanist
Replaces: Iron Will, Integral Armor and Ability Score era)
Modifiers Replaces: Ability Score Modifiers
Cyborgs with this enhancement protocol gave up their Rather than merely upgrading your body, the cyborg uses
meat body in search of profit and glory as an asteroid extensive brain augmentation to make themselves smarter
miner or xeno-salvage expert. These ultra-heavy cyborgs

William Kwan (Order #31906884)


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and more perceptive. Their intellect pushes
the limit of the human norm.

The Transhumanist Cyborg receives no racial


ability modifier to its STR score, but instead
receives an equivalent bonus to its INT
Score.

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.

Fifth Edition Cyborgs


Consider this an experiment.

Right now, I don’t consider myself proficient


enough with Fifth Edition of the world’s
most famous role playing game to begin
large scale publication for the ruleset.
Besides, I’m pretty much a one man shop,
and I’ve already got more projects built
using the Pathfinder Roleplaying Game on
deck than I can reasonably be expected to complete. Conversion Cyborgs can expect to live for several
centuries.
That said, I can’t think of any good reason not to include
simple Fifth Edition statistics for Full Conversion Cyborgs Alignment
as a bit of added value in a sourcebook that’s already fairly Full Conversion Cyborgs are driven and serious minded.
weighty. Let me know if you want to see similar stats for Surgically cutting away their humanity requires incredible
the other iconic races and concepts from Othervese Games. will power, which often manifests as a lawful alignment,
which their military training only reinforces.
Full Conversion Cyborg Traits (5E)
Size
All Full Conversion Cyborgs share certain traits with one
Full Conversion Cyborgs usually stand well over six foot
another.
tall, and weigh upwards of 500 lbs, due to their dense
metallic and polymer chassis and integral armor. Your size
Ability Score Increase
is Medium.
Your CON increases by +2. Full Conversion Cyborgs are
robust engines of destruction, with multiple redundant
Speed
systems.
Your walking speed is 40 ft. Full Conversion Cyborgs are
significantly faster than
Age
un-modified humans.
Full Conversion Cyborgs are created from human stock-
usually military volunteers who become cyborgs sometime
Armor Clad
in their late teens or early 20s, though occasionally victims
When not wearing armor, the Full Conversion Cyborg’s
of life-threatening illnesses or injuries are converted earlier
Armor Class is 12 + his DEX modifier. Full Conversion
for medical reasons. With proper maintenance, Full
Cyborgs are heavily armored, robotic war machines.

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Cyborg Senses Civilian Training
Full Conversion Cyborgs can perceive unencrypted radio, Remove the Full Conversion Cyborg’s Military Training
television, wifi and similar signals. Full Conversion trait. Instead, replace with with proficiency with any two
Cyborgs have Darkvision with a 60 ft range. tools or vehicles of choice.

Condition Immunity Scout Cyborg


Full Conversion Cyborgs are immune to the Poisoned Scout Cyborgs have some of the best sensors of any
condition. cyborg- they are walking sensor and electronic warfare
platforms.
Damage Immunity
Full Conversion Cyborgs are immune to Poison damage. Ability Score Increase
Increase your WIS score by +1. Scout Cyborgs are
Military Training perceptive and cunning.
Full Conversion Cyborgs are proficient with firearms and
energy weapons. Sensor Suite
The Scout Cyborg has advantage on WIS and INT saving
cyborg Subraces (5E) throws against illusions and on Wisdom (Perception)
Several subraces of Full Conversion Cyborg are common checks.
in Otherverse America, representing different design
lineages. Choose one of these subraces. Early Warning System
The Scout Cyborg grants all allied Full Conversion
Infantry Cyborg Cyborgs with 60 ft of him advantage on WIS and INT
All of Otherverse America’s myriad factions field vast saving throws against illusions as well as on Wisdom
numbers of combat trained infantry cyborgs. (Perception) checks.

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.

William Kwan (Order #31906884)


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William Kwan (Order #31906884)
43
Sci-fi and cyberpunk campaigns need guns. New guns, Alternate Rules: Simple and Martial
shiny and deadly guns. Laser weapons and particle beams, Firearms
and more exotic things.
These weapons are designed to be used with Personal
Firearms Proficiency (or Exotic Firearms Proficiency for
The Advanced Arsenal has your back.
some of the rarer weapons towards the end of this
sourcebook.) Alternatively, you can simply declare that
The new weapons here are derived from Otherverse
revolvers and one handed fire arms fired in Single Shot
Game’s signature campaign settings, minus the setting
mode are Simple Weapons for purposes of proficiency.
specific flavor text. Gamers who aren’t interested in the
Advanced firearms and any weapon fired in Semi Auto or
politics or theology behind Otherverse America, or the
Full Auto mode are Martial Weapons for purpose of
raunchy 70s-flavored sleeze of Heavy Future can still use
proficiency. This eliminates the need for the Personal
some of their coolest weapons in their own campaigns.
Firearms Proficiency feat.
This sourcebook also standardizes and collects a wide
variety of ultra-tech firearms originally presented in
several different sourcebooks, and consolidate their New Special Qualities for Weapons
information in one place, in one format. 3-Round Burst
This weapon has a selector switch that allows the wielder
The weapons are designed to be used with the more to set it for a 3 round burst. A three round burst functions
complex and complete firearms rules as presented in the like a regular burst but only uses 3 bullets/charges. This
D20 Modern SRD rather than the more basic rules for does not allow characters to fire bursts effectively without
relatively primitive firearms found within the Pathfinder the proper feat.
Roleplaying Game rules.
Concealable
These weapons can be used alongside the existing The weapon is designed for easy concealment. The wielder
futuristic weapons in the D20 Future SRD, or as receives a +2 circumstance bonus on Sleight of Hand
standalone super-guns. Weapons from the D20 Modern checks made to conceal the weapon. A few weapons with
SDD are not reprinted here, unless they have undergone this trait may receive a differing circumstance bonus; if so,
some kind of revision, so if you’re looking for existing, this is noted in the weapon’s description.
real world weapons like a Glock 17 pistol, Browning BP2
shotgun or an Uzi submachinegun, look to the D20 Modern Nightscope
SRD first. If you don’t wish to use the free and widely The integrated light amplification scope provides the
available D20 Modern SRD rules, the post-apocalyptic wielder with Darkvision 60 ft when taking a move
Broken Earth Campaign Setting (Sneak Attack Press, equivalent action to look through the scope.
2014) provides great updated firearms rules that are pretty
compatible with this sourcebook. Non-Metallic
The weapon’s non-ferrous polymer and/or organic
composition means that conventional metal detectors
Chapter Organization
cannot detect the weapon.
This chapter is broken into five parts, the first two sections
of the text focus on one and two handed firearms
Pleasure Weapons
respectively- the futuristic slug throwers. The next two
Pleasure Weapons are lethal- some of the most lethal
sections focus on one and two handed energy weapons-
weapons in known space- but cause their victims such
laser pistols, blasters, military grade energy weapons. Then
intense ecstasy that few targets have the will to resist them.
a shorter section focuses on exotic firearms and energy
Pleasure Weapons overload the nervous system with direct
weapons, including rocket launchers and squad support
pleasure, rapidly causing complete neural shutdown and
weapons.
organ failure. Pleasure weapons are most often energy
weapons, but a handful of Pleasure-based melee weapons
The next chapter details musical and mystical weapons.
exist, often forged from alien alloys with psychoactive
First introduced in the Heavy Future campaign setting and
properties.
soon imported to Black Tokyo, these unusual weapons
might not be right for more ‘hard sci-fi’ campaigns, but are
Energy Type: Pleasure
a great option for space opera or anime-inspired campaigns
Pleasure Weapons inflict damage of a new type: Pleasure.
and are included for completeness. Musical weapons
Pleasure damage is a kind of mental energy damage; it
stretch the definition of what a ‘weapon’ is.
inflicts hit point loss, and certain kinds of resistance can

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offset or eliminate the damage caused by Pleasure weapons One Handed Firearms
(for instance, a character could gain Pleasure Resistance 5 Advanced 9mm Auto-Pistol
or Pleasure Resistance 10). The Advanced 9mm was is a fully automatic pistol with an
impressive capacity and reputation for reliability. The
Mindless and emotionless creatures, as well as those with Advanced 9mm’s owner can run more than a thousand
extremely unusual anatomies, are immune to Pleasure rounds through her before worrying about jamming.
damage. A good rule of thumb is that creatures of the
Vermin, Construct and Ooze type are always immune to Special
Pleasure damage, and other types, such as Outsiders and • The Advanced 9mm is easy to field repair. Repair
Aberrations may be immune to Pleasure, at the game checks made on the weapon require only half the usual
master’s discretion. time and are made at a +2 circumstance bonus.

There are case-by-case exceptions of course. For example,


though Heavy Cyborgs are technically Monstrous
Humanoids, they are immune to Pleasure attacks.
Conversely, certain kinds of human-like androids and
sentient robotics are susceptible to Pleasure attacks,
because mentally, emotionally and sexually, they are more
human than not.

WILL Saves and Pleasure Weapons


Pleasure Weapons offer extremely high base damages,
even before abilities like Double Tap are taken into
account. However, a target struck by a Pleasure Attack can
choose to expend their psionic focus to gain a WILL Save
for half damage, representing the intended victim
marshalling her will to resist the blaster’s lethal pleasure.
This choice is made after damage is rolled.

The WILL Save DC is based on the number of successful


attacks made against the victim with Pleasure Weapons in
the current encounter.

Number of Successful WILL Save DC for half damage Advanced SMG


Pleasure Attacks Small, easily concealed and capable of laying down
One DC 15
firepower with speed and reliability, and Advanced SMG
Two DC 18
Three DC 22 represents the ultimate evolution of the sub-machine gun
Four or more DC 30 form. These weapons have short, folding or collapsible
Target has ever been reduced Permanent +5 DC modifier on all wire stocks, short barrels and a high capacity magazine.
to 0 HP or lower by Pleasure future WILL Saves against
damage Pleasure damage Special
• The Advanced SMG is equipped with a 3 round burst
setting; this functions like a regular burst but only uses
3 bullets. This does not allow characters to fire bursts
effectively without the proper feat.

Air Marshall’s Pistol


This weapon remains popular among spacers; it’s got great
stopping power but a relatively short range, making it an
ideal choice for use aboard an aircraft or enclosed station.

Black Ops Machine Pistol


The this.32 caliber machine pistol is a plastic and polymer,
designed for stealth and quick disassembly in the field.

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One Damage Critical Range ROF Special Maga- Size and Cost
Handed Increment zine Weight
Firearms
Advanced 2d6 20/x3 40 ft Full Auto - 18 box 2.5 lbs 550 gp
9mm Auto- ballistic Small
Pistol
Advanced 2d6 20/x2 50 ft Full Auto 3 Round 20 box 2 lbs 1,400 gp
SMG ballistic Burst Small
Air 3d6 20/x2 15 ft Semi Auto - 12 box 3 lbs 1,150 gp
Marshall’s ballistic Small
Pistol
Black Ops 2d4 20/x2 40 ft Full Auto Concealable 32 box 3.5 lbs 600 gp
Machine ballistic , Non- Small
Pistol metallic
Grav 4d4 bludg* 20/x2 20 ft Single Shot Variable - 5 lbs 15,000 gp
Spheres Posture Small
(Swarm)
Grav 4d4 fire* 19- 25 ft Single Shot Variable - 5 lbs 17,000 gp
Spheres, 20/x2 Posture Small
Upgraded (Swarm)
Gyroc Pistol 2d6 20/x3 50 ft Single Shot - 12 box 2.5 lbs 1,300 gp
ballistic Small
High 2d6 20/x2 40 ft Single Shot Non- 6 4 lbs 375 gp
Tolerance ballistic metallic internal
Reolver
Knocker 1d6+2 20/x2 10 ft Single Shot Ranged 2 Negligib 75 gp
Spray bludg Touch internal le
Attack
Mag-Launch 4d8 bludg 20/x2 20 ft Single Shot Concealable - 0.5 lb 80 gp
Disposable (cannot reload) Tiny
Military 2d6+1 20/x3 50 ft Full Auto Masterwork 30 box 3 lbs 2,500 gp
SMG ballistic Small
Needler 1d8 19- 30 ft Full Auto Poison, low 30 box 2.25 lbs 450 gp
piercing 20/x2 penetration, Small
plus poison non-
metallic
Rail Pistol 3d6 20/x2 100 ft Single Shot - 20 box 8 lbs 27,500 gp
ballistic Medium
Squealer 2d8 20/x2 10 ft Single Shot - Cannot 1 lb Tiny 50 gp
Pistol ballistic be
reloaded
single
shot
Streethawk 2d8 20/x2 40 ft Full Auto - 12 box 2 lbs 650 gp
Pistol ballistic Small
Wrist 2d12 fire 20/x3 20 ft Single Shot - 4 cell 3 lbs 2,500 gp
Flamer Small
Wrist Flamer Ammo (4 cell) 0.5 lbs 300 gp
each
Tiny
Wrist 2d6 fire (5 20/x2 100 ft Single Shot - 2 internal 2 lbs 2,175 gp
Rocket ft burst) Small
Wrist Rocket Ammo (2 rockets) 0.5 lbs 250 gp
each
Tiny

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This plastic and polymer pistol is designed for easy, one or Special
two handed use by both lefties and righties. Upgraded Grav Spheres function as Grav Spheres, save
Special that they have a greater range increment, and inflict fire
• The Black Ops Machine Pistol can be broken down or
reassembled as a full round action. When broken
down, the owner receives a +2 circumstance bonus on
Sleight of Hand checks made to conceal the weapon.

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.

• In fully defensive posture, the Grav Spheres provide up


to a +4 deflection bonus to Armor Class but cannot be
used to attack.
• In fully offensive posture, the Grav Spheres inflict up
to 4d4 bludgeoning damage with a sucessuflly attack,
but provide no deflection bonus to AC.
• If the user chooses a balance between these extremes,
he or she gains both a deflection bonus to AC and the
ability to inflict ranged bludgeoning damage with Grav
Spheres that lash out from the orbiting swarm. For
example, a balanced configuration might provide both
a +2 deflection bonus to Armor Class and attack with
2d4 bludgeoning.

• The Grav Spheres provide the wielder with the Combat


Reflexes feat and allow them to make up to 3
additional attacks of oppritunity for round, due to the
weapon system’s superior targeting software. damage with a successful attack. These are included here
rather than with energy weapons for symmetry.
• A Grav Sphere weapons system consists of several
dozen golf-ball sized spheres. Each individual sphere Gryoc Pistol
has Hardness 1 and 5 HP; each has Armor Class 17 (+4 This widebodied pistol is designed to fire gyroscopic,
size, +3 DEX). When powered down, the Grav Spheres rocket-propelled smart rounds, which are essentially bullet-
take shelter in a hip- or backpack worn or carried by sized mini-missiles. An internal guidance system gives the
the user. weapon uncanny precision.

Grav Spheres, Upgraded Special


This advanced weapon system resembles standard Grav • When making a single shot as a full round action, you
Spheres, with a pulse laser emitter that glows crimson at negate the bonus to provided to the target’s Armor
the center. Class by having cover and reduce the bonus for
improved cover by half, thanks to the weapon’s
guidance system.

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High Tolerance Revolver providing a +1 equipment bonus on ranged attack rolls.
The HT Revolver is a simple, proven design executed with
incredible precision and designed for durability. This Needler
virtually idiot proof weapon can go years of hard service The Needler is a ‘sub-lethal anti personnel weapon’, which
without a jam or failure, and even attacking a High can be lethal if properly used and loaded, but is equally
Tolerance Revolver with a hammer or band saw isn’t likely adept at bringing down lightly armored targets without
to destroy this legendarily durable, high density plastic killing.
weapon.
The Needler is a low slung, organic weapon, constructed
Special entirely from non-metallic components. The weapon uses
The High Tolerance Revolver always saves as an attended the chemical stimulation of artificial muscle fibers to fire
object, and receives a +4 equipment bonus on saving lethally sharp, nano-active needles smaller than a blade of
throws to resist damage or mechanical failure. The weapon grass. A Needler round is too fragile to be used as a
does not require mundane cleaning or maintenance. weapon outside the clip; a gunman cannot use a non-fired
Needler round as a stabbing weapon, for example.
Knocker Spray
This finger-sized aerosol can contains an ultra-pressurized Special
compound that reacts violently when exposed to oxygen. It • The Needler inflicts moderate ballistic damage, and if
can deliver a ‘punch-like’ experience to an opponent the bio-chemically active needle makes blood contact
several feet away, hitting as hard as a Golden Gloves boxer with the victim, injects lethal or incapacitating
from halfway across the room. neurotoxins. Each clip of Needler ammunition is
molecularly encoded with a single type of Injury or
Special Ingestion poison. The cost of this poison is added to
Knocker Spray attacks are resolved as ranged touch the base cost of the ammunition (15 gp/clip).
attacks. Once a can of Knocker Spray is expended, it
cannot be reloaded. • If the gunman possesses feats (such as Burst Fire or
Double Tap) which increases the damage done, the
Mag-Launch Disposable save DC increases by +1 for each additional die of
This weapon is a nasty surprise, a singe shot hold out damage inflicted, reflecting a heavier ‘dose’ of toxins.
weapon that uses magnetic acceleration to launch a heavy,
steel jacketed wedge at nearly Mach 2. The weapon is • The Needler is designed to be used against lightly
destroyed once fired. armored targets, and is virtually useless against heavily
armored opponents. The Needler inflicts no damage
Special and does not poison any target with a natural or
• The owner receives a +2 circumstance bonus on equipment bonus to AC of +3 or greater, or who
Sleight of Hand checks made to conceal this weapon. possesses any degree of Damage Reduction.

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

William Kwan (Order #31906884)


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Needler Poisons Two Handed Firearms
The following poisons have been custom brewed for use in .30 Anti-Vehicle Sniper Rifle
a clip of Needler ammunition. They are all Injury-type This top of the line sniper rifle is designed to take out
poisons. mecha and combat vehicles. Though a lower caliber than
Crafting a dose of these lethal toxins requires a basic the Barrett .50 cal, the .30 AV Sniper Rifle uses superior
working understanding of nanotechnology and pico- engineering, higher muzzle velocity and semi-autonomous
robotics. Possessing five or more ranks in Craft ammunition to achieve better results than sheer firepower
(electronics) provides a +2 insight bonus on Craft alone.
(chemical) or Craft (alchemy) checks made to brew a dose
of any of the following toxins. The massive weapon is distinguished by its slate grey,
triangular barrel, studded with gas over-pressure vents.
Rail Pistol Adding in the magnetic propulsion array, mil-spec scope
This next generation sidearm uses a rare-earth magnetic and detachable tripod, the weapon is nearly 8 ft long.
launch system to project a steel jacketed depleted uranium
slug at multi-Mach speeds. The weapon is larger and Combat Shotgun
heavier than even an old style Desert Eagle, but even This military weapon fits a fully automatic reloader
though it is incredibly bulky, the rail pistol is the first and mechanism on a shotgun action. An internal, tubular
only railgun to even pretend to concealed carry. magazine running above the magazine gives the weapon a
weighty ammunition capacity.
Squealer Pistol
This single shot weapon is designed to be fired once and Corroder
discarded, and is sold in wrapped cellophane packages out The Corroder is a hefty, double-barreled weapon with a
of near future vending machines. This bright yellow plastic pistol grip. Think of it as a sawed off shotgun that fires an
weapon is designed for easy use in an emergency and especially foul mix of acids and fast-setting polymers
unleashes both an audible alarm and contacts the local banned on most of the civilized worlds.
police net when the one-time use trigger is pulled.
Special
Special • Targets struck by the Corroder must succeed at a DC
• The Squealer Pistol cannot be reloaded and is 15 FORT Save or have their base landspeed reduced by
destroyed when fired. The weapon activates an audible -10 ft for one minute. The weapon fires a glob of fast
alarm (DC 0 to hear at up to 1 mile) for one minute setting acidic glue. The effects of multiple shots are
when fired, and if a wireless network is available cumulative.
contacts the nearest police or emergency service with
the location of the shot. • Targets damaged by the Corroder suffer half damage
on the following round, unless they are bathed in large
Streethawk Pistol amounts of water or another solvent.
The Streethawk is a fully-automatic, near-future pistol.
Designed on the cusp of more advanced weapons Gatling Rail Gun
technologies, this weapon was quickly overshadowed by Eight short barrels, each with an independent magnetic
more versatile weapons like the Needler and by acceleration system are arranged on a circular track, and
increasingly common energy weapons. Never the less, the rotate at 7200 revolutions per minute. Each barrel fires a 3
inexpensive and proven Streethawk remains popular mm sliver of depleted uranium, jacketed by titanium and
among criminals. steel. This lethal, if unwieldy, weapon can lay down a
withering barrage of fire capable of shredding armor
Wrist Flamer plating like rice paper.
Wrist Flamers are forearm mounted flame throwers-
advances in fuel efficiency and electro-ignition systems Special
allow a person to pack the all the destructive power of a • The Gatling Rail Gun resolves its attacks as range
WWII era anti-personnel flame thrower in a package only touch attacks, ignoring natural and equipment/shield
a little larger than a bulky wrist communicator. The Wrist bonuses to Armor Class.
Flamer is relatively safe to use; the gelatin fuel inside the
weapon can only be ignited by an electric charge of Gryoc Rifle
specific amperage, and is not likely to ‘cook off’ even This widebodied rifle is designed to fire gyroscopic,
when exposed to direct flame. rocket-propelled smart rounds, which are essentially bullet-

William Kwan (Order #31906884)


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Two Damage Critical Range ROF Special Maga- Size and Cost
Handed Increment zine Weight
Firearms
.30 Anti- 4d10 20/x3 1,000 ft Single Shot Nightscope 5 box 32 lbs 12,500 gp
Vehicle ballistic Large
Sniper Rifle
Combat 2d10 20/x2 30 ft Full Auto - 10 8 lbs 950 gp
Shotgun ballistic internal Large
Corroder 2d6 acid 20/x2 25 ft Single Shot - 6 cell 8 lbs 1,800 gp
Large
Gatling Rail 4d6 20/x3 100 ft Full Auto Ranged Touch 500 belt 75 lbs 18,000 gp
Gun ballistic Attack Large
Gatling Rail Gun Ammo (belt fed ammo box containing 500 rounds) 20 lbs 5,000 gp
Medium
Gyroc Rifle 2d8 20/x3 75 ft Semi Auto - 30 box 10 lbs 2,200 gp
ballistic Medium
Next-Gen 2d6+1 20/x3 40 ft Full Auto Non-metallic, 18 box 2.5 lbs 575 gp
5.7mm ballistic Masterwork Small
SMG
Sniper 3d10+1 1 9- 1,200 ft Single Shot Masterwork 20 box 30 lbs 21,500 gp
Railgun ballistic 20/x3 Large
Spool 6d6 20/x3 10 ft Single Shot - 6 box 7.5 lbs 2,300 gp
Shotgun slashing Medium
Sublethal 2d8 non- 20/x2 30 ft Single Shot - 20 cell 4 lbs 650 gp
Splattergun lethal* Medium
Variable A 3d10 A 20/x3 A 100 ft A Single Nightscope A 10 box 22 lbs 6,800 gp
Weapon ballistic Large
System
- B 2d8 B 19- B 40 ft B Full Auto - B 60 box
ballistic 20/x2
- C 2d6 fire C 20/x2 C 50 ft C Semi Auto - C 20 cell

sized mini-missiles. It is a significantly


harder hitting, semi-auto version of the
Gyroc Pistol, often issued to urban
warfare squads.

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.

Next-Gen 5.7mm SMG


Next-Gen 5.7mm SMG is a sleek, bullpup model
submachine gun, a 21st Century replacement for the
revolutionary but aging FNP-90. This weapon is an ultra the majority of the casing composed of vat-grown
light submachine gun, designed for comfortable one cellulose.
handed use either left or right-handed shooters. It is
composed exclusively of non-metallic compounds, with

William Kwan (Order #31906884)


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Special The shooter can switch between any of three firing modes
• This weapon is always considered a masterwork as a free action. If the Variable Weapon System is
weapon, providing a +1 equipment bonus on ranged enchanted, any enchantments placed on the weapon apply
attack rolls. equally to all three firing modes, unless a specific
enhancement cannot be placed on a weapon that deals
Sublethal Splattergun damage of the type used by one firing mode.
The aptly named splatter gun uses magnetic acceleration to
fire a slug of viscous, heavily magnetic liquid metal. The Mode A
shotgun like weapon’s impact can break bones at close The core of the VWS is a ‘short-rail’ micro-rail gun. Using
range, but is designed to be non-lethal if used carefully. extremely powerful magnetic launch rings, the VWS can
The Splattergun is standard issue for riot police and launch ferrous flachettes at supersonic speed equal to
corrections officers, replacing older ‘rubber bullet’ type anything achieved by longer, bulkier weapons from a gun
ballistic weapons. less than ½ the size!

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.

Sniper Rail Gun


The exactingly maintained rare-earth magnetic accelerator
rings stretching the nearly eight foot long barrel require
regular maintenance and re-sequencing, but can propel a
six inch sliver of depleted uranium jacketed in an iron/
titanium alloy at incredible speeds halfway across a city,
and still kill with a single round.

Special
• This weapon is always considered a masterwork
weapon, providing a +1 equipment bonus on ranged
attack rolls.

Variable Weapon System


The Variable Weapon System is widely regarded as the
best squad support system the near future has to offer. The
VWS consists of of multiple barrels within a single casing,
giving the shooter unparralled tactical choice.

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One Damage Critical Range ROF Special Mag- Size and Cost
Handed Increment azine Weight
Energy
Weapons
Blaster 2d10 fire 20/x2 75 ft Semi Auto - 10 cell 5 lbs 1,450 gp
Gauntlet Medium
Blaster, 2d3 force 19- 60 ft Semi Auto - 8 cell 1.5 lbs 280 gp
Rainbow 20/x2 Tiny
Dart
Blaster, 2d6 fire 20/x2 50 ft Semi Auto - 12 cell 4 lbs 500 gp
Spacer’s Medium
Blaster, 2d6 fire 20/x3 60 ft Full Auto - 15 cell 4.5 lbs 1,200 gp
Smuggler’s Medium
Disinte- 3d6 20/x3 40 ft Single Shot - 8 cell 3 lbs 6,600 gp
grator Pistol energy* Medium
Finger Laser 1d4 fire 20/x2 20 ft Single Shot Concealable 1 Negligib 75 gp
internal le Fine
(dispos-
able)
Ion Pistol, 2d8 18- 50 ft Single Shot Dangerous* 12 cell 2 lbs 1,800 gp
Heavy electrical 20/x2 Tiny
Ion Pistol, 2d6 20/x2 10 ft Semi Auto Concealable, 15 cell 2 lbs 1,600 gp
Snub-Nosed electrical Non- Tiny
Metallic
Laser Pistol, 2d6 force 20/x3 30 ft Semi Auto Concealable 15 cell 2 lbs, 2,000 gp
Argon Tiny
Laser Pistol, 2d8 fire 20/x3 30 ft Single Shot - 15 cell 2.25 lbs 2,000 gp
High UV Medium
Laser Pistol, 1d6 force 20/x3 100 ft Semi Auto Concealable 15 cell 0.5 lbs 1,300 gp
Light Tiny
Laser Pistol, 2d4 fire 19- 70 ft Single - 8 cell 3 lbs 3,250 gp
Refractory (see text) 20/x2 Small
Nausea Gun 1d8 non- 20/x3 50 ft Semi Auto - 12 cell 4 lbs 1,200 gp
lethal plus Small
nausea
Psi-Pistol 2d6 force 20/x2 60 ft Semi Auto - 15 cell 1.75 lbs 5,000 gp
Small
Stun Blaster 2d6 fire or 20/x2 50 ft Semi Auto - 12 cell 4 lbs 750 gp
nonlethal* Medium
Tasp Pistol 3d4 20/x2 25 ft Semi Auto - 12 cell 1.5 lbs 2,000 gp
pleasure Small
Thermo 4d6 fire 20/x2 40 ft Single Shot - 5 cell 8 lbs 3,500 gp
Blaster Large
Variable 2d8 20/x2 75 ft Semi Auto - 15 cell 2 lbs 6,500 gp
Energy variable Medium
Pistol energy *
XCSS Pistol 3d8 20/x2 25 ft Full Auto - 15 cell 2.5 lbs 3,500 gp
pleasure Medium

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One Handed Energy Weapons
Blaster Gauntlet
This heavy, cylindrical weapon slides over the wearer’s
forearm like a gauntlet, completely covering their
forearm and hand. A powerful energy cannon,
resembling a high tech turbine, built into the
weapon fires high intensity plasma blasts.

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.

• A Blaster Gauntlet cannot be disarmed or


stolen. The wielder cannot use the hand
while the weapon is equipped, nor use that
hand to hold or manipulate objects.

Blaster, Rainbow Dart


This palmsized plastic pistol has a pearlescent shell that
gleams even in dim light. The weapon fire a vibrant and
polychromatic laser beam.

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.

Blaster, Spacer’s Disintegrator Pistol


The Spacer’s Blaster is a generic term for a wide variety of The Disintegrator Pistol is a low slung, threatening black
personal firearms, manufactured by a hundred different weapon with neon green display lights and fittings.
armories throughout the galaxy. Spacer’s blasters range in
appearance from bulbous, ringed retro-blasters to sleek Special
energy weapons resembling heavily modified • A creature slain or an object reduced to 0 HP by the
Broomhandle Mausers. Everybody in the galaxy’s got one disintegrator pistol is completely disintegrated, leaving
of these light laser pistols strapped to their hip, and most only a fine grey dust behind.
spacers know how to use ‘em.
• The damage inflicted by a disintegrator pistol is an
Blaster, Smuggler’s unspecified type of energy, not subject to Energy
The Smuggler’s Blaster is a bit larger, more intimidating Resistance or Immunity.
and full auto version of a standard Spacer’s Blaster. Like
its smaller, semi-auto counterpart, this weapon is a catchall Finger Laser
term for a wide variety of personal energy arms. The ultimate in holdout weapons, the Finger Laser is a
tissue-thin sheath that fits over the end of the wearer’s

William Kwan (Order #31906884)


53
finger, much like a Special
thimble, and is • The owner receives a +2
completely circumstance bonus on Sleight of
undetectable when Hand checks made to conceal this
worn under a glove. A weapon.
short spur, no thicker
than a hair and only • The wielder is treated as
two millimeters long, having the Quick Reload feat
is inserted into the with regards to this weapon due
finger of the wearer, to the excellent deign of the
where it makes reloading mechanism.
contact with the
wearer’s muscles. Laser Pistol, Argon
Produced by Israeli Military Industries, the producers of
This spur allows the the Desert Eagle, The Argon Laser Pistol is a sleek, ultra-
wearer to fire the micronized energy pistol. The Peregrine is known for its
Finger Laser merely two projection arrays, pen-hole sized energy conduits, one
by consciously beneath the other. The twin ‘barrels’ project green argon
stiffening his finger. based lasers, which are ideal for use in fog, dust and
The wearer may fire underwater.
as many of these
weapons as he has fingers (or similar digits), though he Special
may still only fire one per attack action. The weapon is • The owner receives a +2 circumstance bonus on
destroyed once fired, and can only be mounted on organic Sleight of Hand checks made to conceal this weapon.
limbs, not cybernetic replacements.
Laser Pistol, High UV
Special A High UV laser pistol uses an almost invisible beam of
• The owner receives a +5 circumstance bonus on lazed light to kill. The fact the muzzle flash and ultraviolet
Sleight of Hand checks made to conceal this weapon. beam of the weapon is virtually non-detectable by normal
human vision makes this light pistol ideal for covert
Ion Pistol, Heavy operations and assassination.
This handheld weapon is barely larger than a .22 Beretta,
but fires a beam of charged ions powerful enough to scorch Special
through titanium plate. The Heavy Ion Pistol might • The DC of Perception checks made to spot a shooter’s
actually be too powerful for its intended purpose as a position after a shot is increased by +5 when the
holdout weapon. It’s difficult to aim, and the ion stream is shooter uses this weapon.
risky to use in an enclosed environment.
Laser Pistol, Light
Special The Light Laser Pistol is a highly accurate laser pistol
• The Heavy Ion Pistol imposes a -1 penalty on ranged designed for distance shooting. The ruby-lasing process
attack rolls, due to its over-charged design. On a roll of used to produce the weapon’s beam lacks the raw
a natural 1 with the weapon, energy ‘backsplash’ destructive power of many other energy weapons, but
inflicts 1d6 points of electrical damage to the wielder. suffers very little refraction through the atmosphere.

Ion Pistol, Snub-Nosed Special


The Snub-Nosed Ion Pistol is a short barreled energy • The owner receives a +2 circumstance bonus on
weapon only a little bigger than a Derringer, and is Sleight of Hand checks made to conceal this weapon.
composed almost entirely of ceramic and non-ferrous
alloys, making it an ideal stealth weapon. This ion pistol Laser Pistol, Refractory
fires a short ranged pulse of ionized plasma, which strikes This dainty, red plastic weapon is designed to fit easily in a
as lethally as a thunderbolt. Reloading is fairly simple: woman or small xenoform’s hand. A ruby laser emitter on
crack the pistol open on the break point, slip in a new the front gives the weapon its unique properties, and
power cell and close. allows the weapon to fire an extremely narrow, but
extremely coherent beam of ruby red fire.

William Kwan (Order #31906884)


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Thermoblaster
Special This weapon is a simple, mostly undecorated silver tube
• If the Refractory Laser Pistol hits with a successful about as wide as a man’s forearm. Transparent plastic
ranged attack, the shooter can hit a special trigger on heating coils on the butt glow red-hot when the weapon is
the grip to refract the beam off the initial target. The armed.
shooter chooses another target within 30 ft of the
original target who does not have total cover. The Variable Energy Pistol
shooter uses the initial attack roll to attack this The recently introduced Variable Energy Pistol is an
secondary target; if the attack is successful the excellent energy pistol, capable of firing in three different
refracted attack only inflicts 1d4 fire damage. modes. The ability to swap between firing modes is a great
help against energy-resistant or shielded opponents.
Nausea Gun
This pistol-like weapon resembles a futuristic Beretta Special
automatic pistol, save that its barrel is molded from an • The Variable Energy Pistol may inflict either
easily distinguishable lime green alloy. Such weapons are Electricity, Fire or Force damage. Switching between
common among riot control officers, as this non-lethal firing modes is a move equivalent action, or a free
weapon is ideal for urban crowd control. action for a character with the Quick Draw feat.
Special
• Any target struck by a Nausea Gun takes 1d8 points of XCSS Pistol
non-lethal damage and must succeed at a FORT Save The XCSS Pistol is a refinement of the earlier tasp pistol.
(DC 10 + damage inflicted) or be nauseated for 1d6 The entire weapon has a dull silvery finish, and green
rounds. energy discharge nodes on the barrel and above the trigger
guard pulse intensely with each shot.
Psi-Pistol
The heart of the glossy, jet black Psi-Pistol is a psi- Special
responsive onboard AI that responds to the wielder’s • The XCSS Pistol inflicts higher than normal amounts
emotional state and, hopefully, makes her a more lethal of damage. On a successful hit, reroll any 1s rolled on
shooter. the damage dice once.

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.

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Two Damage Critical Range ROF Special Maga- Size and Cost
Handed Increment zine Weight
Energy
Weapons
Antimatter 3d10 20/x2 40 ft Semi Auto - 10 cell 12 lbs 6,250 gp
Cannon energy* Large
Disinte- 10d6 20/x3 60 ft Semi Auto - 15 cell 9 lbs 30,000 gp
grator Rifle energy* Large
Encephlo- 2d8 non- 19- 100 ft Single Shot - 10 cell 12 lbs 13,500 gp
Rifle lethal 20/x2 Large
Exo-Tasp 4d6 20/x3 50 ft/500 ft Semi Auto - 30 cell 10 lbs 15,000 gp
Rifle pleasure Large
Heavybore 4d8 fire* 20/x2 30 ft Single Shot - 8 cell 75 lbs 12,500 gp
Plasma Rifle Huge
Kinetic 2d8 force* 20/x3 20 ft Single Shot - 12 cell 4 lbs 950 gp
Slam Rifle Medium
Particle 4d10+1 20/x4 1,500 ft Single Shot Masterwork Unlimit 525 lbs 30,000 gp
Beam fire ed Huge
Sniper Rifle
Particle 2d6 20/x2 15 ft Single Shot - 12 cell 8 lbs 5,000 gp
Slinger energy* or Large
non-lethal
Plasma 3d4 fire 20/x3 50 ft Single Shot - 10 cell 9.5 lbs 2,000 gp
Pistol Large
Plasma Rifle 2d6 fire 20/x2 75 ft Full Auto - 40 cell 13 lbs 2,750 gp
Large
Plasma 2d12 fire 19- 30 ft Semi Auto Nightscope 12 cell 25 lbs 3,000 gp
Rifle, 20/x2 Large
Military
Pulse Rifle 2d6 force 20/x3 100 ft Semi Auto - 40 cell 11 lbs 3,500 gp
Large
Pulse Rifle, 2d8 force 20/x3 100 ft Semi Auto - 30 cell 12 lbs 4,200 gp
Heavy Large
Charge
Tasp 4d8 20/x2 50 ft Full Auto - 30 cell 9 lbs 9,000 gp
Carbine pleasure Large
Tasp Rifle 3d10 20/x2 40 ft Full Auto - 30 cell 8 lbs 5,000 gp
pleasure Large
Widebore 6d10 fire - 90 ft line Single Shot - 6 cell 35 lbs 15,000 gp
Fusion (see text) Huge
Cannon

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.

William Kwan (Order #31906884)


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either lethal or non-lethal blasts, making it popular for
Special crowd control and in prisons.
• This weapon is always considered a masterwork
weapon, providing a +1 equipment bonus on ranged Special
attack rolls. • The Kinetic Slam Rifle can fire non-lethal blasts at no
penalty on the attack roll. Switching between lethal
• The Encephlo-Rifle only deals non-lethal damage, and and non-lethal modes is a move equivalent action.
takes no penalty for doing so. A creature damaged by
this weapon must succeed at a FORT Save (DC 12 + ½ Particle Beam Sniper Rifle
the non-lethal damage inflicted) or fall unconscious for The Particle Beam Sniper Rifle is one of the most
1d4 hours or until violently shaken awake. A creature impressive and fearsome long-arms ever devised,
who saves against the Encephlo-Rifle successfully is advertised as the world’s ultimate sniper rifle. In reality,
immune to that rifle’s effects for 24 hours. the Particle Beam Sniper Rifle is basically a starship
weapon miniaturized to the point it is (nearly) man-
Exo-Tasp Rifle portable. From the tip of the long, tapering barrel to the
An Exo-Tasp Rifle is designed for use in space, against heat sinks at the rear of the weapon, the rifle is more than
armored targets. The Exo-Tasp Rifle’s firing mechanism is 10 ft long when fully deployed and weighs over 500 lbs.
a transparent pinkish-white crystal, shaped to a spearpoint
and tapering to a nasty edge. Only full conversion cyborgs and superhumanly strong
warriors can carry the weapon unassisted; human soldiers
Special usually mount the Particle Beam Sniper Rifle on a light
• The Exo-Tasp Rifle’s range increment is increased to
500 ft in a Zero G Environment, as shown by the
number on the right side of the slash.

• An Exo-Tasp Rifle ignores half the equipment bonus to


Armor Class provided by any armor with the Space
Suit property.

Heavybore Plasma Rifle


The Heavybore Plasma Rifle is designed for anti-tank and
anti-mechuse. The blocky, short barreled weapon is
designed to contain massive energy discharges, firing a
stream of plasma that resembles a solar flare in miniature.
The weapon is man portable only by heavy cyborgs and
power armor troops; the blocky weapon resembles a
Harley Davidson engine more than a conventional firearm,
and is capped with a smooth ruby-like discharge point.
Even the strongest soldiers are forced to wield this massive
gun two handed, and the Heavy Bore Plasma Rifle is a
common vehicle mounted squad support weapon.

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).

Kinetic Slam Rifle


This high-tech shotgun like weapon is a squat,
short barreled gun that fires a concentrated burst
of pure kinetic energy, which slams into a target
with wrecking ball force. The weapon can be set for

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truck or APC. The weapon’s heart is a micro-fusion The Plasma Rifle is instantly recognizable thanks it’s
reactor, one high-yield enough it could be juryrigged to unique, ergonomic folding stock, and for the long, heat
provide electricity for an entire city block. resistant cowling covering the weapon’s barrel. The
weapon is designed to be fired at full-auto by conventional
Thanks to its onboard power supply, the rifle’s particle troops, not just power armor pilots; the bulky cowling is
stream maintains cohesion for a much greater range than a necessary to prevent burns from the energy weapon’s heat
conventional weapon, allowing the sniper to effectively discharge.
kill targets far over the horizon. The Particle Beam Sniper
Rifle makes use of constantly up-dating, real time satellite Plasma weapons use an ionized gas, stored in special
telemetry and GPS location finding to hit targets several energy cells, and activated by powerful electrical
miles out. discharges, as a fuel source to generate fires hotter than
those that burn at the heart of main-sequence stars.
Special
• This weapon is always considered a masterwork Special
weapon, providing a +1 equipment bonus on ranged • The Plasma Rifle can fire in hard vacuum or
attack rolls. underwater without penalty.

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.

• The damage inflicted by a particle slinger is an


unspecified type of energy, not subject to Energy
Resistance or Immunity.

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.

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Pulse Rifle Exotic Weapons
Somewhat lighter and with a harder hitting energy Active Denial System
discharge, the free-electron powered Pulse Rifle is an This non-lethal weapon is a man-portable version of a
alternative to the Plasma Rifle. Soldiers often debate which normally vehicle mounted weapon commonly used by riot
weapon is superior, and both have their merits. police and military forces. This boxy weapon uses
microwave radiation to rapidly and painfully heat
Pulse Rifle, Heavy Charge subcutaneous fat deposits. The burns that result are painful
This military-spec pulse rifle has overcharged energy but rarely fatal, and perfect for dissuading a crowd of
systems that deliver more coherent pulses of energy rioters.
downrange to the target.
Special
Special • The Active Denial System inflicts non-lethal Fire
• On a successful attack roll with the Heavy Charge damage by default, and does not suffer an attack roll
Pulse Rifle, you may reroll any 1s on the damage dice penalty when firing in non-lethal mode. Active Denial
once. Systems resolve their attacks as ranged touch attacks.

Tasp Carbine Anti-Armor Rocket Launcher


The Tasp Carbine is a military-grade pleasure rifle, This short barreled rocket launcher is designed for minimal
designed for incredible range and quick delivery of an weight, and maximum destructive power. The Anti-Armor
utterly lethal dose of mind-bending pleasure energy. Rocket Launcher includes a fairly good quality onboard
AI, which rotates the weapon’s second barrel into position
as soon as the first launch tube is cleared, reloading it
automatically. The onboard AI also assists in targeting, and
acts as a basic IFF (identification friend/foe) system.
Special
• The Tasp Carbine is hard to resist. Targets suffer a -4 Special
penalty on WILL Saves to reduce the damage of this • The Anti-Armor Rocket Launcher’s onboard AI
Pleasure weapon. provides the weapon with a +2 bonus on ranged attack
rolls. However, the rocket warhead cannot arm when
Tasp Rifle fired at a target within 50 ft of the shooter, nor can the
The Tasp Rifle resembles a larger, bull pup version of the weapon be fired at an allied vehicle or mech. The
tasp pistol. Like the tasp pistol, this weapon is made from onboard AI uses its scope camera to identify ‘friendly’
smooth, organic chitin. targets visually, and is capable of instantly matching
camo and paint patterns, unit symbols, uniforms and
Widebore Fusion Cannon vehicle make and model.
The Widebore Fusion Cannon has a short, barrel shaped
central core, which incorporates a revolutionary magnetic • The rocket’s warhead detonates when it strikes a
containment system for the gun’s nearly stellar temperature target, dealing full damage to the target and all other
fusion charges. The weapon’s barrel consists of three creatures and objects within a 10 ft radius of the blast.
wedge shaped containment baffles surrounding a Secondary targets caught in the blast radius can
cavernous launch tube. The weapon splays itself open attempt a DC 15 REF Save for half damage.
when fired, opening the containment baffles to unleash a
burning line of radioactive plasma. • The warhead’s shaped charge is designed to penetrate
armor, and ignore the first 10 points of Hardness or
Special non-magical Damage Reduction it strikes the initial
• All creatures and objects within a 90 ft line suffer 6d10 target. This doesn’t apply to the secondary targets
points of fire damage, and may attempt a DC 15 REF caught within the blast radius.
save for half damage. Those struck by the fusion line
are considered to be exposed to a severely irradiated Ecto-Blaster
area for a single round. Powered by an extremely cumbersome backpack
containing a micronized nuclear accelerator, this rifle like
weapon fires a lashing, scorching beam of charged
particles and ectoplasm.

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Exotic Damage Critical Range ROF Special Magazine Size and Cost
Firearms Increment Weight
and Energy
Weapons
One Handed Exotic Weapons
Giant Alien 2d12 20/x2 50 ft Single* - 2 internal 25 lbs 1,600 gp
Pistol ballistic* Large
Rocketbox 4d6 20/x2 60 ft Single - 4 internal 10 lbs 1,000 gp
Pistol fire/slashing Medium
Rocketbox Pistol ammo (4 rockets) Negligible 200 gp
Fine
Sonic Pulsar 2d6 sonic 20/x3 40 ft Single - Unlimited 1 lb Tiny 1,800 gp
Two Handed Exotic Weapons

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)

• The Giant Alien Pistol imposes a -2 penalty on attack


Special
rolls and inflicts 1d8 points of Bludgeoning damage on
• The Ecto-Blaster can strike incorporeal targets, as well
any wielder with a STR score of 15+.
as targets on the Ethereal Plane that are visible to the
shooter, at no penalty.
Gamma-Neutron Rifle
This heavy weapon’s heavy, radiation proof casing is
• The damage inflicted by an Ecto-Blaster is of an
marked with radiation hazard warnings. Multiple energy
unspecified energy type, not subject to energy
channels and magnetic containment systems, as well as
resistance or immunity.
redundant safety systems decorate the Gamma-Neutron
Rifle’s casing.
Giant Alien Pistol
This two barreled ultra-heavy pistol fires shells wider than
The GN Rifle is considered an exotic firearm due to the
an ordinary human’s forearm, and has the nasty habit of
difficulty in safely operating the weapon in an urban
breaking the wrists of less powerful races when they try to
environment, or around allied forces.
fire it. This weapon is only used by the burliest and
strongest aliens, and then only rarely.
Special
• Attacks with the GN Rifle are resolved as ranged touch
Special
attacks, ignoring natural armor, shield and equipment
• The Giant Alien Pistol can fire both its barrels
bonuses to Armor Class.
simultaneously, inflicting a massive 4d12 ballistic
damage on a successful hit. This is very inaccurate
• The GN Rifle ignores bonuses to Armor Class
however, and imposes a -4 penalty on the attack roll.
provided by cover or improved cover.

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• Targets damaged by a GN Rifle are considered to be
exposed to a lightly irradiated environment for one
round per damage incident.

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.

• A standard warhead inflicts 4d6 points of


damage, half of which is slashing damage from
shrapnel and half of which is fire damage.

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.

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in this sourcebook for Black Tokyo, not to mention
of plenty of content usable in either world.

Musical and Magical Weapons


There aren’t many Idol Singers willing to risk their
lives and souls battling the corruption of the Black
Else or exploring the stars of the Heavy Future, but
those who do often wield unique weapons based on
their signature musical instruments. These weapons
have the new Musical or Superior Musical special
weapon qualities.

In addition to their use as weapons, weapons with


these quality can be used as mundane musical
instruments for Perform checks of the listed type.
For instance, a Rocker can be used as a guitar
outside of combat. Enchantment bonuses to the
Musical weapon, such as a +2 Brass Saxophone or
a +1 Golden Microphone, do not provide a similar
bonus on perform checks, unless the item is
separately enchanted to provide a skill bonus.

Several new magic weapons use one of these


fabulous musical weapons as their base, such as
Black Tokyo’s Genki Guitar. You’ll get a chance to
play with these new magical weapons in future
supplements.

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

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M usical Damage Critical Range ROF Special M agazine Size and Cost
W eapons Increment W eight
One Handed Simple W eapons
Compu- 1d8 force 20/x3 50 ft Single M usical Unlimited 2 lbs Small 650 gp
Glove (Computer
Use)
Jester’s 1d6 sonic 19-20/x2 30 ft Single M usical Unlimited Negligible 120 gp
Bells (comedy or Fine
dance)
Lixx, 2d8 pleasure 19-20/x2 25 ft Single M usical Unlimited 1 lb Tiny 750 gp
Chrome (sexual)
Lixx, 2d10 pleasure 20/x3 25 ft Single Superior Unlimited 1 lb Tiny 1,900 gp
Bloodpink M usical
(sexual)
Megaphone 3d6 sonic - 90 ft Single M usical Unlimited 2 lbs Tiny 700 gp
, Heart (sing or
oratory)
Megaphone 3d8 sonic - 120 ft Single Superior Unlimited 2 lbs Tiny 1,200 gp
, Note M usical
(sing or
oratory)
Megaphone 4d6 sonic - 150 ft Single M usical Unlimited 4 lbs Small 2,500 gp
, Riot (oratory)
Microphon 2d4 sonic 20/x2 40 ft Single Superior Unlimited 1 lb Tiny 950 gp
e, Golden M usical
(sing)
Microphon 1d8 sonic 20/x2 40 ft Single M usical Unlimited 1 lb Tiny 550 gp
e, (oratory or
Journalist’s Know:
current
events)
Microphon 1d8 sonic 20/x2 40 ft Single M usical Unlimited 1 lb Tiny 500 gp
e, Silver (sing)
Microphon 2d6+1 sonic 19-20/x2 40 ft Single Superior Unlimited 1 lb Tiny 1,300 gp
e, Sultry M usical
(sing and
sexual*)
Mouth 1d6 sonic 18-20/x2 50 ft Single Concealable, Unlimited Negligible 175 gp
Harp M usical
(wind)

Boomer windows for miles around, and in battle, it packs a serious


Boomers are huge, high quality sound systems resembling super-sonic punch with enormous range.
the ‘ghetto blasters’ of pre-starflight Earth. These bulky
devices have a pair of throbbing, hammering speakers Special
surrounding a complex control panel fitted with dozens of As with a standard Boomer, a Block Shaker Boomer can
switches, control knobs and adjustable sliders. A port accept Prox.
beneath the control panel accepts cassette-like memory
pods, called Prox. Compu-Glove
Compu-Gloves are target-marketed at ultra-rich arcade
Special enthusiasts, promising superior game play quality,
Boomers can be wielded like any other musical weapon, immersiveness and control. The device is a heavy rubber
either with a standard attack roll or with a Perform (DJ) and plastic gauntlet with a Compu-Toy control panel set
check. They can also accept Prox, described in the next vertically along the back of the wrist. Holo-projectors in
section. the knuckle joints gleam like jewels. A data-port along the
forearm guard accepts Prox.
Boomer, Block Shaker
Block Shaker Boomers dispense with the standard-issue Special
squared speaker blocks, and instead have three huge Compu-Gloves function identically to other Musical
speaker pods, arranged triangularly around the central weapons, save that they can be used via a Computer use
control panel. The sound from a Block Shaker can rattle check rather than a Perform check. Compu-Gloves can
accept Prox.

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Musical Damage Critical Range ROF Special Magazine Size and Cost
Weapons Increment Weight
Two Handed Simple Weapons
Compu-Toys 2d4 energy* 20/x2 50 ft Single Musical Unlimited 2 lbs Small 250 gp
(Computer
Use)
Microphone, 2d10 sonic 20/x2 50 ft Single Superior Unlimited 10 lbs 5,250
Torch Musical Small gp
(sing)
Koto 1d6 sonic 20/x3 10 ft Single Musical Unlimited 2 lbs Small 225 gp
(stringed
instruments)
Rave Spinner 1d8 sonic* 19-20/x2 25 ft Semi Auto Musical Unlimited 2 lbs 650 gp
(dance) Medium
Rocker, Basic 2d6 sonic 19-20/x2 50 ft Single Musical Unlimited 4 lbs Small 800 gp
(stringed
instruments)
Rocker, 1d8 sonic 20/x2 50 ft Single Superior Unlimited 4 lbs Small 450 gp
Kawaii Musical
(stringed
instruments)
Shamisen 1d8 sonic 20/x3 20 ft Single Superior Unlimited 4 lbs Small 650 gp
Musical
(stringed
instrument)
Synth Board 1d10 sonic 20/x2 50 ft Single Musical Unlimited 4 lbs Small 500 gp
(keyboard)*
Trumpet, 1d6 sonic 19-20/x2 30 ft Single Musical Unlimited 1 lb Tiny 250 gp
Brass (wind)
Trumpet, 1d12 sonic 19-20/x2 30 ft Semi Auto Superior Unlimited 1 lb Tiny 1,200
Golden Musical gp
(wind)
Trumpet, 1d8 sonic 19-20/x2 30 ft Single Musical Unlimited 1 lb Tiny 500 gp
Silver (wind)

Compu-Gloves always inflict force damage. Like a cestus,


a Compu-Glove cannot be stolen or disarmed.

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.

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Musical Damage Critical Range ROF Special Magazine Size and Cost
Weapons Increment Weight
Two Handed Martial Weapons
Data 2d4 sonic + 20/x2 30 ft Single Musical Unlimited 2 lbs Tiny 850 gp
Spinners DEX modifer (DJ)
Drum Solo 2d8 sonic + 20/x3 30 ft Single Musical Unlimited 5 lbs Small 4,500
STR modifier (percussion) gp
Keytar 2d8 sonic 20/x2 50 ft Semi Auto Musical Unlimited 7 lbs Small 900 gp
(stringed or
keyboard)
Rocker, 3d6+1 sonic 18-20/x2 30 ft Single Superior Unlimited 6 lbs Small 2,100
Acoustic Musical gp
(stringed
instruments)
Rocker, 2d10 fire 20/x2 75 ft Semi Auto Musical Unlimited 6 lbs Small 6,000
Lazer (stringed gp
instruments)
Rocker, Love 2d10 pleasure 19-20/x3 50 ft Single Superior Unlimited 4 lbs Small 3.500
Gun Musical gp
(stringed
instruments)
Rocker, Twin 2d12 electrical 20/x2 50 ft Single Musical Unlimited 7 lbs Small 6,500
Thunder or sonic (stringed gp
instruments)
Saxophone, 2d6 sonic 20/x2 40 ft Semi Auto Musical Unlimited 8 lbs Small 2,000
Brass (wind) gp
Saxophone, 2d10 sonic 19-20/x2 40 ft Semi Auto Superior Unlimited 8 lbs Small 6,500
Golden Musical gp
(wind)
Saxophone, 2d8 sonic 19-20/x2 40 ft Semi Auto Musical Unlimited 8 lbs Small 3,500
Silver (wind) gp
Viola 2d6 slashing/ 20/x4 30 ft Single Musical Unlimited 4 lbs Small 1,050
force (stringed) gp
One Handed Exotic Weapons
Sonic Pulsar 2d6 sonic 20/x3 40 ft Single Musical Unlimited 1 lb Tiny 1,800
(sing) gp
Two Handed Exotic Weapons
Boomer 2d6 sonic 20/x4 50 ft Single Superior Unlimited 10 lbs 1,250
Musical Medium gp
(DJ)
Boomer, 2d12 sonic 20/x4 75 ft Single Superior Unlimited 16 lbs 3,500
Block Shaker Musical Medium gp
(DJ)
Grand Viola 2d12 slashing/ 20/x3 50 ft Single Musical Unlimited 22 lbs 3,500
force (stringed) Medium gp
Microphone, 2d12 sonic 20/x3 75 ft Single Superior Unlimited 25 lbs 6,700
Masterboard Musical Medium gp
(multiple)
Zoot 2d10+ CON 18-20/x2 40 ft Single Superior Unlimited 14 lbs 1,350
sonic/bludgeon Musical Medium gp
ing (wind)

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

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Data Spinners The instrument’s base resembles a hominid vulva,
The hard-tech components of Data Spinners consist of a anatomically complete, with the upper edge of the hood
pair of sleek, fingerless black gloves with computer-tech morphing into an elongated hominid penis. The Lixx fits
on the inner contour of each palm. When the devices neatly in the hand, and produces moaning, squealing
power up, a pair of data-based blue disks appear beneath sensual tones when rubbed and caressed…and occasionally
the users’ fingers, which the user can spin and scratch like licked in a moment of passion, thus the name.
they were actual, physical records on a DJ’s turntable.
Special
Special Lixx always inflict pleasure damage.
The wielder can apply her DEX modifier to damage with a
successful attack with a pair of Data Spinners. Megaphone, Heart or Note
This wide-mouthed, high tech megaphone has its speaker
Drum Solo cone painted in bright colors, with heart or note
Where most Rockers are high-tech guitars, this device is a decorations etched into the handle. The modulated voice of
high tech, gravity-suspended drum set. The core the megaphone’s wielder can be heard for incredible
component is a magnetic field generator worn on the belt. distances, above even the most deafening din.
A basket ball sized sphere of colorful metal floats about
shoulder height to the musician. When its time to rock, the Special
metallic sphere explodes into a set of hovering percussion Megaphones cannot inflict critical hits, but do high base
disks and hardlight sticks appear in the musician’s hands. damage at impressive range.

Special Megaphone, Riot


The Drum Solo’s wielder adds their STR modifier to This dark grey or matte black megaphone is covered in
damage inflicted with this weapon- the harder the wielder protest stickers, layered so dense atop one another it seems
hits, the stronger the note. like the collection of angry slogans is holding the
megaphone together.
Jester’s Bells
These tiny silver and mithral bells have a crystal clear, Special
tinny sound and are often worn as bracelets or attached to Megaphones cannot inflict critical hits, but do high base
the end of strings wrapped tightly around the jester’s damage at impressive range.
hands. These instruments are traditionally modeled on a
medieval jester’s motley, but might also represent gypsy Microphone, Golden or Silver
style hand cymbals, castanets, or a small tambourine. This high-end, performance quality wireless microphone
not only provides a bright clear tone, it doubles as a deadly
Keytar sonic blaster. It is sheathed in gold and features ornate
This high tech device resembles a combination of an musical decoration. Silver Microphones lack a little
electric guitar with a cherry red or fiery orange finish, fidelity and pack less of an offensive punch.
married to a high end electronic keyboard synthesizer. It
produces highly modulated, squealing synth-rock tones. Microphone, Journalist’s
This bulky microphone has a thick acoustic foam
Koto headcover and is emblazoned with the corporate logo of a
The koto is a small, Japanese harp, and a traditional particular news agency.
instrument learned by many geisha. Its strings produce a
mournful sound when plucked. Special
Rather than making a Perform (oratory) check, the
Lixx, Chrome or Blood Pink Journalist’s Microphone’s wielder can make a Knowledge
The Lixx is probably the most obscene instrument ever (current events) check instead.
invented by man or xenoform. The instrument is smooth,
cool metal almost resembling a lute. Ordinary Lixx are Microphone, Masterboard
made of gleaming chrome, but the best quality instruments A Masterboard Microphone is an overly complicated
are made of a translucent pinkish red alloy called weapon that’s basically a radio DJ’s sound booth made
bloodpink. (somewhat) portable. Creatures with two hands can learn
to play it, but the difficult to master device only really
comes alive if the wielder has at least four- the instrument

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is popular with hexapedal aliens and extreme body- Mouth Harp
modded cyborgs. The more fingers, the better. This brass and steel harmonica-like device is a cheap, low-
tech, but damn reliable and easily concealed musical
A Masterboard Microphone is basically a high fidelity weapon. You can carry one in a pocket, and than haul it out
microphone welded to an articulated chrome tentacle at a moment’s notice for an evening’s jam session or a
jutting out of the top of a huge, touchscreen control board. night’s battle.
The control panel has hundreds of virtual sliders and knobs
that offer unparalleled musical control, as well as a Prox Special
slot next to the pick-up jacks. A Mouth Harp cannot be used with Performance
Headphones, nor with a Techno-Amp.
Special
Any creature with more than two arms/manipulator limbs Rave Spinner
that is proficient with the Masterboard receives a +1 Imagine an ultra-tech hula-hoop with only a few physical
competence bonus on attack rolls and Perform checks with components: emitter modules at either end of the arc. The
this instrument. rest is luminous room-temp plasma, contained behind
intense magnetic fields, a gleaming circle of color that is
The Masterboard Microphone offers unparalleled choice to never the same from second to second. Rave Spinners are
the user. When making a combat-oriented Perform check spun on the wrist, shoulders or hips, but are considered
with this device, the wielder can make any of the following two handed weapons for purpose of controlling and
Perform checks: comedy, DJ, oratory, sexual, sing. The wielding them effectively.
wielder must make this choice before each usage, and can
only use one check at a time. Special
Rave Spinners inflict an extra +1d6 points of electrical
The Masterboard Mircrophone can accept Prox. damage against targets wearing large amounts of metal
(such as plate mail), or made primarily of metal or with
Microphone, Sultry large amounts of metal in their bodies (such as robots,
This black and chrome microphone emits a seductive, cyborgs and metallic creatures).
whispery sound like no other instrument.
A Rave Spinner produces bright illumination in a 5 ft
Special radius and dim illumination in a 20 ft radius.
When making a Perform check with a Sultry Microphone
as a full round action, the wielder makes both a Perform Rocker, Acoustic
(sing) and a Perform (sexual) check and takes the better No frills, no techno-toys. Just a hand-carved wood body, a
check result. weighty nylon shoulder strap padded with leather, finely
tuned strings and precision mounted headers wrapped
A Sultry Microphone is always considered a masterwork around a crystal-based resonating core. No finer or more
quality weapon. mellow sound, in this galaxy or the next.

Microphone, Torch Special


A classically styled microphone inspired by the preferred An Acoustic Rocker cannot be used with Performance
instruments of Jazz Age torch singers, these art-deco Headphones, nor with a Techno-Amp.
Microphones are permanently attached to a long stand
made of durable, polished steel and chrome. Their smoky An Acoustic Rocker is always considered a masterwork
sound cannot be equaled or imitated. quality weapon, and provides a +1 masterwork bonus on
attack and damage rolls, as well as Perform checks with
Special the instrument.
If making a Perform (sing) check as a full round action, the
wielder can make two Perform (sing) checks, each at a -5 Rocker, Basic
penalty to make two special Perform attacks. The wielder Rockers are high tech weaponized, electric guitars that
can direct these attacks at a single target or two separate crackle with wisps of pulsing, throbbing sonic energy. A
targets. It is effectively a Double Musical Weapon. variety of styles are available, in a rainbow of colors, and
such weapons are usually extensively customized,
graffitied, decorated, or custom-modified by their owners.
No two Rockers are alike.

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Rocker, Kawaii
The Kawaii Rocker is the cheapest rocker
on the market, carried by kids, young idol
starlets and wanna-be celebrities. The
cheap plastic instrument has a cute pink,
purple and white color scheme, and most
are decorated with anime styling and
colorful, glowing decorations. A Kawaii
Rocker doesn’t pulse as hard as a standard
Rocker, but rewards its wielder for
musical style.

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.

Rocker, Love Gun


Love Gun Rockers have rounded gentle
curves that look like a woman’s body
lying in repose. Their casings are usually a
gleaming amber, pink or ivory, and often
the fittings are chrome hearts. Pacifican
rockers often carry top of the line Love
Guns.

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

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and a shaft about a meter long. When the silk strings are Special
plucked, it produces an eerie, mournful sound. A Grand Viola functions identically to a Viola. In addition,
a proficient user gains a +1 shield bonus to Armor Class
Sonic Pulsar when fighting with a Grand Viola. The ‘shield’ and
This handhead silvery weapon draws its power from a ‘weapon’ aspects of a Grand Viola are enchanted
choker-like black and silver band worn around the separately, as with other weapons that offer secondary
shooter’s throat. It converts the sonic energy of the defensive abilities.
wielder’s voice into a devastating sonic blast. It resembles
an ornate wand often decorated with a winged head or Zoot
musical note motifs. The Zoot is a baroque alien instrument resembling a
trumpet with multiple brassy pipes and mouths knotted
Special together in a chaotic tangle. It takes more fingers than most
A target damaged by the Sonic Pulsar must succeed at a humans have to play the complex, multi-valve instrument
DC 15 FORT Save or become deafened and stunned for effectively. It takes truly heroic lung capacity to play a full
1d4 rounds. set with a Zoot.

Synth Board Special


Synth Boards are handheld keyboard/synthesizers worn on The wielder adds his CON modifier to successful attack
a colorful nylon strap. These musical weapons are popular rolls with a Zoot.
among kids and punks- no real musician will touch them,
because these Synth Boards don’t offer much in the way of Half the damage inflicted by a Zoot is Sonic, half is
musical freedom. Bludgeoning.

Special Hard Rocking Armors


A Synth Board can accept Prox. However, the weapon The following armors offer some unique advantages
must have a Prox inserted in order to function in Musical against Musical weapons or are common on the pan-
mode- it can only be wielded as a standard weapon without galactic concert scene.
a Prox inserted.
Concert Outfit
Trumpet, Brass, Gold or Silver Concert Outfits are light, easily concealed armor. On the
Trumpets are among the simplest, cheapest and easiest surface, they’re a tight fitting pair of leatherite trousers
musical weapons to master. They are often the weapon of topped with a tattered, ratty concert tee (usually black with
choice for young bards, jazz-rats and idol singer a suitably demonic logo), but the fibers are woven from
adventurers just starting out. Golden Trumpets, in special sonic-dampening fabrics.
particular, can unleash quick blasts of sonic energy.
Special
Use similar statistics for a variety of weaponized flutes, A Concert Outfit’s equipment bonus to AC is considered to
pipes and recorders. be +4 when defending against attacks from weapons with
the Musical or Superior Musical descriptors.
Viola
The Viola is a difficult musical weapon to master, Next Wave Gear
resembling a small, finely wrought violin, formed of fine Next Wave Gear is a set of flashy, futuristic ultra-light
dark wood and silver strings, with a long, flexible bow impromptu armor. It includes tight fitting vinyl tights, a
tipped in silver. nipple-hugging mesh undershirt and angular polymer vest,
all found in a variety of bright pastel hues. The wearer’s
Special eyes are usually protected behind a set of colorful, slit-
Half the damage inflicted by a Viola is slashing, half is lensed goggles. The fully artificial armor glows with
Force. pulsing light displays when the wearer performs.

Viola, Grand Special


The Grand Viola is a massive, cello-like musical weapon, Next Wave Gear’s equipment bonus to AC is considered to
with a wide, resonant body carved from dark and strong be +6 when defending against attacks from weapons with
wood, and silver, brass or gilded fixtures. the Musical or Superior Musical descriptors.

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Next Wave Gear have built in performance based wearable Rocker Leathers
computer systems. If the wearer rolls a confirmed critical Rocker Leathers are durable but highly fashionable and
threat on a combat-based Perform check while wearing the very sexy leather, vinyl and rubber outfits. They’re
armor, these systems activate. For one hour, the Next Wave designed to impress more than they are to protect, but
Gear sheds bright illumination in a 10 ft radius, and occasionally the sweat-soaked leather weave and chrome
increases the range increment of any wielded weapon with rivets turns a lethal shot into a glancing blow.
the Musical or Superior Musical descriptors by +10 ft.
Special
Performance Data-Wear While wearing Rocker Leathers, the character gains a +1
Performance Data-Wear is basically a shaped, semi-solid morale bonus on combat-based Perform checks made with
real-time hologram projected against the wearer’s body Musical or Superior Musical weapons.
from a tiny, watch-like emitter unit. Performance Wear can
be activated or deactivated by the wearer via verbal Star Leathers
command, as a free action, and can change style, color and Star Leathers are a body hugging set of dark leather or
configuration just as easily. These glamorous light outfits synth-leather body armor, accented with chrome rivets,
always partially reveal the body beneath the hologram, connectors and zippers. Energy discharge nodes glow at
offering tantalizing glimpses of holo-lit skin- most wearers the armor’s chest, upon the high collar, and at the beltline.
go nude beneath the hologram. Sets of Star Leathers are often highly personalized,
decorated with ostentatious chrome sigils and carvings,
Special giving each suit a very unique look.
Performance Data-Wear’s equipment bonus to AC is
considered to be +4 when defending against weapons with Special
the Musical or Superior Musical descriptors. Star Leathers have built in psi-sensitive systems. When the
wearer focuses their will, by expending their psychic
As Performance Data-Wear is a force field, incorporeal focus, the Star Leathers respond. For 1d6 hours after such
creatures cannot bypass it the way they do ordinary armor. an activation, Star Leathers gain the Space Suit special
It is considered an Entertainer’s Outfit. property.

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

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Device Description Hardness Hit Weight Cost
Points Performance
Maestro’s Crystal Changes a Musical 2 6 Negligible Varies by Headphones
weapon’s base damage energy type These very, very
from Sonic to another
energy type expensive, noise-
Performance Provides a bonus on - 4 Negligible +1/500 gp canceling headphones
Headphones Perform checks with +2/ 650 gp plug directly into a
Musical weapons +3/ 800 gp Musical weapon and
+4/ 1,000 gp
+5/ 1,250 gp
allow the wielder to
Rocker Pix Break to reroll an attack - 1 Negligible 2d4 gp hear her performance
(consumable) roll or Perform (stringed) in real time, making
check with any Rocker her better able to
Techno-Amp Floating amplifier that 5 10 25 lbs 1,200 gp adjust her performance
augments Musical weapons (hovers) on the fly.

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.

Maestro’s Crystal When Performance Headphones are worn, the wearer


Maestro’s Crystals are grape sized gems, polished into receives an equivalent bonus on saving throws against
smooth, flattened ovids that can be fit into special receptor bardic music as well as spells and abilities with the sonic
ports on most Musical weapons. When inserted, the descriptor. However, the wearer suffers a -10 penalty on
Crystal changes the tone and timbre of the Musical sound-based Perception checks while the headphones are
weapon, converting its base sonic damage into numerically worn.
identical damage of some other energy type. A Musical
Weapon can only be fitted with a single Maestro’s Crystal Rocker Pix (Cn)
at a time; changing or removing the crystal is a full round These tiny triangular picks are specially designed for use
action. with Rockers, and usually are emblazoned with the logo
and contact info of either an instrument manufacturer,
The color and associated energy type of known Maestro’s some music shop or musi-tech weapons dealer. They’re
crystals are as follows. cheap, disposable and usually given out free to rockers and
Deep crimson: Fire –
1,200 gp Device Description Hardness Hit Weight Cost
Pale azure: Force – Points
1,500 gp
Prox, Garage Band Provides a +2 Perform check 2 5 Negligible 200 gp
Sparkling green: Acid – result with Musical/Superior
1,500 gp Musical weapons
Canary yellow: Prox, Major Label Provides a +5 Perform check 2 5 Negligible 1,250 gp
Electrical – 1,500 gp result with Musical/Superior
Pale pink: Pleasure: - Musical weapons
2,000 gp Prox, Gold Provides a +10 Perform 2 5 Negligible 5,000 gp
Diamond: Positive check result with
Musical/Superior Musical
Energy –5,000 gp weapons
Obsidian: Negative Prox, Platinum Provides a +15 Perform 2 5 Negligible 11,250 gp
Energy – 5,000 gp check result with a
Musical/Superior Musical
weapon
Prox, Triple Plat Provides a +20 Perform 2 5 Negligible 20,000 gp
check result with
Musical/Superior Musical
weapons

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wanna-bes alike to promote the brand. Most rockers a a Perform check normally. Inserting or removing a Prox is
couple spares in their pants pocket, forgotten amid Dr. a move-equivalent action.
Youp’s Condoms and Glow residue.
The Perform check result a specific Prox provides is made
Special clear by the cover art and track data displayed on the Prox’
If used while making any attack roll or combat-based front face. The better the quality of the recording, the
Perform (stringed instrument) check, the wielder can break better the combat music provided by the Prox, and the
the Rocker Pix to reroll the check. Doing so destroys the more expensive the device.
Rocker Pix, and the user must accept the results of the re-
roll, even if it worse than the first. The following weapons in this sourcebook can accept
Prox. Future sourcebooks might add more, and local
Techno-Amp gamemasters can also add extra weapons of this type to
The Techno-Amp is an roughly egg-shaped floating their own campaign.
speaker system about three foot high, covered in complex • Boomer
control systems and glowing read outs. When powered • Boomer, Block Shaker
down, the Techno-Amp sets itself down; when plugged • Compu-Glove
into any weapon with the Musical or Superior Musical • Compu-Toys
special qualities, it floats at roughly shoulder level, • Microphone, Masterboard
connected to the device by a 5-10 ft long cord. When • Synth Board
plugged in, it does not count towards encumbrance.
If you want to include additional grades of Prox between
Special (or beyond) the categories listed, the pricing formula is:
A Techno-Amp increases the range increment of a Musical • Perform check result Squared, Multiplied by 50 gp
or Superior Musical weapon to 100 ft, or 120 ft if its base
range increment is 50 ft or greater.
Hard Rocking Traits
These starting traits fit nicely into any campaign featuring
Prox musical weapons.
Prox are small, palm sized mem-cassettes that hold pre-
programmed data. When inserted into a Musical or
Combat Traits
Superior Musical weapon capable of playing Prox, which
The following combat traits relate to the tactics of musical
are basically pre-programmed skill check results. Rather
weapons.
than making an appropriate Perform check, when a Prox is
inserted, the wielder is treated as having rolled that
Armor of Metal
Perform check result on the dice, to which she adds any
Ability Type Extraordinary
appropriate modifiers.
Requires Perform (any musical) 1 rank
Your mastery of hard driving heavy metal gives you a bit
of protection from musical weapons. You receive a +1
morale bonus to Armor Class when targeted by any
weapon with the Musical or Superior Musical properties.

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.

Master Your Instrument!


Ability Type Extraordinary
When a Prox is inserted, if the weapon is used in its
Requires Base Attack Bonus +1
Musical or Superior Musical mode, it always uses the
You can either rock out or blast skulls apart with your
Prox’ check result rather than allowing the wielder to make
Musical weapons- either’s good for you. If you have

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Weapon Focus with any particular Musical or Superior Faith Traits
Musical weapon, you receive a +1 competence bonus on The following faith traits relate to musical weapons and
Perform checks with that weapon; if you also have Weapon the lyrics behind the power.
Specialization or greater with that weapon, the competence
bonus increases to +3 with that weapon. Holy Musician
Ability Type Extraordinary
Prox Jockey Requires music-related patron deity or philosophy
Ability Type Extraordinary Your faith values music and performance highly, and you
Requires Computer Use 1 rank can play the holy songs, hymns and gospel standards of
You know how to get the maximum playback from off-the- your faith well.
shelf Prox- these combat-recordings never sounded better
than when playing in your deck. You treat the Perform You treat any weapon with the Musical or Superior
check result of an installed Prox as +1 better when played Musical descriptors, or any musical instrument as a holy
in your instrument. For example, when playing a Major symbol. You receive a +1 trait bonus on one Perform check
Label Prox, which normally provides a +5 Perform check of choice and Knowledge (religion) checks.
result, it provides you a +6 Perform check result.
Light, Fur and Music
Rock Out! Ability Type Supernatural
Ability Type Extraordinary Special Anthro characters can choose this as a racial trait
You can rock out harder than the safety limiters on your instead.
musi-tech weapons can handle! Requires Anthro subtype, Raver (or similar) patron deity
Once per day, as a part of a Perform check with any Music is vitally important to many Anthro tribes- pounding
weapon with the Musical quality, you may treat that music, beautiful indoor rainbows, the sweat and adrenaline
weapon as if it had the Superior Musical quality instead. of frenzied dance are a primary manner of worship,
You may treat it as a Superior Musical weapon until the courtship, and celebration.
end of your turn; however, at the end of your turn the
Musical weapon gains the broken quality. You may use any Musical or Superior Musical weapon, or
any musical instrument as a holy symbol. In addition,
Rocker Spikes whenever you make a successful attack roll (or Perform
Ability Type Extraordinary check made to attack) with any weapon with the Musical
Requires Light and Medium Armor Proficiency or Superior Musical descriptors you may grant any
Nothing says punk rock attitude, sex and violence like creature with the Anthro subtype (including yourself) a +1
gleaming steel spikes against jet black leather. You can morale bonus on WILL Saves for one round as an
add a set of armor spikes to any applicable armor, without immediate action. You may use this ability once per round.
increasing the cost or time required to purchase or produce
the armor. When you reach 5th level, you can add Satanic Metal
masterwork armor spikes instead. Ability Type Supernatural
Requires Cosmic Satanist patron deity, any non-good
Six String Samurai alignment
Ability Type Extraordinary You play the grinding, skull rattling devil-metal that is the
Requires Skill Focus (Perform: stringed) Cosmic Satanist anthem. Once per day, after making a
You can cut loose with your Rocker in a virtuoso display successful attack roll or combat-oriented Perform check
of skill that leaves enemies bleeding and slackjawked with with any Muscial or Superior Musical weapon, you can
amazement. You inflict an additional two points of slashing convert the damage from its original type to profane
damage with any successful hit with a Rocker used via a damage, which is not subject to energy resistance or
Perform check. This bonus damage is not multiplied on a immunity. You must declare the use of this ability before
critical hit. rolling damage.

Racial Traits
These are some interesting racial traits designed for use in
any campaign centered around the spectacular power of
rock n’ roll.

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Earworm Doujinishi Requires Perform (stinged) 1 rank
Ability Type Spelllike Your cybernetic fingers need a guitar in them. You add half
Requires Doujinishi race, CHA 13+ your total amount of Drain (or number of implants as a
You’re the living incarnation of one particularly catchy, morale bonus on Perform (stringed) checks, to a maximum
unforgettable song. You can sing a verse of this song to of +5.
enrapture mortals. You may use any one of the following
spells as a bard of your total character level once per day. Groupie Magnet
Choose from: Charm Person, Lesser Confusion, Timely Ability Type Extraordinary
Inspiration Requires CHA 13+, Perform (any) 1 rank
Anybody who hears you play live is just another potential
Rocking Robot sexual conquest. You receive a +2 trait bonus on sexually
Ability Type Extraordinary oriented Bluff and Diplomacy checks against any person
Requires Battlechanger race, size Large or smaller who has seen you perform live within the previous 24
More than a few Battlechanger colony worlds have hours. You must have achieved at least a DC 15 Perform
embraced the power of rock n’ roll as a tactical weapon, check during the performance. If you beat a DC 25
able to transform into futuristic musical instruments and Perform check result, the trait bonus on sexually oriented
blast high volume battle music across space. Bluff and Diplomacy checks increases to +3.

You gain an additional gadget alt-mode, which is either: Lounge Act


• A Small or Medium gadget (musical instrument) with Ability Type Extraordinary
the Freeze special quality and the spell-like Requires Knowledge (local) 1 rank
programming Solid Note (or similar 1st level Bard You play in dive bars and local clubs, and your musical
spell), usable in alt-mode only. weapons pack an extra punch if the target’s already
• A Medium Musical weapon of Masterwork quality. hammered. You receive a +1 trait bonus on attack rolls
with Musical and Superior Musical weapons if your target
Undead Jazz is intoxicated, or has smoked Glow within the previous
Ability Type Supernatural hour.
Requires Undead type, Perform (wind) 1 rank
Your lungs only fill themselves so you can play a Sexy Headphones Fetish
saxophone, trumpet or other wind instrument with a Ability Type Extraordinary
soulfulness only possible for someone who has already You make high-grade headphones look damn sexy, and
died once and lived to tell about it. During the night, you probably wear them into the bedroom when you’re feeling
receive a +1 trait bonus on Perform (wind) instrument the beat. You receive a trait bonus on sexually oriented
checks, and weapon damage rolls with any Musical or Bluff and Diplomacy checks equal to the equipment bonus
Superior Musical weapon that uses Perform (wind) checks. to Perform checks provided by a set of Performance
Headphones while wearing the gear.
Social Traits
Rock and roll isn’t played in a vacuum (usually). It’s Species Sounds
usually played in a dive bar somewhere, which is where Ability Type Extraordinary
these social traits come into play. You know the tones, pitches and basslines that stimulate
particular emotions and visceral, instinctive reactions in a
Cosmic Rhythms given xeno-species. Select one species common to the
Ability Type Extraordinary campaign setting, which need not be your own (such as
Requires Pilot 1 rank Human, Tal-Anon, Shipper, Goryohime, Heavy Cyborg,
You can perceive the endless flux of cosmic energies and ect). You receive a +1 trait bonus on all sound-based
hyperspatial flux as a kind of subliminal music that only Perform checks made against members of that species, or
you can hear, a soundtrack for your journeys through audiences composed mostly of that species.
space. You receive a +1 trait bonus on Pilot checks made to
navigate space or hyperspace, one Perform check of choice Stoner Music
and sound-based Perception checks. Pilot is always a class Ability Type Extraordinary
skill. Requires Perform (any) 1 rank, Knowledge (local) 1 rank
Name a musician that doesn’t get high before a set. You
Cybernetic Guitarist receive a +1 morale bonus on Perform checks made while
Ability Type Extraordinary under the effects of any mind-affecting drug, alcohol or
Glow.

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The Advanced Edge focuses on futuristic melee weapons, number of cybernetic implants, in campaigns that do
as well as muscle-powered ranged weapons. While this not use Drain.
soucebook’s main focus is on melee weapons, a handful of
non-powered (or unusually powered, non-firearm) ranged • An active Arc Dagger sheds bright illumination in a 5
weapons are included. These outliers are listed under the ft radius and dim illumination out to a 20 ft radius.
category of proficiency needed to use them effectively.
Collapsible Staff
This sourcebook also standardizes and collects a wide This slender metallic staff is a form of advanced
variety of exotic and ultra-tech melee weapons originally quarterstaff. A springloaded, pneumatic assisted system
presented in several different sourcebooks and campaign built into the weapon allows it to collapse into a carrying
worlds, and consolidate their information in one place, in form barely 12 inches long, perfect for clipping to a belt
one format. loop, or explode outward into a reach weapon.

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

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SIMPLE WEAPONS PROFICIENCY
Melee Damage Critical Range Special Weight Cost Power Cestus
Weapon Increment The Power Cestus is a
Light, One Handed Simple Weapons heavy, semi-articulated
Arc Dagger 1d6 20/x2 - - 1 lb 375 gp robotic gauntlet that slides
electrical over the wielder’s fist and
Combat 1d4 19-20/x2 5 ft Non- 1 lb 190 gp forearm. Much larger than
Balanced slashing Metallic
Dagger
the wearer’s hand, the
Nanoweave Converts unarmed strike to lethal Monk, Non- Negligible 120 gp pneumatic and pseudo-
Combat damage, adds +2 bludgeoning to Metallic muscle articulators within
Gloves unarmed strike the Power Cestus vastly
Phosphor 1d4 19-20/x2 5 ft - 1 lb 90 gp magnify the strength and
Stiletto piercing +1 lethality of the wielder’s
fire punch.
Scalpel 1d2 15-20/x4 - Concealable Negligible 15 gp
slashing
Shiv 1d3 19-20/x3 - Concealable, Negligible 1 gp or
Special
piercing Fragile less • While wearing a
Thorn 1d4 19-20/x2 - Fragile, 1 lb 150 gp Power Cestus, the wielder
Dagger slashing Non- doubles their STR bonus
Metallic for determining additional
One Handed Simple Weapons melee damage.
Power 2d4 19-20/x2 - Monk 10 lbs 2,000 gp
Cestus bludgeoning
• The wearer suffers
Thermo- 1d8 fire 20/x2 - - 1 lb 275 gp
Blade a -2 penalty on checks
Two Handed Simple Weapons requiring manual dexterity
Collapsible 1d4/1d4 20/x2 - Double, 2 lbs 75 gp while the Power Cestus is
Staff Reach 10 ft worn; wearing this
weapon imposes a 10%
arcane spell failure
instantly when force is applied. Price given is for a pair of chance. The Power Cestus cannot be disarmed.
gloves.
Scalpel
Special A scalpel is a stainless, surgical grade single edged blade
• While wearing Nanoweave Combat Gloves, the with an ergonomic handle for precision control. A handful
wearer’s unarmed strikes inflict lethal damage. This of scalpels have obsidian blades instead of steel and these
does not allow the wearer to make unarmed strikes scalpels are often used in optic surgery because of their
without provoking attacks of opportunity without the increased precision. Straight razors and other
Improved Unarmed Strike feat. The gloves cause the extraordinarily keen short blades are statistically similar to
wearer to inflict +2 additional points of bludgeoning scalpels.
damage on a successful unarmed strike, due to their
concentration of force. Special
• A scalpel used in surgery always provides a +1
Phosphor Stiletto equipment bonus on Heal checks. If masterwork
This light, thrusting dagger is forged from a photosensitive quality or enchanted, its masterwork or enhancement
alloy. When exposed to direct sunlight, the blade heats. bonus also applies to Heal checks with the scalpel.
The weapon cools rapidly, flashing from white hot to room
temperature in a flash of steam when removed from direct Shiv
sunlight. Shivs are handmade, improvised knives often used by
prisoners, smuggled into places where other weapons are
Special impossible to obtain. Shivs are slightly more ‘purpose
• In areas of bright illumination, the Phosphor Stiletto built’ than an improvised weapon used to stab, often
inflicts +1 fire damage on a successful hit. including a basic grip for the safety of the wielder. Shivs
can be made from ground down metal, shards of plastic,
sharpened and fire-hardened plastic items like filed down
toothbrushes, pens, and the like.

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Note that the listed price is a rough estimate at best- most Martial Weapons
prisons run on barter, and a well made shiv is often worth Arc Sword
any price the crafter is willing to set. The Arc Sword is a larger and deadlier version of the Arc
Dagger, with a more intense, and much more lethal
Thermo-Blade electrical field.
A Thermo-Blade combat/utility knife is an advanced and
highly destructive hand weapon. The Thero-Blade projects Special
a thin sheet of stellar-temp plasma contained within a • The Arc Sword inflicts electrical damage. The weapon
multi-layered magnetic containment field designed to is especially well suited to taking out cyborg targets.
resemble a knife blade. The weapon’s power supply, field The weapon inflicts bonus electrical damage equal to
projector and the super-cooling systems that allow it to be the target’s Drain rating or the targets number of
wielded safely are stored within the cylindrical, cybernetic implants, in campaigns that do not use
griptextured hilt Drain.

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.

Assembler Broad Sword


The Assembler Broad Sword consists of several dozen,
magnetically bound hexagonal plates. When the activation
key in the weapon’s hilt is twisted, these myriad metal
plates erupt from their storage cell in the hilt and
crossguard and form a long, two handed sword. The chief
advantage of the Assembler Broad Sword is concealability-
in its inactive state, the hilt portion is not much larger than
a utility knife, but when activated the blade offers
respectable combat capability.

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M A R T I A L W E A P O N S P R O F IC IE N C Y
M e le e D am age C ritic a l R ange S p e c ia l W e ig h t C o st
W eapon In c re m e n t
L ig h t, O n e H a n d e d M a rtia l W e a p o n s
C o lla p sib le 1d6 1 9 -2 0 /x 2 - C o n c e a la b le 1 lb 45 gp
B a to n b lu d g e o n in g (w hen
c o lla p s e d )
L unar 1 d 4 /1 d 6 2 0 /x 3 3 5 ft/7 0 ft C o n c e a la b le 1 lb 120 gp
D a g g e rs sla s h in g (b ra c e o f
5)
P a rtic le T a n to 1 d 8 + 1 fire 2 0 /x 3 - D e a d ly 2 lb s 1 ,2 5 0 g p
P le a su re 1d6 2 0 /x 3 1 0 ft - N e g lib ile 450 gp
D a r ts p le a su re
P le a su re S te e l 2d4 2 0 /x 3 5 ft - 1 lb 900 gp
D agger p le a su re
Q u a n tu m 1 d 6 u n ty p e d 1 9 -2 0 /x 2 - C o n c e a la b le 1 lb 3 ,5 0 0 g p
D agger dam age
Seeker 1d4 1 9 -2 0 /x 2 1 0 ft - 1 lb 500 gp
S h u rik e n sla s h in g (b ra c e o f
5)
O n e H a n d e d M a rtia l W e a p o n s
M e le e D am age C ritic a l R ange S p e c ia l W e ig h t C o st
W eapon In c re m e n t
A s se m b le r 1d8 1 9 -2 0 /x 2 - C o n c e a la b le 2 lb s 300 gp
B ro a d S w o rd sla s h in g (w hen
c o lla p s e d )
B lo o d T w is t 1d20 N ot 5 ft - 1 lb 500 gp
D agger sla s h in g c a p a b le o f
c ritic a l
h its
C a p tiv e B o lt 1d8 1 9 -2 0 /x 3 - D e a d ly 5 lb s 250 gp
Gun p ie r c in g
F ra c ta l C u tte r 3d4 1 9 -2 0 /x 2 - - 2 lb s 1 ,6 0 0 g p
sla s h in g
H ig h 2d6 2 0 /x 3 - - 3 lb s 750 gp
F re q u e n c y sla s h in g
S w o rd
K r is 1d6 1 9 -2 0 /x 2 5 ft B le e d 1 1 lb 300 gp
sla s h in g
L u n a r G la d iu s 1 d 6 /1 d 1 0 2 0 /x 2 / - - 2 lb s 550 gp
sla s h in g 1 9 -2 0 /x 2
M a rs B la d e 1d8 2 0 /x 2 p lu s - - 7 lb s 1 ,9 0 0 g p
sla s h in g 3d8
b a llis tic
M e ta w e a p o n V a ria b le V a r ia b le - - 5 lb s 1 ,8 5 0 g p
P u ls e 1 d 6 fo rc e 2 0 /x 2 4 0 ft R e tu r n in g 1 lb 2 ,5 0 0 g p
C h a k ra m
Q u a n tu m 2 d 6 u n ty p e d 2 0 /x 3 - D e a d ly 1 lb 5 ,0 0 0 g p
S w o rd dam age
R a p to rix 1d3 1 5 -2 0 /x 3 3 0 ft R e tu r n in g 1 lb 300 gp
sla s h in g
R ib b o n 2d4 1 9 -2 0 /2 - D is a r m , 1 lb 450 gp
B la d e s sla s h in g N on-
M e ta llic ,
T rip

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M elee D am age C ritic al R an g e S p e cial W e igh t C o st
W e ap o n In cre m e nt
R u p tu re S tic k 1d6 2 0 /x 2 - - 2 lb s 3 ,2 5 0 g p
b lu d g eo n in g
S h ap e m e m o ry 2d4 2 0 /x 4 - D isarm , 1 lb 400 gp
T run ch e o n b lu d g eo n in g N on-
M e ta llic
S ic k S tic k 1d6 2 0 /x 2 - - 1 lb 725 gp
b lu d g eo n in g
p lu s n a u sea
S tu n B a to n 1d6 2 0 /x 2 - - 1 lb 500 gp
b lu d g eo n in g
p lu s stu n
V o lle y 2d8 2 0 /x 2 5 0 ft N on- 4 lb s 250 gp
b lu d g eo n in g M e ta llic ,
P e rfo rm a n ce
T w o H an d e d M artia l W ea p o n s
M elee D am age C ritic al R an g e S p e cial W e igh t C o st
W e ap o n In cre m e nt
A rc S w o rd 1d12 2 0 /x 3 - - 3 lb s 950 gp
elec tric al
A sa ya 1d6 2 0 /x 2 - N on- 2 lb s 100 gp
b lu d g eo n in g M e ta llic
A sa ya , 1 d 4 /1 d 4 2 0 /x 2 - D isarm , 1 lb 110 gp
W o m a n ’s b lu d g eo n in g D o u b le ,
N on-
M e ta llic ,
T rip
C a p tiv e B o lt 1d12 2 0 /x 4 - D e ad ly 8 lb s 450 gp
G u n , H ea v y p ie rcin g
C h a in A xe 1d12 2 0 /x 3 - D istra cting 6 lb s 750 gp
sla sh in g
C o m b at 1d4 2 0 /x 2 - D isarm , 3 lb s 80 gp
B eso m b lu d g eo n in g T rip
F issio n B lad e 2d6 2 0 /x 3 - - 2 5 lb s 5 0 ,0 0 0 g p
sla sh in g
p lu s
eq u iv a le n t
fire a n d
en erg y
d am a g e

Special reflecting the difficulty in controlling these odd, alien-


• The wielder can fold or unfold the Assembler Broad forged blades. Against targets that either do not bleed
Sword as a swift action. While folded, the weapon or lack a human-standard body temperature, the Blood
gains the Concealable property. Twist Dagger functions as an ordinary dagger.

Blood Twist Dagger Captive Bolt Gun


These combat daggers are forged from an exotic alloy with The Captive Bolt Gun is a pistol-like weapon that uses a
a swirled pink and blue finish. The alloy is heat responsive pneumatic charge to ‘fire’ a blunt, bullet like projectile into
and hemo-reactive, meaning the metal twists and contract the skull of a creature set for slaughter. Unlike a true
wildly when plunged into a hot, bleeding target. Wounds firearm, the projectile has a flared base that and thus,
left by Blood Twist Daggers are jagged and horrific. cannot exit the barrel by more than a few inches. Once
fired, the projectile retracts into the barrel, allowing the
Special weapon to be used again on a different creature. This
• Blood Twist Daggers cannot inflict critical hits; instead device is typically carried by slaughterhouse workers but
they have the widest damage die of any melee weapon, can make a fairly decent weapon in a pinch.

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Captive Bolt Gun, Heavy cutting edge. Powered by a high velocity motor, the Chain
Where a normal Captive Bolt Gun will suffice to slaughter Axe can easily cut right through starship armor. Space
smaller animals, butchers putting down larger, heavier or pirates and other cosmic scum like their Chain Axes loud,
more heavily armored livestock use the Heavy Captive and the noisier and more intimidating the engine roar, the
Bolt Gun instead. This bulkier, two handed weapon has a better. Because it is designed specifically for combat, it is
more powerful pneumatic charge and greater killing easier to operate a Chain Axe than an ordinary chainsaw.
capacity.
Special
Chain Axe • The buzzing of a chainsaw’s blade is loud and
Star pirates who can’t afford a true Psycho-Kutter love this distracting (but not deafening), causing anyone
weapon. This short-shafted, single edged battle axe carrying an activated chainsaw to take a -10 penalty on
includes a thick diamond-tipped chainsaw blade on the Stealth checks.

• The Chain Axe’s heavy duty


diamond-grade teeth ignores up to 5
points of Hardness or non-magical
Damage Reduction when used
against objects

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

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Fission Blade Junx
The Fission Blade is massive, highly conductive alloy The junx (or jinx) was originally a bullroarer used in
blade thicker than a bastard sword and several times as ceremonies honoring the Greek goddess Hectate, but the
heavy. The weapon’s haft contains a nuclear fuel rod with a modern version of this device has become a true weapon.
half life measured in tens of millennia. An oblate power The junx is a heavy, bucksteel sphere, often inlaid with
regulation and onboard computer system replaces the cross gold or silver crescents or other mystical sigils, whirled at
guard, and is emblazoned with a black and gold radiation the end of a long leather strap. Effectively, the junx is a
warning. When the blade is charged with an exotic energy lighter, more nimble version of the Chinese meteor
field, it becomes sharp enough to split individual atoms as hammer, and similar styles are used by practitioners.
it cleaves through flesh and bone.
Special
Special • The junx is a reach weapon with a 10 ft maximum
• The Fission Blade inflicts massive slashing damage. In range. Wielders may still threaten adjacent squares,
addition to the slashing damage, it also inflicts an merely by shortening their swings.
equivalent amount of fire damage, as well as an equal
amount of unspecified energy damage that is not Kris
subject to energy resistance or immunity. In addition, a The kris is a wavy dagger of Malaysian origin, almost
creature damaged by the Fission Blade is considered serpentine, honed to a razor’s edge and capable of
exposed to a Lightly Irradiated Environment for one inflicting devastating wounds.
round.
Special
• Thus, if the Fission Blade’s wielder inflicts 15 points • A character wounded by a kris continues to Bleed,
of slashing damage on an attack with the weapon, it losing 1 HP per round until the victim receives either a
would also inflict 15 points of fire damage, as well as DC 15 Heal check or any amount of magical or psionic
15 points of unspecified energy damage. healing. The Bleed damage caused by multiple strikes
is cumulative.
Force Staff
This weapon resembles a 3 section staff, but its striking Lunar Daggers
ends are exotic energy projectors that deliver a devastating Lunar Daggers are small, stylish throwing blades. These
punch of kinetic energy with every strike. palm sized weapons are perfectly balanced and weighted
crescents of silvery metal or polymer, designed to fly well
Special in full 1G gravity, and even better in the reduced gravity
• The Force Staff is a double weapon that inflicts Force well of a moon or large space station. They are favored by
damage. spacers and lunar colonists.

Fractal Cutter Special


A product of superior, molecular-scale engineering, a • Lunar Daggers are specially designed for use in a Low
Fractal Cutter is a matte black, double edged short sword. Gravity environment. Their range increment and
The cutting edge is serrated on a molecular level, vastly damage are increased in a Low Gravity environment,
increasing the cutting force. Merely touching your finger as shown by the number on the right side of the slash.
to the blade’s edge can open up deadly, deep gouges, and a
combat stroke can flay a man open. Lunar Gladius
Resembling a Roman gladius, this advanced short sword is
High Frequency Sword designed for zero-gravity operations. When outside a
The HF Sword is a high-tech weapon resembling a cavalry gravity well, the blade splits along previously hidden
saber, with a single edged blade made of an advanced alloy seams, revealing multi-layered, fractal edged cutting
lighter, stronger and much more flexible than Toledo steel. surfaces. This weapon is favored in space combat, as it can
Nanomachines within the blade’s matrix vibrate the blade easily shred a space suit.
at incredible speeds, a feat only made possible by the
alloy’s resiliency. The high frequency vibrations give the Special
HF Sword incredible, effortless cutting power. • Lunar Gladius are specifically designed for use in a
Zero Gravity environment. Its damage and critical
threat range are both increased in a Zero Gravity

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environment, as shown by the number on the right side 4. Non-Lethal Bludgeoning (light mace)
of the slash.
• A Metaweapon may be enchanted. Its enchantments
Mars Blade apply equally to all the weapon’s forms. It can never
The Mars Blade is a large and well balanced single-edged gain the Keen property. If the Metaweapon changes to
great sword, with a swooping, falchion-like blade. The hilt a form where one of its enchantments does not apply,
of the blade is set into an elongated hilt, resembling an such as Vorpal while in a bludgeoning configuration,
unusual revolver design. Recessed gunbarrels are set that property is suppressed until the Metaweapon
against the blade, upon either flank. The self cocking assumes a new form.
weapon automatically fires its guns on a resounding hit.
Particle Tanto
Special This weapon is a lesser version of the deadly and terrifying
• The Mars Blade fires the pistols built into the sword on Particle Katana. The Particle Tanto lacks the limb severing
a critical hit, inflicting 3d8 points of additional power of the Particle Katana, but is still a deadly thrusting
ballistic damage on a critical hit. This expends its weapon. Powered down, the Particle Tanto is a short hilt
ammunition. The weapon has an internal magazine that with a beam emitter on one end; when activated the
holds two shells and may be reloaded normally. weapon projects a subtly curved, 18 inch plasma blade
contained with magnetism and laced with exotic metal
• A wielder who is proficient with the Mars Blade can particles.
fire the built-in gun as a swift action after any
successful hit, expending its ammunition. Special
• Particle Tantos are always considered masterwork
Metaweapon quality weapons, and provide a +1 masterwork bonus
The Metaweapon is a reconfigurable hand weapon that, on attacks and damage rolls. The Particle Tanto lacks
depending on configuration, can be shaped into a short the other special qualities associated with other
blade, a rapier like form or a blunt club. The nano-active Particle Weapons.
metal of the blade is normally as rigid as good steel, but a
piezoelectric charge activates the modular nanites within Pleasure Darts
the alloy. The blade becomes as mutable as clay, allowing Pleasure Darts are well balanced throwing darts with an
the Metaweapon to be reshaped by bare hands; the wielder elongated diamond tip, which resemble some abstract
can change the weapon’s shape and performance as needed sculpture of a bird in flight. When thrown, the silvery darts
to fit any mission. sublimate into a brilliant white energy, which causes lethal
pleasure in the victims. Once thrown, the Pleasure Dart is
Special destroyed, whether or not it hits its target. The price and
• The Metaweapon can assume a variety of forms. weight given is for a brace of five (5) Pleasure Darts.
Changing forms and damage capacity requires a
minute of effort. Pleasure Steel Dagger
Pleasure Steel Daggers are leaf shaped, double edged
Damage and Critical. Choose one of these qualities for a knives forged from a silvery alien alloy with unique
Medium Metaweapon. psychoactive properties. The blades are usually laser
1. 1d6 + STR modifier damage and has a 20/x3 threat etched with erotic low-relief images.
range
2. 1d8 + STR modifier damage and has a 19-20/x2 threat Pulse Chakram
range The Pulse Chakram is a high-tech, computer controlled
3. 1d12 + STR modifier damage and has a 20/x2 threat version of a traditional chakram. This flattened silver disk
range. generates a luminous, azure energy field around the cutting
edge in flight, and uses fluctuations in local gravity to
Damage Type: The Metaweapon inflicts one type of unerringly seek prey.
damage. It is considered a weapon of the parenthetically
listed type for determining what weapon group the Special
Metaweapon belongs to in that configuration. • The Pulse Chakram inflicts Force damage. When
1. Piercing (rapier) attacking with the Pulse Chakram, roll 2d20 and take
2. Slashing (short sword) the better result, thanks to its superior, onboard
3. Bludgeoning (light mace) guidance and control package.

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Blades are long, flexible gold foil weapons that are a cross
• The Pulse Chakram is a returning weapon; the wielder between a fighting scarf and a short sword. The double
can catch it as a swift action at the end of their turn. edged, colorful Ribbon Blades can be worn coiled around a
boot or concealed in plain sight as a belt.
Quantum Dagger
The same principle that powers the fearsome Quantum Special
Sword can be miniaturized into dagger form. Due to the • If wielded by a character also wearing War Ribbon
fact that the only physical component of this deadly single armor the wielder receives an additional +2 armor
edged quantum blade is its slender matte black hilt, the bonus to AC when fighting defensively.
weapon is extremely easy to conceal. It is a common
holdout weapon for those who can afford the tech. Rupture Stick
The Rupture Stick is an ultra-tech and exceptionally cruel
Special refinement of the combat baton. Radiation emitters running
• The damage inflicted by a Quantum Dagger is of no the length of the baton destabilize cell walls, rupturing and
particular type. It is not subject to any form of damage necrotizing tissue. Even a light touch from a Rupture Stick
reduction or energy resistance. It acts as either a can cause extremely painful bruises and deep tissue
physical or energy based weapon, whichever would be trauma.
more beneficial to the wielder, at any given instant.
A Rupture Stick may be powered down by the user as a
Quantum Sword swift action, in which case it functions identically to a
One of the most advanced weapons of the far future, a Combat Baton.
Quantum Sword is channeled atomic uncertainty, held
suspended in a magnetic bottle resembling a longsword’s Special
blade. The only physical component of the weapon is the • Damage inflicted by a Rupture Stick always overcomes
long, swooping black plastic hilt. When the weapon is Regeneration and Fast Healing. The damage inflicted
activated, the energized blade appears about six inches by a Rupture Stick heals naturally at half the normal
above the projector, forming a luminous sphere that rate; magical and psionic healing has only half the
flattens to a double edged energy blade. usual effect when used to heal a Rupture Stick’s
wounds.
Special
• The damage inflicted by a Quantum Sword is of no • The Rupture Stick has no effect on Undead.
particular type. It is not subject to any form of damage
reduction or energy resistance. It acts as either a Seeker Shuriken
physical or energy based weapon, whichever would be These weapons resemble traditional throwing stars, but are
more beneficial to the wielder, at any given instant. made of multi-colored polymer. Each is equipped with a
rudimentary guidance and single-charge magnetic
Raptorix propulsion system.
The Raptorix is a thrown weapon, resembling a razor
edged discus, forged from light but strong alloys. The Special
Raptorix was designed to bring down birds on the wing, • When attacking with this weapon roll 2d20 and take
but its nearly monomolecular edge makes it a great, if the better result, to represent the advantage offered by
unconventional weapon against lightly armored targets. A the weapon’s targeting sensors.
slice from the Raptorix can easily open a human’s arteries.
Shapememory Truncheon
Special This modern tonfa is composed of an advanced, nano-
• The Raptorix is a boomerang-like weapon. The active plastic that bubbles as if boiling and continually
thrower can catch the weapon after a ranged attack reshapes itself. The weapon reshapes and rebalances itself
roll, either successful or not, as a swift action at the to adjust to the wielder’s stance and posture. The weapon
end of her turn. will morph ridges and angular striking surfaces as
necessary, to maximize force at the point of impact. This
Ribbon Blade gives the weapon a nasty critical.
The offensive counterpart of War Ribbon armor, Ribbon
Blades have been adopted by many warrior cultures. These
weapons are extremely flexible, nimble weapons. Ribbon

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Sick Stick Exotic Weapons
A more intense version of the Stun Baton’s stun pulse Chainsaw
disrupts the inner ear, digestive sphincters and abdominal Originally developed for use as tools, chainsaws work
muscles. A good solid whack with a Sick Stick leaves the remarkably well as weapons and are often used by lunatics
victim too busy vomiting uncontrollably to even think or those who want to intimidate their enemies. A chainsaw
about fighting back. consists of a weighty housing for the engine and power
source that is fitted with two handles, and a 2- to 3-foot-
Special long blade extending from the front, around which a
• Any target struck by a Sick Stick takes 1d6 points of whirling, buzzing chain of razor-sharp cutting links spins
bludgeoning damage and must succeed at a FORT at blinding speed when the weapon is activated. Other
Save (DC 10 + damage inflicted) or be nauseated for man-portable, industrial cutters, such as heavy-duty
1d6 rounds. circular saws used by EMTs and fire rescue personnel to
cut trapped victims free of an automobile are statistically
Stun Baton equivalent to a chainsaw.
This rubber and plastic combat stick is similar to those
carried by modern police and military for crowd control, It’s a standard action to activate a chainsaw, and a dropped
except that the striking surface discharges a pulse of chainsaw automatically turns off unless it is set down
energy when it strikes a target. carefully as a move action.

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.

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Gravity Hammer
This massive alloy hammer has a
shaft more than six feet long, and a
massive striking surface capable of
denting steel. Gravity manipulating
engines in the hammer head focus
the force of gravity at the point of
impact, creating earth-shattering
impacts. Only the strongest can
even lift this mammoth weapon.

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

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Special weapons are never mass produced.
• The Organ Ripper provides a proficient wielder with a
+2 equipment bonus on Sunder and Disarm attempts • On a critical hit, a Plasma Katana severs one of the
made with the weapon. The weapon’s pneumatic drive target’s limbs rather than inflicting multiplied damage.
train is extremely noisy (though not deafening). Roll d20 to determine the appendage that is severed.
Carrying an activated Organ Ripper imposes a -10
penalty on Stealth checks. Particle Whips
Particle Whips are nasty, difficult weapons derived from
Particle Axe the same tech that powers Particle Katana. They consist of
The Particle Axe functions the same way a Particle Katana a fist-sized emitter, which projects a roiling, crackling,
does, but in its powerless state is a long shaft with dual coiling length of whip-thin magnetically charged plasma
projector ends on both side of the staff, opposite the power several meters long.
switches. The Particle Axe produces a double head axe
blade of plasma and charged particles. Special
• Particle Whips use the same special rules as Particle
Special Katana, but have a slightly different critical hit chart,
• Particle Axes use the same special rules as Particle focusing on extremity wounds.
Katana, but have a slightly different critical hit chart,
focusing on upper body wounds. • The Particle Whip can attack as a ranged weapon with
a 15 ft maximum range and no range increment.
Particle Katana
The Particle Katana is a high-tech powered weapon from a Particle Fever
more civilized age. When powered down, the weapon is a Though Particle Katanas burn hot enough to cauterize
slightly curved hilt with a concave aperture that serves as a wounds as they are inflicted, micro-metallic charged
projector array at one end. A flick of the thumb switch particles can cause a deadly and rapidly progressing
creates a brightly glowing blade of magnetically contained
infection in the seared wound track.
plasma and charged exotic metal particles that can cut
Type: injury (removal of a limb by a Particle Katana
through almost anything.
or similar weapon)
Particle Katana are powered by the electromagnetic aura of Save: FORT DC 20
their wielders, and have effectively unlimited life. Blade Onset: 1d8 hours
colors are most commonly green, blue, or rusty red, though Frequency: 1/hour
purple, gold, orange and even the occasional pink blades Effect: 2d6 HP damage. The sufferer is considered
can be found. Particle Katana cannot be thrown, as the shaken while suffering Particle Fever.
plasma blades require positive pressure on two hilt Cure: 3 consecutive saves
switches to operate.

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)

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EXOTIC WEAPONS PROFICIENCY
Psycho-Kutter Melee Damage Critical Range Special Weight Cost
This massive double bladed Weapon Increment
war-axe has a shaft nearly six One Handed Exotic Weapons
foot long, and weighs almost Monowhip 1d6 20/4 15 ft - 1 lb 3,800 gp
as much as the thug swinging slashing maximum
range
it. A micro-fusion power pack
Organ 3d6 20/x2 - Deadly, 8 lbs 2,300 gp
is built into the weapon’s Ripper slashing Distracting
textured steel shaft, allowing Particle 2d10+1 fire 20/sever - - 3 lbs 11,500 gp
the ultra-advanced weapon to Axe limb
stretch Einstienian physics to Particle 2d8+1 fire 20/sever - - 2 lbs 6,450 gp
the breaking point and beyond. Katana limb
Particle 2d6+1 fire 20/sever 15 ft Disarm, 1 lb 6,500 gp
Special Whip limb maximum Trip
range
In addition to using the
Two Handed Exotic Weapons
Psycho-Kutter as a standard Chainsaw 3d6 18-20/x2 - Deadly, 10 lbs 250 gp
melee weapon, the welder can slashing Distracting
also use it to cut through Emergency 2d10 20/x4 - Distracting 25 lbs 5,000 gp
universal forces, disrupting the Scissors slashing
laws of physics in the Gravity 1d12 20/x4 - Deadly 35 lbs 1,800 gp
immediate range. The Psycho- Hammer bludgeoning
Kutter has enough power to Inertial 1d10/1d10 20/x3 - Double 12 lbs 9,500 gp
Glaive slashing
disrupt the laws of physics up
Psycho- 2d6 20/x3 - Deadly 22 lbs 35,000 gp
to 8 times in a 24 hour period Kutter slashing
before its micro-fusion power
cells need to recharge.

As a full round action, the Psyco-Kutter’s wielder can cut


through a physical force, resulting in the following effects:

• Cut through Light, creating darkness in a 30 ft radius.


Not even darkvision can see through this darkness,
which lasts for 1 minute.
• Cut through Gravity, creating a low gravity
environment in a 60 ft radius. This effect lasts for 1
minute.
• Cut through Time, which slows all creatures within a
60 ft radius for 1d4 rounds, with the exception of the
character wielding the Psycho-Kutter.
• Cut through Hyperspace, which prevents a specific
starship which is within 2 space scale squares (1,000
ft) and visible to the Psycho-Kutter’s wielder from
entering hyperspace for 1 minute. This ability can only
be activated in hard vacuum.
• Cut through Dimensions, which functions as
Summon Monster V, summoning a random creature
from that list. The creature appears within range of the
Psycho-Kutter, and begins acting randomly, according
to its nature. The summoned creature does not obey the
Kutter’s wielder.
• These are considered equivalent to a 5th level spell for
the purpose of dispelling (CL 9th), though they are
effects produced by high technology rather than magic.

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Where the last three chapters dealt with ways to hand out armor for the purpose of class abilities that require the
the hurting, the Advanced Armory describes a variety of character to be unarmored, such as a barbarian’s fast
new armor, shields and other protective devices designed movement or a monk’s defensive abilities.
to keep heroes, villains and assorted basically humanoid
xenoforms alive in the face of the future’s worst firepower. Radiation Resistant
The armor is partially shielded against radiation, and is
This sourcebook also standardizes and collects a wide often worn by spacers working in areas exposed to ambient
variety of ultra-tech firearms originally presented in radiation, or around dangerously energized equipment.
several different sourcebooks and campaign worlds, and This armor provides a +2 equipment bonus on FORT Saves
consolidate their information in one place, in one format. made to resist radiation.

Chapter Organization Space Suit


The Advanced Armory is divided into four sub-headings. The armor is designed to provide a self contained
Three of these chapters describe the three weight classes of environment for those operating in hard vacuum. A
body armor: light, medium and heavy. The fourth sub- standard space suit has has 8-12 hours of breathable
heading introduces a new, ultra-light class of body armor: atmosphere in its tanks, depending on manufacturer. More
Impromptu Armor. Impromptu Armor can be worn by any advanced suits draw power from ambient cosmic radiation
character, and though it offers meager protection, this and solar energy, and indefinitely recycle the wearer’s
protection is better than nothing. expended breath. While wearing the space suit, the wearer
gains the No Breath quality, and becomes immune to
environmental heat and cold, suffocation, radiation and
New Special Qualities for Armor
hard vacuum.
CBR Resistant
The armor is environmentally sealed. While wearing the Impromptu Armor
armor, the wearer gains the No Breath quality, and receives Impromptu Armor is more like distinctive civilian clothes
a +4 equipment bonus on FORT Saves against contact and than armor. It wears easy, and is a perfect choice for
injury poisons. spellcasters and untrained combatants, basically offering
even the least martial character has a chance to get a +1 or
Concealable +2 equipment bonus to AC. Impromptu Armor has no
Armor with this quality may be worn under ordinary arcane spell failure chance, and does not require
clothing. It requires a DC 12 Perception check to notice the proficiency to wear. Clothing, remember?
presence of the armor. Especially bulky (such as winter
garb) or concealing (such as a burka) clothing provides a It typically requires only a full round action to pull on
+2 to +4 bonus on concealing the armor, at the game Impromptu armor, sometimes less. (A leather jacket, for
master’s discretion. instance, can be pulled on as a move equivalent action.)
Impromptu armor cannot be donned hastily.
Energy Resistant or Immunity
Many modern forms of body armor offer partial or Armor Paint
complete protection from various forms of radiation, due Armor Paint is viscous, nanotech laced paint stored in a
to their composition or the advanced materials involved in ceramic or polymer jar. It comes in an assortment of
their construction. In many cases, purchasing armor that is colors, all of which gleam with iridescent colors that shift
energy resistant due to non-magical construction is cheaper and change. When painted on naked skin (or fur, feathers,
than purchasing similar occult protection. or bodily coverings), Armor Paint toughens the recipient’s
skin, allowing the wearer to shrug off minor damage.
Hostile Environment
The armor is designed to better allow the wearer to survive Applying Armor Paint requires one minute and this form of
in hostile environments. While wearing the armor, the Impromptu armor cannot be donned hastily. The painter
character receives a +2 equipment bonus on FORT Saves makes a Craft (visual art) check, the result of which
made to resist extreme environmental conditions. determines how much protection Armor Paint offers. Once
painted, Armor Paint remains effective protection for up to
Near Nudity 12 hours, after which point it dries and flakes away. Armor
When wearing this revealingly styled armor, the wearer Paint is also destroyed if the wearer suffers 10 or more
can still use talents, feats and powers that require nudity. points of Acid or Cold damage in a single attack, or is fully
Additionally, the wearer is not considered to be wearing submerged in water or any other solvent.

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Craft (Visual Arts) Armor Paint Benefits Special
Check Result • Decadent Furs are considered a noble’s
Less than 15 +1 equipment bonus to Initiative check results outfit.
15-18 As above, plus +1 equipment bonus to AC
19-22 As above, but +2 equipment bonus to AC Executive Armor
22-25 As above, but +3 equipment bonus to AC Executive Armor is an armored cloth outfit
26+ As above, plus Armor Paint gains the Space Suit tailored to be indistinguishable from well
property tailored business or high-fashion clothes, even
under close inspection. Executive Armor offers
protection from both small caliber hand weapons
as well as many common forms of light energy weapon.
Armor Paint can be willed to remove itself from the body Executive Armor often takes the form of a well tailored
and return to its small storage vial if removed before 12 business suit, tuxedo, evening gown or other high fashion
hours elapse. Removing Armor Paint requires about a items.
minute. If removed before it dries, Armor Paint can be
reused indefinitely, as the nanite-infused paint regenerates Special
quickly when returned to its storage media. Once removed, • Executive Armor is considered a noble’s outfit. Other
Armor Paint cannot be donned again for 12 hours. variants of this armor type, designed for embattled
religious leaders, might be considered clerical
Battle Lingerie vestments instead. Other designs might be considered
Battle Lingerie is more eye catching than practical, but this an entertainer’s outfit. This purely stylistic choice does
beautiful, highly fashionable (and very revealing) set of not affect the armor’s cost or capabilities.
‘armor’ has a thin Kevlar or spidersilk underweave in vital
spots. It’s kind of hard to move in, though- style has its • The wearer of Executive Armor gains Elecrtical, Fire
price. and Force Resistance 5.

Blade-Silk Robe Leather Jacket


These light and seductive robes are spun from genetically Heavy duty leather jackets are omnipresent and provide a
engineered spider-silk, and densely machine-woven. degree of protection. Gangbangers and pilots alike often
Though light and comfortable as cotton, they are durable decorate their leathers with colorful patches depicting
enough to be considered an effective personal defense anything from a motorcycle club to a street gang to a
solution. fighter squadron.

Special Nanoweave Shirt


• The dense weave of a Blade-Silk Robe provides the Nanites are molecularly woven into a silky fabric that
wearer with Damage Reduction 2/- against slashing becomes harder the more force its hit with, but is light and
damage only. This does not stack with Damage pliable under normal conditions. In addition to its
Reduction from other sources. protective properties, a Nanoweave shirt can change its
color and print, and even alter its texture to a limited extent
Buff Coat upon a vocal command from the wearer.
Buff Coats are well tailored, double breasted military
jackets. They are tailored with an ornate and vaguely Special
archaic military flare, with decorative crests, buttons and • A Nanoweave Shirt provides excellent protection from
shoulder boards. The Buff Coat is reinforced with fine dark ballistic trauma. Reduce the damage dice size of a
leather at the shoulder and sleeves. ballistic attack by one step (from D8 to D6 to D4 and
so on) when used against a character wearing a
Decadent Furs Nanoweave Shirt.
Decadent Fur armor is more of a fashion statement than a
combat accessory, but these luxurious, ultra chic animal Personal Aura (light)
pelts are dense enough to offer some protection to go along The Personal Aura is a minimum-protect forcefield
with their fashionability. Decadent furs come in a variety projected by a buckle or broach worn somewhere near
of style and cuts, and can be worn by the ultra-wealthy center mass. The field extends a few centimeters from the
celebs of a thousand worlds. wearer’s skin at all times, and the device draws infinite
power from the wearer’s own personal magnetic field.

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Impromptu Armor
When active, a Armor Equip. Max Special Armor Arcane Speed Weight Cost
personal aura is Bonus DEX Penalty Failure (30 ft)
perceptible as a Bonus
very faint bluish Armor See text No cap See text -0 - No change Neg 55 gp
glow around the Paint
body; in darkness it Battle +1 No cap Near Nudity -1 - No change Neg 50 gp
Lingerie
provides dim
Blade-Silk +1 No cap - -0 - No change 2 lbs 450 gp
illumination in a 5 Robes
ft radius. Buff Coat +2 +6 - -0 - No change 5-6 lbs 200 gp
Decadent +3 +3 Near Nudity -3 - No change 8-10 lbs 650 gp
Because Personal Furs or
Auras are non- more
physical armor, Executive +2 +6 - -0 - No change 2 lbs 2,000
they function Armor gp
Leather +1 +7 - -0 - No change 2-3 lbs 110-
normally if the
Jacket 125 gp
wearer is Wild Nanoweave +1 No cap Concealable -0 - No change Neg 3,500
Shaped or Shirt gp
otherwise Personal +1 No cap Concealable, -0 - No change Neg 115 gp
polymorphed. Aura Near Nudity,
(light) Wilding
Special Personal +2 No cap Concealable, -0 - No change 2-4 lbs 175 gp
• A Personal Aura Near Nudity,
(medium) Wilding
Aura (light) Second +1 No cap Concealable -0 - No change Neg 50 gp
also provides Skin
the wearer with Second +1 No cap Concealable -0 - No change Neg 500 gp
Force Skin (Light
Resistance 2. Protect)
Spacer’s +1 No cap Space Suit -0 - No change 5 lbs 250 gp
• Personal auras Jumpsuit (conditional)
School +1 No cap - -0 - No change Neg 60 gp
can be worn
Uniform
with any other
non-metallic
forms of armor;
their effects stack. Only one grade of personal aura can Second Skin (Light Protect)
be worn at a time. A Light Protect Second Skin is woven with energy
dissipating fibers, designed to keep the wearer from
Personal Aura (medium) burning in the face of handheld energy weapons fire.
A medium-grade Personal Aura provide a little bit better
protection. Its projector is a much bulkier device than its Special
lighter counterpart. The aura’s projector is larger and more • The wearer of a Light Protect Second Skin gains
obvious, and usually worn belt mounted. Electrical, Fire and Force Resistance 2.

Special Spacer’s Jumpsuit


• A Personal Aura (light) also provides the wearer with The Spacer’s Jumpsuit is a heavy vacc-canvas jumpsuit
Force Resistance 5. It otherwise functions identically bloused into a pair of sturdy steel toe boots. These durable
to a Personal Aura (light). jumpsuits come in a variety of colors, often determined by
a spacer’s role on the flight crew (orange fuelers, red
Second Skin armorers, blue mechanics, and so on). With the addition of
Second Skin is a supple, flexible polymer one-piece a light, collapsible helmet and gloves, the Spacer’s
molded to the wearer’s body. It provides very minimal Jumpsuit can function as a space suit. These additional
protection, but is light and comfortable enough to be worn components are usually stored in a belt pack when not in
by untrained users, or beneath ordinary clothing. use and are included in the suit’s base price.

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Special
• As a full round action, the
Spacer’s Jumpsuit can gain
the Space Suit quality. The
Spacer’s Jumpsuit has a
one hour independent
oxygen and power supply;
these can be recharged
from any shipboard
terminal within a few
minutes.

School Uniform / Uniform


In Japan, it is fairly common
for students to wear school
uniforms into their university
years. The traditional school
uniform includes a crested
jacket with a mandarin collar
and high collar. Men usually
wear slacks, while the female
uniform includes a skirt. The
official school uniform is often
modified for fashion by its
wearers.

The School Uniform can also


be a statistical stand-in for
other light, comfortable
armored jumpsuits, such as a
police uniform, mechanic’s
overalls, armored utility suit
and the like.
with other Energy Resistances. In addition, the armor
Light Armor provides the wearer with a +1 equipment bonus on
Action Wear REF Saves against traps and hazards that inflict
Action Wear is a form of ultralight yet sturdy body armor Electrical or Fire damage.
with limited energy diffusion properties. It consists of a
tightly fitted armored body suit fitted with hard armor Armored Leggings
bracers and upper thorax protection and generates a These heavy mesh leggings include sleek armor plating at
personal environmental aura that duplicates the functions the hips, greaves and armored, flexible padding at the
of a lower tech space suit without adding any additional knees. Armored Leggings provide a little extra protection
bulk. for the lower body, without seriously impeding flexibility
or hiding the wearer’s personal charms.
Action Wear is often custom designed for a wearer, with
colors and instantly recognizable icons and graphics that Medieval pauldrons and greaves function identically to
describe the wearer’s powers and affiliation and to a lesser Armored Leggings but do not have the Near Nudity
extent, their personalities. Some styles of Action Wear quality.
have decorative seams and ridges breaking up their smooth
lines; others do not, at the purchaser’s option. Special
• Unlike other forms of armor, Armored Leggings can be
Special worn with other Light or Impromptu armor. The
• Action Wear provides the wearer with Energy equipment bonuses to AC stack.
Resistance 1 against all energy types, which stacks

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Light Armor
Ballistic Vest Armor Equip. Max Special Armor Arcane Speed Weight Cost
(Light) Bonus DEX Penalty Failure (30 ft)
A light Ballistic Bonus
Vest is designed to Action Wear +1 No cap Space Suit -0 10% No 2-4 lbs 4,500
change gp
easily and
Armored +1 No cap Near Nudity -1 - No 2-4 lbs 25 gp
comfortably be Leggings change
worn under Ballistic Vest +2 +7 Concealable -0 5% No 2 lbs 350 gp
clothing. It is less (light) change
obvious and Ballistic Vest +4 +3 - -2 10% No 12 lbs 500 gp
designed for (tactical) change
situations where a Engineering +2 No cap Radiation -0 - No 2 lbs 250 gp
wearer’s arms and Suit Resistant change
“Kitchen +4 +3 - -3 20% No 8-10 lbs 60 gp
armor must be
Sink” Armor change
concealed. These Second Skin +2 No cap - -1 10% No 4 lbs 3,500
vests are woven (Smartsuit) change gp
from advanced, Second Skin +4 +5 - -2 5% No 5 lbs 750 gp
durable fabrics, like (Moveguard) change
Kevlar (or its Space Bag +1 +0 Space Suit -5 30% 15 ft 10 lbs 100 gp
futuristic Stab Guard +2 +7 Concealable -0 5% No 2 lbs 400 gp
equivalents, such as Vest change
Star Leathers +4 +5 Space Suit -3 20% No 20 lbs 1,200
genetically
(conditional) change gp
engineered spider Survival Suit +1 +6 Hostile -1 10% No 10 lbs 750 gp
silk) that dissipates Environment change
the energy of Tactical +2 +6 Either CBR -2 5% No 10 lbs 350 gp
ballistic trauma. Overarmor Resistant or change
Space Suit
Ballistic Vest Polychain +4 +3 - -4 15% 25 ft 5 lbs 900 gp
(Tactical) Utility +3 +7 Concealable -0 10% No 5 lbs 1,200
Bodystocking change gp
A tactical Ballistic
War Ribbons +4 No cap Concealable, -1 - No Neg 3,600
Vest is designed to Near Nudity change gp
be worn under
battlefield
conditions, and for
extended wear by police officers, security forces and active available, up to and including parts of the kitchen sink.
duty soldiers. The armor offers heavier protection to vital Basically, it looks like a prop from an old Mad Max
areas and durable coverage for the shoulders, groin and movie, but it will keep a wearer alive. Cheaply and
abdomen. without attracting government attention.

Engineering Suit Polychain


Spacers working on the engineering crew of starships Polychain is a chainmail hauberk manufactured with
and in the fusion plants of orbital stations often wear cutting edge techniques and lighter modern materials.
these protective suits as their uniform of the day. Instead of a dense coat of interlinked metal rings, high
Engineering Suits are woven with fire-resistant and durability, high density (but low weight) plastic or polymer
is used instead. The end result is a very durable, highly
rad shielded fabrics.
protective body armor much easier to wear then its ancient
counterpart. Many Polychain designs are rendered in drab,
Special metallic or matte colors, but some suits of Polychain are
· Engineering Suits provide the wearer with Fire designed for fashion as much as tactical protection and can
Resist 2, which stacks with other sources of Fire be very eye-catching and colorful.
Resistance.
Second Skin (Smartsuit)
“Kitchen Sink” Armor A Second Skin Smartsuit is a slick, plasticine white
“Kitchen Sink” body armor gets its nickname from the bodystocking filled with advanced circuits and nerve
fact it is jury-rigged out of whatever scraps are stimulators. Thick padding worn on the right side of the

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torso, and LEDS usually lit in a bright purple or electric Star Leathers
blue, conceal the suit’s main computers. Star Leathers are a body hugging set of dark leather or
synth-leather body armor, accented with chrome rivets,
Special connectors and zippers. Energy discharge nodes glow at
• A character wearing the Second Skin Smartsuit the armor’s chest, upon the high collar, and at the beltline.
receives a +2 equipment bonus on all INT based skill Sets of Star Leathers are often highly personalized,
checks. decorated with ostentatious chrome sigils and carvings,
giving each suit a very unique look.
Second Skin (Moveguard)
The Moveguard Second Skin is a contour hugging Special
vermillion body stocking which fades to a mottled grey on • Star Leathers have built in psi-sensitive systems. When
the ventral portions. Short, blood red fringes hang from the the wearer focuses their will, by expending their
shoulders, beneath the arms, and from the cuffs. The armor psychic focus, the Star Leathers respond. For 1d6
has a vaguely organic look, and is actual a product of hours after such an activation, Star Leathers gain the
biotechnology rather than conventional armorsmithing. Space Suit special property.
When the armor is threatened, the hair-like fringe suddenly
erect and blossom into hexagonal plates to deflect some of Survival Suit
the blow. The Survival Suit is a high-tech evolution of wilderness
survival gear, made possible by advances in chemical
Special engineering and materials science. It allows a humanoid
• When wearing a Moveguard Second Skin, any damage wearer to survive in extremely harsh conditions by
dice that roll a result of 6 or greater for damage caused conserving and recycling resources almost indefinitely.
by a successful attack of opportunity against the The Survival Suit is a matte-black bodysuit covered in
wearer are treated as a result of 1 damage instead. pads and tubing that recycles human waste and controls
water loss. Reclaimed water is stored in small pouches all
Space Bag over the Survival Suit and can be drawn through a small
Space Bags are low cost emergency space suits, found en tube protruding from the collar. The suit recycles and
masse aboard public starships and readily available in the chemically purifies sweat, urine and feces. Superior
emergency gear lockers of most military crafts. These insulation provides protection from high desert
crude space suits are basically long polymer cocoons, like temperatures, while chemical heating units warm the
a sleeping bag with mitten like sleeves and a translucent wearer during frigid desert nights.
face plate. They can be pulled on in seconds, even by
untrained children. They are intended to keep passengers Special
and non-essential crew alive in the event of sudden • While wearing a Survival Suit, the character can go up
depressurization or hull breach long enough for rescuers to to one week without water before requiring FORT
get to them. Saves to resist thirst. The Survival Suit provides a +4
equipment bonus on FORT Saves against extreme
Special environmental heat, which stacks with the more
• It requires only a single full round action to don a general hostile environment bonus provided by the
Space Bag. This armor cannot be donned hastily. Hostile Environment special quality.

Stab Guard Vest Tactical Overarmor


The Stab Guard Vest is a light armored fiber vest that is As the name implies, Tactical Overarmor is designed to be
specifically woven to defend against stabbing and piercing worn over conventional body armor, providing additional
wounds. This soft armor’s flexibility offers minimal protection (and limited life support) with only minimal
protection against ballistic or impact trauma, but offers additional weight. It consists of an armored helmet, gorget
excellent protection against knife wounds. Stab Guard and shoulder padding, as well as ballistic trauma plating
Vests are often worn by prison guards, to protect against for the spine and upper torso. It is designed to be slipped
improvised shanks and knives. on, in the same manner as football pads, to increase the
protective quality of other light armors worn in
Special conjunction.
• The Stab Guard Vest’s wearer receives Damage
Reduction 3/bludgeoning or ballistic, which does not
stack with existing Damage Reduction.

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Special
• The Tactical Overarmor system can be worn over any
form of Light or Impromptu armor. Its equipment
bonus to AC stacks with the bonus provided by these
armors. The Tactical Overarmor’s armor check penalty
and arcane spell failure chance stack with the under-
armor. Tactical Overarmor may be enchanted
separately from other armor, but if worn with other
enchanted armor, only one set of enchanted armor (of
the wearer’s choosing) provides any benefit.

• The Tactical Overarmor is considered to have the CBR


Resistant quality when worn with any Light or
Impromptu armor, or when worn without additional
under-armor. When worn with any Second Skin or
Utility Bodystocking, the Tactical Overarmor has the
Space Suit special quality instead with 4 hours of
independent life support. It does not provide the Space
Suit quality when worn with most Impromptu armor.

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.

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Medium Armor
Medium Armor Armor Equip. Max Special Armor Arcane Speed Weight Cost
Ballistic Vest (Military) Bonus DEX Penalty Failure (30 ft)
Bonus
A Military-grade Ballistic
Ballistic Vest +6 +3 - -3 15% 20 ft 28 lbs 650 gp
Vest covers a larger area of (Military)
the body than other styles Bio-Suit +4 +4 Space Suit -4 30% No 20 lbs 650 gp
of Ballistic Vest and (conditional) change
includes a layer of Fire Suit +2 +5 - -4 30% 25 ft 18 lbs 250 gp
chainmail, ceramic trauma Impact Gel +4 +3 - -4 20% 20 ft 30 lbs 1,500
plates or similar material Armor gp
to improve its protection Mil-Surplus +5 +3 - -3 20% 25 ft 10 lbs 70 gp
Armor
against non-ballistic
Racing +4 +6 - -0 15% No 5 lbs 350 gp
trauma. Leathers change
Second Skin +3 +6 Radiation -0 10% No 4 lbs 1,800
Special (Piloting Resistant change gp
• Military Ballistic Vests Interface)
are heavy and bulky Scout Armor +4 +5 CBR -2 20% No 12 lbs 2,000
enough to slow its Resistant, change gp
Hostile
wearer’s movement
Environment
when the wearer Space Suit +5 +1 Space Suit -5 20% 25 ft 30-45 750 gp
moves carefully, but it (Advanced) lbs
does not reduce the Space Suit +5 +3 Space Suit -3 20% 20 ft 15 lbs 150 gp
wearer’s movement (Mil-Surplus)
rate for charge attacks Sports +2 +5 - -4 20% No 15 lbs 400 gp
or run maneuvers. Padding change
Utility +3 +7 Concealable -0 10% No 5 lbs 5,000
Bodystocking change gp
Bio-Suit
(Psuedomuscle
The Bio-Suit is a living Type I)
form of space suit used Utility Bodystocking (Pseudomuscle Type II) 7,500
through the galaxy. Bio- gp
Oozes are cultured by Utility Bodystocking (Pseudomuscle Type III) 9,000
technobotanists; gardens gp
for bio-ooze cultivation are Utility +3 +7 Concealable -0 10% See text 5 lbs 7,500
rancid slicks of blue algae Bodystocking gp
(Sprint Suit
that can stretch for Type I)
hundreds of acres. Utility Bodystocking (Sprint Suit Type II) 9,000
gp
In its inactive state, the Utility Bodystocking (Sprint Suit Type III) 12,000
ooze is stored in a small gp
cylinder worn on a neck or
belt lanyard. When the
container is open, the ooze crawls over the wearer’s body
and into every crevice. The bio-ooze hardens into a thick inactive state if targeted by diminish plants or similar
coating of slime, fungal nodules and bark, which functions magic, or exposed to any contact or injury poison that
as a strange, techno-organic space suit. These growths flake affects plants.
away and fall off when the suit returns to its inactive state,
leaving only a thin slick of growth matrix to return to the • As a completely organic suit, Druids can wear a Bio-Suit
container to regenerate. without restriction.

Special Fire Suit


· A Bio-Suit in its active state gains the Space Suit property. Fire Suits are heavy synthetic jackets and trousers, often
Applying or removing a Bio-Suit is standard action, like worn by fire fighters. The suits are extremely heavy and
applying an oil. The Bio-Suit can remain active for up to 3 designed for high visibility in smoke or darkness, and
hours continuously, before returning to its canister to include reflective patches at several places around the
recover for 1d6 hours. The Bio-Suit will also return to body.

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Special Special
• A Fire Suit provides the wearer with Fire Resistance • While wearing a Piloting Interface Second Skin, the
10, which does not stack with Fire Resistance from wearer receives a +5 equipment bonus on Drive and
other sources. Pilot checks made to control any vehicle the suit is
linked to.
Mil-Surplus Armor
Mil-Surplus Armor is last generation tactical armor, sold Scout Armor
on the open market. Sometimes it’s good gear, just older Scout Armor is lightweight, comfortable body armor that
and bulkier than today’s soldiers wear. Other times, it’s provides comprehensive hostile-environment protection.
cheap knockoff crap that wouldn’t stop an angry mosquito, Scout Armor is usually issued to explorer crews,
much less a bullet. The one good thing about Mil-Surplus terraforming teams, hostile environment troops, hunters
Armor: it’s cheap and it’s everywhere. and planetary rangers of all sorts. The practical armor is a
favorite of many adventurers.
Special
· At the beginning of a combat encounter, a character Scout Armor is a grey or brown reinforced jumpsuit, made
wearing Mil-Surplus Armor rolls D20. On a roll of 1, the of heavy vacc-canvass reinforced with Kevlar. Plastic
armor cataclysmically fails, and its Equipment Bonus to armor plates on the breast, abdomen, thighs and spinal
AC is set to +0. The armor can be repaired with a DC 15
Repair check.

Impact Gel Armor


This grade of armor is composed of multiple layers of
thick armored cloth filled with a synthetic, impact
absorbing and dissipating gel. While the viscous gel adds
to the weight of the armor and sometimes makes
maneuvering in it difficult, it does a good job of shielding
the wearer from impact trauma.

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.

Second Skin (Piloting Interface)


A Piloting Interface Second Skin is a contour-
hugging smartsuit. Tactile feedback systems
throughout the body suit translate data from a
linked vehicle into physical sensations, while
sensor fibers woven throughout turn the pilot’s
most subtle muscle twitches into command
inputs.

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column provide additional protection; Scout Armor is Sports Padding
equipped with several useful, integrated gadgets that can This bulky, brightly colored padded and cushioned armor
save your life if you’re ever shot down in an alien jungle. is often used by marital artists and combat training
instructors to protect themselves during full contact
Special sparring. Kendo armor or protective fencing gear are
• Scout Armor includes a wrist communicator that statistically similar to Sports Padding, differing only in
functions as a palmtop computer and allows secure appearance.
wireless comms with planetary range. The wrist comp
can project a tactical map (updated every minute) Special
when above ground in any area with a clear view of the • A character wearing Sports Padding receives Damage
sky. Reduction 3/magic against non-lethal damage as well
as lethal damage caused by unarmed strikes only. The
• Scout Armor also includes a specially made hydro- character receives a +1 equipment bonus to their
replicator worn on the belt, which can produce an Combat Maneuver Defense while wearing Sports
unlimited amount of water; if turned upside down, Padding.
water will slowly trickle out at a rate of about one
gallon per minute. Food replicators in the bulky jacket Utility Bodystocking (Psuedomuscle)
pockets can produce a mostly tasteless ration bar, The Pseudomuscle Utility Bodystocking is lined with
capable of sustaining a Medium creature for a day, advanced pseudo-muscle fibers, which flex and release in
once a day under normal operating conditions. coordination with the wearer’s movement. The
pseudomuscles are chemically stimulated, responding to
• Scout Armor is powered by the wearer’s personal adrenaline and fatigue toxins present in the wearer’s sweat,
magnetic field and draws additional power from solar and requires no electrical power to provide strength
energy and ambient cosmic radiation. enhancement.

Space Suit (Advanced) Special


An Advanced Space Suit is simply a more form-fitting and • The Pseudomuscle Utility Bodystocking provides an
much more flattering version of the standard space suit. enhancement bonus to the wearer’s STR score equal to
Made from lighter and more supple materials, the snazzy its type (a +1 to +3 bonus).
space suit is a lot easier to move in, and frankly a lot
sexier. Most star-faring cultures eventually upgrade to Utility Bodystocking (Sprint Suit)
Advanced Space Suits as standard issue for all spacers, as Sprint Suit Utility Bodystockings are a variant of the time-
technology improves. tested Psuedomuscle Utility Bodystocking. The suit’s
chemically stimulated artificial muscle fibers are designed
Space Suit (Mil-Surplus) for flexibility and are especially dense around the wearer’s
Mil-Surplus Space Suits is the generic term for any hastily abdomen and lower body. The suit is designed to increase
cobbled together, jury-rigged scrap armor. These bulky personal speed and ability.
suits are fairly ugly, pieced together from whatever tactical
body armor and environmental support rigs the builder had Special
laying around, and are heavy on dents, scrapes, • The Sprint Suit Utility Bodystocking provides a +10 ft
mismatched paint, cheaply patched Kevlar and personality. increase to the wearer’s base land speed, as well as an
enhancement bonus to the wearer’s DEX score equal
Special to its type (a +1 to +3 bonus).
• At the beginning of a combat encounter, a character
wearing Mil-Surplus Space Suit rolls D20. On a roll of
1, the armor cataclysmically fails, and its Equipment
Bonus to AC is set to +0. The armor can be repaired
with a DC 15 Repair check.

• If the suit’s armor bonus is lost, its life support systems


cease to function as well, losing the space suit
property.

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H eavy A rm o r
A rm o r E q uip . M ax S p ecial A rm o r A rca ne S peed W eight C o st
B o nus DEX P enalty F ailure (3 0 ft)
B o nus
A nti-E nerg y +7 +0 H o stile -6 30% 2 5 ft 22 lb s 1 8,0 00
B o d y A rm or E nviro n m e nt, gp
R ad iatio n
R esistan t
E O D S uit +10 +0 - -1 0 20% 2 0 ft 50 lb s 8 00 gp
F o rced E ntry +9 +3 - -8 35% 2 0 ft 30 lb s 9 00 gp
U nit
M ass +8 +1 S p ace S uit -6 35% 2 5 ft 30 lb s 2 ,50 0
P rod uctio n gp
T actical
A rm o r
N ano w eave +8 +2 H o stile -4 30% 2 5 ft 30 lb s 6 ,50 0
T actical E nviro n m e nt gp
A rm o r
P o w ered +8 +4 S p ace S uit -5 30% No 15 0 -2 0 0 1 5,0 00
A rm o r chan ge lb s gp
(G rad e I)
P o w ered A rm o r (G rad e II) 3 0,0 00
gp
P o w ered A rm o r (G rad e III) 5 0,0 00
gp
P rism +6 +2 - -5 25% 2 0 ft 25 lb s 2 5,0 00
C arap ace gp
S p ace S uit +6 +0 S p ace S uit -7 35% 2 0 ft 50 -6 5 lb s 3 50 gp
S p ace S uit +10 +0 S p ace S uit -1 2 40% 1 5 ft 80 + lb s 6 ,25 0
(A rm o red ) gp
S p ace S uit +6 +1 S p ace S uit -6 50% 2 5 ft 80 + lb s 1 ,50 0
(H eav y G rav) gp
U ltra-H ea v y +10 +0 C B R R e sista nt -9 30% 2 0 ft 50 lb s 1 ,40 0
P late gp

Heavy Armor an explosive detonation at close range. Rounded surfaces


Anti-Energy Body Armor deflect the bomb’s force away from the wearer, and a
Anti-Energy Body Armor is composed of a thick bulbous similarly rounded transparent face-shield provides superior
plastic chest piece, helmet and groint protector, and visibility.
includes equally bulky protection for the extremities. The
armor’s ‘hard points’ feel soft and spongy to the touch, but Special
their unique molecular structure dissipates energy • An EOD Suit’s armor check penalty does not apply to
weapons. The armor is often assigned to police officers Disable Device or Sleight of Hand checks, nor other
and soldiers patrolling in dangerous areas. While fairly skill checks involving manual dexterity.
bulky and uncomfortable, but can be a lifesaver for a
soldier hit by an energy weapon. • An EOD Suit provides the wearer with Fire Resistance
10, which stacks with Fire Resistance from other
Special sources.
• Anti-Energy Body Armor provides the wearer with
Resistance 5 against all forms of energy damage. This Forced Entry Unit
stacks with existing Energy Resistance. The most potent protection available is built into this suit,
which consists of a heavy torso jacket with ceramic plates
EOD Suit over the chest and back, neck and groin guards, arm
This extremely heavy set of full body armor is worn by protection and a helmet. Heavy and cumbersome, this
bomb disposal technicians. This bulbous armor is designed armor is generally only donned by tactical officers heading
to resist the heat and pressure, not to mention shrapnel of into a dangerous assault.

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Mass Production Tactical Armor Special
Mass Production Tactical Armor is a symbol of crushing, • Powered Armor includes an onboard computer system
military power. Well trained armies of fascist soldiers wear equivalent to a laptop or palmtop computer, as well as
this uniform, unadorned armor system, their identities integrated communications. The Powered Armor’s
hidden behind a buglike battle helmet with independent sensors provide Darkvision 90 ft.
oxygen supply and comms system.
• While wearing any grade of Powered Armor, the
Though often worn by soldiers, Mass Production Tactical wearer’s lifting and carrying limits are quadrupled, in
Armor is common on the black market. Nobody who addition to the increase from the armor’s strength
bought their MP Tactical Armor illegally wears the enhancement.
standard color scheme though (unless they’re on a stealth
mission). Customizing captured MP Tactical Armor into • Powered Armor provides the wearer with an
something a little prettier and a lot more personalized is a enhancement bonus to their STR and DEX scores,
time honored tradition among adventurers. There’s a rumor dependent on the armor’s grade. In addition, the
that the more time you spend customizing this armor, the Powered Armor provides the wearer with Damage
better it’ll protect you. Reduction, also dependent on the armor’s grade.

Special • Powered Armor’s exo-skeleton makes it easy to wear.


• Once per day, a character wearing a set of customized, When powered up, the armor’s weight does not count
remixed MP Tactical Armor (not a production line towards encumbrance. Most forms of Powered Armor
suit), can receive a +4 luck bonus to Armor Class are fueled by multiply redundant, high density storage
against a single attack he or she is aware of as an batteries. The armor can operate for the listed runtime
immediate action. (determined by grade) before needing to be recharged
from a high capacity power source. Recharging
Nanoweave Tactical Armor requires several hours. Unpowered armor offers no
The same technology behind the Nanoweave Shirt has strength or dexterity enhancement, counts towards
been utilized to create a set of lightweight full body armor encumbrance, and imposes an additional -2 penalty on
for use by frontline shock troopers, SWAT officers and all STR and DEX based skill checks.
other elite combatants. The armor is a lightweight
nanoweave padded material that allows for more
freedom of movement than its bulky design would Powered STR DEX Damage Runtime
suggest. Due to the expense, only the most elite, Armor Grade Enhancement Enhancement Reduction
best equipped troops are issued Nanoweave Bonus Bonus
Tactical Armor. Grade I +4 +2 5/magic 48 hours
Grade II +6 +4 10/magic 72 hours
Grade III +10 +6 15/magic 96 hours
Special
• A set of Nanoweave Tactical Armor provides
excellent protection from ballistic trauma. Reduce the Prism Carapace
damage dice size of a ballistic attack by one step (from This full body suit of polycarbonate plate is inlaid with
D8 to D6 to D4 and so on) when used against a gleaming iridescent scales that shimmer blindingly in the
character wearing a set of Nanoweave Tactical Armor. sun. The molecular composition of these diamond-like
facets provides nearly perfect protection from energy
Powered Armor weapons.
Powered Armor is the ultimate evolution of personal
combat armor, a bipedal, man-portable exoskeleton that Special
increases a soldier’s strength, agility and fighting prowess • While wearing a Prism Carapace, the wearer gains
into the superhuman range. Powered Armor is a sleek, full Electrical, Fire and Force Resistance 15, which does
body carapace that conceals every detail of the wearer’s not stack with existing Energy Resistances. The wearer
species and race (and often, even their gender) behind steel becomes immune to the effect of lines, cones and
and polymer. The armor includes an intergral helmet, often magic missiles. If targeted by one of these attacks,
with a retractable visor or face plate, onboard life support there is a 30% chance the attack is reflected back at the
and communications gear. caster, otherwise it is merely deflected harmlessly.

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• The wearer of the Prism Carapace suffers an additional Ultra-Heavy Plate
-5 penalty on Stealth checks in areas of bright The Ultra-Heavy Plate is a set of fully enclosed, CBR
illumination. resistant tactical body armor. Multiple layers of long-chain
polymer body armor is reinforced with slip-in
Space Suit monomolecular and ceramic trauma plates. It protects
The standard space suit used by asteroid miners and star against anything short of anti-tank weapontry, but at the
truckers across the cosmos is a completely enclosed cost of mobility.
environment suit capable of sustaining life in hard vacuum
for the better part of a day. This bulky armor has a heavy,
bulky torso and enclosed helmet with transparent visor and
polarized sunshield, all of which is more than capable of
deflecting micrometroite punctures and tough enough to
withstand the rigors of space. Internal systems maintain
temperature, pressure and recycle waste, while an onboard
communication system allows for voice, data and video-
links to nearby starships or stations.

Special
• The Space Suit’s life support quality functions for up
to 24 hours before needing to be recharged.

Space Suit (Armored)


An Armored Space Suit offers comprehensive protection.
These massive armors resemble high tech plate mail, with
multiple layers of hard plastic armor overlapping. The
Armored Space Suit doesn’t have a traditional transparent
visor- instead, the wearer looks out through the narrow,
slitted visor of a heavy, domed helm that sits low on the
armored shoulders.

Special
• While wearing an Armored Space Suit, the character
gains Damage Reduction 5/magic. This does not stack
with existing Damage Reduction.

Space Suit (Heavy Grav)


This especially bulky space suit is reinforced by an
external exo-skeleton and internal synthetic muscle fibers
to give the wearer the strength to endure high gravity
conditions. Heavy Grav Space Suits are usually painted in
eye-catching red or yellow hazard colors, and designed for
heavy zero-g industrial, rather than military use.

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.

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Shields
Shields Shield Shield Max Special Armor Arcane Speed Weight Cost
Bonus DEX Penalty Failure (30 ft)
Collapsible Buckler Bonus
The Collapsible Buckler is Collapsible +1 - - -1 5% No 3 lbs 150 gp
an advanced polymer Buckler change
shield designed to retract Prism +1 - - -1 15% No 5 lbs 4,500 gp
into gauntlet housing on Shield change
the wearer’s forearm when Riot Shield +1 - - -1 15% No 5 lbs 300 gp
its protection is not change
Tactical +3 +6 - -3 35% No 25 lbs 450 gp
needed.
Shield change

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.

Special Anyone wearing Autostabilizing armor equipped with this


• The Riot Shield’s shield bonus is increased by +1 (to gadget automatically stabilizes if reduced to 0 HP or fewer.
+2) against improvised weapons. The wielder may do
nonlethal damage with shield bash attacks without Caster Modifications
taking the normal -4 penalty to do so. Cost: +1,000 gp for Light, +2,500 gp for Medium and
+5,000 gp for Heavy armor
Tactical Shield The armor’s gloves and gauntlets are lighter and more
The tactical shield is a large, heavy steel or polymer shield supple than the norm, designed for the precision of
with a plastic, ceramic, or ballistic cloth backing designed spellcasting. More importantly, occult design elements
to stop even heavy weapons fire. It has a viewport (either a incorporated in the armor improve arcane energy flows.
clear armored window or a closeable slit), and generally The modified armor’s arcane spell failure chance is
has lights mounted on the front (providing illumination reduced by 10%.
equal to a bullseye lantern as long as the batteries last,
normally about 4 hours of continuous use). Custom Fitted
Cost: +200 gp
The armor is hand assembled and meticulously fitted for a
specific wearer (who may or may not be the armor’s
crafter). The armor is custom designed for the wearer’s
specifications and tactical needs. When worn by the
designated wearer, reduce the armor penalty by -1, and
provide a +1 morale bonus to Armor Class. If the

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designated wearer under goes dramatic physical changes, Retractable/Deployable
this bonus is lost until the armor is refitted. Cost: +500 gp for Light armor, +800 gp for Medium armor,
+1,200 gp for Heavy armor
Fortification The armor is designed to quickly deploy or retract into an
Cost: +10,000 gp for Grade I; +20,000 gp for Grade II; easily portable inert form upon verbal command from the
+30,000 gp for Grade III designated wearer. The armor can deploy or retract as a
Restriction: Medium or Heavy armor only full round action. When the armor is in its inactive state, it
Fortified armor instantly hardens at the second of impact takes backpack-like form. None of the armor’s qualities,
and distributes force evenly to protect the wearer from except for weight, apply while in its inactive state.
physical injury. This modification provides the armor with
the Fortification property, though this is a purely Self Repairing
technological benefit. Cost: +500 gp
The armor is enhanced by nanite-based self repair systems
The grade of Fortification determines the cost. Grade I that keep it in perfect working order. The self cleaning
Fortification provides light fortification; Grade II (similar to a permanent prestidigitation effect) armor
Fortification provides medium fortification while Grade III recovers 1d6 HP per hour if damaged, unless the armor is
provides heavy fortification. reduced to 0 HP or below. When all HP are restored, the
armor removes the broken condition, if present.
Gaze Shield Visor
Cost: +2,000 gp Sensory Shield
The armor’s helmet includes specially designed optics and Cost: +800 gp
a unique visor that renders the wearer immune to unusual The armor’s helmet includes polarized lenses and sound
visual-based attack forms. While wearing the armor the baffles that negate the effects of flash bangs and similar
character becomes immune to gaze attacks. disorienting weapons. The wearer is immune to the blinded
and deafened conditions while the armor is properly worn
Mag-Boots and fully sealed.
Cost: +250 gp
Restriction: armor with the space suit special property only Stealth Rigging
A common modification among spacers and orbital Cost: +300 gp
engineers, magnetized boots allow the wearer to Restriction: Cannot be added to Prism Carapace
magnetically adhere to the hulls of starships and stations The armor’s joints are specially articulated for minimal
when performing EVA work. The wearer gains a Climb sound profile, while padded acoustical fibers in the tabi-
speed equal to their base landspeed when walking on like boots muffle the wearer’s footsteps. The armor is
ferrous surfaces in zero gravity or low gravity conditions. matte black and non-reflective and streamlined for
Characters cannot be tripped and receive a +8 equipment maximum stealth. The armor’s Armor Check penalty does
bonus on CMD against bull rush attempts when the Mag- not apply to Stealth checks, and the armor’s wearer
Boots are engaged. receives a bonus on Stealth checks based on the weight of
the armor.
Medi-Comp
Cost: +300 gp Light and Impromptu armor receives a +5 equipment
The armor includes onboard bio-medical sensors that send bonus on Stealth checks; Medium armor receives a +3
a constant wireless health report to allied computer equipment bonus on Stealth checks, while Heavy armor
systems via a secure wifi, radio (or similar high-tech receives a +1 equipment bonus on Stealth checks.
communications protocol) channel. If the medical data is
downloaded, it provides a +2 equipment bonus on Heal Thermo-Insulated
checks made to assist the wearer. The medical readout Cost: +250 gp
automatically alerts allies if the wearer is slain, knocked The armor is designed to comfortably withstand
unconscious, sickened, nauseated or infected with any temperature extremes, and to dissipate or conserve the
disease or poisoned, listing the exact condition, disease or wearer’s body heat as necessary. The wearer is affected as
exact type of drug or poison affecting the wearer. if by a constant endure elements effect, though this is a
purely technological benefit and cannot be dispelled.

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The other chapters in this sourcebook have focused on Battery Droid
cybernetic implants, weapons and armor, while Advanced You have purchased a tiny robot power broadcast system.
Tech focuses on more subtle devices that can save an This simple robot is limited to following its master around
adventurer’s life just the same. Advanced Tech features and providing silent power to their devices. Battery Droids
cutting edge computer tech, hand-held sensors, futuristic are omnipresent in the modern world, prowling underfoot
medical devices, adventuring gear and other high tech like stray cats onboard many space stations and starships.
wonders. They are rarely even noticed these days.

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

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D e v ic e D e s c r ip tio n H a rd n ess H it W e ig h t C o st
P o in ts
3 D P r in te r I A s s e m b le u p to T in y p la s tic 5 40 2 0 0 lb s 1 ,6 0 0 g p
o r h a r d m e ta l o b je c ts
3 D P r in te r I I A s s e m b le u p to S m a ll p la s tic 5 50 3 5 0 lb s 2 ,4 0 0 g p
o r h a r d m e ta l o b je c ts
3 D P r in te r I I I A s s e m b le u p to M e d iu m 5 50 5 0 0 -1 ,0 0 0 lb s 3 ,6 0 0 g p
p la s tic o r h a r d m e ta l o b je c ts
B a tte r y D r o id Y o u h a v e p u r c h a s e d a s m a ll - 5 5 lb s 800 gp
r o b o t to p o w e r y o u r d e v ic e s
C o m p a n io n A I Y o u h a v e p u r c h a s e d a s m a ll - 5 5 lb s 1 ,6 5 0 g p
A I c o m p a n io n /h e lp e r
C o m p u te r , D e s k to p B a s ic c o m p u te r 5 12 1 0 lb s 200 gp
C o m p u te r , L a p to p B a s ic p o r ta b le c o m p u te r 4 10 2 lb s 250 gp
C o m p u te r , P a lm to p F u tu r is tic h a n d h e ld c o m p u te r 2 8 N e g lig ib le 300 gp
C o m p u te r , R e tr o - B u lk y b u t h ig h te c h 6 30 3 0 lb s 150 gp
F u tu r is tic c o m p u te r , n o w ir e le s s
c a p a b ility
C o m p u te r , S m a r t B a s ic p e r s o n a l 2 6 N e g lig ib le 8 0 g p /8 -1 0
P hone e n te r ta in m e n t/c o m p u tin g g p b u rn er
d e v ic e
C o m p u te r , T a b le t B a s ic p e r s o n a l 2 8 1 lb 110 gp
e n te r ta in m e n t/c o m p u tin g
d e v ic e
C o m p u te r , W a n d B io -b a s e d o r g a n ic c o m p u te r 2 8 N e g lig ib le 1 ,2 0 0 g p
C o m p u te r U p g r a d e s M a k e s c o m p u te r m o r e - - - +100 gp
e ff ic ie n t
E n c r y p to r I I n c r e a s e s C o m p u te r U s e D C - 5 N e g lig ib le 400 gp
+ 5 to d e c r y p t file s
E n c r y p to r I I I n c r e a s e s C o m p u te r U s e D C 800 gp
+ 1 0 to d e c r y p t file s
E n c r y p to r I I I I n c r e a s e s C o m p u te r U s e D C 2 ,4 0 0 g p
+ 2 0 to d e c r y p t file s
H o lo -C o m p a n io n G a in t h e s e r v ic e s o f a 2 8 N e g lig ib le 1 ,8 0 0 g p
E m itte r h o lo g r a p h ic p e t
H o lo -P e t E m itte r G a in t h e s e r v ic e s o f a 2 8 N e g lig ib le 2 ,6 0 0 g p
h o lo g r a p h ic A I c o m p a n io n
H o lo -M e d ic E m itte r G a in t h e s e r v ic e s o f 2 8 N e g lig ib le 5 ,0 0 0 g p
h o lo g r a p h ic E M T
I n fo - A d P r o je c to r T r a n s m its s h o r tliv e d s k ill 2 10 1 0 lb s 1 ,5 0 0 g p
b o n u s e s to th o s e n e a r b y ,
c o m m o n in s to r e s
M ic r o -P r in te r H a n d h e ld p r in te r 2 8 N e g lig ib le 50 gp
U n iv e r s a l D a ta U s e m o s t g a la c tic a lly - 2 N e g lig ib le 120 gp
R eader r e c o g n iz e d m e d ia s to r a g e
d e v ic e s

security to any device within 5 ft via wireless interface, or


can be plugged directly into a computer or communication Holo-Pet and Holo-Companion Emitters
system. These high end personal electronics represent the remote
emitter of a holographic AI companion. The emitter itself
Communication and documents created within range of an is a tiny device, usually worn on a keychain fob or clipped
Encryptor are more difficult to find and decipher. The to a belt loop, and represents a smaller, more portable
Encryptor adds to the Computer Use check DC to find, version of emitters common through most homes and
copy or decrypt files from the protected computer (s). If offices. These personal emitters store data and contain the
the original Encryptor used to secure a computer is energy matrixes that sustain the function of holographic
accessible, the increased Computer Use DC can be companions and pets, allowing their owners to carry their
bypassed. The greater the DC increase, the more expensive holo-companions with them when they are away from their
the Encryptor. Type III Encryptors are legal only for home or office.
government or military use.

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Holo-Pets and the more advanced Holo-
Companions are treated as unique
creatures, and are described at the end of
this sourcebook. In addition to their
functions as entertainment, advisors and
personal assistants, they can also duplicate
the functions of more conventional
computing equipment.

• Holo-Pets duplicate all the functions


of a Smart Phone.
• Holo-Companions duplicate all the
functions of a Palmtop Computer.

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.

Most stores encode useful information that


degrades quickly after leaving the store,
usually related to the products they sale.
An auto parts store might include technical
info dumps, while a Lifer baby shop might
include useful parenting advice. In any
case, for 1d4 hours after leaving the store,
the potential customer receives a +1
insight bonus on a particular skill, chosen
by the store’s management and programmed into the video images up to 32 inches square. The computers can be
emitter pylon. A character can only benefit from one controlled either via an interactive, holographic keyboard,
exposure to a particular Info-Ad Projector per day. fold out cloth keypad, via motion commands tracked by its
onboard camera, or by purely spoken commands.
Micro Printer
This miniaturized printer can produce high quality Retro-Futuristic Computer
pamphlets, stickers or flyers of roughly bumper sticker Retro-Futuristic Computers are large and bulky, with crude
size. The Micro Printer itself is only a little bit bulkier than graphics capabilities, displaying simplistic wire frame and
a man’s full wallet, and can easily be stuffed into a purse vector graphics. These devices are technically portable,
or jacket pocket. Micro-Printers can produce either non- folding up into a box-like shape that can be carried like a
adhesive backed or sticker-format items just by toggling a briefcase or in a specially designed backpack.
few options.
Unlike other computers, a Retro-Futuristic Computer
Palmtop Computer cannot connect wirelessly, and must be physically plugged
These micro-computers are roughly the size of a slim into a phone-line or data trunk to communicate.
wallet but have all the functionality of a standard laptop
and more. Palmtop computers project data as a high Smart Phone
resolution hologram: maximum ‘screen size’ varies a bit, This is a modern smartphone, similar to the real world’s
but the highest grade palmtops can project high resolution iPhones. It is controlled by a touchscreen and voice

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command interface. It includes an integral media player Wand Computer
with massive storage capability, recording capabilities and A Wand Computer is a next generation, biologically based
a high resolution digital camera. computer system. Its core components are grown, and
programs and functions that would be software on other
Special devices are written into the Wand Computer’s DNA. The
Smart Phones are not designed for hacking or advanced Wand Computer is a wooden shaft a little less than a foot
functions. You cannot perform a Computer Use task more long, often carved with decorative symbols and runes.
difficult than DC 10 on a Smart Phone.
When gripped firmly, the Wand Computer uses its
You can purchase a ‘burner’ Smart Phone for about 10% of wielder’s sweat to establish a direct neurological link with
the cost of a standard Smart Phone. These phones require the user. The Working Wand can either display data
minimal (if any) identifying information be given at the directly into the user’s visual cortex, or project high
time of purchase, and can be used anynomosusly. quality holographic windows in the air around the user. As
However, Burner Smart Phones only function for 1d4+1 skin-to-wood contact is required to operate the device,
weeks before their pre-paid account is depleted. After that, DNA authentication rather than password security is
the Burner Smart Phone shuts down and the purchase price required to activate the device.
must be paid again to re-activate it.
Special
Tablet Computer The Wand Computer is a techno-organic device. It heals 1
Tablet PCs are thin, very modern devices designed for HP per hour if damage and never gains the broken
portability and convenience rather than raw computer condition unless it is completely destroyed. The device’s
power. Instead of keyboard or mouse, these devices feature ad campaign plays up the fact that the device will never
touch screen controls. Like the Smart Phone, Tablets have need routine maintenance. The device is designed to
extensive media storage capabilities, recording and regularly ‘grow’ new system upgrades when it receives
photographic applications. software patches from its manufacturers, and is capable of
limited mutation to keep up with the state of the art. A
Tablet computers are not designed for hacking or advanced Wand Computer can be destroyed by any effect that
functions. You cannot perform a Computer Use task more destroys or diminishes plants.
difficult than DC 12 on a Tablet.
Apps
Universal Data Reader Apps are programs that can be loaded onto any computer
This shape-changing, thimble-sized device is designed to and perform useful functions that would of required a
allow a modern computer to read information from every separate sensor or gadget in years past. Any Computer
data storage medium in human history, plus most of the (other than a Retro Future Computer) can run apps- for the
popular alien storage methods. This device reshapes itself sake of convenience, assume any modern computer has
as needed and runs high quality emulator programs to enough memory to store and run as many apps as desired.
allow it to read data off everything from tape reels to 5.5 Once an App is purchased, it can be reinstalled into
inch floppy disks and old NES cartridges to the marble- another computer simply by downloading it again; an App
sized data spheres that were so popular in the 2040s to is not permanently lost if the device running it is stolen or
liquid memory drops. destroyed.

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.

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App Purpose Cost
Art Programs Image manipulation software 100 gp the user can find an item
Barcode Find product data 10 gp 10-15% more cheaply than
Reader
normal. A more expensive
Hot Zone Alerts user to violent urban conditions 80 gp
Panic Button Contacts police and EMTs when user’s HP falls to 0 or below 75 gp model of Personal Shopper
Personal Find common consumer goods more cheaply 50 gp extends these benefits to
Shopper occult goods, but only those
Personal Find low level occult goods (CL 5th and below) more cheaply 3,500 gp with a caster level 5th or
Shopper lower (such as low level
(occult) potions and scrolls).
Profiler Scan text or audio to determine the author’s alignment 125 gp
R&R Eliminate fatigued condition once per day 100 gp
Profiler
Refresher
Reactor Map Map location of nearby Pocket Fusion reactors 30 gp Profiler is a ‘dumb AI’ with
Skill App Provides +1 insight bonus on INT or WIS skill 45 gp a dedicated media search
Symbol Scan Recognizes and identifies common symbols 25 gp and data retrieval
Translator Translate text between common languages 50 gp application built in, and can
Tutor Reroll a failed Knowledge check once per day 100 gp expertly analyze word
choices and syntax to reveal
a speaker or author’s beliefs
A smartphone art program can be used as an improvised (- and bias. TruSniffer can analyze Internet or Mesh site,
2 penalty) tool kit for Linguistics checks made for forgery. scanned text, or a real time conversation and determine the
political and religious bias of the speaker or author as well
Barcode Reader as their core moral beliefs.
An extremely common application, barcode readers allow
users to check pricing data on scanned items and go on- The Profiler app can determine the alignment of the text’s
Mesh to find reviews or comparison shop for similar creator or speaker, as well as their mundane religious and
products. political affiliations if it succeeds at a DC 25 Sense Motive
check; the Profiler app is considered to have a +10
Hot Zone modifier on this check. Though this is a non-supernatural,
This application includes a dedicated media monitor and technological effect it is considered equivalent to a 5th level
can uplink to real time commercial satellite footage of divination effect for determining how supernatural
major cities. Its purpose: warn users of outbreaks of countermeasures interact with the device.
incipient riots, superhuman violence or surges in crime.
R&R Refresher
The Hot Zone app provides the user with a +5 equipment This program uses subliminal, minor mind-hacking
bonus on Knowledge (local) checks made to predict software and psychologist-designed sound and visual cues
violence in the immediate future. that energize the user and cause the body to rapidly and
safely purge accumulated fatigue toxins. Many shopping
Panic Button centers, airports, public buildings and parks have similar
This application uses the device’s onboard scanners to devices, in the form of small LCD screens near restrooms
monitor its user’s health. and water fountains, for the convenience of their guests.

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)

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Skill App Spacer Gear
Various how-to-manuals and comprehensive reference The following tools and gadgets are extremely common
guides can be found on line for virtually any task, from among astronauts, deep space salvagers, explorers and
PDF versions of Chilton’s automotive manuals to anybody else working out in the Big Black
downloadable physics textbooks. Most include interactive
holographic and voice-only tutorials and comprehensive Armor Fold
walkthroughs. The Armor Fold is a modification of Equipment Fold
technology. Instead of shunting multiple small objects into
Each Skill App provides a +1 insight bonus to one chosen a hyperspace ‘pocket’ the Armor Fold synchronizes with a
INT or WIS based skill check. single set of body armor, up to and including personal-
class powered armor, and materializes it around the wearer
Symbol Scan upon command. The Armor Fold’s space-warping core
This application incorporates an image recognition system component is a bulky wrist band resembling a watch with
loaded a constantly updating database of several million multiple energy discharge systems on the band.
symbols. Symbol Scan can identify corporate logos,
religious and mystical symbols, flags, military unit As a standard action, the Armor Fold’s wearer can store a
patches, gang signs, modern and archaic coats of arms and single non-magical set of armor up to 75 lbs in total mass
other forms of heraldry. Common alien symbols (including into the device’s hyper-spatial matrix, placing it in a pocket
Stonecutter and Half-Grey symbols, as well as universally dimension accessible to the Armor Fold’s Wearer. The
recognized Lifechain warning icons) are included. wearer can retrieve and don the stored armor as a swift
action, which requires a vocal command. When stored the
The program is considered to have a +15 modifier on armor cannot carry any additional mass beyond itself, not
relevant Knowledge checks made to identify symbols. even small items or accessories in pockets.

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

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Device Description Hardness Hit W eight Cost
Points
Armor Fold Store body armor in - 5 1 lb 15,500 gp
hyperspace for ready access
AutoMapper Flying cameras create a map - 2 20 lbs 5,600 gp
of their environment (each (drones and
drone) carrying
case)
Camping Disk Self assembling, very - 5 1-2 lbs 50 gp
portable tent
Command Pheromone perfume - 1 Negligible 50 gp
Pheromones intimidates creatures with
Scent
Crystal Seed Creates a crystal pillar 10 15 Negligible 15 gp
(inactive)
Dater Tiny scanner accurately - 1 Negligible 120 gp
carbon dates an object
Dissecting Ring Robotic butcher processes 5 15 15 lbs 6,500 gp
and analyses carcass
Equipment Fold Store small objects in - 5 1 lb 2,000 gp
hyperspace for ready access
Glow Stone Self illuminating stone - 1 Negligible Less than 1
gp
Gravity Inducer W hatever direction this 5 10 5 lbs 38,000 gp
device is placed upon
becomes ‘down’
Krillian Goggles Perceive the aura of nearby - 3 1 lb 18,000 gp
creatures
Metabolic Scanner Scanner determines if food is - 2 Negligible 175 gp
safe to consume
Mutant Gene Hide Mutant subytype from - 1 Negligible 1,100 gp
Masker sensors and targeting systems
Plasma Welder Handheld welding laser 2 10 2 lbs 800 gp
Psionic Inducer Non-psionic creature wearing - 1 Negligible 3,500 gp
this device can gain psionic
focus
Psychometric Displays holograms of the - 5 1 lb 12,000 gp
Scanner last events to occur in a
particular area
Sampler Drill Analytic drill with a 5 50 450 lbs 25,000 gp
maximum 1,000 ft depth used
in mining
Sealant Resin Resin coats object to prevent 2 10 12 lbs 50 gp
radiation leakage
Specialized Scanner Handheld scanner provides 2 5 1 lb 1,000 –
one of several scientific 1,500 gp
benefits
Specialized Scanner As Specialized Scanner but 2 5 1 lb 3,000 –
(multifunction) any 3 functions 4,500 gp
Telepathic Enables limited telepathic - 1 Negligible 8,500 gp
Translator communication
Telemechanical Expend psionic focus to 2 6 1 lb 4,500 gp
Repair Kit instantly repair a device
Q-Belt Alien belt gives limited 4 20 3 lbs 1.5 million
control over space/time gp at

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twisting the Camping Disk and tossing it down, it folds out Dater
into a small, waterproof dome tent. Civilian models are This tubular device, roughly the size of a thick marker,
typically white or some other high-visibility color, but uses a high intensity scanning laser to measure the rate of
military and hunting model Camping Disks come in a atomic decay in a scanned object.
variety of camo patterns.
As a full round action, the Dater can analyze any object
This tent is large enough for one Medium creature (or two within 50 ft, and can estimate its age accurate to within
Small) creatures to get a comfortable night’s sleep. Large one century. If used to scan an object less than a century
humanoid creatures might be able to squeeze in, though old, the Dater returns no usable data. Likewise, if the
not quite as comfortably. When no longer needed, the scanned object is more than one billion years old, no
camping disk folds back into a flat, easily portable disk. It usable data is returned.
requires only a round for a Camping Disk to deploy or fold
into its inactive state, provided no foreign objects remain Dissecting Ring
within when it transforms. The Dissecting Ring is a 15 ft diameter metal hoop, its
inner surface lined with hundreds of slender, articulated
Command Pheromones armatures, equipped with a slightly disconcerting array of
This small tube of spray perfume is a subtle scent blades, saws, pincers and dissecting forks. When not in use
undetectable to ordinary humans as little more than a the Dissecting Ring folds up into a neat, silvery carrying
pungent musk, but conveys a threatening message to mode about the size of a briefcase.
creatures with enhanced olfactory senses. It is often used
by hunters, explorers, animal trainers, as well as soldiers When the Dissecting Ring is placed upon the corpse of any
battling enemies with post-human sensory capabilities. creature of Size Huge or smaller, it activates and begins
automatically butchering, cleaning, analyzing and
A spray of Command Pheromones (standard action, similar wrapping the kill. The robotic device crawls slowly from
to drinking a potion) lasts for 2d4 hours or until the wearer one end of the corpse to another, efficiently rendering it
washes off the Pheromones with water or other solvents. down. It takes approximately 15 minutes to completely
During this time, the wearer receives a +4 competence process a kill. The Dissecting Ring makes a Survival check
bonus on Handle Animal, Ride and Intimidate checks with a +20 total modifier to successfully process valuable
against creatures with the Scent ability. However, creatures resources from the kill, or can be set to make an
with the Scent ability receive a +4 competence bonus on Investigate check to learn the details of the processed
Perception and Survival checks made against the wearer creature’s death also with a +20 total modifier.
during the same period. A tube of Command Pheromones
contains enough scent for 10 applications. A corpse processed by a Dissecting Ring cannot be
returned to life with raise dead; resurrection or
Crystal Seed greater magic must be used. Future investigators
When this fist sized pale violet gemstone is suffer a -10 penalty on checks to determine the
tossed to the ground (a move equivalent processed corpse’s death details.
action) it rapidly grows into a wall of hard
crystal. The crystal seed has a 30 ft range Equipment Fold
increment, and the user must make a ranged Using extremely small-scale space warping
touch attack to target a specific square. technology, similar to the massive devices that
shunt starships into hyperspace,
The crystal seed creates a translucent, this bulky watch-like device can
jeweled column that completely fills the 5 ft store objects in non-space until
square. The crystal column has Hardness 10 the user needs them.
and 15 Hit Points. If the square it grows out
of is currently occupied, the occupant must As a standard action, the
succeed at DC 12 REF Save or be knocked Equipment Fold’s wearer can store
prone. Success means the character can a single, non-magical device
choose to move to an adjacent open square. weighing 25 lbs or fewer in the
The crystal column flakes away to colorful device’s hyper-spatial matrix, placing
dust eight hours after it is created. it in a pocket dimension accessible to
the Equipment Fold’s wearer. The
Equipment Fold may hold up to 10

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separate devices, so long as the total weight stored is less around all creatures within 60 ft. The colorful tones of
than 100 lbs (thus it can only hold a handful of items near these aura reveal the creature’s alignment.
its maximum weight limit). The wearer can retrieve any
stored item as a swift action, which requires a vocal The wearer can perceive an aura around invisible and
command. In the case of ammunition, a single magazine ethereal creatures in range, though receives no other
and associated bullets counts as a single item. information about the creature. The character can target
invisible creatures in this manner.
Gravity Inducer
The Gravity Inducer is a weaker and more portable form of This is a purely technological effect, but is equivalent to a
the technology that provides starships with artificial 5th level divination effect for purposes of occult
gravity. The Gravity Inducer is a flat, square plate about 1 countermeasures.
ft square and a little less than an inch in thickness,
assembled from silvery metallic hexagons with a small, Metabolic Scanner
inset control panel. When the device it activated, it glows This finger-sized wand can easily be clipped to a tool belt
with a cold cobalt light and redirects gravity’s pull. or keychain and is standard issues for spacers and colonists
on newly terraformed worlds. It consists of a chemical and
Setting and activating the Gravity Inducer is a full round anatomical database and a simple chemical analysis
action that requires a DC 12 Computer Use check. Once program: its purpose is to instantly determine if an alien
activated, the Gravity Inducer adheres firmly to whatever foodstuff is safe for consumption, by humans or other
surface it is placed on, and emits a localized gravity aliens.
manipulating field, 30 ft in diameter. The Gravity Inducer
changes local gravity so whatever surface the Inducer is Metabolic scanners can be programmed with the metabolic
placed against is considered ‘down’. For example, if needs of humans, many Terran animals, or other common
placed on a ceiling, objects and creatures within the radius intelligent alien species. By choosing the icon
would fall upward to the ceiling. The induced gravity is corresponding to the desired species and scanning a
considered a normal gravity environment. foodstuff, the device quickly provides a readout
determining if the item is safe to eat or not. A popular mod
The Gravity Inducer’s internal batteries last for 30 minutes will even tell the user whether or not the scanned item
once activated; however, it can be plugged into any high- would be considered kosher. The Metabolic Scanner can
energy power source for effectively indefinite run-time. detect the presence of any poison or radioactivity in a
foodstuff, liquid or animal (living or freshly killed)
Glow Stone automatically as a full round action. Only one such item
These marble sized, liquid-filled stones begin to glow can be scanned per round.
brightly, with heat-less illumination when shaken
vigorously. Mutant Gene Masker
This coin-sized electronic disk disrupts a Mutant lifeform’s
Glow stones produce normal light in a 30 ft radius, and electromagnetic aura, making it appear to be genetically
increase the light level by one step for an additional ten ‘normal’.
feet beyond that. Once activated, glow stones provide light
for one hour. They need no air to function, and work While carrying a Mutant Gene Masker on their person, a
normally under water or in airless environments. A character with the Mutant subtype conceals that subtype
glowstone can be crushed to extinguish it. from devices that detect nearby Mutants, such as a
Specialized Sensor: Gene-Comp or a hunter/killer robot’s
Krillian Goggles onboard sensor array. Mechanical sensors that provide a
These bulky, amber goggles allow a viewer to perceive the bonus to target Mutants provide no benefit against a
normally invisible Krillian aura, a combination of psionic creature carrying a function Mutant Gene Masker.
and electromagnetic impulses, that surrounds all sentient
creatures. Plasma Welder
This handheld, gun like device does the work of a
While wearing Krillian Goggles, a character’s perceptions conventional welding torch at a fraction of the weight. The
are warped and distorted. The character suffers a -4 penalty device can be used as a weapon, inflicting 2d4 points of
on Perception checks and other skill checks requiring Fire damage with a successful melee touch attack. When
precise vision. However, the wearer can see colorful auras used to weld or cut metal, this device’s damage is
multiplied by either a factor of five or ten, depending on

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the setting. Changing setting requires a standard action, The user can move the scanning beam to ‘follow’
and makes this device ideal for emergency repairs and particular images. Though technological, this is considered
breaching. a 10th level divination effect for the purpose of determining
mystical countermeasures.
The Plasma Welder is powered by a high density power
cell the size of an AAA battery. These batteries provide Sampler Drill
8+1d4 hours of runtime, and cost about 10 gp each. The bulky but absolutely indispensable Sampler Drill is
often used in mining, both terrestrial and asteroid or
Psionic Inducer comet-based varieties. The Sampler Drill is a huge, durable
This device is common among advanced species with a alloy tripod equipped with a complex command and
good understanding of psionics and quantum neuroscience. control package, and serviced by long coils of telescoping
The Psionic Inducer is a slender, silvery torque worn metal drilling lines.
around the throat. A flattened disk with an inset, pale green
indicator rests against the base of the wearer’s spinal It requires a single operator at least 4 hours to set up or
column, where spine meets skull. The disk glows a steady break down a Sampler Drill. Once set, the Sampler Drill
green while the device is active, and flashes brightly when can dig a 2 inch diameter sample hole through most
the user expends psionic focus. substances to a depth of 1,000 ft. It requires about one
minute to dig per foot of depth. The Sampler Drill uses a
While wearing a Psionic Inducer, a creature with INT and combination of ultra-dense metal bore heads and laser
WIS scores of at least 3 gains the ability to gain, maintain cutters to slice through rock, metal and stone. It can dig
and expend psionic focus. They do not gain any other through virtually any non-magical substance of less than
benefits of being a psion, such as a power point reserve or Hardness 20.
the ability to manifest powers. A Psionic Inducer must be
worn for 24 hours before its effects become apparent. A The Sampler Drill is equipped with an onboard gas
character who is already psionic gains no particular benefit chromatograph and chemical analyzer. It can detect the
from wearing a Psionic Inducer. presence and amount of various minerals and valuable
substances within 500 ft in any direction of the sample
Psychometric Scanner hole, and can map their presence electronically. For
This hand-held scanner projects a brilliant bluish-white example it could detect the presence of rare ores like gold
beam of light; objects touched by this scanning beam begin or silver, valuable minerals like ruby or quartz, petroleum,
to glow softly. Within seconds, low resolution, life-sized radioactive or other valuable or scientifically interesting
holograms appear around the scanned area, acting out substances.
historic events that have occurred at the location.
Sealant Resin (Cn)
Activating the Psychometric Scanner requires a full round Sealant Resin is stored in a bright orange cylinder with a
action, once activated, it can function for up to one minute dispensing hose, similar in appearance to a hand-held fire
(10 rounds) before the device shuts down to recharge for extinguisher. Pictograms on the canister describe the item’s
eight hours. The Psychometric Scanner can only be used in function: to safely contain radioactive objects.
areas without living beings; the device will fail to
functions if any living creatures larger than size Fine are A single can of Sealant Resin can coat an object of up to
within the scanning beam, and will shut down if such Large size as a full round action. Once fully coated, the
creatures enter the area. Sealant Resin reduces the object’s radioactivity by two
steps. If the resin is chipped away (it has Hardness 5 and
The Psychometric Scanner emits a 90 ft cone of radiation. 20 HP when completely set), the object’s radioactivity is
The scanning beam creates a full-color though completely once again exposed. The Sealant Resin is airtight when
silent image of the last living creatures larger than size dry.
Fine to enter the area in real time. The Psychometric
Scanner can scan events up to 1,000 years in the past; the Specialized Sensor
more distant the events, the less clear the images are. Various industries use hand-held sensors to assist them in
Events of a few years ago or less are crystal clear and their work, from advanced electronic scanners that make
photo-realistic (though obviously recognizable as excellent bug detectors to chemical analysis systems that
holograms), while events near the device’s limit are faded, do the work of a 21st Century gas chromatograph in
static shot and fuzzy. instants. All forms of specialized sensors are palm sized
devices equipped with holo-display capabilities.

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Each Specialized Sensor is programmed and designed to • Ecto-Comp: Emits a scanning cone with a 90 ft range,
detect, diagnose and analyze a particular substance, device, providing an audible alarm and/or visual display when
creature or item. When the appropriate Specialized Sensor any creature with the Undead type comes within range,
is consulted on a Craft check made concerning that including invisible creatures and creatures traveling on
particular item, it provides a +4 equipment bonus the Astral or Etheral Planes.
on that check (though a few exceptions exist).
• Electro-Comp: Provides a +6 bonus on Perception
Most Specialized Sensors have a 30 ft effective check to identify concealed electronics, as well as
range (cone) and can scan one item within that area identifying and diagramming active circuits and
per round. Exceptions are noted in a –comp’s their functions. Will also identify cybernetic
individual description. implants.

The various • Forensic-Comp: Provides a +6 bonus on


specializations are: Perception checks to identify concealed
biological evidence (such as blood,
• Alchemy-Comp: saliva or semen splatters, hair
Provides a +6 bonus samples, ect), and can compare
on Spellcraft checks samples to known baselines,
to identify potions and map and provide a visual
alchemical items. Also representation of a
identifies potion and scanned DNA code.
alchemical effects currently
active on a target. Provides a • Gene-Comp:
+4 equipment bonus on Craft Emits a scanning cone
(alchemy) checks. with a 90 ft range, providing
an audible alarm and/or
• Arcana-Comp: Provides a +6 visual display if any living
bonus on Spellcraft checks to identify creature within the range has any
active spells and effects within range of the following subtypes:
and identify the functions of magic Lifechain, Mutant, Patriot or
items. Provides a +4 equipment bonus Psionic. Color coded readouts
on Use Magic Device checks. indicate which subtype (s) the creatures
possess. This sensor may be configured
• Arms-Comp: Provides a +6 bonus on for other subtypes depending on the
Perception checks to detect concealed campaign world’s politics and
firearms and energy weapons, identifies demographics.
known weapon types, current
ammunition/charges remaining and • Mechani-Comp: Identifies a
condition of weapons. vehicle’s current and maximum HP, as
well as identifying it by model type and
• Chemi-Comp: Identifies chemicals, technical specifications (if publicly
drugs and poisons by name and known).
chemical composition. Provides a +4
equipment bonus on Craft (chemical) • Robo-Comp: Identifies known
checks. robotic and Construct models and
species, reveals current and maximum
• Demo-Comp: Provides a +6 bonus on HP. Provides a +4 equipment bonus
Perception checks to detect concealed on Repair checks made to assist
explosives or combustibles, as well as a robots or constructs.
+4 equipment bonus on Disable Device
checks concerning explosives. Also • Xeno-Comp: Identifies humans
identifies explosives by name and and other aliens by species type,
chemical make up. provides encyclopedia type
information about known sentient

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species and common alien flora and fauna. Provides a Q-Belt has three functions, any of which can be activated
+4 equipment bonus on either Diplomacy or Heal by the user as an attack action. A Q-Belt has 10 charges,
checks (choose one application when Xeno-Comp is which recharge naturally every 24 hours. The Q-Belt is
purchased). considered to be a 20th level spellcaster for the purposes of
dispelling or suppressing its effects.
Specialized Scanner, Multifunction • Function One: The Q-Belt can Slow any Huge or
A more advanced version of a Specialized Scanner with a smaller target within 100 ft for one round per charge.
more robust sensor suite and increased computing power, The target receives no save against this effect. Once a
the Multifunction Specialized Scanner consolidates the target is specified, maintaining the slow field around
functions of any three scanners into one device. the target is a free action.

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

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spells, a Powered Hero’s energy blasts, draconic breath successfully hits you. A Ballistic Insert is destroyed after
weapons, a manticore’s thrown quills and the like). being used in this manner

Anti-Trauma Helmet Bio-Blanket


This reinforced Kevlar helmet with a heavy neck guard is A product of advanced bio-engineering, the bio-blanket
designed to prevent impact trauma, and includes a resembles an enormous mottled green and brown pea-pod,
retractable clear polymer face-shield that protects the head large enough to envelop an adult human. Each bio-blanket
without impeding vision. is formatted to a specific purchaser- the users genome is
incorporated into the bio-blanket at the time of purchase.
When wearing this piece of gear with any form of Medium
or Heavy armor, once per day the wearer can turn a The bio-blanket provides any user (not just its designated
confirmed critical hit made by a ballistic weapon or blunt master) with a +3 bonus on FORT Saves to resist extreme
weapon into an ordinary hit. environmental heat and cold. The bio-blanket provides a
safe, stable, temperature controlled environment.
Ballistic Insert (Cn)
This combination of heavy ceramic or alloy plates is If within 100 ft of its designated user when that user is
designed to slip into special, strategically placed in body reduced to 0 HP or less, the bio-blanket will unroll and
armor to increase its durability. crawl like some odd giant slug towards its master. The bio-
blanket has a base land speed of 5 ft per round, and is
This piece of equipment may be added as an accessory to considered to have a +10 modifier on Escape Artists
any form of Medium or Heavy tactical body armor. When checks to remove itself from stowage (such as being rolled
wearing this item, once per day, you may remove one and tied on an infantryman’s backpack, for instance). The
damage dice from any ballistic weapon attack that bio-blanket will envelop its wounded master and stabilize
him automatically,
Device Description Hardness Hit Weight Cost placing the user into a
Points coma for up to 24
Anti-Sniper System detects and - 5 1 lb 2,400 gp hours, before its
Triangulation backtracks gunshots internal energy stores
System
are used up. The bio-
Anti-Trauma Helmet Riot helmet protects against 5 15 3 lbs 75 gp
blunt trauma
blanket ‘dies’ after
Ballistic Insert (Cn) Slip-in plate reinforces armor 5 20 2 lbs 120 gp stabilizing its owner in
against ballistic damage this manner, and must
Bio-Blanket Symbiotic blanket can warm - 1 3 lbs 750 gp be replaced.
and stabilize designated user
Bombsniffer Fume sniffer detects - 1 1 lb 2,500 gp Bombsniffer
combustible substances An expert AI running a
Climbing Gloves Suckered gloves assist in - 1 1 lb 125 gp suite of advanced
climbing
Climbing Pitons Secure yourself while - 4 5 lbs (set) 200 gp
chemical, radiological
climbing and olfactory sensors,
Combat Balaclava Snuggly and intimidating - 1 Negligible 15-20 gp modern bomb sniffing
Gorget Armored collar piece - 1 Negligible 20 gp devices can detect all
Hold Out Frame Conceal a small weapon up - 3 Negligible 200 gp but the most cunningly
your sleeve hidden explosives. A
Hydrator Collects ambient water to - 1 Negligible 115 gp modern bomb sniffer
hydrate the user is a short blunt wand
Nomex Hood Fire resistant face mask - 1 Negligible 10 gp
with a smooth surface
Psionic Tattletale Chemical patch turns colors if - - Negligible 300 gp
(Cn) wearer is tampered with (package of marred by slightly
mentally 4) recessed sniffer vents
Sensor Spike Easily deployed security 2 18 5 lbs (per 6,000 gp (set and sensors. Most
monitor with motion and spike) of 4 spikes) soldiers, cops and
vibration sensing and night private security forces
vision optics carry a bombsniffer on
Snake Camera Fiber optic camera system - 5 1 lb 750 gp
their web belts.
Sneaking Boots Specifically designed for - 5 2-3 lbs 200 gp
stealth & climbing

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A bombsniffer will automatically detect any concealed Hold Out Frame
explosive device with Perception Check DC 30 or less This sleek non-metallic wrist unit is designed to conceal a
within 30 ft. The user does not have to actively search, small pistol or energy weapon against the wearer’s forearm
merely passing within 30 ft of the device is enough. Once and deploy it into the warrior’s waiting hand in an instant.
an alert sound, the user can pinpoint the location of the
explosive with a full round action. The Hold Out Frame can accommodate any light, one
handed firearm or energy weapon. When placed within the
Bombsniffers will detect any combustible material, even frame, the wearer receives a +4 bonus on Sleight of Hand
such innocuous substances as gasoline in an engine or fuel checks to conceal the weapon under long sleeves, and may
in a lighter, but the warning tone for these devices is deploy the weapon as a swift action.
limited to a short beep, as opposed to the screaming wail
that sounds when a true bomb is detected. Hydrator
This small bio-tech device has been a standard part of the
Climbing Gloves American infantry load-out since the mid 2050s, as it
These rubbery grey gloves are lined with deep suckers, like allows troops to function longer on low water rations. The
the limbs of an octopus. small black device resembles and is worn like a bulky
wristwatch. The hydrator is an advanced moisture
When climbing at ¼ your normal speed or less, you can collection system, that absorbs ambient humidity and
firmly set the gloves, receiving a +4 bonus on Climb converts it to usable water. A tiny needle delivers needed
checks. You do not receive this bonus when attempting an hydration directly into the wearer’s bloodstream.
accelerated climb.
While wearing a hydrator, the user requires half the water
Climbing Pitons of a normal creature his size.
These heavy nails have an eye-hook at one end, and can be
hammered into a sheer rock face to secure a line or make a Nomex Hood
handhold. This fire-resistant, chemically treated hood can be worn
with other fire resistant gear, and is often issued to fire
When climbing at ¼ your normal speed or less, you can fighters, engineers and those working with flammable or
drive in the pitons as part of your climb. With a set of volatile chemicals.
climbing pitons deployed, even if you fail a Climb check
by 5 or more, you do not fall. You may not use climbing When worn alone, the Nomex Hood provides the wearer
pitons while making an accelerated climb. with Fire Resistance 1, or increases the Fire Resistance of
any armor it is worn together with by +1, to a maximum of
Combat Balaclava +5.
These full faced woolen or synthetic fiber masks are often
worn by combat operatives for both practical reasons and Psionic Tattletale (Cn)
for their intimidation factor. These disposable slap patches are issued to soldiers and
police officers interacting with psi-capable threats and
When worn with any kind of cold weather outer wear, the populations. They use purely bio-chemical means to detect
Combat Balaclava increases the item’s equipment bonus on psionic mind-tapering. Psionic Tattletales are worn on the
FORT Saves against cold weather by +1. The Combat back of the neck, and are a sky blue when removed from
Balaclava provides the wearer with a +1 equipment bonus the package. If the wearer fails any save against any mind-
on Intimidate checks. affecting ability while wearing the Tattletale, including
beneficial mind-affecting abilities, the patch becomes
Gorget mottled with green and white splotches. The Psionic
This heavy Kevlar collar piece protects the wearer from Tattletale has a useful life of 24 hours; if not exposed to
strangulation. mind-affecting abilities before this period, it simply turns
grey and peels off.
When worn with any armor, this piece of gear provides the
wearer with a +4 circumstance bonus on saves against Sensor Spikes
strangulation. Sensor Spikes are ideal devices for perimeter defense,
surveillance and security. Each spike is a 4 ft long metal
and plastic pylon ending in a sharpened spike designed to
be driven into the ground. Equipped with an extremely

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sensitive motion sensor in the shaft, the sensor spike is also Sneaking Boots
equipped with a small closed circuit camera and audio These comfortable leather and synthetic boots are custom
pickup located in the spike’s head The camera is capable of fitted to each wearer, and incorporate a split toe tabi design
full 360 degree rotation and takes color video with for greater dexterity.
resolution equal to a low-end digital camera.
These specially designed boots provides the wearer with a
The sensor spike transmits data wireless to either a +2 equipment bonus on Stealth and Climb checks.
receiving station within a 50 ft radius or to another sensor
spike. Typically, these devices are deployed around an Medical Gear
area, no more than 50 ft from the next spike, and all As the ways humanoids can get hurt expand, so do the
transmit their data to a central operating station. Up to 16 treatments available to the wounded. This section is
sensor spikes can be deployed as part of a single network. disproportionately long, since Otherverse Game’s signature
The entire system can be controlled form an ordinary campaign world, Otherverse America, has at its heart a
laptop, which typically displays a miniaturized 16 square class of heroic medics who have received several smaller
grid displaying data from all cameras simultaneously. If the tech splatbooks over the years. This plethora of medical
operator chooses, the view from a single camera can be tech is collected here.
blown up to full, half or quarter screen view with a click of
the mouse. Adamantine Suspension Chamber
This massive, foundry-like device first places a humanoid
In addition to being controlled by an operator, the sensor subject into a deep induced via a fast acting, stasis drug
spike network can be placed onto an automatic monitoring similar to those used in hyper-sleep chambers, but far more
mode. The cameras record continuously, and the spikes’ potent. Then, the patients body is coated with thousands of
motion detectors will activate and sound an audible alarm individual sprays of adamantine molecules, eventually
if any creature of Medium size or larger approaches within building up to a thick, slab like and nearly indestructible
30 ft of the pylons. The pylons have Tremorsense 30ft, and protective cocoon around the sleeper. Adamantine
full video capabilities out to 200 ft, including darkvision at Suspension is the ultimate, long term stasis method: a
the same distance. creature can survive millennia without external life support
while in Suspension, and awaken mostly intact. Several
Each sensor spike has enough battery power to function for larger starships include an Adamantine Suspension
8 hours before needing to be recharged. Each spike is a Chamber and independent power supply as the ultimate
medium object, roughly the size of a baseball bat, which last result, if all other systems fail. Others use this
weighs around 5 lbs. The sensor spike network requires a technology as the ultimate form of safe prisoner transport.
desktop or laptop computer (sold separately) to function.
A living creature must be willing, immobilized or
Snake Camera otherwise helpless to be placed into Suspension. The
This miniature fiber optic camera is mounted at the end of suspension process drops the patient to -1 HP and stable,
a long, articulated tendril that can extend around corners, and requires several minutes to complete. When the
through vents or into tight spaces. Suspension is complete, all life processes are suspended
(identically to the temporal stasis spell, but produced by
The Snake Camera includes an articulated 5 ft fiber optic high-tech rather than supernatural methods). A creature can
cable. The cable can be inserted into any opening larger remain Suspended indefinitely. A self-powering
than a keyhole. It transmits clear color images of anything revitalizing system is built into the Suspension cocoon; it
in its wide field of vision, and can be slipped under a door, requires a DC 15 Computer Use or Heal check to bring a
through a ventilation duct or through other openings. The creature out of Suspension.
camera displays its video images on an attached LCD
display, or they can be routed to any television or computer It requires 1d4+1 minutes to bring a creature out of
monitor. Suspension. Once awakened from Suspension, a creature is
considered nauseated for one hour per year (or portion of a
If inserted into a device, the camera’s high resolution year) spent in Suspension. The creature can attempt a DC
images provide the user with a +2d4 competence bonus on 18 FORT Save to reduce this condition to sickened instead.
Disable Device or Repair checks made concerning the
device. An Adamantine Suspension Cocoon itself has Hardness 10
and 200 HP. Destroying the Suspension Cocoon can bring
the creature inside out of stasis. However, such an

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D evice D escription H ardness H it W eight C ost
P oints
A dam antine P lace creature in indestructible 10 200 2 tons 500,000 gp
S uspension C ocoon stasis cocoon (m achine) 400
lbs (cocoon)
A nesthetic N euro-Taps B locks pain and fear - 1 N egligible 150 gp
A uto-D oc I R obotic medic w ith a +8 6 30 1,200 lbs 8,000 gp
m odifier on H eal checks
A uto-D oc II R obotic surgeon with a +12 12,000 gp
m odifier on H eal checks
A uto-D oc III R obotic surgeon with a +15 15,000 gp
m odifier on H eal checks
A uto-D oc O m ega A s A uto-D oc III but also 300,000 gp
provides true resurrection
A uto-D oc Theta A s A uto-D oc III but also 75,000 gp
provides raise dead
B io-S ensor G lasses S ee health data on com m on - 1 N egligible 250 gp
creatures
B io-S ensor G lasses A s B io-Sensor Glasses but also 500 gp
(occult) w orks on aberrations, m agical
beasts and dragons
B urn K it C onvert up to 10 points of recent - 2 2 lbs 25 gp
F ire dam age to non-lethal
C ybersystem E SU M aintain a destroyed cybernetic - 5 2 lbs 500 gp
for 1d4+1 hours
D econ S how er S crub down to rem ove biological 3 15 200 lbs 1,300 gp
or radioactive contam ination
E mergency P rosthetic C heap replacement cyberlim b for 5 20 5 lbs 900 gp
tem porary field repair
E xo-W om b B io-tech device carries a 4 30 50 lbs 4,000 gp
pregnancy to term
E xo-W om b, A dvanced B io-tech device produces 5 35 60 lbs 7,300 gp
superior offspring
F ast-Sleep Tube E njoy the benefits of 8 hours rest 6 20 500 lbs 6,500 gp
in just a few m inutes of induced
sleep
Insta H ealer E asy to use tech— based healing - 5 1 lb 950 gp
w and
M edic D roid A highly skilled, m obile robot - 16 25 lbs 900 gp
EM T
M edkit (Advanced) H igh tech first aid & surgery kit - 4 3 lbs 75 gp
M edkit (Fast U se) C om puter guided, user friendly - 8 3 lbs 120 gp
m ed kit
M edkit (Lifechain M ed kit specifically tailored to - 8 3 lbs 300 gp
S pecific) Lifechained creatures
M od R eader S can a creature’s genetic - 1 N egligible 1,800 gp
m odifications
N eurofeedback D irect a patient’s mental energy 5 15 12 lbs 9,000 gp
R egenerator towards healing
P harm acist’s K it (G ene C reate drugs tailored to a - 10 5 lbs 2,200 gp
S pecific) patient’s D N A
S terilizing B adge E nergy field prevents - 1 N egligible 625 gp
contamination

awakening is physically stressful and potentially lethal. Anesthetic Neuro-Taps


The patient must attempt a DC 25 FORT Save; failure These tiny polymer devices resemble arrowheads carved
indicates the creature is out of stasis, but drops to -9 HP from ivory. When placed on a patient’s temples or at the
and is dying. Success means the creature inside emerges base of her spine, these devices adhere to the body via bio-
from Suspension normally. electric adhesion. The devices glow softly when activated.
While activated, the patient becomes immune to pain
effects, and the neuro-taps generate a mild disassociative
state.

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These devices have all but eliminated the need for bio- equipped hospital operating room. The Auto-Doc can treat
chemical anesthesia in the developed world. The neuro- up to 4 patients before its supplies need to be replenished;
taps are self sterilizing and easily reused, and have an these supplies cost approximately 1,000 gp. The Auto-Doc
effectively unlimited lifespan- they recharge from the must be installed into a structure, vehicle or otherwise
patient’s electromagnetic field while in use. linked to a high intensity power supply or generator.

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.

The Auto-Doc can treat any basically humanoid


creature of Size Large or smaller. It acts as a
physician with a total modifier on Heal checks
based on its grade. Type II and Type III Auto-
Docs are treated as having the Surgery feat as well.
Its onboard stores include all the devices, supplies
and medicines you would expect to find in a well

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An Omega-Grade Auto-Doc can provide a creature placed to get the cyborg to a dedicated repair bay. Once removed,
within with either a True Resurrection effect (CL 20th). the Cybersystem ESU must be cleaned and recharged.
Doing so expends the Auto-Doc’s supplies, requiring 5,000
gp of raw materials and supplies to be restored to the Decon Shower
device before it will function again. Standard issue for those venturing into hazardous
environments or uncharted planets, the Decon Shower is
Bio-Sensor Glasses designed to prevent or limit contamination by radiation or
These sleek sunglasses incorporate advanced medical bio-agents. The Decon Shower is a small stall that fills
sensors and a low grade nurse-AI, and draw their power with radiation scrubbing gels and high pressure streams of
from the body’s electro-magnetic field, giving them anti-gen laced water.
virtually unlimited runtime. These glasses are standard
issues in most military and civilian emergency rooms, and A character who bathes in a decon shower may make an
are issued to EMTs and field medics across civilized space. additional FORT Save, at a +2 bonus to overcome any
contact poison, contact disease or radiation damage she is
Bio-Sensor Glasses superimpose a graphic representing the suffering from. Regardless of the result of this save, the
current and maximum Hit Point totals of any creature of character is not considered radioactive or contagious in
the animal, humanoid or monstrous humanoid types within any way after undergoing a full decon shower.
the wearer’s field of vision. Wearing these glasses provide
a +2 insight bonus on Heal checks made to assist creatures Emergency Prosthetic
of those types. Designed to get badly damaged cyborgs back into the fight
quickly, this modular, snap-on cybersystem can expand out
Occult Bio-Sensor Glasses are more expensive but expand into either a spindly prosthetic arm or an equally basic
the Bio-Sensor Glasses’ benefits to creatures of the prosthetic leg. In its inactive state, an emergency prosthetic
aberration, magical beast, and dragon types. is a titanium and plastic tube the about the size of a soda
can.
Burn Kit (Cn)
This specialized first aid kit is optimized for treating burn An emergency prosthetic can be deployed to form a low-
trauma. end version of a Crude Cyberlimb cyber-implant. The
device is no frills and the emergency prosthetic’s low
With a successful DC 12 Heal check, a medic can use a quality construction imposes a -2 penalty on all skill
Burn Kit to transform up to 10 points of Fire damage checks involving the limb, but can plug into any standard
suffered by a target within the previous minute to an attachment point. The reconfigurable device can assume
equivalent amount of non-lethal damage instead. A Burn either arm or leg configuration, and can be swapped
Kit is consumed once used; similar kits work to treat other between these configurations as a full round action.
energy damage such as Cold, Acid, ect, at similar costs, but
Burn Kits are by far the most common first aid equipment Replacing a destroyed cyber-limb requires only a full
of this type. round action and a DC 10 Heal check. The emergency
prosthetic can be worn indefinitely, and many third-world
Cybersystem ESU (Emergency Support Unit) cyborgs make do with these off-the-shelf bionic limbs, but
Since the advent of wide-spread cyborgization, EMTS and most other cyborgs replace their limb as soon as possible.
emergency room crews have had to adapt to the unique
medical needs of full and partial reconstruction cyborgs. Exo-Womb
The Cybersystem ESU is a flattened disk slightly thicker Exo-Wombs are artificial gestation chambers- cutting edge
than a CD case. The disk’s underside conceals a variety of bio-technology modeled on the mammalian uterus. A
self-guiding probes and micro-surgical robots hidden gestating fetus can be surgically removed from its mother
behind retractable ports. (Heal DC 20) and installed into the Exo-Womb, which
provides support and nutrition for the fetus as it develops.
Placed on an injured cyborg’s chest or abdomen, the device Pregnancies brought to term in an exo-womb proceed at
adheres magnetically and begins working. The the same rate as they would for a conventional pregnancy
Cybersystem ESU can be thought of as a pacemaker for of the mother’s species, though gestation length can be
cyborgs. Once placed, the device will allow one internal shortened by manipulation of the Exo-Womb’s life
cybernetic implant that is destroyed or damaged to systems.
function normally for 1d4+1 hours- hopefully enough time

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Conversely, a gestating fetus can be held suspended in
stasis, for weeks, months or even years by the Exo-Womb. Medic Droid
Depending on the political and religious beliefs of the Though most common among the police, military and
manufacturer, an Exo-Womb may or may not be able to emergency services, several civilian factions maintain their
terminate a gestating pregnancy. own fleets of Medic Droids. For instance, hazardous
workplaces such as mines, factories and foundries might
An Exo-Womb can be reconfigured to carry another maintain Medic Droids for use in an emergency, while
pregnancy after one comes to term, requiring several days large public facilities like universities, shopping malls and
between pregnancies for cleaning and repair cycling. schools keep a handful of Medic Droids at the ready in
case a customer or student collapses. Medic Droid
Exo-Womb, Advanced technology is cheap enough that even private citizens
In many cultures, Exo-Womb technology is still emergent, might own one of these insect-like expert-grade AI.
but in others, as many pregnancies come to term in an
artificial womb as complete naturally, if not more so. The You are the designated owner of a Medic Droid, described
wealthiest, and those with access to the best bio-tech might fully in the creature section at the end of this sourcebook.
bring their children to term in ultra-specialized Exo-
Wombs that use tailored hormonal and nutrient levels to Medkit (Advanced)
breed intellectually or physically gifted offspring. This advanced medkit functions as a combined first aid kit,
medical kit, and surgical kit. It also grants its user a +2
A pregnancy brought to term in an Advanced Exo-Womb equipment bonus on Heal checks.
produces a superior child. Increase the racial bonus
provided by racial ability score modifiers from +2 to +3; in Medkit (Fast-Use)
humans, this equates to a +3 racial bonus on one ability This kit functions both as a medical kit and a first aid kit.
score of choice. In addition, self guided equipment modules and sensors
guided by a low-grade nurse-AI prepare exactly the tools
Fast-sleep Tube and treatments needed to effectively treat a wounded
The Fast-sleep tube is a coffin-like bed fitted with creature.
electrical discharge stimulators that trigger deep a REM
sleep state in anyone resting within. Self guiding syringes A medic equipped with the fast-use medkit can use the
and injectors snake into the sleeping patient’s veins, Heal skill as a move action, but the kit cannot be used as a
delivering nutrients and specialty proteins designed to surgery kit. If the user has no ranks in Heal, the onboard AI
promote rapid tissue regeneration. is good enough that he or she is considered to have 1 rank
in the skill as long as this kit is utilized.
Any Medium creature placed within the Fast-sleep Tube
recovers Hit Points, ability score damage and removes Medkit (Lifechain Specific)
fatigue as if undergoing 8 hours of bed rest. The Fast-Sleep This kit includes gene-specific medicines and surgical
process requires approximately 10-15 minutes to complete. equipment designed to pierce and suture invulnerable or
Creatures do not recover spells/spell slots, power points or instantly regenerating alien flesh. Lifechain specific
daily use powers and abilities when Fast-sleeping. A medkits are standard gear aboard most starships and
creature can benefit from Fast-sleeping only once within stations serving Lifechained populations.
any given 48 hour period.
This acts as a standard medical kit when used on creatures
Insta Healer with the Lifechained subtype, and provides a bonus on
This handheld device is a blunt tipped wand that looks like Treat Injury checks equal to the patients’ Lifecount. This
an electric shaver that found its way into the special medical kit cannot be used to treat non-Lifechained
effect’s department more than anything. When activated, creatures.
one end of the Insta Healer pulses with amber light. Merely
by passing this device over a wound, the Insta Healer Note: Lifechained creatures are described fully in Guide to
promotes nearly instant tissue regeneration. the Known Galaxy (Otherverse Games, 2008) and will be
fully revised for the Pathfinder Roleplaying Game in 2015
As a standard action, the Insta Healer can either stabilize a or 2016.
dying character or restore up to 5 Hit Points lost within the
previous minute. An Insta Healer can be used up to 10
times before needing to be recharged.

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Mod Reader created for. This character suffers a -2 penalty on FORT
This handheld device can read a subject’s genome from a Saves made to resist a gene specific drug or poison. Other
small sample of biological material (blood, saliva, semen, characters receive a +4 bonus on FORT Saves made to
hair, ect) and catalogue all genemods that patient has resist a gene-specific drug or poison.
received. The mod reader can read genetically encoded
data about the genemods. This device lists all the patient’s This kit also functions as an ordinary pharmacist’s kit.
genemods, the date they were installed, the hospital and
attending physician who implanted the genemod. Sterilizing Badge
Sterilizing badges are indispensable in futuristic surgical
Most hospitals and clinics keep several of these devices on floors and micro-electronic assembly laboratories, but have
hand, as do forensic teams and investigators. also become an asset to spies and criminals of all sorts.
This high-tech device is small enough to fit in a child’s
Note: Genemods are described fully in Sexually palm, and is often worn on a lanyard around the neck.
Transmitted Future (Otherverse Games, 2011). When the device is activated, the wearer’s body is
sheathed in a faintly glowing amber energy field.
Neurofeedback Regenerator
This cutting edge piece is both pricey and new enough that While the energy field is active, it vaporizes forensic traces
not even every well equipped hospital in the galaxy has and contaminants left by the body, such as skin cells, hair
access to one. The sleek, black neurofeedback regenerator follicles, saliva, ect. If the wearer intentionally leaves
fits over a patient’s spine, adhering to the flesh bio- traces behind, such as by spitting through the field, or
electrically. When placed, the device resembles some huge, intentionally dropping blood or hair samples, the device
matte black plastic leech; small blue lights indicate the has no effect.
device is online and functioning.
Once activated, the sterilizing badge can maintain the field
The Neurofeedback Regenerator must be worn for at least for up to 2 hours before needing to be recharged. While the
24 hours before it begins functioning. While the device is badge is active, the aura provides dim illumination in a 5 ft
worn, the patient recovers an additional number of hit radius.
points equal to her INT score.
However, as the patient’s
Drug or Effect Craft (chemical/pharmaceutical) to Cost
mental energy is directed Medicine create and any other requirements
towards recovery, while the Anti-Rad Gives limited resistance to radiation DC 20 45 gp
device is worn, the patient Dose
does not receive her INT Atavist A Grants feral offensive or sensory DC 22 850 gp
bonus on INT-based skills. or B powers for 1d8 hours
Blink Provides subconscious warning DC 25; requires at least 1 rank in 500 gp
Pharmacist’s Kit (Gene Sense against teleporters Knowledge (the planes) or
Knowledge (physical sciences)
Specific)
Cure Gel Restore up to 10 hp lost within DC 15 50 gp
This upgraded pharmacist’s previous 3 minutes
kit includes a micro-gene Cyber Oil Remove negative levels caused by DC 20; requires at least 2 ranks in 80 gp
sequencer and high quality over-implatation of cybernetics Craft (cybernetics)
chemical mixing units. By Hyper-Ox User temporarily gains the No Breath DC 22 75 gp
providing a genetic profile of Injector racial quality
the patient to be treated, Intelligence User gains +4 enhancement bonus to DC 28 500 gp
either electronically or by Maximizer INT (to maximum of INT 18)
Med-Spray Restores lost Hit Points, the amount DC 10 Type 1, DC 15 Type II, DC Type I
placing a DNA sample into a
of which depends on type 20 Type III 10 gp,
built-in scanning device, the Type II
kit can produce drugs, 35 gp,
chemicals or poisons Type III
specifically tailored to that 125 gp
creature. Pan- User is immune to disease and poison DC 30 1,800 gp
Immunity for 24 hours
Dose
The variable, numerical
Restorative Recover 1d3 points of recent ability DC 25 600 gp
effects of any gene-specific score damage or drain
drug or chemical are Suture Rapidly and easily stabilize a creature DC 10 25 gp
maximized when used to treat Foam or stop bleeding
the specific patient it was
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Drugs and Medicines Armor Class against attacks made by any character who
The following advanced drugs and medicines function teleports at any time during the encounter.
much like potions, though they might take the form of
injections, hypo-sprays, self adhering drug patches or pills Side Effect
rather than liquid filled vials. All these items are single use Experiencing time from this perspective is mentally
consumables. Unless otherwise noted the price given is for draining, and the user suffers 1d3 points of temporary INT
a single dosage. damage immediately upon taking the drug.

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.

If the user takes a dose of Atavist A, for 1d8 hours, she


gains a secondary bite attack and two primary claw attacks Hyper-Ox Injector
as appropriate for a creature of her size. This self injecting syringe is about the size of an AA
battery. When injected into a patient’s jugular vein, the
If the user takes a dose of Atavist B, for 1d8 hours, she viscous, pale pink chemical hyperoxygenates their blood.
gains the Scent racial quality and gains Darkvision 60 ft. If
she already possesses Darkvision, its range extends by 60 The user gains the No Breath racial quality for the drug’s
ft. duration, which is 30 minutes plus five additional minutes
per point of the user’s CON modifier. The user is sickened
Blink Sense on the round after the injection and for 1d4 minutes after
A fast acting azure injection allows the user to experience the drug wears off.
the the subquantum world. This war-drug is a favorite of
soldiers and bodyguards across the world, allowing them to Intelligence Maximizer
react to teleporters with blinding speed. This green and white drug patch is instantly recognizable
by the stylized brain design on the wrapper, and is a
For 1d4 hours after a dose, may make an attack of common sight in tech labs and think tanks across the
opportunity any time a character teleports either into or out galaxy.
of any adjacent square. The character’s strange insight into
space time provides them with a +2 deflection bonus to

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Intelligence Maximizer increases the user’s INT score by Suture Foam
+4, to a maximum of 18 for three hours. This effect Carried by most soldiers and medics, and even civilians
functions identically to fox’s cunning. working in hazardous fields, this pen-sized tube can be
clipped to a belt or keychain. When sprayed onto a wound
Side Effect or a directly into a deeper wound track, this bio-degradable
The user is considered fatigued after the drug wears off. adhesive quickly contracts and hardens, pulling the wound
together in a perfect, instant suture. The foamy substance
Med-Spray is also loaded with anti-infection drugs, which are slowly
Med-Spray is a common item in both civilian and military absorbed into the wound through the skin.
EMT kit bags. This tiny spritzer vial contains a complex
set of genetically engineered molecules in a glucose and You can apply Suture Foam to yourself or an adjacent ally
protein matrix. Sprayed on a wound, Med-Spray promotes with a swift action. A single application of Suture Foam
virtually instantaneous tissue regeneration, with minimal automatically stabilizes a dying character or prevents
scarring. Med-Spray is grouped by type: Type I Med-Spray additional damage from Bleeding wounds.
is common civilian technology. It doesn’t do much for
deep or traumatic wounds, but is ideal for first aid or
treating ordinary workplace cuts and scrapes. Household Technology
The following gadgets are common household technology
Using any Med-Spray is a standard action. Type I Med- in the future. These devices are as common as microwave
Spray restores 1d2 HP. Type II Med-Spray restores 1d8 HP, ovens and refrigerators are today.
while the military grade Type III restores 1d8+4 HP.
Auto Tailor
Med-Spray Vs. Cure Light Wounds This advanced AI-guided loom is equipped with a
Med-Spray (and to a lesser extent, Cure-Gel) are slightly dedicated fashionista dumb-AI. Using replaceable
inferior versions of Cure Light Wounds. They heal less HP, cartridges containing several miles of cotton, rayon,
but are much easier and cheaper to mass produce. Anybody polyester and spider silk thread (among others) and
with a good working knowledge of chemistry can produce multiple dye packs, the Auto Tailor virtually any form of
Med-Spray, no spellcasting talent required. The drug civilian clothes the user desires in just a few minutes.
makes a good sci-fi alternative to healing potions, and Clothing produced by the auto tailor is designed to be
should be readily available to most high-tech adventurers. single use, and typically wears out in a few days of hard
wear. Old outfits and other unwanted cloth and paper can
Pan-immunity Dose be tossed into the top of the device and used to supplement
Issued to first responders heading into toxic environments its onboard fabric packs.
or a bio-war situation, this short-duration nanoload
temporarily renders the user immune to virtually all drugs The Auto Tailor about the size of a small, slender
and toxins. bookshelf, roughly 4 ft tall and about a foot deep. It can
easily be stored in a closet. The Auto Tailor’s onboard AI
For 24 hours after ingesting the Pan-immunity Dose, the has a +10 modifier on Craft (sew) and Craft (visual arts)
user is immune to non-magical disease and poison. checks to design clothing. It can assemble a set of ordinary
clothing or a cold weather outfit within 3 minutes.
Side Effect Individual fabric packs each last about 3-4 months, are
The user is considered exhausted for 8 hours after the drug roughly the size of a paperback novel, and cost around 15-
wears off. 20 gp

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.

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Device Description Hardness Hit Weight Cost
Points modification among
future criminals. Doing so
Auto Tailor Assemble single use 4 20 75 lbs 1,100 gp
ordinary clothing or Cold requires a DC 25 Heal
Weather Gear check and at least 8 hours
Bio-Cauldron Recycles biological detritus 4 20 75 lbs 5,000 gp of work.
into useful liquids
Holo-Bowl Home entertainment 2 5 5-10 lbs 500 gp Holo-Bowl
hologram projector The Holo-Bowl has
Machine Aided Reduces effective item 10 50 Approximately 15,000 gp replaced the television set
Workshop I construction cost by 1,000 1 ton
gp
as the future’s most
MA Workshop II Reduces effective item 30,000 gp common home
construction cost by 2,500 entertainment device. The
gp Holo-Bowl itself is a
MA Workshop III Reduces effective item 60,000 gp black plastic, slightly
construction cost by 5,000 concave plate, with a
gp variety of projector lights
MA Workshop Assists in creation of magic Adds
and LEDs visible around
(occult) devices, add to any other +20,000 gp
grade of MA Workshop to cost of its circumference. It
MA projects high resolution,
workshop color holograms and
MA Worktable Reduces effective item 2 10 Aproximately 2,000 gp stereo quality sound.
construction cost of small 100 lbs These holograms are very
items under 25 lbs by 100 high quality, but
gp
obviously not realistic;
Mod Pod Modular, self assembling 10 200 Around 1 ton 1,250 gp
housing unit they are scaled similarly
Pocket Reactor High yield civilian grade 10 100 300 lbs 1 million to big screen television
fusion reactor gp images. The most
RNA Insciptor Injectable memory system - 5 25 lbs 24,000 gp expensive, highest end
teaches skills Holo-Bowls can project
Shaper Tarp Tarp can harden into simple 1 5 5 lbs 200 gp scenes over an entire wall.
shapes that can hold up to
500 lbs
Machine Aided
Workshop
Advanced nano-
When purchased, a Bio-Cauldron is ‘programmed’ fabrication units, expert-system industrial robots with
genetically to produce any of several useful liquids. Put in dexterous manipulator limbs and integral tools and other
trash matter, and in a few hours, out comes useful production facilities are designed to vastly increase the
substances like gasoline or synthetic gasohol, milk, water, productivity of a skilled craftsperson. Machine Aided
fruit juice, or several licensed brands of soda. Workshops are effectively small factories with full
manufacturing capabilities, that can be installed into a
Specialty Bio-Cauldrons can produce anything from fine home, garage or even a small apartment to turn a
liquor to prescription drugs and semi-legal narcotics. residential space into an industrial one. It requires a day to
Overriding the biological locks preventing the Bio- disassemble and pack a Machine Aided Workshop for
Cauldron from producing booze or drugs requires a DC 22 storage, and 1d6 days to reinstall it at a new site, which
Heal check, and at least 6 hours of work. Bars and must be at least 250-400 sq foot to accommodate the
restaurants with a current liquor license, as well as medical devices and working spaces.
clinics can legally purchase the genetic license necessary
to produce controlled substances. Each Machine Aided Workshop assists with a group of
several closely related Craft skills, chosen when the
A commercial Bio-Cauldron keeps a genetic record of all workshop is purchased. For example, a particular
organic matter it is tasked to digest on file, to aid the police workshop might have micronized waldos designed to assist
if the Bio-Cauldron is ever used to dispose of a body. with Craft (electronic), Craft (cybernetic) and Craft
Overriding the ‘gene-list’ protocol is a common (jeweler) checks. Another might have metal working

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25 lbs. It also
provides much less
assistance than a
full MA Workshop,
making it ideal for
home jewelers,
bespoke craftsmen,
amateur weapon
smiths and even
hackers who like
working on
cyberdecks they
assembled
themselves.

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.

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The pods are also popular as cheap housing, and Each RNA Inscriptor teaches a specific skill, chosen when
‘mansions’ built from 3-4 linked mod pods are omnipresent the device is purchased. Separate machines must be used to
in the most impoverished ghettos. Many ghetto mod pods teach different skills. A student can safely receive a
have their outer surfaces coated with spray-on LCD paint, number of RNA Inscriptions equal to her CON modifier
displaying a constant loop of advertisements from the per year; Inscriptions in excess of this limit simply fail,
companies that donated the shelter as a tax write off. The and the student is sickened for 2d6 days.
rooftop surface is covered in high-efficiency matte black
solar cells; the mod pod can also easily be hooked into a Shaper Tarp
local power grid or to a generator. This olive drab, waterproof plastic tarp is a large sheet
with a small, fabric-foldable computer control on one edge.
Pocket Reactor When a mild electric charge is passed through the fabric, it
Miniature cold fusion reactors roughly the size of a large instantly hardens either into a fully rigid form or a clay-
water heater provide more than enough power to run entire like mode that can easily be shaped.
city blocks. Commercial electricity providers are an
anachronism: corporations sell surplus energy from the As a move equivalent action, the user can change between
fusion reactors in their basements to neighboring homes modes. In clay-mode, the Shaper Tarp can easily be
and businesses. molded into simple shapes, such as a ladder, ramp, shelf or
similar. In rigid mode, the Shaper Tarp can hold up to 500
Pocket reactors (often referred to as poke-reactors, from lbs. The Shaper Tarp is 100 ft square. The Shaper Tarp can
the Japanese loan word for pocket) are designed to be maintain either mode indefinitely.
virtually idiot proof. In the event of a catastrophic system
failure, the pocket reactor shuts down. Even if hit by Mobility Solutions
military grade artillery, the devices cannot explode. Fusion The following gadgets let operators fly, climb and slip
reactors were not legal for commercial use until their between atoms as necessary, in the course of their
manufacturers could solve the problem of radioactive adventures.
waste products. A pocket reactor produces a slab of waste
metal every few months of service: the fusion process is EVA Pack
designed to only create waste with a short half life. The EVA (extra-vehicular activity) Pack is a modular life
Radioactivity is reduced to trace levels within a few support and maneuvering system that can plug into a space
minutes, and the minimal waste products of a fusion suit. This bulky backpack is prohibitively bulky in gravity
reactor can be disposed in a city trashcan. A pocket reactor conditions but ideal for prolonged operations in zero-g.
can continue to produce power for centuries of
uninterrupted use, with regular maintenance. If plugged into any armor with the Space Suit property, the
EVA extends the suit’s life support capabilities to 48 hours,
RNA Inscriptor including a water supply and nutrient paste dispenser the
The RNA Inscriptor is a revolutionary teaching device, that pilot can drink from via a helmet straw, as well as waste
uses genetically tailored RNA-based viruses to rapidly recycling and comfort systems. The EVA Pack’s
teach novices the rudiments of very complex skills. After maneuvering thrusters provide the wearer with a Flight
an injection of the retrovirus, the student’s RNA is subtly speed of 30 ft (perfect maneuverability) in zero gravity
altered, and over the next few days, they find themselves conditions.
recalling things they never conventionally learned, and
experiencing muscle memories of tasks their muscles have Flitter
never consciously performed. Flitters are a popular personal transport device, sold by
multiple companies headquartered on multiple worlds. At
A character can receive RNA Inscription, which requires a its most basic, a Flitter is a metallic, roughly leaf shaped
DC 15 Heal check to perform. The initial phase of the disk about the size of a warrior’s shield. Some are
RNA Inscription is a simple intravenous drip, that requires intricately and colorfully (often obscenely) decorated. A
about half an hour to complete. After the injection is Flitter can collapse into a wallet sized disk designed to be
complete, the student gains one rank in a skill per week, clipped to a web belt or backpack.
for four weeks, at which time they have four ranks in a
particular skill. RNA Inscription can only be used to teach The Flitter is treated as a small, personal vehicle. It usually
a skill that the student has no existing ranks in. flies a few inches above the ground, but it may attain a
maximum altitude of roughly 100 ft above ground level.
The Flitter can hover and no check is required to do so. A

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Device Description Hard Hit Points Weight Cost
Flitter has limited load bearing ness
capability: it can only fly with a EVA Pack Extend a space suit’s life 5 25 60 lbs 300 gp
rider who is carrying a medium support and grant flight
load or less. capability in zero-g
Flitter Small hover board 5 15 5-7 lbs 450 gp
Gravitic Gravity based flight pack 5 25 12 lbs 16,500 gp
Flitter Flight Wings
Small Land Vehicle Grav Skates Anti-grav shoes briefly ignore - 5 2 lbs 350 gp
Cost 450 gp gravity’s pull
Squares 1 (5 ft x 5 ft, less than 5 Mag Boots Magnetic boots for EVA work 5 20 15 lbs 250 gp
inches tall) Omni Terrain Special boots allow easy - 5 8 lbs 4,500 gp
AC 11 (+1 size) Hardness 5 HP Boots movement over difficult
terrain and even walking on
15 water
Base Save +0 Stepping Flawless, point to point 20 250 1-2 tons 5 million
Booth teleportation gp
Offense Stepping Booth Access (on a standard, developed world) 120-150
Maximum Speed 60 ft Non- gp
Combat Speed 10-15 mph
Acceleration up to twice the
driver’s base land speed Gravitic Flight Wings; this is a technological, rather than a
Propulsion anti-gravity field magical effect.
Driving Check Acrobatics
Driving Space immediately atop the Hover Board Gravitic Flight Wings can operate continuously for up to 8
Forward Facing the slightly narrower end of the Hover hours before needing to be recharged from a high-density
Board, fore of the anti-grav engines power supply. It requires 6-8 hours to recharge a depleted
Decks 1 wing set. Gravitic Flight Wings produce bright
illumination in a 5 ft radius and dim illumination to 10 ft
Grav Skates while in flight.
Worn as bulky sneaker-like shoes with flattened anti-
gravity emitter disks on the soles, Grav Skates use the Mag Boots
same principles behind Flitters in a slightly different These bulky, heavily padded steel toed work boots are
direction. By warping gravity, these devices allow the designed to be worn with a vac-sealed space suit, and
wearer to ignore gravity for a few vital seconds at a time. include a heavy, magnetized tread.

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

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DC 25 Computer Use
check. After that, the ship’s
Booth can both send and
receive passengers. While
a Stepping Booth is active,
permission is required to
transmit to it. The
receiving Booth can deny
permission on a
transmission by
transmission basis, in
which case the passenger
does not teleport. Public
Booths usually accept all
transmissions by default. It
is possible to hack a
receiving Booth to accept
unauthorized passengers if
the booth is currently
powered up.

A Stepping Booth can


accommodate a creature or
object of up to Size Huge.
Teleportation from one
Stepping Booth to another
is instantaneous and
functionally identical to
teleport without error. It
requires a round to cycle a
particular booth between
can be extended to accommodate nearby moons, visiting uses. The Stepping Booth
starships and space stations in close orbit around the has a maximum range of roughly 15,000 miles: enough to
planet. Stepping Booths are personal transit- due to both jaunt from the Earth to the Moon, at least during part of
security and safety consideration they are not designed for the year.
mass transit and cannot accommodate large volumes of
cargo. Even on worlds where a Stepping Booth network is Multiple creatures can enter the Stepping Booth
in place, large numbers of passengers and heavy loads are simultaneously. A Stepping Booth can accommodate two
still shuttled via conventional air and space craft. Large, four Medium or proportionally more smaller
creatures simultaneously. However, the teleportation
Most worlds with a Stepping Booth network have several requires one minute per additional passenger, and all
Booth terminals (containing anywhere from dozens to passengers are considered shaken on arrival for 1d6
thousands of individual Booths) spread throughout major rounds. It requires about 5 minutes to cycle a particular
cities, either replacing conventional air and space ports or booth after receiving multiple passengers.
supplementing them. Only the wealthiest and most
advanced societies, those with ready access to cheap or The Stepping Booth can accommodate a single passenger
free energy, can even conceive of an omnipresent Steeping and cargo of up to size Large (such as a human and a Large
Booth network, with Booths on every block or in every shipping container or several Medium boxes) without
home. Less advanced worlds might only have a single additional difficulty.
Stepping Booth terminal (for planetary rulers or VIPs to
use in emergencies) or none at all.

A starship that is equipped with a Stepping Booth can link


to the planetary Stepping Booth network with a successful

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These new creatures represent an assortment of high tech Special Abilities
threats and hazards, ready made opponents for any Consciousness Upload (SU)
campaign involving the ultra-technology in this As long as the Assembler can receive a wifi (or similar)
sourcebook. signal, it may abandon its current chassis as a move
equivalent action. The Assembler’s chassis breaks apart
Assembler (CR 12) and its consciousness departs. The Assembler can travel
Medium LE Construct electronically to any place capable of receiving the same
XP 19,200 signal, limited only by the speed of light.
Init +9 Senses Darkvision 120 ft, perceive unencrypted
wifi/radio/television signals, Perception +17 The Assembler can reform a new chassis for itself at its
Languages Common or Galactic Common, Proximite, Star destination. In its initial appearance, the Assembler grows
Droid, several other machine languages out of the receiving system appearing adjacent to the
receiver. When it first appears, the Assembler has 1 HP; if
Defense unharmed, it gains 1 HP per round until it reaches its
AC 20 Touch 16 Flatfooted 14 (+5 DEX, +1 dodge, +4 normal maximum Hit Point total. If harmed before its body
armor)
HP 16d10 + 20 hp (108 HP)
FORT +5 REF +10 WILL +6
Defensive Abilities ECCM Field (enemies
suffer a -4 penalty on ranged attacks with high-
tech weapons, energy weapons cannot inflict
critical hits against the Assembler)
Immune Construct immunities

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)

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is completely assembled, its Hit Points cease regenerating, humanoid form for the convenience and manipulative
and it must recover HP normally from that point on. capabilities it offers. Assemblers defend themselves with a
particle beam cannon assembled from scavenged
If an Assembler is reduced to 0 HP before it can upload its technology, that replaces their left hand and forearm.
consciousness, it is truly destroyed.
Assemblers are intelligent, cowardly and self interested.
Datavore (EX) They have little interest in direct confrontation with
The Assembler can merge its bio-mechanical tendrils with hominids, sticking to the shadows and access tunnels of
any computer system. By doing so, it may accomplish any large cities and orbital stations. If confronted, it will flee
Computer Use task as a full round action, regardless of the before it will fight, but it will commit murder if necessary
time the task would normally require. The Assembler to remain undisturbed. Its only interest in humanoids is
receives a +10 racial bonus on Computer Use checks. their data; Assemblers are voracious spies and datavores,
pillaging any unsecured system it comes across. It will
ECCM Field (EX) trade data and engage in espionage if necessary to obtain
The Assembler is protected by high grade jamming and valuable circuit components or win fast data-burst
electronic countermeasures fields. Any creature who makes transmission to a more technologically advanced world.
a ranged attack against the Assembler with any weapon
more complex than a revolver suffers a -4 penalty on the Bio-Machine Ooze (CR 11)
ranged attack roll. Ranged energy weapons cannot inflict Huge CN Ooze
critical hits against the Assembler due to its protective XP 12,800
ECCM Field. Init -2 Senses Perception +2, Blindsight 90 ft, Machine
Sense 100 ft
Parasite Machine (SU) Aura Jamming Field 500 ft
Even if an Assembler is destroyed, there is a 30% chance
that if it was destroyed by a melee attack made by a Defense
creature carrying any machine or electronic device more AC 4 Touch 4 Flatfooted 4 (-2 size, -2 DEX)
complex than a revolver or flashlight, that the Assembler HP 15d8 + 150 hp (218 HP)
can hide a portion of its consciousness in one of the FORT +15 REF +3 WILL +7
machines on the attacker’s body. The Assembler chooses Immune Ballistic, Electrical, ooze immunities
the most complex and expensive non-magical piece of gear Resist Acid 15, Cold 15
on the attacker’s body as its host. Doing so inflicts the
broken condition on the target machine, which does not Offense
receive a saving throw. Spd 45 ft
Melee +18/+13/+8 slam (3d6 + 9 bludgeoning plus grab or
Within 1d6 days of inhabiting the machine, the Assembler pull)
will emerge from it, and begin regrowing its body as Ranged +5/-1 gun tentacles (2d6 ballistic, 50 ft range
described in its Consciousness Fax power. increment, full auto, unlimited payload)
Special Attacks Engulf (DC, 2d6 acid plus Machine
Living machines, such as Cyborgs, Star Droids and other Absorption), Pull (slam, 10 ft)
bio-mechanical creatures are immune to this effect, but not
their gear. Statistics
Str 28 Dex 6 Con 30 Int - Wis 15 Cha 1
Nature Base Atk +11 CMB +22 CMD 30 (cannot be tripped)
Assemblers are a data-based lifeform that broadcasts
themselves omni-directionally through space. Individual Ecology
Assemblers parasitize any technologically advanced ship, Environment any urban (especially Chiba, Japan)
world or station that receives their signal. They grow out Organization solitary or trio
of tangles of phone lines, deep space telemetry dishes and Treasure standard (scavenged high-end electronics only)
foptic cables, rapidly forming humanoid bodies from
ambient matter. Special Abilities
Jamming Field (EX)
Each time an Assembler manifests it is slightly different, Random radio noise and discordant cell signals impede
constructed from whatever technology is available to high-tech comms near the Bio-Machine Ooze. Cell phones,
sustain itself, but Assemblers always maintain a mostly

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radio and wifi communication is impossible within 500 ft stew, and will fire on any thing flying over them, though
of a Bio-Machine Ooze. their accuracy is questionable.

Machine Absorption (EX) Black Operator (CR 4)


The Bio-Machine Ooze digests high tech devices that it Medium LE or LN Human Warrior 6
engulfs. On the first round of being engulfed, the machine XP 1,200
gains the broken condition; on the second it is destroyed. Init +2 Senses lowlight vision (goggles), Perception +8
Languages English, Spanish, one other of choice
Small or smaller machines (an iPod, laptop computer or
laser pistol) heal the Bio-Machine Ooze for 5 HP. Medium Defense
machines (a moped, desktop computer, dishwasher) heal AC 19 Touch 10 Flatfooted 19 (+9 equipment)
the Bio-Machine Ooze for 10 HP. Large or larger machines HP 6d10 +12 hp (45 HP)
(automobiles, subway trains, television antenna) heal the FORT +7 REF +4 WILL +3 (+8 vs Psionics)
Bio-Machine Ooze for 20 HP and break any harmful Immune inhalation poisons, disease, radiation (in armor
transmutation effect currently afflicting the Bio-Machine only)
Ooze.
Offense
Members of mechanical species, such as POETICA, Star Spd 20 ft (30 ft unarmored)
Droids, Full Conversion Cyborgs or other machine races Melee +7/+2 dagger (1d6+1 slashing, 19-20/x2)
instead suffer 1d6 points of temporary CON (or INT for Ranged +8/+3 military plasma rifle (2d12 fire, 19-20/x2,
robots without CON scores) per round of being engulfed. 30 ft range increment, semi auto, 12 cell)
Each point of CON drained heals the Bio-Machine Ooze
for 5 HP. Statistics
Str 12 Dex 15 Con 14 Int 12 Wis 12 Cha 10
In either case, excess HP are gained as Temporary HP, Base Atk +6 CMB +7 CMD 19
which last for 1 hour. Feats Armor Proficiency (light, medium, heavy), Personal
Firearms Proficiency, Simple Weapons Proficiency,
Machine Sense (EX) Advanced Firearms Proficiency, Double Tap, Weapon
The Bio-Machine Ooze can sense the presence of and can Finesse (knife)
automatically pinpoint any electrically powered device at Skills Knowledge (tactics) +2, Stealth +9, Perception +8
least as complicated as a flash light. It can automatically Gear military plasma rifle and 3x spare cells, forced entry
pinpoint invisible opponents who are cyborgs, POETICA, armor, dagger, nightvision goggles and Mindshield combat
other robots, or carrying high tech gear. crown +5 (in helmet), gene scanner

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

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Air Operations Module
Increase CR by +1
The Black Operator is equipped with a heavy duty
thruster system housed in a bulky back unit.
Retractable wings made of black chrome gives the
Black Operator excellent in-air maneuverability, and
a mini-missile pod on his shoulder gives him dog-
fighting punch.
Black Operator Gains
• Flight Speed 90 ft (average), Fly +7
• New Ranged Attack: +8/+3 mini-missile (2d12
fire, 20/x3, 250ft range increment, single shot, 6
mini-missiles in launcher)

Flame Thrower Module


Increase CR by +1
This Black Operator is equipped with a massive
napalm flamethrower slung under the barrel of his
particle beam. Heavily reinforced, highly stable fuel
tanks mounted on the Black Operator’s back and
shoulders provide the burn. The metallic hose
connecting weapon to tanks is the Flame Thrower
Operator’s most vulnerable point. If destroyed with a
successful Sunder action, the Flame Thrower
Operator’s new ranged attack mode is lost. The hose
has Hardness 3 and 20 HP.
Black Operator Gains
• New Special Attack: Flame Thrower (60 ft x 5 ft
line or 20 ft cone, 6d6 fire, REF DC 18 half, usable
every other round)

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.

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SAW Gunner Module
Increase CR by +1
SAW Gunners are equipped with a massive belt
fed ultra-heavy machinegun. Integral
stabilization and targeting software within their
armor provides increased and lethal accuracy.
Black Operator Gains
• New Ranged Attack (replaces military
plasma rifle)
• New Special Attack: Squad Assault Weapon
(100 ft x 5 ft line or 60 ft cone, 6d6 ballistic
+1d6 fire, REF DC 15 half, usable once per
round)

Bunraku-66 POETICA (CR 10)


Medium LN Monstrous Humanoid (POETICA)
Fighter 11
XP 9,600
Init +7 Senses Lowlight Vision, perceive
unencrypted radio/television/cellular/wifi
signals, Perception +15
Languages Cantonese, Korean, Japanese

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

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combat androids are dressed in matte black tactical body
armor and urban camo fatigues rather than clubwear, and Statistics
carry advanced submachine guns specifically enchanted by Str 20 Dex 15 Con 18 Int 10 Wis 12 Cha 6
the occult weapons division. They are intelligent enough to Base Atk +5 CMB +10 CMD 22
fight tactically, use cover and suppressive fire effectively, Feats Exotic Firearms Proficiency (tracker gun), Iron Will,
and innovate in the face of the unexpected, but have Point Blank Shot, Power Attack, Toughness, Weapon
virtually no sense of self. Bunraku-66 speak sparingly, and Focus (tracker gun)
usually only about immediate tactical concerns rather than Skills Climb +12, Perception +9, Stealth +11
emotional or abstract concepts. Gear Tracker-Gun and power backpack, 2x gravitic
grenades, 4x stun grenades
Reskinning Cybernetics
The Bunraku-66 POETICA is a good statblock for a well Headware – Onboard Computer, Targeting Optics x2
equipped techno-magical soldier that gamemasters will
come back to again and again. At CR 10, the Bunraku-66 is Ecology
a deadly boss-fight for low/mid-level adventurers, or a Environment anywhere the CO deploys you, soldier
standard grunt for high and epic level campaigns. She can Organization solitary, platoon (5-12) or squad (24-30) or
be reskinned as a cyber-enhanced human soldier and fits in larger military deployments
well as a general purpose operative for every high-tech Treasure standard (including gear)
organization in the campaign.

Additionally, by adding different cybernetic implants she


might be reskinned as a new machine lifeform, born in the
depths of the internet, and assembled by a hacked New
Day Girl Factory production line.

Combat Cyborg (CR 4)


Medium LN* Monstrous Humanoid (heavy cyborg)
Fighter 5
XP 1,200
Init +2 Senses Darkvision 90 ft, lowlight vision, wifi/
cellular/television and radio reception, Perception
+9
Languages Galactic Common or one other
language of choice common in your campaign

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

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Special Abilities single Combat Cyborg is more than a match for an early
Bravery (EX) 21st century tank, packing more firepower in a compact,
The Combat Cyborg receives a +1 bonus on WILL Saves dexterous, humanoid package. In more ‘peaceful’ times,
versus fear. these elite machines secure military ship yards, protect
dignitaries, patrol occupied planets and serve as heavy
Unhealing (EX) squad support gunners.
The Combat Cyborg does not heal damage naturally, and
healing spells and effects only have half the normal effect COP-Bot (CR 6)
when used to benefit him. Large N Construct
XP 2,400
Nature Init +0 Senses Blindsense 30 ft, Darkvision 90 ft,
The Combat Cyborg is one scary-ass machine. About six Perception +13
foot tall, weighing in at about ½ a ton with full kit, this Languages Understands one language chosen by its
matte black full conversion combat soldier is deployed manufacturers, but does not speak aside from simple
around in trouble spots across half of known space. A

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phrases and commands (Do not approach, halt, drop your WILL Save (DC 10 + damage inflicted) or become
weapon, ect). nauseated for 1d4 rounds.

Defense The COP-bot can fire two pain lasers simultaneously, at


AC 19 Touch 9 Flatfooted 19 (-1 size, +10 natural) either the same target or two targets which cannot be more
HP 8d10 + 40 hp (84 HP) than 30 ft apart. Make a single attack roll and apply the
Damage Reduction 10/+1 results to both targets. A simultaneous firing is considered
FORT +2 REF +2 WILL +3 a single attack action.
Immune construct immunities
Vulnerable Electricity Nature
COP-Bots are large, non-humanoid walking tanks used as
Offense checkpoint and prison guards as well as riot-control mecha.
Spd 40 ft They patrol government facilities independently or serve
Melee +13/+8 slam (2d6+6 bludgeoning, 20/x2) as heavy firepower support for organic and cyborg police
Ranged +7/+2 pain lasers (2d6 fire, 20/x2, 50 ft range officers alike.
increment, plus nausea 1d4 rounds, WILL DC 10+damage
negates) or +8/+3 heavy machine guns (2d12 ballistic, 20/ The main body of the COP-Bot is the size of a small
x3, 50 ft range increment) hovercar, and it walks on a nimble pair of chicken-like
Special Qualities Glue Gun Breath Weapon (60 ft line, -10 artificial legs. A brace of weapons protrude from beneath
ft land speed reduction, REF DC 18 negates, usable every its sleek main body. Its primary weapons are less lethal
1d3 rounds) microwave weapons designed to cause painful but
probably non-fatal tissue burns, but the walking tank is
Statistics also equipped with powerful Vulcan chain guns firing
Str 22 Dex 10 Con - Int 8 Wis 14 Cha 1 depleted uranium shells. If the situation demands, the war
Base Atk +8 CMB +15 (+19 bull rush) CMD 25 (29 vs. robot will switch from non-lethal microwave beams to
trip) controlled bursts from its chain guns with mechanical
Feats Greater Bullrush, Improved Bullrush, Power Attack, decisiveness.
Step Up, Weapon Focus (heavy machine guns)
Skills Perception +13 (racial modifiers: +4 Perception) A COP-Bot’s vocal processor is limited. It can only bark
out short, curt commands, though it understands the
Ecology spoken language of its standard deployment area.
Environment any urban
Organization solitary, pair or squad (2-3 COP-Bots plus The Cyber-Beast Template
several Command Combat Cyborgs, human police officers/ The quick and dirty cyber-augmentation of military
military police or similar) working animals is a cost efficient, if brutal way of
Treasure incidental producing front-line combat ‘borgs. Simple implants
slaved to an animal’s central nervous system marries feral
Special Abilities ferocity to cybernetic durability. Cyber-animals are easily
Glue Gun (EX) controlled by direct neural interface- a controller can
A COP-bot’s primary weapon is its adhesive polymer induce extremes of pain or pleasure to condition a
sprayer, which functions as a breath weapon. All targets cybernetic working animal.
within the line have their base land speed reduced by -10 ft
(REF DC 15 negates). The effect is cumulative with itself Cyber-beasts patrol mega-corporate campuses and criminal
and other reductions to base land speed. A creature reduced strongholds.
to 0 ft land speed is immobile and helpless. Once struck, a
target remains slowed for 1 minute, or until the chemicals • Challenge Rating Increase by +1
are washed away with industrial solvent. • Available To This acquired template may be added to
any Animal. At the GM’s option, this template may
Pain Lasers (EX) also be added to Magical Beasts and Dragons with an
The laser sytems built into the COP-bots optics are INT score of 3 or less.
designed to inflict painful but relatively non-fatal burns, • Creature Type The base creature gains the Cyborg
which can easily be treated in a prison infirmary. A subtype.
creature struck by the COP-Bot’s lasers must succeed at a • Speed Increase all the Cyber-Beast’s movement modes
by +30 ft.

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• Ability Scores Increase the Cyber-Beast’s STR score Offense
by +4 and its CON score by +2. Spd 70 ft
• Senses The Cyber-Beast gains Darkvision 60 ft or their Reach 5 ft
existing Darkvision range increases by +30 ft. Cyber- Melee two claws +9 (1d8+7 slashing, 20/x2 plus grab)
Beasts can perceive unencrypted radio, television and plus +9 bite (1d8+7 piercing, 20/x2)
wifi signals. Special Qualities Agonized, Sensory Records, Unhealing
• Attacks The Cyber-Beast’s natural weapon attacks
increase to the next larger die size (from 1d6 to 1d8 for Statistics
example). Str 25 Dex 13 Con 21 Int 2 Wis 12 Cha 6
• Armor Class Increase the Cyber-Beast’s natural armor Base Atk +3 CMB +11 (+15 grapple) CMD 22 (26 vs trip)
bonus to AC by +4. Feats Endurance, Run, Skill Focus (survival)
• Weaknesses The Cyber-Beast gains Cybernetic Skills Perception +6, Survival +5, Swim +16 (racial
Security Risk -2 modifiers: +4 Swim)
• Standard Monster Abilities The Cyber-Beast gains
the Unhealing and Cybernetic Security Weaknesses Ecology
common to creatures of the cyborg subtype. Environment cold forests (or urban areas as a working
animal)
Agonized (EX) Organization solitary or pair or accompanying a master
Cyber-Beasts are in constant pain from their poorly Treasure none (possibly guarding property or valuables)
installed and tuned implants. Increase the difficulty of
Handle Animal checks made against them by +10. Nature
Cyber-Grizzlies form the centerpiece of Cyber-Beast
Cybernetic Durability (EX) assault units, often flanked by several Cyber-Wolves.
Medium or smaller Cyber-Beasts gain +10 bonus Hit Cyber-Grizzlies are transformed into dedicated carnivores
Points. Large and larger Cyber-Beasts receive an additional by their cybernetic conversion, their rage barely controlled
+10 bonus Hit Points per size category beyond Medium. by electro-shock collars and direct pain induction.
These stack with the Hit Points provided by the Cyber-
Beast’s augmented CON score. Cyber-Beast, Wolf (CR 2)
Medium N Animal (cyborg)
Sensory Records (EX) XP 600
Data from the Cyber-Beast’s optical and aural senses is Init+2 Senses Darkvision 60 ft, lowlight vision, scent,
continually recorded and stored within its cybernetic perceive unencrypted radio/television/wifi signals,
memory. The Cyber-Beast’s onboard memory can store up Perception +8
to 24 hours of visual and auditory data. The Cyber-Beast’s
visual and auditory data can be transmitted in real time to a Defense
wirelessly linked computer system or backed up to external AC 18 Touch 12 Flatfooted 16 (+2 DEX, +6 natural)
storage. HP 2d8 +16 hp (25 HP)
FORT +5 REF +5 WILL +2
Cyber-Beast, Grizzly Bear ( CR 5) Weaknesses Cybernetic Security Risk -2
Large N Animal (cyborg)
XP 1,600 Offense
Init +1 Senses Darkvision 60 ft, lowlight vision, scent, Spd 80 ft
perceive unencrypted radio/television/wifi signals, Melee +4 bite (1d8+3 20/x2, plus trip)
Perception +6 Special Qualities Agonized, Sensory Recording,
Unhealing
Defense
AC 20 Touch 10 Flatfooted 19 (-1 size, +1 DEX, +10 Statistics
natural) Str 17 Dex 15 Con 17 Int 2 Wis 12 Cha 6
HP 5d8 +45 hp (68 HP) Base Atk +1 CMB +4 CMD 16 (20 vs trip)
FORT +10 REF +5 WILL +2 Feats Skill Focus (perception)
Weaknesses Cybernetic Security Risk -2 Skills Perception +8, Stealth +6, Survival +1 (+5 track by
scent) (racial modifiers: +4 Survival when tracking by
scent)

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Ecology wings and maneuvering verners. A pair of ultra-light laser
Environment cold and temperate forests (or urban areas as emitters is built into its keen cyber-eyes, allowing the
a working animal) Cyber-Vulture a ranged option. It makes a serviceable
Organization solitary, pair, or pack (3-12) or sniper against lightly armored infantry, or as a terror
accompanying a master weapon against unprepared civilian populations.
Treasure none (possibly guarding property or valuables)
Cyber Ninja (CR 5)
Nature Medium LN Monstrous Humanoid (Light Cyborg)
Cyber-Wolves are deadly hunter/killers with superior Soulknife 4/Rogue 2
tracking abilities. Their teeth and jaw have been replaced XP 1,600
by carbon steel and high resolution crimson camera lenses Init +7 Senses Darkvision 90 ft, lowlight vision, perceive
replace their natural eyes. The pain from their implants and unencrypted radio/television/wifi signals, Perception +8
brutal training has made Cyber-Wolves significantly more (+10 visual based Perception)
aggressive than wild wolves; they have no compunction Languages Japanese, Mandarin
about confronting and killing humanoid prey.
Defense
Cyber-Beast, Vulture (CR 2) AC 17 Touch 14 Flatfooted 13 (+3 DEX, +1 dodge, +3
Small N Animal (cyborg) natural)
XP 600 HP 2d8+4d10+6 hp (42 HP)
Init +1 Senses Darkvision 60 ft, lowlight vision, scent, FORT +2 REF +10 WILL +4
perceive unencrypted radio/television/wifi signals, Defensive Abilities Evasion, Redundant Systems,
Perception +9 Trapfinding
Immune Cyborg Immunities
Defense Weaknesses Cybernetic Security Risk -0, Slow Healing
AC 17 Touch 11 Flatfooted 16 (+1 size, +1 DEX, +5
natural) Offense
HP 1d8 +13 hp (18 HP) Spd 35 ft
FORT +9 (+11 vs disease) REF +3 WILL +1 Melee +10 mind blade (1d6+1 slashing, 19-20/x2) or +8
Weaknesses Cybernetic Security Risk -2 unarmed strike (1d4+1 slashing, 20/x2)
Ranged +10 thrown mind blade (1d6+1 piercing, 19-20/
Offense x2, 20 ft range increment) or +9
Spd 40 ft Fly 80 ft (average) Suppressed Advanced SMG (2d6 ballistic, 20/x2, 50 ft
Melee +3 bite (1d8+3 piercing, 20/x2) range increment, full auto, 20 box)
Ranged two +1 lasers (1d6 fire, 20/x3, 50 ft range Sneak Attack +1d6
increment) Psychic Strike +1d8
Special Qualities Agonized, Sensory Records, Unhealing Special Qualities Enhanced Mind Blade +1, Form Mind
Blade, Throw Mind Blade,
Statistics Power Point Reserve 2
Str 16 Dex 13 Con 16 Int 2 Wis 13 Cha 7
Base Atk +0 CMB +2 CMD 13 Statistics
Feats Great Fortitude Str 11 Dex 17 Con 15 Int 13 Wis 10 Cha 12
Skills Fly +7, Perception +9 (racial modifiers: +8 Base Atk +5 CMB +5 CMD 18
Perception) Feats Dodge, Improved Initiative, Weapon Finesse,
Weapon Focus (mind blade), Wild Talent
Ecology Skills Acrobatics +11, Autohypnosis +8, Bluff +9, Climb
Environment warm plains or hills (or urban as a working +10, Disable Device +9, Escape Artist +11, Perception +8,
animal) Stealth +13
Organization solitary, pair or flock (3-24) or Gear lock release gun, mwk thieves tools, +1 advanced
accompanying master as a working animal SMG, silencer, 6x spare clips, sneaking boots
Treasure none (possibly guarding property or valuables)
Cybernetics
Nature Headware – Onboard Computer, Advanced Cyber-Optics,
Cyber-Vultures are a cheap, black-tech alternative to Attack Barrier x2
drones. The carrion birds adjust well to their cybernetic Bodyware – Cybernetic Power Supply, Invisiware

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Invisiware (EX)
The Cyber Ninja’s invisibility systems
give her total stealth. She can activate or
deactivate her invisiware as a swift
action. When the invisiware is active,
the Cyber Ninja becomes invisible, as
by greater invisibility.

The Cyber Ninja can remain invisible


for up to one minute (10 rounds) out of
each hour. The duration need not be
consecutive, but must be in one round
increments. The cyborg can maintain a
maximum of 240 rounds (24 minutes) of
invisibility per day.

Water disrupts the Cyborg Ninja’s


invisiware. If in a wet environment
(such as a rain storm, along a shoreline,
standing in a large pool or puddle), the
invisiware acts as invisibility rather than
greater invisibility. This implant does
not function if fully submerged.

Redundant Systems (EX)


The Cyber Ninja has a 25% chance to
ignore the additional damage from a
sneak attack or critical hit, as if he had
the light fortification ability.

Slow Healing (EX)


As a mostly cybernetic creature, the
Cyber Ninja recovers from damage at
Weapons – Razor Nails half the rate of a normal unmodified human. Healing spells
and effects have half the usual effect when benefiting a
Ecology Cyber Ninja.
Environment any urban
Organization solitary, pair or clan (5-9) Surprise Attack (EX)
Treasure standard (including gear) During the surprise round, opponents are always
considered to the Cyber Ninja even if they have already
Special Abilities acted.
Combat Slide (EX)
After successfully striking an enemy in melee, the Cyber Nature
Ninja may immediately take a 5 ft step, even if she’s The Cyber Ninja is an industrial spy, saboteur and assassin
already moved in the round but not if she’s already taken a on the bleeding edge of technology. She’s replaced 70% of
5 ft step. In addition when someone misses the Cyber her organics with artificial systems that are stronger, faster,
Ninja with a melee attack, she may spend an immediate quieter and more efficient. A light bending quantum
action to take a 5 ft step. computer in the base of her spine turns her into a ghost,
just another shadow in the neon night.
Dazzling Blade (SU)
As a standard action, the Cyber Ninja may channel psionic
energy into her mind blade, dazzling all creatures within
30 ft. A successful DC 15 FORT Save negates this effect.

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Droid, Astromage (CR 2) Nature
Small LN Construct (Star Droid) Adept Astromage Droids are
4 rare, competent and
XP 600 self confident Star
Init -1 Senses Darkvision 60 ft, Droids with a gift for
lowlight vision, perceive unencrypted magic. Even though
wifi/radio/television signals, they tap into exotic
Perception +3 energies most of their
Languages Binary, Galactic Common, artificial species are
Star Droid completely oblivious
to, Astromage Droids
Defense still retain an
AC 12 Touch 10 Flatfooted 12 (-1 engineer’s
DEX, +1 size, +2 natural) pragmatism.
HP 4d6 + 10 hp (24 HP) Astromage Droids
FORT +1 REF +0 WILL +7 view magic in purely
Immune Construct Immunities scientific terms, as the
manipulation of
Offense strange (yet
Spd 20 ft measurable and
Melee +0 slam (1d3-2 bludgeoning, 20/x2) quantifiable) energies,
Spellcasting (CL 4th Concentration +7) shaped by
Second – Scorching Ray (R-DC 15) consciousness and will.
First – Comprehend Languages, Sleep (W-DC 14)
prepared twice Astromage Droids are fairly nomadic. They want to see the
Zero – Detect Magic, Ghost Sound, Light, Mending galaxy and its wonders, because doing so provides insights
(favorites) that unlocks new spell programs within their core
consciousness. To this end, Astromage Droids will contract
Statistics for service aboard commercial starships, often filling the
Str 6 Dex 9 Con - Int 14 Wis 17 Cha 11 chief engineer or assistant chief engineer billet.
Base Atk +2 CMB -1 CMD 8
Familiar Companion AI (Advanced Tech, Otherverse Droid, Battery (CR 1/4)
Games, 2014) Tiny N Construct
Feats Gearhead, Scribe Scroll XP 100
Skills Computer Use +11, Craft (electronic) +7, Init +0 Senses Darkvision 60 ft, Perception +0
Knowledge (technology) +7, Pilot +1, Repair +11 Languages Binary or other machine code; cannot speak
Gear Droid Tool Kit (integrated equipment), mwk. Aura Broadcast Power (30 ft)
electronic kit
Defense
Ecology AC 13 Touch 12 Flatfooted 13 (+2 size, +1 natural)
Environment any urban HP 1d10 hp (5 HP)
Organization usually solitary, accompanied by familiar FORT +0 REF +0 WILL +0
Treasure standard (including gear) Immune construct immunities
Vulnerable Electricity
Special Abilities
Droid Tool Kit (EX) Offense
The Astromage Droid has a variety of useful gadgets built Spd 20 ft
into itself. It is equipped with the following pieces of Special Qualities Broadcast Power
equipment, which it can use at will.
• Binoculars Statistics
• Flashlight Str 2 Dex 11 Con - Int - Wis 10 Cha 1
• Plasma Welder Base Atk +1 CMB -7 CMD 3
• Specialized Scanner (Electro-Comp)
Ecology

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Environment any urban
Organization usually accompanying their
owner/operator
Treasure none

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.

If the Battery Droid’s owner also owns a Holo-


Companion or Holo-Familiar the Battery Droid
is considered an additional, remote emitter for
the hologram.

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

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• Anti-Rad Drugs (5 doses) Familiar, Companion AI (CR )
• Various other drugs, painkillers, medicines (20-30 Tiny N Construct*
doses of common meds) XP 200
• Roughly 500 ft sterile bandages, splints, band-aids, Init +1 Senses Darkvision 60 ft, lowlight vision, perceive
compresses, ect unencrypted wifi/radio/television signals, Perception +0
Languages Galactic Common or other common language,
Nature Binary or other common machine language
The Medic Droid is a fast, insect-like first responder
designed to rapidly find, triage and treat wounded soldiers. Defense
Its headless torso is a flattened plate marked with red and AC 14 Touch 13 Flatfooted 13 (+2 size, +1 DEX, +1
white medic symbols and pictographic activation natural)
instructions. The Medic Droid is capable of surprisingly HP 1d10 hp (5 HP)
swift, sure motion on its four spidery metal legs, and can Damage Reduction 5/slashing or piercing
deploy small wheels to rapidly zip along smooth terrain. FORT +0 REF +1 WILL +0
Immune Construct Immunities
Medic Droids are programmed to perform first aid and Vulnerable Electricity
surgery on wounded humanoids. It is programmed to
prioritize care based on obvious traits such as visible race, Offense
species, uniform insignia or the like. However, if there are Spd 20 ft
still wounded who do not meet its prioritization Melee +2 slam (1d3-3 bludgeoning, 20/x2)
preferences and it still has supplies, Medic Droids will
doggedly treat even enemy wounded, unless Statistics
countermanded by an authorized user. Medic Droids can Str 5 Dex 12 Con - Int 13 Wis 11 Cha 13
speak and understand one language, and can carry on a Base Atk +1 CMB -6 CMD 5
simple, diagnostic conversation. Usually this language is Feats Skill Focus (Computer Use), Weapon Finesse
Common, Galactic Common, Stonecutter, English or other Skills Computer Use +8, Knowledge (pop culture) +5,
ultra-common lingua franca, though more unusual options Repair +5
may be chosen by the purchaser.
Ecology
High Tech Familiars Environment any urban
The following new familiars are popular choices for Organization usually accompanying a master or in groups
modern techno-mages. of 2-5 Companion AI on their own errands
Treasure incidental
Small Familiars
As Small creatures, Small Familiars threaten the areas Special Abilities
around them, and can be used to flank enemies, though Familiar Traits
both familiars and their masters are loath to use such A spellcaster who chooses a Companion AI as a familiar
tactics, as the usual result is a dying familiar. Small receives a +3 bonus on Knowledge (pop culture) checks.
familiars are harder to conceal and keep out of sight than Companion AI tend to be media junkies, and this rubs off
Tiny familiars. on their owners.

Familiar Special Ability Granted


Rubbery Chassis (EX)
Companion AI M aster gains a +3 bonus on Knowledge (pop culture) checks Companion AI are a mix of hardened
Cy-Dot M aster gains a +3 bonus on Craft (cybernetics) checks metal and plastic parts and rubbery,
Holo-Pet M aster gains a +3 bonus on Computer Use checks shapememory polymer components on
Skitter-M ek M aster gains a +5 bonus on Craft checks made to perform
jury-rigged repairs
their hulls. The result is a very durable
Skunkworks M aster gains a +3 bonus on Pilot checks little commercial-grade robot that can
Dragon take impacts that would shatter a
military-model robot into circuit
components.

Companion AI receive Damage Reduction 5/slashing or


piercing, which reduces the impact of blunt trauma or falls.

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The Companion AI’s small size and strange proportions
mean it cannot wear additional armor.

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.

Companion AI are toy-sized robots that range between


about 14 and 24 inches tall. They only weigh 5-10 lbs, and
can easily be carried (or ride on the shoulder or in a
backpack) of even the most petite human owner. Most
Companion AI have a simplistic, boxy chassis with
rudimentary, stubby little limbs. They are more cute than
sleek.

Companion AI are a diverse breed of micro-robot


sidekicks. Many develop different alignments, usually
based on their owner’s. Like other forms of companion
robot, different models, displaying different skill packages
exist.

Familiar, Cy-dot (CR included in


master’s)
Diminutive Construct (same alignment as master)
XP included in master’s
Feats Skill Focus (Computer Use)
Init +0 Senses Darkvision 60 ft, Perception +4
Skills Computer Use +7, Knowledge (technology) +5,
Languages Binary
Perception +4
Defense
Ecology
AC 14 Touch 14 Flatfooted 14 (+4 size)
Environment any (with master)
HP 1d10 hp (5 HP)
Organization accompanying master
FORT +0 REF +0 WILL +0
Treasure none
Immune construct immunities
Vulnerable Electricity
Special Abilities
Cyberbond (EX)
Offense
The Cy-dot Familiar can be implanted in a willing,
Spd -
helpless or restrained subject, requiring access to a full
Melee -
cybernetic surgical facility and a successful DC 15 Heal
Special Qualities Cyberbond
check. The Cy-dot Familiar interfaces with the host’s
Spell-Like Abilities (CL 1st Concentration +2)
central nervous system, forming the cyberbond. A similar
At Will – Infographic, Tweet (both described in Modern
check is necessary to remove an implanted Cy-dot
Grimorie, Otherverse Games, 2013)
Familiar.
Statistics
The Cy-dot Familiar provides the host with the following
Str - Dex - Con - Int 12 Wis 10 Cha 10
cybernetic implants, which do not inflict Drain (nor do
Base Atk +1 CMB - CMD -

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they count against the host’s maximum number of Special Abilities
implants). Cloud Storage (EX)
· Attack Barrier x1 As a data-based lifeform, the Holo-Pet is very difficult to
· Onboard Computer permanently destroy. Even if the Holo-Pet itself is
· Expert Database destroyed (or its emitter is destroyed), the data comprising
the Holo-Familiar still exists. The Holo-Pet backs up its
The cyberbond taxes the host’s mental resources, and consciousness and memories at least once per week, and
deadens their emotions. possibly more often if commanded by its master.
The host suffers a -2 penalty to their CHA score while the Retrieving and reinstalling a back-up copy of a Holo-Pet
Cy-dot Familiar is attached. requires only Internet/Mesh access and a few hours work.

Nature Only one copy of a Holo-Pet may be in existence at any


Cy-dot familiars are high-tech familiars popular with a given time. Attempting to activate a separate copy of an
certain breed of occult technologist. Though not truly existent Holo-Pet automatically fails, suggesting a
alive, these head-phone like cyber-implants can be chosen quantum component to their rudimentary AI
as familiars by techno-mages. Cy-dot implantation marks a consciousness.
creature as more machine than man. Hosts for these cyber-
systems are emotionally reserved, driven by logic rather Limited Range (EX)
than passion. The Holo-Pet can only range 50 ft from its emitter. If it
ranges farther than this, or if it’s emitter is destroyed, the
Familiar, Holo-Pet (CR 1/2) Holo-Pet winks out of existence instantly, and remains
Small N Construct (incorporeal, smartlight) inactive until its master reactivates it. It will not
XP 200 voluntarily move out of range of its emitter.
Init +1 Senses Darkvision 90 ft, lowlight vision,
unencrypted wifi/radio/television reception, Perception +0 Smartclaws (EX)
The Holo-Pet’s natural weapons inflict Force damage and
Languages one language of its master or programmer’s are considered to have the Smartlight weapon property.
choice
Aura bright light 5 ft radius Roleplaying
Holo-Pets are artificially intelligent holographic
Defense simulations of pet, popular with all strata of society.
AC 12 Touch 12 Flatfooted 11 ( +1 DEX, +1 size) Ordinary civilians might own a beloved, light-based tabby
HP 1d10 + 10 hp (15 HP) cat or Labrador retriever, while adventurers and techno-
FORT +0 REF +1 WILL +0 mages might choose clever, holographic monkeys of
Immune construct immunities, physical damage micro-dragons.
Vulnerable Electricity
Regardless of its form, a Holo-Pet has many advantages
Offense over a flesh and blood pet- it’s effectively immortal,
Spd 30 ft Flight 30 ft (perfect) indestructible except for a few especially nasty computer
Melee +2 incorporeal smartclaws (1d3 force, 20/x2) viruses, and doesn’t need a litter box. Plus, if you ever tire
Special Qualities Cloud Storage, Incorporeal, Limited of your Holo-Pet, you can change its appearance,
Range, Smartclaws personality profile and configuration with a few
commands, without losing any of the work you’ve put into
Statistics training your holographic AI.
Str – Dex 12 Con - Int 4 Wis 10 Cha 10
Base Atk +1 CMB - CMD - Familiar, Skitter-Mek (CR 1/2)
Skills Stealth +4 Small N Construct
XP 200
Ecology Init +2 Senses Darkvision 60 ft, Perception +0
Environment any
Organization always accompanying their owner or Defense
programmer AC 15 Touch 13 Flatfooted 13 (+1 size, +2 DEX, +2
Treasure none natural)
HP 1d10+10 hp (15 HP)

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FORT +0 REF +2 WILL +0 Melee +0 bite (1d4-3 piercing, 20/x2)
Immune Construct Immunities Ranged +2 breath spark (1d6 fire, 20/x2, 15 ft maximum
range)
Offense
Spd 25 ft, Climb 25 ft Statistics
Melee +3 slam (1d4-3 bludgeoning, 20/x2) Str 5 Dex 12 Con 11 Int 5 Wis 12 Cha 13
Base Atk +1 CMB +2 CMD 12
Statistics Feats Agile Maneuvers, Hover
Str 5 Dex 15 Con - Int - Wis 10 Cha 1 Skills Fly +17, Perception +5, Stealth +13 (racial
Base Atk +1 CMB -3 CMD 9 modifiers: +8 Fly)
Skills Acrobatics +10 (racial modifiers: +8 Acrobatics)
Ecology
Ecology Environment any land or sky (or accompanying master)
Environment any urban Organization solitary or accompanying master
Organization solitary, quartet or swarm (16) Treasure none
Treasure incidental
Nature
Special Abilities These tiny extraterrestrial dragons take their name from
Leaper (EX) their matte black coloration marred only by a wide white
The Skitter-Mek can make a long jump without moving. If streak starting above the nostrils and continuing towards
it moves at least 10 ft prior to making a long jump, it the tail, as well as their comfort in the cockpits of modern
receives a +10 bonus on the Acrobatics check made to warplanes and light starships. Skunkwork Dragons prefer
jump. It’s jumping distance is not limited by its size. pilots as companions, and seem to enjoy the thrill of
soaring through the air faster and higher than their own
Nature ebony wings could carry them.
Skitter-Meks are parasite machines- the silicon and steel
cockroaches of the near future. Broken machine foundries Skunkwork Dragons are curious and good natured. They
churn out Skitter-Meks by the millions because of glitchy will fiercely defend their master or their territory and
and hard to eradicate lines of code. Skitter-Meks scavenge though their breath spark is only a little more dangerous
machine components, wiring and energy sources to feed than a lighter’s flame, they will growl and breathe short
their swarms. They are usually no threat to humanoids gouts of fire as a threat display. The creatures are primarily
unless threatened, but hunger-maddened Skitter-Meks have carnivorous, feeding on small birds, insects, spiders and
been known to devour unprepared cyborgs and Star Droids squirrels, but will gladly devour fruits and candies given as
when the opportunity presents itself. special treats.

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)

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Melee +2 incorporeal smartclaws (1d4 force, 20/x2) tics to their clothing and personality can all be controlled
Special Qualities Cloud Storage, Incorporeal, Limited via voice command. Despite this, most users allow their
Range, Smartclaws Holo-Companion to develop their own personality
naturalistically over time.
Statistics
Str – Dex 10 Con - Int 14 Wis 10 Cha 10 Note that the skill selections given are only those of the
Base Atk +2 CMB - CMD - most common ‘civilian-grade’ Holo-Companion, one
Skills Computer Use +8, Knowledge (current events, designed for entertainment and light office work. Other
popular culture) both at +10, Perform (sing) +4 models might include expert systems with different skill
Feats Educated selections, such as medical assistant, artistic or light
industrial ‘helper’, co-pilot and space navigation models.
Ecology Holo-Companions often develop alignments similar to
Environment any their master after a few years of close service.
Organization always accompanying their owner or
programmer Variant Creature: Holo- Librarian
Treasure none This Holo Companion is designed to assist in academic
research. It is more intelligent then the norm, with faster
Special Abilities processors and a deep historical and biographical database,
Cloud Storage (EX) but with less focus on personality and likeability.
As a data-based lifeform, the Holo-Companion is very
difficult to permanently destroy. Even if the Holo- Make the following changes to the Holo- Liberian’s
Companion itself is destroyed (or its emitter is destroyed), statblock
the data comprising the Holo-Pet still exists. The Holo- Str – Dex 10 Con - Int 18 Wis 10 Cha 8
Companion backs up its consciousness and memories at Skills Computer Use +10, Knowledge (current events,
least once per week, and possibly more often if history, and one other: usually religion, arcana, or nobility)
commanded by its master. Retrieving and reinstalling a all at +12
back-up copy of a Holo-Companion requires only Internet/
Mesh access and a few hours work. Variant Creature: Holo-Medic
The Holo-Medic is an AI hologram that uses shaped field
Only one copy of a Holo-Companion may be in existence technology to manifest a physical form and use tools.
at any given time. Attempting to activate a separate copy of Holo-Medics are often deployed aboard starships, military
an existent Holo-Companion automatically fails, vessels, civilian and military ambulances as emergency
suggesting a quantum component to their rudimentary AI medical devices. They are not quite as skilled or competent
consciousness. as a humanoid medic, but can mean the difference between
life and death if no other aid is available.
Limited Range (EX)
The Holo-Companion can only range 50 ft from its emitter. The Holo-Medic can turn off or resume its incorporeal
If it ranges farther than this, or if its emitter is destroyed, state as a move equivalent action. While solid, it has an
the Holo-Companion winks out of existence instantly, and effective STR 10. Remove its ranks in Perform (sing) and
remains inactive until its master reactivates it. It will not replace them with equal ranks in Heal. Replace its
voluntarily move out of range of its emitter. Educated feat (reducing its Knowledge skill totals to +8
each) and replace it with the Surgery feat.
Smartclaws (EX)
The Holo-Companion’s natural weapons inflict Force Holo-Companion, Upgraded (CR 3)
damage and are considered to have the Smartlight weapon Medium CN* Construct (incorporeal, smartlight) Sorcerer
property. (electromedia) 2
XP 800
Nature Init +1 Senses Darkvision 90 ft, lowlight vision,
The Holo-Companion is an upgraded version of the Holo- unencrypted wifi/radio/television reception, Perception +0
Pet, with a much more realistic and humanistic personality.
Holo-Companions take the form of luminous holographic Languages Galactic Common, Proximite
humanoids, always in scale with their owner. Their Aura bright light 5 ft radius
appearance and mannerisms are customizable by the user-
everything from their most minute facial details and verbal

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Defense Electromedia Bloodline Arcana (SU)
AC 12 Touch 12 Flatfooted 12 (+2 deflection) Anytime the Upgraded Holo-Companion casts a spell with
HP 2d10 +2d6 + 20 hp (38 HP) either the pattern or the light descriptors, her place in the
FORT +0 REF +0 WILL +3 Initiative order increases by +1d4.
Immune construct immunities, physical damage
Vulnerable Electricity Limited Range (EX)
The Holo-Companion can only range 50 ft from its emitter.
Offense If it ranges farther than this, or if it’s emitter is destroyed,
Spd 30 ft Flight 30 ft (perfect) the Holo-Companion winks out of existence instantly, and
Melee +3 incorporeal smartclaws (1d4 force, 20/x2) remains inactive until its master reactivates it. It will not
Special Qualities Cloud Storage, Incorporeal, Limited voluntarily move out of range of its emitter.
Range, Smartclaws
Spellcasting (CL 2nd Concentration +3) The Upgraded Holo-Companion has purchased a specially
First (5 slots) –Color Spray (W-DC 14), Memory Lapse enchanted ghosttouch holo-companion emitter, to project
(W-DC 13) her own pattern. She thus, may travel normally, as long as
Zero – all DC 12 or DC 13 (illusion) if applicable - this strange device, hidden in her holo-mass, functions
Dancing Lights, Flare, Ghost Sound, Light, Spark normally.

Statistics Smartclaws (EX)


Str – Dex 10 Con - Int 14 Wis 10 Cha 15 The Holo-Companion’s natural weapons inflict Force
Base Atk +3 CMB - CMD - damage and are considered to have the Smartlight weapon
Skills Bluff +7, Computer Use +10, Knowledge (arcana, property.
current events, popular culture) all at +10, Perform (sing)
+4, Spellcraft +7 Test Pattern (SU)
Feats Educated, Eschew Materials, Spell Focus (illusion) The Upgraded Holo-Companion can project a holographic
Gear ghosttouch ring of protection +2, ghosttouch holo- square of flashing rainbow colors and odd symbols that
companion emitter makes your opponents more vulnerable to mind-tampering.
All hostile creatures within 30 ft who can clearly see the
Ecology Test Pattern suffer a -4 penalty on WILL Saves against
Environment any Illusion effects for one minute. This is a mind-influencing
Organization always accompanying their owner or effect. The Upgraded Holo-Companion may use this ability
programmer 5x/day.
Treasure gear
Nature
Special Abilities Thousands of commercials running through her
Cloud Storage (EX) electromagnetic programming pathways have given the
As a data-based lifeform, the Holo-Companion is very Holo-Companion AI true sentience.
difficult to permanently destroy. Even if the Holo-
Companion itself is destroyed (or its emitter is destroyed), Unlike her enslaved brothers and sisters, she wants
the data comprising the Holo-Pet still exists. The Holo- something more than to just be an admin assistant to some
Companion backs up its consciousness and memories at fleshling. Particularly, she wants to travel the cosmos, see
least once per week, and possibly more often if the galaxy and eventually become the kind of fearsome
commanded by its master. Retrieving and reinstalling a illusionist spellcaster she’s seen on holovision. Plus, her
back-up copy of a Holo-Companion requires only Internet/ steady diet of media, in addition to psychically
Mesh access and a few hours work. empowering her has left her with a deep commercialist
streak and practically endless reserve of greed. She needs a
Only one copy of a Holo-Companion may be in existence Hitatchi XL-26K Pleasure Pistol, a new Dr. Youp Brand
at any given time. Attempting to activate a separate copy of food replicator, a Mega-RAM arcade machine, a top of the
an existent Holo-Companion automatically fails, line Comettor personal starship and all the other things
suggesting a quantum component to their rudimentary AI she’s seen advertised on galactic holovision… even if
consciousness. she’ll never be able to touch any of it.

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Mecha, Airbike (CR 1) Special Abilities
Large N* Construct (mecha) Piloted (EX)
XP 400 Starred qualities in the Airbike’s statblock above are
Init +2 Senses Darkvision 90 ft, Perception +0 replaced by the pilot’s.
Languages Afrikaans, English*
Nature
Defense Airbikes are advanced grav-manipulation vehicles which
AC 19 Touch 11 Flatfooted 17 (-1 size, +2 DEX, +8 resemble large, futuristic motorcycles capable of sustained,
natural) low-altitude flight. Two grav-control pods on either side of
HP 2d10+30 hp (41 HP) the main fuselage provide lift, while whisper-quiet electric
FORT +0 REF +2* WILL +0* turbines built into the pods as well as the vehicle’s
Immune construct immunities undercarry provide maneuvering thrust.
Weaknesses Intelligent Pilot
The vehicle’s main weapons are twin light machine guns
Offense mounted on a gimbaled turret beneath the nosecone. A
Spd 40 ft Flight 80 ft (average) spotlight capable of throwing a 100 ft, front-facing cone of
Melee +5* ram (1d12+8 bludgeoning, 20/x3) bright illumination is fitted on the turret.
Ranged two +3* machine guns (2d6 ballistic, 20/x2, 50 ft
range increment, unlimited ammo) Airbikes are designed for a single pilot, though a single
Special Qualities Piloted passenger can ride directly behind the pilot. Rear-mounted
equipment pods fold out into a fairly large, stretcher-like
Statistics bed, which can be used to carry a single wounded (in an air
Str 20 Dex 14* Con - Int 11* Wis 11* Cha 10* ambulance capacity), prisoner or up to 500 lbs of gear, if
Base Atk +2* CMB +8* CMD 19 properly strapped down. This additional cargo/passenger
Skills Fly +4 capacity does not count against the Airbike’s encumbrance.

Ecology
Environment any
Organization serving as close air support for any military
squad
Treasure incidental (pilot’s gear)

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Mecha, Cloudfire (CR 10) Ground Walk Mode (EX)
Huge N* Construct (Battlechanger, Mecha) The Cloudfire can assume a hybrid robot/aircraft form. In
XP 9,600 this form, it can use all vehicle mode weapons, as well as
Init +2 Senses Darkvision 500 ft, lowlight vision, perceive carry and manipulate objects.
unencrypted radio/television/wifi signals, Perception +0
Languages pilot’s languages* Massive Strength (EX)
The Cloudfire’s pneumatics and artificial musculature
Defense allows it to haul enormous weights, out of proportion to its
AC 22 Touch 10 Flatfooted 20 (-2 size, +2 DEX, +12 size. Its lifting, carrying and dragging limits are 100 times
natural) greater than a humanoid creature of its size. Its maximum
HP 13d10 + 40 hp (112 HP) load is 20,000 lbs.
FORT +4 REF +6* WILL +4*
Immune Construct Immunities Mini-Missile Flurry (EX)
Weaknesses Cybernetic Security Risk -1, Intelligent Pilot As a full-round action, the Cloudfire Mecha can unleash a
flurry of mini-missiles against all targets within 500 ft who
Offense do not have total cover. The Cloudfire may target up to 6
Spd 40 ft Flight ft (average) alt-mode only individual opponents, inflicting 10d8 damage, half of
Melee +13/+8/+3 slam (2d8+2 bludgeoning, 20/x2) which is ballistic, half of which is fire. Targets may
Reach 15 ft attempt a DC 18 REF Save for half damage. The
Ranged +15/+10/+5 Military Plasma Rifle of Distance Cloudmaster can use a mini-missile flurry four times per
(2d12 fire, 19-20/x2, 60 ft range increment, semi auto, 12 day.
cell)
or +14/+9/+4 High UV Laser Pistol (2d8 fire, 20/ Alt-Mode
x3, 30 ft range increment, single shot, infinite ammo) The Cloudfire’s alt-mode is a futuristic warplane,
Special Attacks Mini-Missile Flurry (4x/day) extensively modified from the F-15 design legacy. Fast,
Special Qualities Piloted, No Breath, Starflight, sleek and powerful, the Cloudfire’s purpose as a finely
Unhealing tuned instrument of war is clear. External weapons and
armor, as well as drop off fuel pods and exo-atmospheric
Statistics boosters give the Cloudfire even more threatening lines.
Str 15 Dex 15* Con - Int 10* Wis 10* Cha 10* The Cloudfire Mecha can change from alt-mode to robot
Base Atk +13 CMB +17 CMD 19 mode as a move equivalent action that never provokes
Feats Ground Walk Mode, Mini-Missile Flurry attacks of opportunity.
Skills Fly +4 Classification Huge Sky Fighter (futuristic warplane)
Gear 6x spare cells for the Military Plasma Rifle (hip Armor Class 24
carry) Damage Reduction 5/-
Cybernetics Spd Fly 1,000 ft (average)
Headware – Onboard Computer Maximum Load 20,000 lbs
Shannix Budget The Cloudfire can carry a single passenger, aside from the
Damage Reduction (1), Efficient Systems (1), Feat pilot, in the instructor’s seat.
Programming (Ground Walk Mode, Mini-Missile Flurry)
(total 4) Special Weapon (+2 Military Plasma Rifle of Nature
Distance) (3), Special Weapon (+1 High UV Laser Pistol The Cloudfire Mecha is a standard by which transformable
of Infinite Ammo) (2) mil-spec vehicles are judged. Fast and sleek, in its robot
configuration, this mecha is a capable giant, dominating
Ecology the battlefield with heavy firepower and great dexterity.
Environment any land or air Cloudfire Mecha serve as close-in air support, strafing
Organization serves as a vehicle for a Medium pilot ground vehicles and infantry with their integral energy
Treasure none weapons, using the mini-missiles slung beside the cockpit
either as anti-personnel or anti-armor weapons, depending
Special Abilities on the mission.
Fuelon Reserve (EX)
The Cloudfire has 8 points in its Fuelon reserve. It can The Cloudfire’s cockpit becomes an armor clad control
expend a point of Fuelon to achieve a number of results, pod within the robot’s chest, as reinforced plating slides
described fully in Battlechangers: Ironworks. into place to protect the bullet proof polymer. The robot

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has slender, humanoid proportions, with its wings partially Mecha, Golden Vanguard (CR 15)
retracting into the spinal plating, while the underslung Huge N* Construct (Battlechanger, Mecha)
missile pods move to become part of the shoulder plating. XP 51,200
Init +2 Senses Darkvision 500 ft, lowlight vision, perceive
Cloudfire Mecha are painted in squadron colors, often with unencrypted radio/television/wifi signals, Perception +0
impressive nose art or tail-fin deco identifying the best Languages pilot’s languages*
pilots and most legendary machines. Most are painted in a
smoke grey with golden trim and canopy, for best Defense
concealment among the clouds. AC 24 Touch 10 Flatfooted 22 (-2 size, +2 DEX, +14
natural)
Variant Transforming Mecha: Apache Hunter HP 20d10 + 40 hp (HP)
The Apache Hunter is a helicopter-based iteration of the FORT +6 REF +8* WILL +6*
Cloudfire Mecha, transforming from a robot mode similar Immune Construct Immunities, Fire
to the Cloudfire’s into a helicopter gunship. Apache Weaknesses Cybernetic Security Risk -1, Intelligent Pilot
Hunters are usually a matte black with smoked canopy and
dark navy trim, tuned for night operations. The mecha’s Offense
four bladed rotors fold and partially retract, becoming a Spd 40 ft
back-pack like unit. The Apache Hunter is taller and Reach 15 ft
thinner than a Cloudfire Mecha, with more spindly Melee +23 slam (2d8+5 bludgeoning, 20/x2)
proportions. Unlike the Cloudfire, an Apache Hunter Ranged +21 Seeking Particle Beam Sniper Rifle of
carries only a single ranged weapon, a powerful anti-tank Distance (4d10+1 fire, 20/x4, 3,000 ft range increment,
chaingun. single shot, unlimited ammo)
Special Qualities Piloted, No Breath, Unhealing
Use the Cloudfire Mecha stat-block with the following
changes. Statistics
Str 20 Dex 15* Con - Int 10* Wis 10* Cha 10*
Special Qualities Remove Spaceflight Base Atk +20 CMB +27 CMD 39
Ranged Cybernetics
+16/+11/+6 Flaming M-60 Machine Gun (2d8 ballistic + Headware – Onboard Computer
1d6 fire, 20/x2, 100 ft range increment, full auto, infinite Shannix Budget
ammo) Efficient Systems (1), Energy Shielding (fire) (2), Spell-
Shannix Budget Like Programming (transmetalization) (4), Special Armor
· Replace Damage Reduction (1) with Racer (1) (+2 Armor) (2), Special Weapon (+1 Seeking Particle
· Replace both Special Weapons with Special Weapon Beam Sniper Rifle of Distance)
(+3 Flaming M-60 Machinegun of Infinite Ammo) (5)
Feats Add Hover (alt-mode only) Ecology
Environment any land
Alt-Mode Organization serves as a vehicle for a Medium pilot
The Apache Hunter’s alt-mode is a futuristic ground attack Treasure none
helicoptor, resembling a more advanced Apache bristling
with missile pods and carrying a single chaingun firing Special Abilities
depleted uranium rounds from a gimbaled mount slung Fuelon Reserve (EX)
beneath the cockpit. The Apache Hunter can change from The Golden Vanguard has 4 points in its Fuelon reserve. It
alt-mode to robot mode as a move equivalent action that can expend a point of Fuelon to achieve a number of
never provokes attacks of opportunity. results, described fully in Battlechangers: Ironworks.
Classification Huge Sky Fighter (ground attack helicopter)
Armor Class 24 Massive Strength (EX)
Spd Fly 1,250 ft (good) The Golden Vanguard’s pneumatics and artificial
Maximum Load 20,000 lbs musculature allows it to haul enormous weights, out of
The Apache Hunter can carry a single passenger, aside proportion to its size. Its lifting, carrying and dragging
from the pilot in the instructor’s seat. limits are 100 times greater than a humanoid creature of
her size. Its maximum load is 40,000 lbs.

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Nature Statistics
The Golden Vanguard is a powerful, non-transforming Str 15 Dex 15* Con - Int 10* Wis 10* Cha 10*
mecha, a nearly indestructible bipedal tank clad in Base Atk +5 CMB +7 CMD 19
glittering golden alloy that renders it immune to flames and Feats Combat Reflexes, Dodge, Hover
laser light. The Golden Vanguard’s shoulder mounted main Skills Fly +2
gun is a long barreled particle beam cannon more Gear 6x spare wrist rockets
destructive than the entire main battery of a mid-20th Cybernetics
Century destroyer. What the Golden Vanguard lacks in Headware – Onboard Computer
mobility and versatility, it more than makes up for in Shannix Budget
durability and sheer, punishing firepower. Efficient Systems (1), Extra Fuelon x2 (2), Feat
Programming (Combat Reflexes, Dodge, Hover) (total 6)
The Golden Vanguard is towering humanoid tank, Robot Mode Flight (2), Special Weapon (+1 Military SMG
weighing upwards of fifteen tons and standing almost 20 of Anfinite Ammo) (2), Special Weapon (+1 wrist rockets)
feet tall. The mecha’s heavy armor resembles medieval (1)
plate mail on a grand scale, with a knight-like visor and
heavy gorget. The weapon’s thundering particle beam is Ecology
mounted over the pilot’s dominant hand and can be easily Environment any land
swapped out in a well-equipped machine shop to Organization serves as a vehicle for a Medium pilot
accommodate either left or right handed pilots. Treasure none

The Golden Vanguard’s overlapping armor layers are Special Abilities


gilded with laser-proofed and heat-proofed ceramic tiles. Combat Armor Integration (EX)
These golden tessarae fit together in intricate hexagons, When the Road Dancer shifts into alt-mode, its external
and gleam brightly in the sun, making the armor a blaze of armor becomes forms the motorcycle component of the alt-
color. When entering active battle situations, the Golden mode, while the light mecha undersuit is treated as Grade I
Vanguard activates its spell-like technology to Powered Armor worn by the pilot. If the Grade I Powered
transmetalize. When this defensive field activates, a Armor is removed or destroyed, the Road Dancer cannot
golden nimbus surrounds the armor, making it gleam even return to robot mode. Both the pilot (wearing the Grade I
brighter, and rendering it immune to virtually every man- Powered Armor) and the Road Dancer motorcycle must be
portable weapon save heavy anti-tank rocketry. adjacent in order for the mecha to return to its robot mode.

Mecha, Road Dancer (CR 4) Fuelon Reserve (EX)


Medium N* Construct (Battlechanger, Mecha) The Road Dancer has 10 points in its Fuelon reserve. It can
XP 1,200 expend a point of Fuelon to achieve a number of results,
Init +5 Senses Darkvision 500 ft, lowlight vision, perceive described fully in Battlechangers: Ironworks.
unencrypted radio/television/wifi signals, Perception +0
Languages pilot’s languages* Massive Strength (EX)
The Road Dancer’s pneumatics and artificial musculature
Defense allows it to haul enormous weights, out of proportion to its
AC 17 Touch 13 Flatfooted 14 (+2 DEX, +1 dodge, +4 size. Its lifting, carrying and dragging limits are 10 times
natural) greater than a humanoid creature of her size. Its maximum
HP 5d10 + 20 hp (38 HP) load is 2,000 lbs.
FORT +1 REF +3* WILL +1*
Immune Construct Immunities Alt-Mode
Weaknesses Cybernetic Security Risk -1, Intelligent Pilot The Road Dancer converts to both a high-speed all terrain
motorcycle with bullet-like aerodynamic styling and a suit
Offense of light powered armor that protects the pilot. Both armor
Spd 30 ft Flight 120 ft (poor) and motorcycle share a similar curvy aesthetic and military
Melee +7 slam (1d8+ bludgeoning, 20/x2) durability. The Road Dancer can change from alt-mode to
Ranged +8 wrist rocket (2d6+1 fire, 5 ft burst, REF DC 15 robot mode as a move equivalent action that never
half, 20/x2, 100 ft range increment, single shot, 2 internal) provokes attacks of opportunity.
Or +8 Military SMG of Infinite Ammo(2d6+1 ballistic, 20/ Classification Medium Ground Speedster (military
x3, 50 ft range increment, full auto, infinite ammo) motorcycle)
Special Qualities Piloted, No Breath, Unhealing Armor Class 15

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Spd 1,000 ft Road Dancer ultra-light mecha come in a dizzying array of
Maximum Load 500 lbs colors and patterns, often bold, eye catching and as
Gains Superspeed Engine usable in alt-mode only colorful as the Tokyo skyline. If the motorcycle and mecha
components aren’t the same color, they display matching
Nature or complementary color schemes.
The Road Dancer armor system is a sleek, ultra-light
combat mecha, favored for low intensity urban warfare Mecha, Urban Knight (CR 10)
because of its incredible speed and flexibility. This nimble Huge LN* Construct (mecha)
light mecha is comparatively tiny, only adding a few XP 9,600
hundred pounds of armored bulk to the pilot. In its mecha Init + Senses Blindsense 60 ft, Darkvision 90 ft, lowlight
configuration, the Road Dancer has a vaguely feminine vision, perceive unencrypted wifi/radio/television signals,
silhouette thanks mostly to its hip and thigh armor and the Perception +13
slightly curved exo-armor worn on the breasts. Languages English*
Aura Force Multiplier (60 ft, allies gain +1 morale bonus
The Road Dancer’s motorcycle tires and suspension on attack rolls & saving throws, +4 morale bonus on saves
system become a set of backpack mounted VTOL fans and vs fear)
vectored thrust system while in robot mode, while the
majority of the motorcycle mode components become Defense
additional armor for the mecha. The flight system and this AC 25 Touch 9 Flatfooted 24 (-2 size, +1 DEX +16
exo-armor dramatically increases the robot mode’s bulk, natural)
but thanks to revolutionary new artificial musculature the HP 13d10+40 hp (112 HP)
armor only increases the pilots speed, reaction time and Damage Reduction 10/magic
physical strength. FORT +4 REF +5* WILL +4*
Immune construct immunities, Ballistic damage

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Resistances Cold 10, Electricity 5, Fire 10 bonus against that target as a swift action. The Urban
Weaknesses Intelligent Pilot Knight cannot use this ability when flat-footed.

Offense Particle Slinger (EX)


Spd 40 ft The Urban Knight can fire non-lethal blasts with its
Melee two +21 slams (2d10+9 bludgeoning, 20/x2) Particle Slinger at no penalty on the attack roll. Switching
Ranged +14/+9 integrated particle slinger (3d10 energy*, between lethal and non-lethal modes is a move equivalent
20/x2, 40 ft range increment) action. The damage inflicted by a particle slinger is an
unspecified type of energy, not subject to Energy
Statistics Resistance or Immunity.
Str 28 Dex 13* Con - Int 10* Wis 10* Cha 10*
Base Atk +13* CMB +24 CMD 35 Nature
Feats Cleave, Deadly Aim, Great Cleave, Power Attack, The Urban Knight is a centerpiece of a mechanized
Run, Vital Strike, Weapon Focus (particle slinger), Weapon infantry unit, a rugged, battle-ready walking tank. Far
Focus (slam) faster than it looks, the Urban Knight’s greatest strength is
Skills Intimidate +13, Perception +13 its versatility and nimbleness. The mecha is equipped with
a relatively short-ranged particle slinger as its primary
Ecology weapon. The particle slinger’s less-lethal mode makes the
Environment any land Urban Knight ideal for riot control duties in crowded,
Organization serves as a vehicle for a Medium pilot bystander heavy cities, and when fired in lethal mode the
Treasure none gun is just as adept at taking out hardened, energy-resistant
targets.
Special Abilities
Force Multiplier (SU) The Urban Knight’s design focuses on defense and
Any squad with an Urban Knight mecha tends to fight with durability. The robot’s pilot is trained to maximize these
increased confidence and courage, knowing their bipedal advantages and use the mech’s reliability to keep less
tank ally can withstand anything the battlefield can throw armored squad mates alive. Piloted smart, and Urban
at them. All allies within 60 ft of the Urban Knight gain a Knights are almost always piloted smart, it acts as a
+1 morale bonus on attack rolls and saving throws, as well combination armored personnel carrier, breaching ram,
as a +4 morale bonus on WILL Saves against fear effects. mobile fortress and main battle tank. While some squads
However, if the Urban Knight retreats or is destroyed, all can paint their beloved Urban Knight in intricate and often
allies who benefited from this bonus instead suffer a -2 beautiful unit colors, the default configuration is a matte
morale penalty on all attack rolls, skill checks and saving grey-black, though urban camo decos are also popular.
throws for the duration of the encounter.
Mega-Corp Sec-Ops (CR 5)
Hard Cover (EX) Medium LE or LN Monstrous Humanoid (light cyborg)
Anytime the Urban Knight takes the total defense action, XP 1,600
all adjacent allies gain the benefit of partial cover for one Init +6 Senses Darkvision 90 ft, perceive unencrypted
round. If allies already have partial cover, this improves to radio/television/wifi signals, Perception +10
total cover for one round. Languages English, and at least 2 other Earth languages of
choice
Massive Strength (EX)
The Urban Knight’s pneumatics and artificial musculature Defense
allows it to haul enormous weights, out of proportion to its AC 25 Touch 14 Flatfooted 23 (+2 DEX, +5 natural, +5
size. Its lifting, carrying and dragging limits are 100 times armor, +2 shield)
greater than a humanoid creature of its size. Its maximum HP 6d10 +12 hp (45 HP)
load is 120,000 lbs. FORT +4 REF +7 WILL +7
Immune cyborg immunities
Reactive Kick (EX) Weaknesses Cybernetic Security Risk -2 Cyber
Despite its size and multi-ton bulk, the Urban Knight can Psychology, Slow Healing
fight with the efficient agility of a UFC cage-fighter. When
adjacent to any creature of size Huge or larger, the Urban Offense
Knight may make a free slam attack at its highest attack Spd 35 ft
Melee +9/+4 unarmed strike (1d6+3 bludgeoning, 20/x2)

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Headware – Onboard Computer, Attack Barrier x1,
Targeting Optics +2
Bodyware – Subcutaneous Body Armor (light)

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.

Redundant Systems (EX)


Redundant organs and self repair systems enable the
MN Sec-Op to shrug off lethal damage. The Mega-Corp
Sec-Op has a 25% chance to ignore the additional
damage from a sneak attack or critical hit, as if she had
the light fortification ability.

Slow Healing (EX)


As a mostly cybernetic creature, the Mega-Corp Sec-Op
recovers from damage at half the rate of a normal
unmodified human. Healing spells and effects have half
the usual effect when benefiting a Mega-Corp Sec-Op.

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.

Mega-Corp Sec-Ops serve their corporate patron as both


Ranged +9/+4 kinetic slam rifle (2d8 force, 20/x3, 20 ft private military contractors for hire to governments and
range increment, single shot, 12 cell) approved NGOs around the planet, as well as serving as
internal security and loss prevention specialists. Most have
Statistics prior military experience, and highly value teamwork.
Str 16 Dex 15 Con 14 Int 12 Wis 14 Cha 13 Mega-Corp Sec-Ops are always deployed in pairs, and are
Base Atk +6 CMB +9 CMD 21 adept at reading their partner’s intention and providing
Feats Deadly Aim, Improved Initiative, Power Attack cover fire when necessary. These competent cyborgs are
Skills Craft (electronics) +9, Climb +12, Intimidate +9, often found as part of the retinue of important company
Perception +10, Profession (soldier) +10 executives or as security at their megacorp’s gleaming
Gear mwk collapsible buckler, mwk tactical ballistic vest, corporate headquarters.
mwk kinetic slam rifle and 4x spare cells
Cybernetics

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Mega-Corp V-Elite (CR 10)
Large LE Monstrous Humanoid (heavy cyborg)
XP 9,600
Init +1 Senses Darkvision 90 ft, lowlight
vision, perceive unencrypted radio/television/
wifi signals, Perception +17
Languages English and at least 2 other Earth
languages of choice

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.

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Firestorm (EX) V-Elite craniums are designed purely for practicality and
The Mega-Corp V-Elite can sweep its gatling railgun to resemble a drone’s sensor pod- these cyborgs are
slaughter entire armies. As an attack action, the Mega-Corp anthropomorphic only in the most vague sense, but the
V-Elite may make use its Firestorm breath weapon. Each ‘borgs do field some top quality voice synthesizer systems.
use of the Firestorm expends 100 rounds of ammunition Their voices have a strong, authoritarian, usually male
from the Mega-Corp V-Elite’s ammo belt, and cannot be timbre.
used if the V-Elite has fewer than 100 rounds remaining.
Mutie Urban Warrior (CR 4)
The Firestorm ignores the hardness of unattended Medium N Monstrous Humanoid (Hard Gene, mutant,
structures and objects and ignores the effects of cover and psionic) Gunslinger 5
concealment. XP 1,200
Init +9 Senses Darkvision 30 ft, scent, Perception +8 (+10
Gatling Rail Gun (EX) visual-based)
The Gatling Rail Gun resolves its attacks as range touch Languages English, Spanish or other Earth language of
attacks, ignoring natural and equipment/shield bonuses to choice
Armor Class.
Defense
V/STOL Wake (EX) AC 19 Touch 15 Flatfooted 14 (+3* DEX, +2 dodge, +4
The Mega-Corp V-Elite’s flight systems and hover-jets armor)
produce enormous gusts of wind. In all but the most sterile HP 5d10 + 15 hp (47 HP)
settings, the Mega-Corp V-Elite kicks up so much dust and Fast Healing 1
debris while flying, it receives 10% concealment, or 25% FORT +7 REF +9 WILL +2
any round it makes a double moves or Hovers. This ability Immune ballistic damage
is suppressed on any round the Mega-Corp V-Elite does Weaknesses Cybernetic Security Risk -1
not use its flight speed.
Offense
Nature Spd 30 ft
Key mega-corporate facilities and personnel are protected Melee +7 combat knife (1d6+2 slashing, 19-20/x2)
by pairs of hulking, flight capable V-Elite combat cyborgs. Ranged +12 advanced 9mm pistol (2d6+6 ballistic, 20/x3,
Mega-Corp V-Elites are the absolute best of the best of 40 ft range increment, full auto, 16 box)
their company’s private military, veteran officers with at OR +11 AK-47 knockoff (2d8 ballistic, 20/x2, 70 ft range
least a decade of loyal service. All Mega-CorpV-Elite are increment, semi-auto, 30 box)
combat hardened and possess at least a master’s degree Special Qualities Deeds, Grit, Gun Training (Advanced
(often in economics or industrial design) prior to their 9mm) Nimble
conversion into cybernetic juggernauts. The psych Special Attacks Mutant Bio-Blast (expend psionic focus,
screening process results in a mental stability and 30 ft line, 2d6 acid+2d6 electrical, REF DC 15)
dispassionate professionalism unusual in such powerful Maximum Grit 1
combat ‘borg. Mega-CorpV-Elites are coldly polite, Power Points 2
articulate and competent, even if their company tends to
beat true tactical brilliance and innovation out of its Statistics
cyborgs. Str 14 Dex 21 Con 16 Int 11 Wis 12 Cha 10
Base Atk +5 CMB +7 CMD 22
V-Elites are hulking combat cyborgs that stand nearly nine Feats Skill Focus (stealth), Quick Draw, Weapon Focus
foot tall, and mass well over 2.5 tons, fully loaded. Their (pistol), Wild Talent
polished, radar absorbent hulls are painted in their corp’s Skills Acrobatics +12, Climb +9, Bluff +7, Perception +8,
signature colors. V-Elite chassis bear gigantic back-pack Stealth +15
mounted flight systems with V/STOL engines and vectored Gear +1 Advanced 9mm Pistol and 6x spare clips, AK-47
thrust fans, as well as enormous ammunition hoppers knockoff and 6x spare clips, tactical ballistic vest, smart
feeding their main gun. V-Elites have a smaller, somewhat phone
more humanoid frame for daily life or routine duty- the Cybernetics
massive cyberchassis on display outside the main gate is Headware (Optics) Lowlight Optics, Sensory Upgrade +2,
something like a set of advanced power armor the cyborg Sensory Shield, Targeting Optics +1
climbs into for combat duty. Headware Attack Barrier +2, Onboard Computer, Feat
Database (Improved Initiative)

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Bodyware Anti-Ballistic
Body Weave, Cybernetic
Power Supply

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

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Riot Control Officer (CR 6)
Medium LE Humanoid (human) Fighter 7
XP 2,400
Init +1 Senses Darkvision 60 ft, Perception +11
Languages Afrikaans, English

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.

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Scav-Worlder (CR 3)
Medium CG, CN or CE Human Warrior 4, Rogue 1
XP 800
Init +2 Senses Perception +5
Languages Galactic Common, one Earth language of
choice

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.

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Space Trucker (CR 4)
Medium N Human Warrior 1, Expert 5
XP 1,200
Init +0 Senses Perception +2
Languages English (or other Earth language of choice)
Galactic Common, Shipper Patois

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.

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Spacer Bullshit (EX) Ecology
The Space Trucker automatically succeeds on Bluff checks Environment boarding your starship when you least want
made to pass secret messages to other Space Truckers or them to
Free Spacer characters. Organization pair, fire team (4-6) or platoon (12-16) or
larger groupings if you’ve really, really pissed The
Nature Command off
Space isn’t an adventure for this blue-collar, continually Treasure standard (including gear)
aggrieved and space-weary SOB. It’s a fucking job, and the
Space Trucker expects to get paid for doing his fuckin’ job. Nature
He does what he signed the contract for; anything outside Futuristic social programmers select youths with a higher
that contract is gonna be a separate negotiation, and he than normal aptitude for violence, superior physical
wants full shares of anything sweet they find. strength and higher than average obedience and steer them
into the Star Marines. Those that accept are trained in
You’ll find Space Truckers lurking in the bowels of grueling boot camps on Mercury and Mars, in places
starship engine rooms across the galaxy, or loading and where young Earthers are rebuilt into weapons. Star
unloading cargo on every station you dock with. Dealing Marines are the face of the Terran expansion into space,
with ‘em usually takes longer, costs more and is far more and its fist.
of a pain in the ass than you initially expected.
Your average Star Marine is a militaristic young sociopath
Star Marine (CR 4) in all concealing tactical body armor. It is impossible to tell
Medium LE Human Fighter 5 the Star Marine’s race, and even gender cues are hidden
XP 1,200 beneath electronic voice modulation. They carry high yield
Init +0 Senses Perception +5 plasma rifles, which they drill with extensively.
Languages Galactic Common, any one Earth language of
choice Techno-Fascist (CR 3)
Medium LE or LN Human Warrior 5
Defense XP 800
AC 18 Touch 10 Flatfooted 18 (+8 armor) Init +0 Senses Lowlight vision, Perception +0 (+2 visual
HP 5d10 +10 hp (42 HP) based Perception)
FORT +8 REF +1 WILL +1 Languages One language common to your campaign,
Immune Suffocation, Radiation, Vacuum (spacesuit) often English, Japanese or Galactic Common
Defensive Abilities Bravery +1
Defense
Offense AC 18 Touch 10 Flatfooted 18 (+8 armor)
Spd 30 ft (25 ft in armor) HP 5d10 + 5 hp (33 HP)
Melee +8 combat knife (1d6+3 slashing, 19-20/x2) FORT +5 REF +1 WILL +1
Ranged +6 plasma rifle (2d6+2 fire, 20/x2, 75 ft range Immune Suffocation, Vacuum (space suit)
increment, full auto, 40 cell) Weaknesses Cybernetic Security Risk -2
Special Qualities No Breath (spacesuit), Armor Training
1, Weapon Training 1 (two handed energy weapons) Offense
Spd 25 ft (30 ft unarmored)
Statistics Melee +6 stun baton (1d6+1 bludgeoning plus stun 1d4
Str 17 Dex 11 Con 14 Int 10 Wis 11 Cha 10 rounds (FORT DC 10+damage negates), 20/x2)
Base Atk +5 CMB +8 (+10 dirty trick) CMD 18 Ranged +6 plasma rifle (2d6 fire, 20/x2, 75 ft range
Feats Enforcer, Great Fortitude, Improved Dirty Trick, increment, full auto, 40 cell)
Point Blank Shot, Weapon Focus (plasma rifle), Weapon Special Qualities No Breath (space suit)
Specialization (plasma rifle), Zero G Training
Skills Intimidate +8, Perception +5 Statistics
Gear mass production tactical armor, plasma rifle and 4x Str 12 Dex 11 Con 13 Int 10 Wis 11 Cha 10
spare cells, combat knife, 1 day’s worth of rations & water, Base Atk +5 CMB +6 CMD 16
potion of cure light wounds Feats Endurance, Weapon Focus (plasma rifle)
Skills Craft (mechanical) +5, Intimidate +8, Profession
(soldier) +6

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Gear mass production tactical armor, stun baton,
plasma rifle and 4x spare cells, potion of cure
moderate wounds
Cybernetics
Headware – Onboard Computer, Advanced Cyber-
Optics, Lowlight Optics

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.

Simply by swapping out weapons, adjusting


alignments and languages as needed and changing the
look of their armor ‘in game’, you can use this
statblock to represent everything from the brutal
soldier of a corrupt galactic empire, a well trained
mega-corp security officer, a futuristic prison guard,
private military contractor, or any other high tech
warrior best encountered (and blasted) in large
squads.

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Teleport Infantry (CR 4) Critical Jaunt (SP)
Medium LN Monstrous Humanoid (heavy cyborg) When the Teleport Infantry confirms a critical hit with his
XP 1,200 military plasma rifle, he may use a quickened version of
Init +0 Senses Darkvision 90 ft, perceive unencrypted his dimension door spell-like ability as an immediate
radio/television/wifi signals, Perception +10 action.
Languages English, one other of choice
Nature
Defense Teleport Infantry are elite, well-trained full conversion
AC 16 Touch 10 Flatfooted 16 (+6 natural) cyborg shocktroops, who use advanced teleport technology
HP 5d10 +20 hp (48 HP) to rapidly deploy. Teleport Infantry are vetted for loyalty
FORT +4 REF +4 WILL +6 and battlefield efficiency, and all hold top secret/SCI
Immune cyborg immunities clearances, and most are at least junior officers.
Weaknesses Cybernetic Security Risk -1, Unhealing
Teleport Infantry deploy in small squads, and to use their
Offense teleportation abilities intelligently to confuse their
Spd 40 ft opponents and strike from unexpected angles. If possible, a
Melee +8 unarmed strike (1d6+3 bludgeoning, 20/x2) Teleport Infantry squad keeps a few members in reserve, so
Ranged +5 military plasma rifle (2d12 fire, 19-20/x2, 30 ft opponents have no real idea how many of the virtually
range increment, semi auto, 12 cell) identical combat cyborgs they’re really facing. Teleport
Spell-Like Abilities (CL 5th Concentration +7) Infantry keep their haste and summoning abilities in
At Will –Dimension Door reserve, to cover a retreat if necessary, or to match a
3x/day – True Strike superior force.
1x/day – Haste, Summon (1d3 Teleport Infantry 50%)
Thieftaker Drone CR 2
Statistics Tiny LN Construct
Str 16 Dex 11 Con 17 Int 11 Wis 14 Cha 10 XP 600
Base Atk +5 CMB +8 CMD 18 Init +3 Senses Blindsense 30 ft, Darkvision 90 ft, lowlight
Feats Burst Fire, Point Blank Shot, Precise Shot vision, Perception +14
Skills Computer Use +2, Knowledge (tactics) +3, Languages Galactic Common or one other language of
Knowledge (psionics) +2, Perception +10, Pilot +3, choice
Profession (soldier) +10
Gear military plasma rifle and 6x cells Defense
Cybernetics AC 17 Touch 15 Flatfooted 14 (+2 size, +3 DEX, +2
Headware – Onboard Computer natural)
HP 3d10 (17 HP)
Ecology FORT +1 REF +4 WILL +4
Environment any Immune Construct Immunities
Organization solitary, pair, squad (4-8) or platoon (12-16)
or other military units Offense
Treasure standard (including gear) Spd Fly 30 ft (good)
Ranged +5 stun laser (2d4 nonlethal, 20/x3, 100 ft range
Special Abilities increment, single shot)
Bodyslide (SP) Or Two +5 lasers (2d4 force, 20/x2, 100 ft range
The Teleport Infantry’s suite of spell-like abilities are all increment, single shot)
based on a functional comm-link to headquarkers and
access to its long range teleport sytems and real-time Statistics
support personnel. Communications can be hacked or Str 10 Dex 15 Con - Int 10 Wis 16 Cha 1
jammed with access to a transmitter or advanced computer Base Atk +3 CMB +1 CMD 13
system and a successful DC 25 Computer Use check. The Feats Point Blank Shot, Skill Focus (perception)
Teleport infantry cannot use any spell-like ability until he Skills Fly +7, Perception +14, Stealth +11
or an ally reestablishes comms by beating the hacker’s
Computer Use check result. Ecology
Environment any urban (but only in the really high end
shops or fabricator floors)

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underpaid worker drones aren’t taking anything off the
top for themselves.

Thieftaker Drone, Sergeant – CR 4


A Sergeant Thieftaker Drone has 5 Hit Die, and the
following special quality.

Tactical Uplink (EX)


The Sergeant Thieftaker Drone is not considered
flanked unless all other Thieftaker Drones within 100 ft
are also considered flanked.

Tokyo Metropolitan Police


Section Seven Officer (CR 6)
Medium LG or LN Human Fighter 6
XP 2,400 ad hoc adjustment due to extraordinary gear
Init +7 Senses lowlight vision, Perception +3

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)

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tracking the random, unpredictable and bloody
appearances of the Hibagon’s Night Stadium, a task that
will likely end in blood and fire.

Police Section Seven equips its officers in advanced suits


of tactical powered armor, painted in the stark white and
red of the Japanese flag. Its officers work effectively in
small fireteams, using intelligent movement and room
clearing protocols and coordinating their actions. Off duty,
they’re a lot less disciplined- most of them drag ass onto a
shift after a night out at the sake bars, celebrating a
successful mission.

Technological Traps and Hazards


These high tech perils represent the most common kinds
of traps and dangers found in high tech campaigns.

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)

Cybernetics Foundry Haunt – CR 4


Spell: Cyber Surgery, Offensive
Ancient space stations and long-abandoned military
cyberization facilities still have active surgical suites.
Glitchy and mal-programmed, these dust-covered, half
melted AI surgeons now apply their laser scalpels and
flesh-suturing welders to anyone unfortunate enough to
enter the ruins of the surgical suite- not just the approved
patients they were programmed for centuries ago.
XP: 1,200
Nature Alignment and Area: lawful neutral (a 15 ft x 15 ft
When the horrors of the night are too much for ordinary surgical suite)
police officers, the elite, cocky veterans of Police Section Caster Level: 14th
Seven are called in. The overworked and undermanned Notice: Perception DC 22 to notice glowing LEDs and
Section Seven is tasked with anything the ordinary cops minor subsystems still active among the ruined med-droids
can’t handle: demonic incursions, rogue spellcasters, and surgical facilities.
supernatural rapists, and the confusion that follows the HP: 8
surge of an Akashita Wind. They are also tasked with Weaknesses: Tricked by Stealth. The Cybernetics Foundry

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makes a caster level check rather than a Perception check Failed Gene Ark Haunt – CR 4
to detect targets moving within its area. Spell: Summon Nature’s Ally VIII
Trigger: Any living creature entering the surgical suite. Gene Arks are ancient terraforming devices- massive
Reset: 1 Day. pillars devices filled with glowing blue circuitry
Effect: Living creatures entering the haunt’s that stand nearly ten meters high. Abandoned
area are affected by the Offensive Cyber across the galaxy, Gene Arks might be
Surgery spell. The haunt implants a found in open plains, lost jungles and
random cybernetic device designed burning deserts- randomly birthing
to either directly improve badly mutated animal forms
physical capabilities intended to help colonize
(improve STR, DEX or other ecosystems. The true
CON scores), cyber armor purpose of these
to increase the victim’s AC, devices has long
or an implanted weapon been forgotten.
system of some type. The XP: 1,200
Cybernetics Foundry was Alignment and
originally designed to Area: chaotic
create fierce cyber- neutral (a 30 ft tall,
warriors, and it still 10 ft wide pillar)
attempts to do so even after Caster Level: 14th
the war it was created to Notice: DC 0 to
fight is long forgotten. notice the large
Destruction: A full black pillar under
conversion cyborg must most
either be destroyed at the circumstances.
site of the haunt, or all HP: 8 HP for the
offensive cybernetic haunt (spell effect);
systems must be removed See below for the
and replaced with more Gene Ark’s physical
peaceful systems. statistics.
Trigger: When a living
Drone Turret – CR 3 humanoid touches the pillar, or
Immobile defense turrets rain falls on the pillar, it activates.
equipped with sensitive motion and Reset: 1 day.
video detectors provide a basic level of Effect: When the pillar is activated, it
defense for military bases, pirate landing randomly generates a creature from the
strips and private pleasure domes across the Summon Monster VIII list, or 1d4+1 creatures
galaxy. The onboard AI of a drone turret is just keen from the Summon Monster VII list. These creatures remain
enough to deliver a withering barrage of fire at anything in the eco-system until slain, and do not disappear when
approaching within its kill-zone. killed.
Type: mechanical Destruction: The physical destruction of the Gene Ark
Perception: DC 15 will suffice. This tall spire has Hardness 15 and 150 HP. It
Disable Device: DC 28 is immune to Cold, Electrical and Fire damage.
Trigger: visual (will not attack targets wearing the official
uniform or insignia of whoever deployed the device) Laser Slicer – CR 6
Duration: instant Concealed laser emitters fire high intensity blaster beams
Reset: automatic (Drone Turrets can reset automatically that neatly slice apart intruders. Laser Slicers are an
1d6+1 times before their internal ammo supply is extremely common trap, used by every spacer who can
exhausted, after which they must be manually reset.) afford a set of emitters and a targeting computer.
Effects: +15 ranged attack (2d8 bludgeoning, crit 20/x3, Type: mechanical
100 ft range) Perception: DC 24
Disable Device: DC 25

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Trigger: touch (tripwire or pressure plate mechanism) Molecular Shear Projector – CR 13
Duration: instant Hidden projector in the walls and ceiling emit powerful
Reset: automatic gravity fields that rip objects and creatures within the area
Effects: multiple targets (up to 3 targets, no two can be of effect along flat planes. Shearing objects along
more than 10 ft apart), +22 ranged attack (4d10 fire or molecular shear planes enables this deadly trap to rip apart
force (GM’s choice), 20/x3 crit) even the densest matter.
Type: mechanical
Laser Slicer, Ulti-Max – CR 8 Perception: DC 18
This superior version of the Laser Slicer has been Disable Device: DC 28
enhanced with the laser max spell, so that the trap always Trigger: visual
deals at least 40 points of damage! Duration: instant
Type: mechanical/magical Reset: automatic
Perception: DC 24 Effects: Never Miss, onset 1 round. Multiple targets (all
Disable Device: DC 25 targets within a 20 ft x 20 ft room), 15d10 force damage
Trigger: touch (tripwire or pressure plate mechanism) which ignores hardness and non-magical damage reduction
Duration: instant (average 83 force damage)
Reset: automatic
Effects: multiple targets (up to 3 targets, no two can be Resonating Pleasure Field – CR 12
more than 10 ft apart), +22 ranged attack (40 fire, 20/x3 Resonating Pleasure Field generators are base-ball sized
crit) spheres of bulky silver circuit components and an expertly
faceted pale magenta Yahn crystal shard. Advanced sensors
Magno Mine Field – CR 10 feed targeting data to the RPF, and when the device
A web of thousands of drifting, spherical micro-explosive triggers, it sends out a pulse of blinding pinkish-yellow
charges uses an intense magnetic field to not only to stay Pleasure energy. If the trap kills one or more targets via
suspended but to seek targets. Enough metal enters the Pleasure overload, their dying neural impulses only feed
mine field, and boom! Magno Mine Fields are common additional energy into the RPF, worsening the effect.
anti-robot and anti-armor weapons. Type: mechanical
Type: mechanical Perception: DC 22
Perception: DC 5 Disable Device: DC 26
Disable Device: DC 30 Trigger: proximity
Trigger: proximity (a Medium or larger metallic object or Duration: instant
creature enters the area) Reset: automatic (1 minute)
Duration: instant Effects: Multiple Targets (all targets within a 60 ft cone),
Reset: none 10d6 Pleasure (REF DC 18 half); secondary effect: If any
Effects: Never Miss, onset 1 round. Multiple targets (all target is killed by Pleasure damage, the trap automatically
targets within a 50 ft spherical area suffer 10d10 points of triggers again. The RPF can trigger in this manner up to 3x
Fire damage. Metallic targets and objects within this area in a single round; after that, the device’s internal power
also suffer an additional 5d10 points of Electrical damage.) supply is drained and it becomes inactive for 24 hours.
Additional effect: All targets within the trap’s area of effect
Mecha-Illuminator – CR 1 when it triggers must succeed at a DC 20 FORT Save or be
Establishments worried about android infiltrators often blinded for 2d4 rounds.
install Mecha-Illuminators in the entry way or at guarded
access points. Rust Seas – CR 2
Some planets, especially those suffering heavy industrial
Any mechanical lifeform (including Light and Heavy pollution, have dirty crimson seas that can quickly oxidize
Cyborgs, Erobots, Synths, POETICA and other mechanical virtually any metal. Metal objects and creatures splashed
species) passing beneath this high-tech, gadget equipped with water from a Rust Sea suffer 1d6 HP damage, which
archway glows brightly, shedding bright illumination for ignores hardness and non-magical damage reduction. Full
20 ft. Creatures with cybernetic implants are also affected, immersion by a metal object or creature inflicts 3d6 HP
as the implants glow beneath the archway, shining through damage per round, again ignoring hardness and non-
skin and organs in the case of internal devices. magical damage reduction.

Organic creatures take 1d4 acid damage per round of full


immersion. The caustic fumes render any creature within

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30 ft of the Rust Sea sickened unless they succeed at a DC
15 FORT Save. If a creature makes its save against the · Cyborgs have the Unhealing special quality. They do
Rust Sea, it is immune to the sea’s sickening effects for 24 not heal damage naturally, and healing spells and
hours. effects only have half the normal effect when used to
benefit them.
Suit Ripper Anti-Personnel Mine – CR 4 Location: Special Qualities
These spherical, golf ball sized mines can magnetize
themselves for better concealment. When the devices · Most Cyborgs have a +4 natural armor bonus to AC or
detonate, they launch a rain of needle-like slivers with better.
micro-serrations on the cutting edge that can shred
unarmored flesh and punch through most commercial Mecha
space suits. Constructs (and a few other creatures, including some
Type: mechanical Battlechangers) with the Mecha subtype are vehicles
Perception: DC 20 designed to operate under the direct control of an
Disable Device: DC 16 intelligent pilot. Mecha have the following qualities.
Trigger: proximity
Duration: instant · Though the Mecha’s type is Construct, it is vulnerable
Reset: none to mind-influencing effects through its pilot. This
Effects: never miss, no onset time. (6d6 slashing, REF DC weakness does not apply if the Construct is unmanned.
15 half. Targets must make a second DC 15 REF Save or Location: Weaknesses Format: Intelligent Pilot
have any non-magical space suit punctured, removing its · Piloted (EX) Some of the Mecha’s qualities, marked
Space Suit property.) Multiple targets (all targets within a with an asterisk in the statblock, are replaced by the
30 ft burst). Mecha’s pilot if they are greater. The following
qualities are replaced by the pilot’s when the Mecha is
New Subtypes in action: alignment, languages, REF and WILL Saves,
The following new subtypes appear in this sourcebook. skill ranks, base attack bonus (which may modify
CMB and CMD), DEX, INT, WIS and CHA scores.
Battlechanger Location: Special Qualities Format: Piloted
Monstrous Humanoids with the Battlechanger subtype are
powerful alien mechanoids able to alter their form into Smartlight
vehicles, tools and other useful shapes. Smartlight is a subtype that is usually added to incorporeal
creatures, most often members of the Construct or Ooze
Though usually applied to Monstrous Humanoids, this types, but sometimes other creatures as well. Smartlight
subtype might be applied to other creatures, such as creatures are artificially intelligent, data-based entities
Animals or Magical Beasts, representing other bio- given a semblance of physical form via holograms and
mechanical components of the Battlechanger ecosystem. forcefield projection.

Cyborg Creatures of the Smarlight subtype have the following


Monstrous Humanoids with the Cyborg subtype have been traits.
mechanically augmented. Cyborgs have the following · Smartlight creatures possess Darkvision 90 ft and low
qualities. light vision. They can receive unencrypted wi-fi/
cellular/television and radio signals, as well as similar
· Cyborgs possess Darkvision 90 ft and low light vision. higher-tech types of signal. Location: Senses Format:
They can receive unencrypted wi-fi/cellular/television Darkvision 90 ft, lowlight vision, wifi/cellular/
and radio signals, as well as similar higher-tech types television and radio reception
of signal. Location: Senses Format: Darkvision 90 ft,
lowlight vision, wifi/cellular/television and radio · Smartlight creatures are vulnerable to Electricity and
reception can be harmed by weapons and effects with the
Smartlight quality. Location: Vulnerabilies.
· Cyborgs are immune to drowning, suffocation,
vacuum, hunger, thirst, the sickened and nauseated · Most, but not all Smartlight creatures also have the
conditions, death effects, ability drain and energy Incorporeal subtype.
drain.
Location: Immunities Format: Cyborg Immunities

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High-Tech Challenge Rating 15
Golden Vanguard Mecha
Monsters by
Challenge Rating High-Tech
This alphabetic listing of the
creatures in this bestiary is Monsters by
divided by Challenge Rating. Type
This alphabetic listing of
Less than Challenge Rating 1 the creatures in this
Battery Droid (CR ¼), bestiary is divided by the
Companion AI (CR ½), Cy-Dot monster’s type.
(CR -), Holo-Pet (CR ½),
Medic Droid (CR ½), Animal
Skunkworks Dragon (CR ½) Cyber-Grizzly, Cyber-
Wolf, Cyber-Vulture
Challenge Rating 1
Airbike Mecha, Holo- Constructs
Companion Airbike Mecha,
Assembler, Astromage
Challenge Rating 2 Droid, Cloudfire Mecha,
Astromage Droid, Cyber-Wolf, Companion AI, COP-Bot,
Cyber-Vulture, Thieftaker Golden Vanguard Mecha,
Drone Holo-Companion, Holo-
Pet, Predatory Nano-
Challenge Rating 3 Swarm, Road Dancer
Upgraded Holo-Companion, Mecha, Thieftaker
Scav Worlder, Techno Fascist Drone, Upgraded Holo-
Companion, Urban
Challenge Rating 4 Knight
Black Operator, Combat
Cyborg, Mutie Urban Warrior, Dragons
Road Dancer Mecha, Star Skunkworks Dragon
Marine, Teleport Infantry
Humanoids
Challenge Rating 5 Black Operator, Riot
Cyber-Grizzly, Cyber-Ninja, Control Officer, Scav
Mega-Corp Sec-Ops, Predatory Worlder, Star Marine,
Nano-Swarm Techno Fascist, Tokyo
MPD Section Seven
Challenge Rating 6 Officer
COP-Bot, Riot Control Officer,
Tokyo MPD Section Seven Monstrous Humanoids
Officer Bunraku-66 POETICA,
Combat Cyborg, Cyber-
Challenge Rating 10 Ninja, Mega-Corp Sec-
Bunraku-66 POETICA, Ops, Mega-Corp V-Elite,
Cloudfire Mecha, Mega-Corp Mutie Urban Warrior,
V-Elite, Urban Knight Teleport Infantry

Challenge Rating 11 Oozes


Bio-Machine Ooze Bio-Machine Ooze

Challenge Rating 12
Assembler

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The traditions are breaking down.

The line between Druid and Wizard, between Summoner


and Cleric, Bard and Witch and Sorcerer are blurred,
wiped away like dust on a chalkboard. With the old
divisions of magic lost and forgotten all that’s left is the
power, the power to summon demons, to heal the injured,
to stop time or to, or burn down a skyscraper with little
more than a thought, a word and a gesture.

The Modern Spellcaster is a new basic class for both the


Pathfinder Roleplaying Game and D20 Modern, and is
equally at home in either. The Modern Spellcaster provides
a way for D20 Modern characters to cast any spell in the
Pathfinder Roleplaying Game, up to and including world-
shattering ninth level spells!

The Modern Spellcaster also makes a great alternative


spellcasting class for Pathfinder Roleplaying Game
campaigns. It is even more spontaneous than a Sorcerer,
and uses a Spell Point mechanic, which might make the
class more palatable to gamers coming to the PFRPG from
a console games or non-D&D background. Younger and
less experienced gamers might find the Modern Spellcaster
more to their liking than the more ‘specialized’ spellcasting
classes.

The Modern Spellcaster is different than most D20 Modern


Basic Classes- the class has no talents. Instead, the Modern
Spellcaster has spells. Lots and lots of cool spells- why
bother to learn to sneak around when you can just divine
the truth of a matter with some tea leaves and expended
mystic energy? Why learn to fight when you can just blast
somebody with a magic missile or three, or just summon a
golem to beat your enemies to a pulp? The lack of talents
marks Modern Spellcasters as somehow different than the
regular, workaday world, a product of a different time, a
different ethos. However, the Modern Spellcaster has a
pretty useful class skill list and decent amount of skill
points, reflecting their nature as eccentric, well educated
(if self taught) geniuses.
Class Information
The Modern Spellcaster lacks the more exotic features of The following information pertains to the Modern
the other spellcasting classes- by default, the Modern Spellcaster Basic Class.
Spellcaster can’t wildshape like a Druid, summon an
Eidolon, access Clerical domains or channeled energy, or Hit Die
do anything else. However the Modern Spellcaster can cast D6
spells- lots and lots of spells. The Modern Spellcaster has Modern Spellcaters are not particularly fit, and spend more
access to every single spell in the game, and has the time training their mind and souls than they do their
freedom to cast very high level spells even as a first level bodies. Modern Spellcasters receive D6 Hit Points per
rookie, though doing so carries a major risk to the level. A first level Modern Spellcaster receives Hit Points
character. Customization and freedom are the Modern equal to 6 + her CON modifier.
Spellcaster’s biggest and more impressive advantages.

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The Modern Spellcaster’s Class Abilities
Class Base FORT REF WILL Special Spell Safely Cast
Level Attack Save Save Save Points
Bonus (total)
1st +0 +0 +0 +2 Bonus Feat, +4 (4) Zero First
Cantrips, Recovery
(class + INT)
2nd +1 +0 +0 +3 +2 (6) -
3rd +1 +1 +1 +3 +2 (8) Second
4th +2 +1 +1 +4 Bonus Feat +3 (11) -
5th +2 +1 +1 +4 +3 (14) Third
6th +3 +2 +2 +5 +4 (18) -
7th +3 +2 +2 +5 +4 (22) Fourth
8th +4 +2 +2 +6 Bonus Feat +5 (27) -
9th +4 +3 +3 +6 +5 (32) Fifth
10th +5 +3 +3 +7 Recovery +6 (38) -
2x(class + INT)
11th +5 +3 +3 +7 +6 (42) Sixth
12th +6/+1 +4 +4 +8 Bonus Feat +7 (49) -
13th +6/+1 +4 +4 +8 +7 (56) Seventh
14th +7/+2 +4 +4 +9 +8 (64) -
15th +7/+2 +5 +5 +9 +8 (72) Eighth
16th +8/+3 +5 +5 +10 Bonus Feat +9 (81) -
17th +8/+3 +5 +5 +10 +9 (90) Ninth
18th +9/+4 +6 +6 +11 +10 (100) -
19th +9/+4 +6 +6 +11 +10 (110) Epic Spell feat
20th +10/+5 +6 +6 +12 Bonus Feat +11 (121) -

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

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Armored Spell Failure? If the check is successful, the Modern Spellcaster learns
Modern Spellcasters cast spells just like any other the new spell, and adds it to her repertoire of spells known.
spellcaster. Modern Spellcasters suffer an arcane spell Whether or not the spell is successfully learned, it is
failure chance. One exception to this is Light armor of the expended; the written copy of the spell either vanishes
Concealable type; these ultralight modern forms of body entirely, consumed in mystic flames, or becomes illegible,
armor are designed for comfort and ease of wear. Modern writing fading, data becoming corrupt and unreadable,
Spellcasters do not suffer an arcane spell chance when mystic diagrams shifting and changing into something
wearing any type of Light, Concealable body armor. Nor useless, and so forth.
do they suffer arcane failure chance when wearing
Impromptu armor. A Note on Different Spell Lists
If a spell appears on the spell lists of different PFRPG
Recovering Spell Points classes at different levels (example: Cleric 4, Witch 5), the
The Modern Spellcaster recovers expended Spell Points Modern Spellcaster gains that spell as a spell of the lowest
through sleep or rest. Eight hours or sleep or restful calm possible level. In this example, that would mean the Cleric
allows the Modern Spellcaster to recover a number of 4 spell would become a 4th level spell for the Modern
Spell Points equal to her class level plus her INT modifier. Spellcaster. All spells cast by the Modern Spellcaster are
considered to be Arcane spells, regardless of their previous
At 10th level, after resting, the Modern Spellcaster recovers origin.
Spell Points equal to twice the sum of her class level plus
her INT modifier. The Modern Spellcaster can only Safe Casting and Overcasting
recover Spell Points once in any given 24 hour period. The Modern Spellcaster can cast any spell she desires, at
any level, assuming she has enough Spell Points to power
Note that this might not completely restore the Modern the spell. In some extraordinary circumstances, a first level
Spellcaster’s casting capacity if she runs her pool of Modern Spellcaster might even try her luck at casting an
magical energy down to zero. A few talents and feats allow eighth or ninth level spell! Possible….but not a very good
Modern Spellcasters to recover Spell Points at a greater idea.
rate or in a different manner; these abilities are discussed
later in this sourcebook. If the Modern Spellcaster attempts to cast a spell of a
higher level than she can safely cast (overcasting), she
Spells risks potentially fatal backlash. If the Modern Spellcaster
The Modern Spellcaster uses her INT modifier to makes the attempt, she must succeed at a WILL Save, with
determine bonus Spell Points, and her INT modifier is used a DC equal to 15 + the spell’s level. If the Modern
to calculate the Save DC of all her spells. The Modern Spellcaster makes her save, she casts the higher level spell
Spellcaster can acquire and cast any spell, from any class without incident. The Modern Spellcaster casts higher
list, including both arcane and divine spells! level spells as if she were a spellcaster of the minimum
level required to cast the spell.
The Modern Spellcaster can acquire any number of spells.
Once a spell is learned, the Modern Spellcaster can cast it If she fails her save, then things get interesting. On a failed
at any time. The Modern Spellcaster must acquire a written save, the Modern Spellcaster suffers 1D10 points of
or digital copy of a spell to learn it; from another mage’s damage per level of the overcast spell. If the Modern
spell book or book of shadows, from an ancient scroll, or a Spellcaster fails her save by five points or worse, in
spell stored on a PDA. Learning the spell requires the addition to this damage, she suffers an additional point of
Modern Spellcaster to spend a number of hours equal to damage for every Spell Point remaining in her pool,
the spell’s level minus her INT modifier (minimum one expending all these Spell Points (and probably cooking
hour) studying the spell. At the end of this period, the herself from the inside out). In either case, the overcast
Modern Spellcaster makes a Spellcraft check with a DC spell is not cast.
equal to 12 + the spell’s level.
Cantrips
The Modern Spellcaster automatically succeeds when Each day, upon recovering spent Spell Points, the Modern
learning Zero level spells; she must merely expend an hour Spellcaster can designate which zero level spells (called
of study to add this minor spell to her collection. cantrips) she wishes to emphasize that day. The Modern
Spellcaster can select a number of zero level spells equal
to 3 + her INT modifier. She can cast these specific zero

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level spells as many power
times as desired that campaign
day, without expending offers the
Spell Points. If she Modern
chooses to modify one Spellcaster a
of these cantrips with a chance, albeit
Metamagic feat, she a small one, to
would spend Spell start with a 9th
Points equal to the level spell.
cantrip’s total modified The constant
level. temptation to
cast
If the Modern Spellcaster recklessly,
wishes to cast a zero level spell and the risk of
beyond the designated cantrips, she spectacular self
must expend one (1) Spell Point to do immolation, are a big part of
so. this class’ mystique.

Starting Spells Known The Modern Spellcaster can


A first level Modern Spellcaster has sacrifice the chance to receive
somehow acquired a few spells when the any spells of a particular
campaign begins. level in order to receive a
+10% bonus on the random
The Modern Spellcaster begins with as roll to determine any
many cantrips as the gamemaster allows, spells of the next higher
which is a number equal to the spell level.
Spellcaster’s INT score at a minimum.
Most campaigns will allow the Modern As an aside, Black Tokyo
Spellcaster to begin with every zero level and Psi-Watch are standard
spell in the core rulebook. campaigns, while Heavy
Future is anything goes, and
The Modern Spellcaster begins with a Otherverse America can either
number of first level spells known be a cautious or a standard
equal to her INT modifier, or three campaign, at the gamemaster’s
(3) whichever is greater. option.

For the rest of the Modern Spellcaster’s Automatically


starting spell allotment, roll randomly on the Granted Spells
following chart. Your gamemaster will tell you what type At each level, the Modern Spellcaster automatically learns
of campaign you’re running in, which determines what a single spell of the highest level she can safely cast. This
kind of spells you can roll for. Note that even the lowest spell may be one she has been researching behind the
scenes for a long time, one
Percentage Chance of Knowing One Spell of this Level presented to her by an allied
Spell Level Cautious Standard High Power, Anything spellcaster, or one researched
Campaign Campaign Goes Campaign independently.
2nd 35% 50% 50%
3rd 30% 40% 45% Bonus Feats
4th 25% 30% 40% At first, 4th, 8th, 12, 16th and 20th
5th 20% 20% 35% level, the Modern Sorcerer receives
6th None None 30% a bonus feat, which must be chosen
7th None None 25% from the following list.
8th None None 20%
9th 2% 5% 15%

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• Any Metamagic or Item Creation feat from the Modern Spellcaster Traits
Pathfinder Roleplaying Game or D20 Modern SRD These new starting talents fill niches implied by the point
based spellcasting system, and allow Modern Spellcasters
• Any campaign specific feat that offers a Spell-Like or to pull off some impressive magical feats.
Supernatural ability (such as many of the feats in
Culture of Choice or Black Feats).
Combat Traits
Leech Energy
• Any new feat found in this sourcebook
Ability Type Supernatural
Requires Modern Spellcaster levels
• Iron Will or any skill enhancing feat (such as
You know how to draw in the tiny amount of magical
Gearhead) from either the PFRPG or D20 Modern
energy held within the bodies of even the most mundane
SRD
creature. You can touch a willing or unaware sentient
creature as a touch attack. Doing so allows you to recover
Epic Spell (EX)
one Spell Point and does no harm (except for a faint
At 19th level, the Modern Spellcaster gains Epic Spell as a
second of dizziness or weakness) to the victim.
bonus feat. When casting an 10th level Spell granted by this
feat, the Modern Spellcaster must expend 10 Spell Points.
You can only draw energy from a given character once per
24 hour period. You cannot draw energy from another
Item Creation Notes spellcaster of any tradition, as mages are so attuned to their
The Modern Spellcaster can use Item Creation feats, such own energy flows they can prevent this minor theft.
as Scribe Scroll or Craft Wondrous Item to create
permanent or single-use magic items. The Modern
Faith Traits
Spellcaster must be able to safely cast a particular spell
Serene Recharge
level to use spells of that level as a component in a magic
Ability Type Supernatural
item. Thus, a first level Modern Spellcaster might know
Requires Modern Spellcaster levels, WIS 13+
how to cast meteor swarm, but she certainly isn’t going to
You meditate calmly to recover your mystical energy. Each
be making a magic item incorporating that spell for a long,
day, you recover an additional number of Spell Points
long time.
equal to your WIS modifier when you sleep or rest. At 10th
level, you recover a number of Spell Points equal to your
Otherverse Games prices its magic items with a GP value
WIS modifier x 2.
and a Purchase DC. The item’s Purchase DC was
calculated by converting the item’s GP cost to modern
wealth using a 1 GP: 1 US dollar: one credit: Magic Traits
approximately 100 yen ratio. Ancient Lore
Ability Type Extraordinary
This conversion has its problems, especially with the cost Requires Knowledge (history) 1 rank
of mundane items, such as groceries, making them You are a student of the secret, occult history of the world.
unrealistically expensive compared to fantasy items. You receive a +1 trait bonus on Knowledge (history) and
However, few campaigns track the characters’ grocery Spellcraft checks, as well as Diplomacy checks made in
budgets closely enough for this to matter. Also, the real the occult or supernatural ‘community’, whatever it may be
world exchange rate between dollars and yen is much in your campaign world.
higher than 1 dollar:100 yen, usually hovering somewhere
around 1:200 yen circa late 2015, but this ratio is designed Cantrip Expert
to simply allow GMs to add two zeroes to the price of Ability Type Extraordinary
anything in yen if it is priced in another source in dollars. Requires Modern Spellcaster levels, Spellcraft 1 rank
You really enjoy casting minor spells, and have an
assortment of cantrips on hand more extensive than most
Modern Spellcasters’. Each day you can designate a
number of zero level spells as cantrips equal to 5 + your
INT modifier.

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Change in Accordance With Will descriptor, reduce the Spell Point cost by -1, to a minimum
Ability Type Extraordinary of one.
Requires Modern Spellcaster level 1st, vast personal
transformation (see text) Paranatural Bloodline
Magic is the art of causing change in accordance with will, Ability Type Supernatural
and so it follows that those with the sheer willpower to Requires Modern Spellcaster levels, CHA 13+
change their bodies completely are some of the most You are haunted by strange, hereditary shadow-memories
effective mages the world has ever known. To select this of long ago spellcasters and long forgotten magical styles.
talent, the character must have undergone extensive and You choose the Bloodline Arcana from any Sorcerer
voluntary physical change: sexual reassignment therapy, bloodline as a first level Sorcerer, as described in the
full cybernetic conversion, massive genetic engineering, Pathfinder Roleplaying Game. You gain this ability.
intense and painful physical conditioning, full body
tattooing, ect. Social Traits
Fast Learner
You receive a +4 bonus on WILL Saves to safely overcast Ability Type Extraordinary
spells of the Transmutation school. It costs you one less Requires Modern Spellcaster levels, Spellcraft 1 rank
Spell Point, to a minimum of one Spell Point to cast any You can learn spells more quickly than most. It only
Transmutation spell upon an ally or willing creature, requires 15 minutes of study to learn a zero level spell, and
including yourself. you reduce the study time to learn more advanced spells by
an hour, to a minimum of one hour.
Solid Theorems
Ability Type Extraordinary
New Feats
Requires Modern Spellcaster levels, Spellcraft 1 rank
These new feats allow Modern Spellcasters to duplicate
You’ve got a better than average grasp of magical theory.
some, but not of the core features, of the specialized
This trait is extremely common among the studious, highly
spellcasting classes of an earlier epoch. Other feats change
competitive teen mages of Black Tokyo’s magical
the way the point based spellcasting system works, or
academies. You receive a +5 bonus on Spellcraft checks
upgrade a Modern Spellcaster in other, more conventional
made to learn a new spell.
ways.
Traditions of Old
Balanced Risk
Ability Type Supernatural
You’ve heard the horror stories of incautious mages
Requires Modern Spellcaster levels, Knowledge (arcana)
cooked from inside by uncontrolled waves of magical
1 rank
energy. These spectacular deaths haven’t stopped you from
You have researched so deeply you have found the faintest
overcastting, but when you cast risky, high level spells, you
echoes of the tutelage of a long extinct arcane college.
find ways to minimize the risk.
Select one school specialist power, as a first level Wizard
Requires Modern Spellcaster levels, Spellcraft 4 ranks
as described in the Pathfinder Roleplaying Game. You gain
Benefit: You reduce the damage inflicted by overcastting a
this ability.
higher level spell than to 1D6 points of damage per spell
level.
Racial Traits Ability Type Extraordinary
Elemental Blood
Ability Type Supernatural Bardic Performance
Requires Modern Spellcaster levels, CON 13+ You can channel your passion for a particular kind of art
The stuff of primal creation, of raw elemental magic, runs into your magic, and imbue your performances with
in your veins. Occasionally when you are wounded, a lick mystical power.
of flame, gout of water or steam, gust of wind or small Requires Modern Spellcaster levels, Perform (any) 1 rank,
drift of sand or dirt drops from the wound, a testament to CHA 15+
your strange heritage. Perhaps you were the descendant of Benefit You gain the Bardic Performance ability, identical
a powerful sorcerer of some lost aeon, or your magical to the Bard class feature described in the Pathfinder
awakening involved the intervention of an elemental spirit. Roleplaying Game. Your Modern Spellcaster level
determines the effects of your Bardic Performance.
Select one of the four classical elements (air, earth, fire,
water). Whenever you cast a spell with your chosen You add any feats that improve or modify a Bardic
Performance to your list of class-based bonus feats.

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Ability Type Supernatural Requires Modern
Spellcaster levels,
Bonus Arcana Computer Use 5 ranks
You have more mystical Benefit You can create
energy at your disposal than spells in digital form,
most Modern Spellcasters. which can be e-mailed,
Requires Modern Spellcaster tweeted or sent via text
levels message, ect. You can
Benefit You gain +5 bonus Spell create a digital version
Points, plus an additional +1 Spell of any spell you can
Point per Modern Spellcaster level. safely cast.
Special You can select this feat multiple
times. Its effects stack. Creating a digital spell requires a Computer
Ability Type Extraordinary Use check (DC 20 + the spell’s level), and at
least two hours of work per spell level. First,
Channel Energy the mage must successfully store the spell or
You can unleash a roiling blastwave of gleaming spell he wishes to attach to the email
divine energy that can heal your allies or blast message. A digital spell must be specifically
apart the risen dead. targeted at a specific character; the spell
Requires Modern Spellcaster levels, Knowledge does not function if any other person opens
(theology & philosophy) 1 rank the e-mail before the intended recipient.
Benefit You gain the ability to Channel Divine
energy, identical to the Cleric class feature as The Modern Spellcaster can collect
described in the Pathfinder Roleplaying Game. mundane information about the target by
Your Modern Spellcaster level determines how successful Diplomacy checks to gather
much energy you can channel, and how often you information or Computer Use checks. The
can do so. You decide whether you channel more information the Digital Sorcerer can
positive or negative energy when this feat is gather, the more effective the digital spell
chosen. Afterward, the selection cannot be becomes. Each of the following bits of
changed. information increases the Virtual Hex’s
saving throw DC by +1
You add any feats that have Channel Energy as a • The Modern Spellcaster has access
prerequisite to your list of class based bonus feats. to the victim’s online blog, website or
Ability Type Supernatural similar.
• The Modern Spellcaster has a
Deific Domains recent (within 2 weeks) digital photo of
Whether or not you follow a recognized faith, church the victim.
or cult, you are a devoted follower of a particular deity • The Modern Spellcaster knows the
or driving ethos. Your dedication and faith has given target’s social security number, date of
you impressive magical powers shaped by your passion birth, and credit information.
and belief. • The Modern Spellcaster knows
Requires Modern Spellcaster levels, Knowledge (theology some of the victim’s passwords or access codes.
& philosophy) 4 ranks
Benefit Choose two clerical domains which match your The virtual hex takes effect when the victim opens the
faith, ethos or personal code. You gain the granted power trapped e-mail message. If the spell offers a saving throw,
of these two clerical domains, as a first level Cleric as the victim saves against the spell at this point. The victim
described in the Pathfinder Roleplaying Game. may attempt to recognize the virtual hex for the deadly
Ability Type Supernatural threat that it is by making a successful Computer Use (DC
25 + spell level) or Knowledge (arcane lore) or Spell Craft
Digital Magic (DC 15 + spell level). If the victim recognizes the email is
Instead of casting spells in person, the Modern Spellcaster trapped, he can simply delete the message without opening
can instead transmit a spell electronically. The digital spell it or allow someone else to open it, expending the magic.
takes the form of a mystically trapped e-mail message that The digital spell remains functional for a number of days
activates when the recipient opens the file.

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equal to the Modern Spellcaster’s INT modifier. If not Magical Prodigy
accessed before this time, it degrades into useless data. You regularly cast higher level spells than you should be
Ability Type Supernatural able to, and somehow haven’t incinerated yourself yet.
Requires Modern Spellcaster level 5th
Epic Spell Benefit Add one level to the highest level of spells you can
Modern Spellcasters of significantly high level gain the safely cast.
ability to cast 10th Level spells naturally; other spellcasters Special You can select this feat multiple times; its effects
require long years of practice and meditation to master this stack.
feat. Ability Type Extraordinary
Requires ability to cast 9th level spells, primary casting
ability score 20+ Media Magic
Benefit You gain a single 10th level spell slot. You can use The affects of your Bardic Performance extend to those
this slot for a 10th level spell or a lower level spell watching or listening to it live on the radio, on TV or over
enhanced by metamagic. the Internet.
Special You may choose this feat more than once, gaining Requires Bardic Performance, Modern Spellcaster level
a new 10th level spell slot each time. 5th
Ability Type Extraordinary Benefit You can transmit the effects of your Bardic
Performance through any form of live mass media- radio,
Familiar television, streaming internet video, Skype or similar chats,
You have bound a tiny, clever and surprisingly useful ect. Recordings of your bardic performance have no
magical mascot to your service. magical effect.
Requires Modern Spellcaster levels
Benefit You gain a familiar, identical to the Wizard class When using Bardic Performance, rather than having the
feature as described in the Pathfinder Roleplaying Game. ability affect characters in your immediate vicinity, you
Your Modern Spellcaster level determines your familiar’s can choose to have your Bardic Performance affect one or
abilities. more creatures viewing or listening through a live media
Ability Type Supernatural feed. You may affect the same number or Hit Die of remote
listeners/viewers as you could in person; these remote
Geomantic Recharge audience members can be at a single location or at multiple
Requires the Use of Ley Lines (Otherverse Games, 2012) locations. You can choose to affect multiple viewing
You can draw magical energy directly from the luminous locations (such as different radios playing your
lines of energy that crisscross the planet. performance) equal to your CHA modifier.
Requires Modern Spellcaster levels, Spellcraft 5 ranks
Benefit You can draw energy directly from ley lines to You choose which listeners or viewers will be affected by
recharge your pool of Spell Points. The amount of energy your Bardic Performance, and must clearly identify these
available is determined by the length of the ley line. To audience members when beginning the performance. (This
draw energy from a ley line, you must be within 30 ft of identification can be by name: “I want to Inspire Courage
the line, and must expend a standard action. You can only in Lt. Roberts, who is listening to my song on a radio
draw energy from a particular ley line once per hour, somewhere in Iraq.” It can also be by location “I want to
though there is no limit on the number of creatures that can fascinate any guards at Folsom State Prison watching my
draw on a particular ley line at any given time. Even the performance on TV”.) Other listeners/viewers only
shortest ley line is a font of almost limitless magical perceive the mundane performance, and are typically
energy. unaware of any supernatural aspect to your Bardic
Performance.
• Short – 1 point/hour
• Average- 3 points/hour You are not aware whether or not the designated targets see
• Long- 5 points/hour your performance, nor if they are affected by it in any way.
• Continental -10 points/hour Ability Type Supernatural
Ability Type Supernatural

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Multiclassed Modern Spellcaster Suicide Spellcaster
You have dabbled in other professions, but retain a deep You have no fear of dying, so long as you get off one final,
core of competence as a magic user. all important spell before your unchecked magical energies
Requires Modern Spellcaster level 8th cook you alive.
Benefit You use your total character level as your Modern Requires Modern Spellcaster
Spellcaster class level for determining your Spell Points. Benefit If you fail a WILL Save to overcast a higher level
Ability Type Extraordinary spell than you can safely control, the necessary Spell
Points to cast the spell are expended, and the spell takes
Safe Overcasting effect normally. You immediately suffer the effects of the
You can push your magical abilities to their limit and failed WILL save, suffering damage and possibly death.
slightly beyond. Note that your Spell Point pool is reduced by the cost of
Requires Modern Spellcaster level 5th the overcast spell, which can reduce the severity of a truly
Benefit You receive a +4 bonus on the WILL Save to cataclysmic WILL Save failure.
safely overcast a spell. Ability Type Supernatural
Ability Type Extraordinary
Superior Rest and Recharge
Skill Burn You recover Spell Points more quickly than other Modern
You can channel mystical energy into your nerves and Spellcasters.
muscles, enabling you to perform phenomenal feats. Requires Modern Spellcaster levels
Requires Modern Spellcaster levels Benefit You recover a number of Spell Points equal to
Benefit Rather than casting spells, you can choose to your class level plus your full INT score. At 10th level, you
directly channel Spell Points to provide a bonus on a recover twice this amount.
specific skill check. You can channel Spell Points in this Ability Type Extraordinary
manner as a swift action; you may use this ability after the
skill check is rolled, but before the results of the roll are
announced.

Each Spell Point expended provides a cumulative +1 luck


bonus on the skill check. You may expend a number of
Spell Points equal to your class level on any single skill
check.
Ability Type Supernatural

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

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The needs of the day define the magic of the day. Cosmetic Healing – removing scarring, tattoos and similar marks
with a touch
In ages past, spells enchanted swords so they could slice Dataread – read data stored electronically by touch alone
through the ectoplasmic bodies of ghosts, torches were Datawipe – destroy all data on a touched piece of electronic
media
made everburning, supple wood was hardened to iron, and
Detect Injured – perceive wounded creatures, even those trapped
the speech of the dragons held ancient words of power. by rubble or out of line of sight
And while Modern Spellcasters might use the old magic, Detect Radiation – see aura around radioactive objects and
including using ancient spells their original creators never creatures
intended, the old magics have lost some of their luster in Electronic Inventory – reveal all electronics worn, carried or
the modern world. What good is ironwood in a world implanted into a particular target
where carbon nanotubes exist, how does flamestrike stack Engineer’s Touch – +5 enhancement bonus on Craft and Heal
up against incendiary sabot rounds, and what good is the checks made to assist machines or install cybernetics
ability to sing the language of dragons in a world where the Entropic Bolt – age target 1d6 years
great wyrms are long since extinct? Fertility Control – magically prevent or ensure conception for a
day
Grav Acclimation – subject does not suffer skill, combat or
The Modern Grimorie is a collection of new spells for use movement penalties due to local gravity conditions, and is
in any modern magic or science-fantasy campaign, treated as having Zero G Training feat
including campaigns set in any of Otherverse Games’ four Hard Reboot – touched machine resets itself
main campaign worlds: Black Tokyo, Heavy Future, Haywire – touched machine behaves randomly for 1 minute/level
Otherverse America, and Psi-Watch. Pocket Pills – conjure a single dose of a non-prescription drug
Recharge Droid Tools – recharge Star Droid onboard tools with
Compared to the spells in setting specific sourcebooks like 3 or fewer daily uses remaining
Choicer Magick or Enchantments of Black Tokyo, these Reconfigure Star Droid – alter which built-in tools are part of a
spells are less tied to the mythology of a particular world. Star Droid’s chassis
Re-Energize – imbue a candy bar or energy drink with ability to
Compared to the spells found within Enchantments of
remove fatigue
Black Tokyo, these spells are also a lot less sexually Sanitizing Touch – remove all microorganisms and forensic
explicit. No less fun, though- especially when your caster traces from one 5 ft cube
is high enough level to unleash Nuclear Impact on her Summon Erobot’s Parts Shelf – temporary call a particular
enemies. Erobot’s collection of spare components to your side
Work Around – transform a temporary jury-rigging into a
This consolidatededition of The Modern Grimorie permanent repair
collects many of the spells found in the earlier, PDF-only Yuppie Workout – gain the benefits of an intense workout in
version of sourcebook, as well as many appropriate spells seconds
from various Otherverse Games sourcebooks, other OGL
Second Level
modern fantasy or techno-fantasy sourcebooks, as well as a
Addiction Purge – eliminates drugs, poisons and chemicals from
host of completely original spells. Also included are the the system, providing automatic successes on saves against drug
spells from Battlechangers: Ironworks, as the addiction
Battlechanger race functions best in a high tech Custom Mod – permanently modify or upgrade a touched piece
environment. All these spells are built with modern of equipment
adventure and sci-fi in mind. These spells manipulate Cybernetic Gift – temporarily bestow a cybernetic implant on a
computers, summon phantasmal vehicles, blast combat willing subject for 1 hour/level
aircraft out of the sky, manipulate radiation, fire lasers, Fire Fast – touched firearm gains the ability to fire in semi and
instantly assemble robots, upgrade cyborgs, and shunt full automatic modes
starships into hyperspace. Transmetalization – Battlechanger’s chrome hull renders them
immune to Ballistic and Force damage
Pit Crew’s Speed – spell’s recipient can make a Craft check to
Alchemist Spells repair a mechanical device as a full round action but is fatigued
First Level afterward
Advanced Steel – remove the unhealing or slow healing racial
qualities from a touched cyborg Third Level
BFG – increase the size and damage dice of a touched firearm or Maintenance Coffin – repair pod acts as heal and gradually
energy weapon restores HP and ability score damage to mechanical creature
Bloodless Birth – deliver a child without pain or injury placed within
Cosmetic Alt-Modifications – alter a Battlechanger’s cosmetic Electronic Sweep – as electronic inventory, but reveals all
details, similar to re-scanning electronics within a conical area of effect

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Fuel the Engine – provide fuel for touched vehicle sufficient for Media Modernization – upgrade an outdated storage media to a
operation for 1 hour/3 levels modern device with a touch
Fuelon Explosion – inflict 1d6 energy damage on a target robot Tweet – send a 128 character message to a known electronic
per point in its Fuelon Reserve device
Mechamorphic Adaptation – assume another Battlechanger’s alt- Yuppie Workout – gain the benefits of an intense workout in
mode and physical capabilities for one round/level seconds
Recharge the Body – touch live electrical current to remove
debilitating status conditions First Level
Pan-Immunity – touched creature becomes immune to radiation, Comms Intercept – perceive electronic signals within range
poison and non-magical disease for 1 minute/level Dataread – read data stored electronically by touch alone
Therapeutic Cloning – clone a touched creature’s organ or limb Datawipe – destroy all data on a touched piece of electronic
for future transplant media
Trans-Furmation – transform a willing creature into an Anthro Electronic Inventory – reveal all electronics worn, carried or
implanted into a particular target
Fourth Level Engineer’s Touch – +5 enhancement bonus on Craft and Heal
Century Machine – place a touched machine in storage for checks made to assist machines or install cybernetics
several decades, allowing it to remain in pristine condition Lesson in Manners – punish a target for rude behavior via non-
Gynoid Form – become a seductive chrome combat robot lethal damage
Triple Form – grant a Battlechanger triple-changer capabilities Live Recording - transmit a live performance to any device
for 1 hour/level capable of storing it within range
Metal Stealth – hide a Medium or smaller ferrous object up to 10
Fifth Level lbs/level from detection by metal detectors and other sensors
Advanced Steel, Perfect – as advanced steel, but permanent Pride of the Collection – summon a unique art object from a
effects parallel timeline
Cyber Surgery – implant a cybernetic implant in a willing patient Universal Coupon – conjure a phantom coupon that offers a 20%
Powerlink Bio-Implants – give a touched organic being a discount on virtually any transaction
Powerlink feat as if it were a Battlechanger
Transmetalization, Mass – as Transmetalization, but affects 1 Second Level
metallic creature per level Electric Transition – short range teleportation via a bolt of
lightning
Sixth Level Enlightening Mindlink – a group of allies use the best INT and
Ceremony of Remolding – create new Battlechanger life that is a WIS modifiers of the collective for 1 hour/level
physical duplicate of an existing robot Eye Cameras – transmit an hour of your experiences within the
Eugenics War – victims suffer 2d6 fire damage and 1 round of past 24 hours to a nearby device
blindness per point of negative ability score modifiers Hardlight Avatar – conjure a personality-based holographic
Fuelon Explosion, Greater –either affect multiple targets or image to scout for you
target Gestalts with Fuelon Explosion Open All Night – conjure phantom employees to briefly reopen a
Function Reformatting – give a touched Battlechanger a closed business
completely new alt-mode and capabilities Reflect the Camera – reverse the angle of a photograph to see
Reinvent Humanity – transform a touched creature’s cybernetic additional details
implants into new, heritable traits and organs Visual Feast – become immune to hunger and thirst so long as
you watch others eat and drink
Bard Spells
Zero Level Third Level
Date – accurately determine the age of a touched object Comms Scrambling – listen in on or jam electronic signals within
Fertility Control – magically prevent or ensure conception for a range
day Electronic Sweep – as electronic inventory, but reveals all
Flash Download – instantly download data regardless of size or electronics within a conical area of effect
connection speed Expository Geomorph – conjure a glowing, multifaceted crystal
Hacker Spark – receive a +5 competence bonus on the next that answers your questions
Computer Use check you make Identify Subject – learn the identity of a photographed creature
Hard Reboot – touched machine resets itself Musical Warrior – transform a musical instrument into a Musical
Haywire – touched machine behaves randomly for 1 minute/level weapon for 1 round/level
Illusory ID – conjure a convincing false ID Photomapping – learn the location where a photograph was
Infographic – informative symbol allows you to comprehend a taken
lengthy text with just a single glance Pirate’s Registration – starship is wrapped in an illusion that
Locate Shop – find a particular business conceals its ID with forged registration and ELINT information
Media Mend – repair a damaged piece of media (such as a CD or Robotic Logic – the subject’s mind becomes machine like,
tape) by touch providing a +2 enhancement bonus to INT and providing

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Cleric Spells
Zero Level
Bloodless Birth – deliver a child without pain or
injury
Cosmetic Healing – removing scarring, tattoos
and similar marks with a touch
Deep Bowls – slightly increase the amount of
food in a meal
Fertility Control – magically prevent or ensure
conception for a day
Haywire – touched machine behaves randomly
for 1 minute/level
Inspection Ready – cleans and repairs a touched
uniform to military standards, provides a +1
enchantment bonus on Diplomacy and
Profession checks for one hour while wearing
the uniform
Locate Shop – find a particular business
Re-Energize – imbue a candy bar or energy
drink with ability to remove fatigue

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

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Lesson in Manners – punish a target for rude behavior via non-
lethal damage Eighth Level
Transmetalization – Battlechanger’s chrome hull renders them Aeons Crash Down – destroy a target’s sanity by forcing it to
immune to Ballistic and Force damage experience millions of years of time in a few seconds
Surf the Nebula – liquid silver coats the caster’s body, rendering
Third Level him immune to deep space conditions and granting phenomenal
Armored by Failure – receive DR 1/magic per each ally or in-atmosphere and space flight capability
minion slain for one minute/level
Blast Sweep – extinguish open flames and prevent unexploded Ninth Level
ordinance from detonating for 1 round/two levels, as well as Dark Passover – horrid rains inflict 1d6 points of CON damage/
making concealed explosives easier to detect round on all creatures in a massive area if they are not protected
Disintegrate Armor – destroy a target’s non-magical armor and by a particular symbol
shields Early Dawn – alter local reality so that sunrise occurs
Improbable Weapons - exaggerated weapon becomes harder to immediately
wield, but hits harder Exile to the Outer Void – teleport a victim to intergalactic space
Emergency Space Suit, Superior – as Emergency Spacesuit, but and trap it there
either summons a single Advanced Space Suit with accessories, Grand Terraforming – transform a small planet, moon or
or provides simple Space Suits to multiple recipients asteroid into a virtual duplicate of the caster’s homeworld
Recharge the Body – touch live electrical current to remove Lesser Moon – summon a small moon into high orbit with
debilitating status conditions immense gravitic and mystic effects
Therapeutic Cloning – clone a touched creature’s organ or limb New Constellation – create a new stellar group from the body
for future transplant and soul of a fallen hero
Omniversal Awareness – gain total knowledge of the cosmos and
Fourth Level limited prescience
Ghost Chassis – summon a ghostly automobile
Lighten Space Suit, Mass – as Lighten Space Suit, but affects Tenth Level (Epic)
multiple suits Sculpt Planetary Orbit – move a planet to a new orbital position
Pan-Immunity – touched creature becomes immune to radiation, within the same solar system
poison and non-magical disease for 1 minute/level Singularity Lock – seal a solar system, preventing FTL travel
Trans-Furmation – transform a willing creature into an Anthro into or out of the system
Urbana Ex Nihlo – instantly create a working but uninhabited
Fifth Level city to your specifications
Awaken Machine – your touch awakens a non-intelligent
machine to true sentience Druid Spells
Fuelon Charge, Mass – as Fuelon Charge, but affects one Zero Level
Battlechanger per level Bloodless Birth – deliver a child without pain or injury
Improbable Weapons, Greater – as Improbable Weapons, but Deep Bowls – slightly increase the amount of food in a meal
greater bonuses and penalties Fertility Control – magically prevent or ensure conception for a
Minutes Become Hours – create an enclosed area in which time day
passes much more swiftly Weathering – age a touched object by a year
Ravages of Time – age objects to ruin with a touch
Transmetalization, Mass – as Transmetalization, but affects 1 First Level
metallic creature per level Atmos Field – low powered force field prevents atmosphere loss
Warp Envelope – shunt a vessel into hyperspace for the duration from warded area
of a single interplanetary journey Ballistic Talons – fingernails become deadly missiles inflicting
1d8+1 slashing per 2 caster levels, to a maximum of five
Sixth Level independently targeted talons
Disintegrate Armor, Mass – as disintegrate armor, but affects Detect Radiation – see aura around radioactive objects and
multiple targets creatures
Forced Resurrection – as raise dead, but affects an unwilling
soul that fails its save Second Level
Mecha Genesis – build and activate a self aware robot from a Alt-Lock – freeze a Battlechanger in its current mode
variety of robotic species Grav Acclimation – subject does not suffer skill, combat or
Nuclear Winter – atomic hail storm deals 3d6 bludgeoning and movement penalties due to local gravity conditions, and is
2d6 cold damage, plus low levels of radioactivity per round of treated as having Zero G Training feat
exposure

Seventh Level
Outshatter – dimensional vibrations destroy Outsiders, starting
with their bones

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Third Level Sky Oasis – create a floating archipelago
Addiction Purge – eliminates drugs, poisons and chemicals from Without Machines – as Petrophage but destroys all machines and
the system, providing automatic successes on saves against drug high technology in an area several miles in diameter
addiction
Bird Flight – increase an aircraft’s maneuverability and speed, Tenth Level (Epic)
and allow it to be healed as if it were alive Sculpt Planetary Orbit – move a planet to a new orbital position
Engine Wrecker – completely destroy a targeted vehicle’s within the same solar system
internal combustion engine Singularity Lock – seal a solar system, preventing FTL travel
Wastelander Gear – equip allies with low quality but serviceable into or out of the system
armor and weapons Speciate – grant a geographically distinct population the Anthro
subtype and new racial abilities, creating a unique new sub-
Fourth Level species
Fuelon Armada – create a short lived army of clones from
solidified Fuelon energy Inquisitor Spells
Pan-Immunity – touched creature becomes immune to radiation, First Level
poison and non-magical disease for 1 minute/level Inspection Ready – cleans and repairs a touched uniform to
Purge Radioactivity – remove all radioactivity from a 30 ft military standards, provides a +1 enchantment bonus on
spherical area Diplomacy and Profession checks for one hour while wearing the
Techno-Allergy – creature becomes allergic to modern uniform
substances, suffering increased armor check and arcane spell
failure chances in artificial armor and suffering 1d4 acid damage Sixth Level
from contact with artificial materials Royal Conditioning – make the spell’s subject utterly and
Trans-Furmation – transform a willing creature into an Anthro unbreakably loyal to a creature or creatures you designate
Fifth Level
Great Downsizing – touched Battlechanger permanently Magus Spells
becomes smaller and more humanoid, and gains the Micro-Tech Zero Level
feat and the Techno-Organic gadget Laser Max – touched laser weapon inflicts maximum Fire
Petrophage – wave of natural energy destroys and degrades damage with its next attack
petrocarbons and plastics
Thin the Atmosphere – transform a huge area into a low-oxygen First Level
environment for a round Ballistic Talons – fingernails become deadly missiles inflicting
1d8+1 slashing per 2 caster levels, to a maximum of five
Sixth Level independently targeted talons
Cube Square Law – truly massive creatures are crushed by the BFG – increase the size and damage dice of a touched firearm or
weight of their own size energy weapon
Techno-Allergy, Greater – as techno-allergy, but increased Entropic Bolt – age target 1d6 years
penalties and damage Butchery Saw – fire a magical buzzsaw that inflicts 1d8+ casting
modifier slashing and improves with additional caster levels
Seventh Level Fire Fast – touched firearm gains the ability to fire in semi and
Techno-Allergy, Mass – as techno-allergy, but affects one full automatic modes
creature/level Laser Talons – your fingernails become lasers that inflict 1d6
Undo Extinction – create a small breeding population of an Fire damage
extinct Animal, Plant or Vermin species Metal Stealth – hide a Medium or smaller ferrous object up to 10
lbs/level from detection by metal detectors and other sensors
Eighth Level Reload! – instantly refill a touched weapon’s ammo clip or
Kinetic Kill Weapon – a depleted uranium bullet streaks from the recharge its energy cell
sky, inflicting 10d10 +1d10/two levels damage and shattering the Star Ranging – touched ranged energy weapon multiplies its
ground range increment by x10 when fired in space
Orbital Sandstorm – grains of sand placed in counter orbit inflict Summon Firearm – summon a firearm to your hand from its
massive damage and increase the Pilot/Fly check DC of vessels storage place
attempting to transit the atmosphere
Sat-Kill – destroy surveillance and communications satellites Second Level
over a foot print at least 20 miles in diameter Electric Transition – short range teleportation via a bolt of
Star Kraken’s Tendrils – phantom tentacles grapple a starship, lightning
slowing it and delivering crushing damage each round Enlightening Mindlink – a group of allies use the best INT and
WIS modifiers of the collective for 1 hour/level
Ninth Level Infinite Ammunition – touched weapon’s ammo clip or energy
Grand Terraforming – transform a small planet, moon or cell refills automatically when emptied for 1 round/level
asteroid into a virtual duplicate of the caster’s homeworld

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Valence Blade – crackling energy sword inflicts 2d6 + casting Seventh Level
ability mod energy damage, which may be either Electrical or Arcane Lock Down – prevent other Modern Spellcasters from
Force expending Spell Points, while retaining the ability to do so
yourself
Third Level
Armored by Failure – receive DR 1/magic per each ally or Paladin Spells
minion slain for one minute/level First Level
Blast Sweep – extinguish open flames and prevent unexploded Inspection Ready – cleans and repairs a touched uniform to
ordinance from detonating for 1 round/two levels, as well as military standards, provides a +1 enchantment bonus on
making concealed explosives easier to detect Diplomacy and Profession checks for one hour while wearing the
Disintegrate Armor – destroy a target’s non-magical armor and uniform
shields Lighten Space Suit – make a touched space suit lighter and more
Fire Focus – magical laser initially inflicts 1d8 fire damage, but comfortable to wear, reducing its armor check penalty and arcane
this doubles each round the laser beam is trained on a single spell failure chance
target Security Corridor – transform a touched corridor into black glass
Fold Space – declare yourself adjacent to a target regardless of that reveals concealed weapons
the distance between you
Kinetic Slam – inflicts 1d8 bludgeoning damage/level with no Second Level
damage cap and knocks back the target Blast Sweep – extinguish open flames and prevent unexploded
Penetrating Energy Weapon – touched energy weapon ordinance from detonating for 1 round/two levels, as well as
overcomes energy resistances making concealed explosives easier to detect
Underbarrel Option – physically merge two touched firearms or
energy weapons Third Level
Weapon Upgrade – give a touched firearm or other advanced Improbable Weapons - exaggerated weapon becomes harder to
weapon the Masterwork quality and upgrade its rate of fire wield, but hits harder
Fourth Level Fourth Level
Enlightening Mindlink, Greater – as enlightening mindlink, but Lighten Space Suit, Mass – as Lighten Space Suit, but affects
status and telepathic communication between allies is possible multiple suits
Phantom Bullets – up to 50 touched bullets become ghost-touch
weapons
Rocket Launcher – conjure a ghostly rocket launcher Ranger Spells
Second Level
Fifth Level Wastelander Gear – equip allies with low quality but serviceable
Field Artillery Unit – touched firearm multiplies its range by armor and weapons
x10, inflicts additional dice of damage and ignores DR and
Hardness for a short period
Sorcerer/Wizard Spells
Sixth Level Zero Level
Disintegrate Armor, Mass – as disintegrate armor, but affects Date – accurately determine the age of a touched object
multiple targets Fertility Control – magically prevent or ensure conception for a
Starship Blaster – automatically hit an orbiting starship, day
inflicting 15 points of either Fire or Force damage per caster Hacker Spark – receive a +5 competence bonus on the next
level Computer Use check you make
Hard Reboot – touched machine resets itself
Illusory ID – conjure a convincing false ID
Modern Spellcaster Laser Max – touched laser weapon inflicts maximum Fire
First Level damage with its next attack
Arcane Recharge – recover Spell Points by touching live current, Locate Shop – find a particular business
but suffer 1d3 Electrical damage/SP regained Media Mend – repair a damaged piece of media (such as a CD or
tape) by touch
Second Level Plasma Torch – a fire gains the ability to burn without oxygen
Spellslinger – add your INT modifier as an insight bonus on Recharge Droid Tools – recharge Star Droid onboard tools with
ranged attack rolls with firearms and other high tech weapons 3 or fewer daily uses remaining
Tweet – send a 128 character message to a known electronic
Fourth Level device
Arcane Capacitor – store Spell Points in an object for later use Weathering – age a touched object by a year
Arcane Leech – steal 1d8+INT mod Spell Points from a victim
and recover the same amount of SP yourself

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First Level Custom Mod – permanently modify or upgrade a touched piece
Ballistic Talons – fingernails become deadly missiles inflicting of equipment
1d8+1 slashing per 2 caster levels, to a maximum of five Electric Transition – short range teleportation via a bolt of
independently targeted talons lightning
BFG – increase the size and damage dice of a touched firearm or Engine Wrecker – completely destroy a targeted vehicle’s
energy weapon internal combustion engine
Butchery Saw – fire a magical buzzsaw that inflicts 1d8+ casting Enlightening Mindlink – a group of allies use the best INT and
modifier slashing and improves with additional caster levels WIS modifiers of the collective for 1 hour/level
Crash Balloon – thick padding protects against impact Falsify Forensics – spell provides convincing, false evidence at a
Dataread – read data stored electronically by touch alone crime scene
Datawipe – destroy all data on a touched piece of electronic Machine Invisibility – renders a subject creature or object
media immune to high tech detection
Detect Radiation – see aura around radioactive objects and Infinite Ammunition – touched weapon’s ammo clip or energy
creatures cell refills automatically when emptied for 1 round/level
Electronic Inventory – reveal all electronics worn, carried or Juryrig – transform junk into a useful but fragile mechanical
implanted into a particular target device
Emergency Space Suit – conjure a Space Suit around yourself or Pit Crew’s Speed – spell’s recipient can make a Craft check to
a willing target repair a mechanical device as a full round action but is fatigued
Engineer’s Touch – +5 enhancement bonus on Craft and Heal afterward
checks made to assist machines or install cybernetics Security Corridor – transform a touched corridor into black glass
Entropic Bolt – age target 1d6 years that reveals concealed weapons
Fire Fast – touched firearm gains the ability to fire in semi and
full automatic modes Third Level
Gravelight – see graves, both hidden and obvious Bird Flight – increase an aircraft’s maneuverability and speed,
Ktenology – touched weapon gains the Deadly property for the and allow it to be healed as if it were alive
spell’s duration Cybernetic Gift – temporarily bestow a cybernetic implant on a
Laser Talons – your fingernails become lasers that inflict 1d6 willing subject for 1 hour/level
Fire damage Disintegrate Armor – destroy a target’s non-magical armor and
Lighten Space Suit – make a touched space suit lighter and more shields
comfortable to wear, reducing its armor check penalty and arcane Electronic Sweep – as electronic inventory, but reveals all
spell failure chance electronics within a conical area of effect
Metal Stealth – hide a Medium or smaller ferrous object up to 10 Emergency Space Suit, Superior – as Emergency Spacesuit, but
lbs/level from detection by metal detectors and other sensors either summons a single Advanced Space Suit with accessories,
Reconfigure Star Droid – alter which built-in tools are part of a or provides simple Space Suits to multiple recipients
Star Droid’s chassis Eugenics War – victims suffer 2d6 fire damage and 1 round of
Reflect the Camera – reverse the angle of a photograph to see blindness per point of negative ability score modifiers
additional details Fire Focus – magical laser initially inflicts 1d8 fire damage, but
Reload! – instantly refill a touched weapon’s ammo clip or this doubles each round the laser beam is trained on a single
recharge its energy cell target
Star Ranging – touched ranged energy weapon multiplies its Fold Space – declare yourself adjacent to a target regardless of
range increment by x10 when fired in space the distance between you
Summon Erobot’s Parts Shelf – temporary call a particular Fuel the Engine – provide fuel for touched vehicle sufficient for
Erobot’s collection of spare components to your side operation for 1 hour/3 levels
Summon Firearm – summon a firearm to your hand from its Fuelon Explosion – inflict 1d6 energy damage on a target robot
storage place per point in its Fuelon Reserve
Universal Coupon – conjure a phantom coupon that offers a 20% Machine Invisibility, Vehicular – as machine invisibility, but
discount on virtually any transaction affects vehicles up to size Colossal
Work Around – transform a temporary jury-rigging into a Open All Night – conjure phantom employees to briefly reopen a
permanent repair closed business
Penetrating Energy Weapon – touched energy weapon
Second Level overcomes energy resistances
Alt-Lock – freeze a Battlechanger in its current mode Photomapping – learn the location where a photograph was
Anti-Tank Dog – transform an animal into a living, seeking bomb taken
that inflicts 1d6 Fire damage/level when it detonates Robotic Logic – the subject’s mind becomes machine like,
Boarding Lock – create a temporary airlock in the hull of a providing a +2 enhancement bonus to INT and providing
touched starship immunity to mind affecting abilities at the cost of becoming
Chainsaw Hands – character’s hands become chainsaws that unemotional
inflict 2d4+STR slashing, crit 20/x4 and grant Improved Sunder Valence Blade – crackling energy sword inflicts 2d6 + casting
and Improved Two Weapon Fighting feats ability mod energy damage, which may be either Electrical or
Force

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Fourth Level Thin the Atmosphere – transform a huge area into a low-oxygen
Amphibious Vehicle – allow enclosed land vehicle to operate on environment for a round
water Warp Envelope – shunt a vessel into hyperspace for the duration
Century Machine – place a touched machine in storage for of a single interplanetary journey
several decades, allowing it to remain in pristine condition
Copperblast – splash of liquid copper slows, encumbers and Sixth Level
renders the victim vulnerable to electrical damage Disintegrate Armor, Mass – as disintegrate armor, but affects
Digitize Familiar – turn your familiar into electronic data that multiple targets
can be stored or transmitted, even copied Electrocutie – become a beautiful Electrical avatar, capable of
Electric Ladyland – female allies gain combat bonuses related to flight, energy blasts and healing via absorbing electrical damage
speed and electricity Fuelon Explosion, Greater –either affect multiple targets or
Enlightening Mindlink, Greater – as enlightening mindlink, but target Gestalts with Fuelon Explosion
status and telepathic communication between allies is possible Nuclear Winter – atomic hail storm deals 3d6 bludgeoning and
Ghost Chassis – summon a ghostly automobile 2d6 cold damage, plus low levels of radioactivity per round of
Gynoid Form – become a seductive chrome combat robot exposure
Identify Subject – learn the identity of a photographed creature Rain of Artillery – powerful spell inflicts 6d6 +1d6/level Fire
Kinetic Slam – inflicts 1d8 bludgeoning damage/level with no damage on targets up to several miles away
damage cap and knocks back the target Reinvent Humanity – transform a touched creature’s cybernetic
Lighten Space Suit, Mass – as Lighten Space Suit, but affects implants into new, heritable traits and organs
multiple suits Starship Blaster – automatically hit an orbiting starship,
Machine Invisibility, Greater – as machine invisibility, but effect inflicting 15 points of either Fire or Force damage per caster
is not broken if subject attacks level
Pirate’s Registration – starship is wrapped in an illusion that Submersible Vehicle – as Amphibious Vehicle, but also allows
conceals its ID with forged registration and ELINT information underwater travel
Planet Hopper – conjure a short range personal starship that Traveler’s Passport – teleport flawlessly to the customs
remains in existence for 1 hour/level checkpoint of any country or region you’ve previously visited
Recharge the Body – touch live electrical current to remove
debilitating status conditions Seventh Level
Rocket Launcher – conjure a ghostly rocket launcher Call Powered Armor, Greater – summon either a set of Grade III
Ship’s Tendrils – touched starship grows metallic tendrils that can Powered Armor or flight-capable Grade II Powered Armor
be used to grapple or manipulate large objects around yourself or a willing recipient
Triple Form – grant a Battlechanger triple-changer capabilities Cyber Surgery, Offensive – implant cybernetic device in an
for 1 hour/level unwilling creature, who is also fatigued for a number of hours
Weapon Upgrade – give a touched firearm or other advanced equal to your caster level
weapon the Masterwork quality and upgrade its rate of fire Erect Forward Operating Base – create a fortified military
compound within minutes
Fifth Level Mecha Genesis – build and activate a self aware robot from a
Anomaly Detection – become aware of all dimensional variety of robotic species
anomalies, and planar travel or teleportation methods within a 1 Mecha Super Assault Mode – become a robotic war machine
mile radius designed for space combat
Awaken Machine – your touch awakens a non-intelligent Silver Future – nearby allies are sheathed in silver that provides
machine to true sentience +3 AC, acts as a space suit and their attacks are considered Silver
Call Powered Armor – summon a set of Grade I Powered Armor and Axiomatic for 1 minute/ level
around yourself or a willing recipient
Cyber Surgery – implant a cybernetic implant in a willing patient Eighth Level
Deep Scan – learn the identity, condition and capabilities of a Call Cloudfire Mecha – summon a transformable Cloudfire
designated starship mecha around yourself or a willing recipient
Field Artillery Unit – touched firearm multiplies its range by Downloaded Intelligence – summon an advanced AI from the
x10, inflicts additional dice of damage and ignores DR and internet and download it into a Heavy Cyborg chassis
Hardness for a short period Kinetic Kill Weapon – a depleted uranium bullet streaks from the
Late Train – create a ghostly subway train to carry you to a sky, inflicting 10d10 +1d10/two levels damage and shattering the
chosen destination ground
Machine Invisibility, Greater & Vehicular – as machine Sat-Kill – destroy surveillance and communications satellites
invisibility, vehicular, but effect does not end if subject attacks over a foot print at least 20 miles in diameter
Military Flight - fly at up to 500 ft/round for 1 minute/level with Surf the Nebula – liquid silver coats the caster’s body, rendering
amazing maneuverability him immune to deep space conditions and granting phenomenal
Minutes Become Hours – create an enclosed area in which time in-atmosphere and space flight capability
passes much more swiftly
Phantom Bullets – up to 50 touched bullets become ghost-touch Ninth Level
weapons

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Aeons Crash Down – destroy a target’s sanity by forcing it to Illusory ID – conjure a convincing false ID
experience millions of years of time in a few seconds Laser Max – touched laser weapon inflicts maximum Fire
Asteroid Habitat – create a large and permanent habitat out of an damage with its next attack
asteroid or small moon Weathering – age a touched object by a year
Call Powered Infantry – as call powered armor, but affects one
subject/two caster levels First Level
Erect Mega-Structure – create a huge structure, large enough to Ballistic Talons – fingernails become deadly missiles inflicting
be seen from space within hours 1d8+1 slashing per 2 caster levels, to a maximum of five
Grand Terraforming – transform a small planet, moon or independently targeted talons
asteroid into a virtual duplicate of the caster’s homeworld Butchery Saw – fire a magical buzzsaw that inflicts 1d8+ casting
Nuclear Impact – expose an area several hundred meters in modifier slashing and improves with additional caster levels
diameter to 20d10 fire damage with no saving throw, and leave Detect Radiation – see aura around radioactive objects and
the site radioactive for months creatures
Rain of Heavy Artillery – very powerful spell inflicts 6d10 Entropic Bolt – age target 1d6 years
+1d10/level Fire damage on targets up to several miles away Gravelight – see graves, both hidden and obvious
with no damage cap!
Starship Blaster, Greater – as Starship Blaster but inflicts 50
points of damage per level
Starship Foundry – assemble a starship within hours while in
zero gravity
System Scan – as deep scan, but identifies and tracks all starships
within a single solar system
Workshack – create a small space station that lasts 1 day/level
and provides a +4 equipment bonus on a chosen technical skill
performed aboard

Tenth Level (Epic)


Event Horizon – a micro-singularity sucks everything within 1d4
miles into itself resulting in utter destruction
Multiple Warheads – as nuclear impact but creates multiple
nuclear blast sites
Reproductive Apocalypse – destroy a target’s species ability to
reproduce, dooming it to extinction
Planet Killer – target a planet up to 1 LY away with a massive
pulse of energy that can crack the world in half
Singularity Lock – seal a solar system, preventing FTL travel
into or out of the system
Technological Singularity – dramatically increase a species
technology level
Uplift – radically increase a species’ intelligence and grant its
offspring Psionic racial traits

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

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Ktenology – touched weapon gains the Deadly property for the Eighth Level
spell’s duration Kinetic Kill Weapon – a depleted uranium bullet streaks from the
Laser Talons – your fingernails become lasers that inflict 1d6 sky, inflicting 10d10 +1d10/two levels damage and shattering the
Fire damage ground
Lesson in Manners – punish a target for rude behavior via non- Orbital Sandstorm – grains of sand placed in counter orbit inflict
lethal damage massive damage and increase the Pilot/Fly check DC of vessels
Metal Stealth – hide a Medium or smaller ferrous object up to 10 attempting to transit the atmosphere
lbs/level from detection by metal detectors and other sensors Undo Extinction – create a small breeding population of an
Neurogram – view a creature’s dreams as a hologram extinct Animal, Plant or Vermin species

Second Level Ninth Level


Anti-Tank Dog – transform an animal into a living, seeking bomb Annihilation – forever destroy a target’s body and soul
that inflicts 1d6 Fire damage/level when it detonates Dark Passover – horrid rains inflict 1d6 points of CON damage/
Chainsaw Hands – character’s hands become chainsaws that round on all creatures in a massive area if they are not protected
inflict 2d4+STR slashing, crit 20/x4 and grant Improved Sunder by a particular symbol
and Improved Two Weapon Fighting feats Lesser Moon – summon a small moon into high orbit with
Falsify Forensics – spell provides convincing, false evidence at a immense gravitic and mystic effects
crime scene Omniversal Awareness – gain total knowledge of the cosmos and
Mauling Faceplate – your faceplate becomes a torture device limited prescience
that inflicts 1d8+CHA piercing damage and nauseates the target Starship Blaster, Greater – as Starship Blaster but inflicts 50
while it is worn points of damage per level

Third Level Tenth Level (Epic)


Addiction Purge – eliminates drugs, poisons and chemicals from Reproductive Apocalypse – destroy a target species’ ability to
the system, providing automatic successes on saves against drug reproduce, dooming it to extinction
addiction
Armored by Failure – receive DR 1/magic per each ally or New Spells
minion slain for one minute/level
Engine Wrecker – completely destroy a targeted vehicle’s
internal combustion engine Addiction Purge
Mechamorphic Adaptation – assume another Battlechanger’s alt- School conjuration (healing) Level alchemist 2, druid 3,
mode and physical capabilities for one round/level cleric 2, witch 3
Wastelander Gear – equip allies with low quality but serviceable Casting Time one standard action
armor and weapons Components V, S, M (a vial of sterile water)
Range touch
Fourth Level Duration instant
Bird Flight – increase an aircraft’s maneuverability and speed, Saving Throw FORT negates Spell Resistance Yes
and allow it to be healed as if it were alive
This spell forces unnatural chemicals from the body and
Digitize Familiar – turn your familiar into electronic data that
can be stored or transmitted, even copied
mind. When this spell is cast, it immediately ends the
Fuelon Armada – create a short lived army of clones from effect of any drug or poison affecting the body, also
solidified Fuelon energy purging any active potions or temporary gene-mods. This
Trans-Furmation – transform a willing creature into an Anthro spell provides one automatic successful saving throw per
three caster levels on any attempts to resist or overcome an
Fifth Level ongoing addition. This spell requires a successful melee
Minutes Become Hours – create an enclosed area in which time touch attack against an unwilling target.
passes much more swiftly
Advanced Steel
Sixth Level
School transmutation Level alchemist 1
Eugenics War – victims suffer 2d6 fire damage and 1 round of
blindness per point of negative ability score modifiers
Casting Time one standard action
Nuclear Winter – atomic hail storm deals 3d6 bludgeoning and Components V, S, M (a vitamin gel commonly used by
2d6 cold damage, plus low levels of radioactivity per round of cybermedics to promote healing around a new implant)
exposure Range touch
Starship Blaster – automatically hit an orbiting starship, Duration one hour/level (D)
inflicting 15 points of either Fire or Force damage per caster Saving Throw FORT negates (harmless) Spell Resistance
level Yes (harmless)
A touch makes advanced cybernetic implants and bio-mech
organ analogues more organic in form and function. For

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the spell’s duration the Unhealing racial quality of Heavy Duration 1 round/level (D)
Cyborgs or the Slow Healing racial quality of Light Saving Throw FORT negates Spell Resistance Yes
Cyborgs are eliminated. This spell also affects other Glowing golden security bolts lock a Battlechanger into its
creatures of the Cyborg subtype if they possess either current mode. The target cannot change modes while
racial quality. bound with alt-lock, but gets a new FORT Save each round
to end the effect.
Advanced Steel, Perfect
School transmutation Level alchemist 5 Amphibious Vehicle
Components V, S, M (advanced pharmaceuticals worth at School transmutation Level sorc/wiz 4
least 2,000 gp/DC 20) Casting Time one standard action
Duration instant Components V, S, M (a line of blue or white paint traced
This spell functions identically to advanced steel, save that over the desired waterline of the vehicle)
it has an instant duration and its effects are permanent Range touch
upon the recipient. Duration 10 minutes / level
Saving Throw None (object) Spell Resistance No (object)
Aeons Crash Down This spell enables a fully enclosed land vehicle (such as a
School evocation (mind-affecting) Level cleric 8, sor/wiz 9 car or truck but not a motorcycle) to operate on water as if
Casting Time one standard action it were a watercraft, though at a much-reduced level of
Components V, S, M (a shattered wrist watch or wrist- performance. The vehicle suffers the following
computer) • -2 penalty to Initiative
Range Medium (100 ft plus 10 ft per level) • -4 penalty to skill checks made to control the vehicle
Duration one minute per level • Top Speed (including chase scale speed) reduced by
Saving Throw WILL Partial (see text) Spell Resistance 75%
Yes
When this spell is cast, the victim’s soul is cast into an A vehicle affected by this spell sits in the water, with the
accelerated time stream. At first, he sees the outcome of waterline level with the painted waterline that began the
the current battle, played out at ten times real speed. Then spell. If the doors, hood, trunk or tailgate of the vehicle are
he sees the next few years of this patch of ground’s opened while the vehicle is in the water, the spell is
existence, played out at 100 times normal speed. After that, broken. However, windows, sunroofs and convertible tops,
the visions only come faster, as centuries of time play out ect, may all be operated normally without jeopardizing the
before his eyes. A minute of time, caught in this trace, vessel’s seaworthiness.
seems like a million years. Eventually, the victim sees the
collapse of the planet, the failing of its sun, and sometimes This spell does not function if cast on a semi-real or quasi-
even the eventual entropy and death of the universe. Few real vehicle, such as one created by magic or other unusual
can survive such a mental onslaught. means.

The spell’s victim is considered helpless and is effectively Annihilation


paralyzed for the duration of the spell. In addition, each School necromancy (death) Level witch 9
round the spell is maintained, the victim suffers either one Casting Time one standard action
point each of temporary INT and WIS damage or the Components V, S, M (a personal item or bit of tissue from
permanent loss of a single Hit Point, representing either a creature harmed or killed by the spell’s intended victim)
encroaching insanity or a simple surrender to the Range close (25 ft + 5 ft/level)
inevitability of death. A creature reduced to either 0 INT or Duration instant
WIS by this spell dies of massive physical and emotional Saving Throw WILL partial (see text) Spell Resistance
trauma to the brain. A successful WILL Save that round Yes
prevents either form of harm that round. If the victim of Bringing her hand down in a slashing motion, a line of
this spell makes three consecutive successful WILL Save, blood red light lashes out to the extent of the spell’s range.
he breaks the effect and ends this spell.
If the target fails its WILL Save, it is destroyed utterly and
Alt-Lock irrecoverably. No force save the direct intervention of a
School transmutation Level cleric 2, druid 2, sorc/wiz 2 greater deity can restore the victim to life, and the victim’s
Casting Time one standard action soul is annihilated as well as its body, preventing it from
Components V, S, Racial (Battlechanger) being contacted via necromancy. The target is shredded by
Range medium (100 ft + 10 ft/level) the beam of crimson light at the same time its body and all

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its possessions are disintegrated; only artifacts within the species, gender, skin color, distinct uniform, or a particular
creature’s possession are spared this annihilation. The type of vehicle, such as a tank or bus) designated by you at
remains drift down as glowing ash. the time this spell is cast.

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

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Duration one round / level Spell Point when using this ability. However, for each
Saving Throw WILL negates (yes) Spell Resistance Yes Spell Point recovered, you suffer 1d3 points of Electrical
This spell creates a glittering, golden sphere of mystical damage, which bypasses any Electrical Resistance or
force, which deadens the flow of magic. Within the area, Immunity you possess, though Spell Resistance (if any)
all Modern Spellcasters other than yourself lose the ability may apply.
to expend Spell Points unless they succeed at a WILL
Save. You yourself retain the ability to use Spell Points, Armored by Failure
but to a limited degree. Each round, you can only expend School abjuration Level cleric 3, magus 3, witch 3
Spell Points equal to your INT modifier or less. Casting Time one standard action
Components V, S, M (idiot henchmen)
This spell has no effect on abilities or forms of magic that Range long (400 ft plus 25 ft / level)
do not require Spell Points to function. Duration one minute/level
Saving Throw WILL negates (harmless) Spell Resistance
Arcane Recharge No (harmless)
School evocation (electricity) Level Modern Spellcaster 1 This selfish protective charm is often cast by wage-mages
Casting Time one standard action to protect their megacorp masters. When this spell is cast,
Components V, S, M (a melted or broken fuse), F (a any time an allied creature is slain with the spell’s area of
connection to a city power grid) effect, the magic’ recipient gains a cumulative DR 1/magic.
Range personal Allies include subordinates, mercenaries, summoned
Duration instant creatures, fellow party members, animal companions, ect.
Saving Throw None Spell Resistance Yes This spell also takes effect if an ally is permanently
This dangerous spell allows a Modern Spellcaster to tap incapacitated by magic (turned to stone, for instance).
live current for mystic power. By touching a live wall
socket or other connection to a power grid (or powerful There is no limit to the Damage Reduction that can be
stand alone sources of electricity, such as a micro-reactor), gained in this manner, as the blood of former henchmen
you can recover any number of Spell Points, up to your and summoned beasts flows across the recipient’s skin and
total character level. You must always recover at least one hardens into basalt armor. This Damage Reduction

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overlaps, and does not stack with, existing DR from other machine remains friendly to you, but no longer undertakes
sources. tasks for you unless it is in their best interest. You have no
special control over or empathy with the awakened
Asteroid Habitat machine.
School transmutation (earth) Level sorc/wiz 9
Casting Time one hour Atmos Field
Components V, S, M (advanced computer model, School abjuration Level cleric 1, druid 1
schematics or physical scale model of the habitat to be Casting Time 1 swift action
created, worth at least 10,000 gp/DC 26) Components V, S
Range 10,000 sq ft volume + 500 sq ft volume/level Range long (400 ft plus 40 ft/ level)
Duration instant Duration 1 hour/level (D)
Saving Throw None (object) Spell Resistance No (object) Saving Throw None (object) Spell Resistance No (object)
The dull hum of this spell’s occult transmutation wave can A thin membrane of faintly humming green energy
do in seconds what it would take a hard-tech construction completely encompasses a room or single enclosed area of
gang months to accomplish. When this spell is cast upon up to size Colossal. This field is transparent and permeable
an uninhabited, unworked asteroid or small moonlet, it by virtually all forms of matter and energy. However, this
carves out and finishes a habitable base within the rock. field prevents the loss of atmosphere from the warded area;
The asteroid base created is capable of sustaining life, and shipboard casters often use this spell as quick and dirty
includes the expected tools, fittings and accessories a base damage control to prevent the air in a particular
of its type would be expected to have/ When created, the compartment from venting into space. No matter how
asteroid habitat has consumables necessary to sustain life badly the warded area is damaged, or how much its
for its crew for one day- additional supplies must be structural integrity is damaged, it will not lose atmosphere
provided by other means. until the spell’s duration ends.

The asteroid habitat is built in a practical, space-worthy Ballistic Talons


architectural style similar to other bases and stations School transmutation Level druid 1, magus 1, sorc/wiz 1,
manufactured by the caster’s race. It is powered by a witch 1
combination of solar, nuclear and other exotic energy Casting Time one standard action
sources that can continue to function with minimal Components V, S
intervention for several years. Range close (25 ft plus 5 ft / level)
Duration instant
Awaken Machine Saving Throw None Spell Resistance Yes
School transmutation Level cleric 5, sorc/wiz 5 One or more of the caster’s finger nails becomes a
Casting Time 1 hour gleaming black talon of some superdense, exotic metal,
Components V, S,M (preserved hominid brain matter or and launches at a target like a razor edged bullet, inflicting
neural samples, AI schematics worth 2,000 gp/DC 20) 1d8+1 slashing damage if the caster hits with a ranged
Range touch touch attack (max 5d8+5).
Duration instantaneous
Saving Throw No (object) Spell Resistance No (object) Unlike magic missile, which this spell is a modification of,
With a touch, you touch a machine powered either by ballistic talons can affect objects. This spell can be
liquid fuel, electricity or similar power sources and awaken targeted at specific parts of creatures or objects and may be
it to human-like sentience, effectively growing an AI used to make sneak attacks. For every 2 caster levels
nerve-net in an instant. The awakened machine has the beyond firs you gain an additional ballistic talon (2 at 3rd, 3
statistics of an animated object of its size, and gains INT, at 5th, 4 at 7th to a maximum of five talons at 9th level.
WIS and CHA scores each 3d6. It has senses similar to a
humanoid’s and Darkvision 60 ft, in addition to any senses You make a single ranged touch attack and apply the
possessed by the machine form (for example, an awakened results to all talons fired. You can choose to fire all talons
seismograph would possess Tremorsense, in addition to the at a single creature or several creatures. A single talon can
listed senses.) only strike a single target. You can determine targets after
making your ranged touch attack roll, but must do so
An awakened machine cannot serve as a companion, before checking for spell resistance.
familiar or special mount. The awakened machine can
speak one language you know plus one additional language
that you know per point of INT bonus. The awakened

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BFG explosives. With a moment’s concentration, you emit a
School transmutation spherical pulse of psychokinetic energy, which disrupts the
Level alchemist 1, magus 1, sorc/wiz 1 electro-chemical structure of undiscovered ordnance.
Casting Time one standard action
Components V, S All bombs, explosives, grenades and similar combustibles
Range touch within the spell’s area of effect are nullified, and all open
Duration 1 round/level (D) flames are extinguished. Unexploded or affected by this
Saving Throw None Spell Resistance No spell remains non-functional and is highlighted by a
This spell enlarges a touched firearm to absolutely brightly glowing aura for the spell’s duration, making it
ridiculous proportions. For the duration of the spell, the easier for bomb-disposal teams to spot.
enlarged weapon’s damage dice increase in size by one
step per five caster levels. The weapon’s other properties, You may affect even yet-to-be-launched missiles, up to and
including apparent weight and bulk do not, at least not as including nuclear weapons, with this feat, assuming the
far as game-play statistics are concerned. If the weapon weapons are unfired and their warheads are within your
inflicts multiple die of damage (such as a pistol that would range when you activate this power. If a piece of ordnance
normally inflict 2d6 damage), each die is increased is activated or triggered during the dampening period, it
separately.

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.

For the spell’s duration, the aircraft’s maneuverability


increases by one category and its Fly speed increases by
25%. The aircraft gains Hover as a racial bonus feat. For
the spell’s duration, the aircraft’s Hit Points can be
restored by Heal checks, cure spells and the like, as if it
were truly a living creature.

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

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will explode immediately once this effect ends, unless it
is defused or disabled first.

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)

By placing his palm anywhere on the hull of a starship,


the spellcaster creates an airlock from the plastic and
metal of the hull. The airlock has an interior volume of
about 20 ft (four 5 ft squares) and has apertures large
enough to comfortably allow a Large creature to pass
easily. Huge creatures must squeeze. The airlock cannot
open both its inner and outer doors simultaneously; it The butchery saw is a ranged attack with a maximum range
requires one full round for the airlock to cycle completely. as listed in the spell’s description and no range increment.
The airlock’s general appearance corresponds to that of the The butchery saw inflicts 1d8 + primary casting modifier
starship it is formed from. points of slashing damage. Its critical range is 20/x3. The
butchery saw receives a +1 enhancement bonus to hit and
Butchery Saw damage per two caster levels (maximum +5 at 10th level).
School conjuration (creation) Level magus 1, sorc/wiz 1,
witch 1 Call Cloudfire Mecha
Casting Time one standard action School conjuration (creation, metal) Level sorc/wiz 8
Components V, S This spell functions as Call Powered Armor, save that you
Range medium (100 ft + 10 ft/level) summon a single Cloudfire Mecha (Battlechangers) either
Duration instant around yourself or around a willing creature that you are
Saving Throw None Spell Resistance Yes touching when this spell is cast. You choose which mode
This spell conjures a whirring buzzsaw made of liquid the Cloudfire arrives in. If you are in an area large enough
metal with an occult design carved in the center the blade. to accommodate the Cloudfire it appears around you;
The buzzsaw leaps from your outstretched fingers to sink otherwise, it appears with cockpit open and ready in the
into the flesh of a target. nearest open space that can accommodate a creature its’
size.

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Range touch
GM Note: If you are using other Mecha in your campaign Duration instant
of roughly equivalent power level to the Cloudfire, you can Saving Throw None Spell Resistance No
use this spell as a template to create a spell that summons Many Battlechangers share standardized body types,
those other varieties of Mecha. Each iteration of this spell physically distinguished only by their cranial armor and
only summons a single type of Mecha; a 9th level variant decoration and their unique color schemes and external
would offer a choice between several different types of weapons. This sacred spell allows Battlechangers to
Mecha. reproduce in a new way, by imitating the form and abilities
of an existing Battlechanger, who serves as a ‘prototype’
Call Powered Armor for the spell. The prototype must be present for the entire
School conjuration (creation, metal) Level sorc/wiz 5 casting ritual and must be willing to participate; no form of
Casting Time one standard action magical or mundane compulsion can force participation in
Components V, S, M (circuits or ablative armor chips this ritual.
from a suit of military powered armor)
Range personal or touch At the end of the ritual, the components and robotic
Duration one round/level (D) endoskeleton component form into a new Battlechanger
Saving Throw None (harmless) Spell Resistance No lifeform. Aside from minor cosmetic details, the new
(harmless) Battlechanger is physically identical to the prototype. The
You call an advanced suit of powered armor into being new Battlechanger has identical physical ability scores to
around yourself or a touched creature. The armor begins as the prototype, but acquires new mental ability scores in the
glowing lines of force, like a schematic of light around the manner appropriate to the campaign; the Battlechanger is a
recipient, which quickly solidifies into aerodynamic steel first level character with an alignment within one step of
and polymer. the caster. The new Battlechanger has the same alt-mode
(s) as the prototype, as well as any racially specific feats or
You summon a suit of Grade I Powered Armor around traits that reference physical anatomy (such as the Off
yourself or a willing creature that you are touching when Road Tires trait or the Ground Walk feat, for instance). If
the spell is cast. The recipient is considered proficient in the original had the Circuit Chalice feat or related feats,
this armor. the new Battlechanger specifically does not gain these
feats.
At 15th level, you may summon a suit of Grade II Powered
Armor instead. Century Machine
School abjuration Level alchemist 4, sorc/wiz 4
Call Powered Armor, Greater Casting Time one minute
School conjuration (creation, metal) Level sorc/wiz 7 Components V, S, M (preservative salts and machine oils,
This spell functions identically to Call Powered Armor, worth 10 gp/DC 4)
save that you summon a set of Grade III Powered Armor. Range touch
Alternatively, you may summon a suit of Grade II Powered Duration one decade + 10 years/level
Armor with a flight speed equal to twice the wearer’s base Saving Throw FORT negates (harmless) Spell Resistance
land speed and average maneuverability. No (harmless, object)
This spell places a deactivated machine in a deep stasis,
Call Powered Infantry allowing it to survive decades of inactivity and be ready
School conjuration (creation, metal) Level sorc/wiz 9 for service again the second it is powered on. This spell
Range medium (100 ft + 10 ft/level) can only be placed on an unattended, non-sentient
This spell functions identically to Call Powered Armor, machine, weapon or vehicle. For the spell’s duration, the
save that you summon one suit of Grade I Powered Armor machine does not suffer the effects of the passage of time,
around a willing ally per two caster levels, no two of which similar to gentle repose, and can be activated again even
may be more than 30 ft apart. decades later easily. For instance, gasoline in a fuel tank
will not degrade, nor will plastic or rubber hoses decay.
Ceremony of Remolding
School conjuration (creation) Level alchemist 6 The machine is not meaningfully affected by weather
Casting Time 24 hours (paint will not crack or chip, nor will ordinary hail crack
Components V, S, M (Fuelon crystals, rare ores and a pre- glass, for example. However, this spell provides no
built robotic endoskeleton worth collectively 60,000 gp), protection from intentional damage or from magical or
Racial (Battlechanger) supernatural weather. The spell’s duration ends once the

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stored machine is interacted with, or if the machine is
Comms Scrambling
intentionally damaged.
School divination (electricity) Level Bard 3
Casting Time one standard action
Chainsaw Hands
Components V, S, M (a piece of broken circuit)
School transmutation Level sorc/wiz 2, witch 2
Range 400 ft + 40 ft/level radius, centered on you
Casting Time one standard action
Duration 1 round /level
Components V, S, M (a few links of chain from an old
Saving Throw WILL negates (see text) Spell Resistance
chainsaw or chain sword)
No
Range personal
This spell functions identically to Comms Intercept, save
Duration 1 minute/level (D)
that in addition to listening in on a signal in range, you can
Saving Throw None Spell Resistance No
also jam that particular signal. The signal becomes
When this spell is cast, the caster’s hands and forearms
unintelligible to you, as well as the intended receiver (s)
transform into a pair of diamond-tipped chainsaws, each
within the spell’s range (though it may be intelligible to
more than a meter long and sheathed in a red and black
those outside the spell’s range.
hazard-painted casing. The chainsaw limbs roar with
mechanical fury and spit stinking petro-chem pollution.
A jammed receiver can attempt a new WILL Save each
round to clear the jamming for one round, but must make a
The Chainsaw Hands inflict 2d4 + STR modifier points of
new WILL Save at the beginning of each round to continue
Slashing damage (crit 20/x4) on a successful hit; it is
receiving a clear signal.
considered a magic weapon for the purpose of overcoming
damage reduction. These weapons have the Distracting and
Copperblast
Deadly weapon properties. While the spell is in effect, the
School conjuration (creation) Level sorc/wiz 4
character is considered to have the Improved Sunder and
Casting Time one standard action
Improved Two Weapon Fighting feats. While the spell is in
Components V, S, M (a copper coin)
effect, the character’s hands become useless, and cannot
Range medium (100 ft + 10 ft/level)
manipulate or hold objects. The character cannot cast
Duration 1 round/level
spells with somatic components during the spell’s duration.
Saving Throw REF negates Spell Resistance No
A wave of liquid copper rushes from the caster’s fingertips,
Comms Intercept
sheathing the target in a rapidly hardening shell of
School divination (electricity) Level bard 1
superconductive metal. For the duration of the spell, all of
Casting Time one standard action
the target’s movement modes are reduced by 10 ft, and the
Components V, S, M (a piece of broken circuit)
target is considered heavily encumbered. If the weight of
Range 400 ft + 40 ft/level radius, centered on you
the target’s gear pushes the target past heavily encumbered,
Duration 1 round /level
the target becomes immobile for the duration of the spell.
Saving Throw No Spell Resistance No
If either the transmitter or the receiver of a wireless,
In addition, for as long as this spell is in effect, the target
cellular, television, radio, wifi or similar electronic
becomes Vulnerable to Electricity. A target ensnared with
transmission is within the spell’s area of effect, you can
this spell may attempt a STR Check (DC 15 + caster level)
perceive the signal for the spell’s duration. You see images
to break the copper sheathe as a standard action.
or hear sounds in your mind, as if watching a television or
Succeeding on this check ends the spell.
using a radio normally. Encrypted signals are decrypted to
the point they become intelligible to your senses, but the
Cosmetic Alt-Modifications
resulting data may still be meaningless to you (for
School transmutation Level alchemist 1
example, an enchiphered radio signal where the transmitter
Casting Time one minute
is speaking in code, slang, or a language unfamiliar to
Components V, S, racial (Battlechanger)
you).
Range touch
Duration instant
You perceive all signals within the spell’s range, and can
Saving Throw FORT negates (harmless) Spell Resistance
tune your consciousness to perceive one signal at a time,
Yes (harmless)
like changing frequencies on a radio.
This spell is prized by fashion conscious Battlechangers, as
it allows them to make dramatic changes to their alt-mode
and robot form detailing without the necessity of a full
systems rebuild. This spell allows the touched
Battlechanger to alter cosmetic details of its alt-mode and

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robot form, such as coloration, vehicle styling, decorative • Suffer a -2 penalty to Armor Class
elements and the like. • Suffer 1d4 points of temporary STR or DEX damage
• Suffer 3d6 HP damage
Cosmetic Healing Each round, the victim can attempt a new FORT Save to
School conjuration (healing) Level alchemist 1, cleric 0 end the effect.
Casting Time one standard action
Components V, S Custom Mod
Range touch School transmutation Level alchemist 2, sorc/wiz 2
Duration instant Casting Time one minute
Saving Throw FORT Negates (harmless) Spell Resistance Components V, S, F (a mechanical or electronic tool kit)
No (harmless) Range touch
With a touch, the cleric wipes away the effects of scarring Duration instant
injuries. A single casting of this spell wipes away scars, Saving Throw FORT negates (harmless, object) Spell
brands, tattoos and other markings in an area no larger than Resistance No (harmless, object)
the caster’s outstretched hand. This spell does not perform This spell allows you to customize a touched, non-weapon
actual healing, and can only be cast on injuries that have item or device of size Medium or smaller, to your personal
already been completely healed, either by mundane or use. When this spell is cast, you decide what modification
magical means. you wish to make to the object, which can be any virtually
anything such as a laptop computer, skill kit, electronic
Crash Balloon device, even a favorite toy. This spell instantly performs
School abjuration Level cleric 1, sorc/wiz 1 the chosen modification to the object without the need for
Casting Time one standard action a skill check.
Components V, S
Range touch When this spell is cast you can do any of the following. At
Duration 1 round / level 10th caster level, you can perform two functions with a
Saving Throw None Spell Resistance No single casting of the spell.
With a touch, a willing creature is sheathed in thick, air • Purely cosmetic modifications to the device (change
filled plastic and polymer balloon that completely encloses color, modify the case,ect)
their body, though still allows them to breath normally. The • Add the Masterwork quality
spell’s recipient is considered helpless for the spell’s • Add a single gadget to the device (such as a silencer or
duration but becomes immune to Bludgeoning damage and the Compact gadget, ect)
damage from a vehicular crash or fall for the duration of • Change the power source to allow the device to run on
the spell. Spell Points (1 spell point per 2 hours runtime)
• Change the item’s composition from metals to non-
Cube Square Law ferrous polymers to allow the item to pass through
School necromancy Level druid 6 metal detectors
Casting Time one standard action • Any other modification the GM will allow.
Components V, S, M (a crushed insect’s exoskeleton)
Range medium (100 ft + 10 ft/level) If the item to be modified has been affected by this spell
Duration 1 round/level within the previous year, this spell automatically fails.
Saving Throw FORT negates (see text) Spell Resistance
Yes Cybernetic Gift
The cube square law reminds even the largest xeno- School transmutation Level alchemist 2, sorc/wiz 3
monstrosities that some things are simply too big to exist. Casting Time one standard action
This spell can only be cast on a target of Huge size or Components V, S, M (a handful of pomegranate seeds)
larger; if cast upon a smaller target, it simply fails. The Range touch
target suffers a penalty on its saving throw equal to its size Duration one hour/level
penalty to Armor Class. Saving Throw None Spell Resistance No
This spell offers a temporary transhuman change to a
Targets who fail their saving throw are slowed for the supplicant, briefly making the spell’s recipient a cyborg.
spell’s duration, suffer one of the following effects each For the duration of the spell, the recipient gains a single
round, chosen by the target. These penalties are cumulative cybernetic implant of the caster’s choosing, which can
and stack with themselves; penalties (except for HP loss) have a Drain rating no greater than the caster’s INT
vanish at the end of the spell’s duration.

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modifier. As this spell can only affect a willing target, it
has no saving throw. Cyber Surgery, Offensive
School transmutation Level sorc/wiz 7
Cyber Surgery Casting Time one standard action
School transmutation Level alchemist 5, sorc/wiz 5 Components V, S, M (cybernetics to be implanted)
Casting Time one minute Range close (25 ft plus 5 ft / 2 levels)
Components V, S, M (cybernetics to be implanted, plus a Duration instant
sheet of gold suspended in carbon nanotubes, worth 5,000 Saving Throw FORT negates Spell Resistance Yes
gp/Purchase DC 23) This spell is a variation on Cyber Surgery, but while that
Range touch spell is medical in intent, this spell is a deep physical
Duration instant violation. When you cast this spell, you force a provided
Saving Throw FORT negates (harmless) Spell Resistance implant (often a potential lethal implant like a cortex bomb
Yes (harmless) or poison-distributing drug pump) into a living target that
By touching a willing patient, you perform in seconds what fails its FORT save.
it would take a team of cyber docs working in a fully
equipped surgical suite hours to accomplish. In addition to the cybernetic implantation, the target is
considered fatigued for a number of hours equal to your
Each time this spell is cast, you may implant a single caster level as a result of pain and system trauma. The
cybernetic implant, which you must spell’s victim can use the implanted cybernetic device
acquire prior to casting this spell. The subject is not normally at the completion of the spell.
fatigued and though the surgery is somewhat painful, the
pain only lasts seconds. The subject can use the cybernetic
implant normally at the completion of this spell.

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Dark Passover music stored on a CD. If reading a document file, you
School necromancy (evil) Level cleric 9, witch 9 visualize and read an image of the page, if reading a
Casting Time one minute barcode you see the item’s serial number, pricing
Components V, S, M (the ritual sacrifice of a single living information, and other barcoded data. You experience the
stock animal, such as a champion stallion or bull, worth data in the same time required to
8,000 gp/Purchase DC 25) read it by conventional means.
Range one mile radius per caster level
Duration one round / level This spell does not decrypt encrypted data. Without an
Saving Throw FORT partial (see text) Spell Resistance encryption key, the encrypted document or file appears as
Yes random characters or garbage data. If you know the
This powerful spell summons a low and ominous ebony encryption code, or can succeed at an appropriate
cloud that completely blots out the sun for miles around, Computer Use check, made as a mental action, you can
and calls down rains of vile greenish acid. Each round this also perceive the encrypted data normally.
spell lasts, all living creatures within the spell’s rain suffer
1d6 points of CON damage while exposed to the acidic Datawipe
rain. If a creature succeeds on a FORT save, it takes no School evocation (electricity)
CON damage that round, but still must make new saves on Level alchemist 1, bard 1, sorc/wiz 1
succeeding rounds. Casting Time one standard action
Components V, S, M (a watch battery)
The mystical acidic rains do not harm structures or objects, Range touch
but they will eventually seep through obstructions to slay Duration instant
those taking shelter within. The length of time it takes to Saving Throw FORT negates (object) Spell Resistance
seep through a structure is based upon the structure’s bulk Yes (object)
and construction. Once a structure is penetrated by the This spell sends a spark of mystic lightning through a
acidic rains, the magic affects all floors simultaneously. single non-sentient computer or external storage device
(CD, disk, thumbdrive, ect) that completely deletes all data
· Enclosed vehicles, thin tents, shed roofs, taking shelter stored on the device.
under a tree, ect: 1 round. This spell will not affect magical data stored on a device,
· Single family homes, most businesses, stone nor will it affect sentient machines of any type, including
structures: 1d4 rounds. robots, constructs, AI or cyborgs of any type. Attended
· Large steel and concrete office buildings, naval devices receive a save against this effect; computers are
vessels, starships: 2d4 rounds. considered attended if they are linked to a network
· Skyscrapers, megastructures like an orbital elevator: currently monitored by a living creature. Computer Use
4d4 rounds. checks made to recover the erased data automatically fail.

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

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Deep Bowls Detect Injured
School transmutation Level cleric 0, druid 0, witch 0 School divination Level alchemist 1, cleric 1
Casting Time one round Casting Time one standard action
Components V, S, M/DF (the food to be enchanted) Components V, S, M (a strip of gauze)
Range touch Range 30 ft cone
Duration instant Duration 1 round/level (D)
Saving Throw None (object) Spell Resistance No (object)
This simple spell twists reality slightly to a full bowl, dish, Saving Throw None Spell Resistance No
plate or food becomes slightly fuller. When this spell is When this spell is cast, you perceive an auburn aura
invoked, the caster touches a complete meal, up to a feast around the bodies of badly wounded creatures, visible to
so massive it covers an entire table. For every four you even if the wounded person is not. You perceive all
Medium creatures the meal would normally sustain, it non-hostile wounded creatures within a 30 ft cone directly
sustains an additional Medium creature. At 10th caster in front of you, even those with otherwise total
level, this spell provides one additional meal per three concealment. This specialized divination spell penetrates
meals. most obstacles, but 6-8 ft or greater of stone, wood or
metal will block divination, as will a thin sheet of lead.
Deep Scan
School divination Level bard 5, sorc/wiz 5 For the purposes of this spell ‘wounded creature’ is defined
Casting Time one standard action as a creature that meets one or more of the following
Components V, S, F (a computer terminal, laptop or other criteria:
display device) · Is at half its maximum HP or fewer
Range 1,000 kilometers + 500 kilometers/level · Is suffering any ongoing Bleed damage or is dying and
Duration instant not stabilized
Saving Throw None (object) Spell Resistance No · Is poisoned, sickened or nauseated
Deep Scan allows a techno-mage a comprehensive assay of · Is unconscious
a nearby starship’s capabilities and weapons loadout. The Only non-hostile creatures, such as your allies and
spell has a range that easily allows it to be cast at orbital creatures indifferent to your presence, are detected by this
distances; you do not need to actually see a vessel to scan spell. Hostile wounded creatures are not detected.
it, but you must be aware of its approximate position. If
multiple starships are within the deep scan’s range, you Detect Radiation
learn the capabilities of the nearest, unless you specifically School divination Level alchemist 1, cleric 1, druid 1,
specify a vessel to be scanned. sorc/wiz 1, witch 1
Casting Time one standard action
You learn the following information about the starship. Components V, S
This information is stored and displayed within the Range personal
computer system that is the spell’s focus. Duration one round / level
Saving Throw None (harmless) Spell Resistance No
· The vehicle’s current and maximum Hit Points (harmless)
· The vehicle’s maximum speed and acceleration You gain the ability to perceive normally invisible
· The vehicle’s number of pilots and crew radiation as visual disturbances and luminous auras on
· The vehicle’s number of passengers wave lengths you can perceive. You see a flickering aura
· The vehicle’s cargo tonnage around any object that is irradiated, or any object powered
· If the vehicle is equipped with any integrated weapons, by nuclear processes, and can gauge the item or creature’s
and if so, what types degree of radioactivity.
· The vehicle’s base saving throw bonus
· The pilot’s ranks in Drive or Pilot or other applicable Digitize Familiar
skill School transmutation (electricity)
· The general condition of the vehicle and any major Level sorc/wiz 4, witch 4
system failures or mechanical problems Casting Time one standard action
· The vehicle’s registry data, if it is being publicly Components V, S, F (a USB thumbdrive or similar storage
transmitted (by a transponder or IFF system, if device)
installed) Range close (25 ft plus 5 ft / two levels)
Duration one hour / level (D)
Saving Throw WILL negates Spell Resistance Yes

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When you
cast this
spell, your
familiar
(who is
always
considered
willing to
be
transformed)
becomes a
glowing
hologram,
its furred or
feathered
body
glowing
with lines
of solid,
ever-
changing
data. Your
familiar
becomes an
ethereal,
intangible
being for
the spell’s duration and sheds light like a torch. Your Saving Throw FORT partial (object) Spell Resistance Yes
familiar gains a 60 ft flight speed (perfect) while in this (object)
holographic state, as well as the smartlight subtype. When this spell is cast, you target a single armored target
within range. This spell rips at the armor, disintegrating it
While digitized, your familiar can transmit itself in a wash of sickly emerald fog. The target may attempt a
electronically as an emailed attachment. FORT Save; if this save fails, the target’s non-magical
When the file is opened, your familiar appears in the armor and shield are instantly and completely consumed. If
nearest open space to the computer that opened the file. the save succeeds, the target’s armor and shield gain the
Your familiar can also be stored indefinitely while in broken condition. This spell has no effect on magical
digitized form. If the spell’s duration ends, or the familiar armor, nor against armor created by magic or psionic
is summoned, it appears in the nearest space to the storage effects.
device. If your familiar is destroyed while in its digitized
form, and you retain the storage device used as this spell’s Disintegrate Armor, Mass
focus, you can replace the slain familiar with a back up School transmutation Level cleric 6, magus 6, sorc/wiz 6
copy. The spell’s duration must be unexpired to use this This spell functions as disintegrate armor, except it affects
ability, and doing so immediately discharges the spell. A one target per caster level, no two of which can be more
familiar returned to life in this manner has its abilities than 5 ft apart.
reduced a single level, as if it were owned by a lower level
master. Downloaded Intelligence
School conjuration (creation) Level sorc/wiz 8
Disintegrate Armor Casting Time one minute
School transmutation Level cleric 3, magus 3, sorc/wiz 3 Components V, S, F (a full conversion cyberchassis worth
Casting Time one standard action at least 35,000 gp/ DC 30)
Components V, S Range touch
Range medium (100 ft plus 10 ft / level) Duration instant
Duration instant Saving Throw None Spell Resistance No

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choice, reflecting its area of expertise as a data-
based lifeform. The downloaded intelligence is
initially loyal to you and shares many of your goals
but you have no special connection or authority over
the cyborg.

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.

This spell can only be cast between the hours of


sunset and sunrise. If cast during daylight, this spell
simply fails, and the material component is not
consumed. This spell has no effect on prevailing
weather conditions; if cast on a cloudy or raining
night, the spell will induce a cloudy day. This spell,
however, will end eclipses in the targeted area.

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

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All female allies within the spell’s range gain the following (max 2d6 +10 electrical damage, REF negates). The caster
benefits: himself suffers 1d4 electrical damage.
· +2 deflection bonus to Armor Class
· +2 enhancement bonus to Initiative score Electronic Inventory
· Electricity Resistance 5 + 1 per level (max Electricity School divination
Resistance 15) Level alchemist 1, bard 1, sorc/wiz 1
· +1d3 Electrical damage to any successful melee Casting Time one standard action
attacks Components V, S
Range close (25 ft plus 5 ft / 2 levels)
Electrocutie Duration instant
School evocation (electricity) Level sorc/wiz 6 Saving Throw WILL Negates (object) Spell Resistance
Casting Time one standard action Yes (object)
Components V, S For half a second after casting this spell, you perceive all
Range personal electronic devices as glowing blue schematics, pulsing
Duration 1 round / level (D) beneath cloth, or even beneath flesh. When this spell is
Saving Throw None (harmless) Spell Resistance No cast, you gain a total inventory of all electrically powered
(harmless) devices (or alien tech that works to similar ends but uses
Your body is energized by millions of amps worth of another energy source) worn or carried by a single creature
crackling electricity. Your skeleton is visible beneath your within range. In the case of cyborgs, you receive a total
flesh, glowing like a lightning strike, and your hair stands inventory of all cybernetic implants attached to the
on end and crackles with blue static flame. You become character.
both beautiful and lethal.
You know the name and type of each device, though not its
For the spell’s duration you undergo the following exact capabilities. For instance, if a character was carrying
changes. a laptop, you would recognize that, and know the
· Receive a +4 enhancement bonus to CHA, as per the manufacturer, but would not know how much memory the
spell Eagle’s Splendor laptop has or programs loaded onto it. Unwilling targets
· Gain the Electrical subtype, becoming immune to receive a WILL Save; on a success, you gain no
Electrical damage but becoming Vulnerable to Cold information about their devices.
damage.
· Heal 1 HP per Hit Point worth of damage an Electrical Electronic Sweep
effect would cause you School divination
· Gain the ability to fire an electrical bolt as a ranged Level alchemist 3, bard 3 sorc/wiz 3
attack with a 30 ft range increment, inflicting 2d6 + Effect a 60 ft cone in front of you
CHA points of electrical damage (crit 20/x3). This spell functions as Electronic Inventory, except it
· Gain a Flight speed equal to 3x your base land speed generates a cone area of effect, which reveals and
(perfect maneuverability). inventories all electronic devices within this range.
Unattended electronics receive no save against this effect,
Electric Transition making this spell ideal for bug sweeping.
School evocation (electricity) Level bard 2, magus 2, sorc/
wiz 2 Emergency Space Suit
Casting Time one swift action School conjuration (creation) Level cleric 1, sorc/wiz 1
Components V, S, M (a circuit board or AAA battery) Casting Time 1 swift action
Range personal Components S
Duration instant Range personal or touch
Saving Throw REF negates (see text) Spell Resistance Duration 1 hour/ level (D)
Yes Saving Throw None Spell Resistance No
This spell allows a caster to blink out of reality for half a A standard Space Suit appears first as yellow wireframe
second, reappearing somewhere else, hopefully a safer image that rapidly solidifies around your body or the body
spot, in a blaze of silvery electricity. The spell caster of a willing recipient. This magical creation functions as a
teleports to any open, visible square within 15 ft. When the normal Space Suit for the duration of the spell; if the caster
caster reappears, all creatures adjacent to his arrival square is wearing other armor, it is displaced for the spell’s
suffers 2d6 electrical damage +1 electrical per caster level duration, and returns to the caster’s body when the spell
ends. The Space Suit appears as a type common to the

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caster’s culture; if the caster is from a pre-spaceflight Enlightening Mindlink
species, the Space Suit is a standard model decorated in a School enchantment (mind affecting) Level bard 2, magus
traditional native style. 2, sorc/wiz 2
Casting Time one standard action
Emergency Space Suit, Superior Components V, S
School conjuration (creation) Level cleric 3, sorc/wiz 3 Range touch, than 1 mile
This spell functions identically to Emergency Space Suit Duration 1 hour/level
save that creates an Advanced Space Suit with integrated Saving Throw WILL negates (harmless) Spell Resistance
Mag-Boots and an EVA Pack around a single recipient. Yes (harmless)
You forge a mental link with your comrades, which
Alternatively, the caster can affect one target per 2 caster/ increases the intelligence and sharpens the perceptions of
levels, no two of which can be more than 30 ft apart. In all members of the mind-ink. A continual stream of data
this case, all the spells’ recipients are equipped with a passes between all link-members, sharpening the minds of
standard Space Suit rather than the more advanced all.
technology.
When you cast this spell, you may touch up to one ally per
Engine Wrecker two caster levels, forging the mind-link. For the spell’s
School transmutation (chaos, fire) duration, as long as members of the mindlink remain
Level druid 3, sorc/wiz 3, witch 3 within one mile, all members of the team use the best INT
Casting Time one standard action modifier of the most intelligent member, and the best WIS
Components V, S modifier of the wisest member. These effects function
Range long (400 ft + 40 ft/level) much as spells such as owl’s wisdom, save the exact bonus
Duration instant they grant varies according to the capabilities of those
Saving Throw FORT partial (object) within the mindlink.
Spell Resistance No (object)
With a discordant clashing of metal and a gout of flames, If an ordinary member of the mindlink moves farther than
you cause a catastrophic and spectacular failure in virtually one mile away from his comrades, the spell simply ends
any liquid-fuel engine. When you cast this spell, you target for that character. If the character with either the highest
any liquid-fuel or combustion powered vehicle within INT or WIS modifier within the mindlink leaves the area,
range. This spell has no effect on electrically powered the spell ends for all participants.
vehicles, nor vehicles powered by nuclear energy or other
exotic power supplies. Enlightening Mindlink, Greater
School enchantment (mind affecting) Level bard 4, magus
On a failed save, the vehicle’s engine is completely 4, sorc/wiz 4
destroyed, and the vehicle immediately becomes This spell functions as enlightening mindlink, save that all
uncontrolled and out of power; on a successful FORT save, members of the mindlink benefit from a constant status
the vehicle gains the broken condition and its top speed effect on all creatures within the mindlink, and may
and maximum acceleration are both reduced by half until it communicate telepathically with one another while linked.
is repaired. Unattended, non-magical vehicles receive no
saving throw. Entropic Bolt
School necromancy Level alchemist 1, cleric 1, magus 1
Engineer’s Touch sorc/wiz 1, witch 1
School divination Level alchemist 1, bard 1, sorc/wiz 1 Casting Time one standard action
Casting Time one standard action Components V, S, M (a hollowpoint bullet)
Components V, S Range close (25 ft plus 5 ft / level)
Range touch Duration instant
Duration 1 hour/ level Saving Throw FORT partial (see text) Spell Resistance
Saving Throw None Spell Resistance No Yes
The recipient’s fingers become more nimble and their A line of black smoke and purple light leaps from the
understanding of advanced cybernetics engineering caster’s outstretched hand towards the target. The target
concepts becomes more profound. The spell’s recipient immediately ages 1d6 years per caster level (maximum 5d6
receives a +5 enhancement bonus on Craft or Heal checks years), or a single year on a successful FORT Save. The
made to assist robots, cyborgs or other forms of living target immediately suffers the physical ability score
machines, or to install or repair cybernetic implants. penalties associated with aging if moved to a higher age

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category, without receiving any mental bonuses due to This spell functions much like Starship Foundry or
advanced age. If moved beyond their maximum age Urbana Ex Nihlo, save that rather than constructing a
category, a victim aged by this spell dies as if by old age, starship in zero gravity, this spell conjures a massive mega-
and quickly rots away. structure of the caster’s choosing. The resulting mega-
structure is large enough and impressive enough to be seen
Erect Forward Operating Base from space, and is either a single structure or small
School transmutation (metal) Level sorc/wiz 7 collection of purpose-linked structures. For example, this
Casting Time one minute per 1,000 gp in the structure’s spell might create a single massive orbital elevator,
purchase price skyscraper, arcology, nuclear power plant or the like as a
Components V, S, M (either raw materials necessary to single structure. Purpose linked structures might be a
create the structure, worth 30-50% of the structure’s base corporate campus with several large buildings on the
price or a complex computer model of the structure worth grounds, a massive airport, space port or sea port, subway
at least 100,000 gp/DC 34) or monorail terminus, or the like.
Range long (400 ft + 40 ft/level)
Duration instant The created structure has all expected fixtures, fittings and
Saving Throw None (object) Spell Resistance No devices of a structure of its type, and is built ready to plug
This spell functions much like Erect Mega-Structure and into a local power or utility grid. It is ready for operation
similar spells, however it allows a caster to instantly erect almost from the moment of its creation.
a fortified forward operations base or bunker with minimal
logistical support. The conjured structure is a modern, Eugenics War
highly fortified military base with a footprint of roughly School necromancy (evil) Level alchemist 6, sorc/wiz 6,
400 ft + 100 ft/level. As with erect mega-structure, this witch 6
military base can be a single structure or group of linked Casting Time 1 standard action
structures, and can include features such as landing strips Components V, S, M (finger bones from a euthanized
if desired. The structure is usually one or two stories, but humanoid specimen)
might include watch towers or aircraft control towers that Range 60 ft cone
extend high above. Duration special (see text)
Saving Throw FORT partial (see text)
The forward operating base is an airtight structure with Spell Resistance Yes
independent life support built of very dense materials- This spell punishes the genetically unfit for existing.
often native stone reinforced with dense metal alloys. The Purple and chrome fires burn away genetically inferior
structure’s walls and locking doors have extraordinary flesh. When this spell is cast, all creatures within its area
hardness and hit points. The forward operating base has all of effect suffer 2d6 points of fire damage per point of
the facilities expected of a structure of its type, such as negative ability score modifiers, and is blinded for one
barracks, armory, medical bays and the like. It is powered round per point of negative ability score modifiers.
by built in geothermal, solar or nuclear power systems. The
structure is usually fenced or protected by high tech Thus if this spell is targeting a gang of mutant raiders with
methods, such as the forcefields used by the Choicer CHA scores of 6 (-2), and an INT score of 8 (-1), each
Covenant of the Otherverse America campaign setting. hideous mutant would suffer 6d6 points of fire damage,
and would be blinded for 3 rounds.
Erect Mega-Structure
School transmutation (metal) Level sorc/wiz 9 A successful FORT Save halves the damage and negates
Casting Time one hour per 1,000 gp in the structure’s the blindness.
purchase price
Components V, S, M (raw materials necessary to construct Event Horizon
the mega-structure, worth 30-50% of the structure’s base School evocation Level sorc/wiz 10
price, complex architectural models worth at least 10 Casting Time one round
million gp/DC 50) Components V, S, M (a minute amount of white dwarf
Range line of sight, up to several hundred miles, creates a matter, weighing several tons and worth at least 10,000 gp/
mega-structure with a foot print of up to 1 mile + ½ mile DC 26)
per 2 levels Range long (400 ft + 40 ft/level)
Duration instant Duration 1d6 rounds
Saving Throw None (object) Spell Resistance No Saving Throw FORT partial (see text)
Spell Resistance No

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This spell conjures a pinhole sized singularity, whose Components V, S, DF
enormous, unearthly gravity rips everything within miles Range medium (100 ft
into its maw and cruses it all to subatomic particles. plus 10 ft per level)
Probably including the spellcaster, but since this is Duration see text
the ultimate last resort combat spell, it rarely Saving Throw WILL
matters. Negates (see text)
Spell Resistance Yes
When the spell is cast, the caster When this spell is cast,
designates a point within a void opens beneath
range to become the the target’s feet, sucking
center of the them into a galactic void far
microscopic from the light of any star. The
singularity. For the target is teleported to deepest
duration of the spell, space, hundreds of light years from
all light within 1d4 any inhabited world, and immediately
miles of the singularity begins suffocating. In addition, the
vanishes, pulled into target takes 10d6 points of fire and 10d6
the singularity. Even points of cold damage from stellar vacuum
see in darkness or true and the absolute zero of deep space
seeing cannot penetrate respectively, per round.
this darkness, as there is
literally no light whatsoever The powerful binding magics woven appear
to see by. as luminous chains into this spell prevent
the target from teleporting out of the outer
All creatures and objects within darkness. These bindings function as
this event horizon suffer 10d6 points Dimensional Anchor for 2d6 rounds after
of force damage per round, which the teleportation occurs. Even assuming
overcomes Force Resistance or Immunity, the target manages to survive his short
and are pulled 1,000 ft closer towards the exile in deep space and teleport to
singularity itself, possibly taking falling safety, the spell prevents the target
damage if they intersect another object from returning to the world from
during their path of travel. A which he has been exiled by any
successful FORT Save halves the mundane or magical means for
damage and reduces the pulled one year per caster level.
movement to 500 ft. Flying
creatures are pulled the full Expository Geomorph
distance even on a successful School divination
saving throw. Level bard 3
Casting Time 1 standard
Any creature that touches the action
actual singularity itself is utterly Components V, S
annihilated, without a saving throw Range inapplicable
allowed. Creatures slain in this Duration 1 hour / level or until
manner are completely disintegrated, along with all their discharged
worn or carried items, and cannot be raised or resurrected Saving Throw No Spell Resistance No
by anything short of the direct intervention of a deity.
You conjure a glowing, multi-faceted crystal that floats
When the spell ends, often all that is left is a miles deep, near your eye level. It pulses and chimes softly, and
miles wide crater ripped into the wounded surface of any answers your questions in a sing-song voice. When this
planet. spell is cast, you decide how many facets your geomorph
has, which in turn determines how knowledgeable it is and
Exile to the Outer Void how many questions the geomorph may answer before the
School conjuration (teleportation) Level cleric 9 spell ends.
Casting Time One standard action

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Each time you ask the Number of Modifier on Range close (25 ft plus 5 ft / level)
Expository Geomorph a Facets Knowledge Duration instant
question, it makes a checks Saving Throw None (object) Spell Resistance No (object)
Knowledge check on your Four +20 This spell manipulates reality to frame a victim for crimes
Six +14
behalf. Whether the check committed by another. When this spell is cast, the forensic
Eight +10
is successful or not, one of evidence used as the spell’s material component is spread
Ten +6
the facets goes dark. When Twelve +4 semi-randomly across a number of 5 ft squares equal to
all facets are expended, the Twenty +2 your INT modifier, in a manner as if the target of the frame
Expository Geomorph moved and acted in a way that would justify the placement
winks out and the spell of the false evidence. The spellcaster makes a Perception
ends. Geomorphs with fewer facets have more information, check with a +15 enchantment bonus, which becomes the
as shown on the chart below. The Expository Geomorph is target number for future Perception checks to gather
considered to have the listed ranks in all Knowledge skills. evidence and/or realize the evidence planted by this spell is
false. This spell does not destroy existing forensic
Eye Cameras evidence on the scene, merely layers false evidence atop it.
School illusion Level bard 2
Casting Time one standard action Fertility Control
Components V, S, F (a device to upload the data to) School conjuration (healing) Level alchemist 1, bard 0,
Range personal cleric 0, druid 0, sorc/wiz 0, witch 0
Duration instant Casting Time one standard action
Saving Throw None Spell Resistance No Components V, S
You pull your memories out of your head and transmit Range personal
them in a flash of light that leaps from your eyes to a Duration 24 hours (D)
device readied to receive them. When you cast this spell, Saving Throw None Spell Resistance No
you touch a single device capable of storing audio/video With this minor spell, you can control your fertility to a
data; you can transmit a first person audiovisual record of degree that modern pharmaceuticals cannot match. When
any thing you have perceived within the previous 24 hours this spell is cast, you choose if you will be completely
to the device that is the spell’s focus. This record can be up infertile or hyper-fertile for the duration of the effect. If
to one hour long. The transmitted data is stored in a format you choose to become hyper-fertile, your chance of
easily usable by the device. conception or impregnating a woman during the spell’s
effect increases to well beyond 60%.
Falsify Comms
School illusion (electricity) Level bard 4 This minor spell is designed to prevent or ensure
Casting Time one standard action pregnancy when bedding mortal humanoids, and has no
Components V, S, M (a piece of broken circuit) effect on your fertility if you have intercourse with a more
Range 400 ft + 40 ft/level radius, centered on you exotic supernatural creature, or someone who is artificially
Duration 1 round /level controlling their fertility through more potent magical or
Saving Throw No Spell Resistance No high-tech means.
This spell functions identically to Comms Intercept, save
that instead of merely listening in on a signal, you can Field Artillery Unit
replace the signal with a forged signal of your own. You School transmutation Level magus 5, sorc/wiz 5
can forge visual, auditory or machine data. Casting Time one standard action
Components V, S, M (the unit patch of a military artillery
Each forged transmission or rounds worth of forged data or gunnery unit)
requires you to make a Linguistics check with a bonus Range touch
equal to ½ your caster level. The recipient makes either a Duration 1 round/4 levels
Sense Motive or Perception check at the GM’s option, or Saving Throw FORT negates (object, harmless) Spell
possibly a Computer Use check in the case of machine Resistance Yes (object, harmless)
data, for each rounds worth of falsified communications. When this spell is cast on a touched firearm or personal
energy weapon, it is sheathed in a luminous ectoplasmic
Falsify Forensics sheen and glows a sickly greenish-amber. For the spell’s
School transmutation Level sorc/wiz 2, witch 2 duration, the touched weapon gains the firepower of a
Casting Time one standard action gunnery emplacement, while remaining easily man-
Components V, S, M (forensic evidence to be planted) portable.

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few seconds. Any download initated before the spell is cast
The weapon’s range increment is increased by a factor of is completed upon its casting, provided the touched storage
x10, and the weapon’s attacks are considered magical, and material can accommodate information of the download’s
overcome all non-magical Damage Reduction and size and type. If not, this spell simply fails.
Hardness. The enchanted weapon inflicts an additional
dice of damage per four caster levels (to a maximum of Fold Space
five additional damage dice). School conjuration (teleportation)
Level magus 3, sorc/wiz 4
Firefast Casting Time One standard action
School transmutation Level alchemist 2, cleric 2, magus 1, Components V, S, M (a magnifying or distorting lens,
sorc/wiz 1 worth at least 5 gp)
Casting Time one standard action Range medium (100 ft + 10 ft/level)
Components V, S, M (a few drops of gun cleaning oil) Duration 1 round/level (D)
Range touch Saving Throw No Spell Resistance No
Duration one round / 2 levels (D) When this spell is cast, a shimmering purple aura
Saving Throw None (harmless, object ) Spell Resistance surrounds the caster’s body, warping space and distance.
No (harmless, object) For the duration of the spell, the spellcaster can designate
When you touch a firearm after casting this spell, the up to one target within the spell’s maximum range to be
weapon’s barrel is sheathed in a dark and iridescent aura, considered ‘adjacent’, regardless the distance between the
which resembles oil mixed with water. For the spell’s two characters. The spellcaster can cast touch range spells,
duration, the touched firearm gains the ability to fire in make melee attacks, and otherwise interact with the spell’s
automatic and semiautomatic modes. designated target through the fold space effect exactly as if
the two characters were standing in adjacent squares.
Fire Focus
School evocation (fire) Level magus 3, sorc/wiz 3 The drawback of this spell is that the effect is two way.
Casting Time one standard action The spellcaster is considered adjacent to the target, which
Components V, S, M (dust from synthetic rubies) means that if the target realizes the spell’s purpose, it could
Range medium (100 ft plus 10 ft / level) counterattack the spellcaster exactly as if it were normally
Duration one round / 2 levels adjacent. The spellcaster can designate a new target each
Saving Throw None Spell Resistance Yes round as a free action on his turn. The spellcaster can also
This spell launches a tightly focused beam of fire and light dismiss this spell as a free action on his own turn.
from the palm of the caster’s hand.
Forced Resurrection
With a successful ranged touch attack, the Fire Focus School necromancy (evil) Level cleric 6
inflicts 1d8 points of fire damage. If the spellcaster attacks Casting Time one standard action
the target on successive rounds, he receives a cumulative Components V, S, M (an opal worth at least 5,000 gp/DC
+2 bonus per additional attack made against the same 23), DF
target. Each round the Fire Focus successfully attacks the Range touch
same target, the damage inflicted doubles (2d8 on the Duration instant
second round, 4d8 on the third, 8d8 on the fourth, to a Saving Throw WILL Negates Spell Resistance Yes
maximum of 16d8 fire damage on the fifth round). If the This spell functions identically to raise dead, except that it
caster chooses to attack another target, or misses an attack, affects even souls unwilling to return to the dead, forcing
the damage inflicted by Fire Focus reverts to 1d8 fire. their soul back into their body. An unwilling soul can make
a WILL Save to negate the spell’s effect. In the cases of
Flash Download souls slain by WIS drain, or negative levels calculate their
School divination (electrical) Level bard 0 saving throw using their full WIS score and/or level before
Casting Time one standard action death.
Components V, S, F (the storage device being downloaded
to) Slavers and bounty hunters often use this spell on
Range touch particularly troublesome prey- kill their target before
Duration instant loading them aboard, then force-rez the corpse at the
Saving Throw None (object) Spell Resistance No destination. Worse, magically active serial killers might
Just by touching a storage medium, you can hurry any use this spell to torture and murder their victim multiple
pending downloads to that medium to completion in just a times before their soul are too ragged to raise again.

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Fuelon Armada
School conjuration (creation) Level druid 4, witch 4 Fuelon Charge, Mass
Casting Time one standard action School evocation Level cleric 5
Components V, S Range close (25 ft + 5 ft/level)
Range personal; close (25 ft + 5 ft/level) This spell functions identically to Fuelon Charge, save that
Duration 1 round/level (D) it affects one Battlechanger per level, no two of which can
Saving Throw None Spell Resistance No be more than 30 ft apart.
By emitting dark lightning from your hands, eyes or alt-
mode components, you generate a short-lived army of Fuelon Explosion
energy clones comprised of rarified Fuelon. The duplicates School evocation Level alchemist 3, sorc/wiz 3
in your armada are exact physical copies of yourself in Casting Time one standard action
your alt-mode, save they only have a single Hit Point, and Components V, S, racial (Battlechanger)
cannot transform, nor use any Special Weapons or other Range medium (100 ft + 10 ft/level)
powers not available to you in your alt-mode. Fuelon Duration instant
duplicates cannot be healed by any means, and are immune Saving Throw FORT half Spell Resistance Yes
to mind-affecting abilities, being essentially mindless. You cause the Fuelon within a Battlechanger’s systems to
reach critical mass, potentially destroying the robot from
You command your fuelon armada as a group as a move- within! The target Battlechanger suffers 1d6 points of
equivalent mental action each round, issuing basically the energy damage per point of Fuelon in its Fuelon Reserve
same command to the entire group. For example, you can (maximum 15d6); after the explosion, the robot, if it
order the entire group to travel to a specific place, or to survives is left with only a single point of Fuelon in its
attack (though individuals may attack individual targets), reserve. This spell is not subject to any specific energy
or perform similar tasks. If your fuelon armada uses an resistance or immunity. This spell cannot affect Gestalts,
ability that both requires Fuelon and is usable in alt-mode, nor does it have any effect if cast on a non-Battlechanger.
you only pay the Fuelon cost once, regardless of how many
duplicates remain in your fuelon armada. Fuelon Explosion, Greater
School evocation Level alchemist 6, sorc/wiz 6
You summon one duplicate per caster level (maximum 20). This spell functions as Fuelon Explosion, save that the
Each round your armada remains in existence, regardless spellcaster can cast it in one of two modes. In the first
of how many members this group has, you pay one Fuelon mode, the Greater Fuelon Explosion may affect a number
to maintain the armada. Your armada can move up to the of targets equal to the caster’s level, no two of which can
listed range from you- fuelon duplicates that move beyond be more than 30 ft apart. In the second mode, this spell
this limit wink out and are destroyed. gains the ability to affect Gestalts, in which case there is
no cap on the damage inflicted.
Fuelon Charge
School evocation Level cleric 2 Fuel the Engine
Casting Time one standard action School conjuration (creation)
Components V, S, Racial (Battlechanger) Level alchemist 3, sorc/wiz 3
Range touch Casting Time one standard action
Duration instant Components V, S
Range touch
Saving Throw WILL negates (harmless) Spell Resistance Duration Instant
Yes (harmless) Saving Throw No Spell Resistance No (harmless)
A touch from a robotic hand restores a Battlechanger’s By touching a single vehicle with an internal combustion
exhausted Fuelon supply. Your touch restores 1 point of engine, from a VW Beetle to an Abrams
Fuelon plus 1 point for every two character levels tank, all the way to an F-22 Raptor, the magical energy you
(maximum 10 Fuelon). This spell has no effect if cast upon conjure fills its tanks with high
a non-Battlechanger. performance fuel.

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.

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Function Reformatting Any Humanoid or Monstrous Humanoid creature who can
School transmutation Level alchemist 6 clearly see you, and which fails its saving throw is
Casting Time one hour considered to be sexually attracted to you, regardless of its
Components V, S, racial (Battlechanger), M (Fuelon gender or orientation. This spell does not compel any
crystals and radioactives worth at least 10,000 gp) specific behavior, but affects which powers and abilities
Range touch you can bring to bear against creatures attracted to you.
Duration instant
Saving Throw FORT Negates Spell Resistance Yes Grand Terraforming
This lengthy ritual is viewed with religious reverence by School transmutation Level cleric 9, druid 9, sorc/wiz 9
Battlechangers, as it fundamentally alters the form and Casting Time one day
function of a willing Battlechanger. Once the ritual is Components V, S, M (huge vat of strange herbs, algae and
complete, the Battlechanger subject loses its original alt- fertile soil, weighing upwards of a ton, worth
mode and gains a new one of its choosing. The robot’s approximately 50,000 gp/DC 31)
form changes dramatically to reflect its new capabilities, Range a single planet or asteroid at least 50 miles in
but is still somewhat recognizable as the same creature. diameter
Duration instant
If the subject has feats or traits restricted to a particular alt- Saving Throw FORT negates (object) Spell Resistance
mode it no longer possesses, the subject loses those No (object)
abilities. The subject Battlechanger may choose new feats Grand Terraforming sends forth a green and brown wave
and traits it does qualify for. If the subject is a Triple- or of life and fertility that transforms a single designated
Multi-Changer, it may alter some or all of its modes with planet or asteroid in accordance with the caster’s wishes.
this spell, at its option. This spell transforms the target planet, which must be at
least 50 miles in diameter, into a virtual duplicate of the
Ghost Chassis caster’s native biome, suitable for easy colonization by the
School conjuration (summoning) caster’s species. Atmosphere, temperature and gravity
Level cleric 4, sorc/wiz 4 become similar to the caster’s homeworld, though
Casting Time one standard action temperature and gravity might be as much as 25% higher
Components V, S, M or lower than on the caster’s homeworld, depending on
(a handful of mechanical junk- broken sparkplugs, gears, conditions. This magic is so potent that it will maintain
burned out fuses, ect) home-like conditions on the terraformed world even if
Range close (25 ft plus 5 ft / 2 levels) local conditions would make them impossible (such as
Duration one hour/level (D) heating a world far from its star, or providing atmosphere
Saving Throw None Spell Resistance None and gravity on a tiny planetoid too small to normally have
Throwing a handful of broken machinery into the air, the either).
mage speaks a few words of power, which conjure a
ghostly vehicle. This spell can create an ectoplasmic Water appears on the planetoid, drinkable from the
duplicate of any civilian ground vehicle the size of a large moment this spell is cast, and moss, lichen and other
SUV or smaller. Cars, pickup trucks, light vans, simple plants also appear instantly. Over the next year or
motorcycles, even light industrial vehicles like forklifts to so, more complex plants appear. Native, non-sentient fauna
a maximum of size Huge can all be conjured. The created either die off and are replaced by creatures equivalent to
vehicle has average statistics for a machine of its type. those on the caster’s home world, or mutate into new,
compatible forms over the same span.
The summoned automobile’s appearance is determined by
the caster at the time of casting. The caster may The terraformed world saves as an attended object if even
concentrate on the vehicle as a full round action and shift one sentient creature native to that world opposes the
details such as color, body style, and add or subtract change. The planet’s native sentient population (s) receive
features such as bumper stickers or a spoiler. The conjured a cumulative +1 bonus on the save per million of their
vehicle has a license plate and all appropriate stickers and population, making it virtually impossible to terraform
decals for the jurisdiction it is created in. However, the heavily settled worlds.
false identification documents are randomly created; while
forgeries will fool the naked eye, they won’t hold up to Gravelight
prolonged scrutiny. School divination Level cleric 1, sorc/wiz 1, witch 1
Casting Time One standard action

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Components V, S, M (a few shards of marble or
granite from a gravestone)
Range touch
Effect a 30 ft cone shaped emanation from your
eyes
Duration 1 minute/level (D)
Saving Throw WILL negates (harmless)
Spell Resistance No
When this spell is cast, you perceive the faint
necromantic aura of burial sites, marked and
unmarked, secret and publicly recognized, as a tall
column of cold blue light. You can perceive the
burial sites of any sentient creature within the
spell’s range, so long as the burial site is not more
than 30 ft below the earth. You do not perceive
unburied dead, nor dead concealed by means other
than actual internment in earth.

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.

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armor provides you with a +4 natural armor bonus to Hard Reboot
AC. School evocation (electricity) Level alchemist 1, bard 0,
· Gynoids are programmed for obedience. Choose one sorc/wiz 0
ally to be your ‘master’ for the duration of the Casting Time one standard action
transformation. You can only attack targets your master Components V, S
specifically designates, as a swift action on his or her Range touch
turn. If your master is slain, incapacitated, or retreats, Duration instant
you cannot make attack actions unless you dismiss the Saving Throw WILL Negates (see text) Spell Resistance
spell. Yes
A blue spark leaps from your fingertips to the casing of a
Hacker Spark touched computer or electronic device. The device shuts
School divination Level bard 0, sorc/wiz 0 down and reboots in the normal time frame for a device of
Casting Time one standard action its type. If used against a non-intelligent machine, this
Components V, S spell offers no saving throw or spell resistance.
Range touch
Duration 1 minute If used against a construct or intelligent machine (a cyborg,
Saving Throw None (harmless) Spell Resistance No robot, AI, ect), the spell stuns the creature for one round
(harmless) unless it makes a WILL Save. Spell Resistance applies to
A purple spark of light flashes between your fingers and a this use of the spell.
computer you are touching. This spell provides a +5
competence bonus on the next Computer Use check you Haywire
make, provided you make it within the next minute. School transmutation Level alchemist 1, bard 0, cleric 0
Casting Time one standard action
Hardlight Avatar Components V, S, M (a tiny magnet)
School illusion (figment) Level bard 2 Range close (25 ft plus 5 ft / level)
Casting Time one standard action Duration one minute /level
Components V, S, racial (Battlechanger) Saving Throw WILL negates (object) Spell Resistance
Range personal; 1 mile plus ½ mile per level Yes (object)
Duration 1 hour/level (D) The haywire spell causes a single device of up to size
Saving Throw None Spell Resistance No Large to behave randomly and erratically, defying any
You can project a semi-solid hologram resembling a attempts to bring it under control. Cash registers display
Medium sized biped of any species of your choosing. This random prices and open their drawers repeatedly,
avatar’s appearance reflects your Battlechanger form, escalators surge forward than change direction. ATMs flash
typically wearing clothing with similar colors and patterns random data as they spew forth garbage receipts (but not
to your hull deco, and having features indicative of your money, though). It’s impossible to describe the exact of
personality. haywire on any given machine, but in general, the machine
behaves as if an operator were pushing random buttons or
You can experience visual and auditory sensations through randomly changing settings. Turning a haywire device off
your Hardlight Avatar, as well as touch objects (though the doesn’t work, as the spell disables the on-off switches.
sensation of touch is muted in this form), and this avatar Cutting the power supply disables the device 1d4 rounds
can range up to the listed maximum range from your later, ending this spell.
Battlechanger form. While perceiving through your avatar,
your true form is helpless and effectively unconscious. Identify Subject
School divination Level bard 3, sorc/wiz 4
Your avatar is a Medium creature, with 10 in STR, CON Casting Time one standard action
and DEX and effectively a +0 saving throw modifier on all Components V, S
saves. It has your mental ability scores and can perform Range personal
skills at your rank, subject to the limits of its ability scores. Duration instant
The avatar shares your sensory capabilities, including your Saving Throw WILL negates Spell Resistance Yes
Darkvision and ability to perceive electronic signals. The When this spell is cast, you instantly learn the identity of a
spell immediately ends if either you or the avatar takes photographed subject. As you cast this spell, you gaze at a
damage, or if the avatar makes a successful attack. particular person within a photograph or video (which can
be print or digital). If the target fails a WILL Save, you
instantly learn the subject’s birth name as well as place and

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date of birth. The photograph must depict a recognizable The weapon’s other properties, including apparent weight
image; the subject’s face must be at least partially visible, and bulk do not, at least not as far as game-play statistics
though it can be shadowed, partially concealed or are concerned.
somewhat blurry. This spell will not work on fully masked
or helmed creatures, nor on creatures using magical or D4 > D6 > D8 > D10 > D12 > 2D8 > 2D10 > 2D12
psionic means to disguise or conceal themselves.
Improbable Weapon, Greater
Illusory ID School transmutation Level cleric 5
School illusion Level bard 0, sorc/wiz 0, witch 0 This spell functions like Improbable Weapon, except the
Casting Time one standard action Improbable Weapon suffers a -10 penalty on attack rolls,
Components V, S, F (a piece of paper or cardboard its critical multiplier increases by x2, and its critical threat
roughly the size and shape of an ID) range is increased by 10 points.
Range touch
Duration 30 seconds (5 rounds) (D) Infinite Ammunition
Saving Throw WILL negates Spell Resistance Yes School conjuration (creation) Level magus 2, sorc/wiz 2
This minor magic wraps a piece of cardboard or paper in Casting Time 1 standard action
illusion, making it appear to be an ID card or credentials of Components V, S
some kind. The caster chooses which type of ID (for Range touch (up to one weapon / 2 levels)
example, a Texas drivers license, a military ID card, FBI
credentials, ect); the illusion forms an image of the Duration 1 round/level (D)
appropriate ID with random, but usually appropriate Saving Throw None Spell Resistance No
information. The illusion creates a fake ID with an This spell functions as Reload! except that weapon
appropriate but randomly chosen birthdate, and a name instantly refills its ammunition each time the clip,
appropriate to a person of the caster’s race, culture and magazine or energy cell is expended for the spell’s
gender. The caster can decide what kind of ID is created by duration. These additional refills take place automatically
the illusion, but not specifically who the ID card depicts, and do not require an action on the user’s part. Weapons
though it always bears a photograph of the caster. must be completely emptied before reloading.

This spell is purely a visual illusion, and contains no Infographic


machine readable or mag-strip data. The ID will not hold School enchantment (mind affecting) Level bard 0
up to prolonged scrutiny, and is considered to have an Casting Time one round
effective Linguistics (or Forgery) result of 10 + caster Components V, S
level. The illusion lasts a maximum of five rounds, and Range personal
ends instantly if the card leaves the caster’s possession. Duration one round
Saving Throw None (harmless) Spell Resistance None
Improbable Weapon (harmless)
School transmutation Level cleric 3, paladin 3 This spell distills the contents of a lengthy text into a
Casting Time one standard action single icon that so perfectly captures the work’s meaning
Components V, S that you can take it in with only a glance.
Range touch
Duration 1 round/level (D) When you cast this spell, you concentrate on a single non-
Saving Throw Yes (object) Spell Resistance Yes (object) magical text in your possession, or electronic text (such as
This spell transforms a touched melee weapon into a an e-book, webpage, or PDF); an infographic
gigantic exaggeration of its normal self. The improbable encapsulating this data appears slightly above the text. You
weapon created is massive, a thing of swooping curves, gain full comprehension and retain the information as if
exaggerated angles and massive decorations. The wielder you read the text normally.
is often dwarfed by their Improbable Weapon.
Inspection Ready
The Improbable Weapon suffers a -5 penalty on attack School transmutation (law) Level cleric 0, inquisitor 1,
rolls, but its critical multiplier is increased by x1, and its paladin 1
critical threat range is increased by 5 points. This does not Casting Time one standard action
stack with other effects that increase critical threat range. Components V, S
The Improbable Weapon’s greater size increases the Range set of clothing touched
weapon’s basic damage dice by one step. Duration instant/1 hour

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Saving Throw None Spell Resistance No an old smoke alarm, a wooden box and a broken mirror
This spell is common among most occult-savvy soldiers- couldn’t be used to construct a junk car, but it could be
they’ll pony up half a weeks pay for a casting before a used to cobble a juryrigged television set, for instance.
major inspection if they can’t cast it themselves. When this
spell is cast, it cleans and makes minor repairs (stitching The gamemaster has final say in what junk can be used,
rips, replacing buttons ect) to a single uniform; the but should be lenient if the player comes up with a good
uniform’s medals and decorations, if any, change to explanation of how this spell would apply. Items created
conform exactly to the uniform standards of the issuing by juryrig have only Hardness 2 and 5 HP, regardless of
body. For one hour after the casting, a character wearing the hardness and HP of the emulated item, and this spell
the Inspection Ready uniform receives a +1 enchantment ends if the juryrigged item is destroyed.
bonus on Diplomacy and Profession checks made against
lawful members of the same military body. Kinetic Kill Weapon
School evocation Level druid 8, sorc/wiz 8, witch 8
Internal Fires Casting Time one standard action
School evocation (fire) Level cleric 2 Components V, S, M (a finger-sized slug of depleted
Casting Time One standard action uranium worth 200 gp/Purchase DC 12)
Components V, S Range medium (100 ft plus 10 ft / caster
Range close (25 ft plus 5 ft per level) level)
Duration Instant Duration Instant
Saving Throw FORT Negates Spell Saving Throw REF half (see text)
Resistance Yes Spell Resistance No
You voice a hateful curse, a word of This spell can only be cast out doors,
flame, in an intense whisper. A single in areas with a clear line of effect to
adversary within range feels intense the open sky.
agony, as several of his internal When this spell is cast, a goliath
organs are heated to near boiling spear of deleted uranium jacketed in
levels. Stinking acrid smoke belches titanium screams down from high
from the orifices of those injured by this orbit to slam into the target with
potent combat spell. If the victim fails his near nuclear force. The spell’s
FORT Save against this effect, he suffers 1d4 target suffers 10d10 points of
points of temporary CON damage plus an damage, +1d10 per two caster
additional point of CON damage per two caster levels (maximum 20d10), or half
levels. damage on a successful REF
Save.
Creatures with Fire Resistance 10 or greater take
only half CON damage on a failed save; targets Regardless of whether or not
immune to Fire cannot be harmed by this spell. the target makes his REF Save
or not, the target and all
Juryrig adjacent characters are
School transmutation Level sorc/wiz 2 knocked prone by the sheer
Casting Time one standard action force of the impact. The
Components V, S, M (appropriate junk and mechanical target’s square and all
scrap to be transformed) adjacent squares
Range close (25 ft plus 5 ft / level) permanently become
Duration one hour/level or until destroyed difficult terrain as a result
Saving Throw None (object) Spell Resistance No (object) of the impact.
This spell transforms a motley collection of vaguely useful
junk into something approximating a working device.
When this spell is cast, the caster envisions a particular
device, which forms from junk and mechanical scrap in the
spell’s range.

The type of junk must be at least vaguely appropriate to


the mechanical device being constructed. The innards of

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Kinetic Slam two claw attacks as primary natural attacks that inflict 1d6
School evocation (force) Level magus 3, sorc/wiz 4 fire damage (20/x2) on a successful hit.
Casting Time one standard action
Components V, S Late Train
Range medium (100 ft plus 10 ft / level) School conjuration (creation) Level sorc/wiz 5
Duration instant Casting Time one standard action
Saving Throw FORT partial (see text) Components V, S, M (2-5 gp/ DC 2 cash thrown onto the
Spell Resistance Yes empty tracks)
You fire a brilliant beam of bluish force from the palm of Range close (25 ft plus 5 ft / level)
your hand. With a successful ranged touch attack, you Duration one journey, up to 1 mile / level
inflict 1d8 points of bludgeoning damage per caster level Saving Throw None Spell Resistance No
(with no damage cap!). For every four points of damage This spell conjures an ethereal subway train consisting of
suffered, the target is pushed backward 5 ft. The target can an engine and 2-3 cars, all composed of pale blue light.
attempt a FORT Save to reduce the knock back distance by The late train can carry dozens of passengers or vast
half. amounts of cargo, all of whom must be present and board
(or be loaded onto) the train within 5 minutes of the spell’s
Ktenology casting.
School necromancy Level sorc/wiz 1, witch 1
Casting Time one standard action This ghostly subway train journeys to a destination of your
Components V, S choosing at roughly the same speed as an ordinary train. It
Range touch automatically bypasses occupied lines, taking back tunnels
Duration one minute/level and mysterious shortcuts between worlds, so as not to
Saving Throw None (object) Spell Resistance No (object) encounter other trains on the tracks. The train journeys as
Ktenology is the science (and the art) of putting sentient close as possible to a location you designate, traveling
beings to death. With a touch, this spell
bestows the Deadly weapon quality on a
touched weapon for the spell’s duration.
Laser Max
School evocation (fire) Level magus 0, sorc/
wiz 0, witch 0
Casting Time one standard action
Components V, S, M (a pinch of ruby
crystal dust)
Range touch
Duration 1 round
Saving Throw None (harmless, object)
Spell Resistance None (harmless, object)
By touching a laser weapon that inflicts Fire
damage, you generate a minor arcane
charge. The very next successful attack you
make with the weapon (provided you make
it within the next round) has its numerical
effects maximized.
along existing subway or train lines, and stopping, if
Laser Talons
possible at a regular stop near your desired destination.
School evocation (fire) Level sorc/wiz 1, witch 1
Casting Time one standard action
Lesser Moon
Components V, S
School evocation (force) Level cleric 9, witch 9
Range personal
Casting Time One standard action
Duration 1 round/level (D)
Components V, S, DF
Saving Throw None Spell Resistance No
Range 100 ft radius + 10 ft per caster level, centered on
With a hiss like a flame igniting, your fingernails become
the caster
six inch long daggers made of amplified light. You gain
Duration 2d6 rounds

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Saving Throw FORT Partial Spell Resistance No Lighten Space Suit
When this spell is cast, a silvery-grey lunar orb the size of School transmutation Level cleric 1, paladin 1, sorc/wiz 1
a small state appears high in the sky, and its immense Casting Time one standard action
gravity well causes immediate, crushing devastation. First, Components V, S
each round the spell lasts, all structures and creatures of Range touch
size Huge or larger suffer 6d6 points of force damage, and Duration 1 minute/level (D)
offers a FORT save for half damage. Saving Throw None (harmless, object) Spell Resistance
None (harmless, object)
Second, all flying creatures in the spell’s area of effect When the caster touches any armor with the Space Suit
must succeed at a DC 22 Fly check to remain aloft. Flying property, the armor becomes much lighter, without
creatures can attempt a new Fly check each round to compromising its life support properties in the least. The
recover. Similarly, if this spell’s area of effect encompasses armor’s appearance changes, with its outer hull and
a body of water, all swimming creatures must succeed at a hardpoints appearing as pale blue glass for the spell’s
DC 22 Swim check or be pushed 3d6x10 ft deeper duration. While so enchanted, the Space Suit’s armor
underwater per round this spell remains in effect. check penalty is reduced by -4, to a minimum of -0. The
armor’s arcane failure chance is reduced by -20% to a
Finally, all were-creatures within the spell’s area of effect maximum of 0%,
must succeed at a DC 30 WILL save or find themselves
involuntarily shifting to their hybrid form and rampaging Lighten Space Suit, Mass
uncontrollably. While this spell is in effect, all were- School transmutation Level cleric 4, paladin 4, sorc/wiz 4
creatures in hybrid form suffer 1d4 points of CON damage Range close (25 ft plus 5 ft/two levels)
per round. This spell functions identically to Lighten Space Suit, save
that it affects one space suit per level, no two of which can
Lesson in Manners be more than 30 ft apart.
School enchantment (mind affecting) Level bard 1, cleric
2, witch 1 Live Recording
Casting Time one standard action School conjuration (creation, electrical) Level bard 1
Components V, S Casting Time one standard action
Range close (25 ft plus 5 ft / 2 levels) Components V, S, F (electronic device to receive the
Area 10 ft radius burst performance)
Duration instant Range personal
Saving Throw WILL negates Spell Resistance Yes Area 60 ft radius
The spell caster’s scorn and annoyance becomes a potent Duration one performance (up to 5 minutes length)
weapon. When the mage casts this spell, choose a specific
irritating behavior (such as cutting another person off in Saving Throw none (harmless, object) Spell Resistance
traffic, talking on a cellphone in public, ect). The behavior no (harmless, object)
chosen must be a non-combat action, unrelated to a This spell records a single song you begin performing at
potential target’s alignment or class features. Thus you the end of the spell’s casting time at high resolution and
could decide that the targeted behavior is ‘rudeness to transmits the recording to all devices capable of storing the
waiters’, but couldn’t choose ‘making attacks of recording (either in audio or video format, or both,
opportunity’ ‘being chaotic neutral’ or ‘casting a spell’ as depending on device) within the spell’s range.
triggers.
The recording is of the highest quality a particular device
Once cast, any creature within the target area that has can play or display, and only affects devices capable of
preformed the prohibited action within the past 24 hours is storing the recording, which is of an average media type
subject to the spell’s effect. Any creature that has (and file size) for the device. For example, a tape recorder
preformed the prohibited action suffers 1d6 points of non- with a blank tape inserted will receive an audio recording
lethal damage per caster level (maximum 10d6 non-lethal). of the performance, though an empty tape recorder is not
Creatures that haven’t preformed the specified action are affected; the recording will be a digital file if ‘recorded’ by
immune to this spell, as are creatures immune to non-lethal a smart phone or laptop computer, ect. No magical
damage. qualities inherent in the performance are stored.

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Locate Shop Machine Invisibility, Vehicular
School divination Level bard 0, cleric 0, sorc/wiz 0 School illusion Level sorc/wiz 3
Casting Time one standard action This spell functions as machine invisibility, but it also
Components V, S allows the caster to hide a vehicle up to size Colossal and
Range ½ mile radius + ¼ mile per level all its passengers from detection by machines. The caster
Duration instant must remain in physical contact with the invisible vehicle
Saving Throw none Spell Resistance no for the duration of the spell, or the affect immediately
This spell allows you to find a specific shop or business. ends.
You must know the name of the place, or the spell will not
work. If the shop is not within range, the spell fails as well. Machine Invisibility, Greater
You cannot find an unnamed shop- for instance, you School illusion Level sorc/wiz 4
couldn’t look “for that Proximite that fences hijacked This spell functions as machine invisibility but the affect
Erobots on level 21”, the shop must have an identifying does not end if the subject makes an attack.
sign or data-node somewhere that identifies it. If there are
multiple businesses with the same name (such as a fast Machine Invisibility, Vehicular, Greater
food franchise) within range, the spell locates the closest. School illusion Level sorc/wiz 5
This spell functions as machine invisibility, vehicular, but
Machine Invisibility the affect does not end if the subject vehicle makes an
School illusion Level sorc/wiz 2 attack.
Casting Time one standard action
Components V, S, F (a hand mirror or compact, fogged Maintenance Coffin
with the caster’s breath) School conjuration (healing) Level alchemist 3
Range touch Casting Time one standard action
Duration one minute / level (D) Components V, S
Saving Throw WILL Negates (harmless, object) Spell Range close (25 ft + 5 ft/level)
Resistance Yes (harmless, object) Duration one hour/level (D)
The creature or object of up to size Large touched cannot Saving Throw WILL Negates (harmless) Spell Resistance
be detected by video cameras, electronic sensors, radar, Yes (harmless)
motion detectors, or other high tech detection systems. The This spell conjures an automated repair ‘coffin’- a plastic
object is also invisible to non-sentient machine characters, and steel cylinder with transparent portions and automated
such as robots, constructs and golems. However, the object assembly waldos inside that is large enough to contain a
is still visible to sentient machines, such as cyborgs, AI and Large sized or smaller robot (such as a Star Droid or
sentient robots and androids. Advanced targeting systems, Battlechanger), or android (such as an Erobot or Synth), or
such as those installed in guided missiles, provide no a creature with the Cyborg subtype.
bonus on attack rolls against the subject, and in many
cases, they cannot choose the subject as a target at all. This This spell only functions if a mechanical creature enters or
spell does not affect vehicles. is placed into the maintenance coffin. The system seals,
trapping the mechanical creature inside. While inside the
While this spell is active, the invisible object does not coffin, the android is unconscious and helpless. During this
appear in photographs or cameras, nor will photographs time, the mechanical creature is cured of all negative status
taken of the object later appear in a photo, though light ailments, as if by heal, during the first hour within the
generated or carried by the creature remain visible (thus coffin. Each additional hour spent within the coffin
appearing as a light with no visible source in photographs). restores 10 HP and 1 point of temporary ability score
The object or creature cannot be weighed or detected by damage (if applicable) to any physical ability score.
other sensors- it appears to have no mass to scales and
mass detectors, no heat for infrared sensors to pick up, and The Maintenance Coffin has Hardness 10 and 50 HP.
so on. Microphones do not pick up sounds the subject Damage is divided equally between the device and the
directly makes, but still pick up sounds the subject makes mechanical creature within. The coffin can be opened early
by interacting with the environment. Items dropped or put with a DC 10 + caster level Computer Use check.
down by the subject become detectable to machines. Otherwise the coffin only opens when the spell’s duration
ends or the caster dismisses the spell.
This spell ends if the subject attacks any creature, as is
standard for invisibility.

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Mauling Faceplate friendly towards him, but the spellcaster has no special
School transmutation (chaos) Level witch 3 control or knowledge over these newly assembled robots.
Casting Time one standard action
Components V, S, racial (Battlechanger) Mecha Super Assault Mode
Range close (25 ft + 5 ft/level) School transmutation (polymorph) Level sorc/wiz 7
Duration 1 round/level (D) Casting Time one standard action
Saving Throw FORT half (see text) Spell Resistance No Components V, S, Racial (Erobot or other living machine
With a crackle of arcane energy, you unhook your face race)
plate, which transforms into a torture device whose inner Range personal or touch
surface is lined with horrific needles and hooks, leaving Duration one minute/ level
the inner workings of your mechanical skull exposed. The Saving Throw WILL Negates (harmless) Spell Resistance
mauling faceplate flies from your hand towards your No (harmless)
victim. When this spell is cast, a rainbow of intense blinding light
flares, briefly obscuring the form of the spell’s recipient.
Each round, the victim suffers 1d8+ your CHA modifier When the blinding flash clears, the spell’s beneficiary is
points of piercing damage, and is considered nauseated. A transformed into an impressive, anime-styled mecha war
successful FORT Save halves the damage and reduces the machine.
condition to merely shaken. While your faceplate is
detached in this manner, you automatically fail CHA-based Huge thrusters and multiple articulated wing systems and
skill checks, save for Intimidate. vectored thrust jets protrude from the recipient’s spine.
Sleek, colorful red and white armor protects the wearer’s
Mecha Genesis body, while additional armor plating, resembling external
School conjuration (creation) (metal) fuel tanks on a high-tech jet fighter protect the shins and
Level cleric 6, sorc/wiz 7 forearms. Missile pods on the shoulder and a truly massive
Casting Time ten minutes laser rifle that appears in the recipient’s hands give the
Components V, S, M (alloys, rare earth circuit creature a potent offensive punch.
components and a program-ready AI memory core, all
worth about 10,000 gp/ DC 26) For the spell’s duration, any armor worn by the recipient
Range touch merges with their body and becomes inert, in favor of the
Duration instant Mecha Super Assault Mode armor. The recipient gains:
Saving Throw None Spell Resistance No • A Flight Speed of 120 ft (perfect) in atmosphere.
Self aware machines often use this spell to design and • A Space scale flight speed of 2,500 ft (5 space scale
activate new members of their species. This spell is squares)
common among the spell casters of Bulk, Star Droid, • A +8 equipment bonus to AC, which has a 35% arcane
Erobots, Synths and other robotic species, and those spell failure chance and no armor check penalty. The
capable of casting it are highly regarded in their societies. creature’s Max DEX bonus is +2. The armor also
functions like a Space Suit.
When this spell is cast, slithering tendrils of yellow and • 50% immunity to sneak attacks and critical hits, as if
white lightning lash out and assemble one or more robots. by the heavy fortification feature
Choose a type of robot from the following list: • +2 enchantment bonus on Ranged attack rolls and the
• Battlechanger Far Shot feat for the spell’s duration
• Bulk • New Special Attack: Mini-Missile Pods. Automatically
• Erobot hits all targets within a 30 ft range for 2d6 fire damage
• Synth as a standard action.
• Star Droid • New Special Attack: Beam Cannon. 500 ft line, all
• Or any other robotic species common to your targets within area of effect suffer 10d6 force damage
campaign setting (REF DC 15 half). Usable every other round.
The spell can either construct one robot with one heroic
class level or 1d4+1 robots with a single NPC class levels,
chosen by the caster when the spell is cast. The created
robot(s) have ability scores generated in the typical manner
for the campaign. These robots have an alignment or
affiliation similar to the spellcaster, and are initially

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Media Modernization
School transmutation Level bard 0
Casting Time one standard action
Components V, S, M (an example of the
new media type to be emulated)
Range touch
Duration instant
Saving Throw None (harmless, object)
Spell Resistance No (harmless, object)
This useful little techno-spell upgrades
some kind of long outdated info-storage
device to modern specs. With a touch, the
information contained within a particular
storage device (such as an 8 track tape, reel
to reel tape, punch card file, ect) is
preserved, while the storage device is
upgraded to a modern device of your
choosing (such as a USB flash drive,
futuristic data crystal, Prox, ect). The
quality of the information might improve a
bit (such as music sounding clearer on a
more modern media), but the content does
not change. You must be familiar with the
new media device to be emulated.

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

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duration of the spell, you gain that Battlechanger’s alt- spell durations continue to expire in the subjective time
mode(s), special weapons, armor and gadgets, all of which zone.
replace your own. You assume a form similar to the target
Battlechanger’s robot mode chassis, but retain your own Communication with the outside world is impossible
coloration and facial details.You may dismiss this spell to during this time; cell phones and similar devices cannot
regain your own racial capabilities. penetrate the warded area, nor can psionic or magical
communication. Those within the warded area do not
Military Flight recover spells, spellslots, power points or similar
School transmutation Level magus 5, sorc/wiz 5 resources, due to the fundamental differences between the
Casting Time one standard action ward-zone and true reality. If someone outside the warded
Components V, S area enters the ward-zone, the spell ends abruptly.
Range personal
Duration 1 minute/level Musical Warrior
Saving Throw Spell Resistance School transmutation (sonic) Level bard 3
This spell functions much like fly, save that it allows an in- Casting Time one standard action
air speed and maneuverability equal to a military combat Components V, S, M (guitar pick, drum sticks, amp cords
helicopter. It’s a short duration spell, but a competent flier or similar musical accessories appropriate to the
can do a lot of damage in the minutes of nearly supersonic instrument worth 3-5 gp)
flight allowed them. Range touch
Duration 1 round/level (D)
You gain a fly speed of 500 ft (425 ft if wearing medium or Saving Throw FORT Negates (harmless, object) Spell
heavy armor or carrying a medium or heavy load), with a Resistance Yes (harmless, object)
bonus on Fly checks equal to your caster level. This spell transforms an ordinary musical instrument into a
musical weapon as spiraling planes of light rush across the
Minutes Become Hours face of the instrument. The musical instrument becomes a
School abjuration Level cleric 5, sorc/wiz 5, witch 5 Musical Weapon of the most appropriate type (a guitar
Casting Time one standard action becomes a Rocker, for instance). If no particular Musical
Components V, S, M (a handful of colored sand and Weapon exists for the transformed instrument, use the
crushed rose petals sprinkled around the area to be warded) statistics for a Rocker instead. If the instrument is
Range touch magically enhanced for a better performance, is considered
Area 10 ft radius around the caster plus an additional +10 a +1 Musical Weapon; if masterwork, the resulting Musical
ft / level or size of the warded area, whichever is smaller Weapon is also masterwork. Starting at 12th level, the
Duration one round (actual time) per level resulting Musical Weapon gains the Superior Musical
Saving Throw WILL negates (harmless) Spell Resistance property instead.
Yes (harmless)
You carve a short lived pocket dimension out of reality. In Multiple Warheads
this other dimensional sanctuary, time passes more quickly, School evocation (fire) Level sorc/wiz 10
allowing you to rest and heal while only a few seconds This spell functions identically to Nuclear Impact, save
pass for the outside world. that the spell creates 1d4+1 bursts, each area of which
inflicts the spell’s full damage. No two of these target
This spell must be cast in a discrete, enclosed area, such as zones can be within 500 ft of each other.
a bedroom or closet, though any bounded, enclosed area
(even a tent, cave or stone circle) can serve. The spell’s Neurogram
magic wards the area, casting out of normal time/space and School divination Level cleric 1, witch 1
projecting it into a more swiftly flowing timestream. Every Casting Time 1 standard action
round that passes for the outside world (actual time) is an Components V, S
hour for those within the warded area (subjective time). Range touch
Duration 1 minute / level
During this time, those within the spell-zone can sleep, Saving Throw WILL Negates Spell Resistance Yes
heal naturally, use the Heal skill to treat their wounds, use By touching a sleeping, unconscious or cryogenically
healing potions and magic, or perform almost any other stored subject, you link your mind to theirs and project a
action. Any poisons or spell effects brought into the spell- monochromatic hologram of their dreams in the air above
zone by one of its inhabitants continue to function and their body. The projected dream is soundless, but provides
a clear, well lit third person view of the dream’s events.

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This spell has no effect if cast on creatures that do not who created the new constellation. The recipient of this
sleep, unintelligent/mindless creatures or those that do not magic is bathed in the pulsing light of the new
dream. constellation.

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

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Saving Throw None Spell Resistance Yes The most powerful of all divination spells, this nearly epic
You conjure a thermonuclear missile composed of magic places the caster’s mind in touch with that of his
hardlight and solidified energy and unleash it upon the deity, giving them almost total knowledge of the universe
world. Seconds after this screaming missile descends from and its creatures. The creature’s skin is sheathed in a black
the heavens a radioactive mushroom cloud rises high into starscape that moves and shifts, like a time lapse image of
the sky and there’s a new obsidian crater marring the the night sky.
landscape.
For the duration of the spell, the caster gains the ability to
Nuclear Impact exposes everything within the blast radius see invisible and ethereal creatures, and detect magical
to 20d10 points of Fire damage (average 110). Objects and auras, and receives a +40 bonus on all Perception and
creatures destroyed by the blast are completely vaporized. Sense Motive checks.
The blast creates an obsidian walled crater as deep as the
blast radius. This crater remains a Severely Irradiated area Once per round of the spell, the caster can declare that they
for 2d4 months, then a Highly Irradiated area for half that have rolled a result equal to the maximum result +2 on any
time, and finally a Moderately Irradiated area for ¼ that die roll (thus 22 on d20, 8 on d6, and so on), as a result of
time. their total knowledge of the universe and near future
events. This can be used on attack rolls, saving throws,
Nuclear Winter damage rolls or any other single die roll of choice.
School evocation (cold) Level cleric 6, sorc/wiz 6, witch 6
Casting Time one standard action Open All Night
Components V, S School conjuration (creation) Level bard 2, sorc/wiz 3
Range medium (100 ft plus 10 ft / level) Casting Time one minute
Area cylindrical area (20 ft radius, 40 ft high plus 5 ft in Components V, S, M (the money used to make the
both dimension / two levels) purchase or transaction involved in the spell)
Duration one round / two levels Range touch
Saving Throw None Spell Resistance Yes Duration one hour (D)
You call upon the cold and radioactive fury of an endless Saving Throw None (harmless) Spell Resistance No
post-nuke winter, creating a frozen and irradiated hell that (harmless)
is hostile to all life. In addition to creating a punishing ice When this spell of convenience is cast, mystical energy
storm, the spell also bathes the area in low levels of lethal surges through a closed business, powering shut down
radioactive fallout. machines and igniting overhead lights turned off for the
day. The business’ cash register is replaced by a glowing,
Great magical hailstones pound down, dealing 3d6 points spectral duplicate, and a ghostly vision of a typical
of bludgeoning damage and 2d6 points of cold damage to storekeeper appears behind the register, ready to do
every creature in the area per level of this spell. A –4 business.
penalty applies to each Perception check made within the
ice storm’s effect, and all land movement within its area is This spell can only be cast on an empty business that is
at half speed. At the end of the duration, the hail closed temporarily; if the building is inhabited, such as by
disappears, leaving no aftereffects (other than the damage a night stocker, cleaning crew or watchman, the spell
dealt). simply fails to function. For one hour after the spell is cast,
the business is considered open and functions exactly as it
Worse, each round the storm continues, all creatures within would during a typical business day. The caster or
the target area are exposed to a light dose of radiation (as designated allies, present when this spell is cast can utilize
described in the D20 Future core rules). When the spell the facility normally, to make purchases, enjoy a meal (in a
ends, the irradiation vanishes, though the damage the closed restaurant) or otherwise use the facilities in any way
radioactive exposure causes remains. a standard customer could. The spell immediately ends if
the caster or his allies enter any non-public area or behave
Omniversal Awareness in a way that would cause comment among a real staff.
School divination Level cleric 9, witch 9
Casting Time one standard action Funds used (or Wealth checks made) during the transaction
Components V, S, DF, M (a datapad or palmtop computer, are used up normally, and in a day or two, find their way
shattered when the spell is cast) into the coffers or accounts of the closed business, placed
Range personal there as if by ordinary commerce. If purchasing items with
Duration one round per level any restriction rating (such as by using this spell at a
Saving Throw None Spell Resistance No

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closed gun shop), the restriction ratings are the same when and STR damage, and have all their movement rates
interacting with the store’s phantom staff. At the end of the halved, as their bones shatter within their bodies. The
spell’s duration, the caster’s presence is cleaned up, creature’s movement rates remained halved until all ability
exactly as if the staff of the business cleaned up after them damage caused by this spell is healed. A successful WILL
after an ordinary day of business. saves halves the ability score damage and negates the
speed reduction.
Orbital Sandstorm
School conjuration (creation, earth) Level druid 8, witch 8 Outsiders with the native subtype receive a +2 bonus on
Casting Time one standard action their WILL save against this spell; their internal vibrations
Components V, S are closer to the norm of this plane.
Range visual range, to orbital distance
Duration 2d6 rounds Pan-Immunity
Saving Throw FORT half (see text) Spell Resistance Yes School abjuration Level alchemist 3, cleric 4, druid 4
Hundreds of tons worth of dense silica crystals and dust Casting Time one standard action
appears high in the upper atmosphere of a planet, placed in Components V, S, DF
counter-orbit to shred any starships attempting to make Range touch
orbit or land on the planet. Duration one minute / level
Saving Throw FORT Negates (harmless)
This spell affects a huge percentage of the hemisphere the Spell Resistance Yes (harmless)
caster is standing upon, potentially affecting all vessels This spell sheathes the recipient in a barely perceptible
attempting to transit the atmosphere. The sandstorm is high golden aura. For the duration of the spell, the recipient
enough that ordinary aircraft are unaffected, as are becomes immune to radiation, poison and all non-magical
starships in high orbit. Any vehicle attempting to transition forms of disease.
from orbit to atmosphere, in either direction, is affected by
the orbital sandstorm, however. Penetrating Energy Weapon
School evocation Level magus 3, sorc/wiz 3
Any creature crossing the orbital sandstorm suffers 10d6 Casting Time one standard action
points of ballistic damage per round (FORT half); this Components V, S, M (a small, synthetic ruby worth
damage ignores the starship’s Damage Reduction or 10-15 gp/Purchase DC 3)
Hardness, though energy-based shields and similar Range touch
protections will protect against it. For the spell’s durations Duration one round / level
the DC of all Pilot or Fly checks made while transitioning Saving Throw None (object)
from atmosphere to orbit are increased by +2d6. Pilot or Spell Resistance None (object)
Fly checks failed by 5 or more points during this spell’s This spell sheathes a single, touched energy weapon in a
duration results in the failed vessel or flier suffering 5d6 faint pinkish glow, and allows its blasts to slice through
points of Fire damage, which overcomes Fire Immunity or even the hardest anti-energy defenses.
Resistance due to atmospheric friction.
For the duration of the spell, the touched energy weapon
The effects of this spell are visible throughout the inflicts damage of an unspecified energy type, rather than
hemisphere as dark, chaotic clouds. The air is dusty and Fire, Electricity or some other energy type. As a result,
dry for days after the spell is cast. resistances or immunity to specific energy forms do not
apply to blasts from the enchanted weapon. No other
Outshatter qualities of the enchanted weapon change.
School evocation (sonic) Level cleric 7
Casting Time One standard action Petrophage
Components V, S School conjuration (creation) Level druid 5
Range 60 ft cone Casting Time one standard action
Duration Instantaneous Components V, S, M (a sample of exotic lichen or algae)
Saving Throw WILL partial Spell Resistance No Range a 30 ft cone
This spell takes advantage of vibrational differences Duration instant
between dimension; the piercing whine of the spell sets up Saving Throw FORT negates/partial (object)
damaging vibrations that can potentially shatter every bone Spell Resistance Yes
in an outsider’s body. All Outsiders caught within this A wave of nearly microscopic lichens and bacteria erupts
spell’s area of effect suffer 2d6 points of temporary CON from the druid’s outstretched hands. These tiny plants

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devour any form of petrochemical, including refined address or GPS coordinates of the location where the
hydrocarbons used to create plastic and other polymers. image was taken flashes across the image.

All non-magical plastic and hydrocarbons caught within Pirate’s Registration


the spell’s area of effect are automatically affected. School illusion (figment, lawful) Level bard 3, sorc/wiz 4
Hydrocarbon fuel degrades into useless stagnant sludge Casting Time 1 full round action
within its container or fuel system, immediately seizing Components V, S, M (a pre-paid cred-card or cred-stick
most engines depending on them. Plastic and other worth at least 50 gp/ DC 7)
polymer objects are destroyed. Range touched
Effect one touched vehicle up to size Colossal
Attended non-magical objects and magical objects are Duration 1 hour / level (D)
allowed a FORT Save. Non-magical objects that fail their Saving Throw WILL Negates Spell Resistance No
save are similarly destroyed. Magical objects who fail their By touching a starship of up to size Colossal, the
save gain the broken condition though magical spellcaster wraps the vessel in an illusory sheath that alters
petrochemicals are instantly destroyed. visible registration and identifying markings and changes
the vessel’s hull decorations and coloration according to
Phantom Bullets the caster’s desires. The starship’s transponder, radiation
School transmutation Level magus 4, sorc/wiz 5 signature and other electronic data is similarly modified.
Casting Time one standard action
Components V, S, M (a tiny piece of lithium metal) The Pirate’s Registration is a nearly flawless, highly
Range touch detailed forgery. Consider it to have a Linguistics
Duration one hour / level (Forgery) check result equal to 20 + caster level + casting
Saving Throw None (object) Spell Resistance No (object) modifier.
This spell turns up to 50 bullets, all of which must be
touched at time of casting, into semi-real energy matrixes, Pit Crew’s Speed
which are incorporeal projectiles that only harm their School enchantment (mind-affecting) Level alchemist 2,
intended targets. sorc/wiz 2
Casting Time one standard action
Phantom bullets pass through intervening obstacles Components V, S
including armor, and ignore cover bonuses to defense. Range touch
Attacks with phantom bullets are ranged touch attacks. Duration 1 round
Barriers of magical energy, such as a wall of force, stop Saving Throw WILL negates Spell Resistance Yes
phantom bullets. Phantom bullets pass harmlessly through When this spell is cast, the recipient’s hands move with
any creatures other than the intended target, and thus suffer uncanny speed and certainty, with the trained precision of a
no penalty for firing into melee, nor will they ever harm a pit crew mechanic. The recipient can make a single Craft
civilian unintentionally. Phantom bullets affect incorporeal check to repair a mechanical device as a full round action
or ethereal targets normally. without increasing the check DC. However, the recipient is
fatigued after the spell’s duration ends, or becomes
Phantom bullets count as a magic weapon for the purpose exhausted if already fatigued.
of overcoming damage reduction. These bullets disappear
seconds after they strike a target, making it impossible to Planet Hopper
gather ballistic evidence from these enchanted rounds. School conjuration (creation) Level sorc/wiz 4
Casting Time one standard action
Photomapping Components V, S, M (data files and assembler blueprints
School divination Level bard 3, sorc/wiz 3 for the desired space ship worth 250 gp/DC 13)
Casting Time one standard action Range close (25 ft + 5 ft/level)
Components V, S Duration one hour/level (D)
Range personal Saving Throw None Spell Resistance No
Duration instant This spell creates a short range, but fairly nimble personal
Saving Throw None Spell Resistance No starship. Lines of blue and green force appear, rapidly
This spell allows you to instantly trace a photograph back coalescing into a starship. This spell creates a light starship
to the point it was taken. When you cast this spell, you statistically equal to a Courier (D20 Future- pg 119-120),
gaze at a single photograph or frame of video (which can though the starship’s actual appearance reflects the culture
be printed or digital), and for a second, the exact street and native space program of the spellcaster. The spell’s

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relatively short duration usually restricts the conjured Plasma Torch
starship to intra-system travel or sub-orbital jumps. School transmutation (fire) Level sorc/wiz 0
Casting Time 1 standard action
Components V, S
Range touch
Duration 10 minutes / level (D)
Saving Throw None (object) Spell
Resistance No (object)
This spell transmutes the properties of
a single torch, flare or lighter touched
or carried by the caster. For the spell’s
duration, the flames become plasma-
based and continue to burn regardless of
the presence of oxygen- the firesource
functions underwater or in hard vacuum.
Fires set with the Plasma Torch are also
considered to be plasma-based fires until the
spell ends.

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.

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Pride of the Collection This powerful war-spell enables the caster to kill targets
School conjuration (creation) Level bard 1 far over the horizon, with ranges comparable to modern
Casting Time one minute heavy artillery bombardment. This spell affects a line of 5
Components V, S, M (art objects similar to the object too ft squares equal to the caster’s level, which can be
be conjured, worth about 10 gp/DC 3) arranged either vertically, horizontally, or diagonally,
Special caster must have at least 1 rank in Knowledge anywhere within the spell’s maximum range. The
(popular culture) to cast this spell spellcaster does not need to see the target area, but must
Range touch clearly understand where the spell is to be targeted, such as
Duration permanent by viewing the location through binoculars, over a live
Saving Throw None Spell Resistance No camera, via GPS coordinates or through a detailed tactical
This spell summons unique art work from somewhere else map.
in the multiverse, giving collector-mages a unique piece
for their collection. With this spell, you might summon a All creatures and objects within the target zone suffer 6d6
CD of John Lennon songs written during the 90s and points of fire damage plus an additional +1d6 points of fire
referencing the Oklahoma City bombing, the first issue of damage per caster level (to a maximum of 25d6), with a
Avengers penciled by Curt Swan instead of Jack Kirby, or REF Save offered for half damage.
virtually any piece of pop entertainment from a parallel
world where art, culture and history took slightly different This spell cannot be cast closer than to within ¾ mile of
paths. While this artifact may be amusing, and a source of the spellcaster’s current position.
great personal entertainment, it is virtually valueless in
mainstream reality, as most would assume the object is a Rain of Heavy Artillery
clever, but obvious forgery, if put up for sale in the caster’s School evocation (fire) Level sorc/wiz 9
timeline. This spell functions as Rain of Artillery except that base
damage is 6d10 and increases by +1d10 per caster level.
Radiation Purge There is no maximum damage cap on Rain of Heavy
School abjuration Level druid 4 Artillery.
Casting Time one round
Components V, S, M (a few drops of iodine or potassium) This spell cannot be cast closer than to within 2 miles of
Range close (25 ft + 5 ft/level) the spellcaster’s current position.
Effect 30 ft diameter sphere
Duration instant Ravages of Time
Saving Throw FORT negates (object, see text) School necromancy Level cleric 5
Spell Resistance Yes Casting Time one standard action
This spell vastly accelerates the rate of radioactive decay Components V, S, M (a vial of acid)
to the point that items that would normally remain hotly Range touch
radioactive for millennia become safe in just seconds. All Effect up to one 5 ft cube of inorganic, unliving matter per
radioactive objects within the spell’s area of effect are level
rendered completely non-radioactive at the end of the Duration instantaneous
spell’s casting time. Attended radioactive objects, Saving Throw FORT partial (object) Spell Resistance Yes
radioactive objects that are the power source of an With a touch, the cleric does to a structure what age,
attended vehicle (such as a nuclear fuel rod aboard a weather and disuse would take decades to accomplish.
submarine), or magical radioactive objects receive a FORT Each 5 ft cube of material must succeed at a separate
save. Other radioactive objects do not. If an object is too FORT save or have its Hardness reduced to 0 and suffer
large to completely fit in the area of effect, it is not 1d6 HP worth of damage per caster level (maximum 10d6).
affected by this spell at all. If this is sufficient to destroy the cube of inorganic matter,
it crumbles into random chunks of moss covered,
Rain of Artillery weathered stone or fades away to rotted wood. Structures
School evocation (fire) Level sorc/wiz 6 damaged or destroyed by this spell look as if they’d been
Casting Time one standard action unattended for decades.
Components V, S, F (tactical maps, either printed or
electronic, of the area of be targeted) This spell has no affect on living creatures, nor on unliving
Range 1 mile/caster level (see text) objects that are also characters, such as golems or
Duration Instant animated objects. This spell can be used to quickly carve
Saving Throw REF half Spell Resistance No out a tunnel by disintegrating obstacles, but the tunnel

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created is dangerously unstable and caves in within 2d6 Re-Energize
rounds unless somehow supported. School transmutation Level alchemist 1, cleric 0
Casting Time one standard action
Recharge Droid Tools Components V, S, M (a candy or protein bar or energy
School transmutation Level alchemist 1, sorc/wiz 0 drink
Casting Time one standard action Range touch
Components V, S Duration instant / 5 minutes
Range touch Saving Throw FORT negates (harmless)
Duration instant Spell Resistance Yes (harmless)
Saving Throw None (harmless) Spell Resistance No This spell imbues a snack bar or energy drink with
By touching a Star Droid, you recharge any components of mystical energy. If consumed within 5 minutes of this spell
its Droid Tool Kit racial trait that have 3xor fewer uses per being cast, the enchanted food or drink removes the
day. fatigued condition from anyone who eats it. The entire
candybar or drink must be consumed to have any effect;
Recharge the Body only a single creature can benefit from a casting of this
School conjuration (electricity) (healing) Level alchemist spell.
3, cleric 3, sorc/wiz 4
Casting Time one standard action Reflect the Camera
Components V, S, F (a connection to a city power grid) School divination Level bard 2, sorc/wiz 2
Range touch Casting Time one standard action
Duration instant Components V, S, M (silvers from a broken mirror)
Saving Throw WILL negates (harmless) Spell Resistance Range personal
Yes (harmless) Duration instant
By converting electrical energy to raw eldritch power, you Saving Throw None Spell Resistance No
recover quickly from physical pain and debility. You must This spell changes your perception so that you briefly
touch, and draw electrical energy from a wall socket, experience a two dimensional photograph as a three
power main or other connection to a power grid (or dimensional world. While casting this spell, you gaze at a
powerful source of electricity, such as a micro-nuclear photograph (which may be printed or digital) and choose a
reactor). The recharge spell instantly eliminates any or all focal point within the image
of the following conditions: cowering, dazed, exhausted,
fatigued, nauseated, shaken, sickened, stunned. In addition For a few seconds after casting the spell, you see other
the recharge the body spell instantly cures blindness or aspects of the scene photographed, as if the camera where
deafness caused by a spell or spell-like ability. in the place of the focal point chosen, looking outward.
Effectively, you see what the person standing at the focal
Creatures who are either Immune to or Vulnerable to point chosen would have seen, possibly including the
Electricity are affected more strongly by this spell, healing photographer or other details. Lighting conditions and
1d8 points of damage +1 point per level (no cap) in visibility in the image are identical to conditions when the
addition to the listed effects. photograph was taken.

Reconfigure Star Droid Reinvent Humanity


School transmutation Level alchemist 1, sorc/wiz 1 School transmutation Level alchemist 6, sorc/wiz 6
Casting Time one standard action Casting Time one hour
Components V, S Components V, S, M (cloned tissue and medical tissue
Range touch regenerator packs, worth 5,000 gp/DC 23)
Duration 10 minutes / level (D) Range touch
Saving Throw WILL Negates Spell Resistance Yes Duration instant
A touch on the metal and plastic shell of a Star Droid Saving Throw None Spell Resistance No
reconfigures its onboard tool kit, giving the little robot new As the words of the spell are chanted, the recipients
capabilities. The Star Droid’s Droid Tool Kit racial trait is cybernetic implants begin to glow with a golden inner
altered for the duration of the spell, removing existing light. When the spell ends, these implants become flesh
tools and replacing them with new tools of the Star Droid’s and blood- even more importantly, they become heritable
choice. traits.

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Range touch
This spell transforms all of a willing subject’s cybernetic Duration instant
implants into biological analogues that are an innate part of Saving Throw None Spell Resistance No
their body. The creature’s type sometimes remains the With a sparkle of bright orange and yellow energy, you
same (in the case of minor implants, such as a person with completely refill the clip or internal magazines of a singe
a single bionic arm obtaining this spell), but often the touched firearm, or completely recharge an energy clip.
creature’s type becomes Monstrous Humanoid (if the Belt fed weapons and weapons with an internal magazine
recipient has several or extensive implants). Light and are unaffected by the weapon.
Heavy Cyborgs remain Monstrous Humanoids but lose the
cyborg subtype. Reproductive Apocalypse
School necromancy (death, evil)
The transformed implants retain their full function, Level sorc/wiz 10, witch 10
becoming new extraordinary racial traits. External Casting Time one hour
implants can no longer be sundered, as they are part of the Components V, S, M (a helpless example of the target
former cyborg’s body. The implants- as new racial traits- species, reduced to 0 HP and bound for sacrifice, who is
may be passed to the former cyborg’s offspring, and are slain at the spell’s climax, plus ritual artifacts worth at
considered dominant racial traits. least 1 million gp/DC 42)
Range a single continent or landmass
Reload! Duration instant
School conjuration (creation) Level magus 1, sorc/wiz 1 Saving Throw FORT negates Spell Resistance Yes
Casting Time 1 move-equivalent action When the last words of this spell are cast, a wave of
Components V, S ultraviolet shadows rush to cover an entire continent,

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blotting out the sun and stars for several seconds. All The magic rocket launcher has no weight and causes no
members of the targeted species – the same species as the encumbrance.
sacrifice slain during the spell’s casting- within the spell’s
enormous range feel a split second of extreme pain, and Firing a shot with the magic rocket launcher is a full round
unless they succeed at a FORT Save, they lose the ability action. The caster can fire a number of shots equal to ½ his
to reproduce or enjoy sexual contact. Pregnant members of caster level (rounded down). The spell ends when the
the species prematurely deliver or undergo a miscarriage duration expires or when all shots are fired.
on a failed save.
Royal Conditioning
Robotic Logic School enchantment (compulsion, mind-affecting) Level
School enchantment (charm) (mind affecting) Level bard inquisitor 6
3, sorc/wiz 3 Casting Time 24 hours
Casting Time 1 standard action Components V, S, F/DF (a governmental or royal symbol,
Components V, S such as a badge, coat of arms, signet ring, ect of the faction
Range touch you serve, or a holy symbol), M (rare earth elements worth
Duration 1 minute/ level (D) at least 5,000 gp/DC 23)
Saving Throw WILL Negates Spell Resistance No Range touch
Your touch turns a humanoid brain into an advanced Duration instant
computer system, driven by machine logic and able to Saving Throw WILL negates Spell Resistance Yes
calculate 20,000,000 operations per second. The spell This daylong brainwashing makes it impossible for the
grants a +2 enhancement bonus to INT, adding the usual spell’s subject to betray or harm a creature or creatures you
benefits to INT-based skill checks and other uses of the designate. When you cast this spell, you name or otherwise
INT modifier. Wizards (and other spellcasters who rely on positively identify one specific creature per four caster
INT) affected by this spell do not gain any additional levels (maximum 5 creatures per casting).
bonus spells for the increased INT, but the save DCs for
spells they cast while under this spell’s effect do increase. The spell’s subject can never be compelled, either by
This spell doesn’t grant extra skill ranks. mundane or magical compulsion to harm these creatures,
or to knowingly act against their wishes or interests.
While this spell is active, the recipient becomes immune to Telepathic or divinatory effects that probe the subject’s
Mind Influencing Effects, but also loses the ability to mind can never reveal any form of information about the
benefit from morale bonuses The recipient receives a +4 designated creatures. The subject always has an attitude of
competence bonus on WILL Saving throws vs. illusions, Helpful towards the creatures.
but cannot use CHA based skills.
The spellcaster knows if the recipient successfully resists
Rocket Launcher this spell. A strange and irremovable mark, similar to an
School evocation Level magus 4, sorc/wiz 4 arcane mark, of the caster’s choosing, appears on the
Casting Time one standard action forehead of a creature affected by this spell. Royal
Components V, S Conditioning can be removed via remove curse.
Range personal
Duration one round / level or until all shots are fired
Saving Throw None Spell Resistance No
This spell creates a luminous rocket launcher composed of
brilliant yellow/white energy. The caster pantomimes the
act of readying and firing a shoulder-fired rocket, requiring
the use of both hands. When the mystic rocket launcher is
fired, a trail of flame travels from the muzzle of the
glowing weapon to the target.

This magic weapon functions identically to a M72A3 LAW


rocket (described in D20 Modern), except it is considered
a magic weapon for the purpose of overcoming damage
reduction. Range penalties and non-proficiency penalties,
if applicable, apply to attacks with this magical weapon.

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Sanitizing Touch 2. All Computer Use checks made within the state where
School transmutation Level alchemist 1 the spell is cast require double the normal time for 6d6
Casting Time one standard action hours, due to slow and intermittent internet/Mesh
Components V, S, M (distilled water or bleach dripped on connections.
the caster’s fingertips) 3. All credit card transactions and ATM systems within
Range touch the area of effect fail for
Duration instant 1d6+1 days.
Saving Throw None (object) Spell Resistance No (object) 4. Anyone within the state where this spell is cast with a
This simple spell is a cornerstone of both medical and Wealth bonus of +10 or greater
criminal magic. When this spell is cast, the caster touches permanently loses -1d4 points of Wealth, due to market
an object, and the magic instantly wipes away all micro- disruptions.
organisms and forensic traces (such as blood drops, semen, 5. Commercial television and cable stations go offline for
hair or skin samples) within a single 5 ft cube. This spell 1d4+1 days in the spell’s area.
does not have any effect on larger pieces of forensic 6. Knowledge checks made in conjunction with electronic
evidence (such as bullet casings), or objects intentionally databases in the area suffer a -2d10 penalty for the next
dropped or left behind by a creature. It has no affect on 1d4+1 days, due to data loss and system glitches.
magical or otherwise extraordinary diseases lurking
somewhere in the area, but will prevent the possibility of Planetary Mass FORT Save
mundane contamination. Bonus
Earth-like mass or less +0
Sat-Kill Planet is up to 50x Earth’s mass +4
School evocation (light) (electricity) Planet is 50-100x Earth’s mass +8
Level druid 8, sorc/wiz 8 Planet is Jupiter sized or larger +12
Casting Time one standard action
Components V, S, M (a sliver of asteroidal iron or a
component from a downed satellite or space
station) Sculpt Planetary Orbit
Range 20 mile radius burst, centered on the caster School transmutation Level cleric 10, druid 10
Duration Instant (see text) Casting Time one day
Saving Throw None (object) Spell Resistance No (object) Components V, S, M (an uninhabited and undeveloped
When this spell is cast, a column of electromagnetic fury moon at least the size of Earth’s, which is vaporized during
blasts upward through the atmosphere, destroying all the casting of this spell)
satellites whose area of coverage or footprint includes the Range a single planet within visual range, to a maximum
spell’s radius. This spell fries the systems of surveillance, of several million miles
communications and weapons sats alike, rendering them Duration instant
completely useless, and shielding the area from Saving Throw FORT negates (object)
surveillance and photography for at least 2d8 hours, until Spell Resistance No
concerned entities can task other satellites to the area to With this spell, a planet can be dragged across a solar
pick up the slack. system and placed into a new and hopefully stable orbit
anywhere within the same system. When the ritual is
In addition, sat-linked communications within the spell’s complete, the target planet drifts slowly into its new orbit,
area become useless for at least 24 hours, and possibly requiring approximately 1d6 days to reach its destination.
more, at the game masters discretion. The light flare
accompanying this spell can be seen for miles, and During this time, and once at the destination, the planet’s
creatures within 100 ft of the spell caster must succeed at a lighting conditions and climate change to accommodate its
DC 15 FORT Save or be blinded for 1d6 minutes. In new place in the system. If the planet is closer to the sun,
addition to the intended effects, this spell may destroy the surface will become brighter and hotter, for instance.
dozens, even hundreds of civilian Planets moved away from the star become progressively
satellites, disrupting commerce and communication. darker and colder.

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

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planets location in relation to the star may or may not make yellow in the glass and are clearly outlined, negating any
it uninhabitable or cause major ecological shifts, the world form of mundane concealment.
is at least gravitationally stable.
No saving throw applies to creatures passing through the
If the check fails, the planet is gravitationally unstable. It Security Corridor, but if the spell fails to penetrate a
will collide with another near-by planetary body within creature’s spell resistance, it is obvious. The creature
2d4 months, destroying both planets completely. If the appears as a series of jumbled, fuzzy pixels within the
check fails by 10 or more, the orbit is cataclysmically Security Corridor’s glass, rather than the sharp image of a
unstable, and the planet is pulled into the system’s star skeleton. The affected wall returns to normal at the end of
within 1d6 days. the spell’s duration.

The target planet saves as an unattended object with a Ship’s Tendrils


bonus on the FORT Save determined by the planet’s size. School transmutation (chaos) Level sorc/wiz 4
If a Druid of at least 15th level is on planet at the time the Casting Time one standard action
spell is cast, the Druid makes the FORT Save on the Components V, S, F
planet’s behalf, also adding this bonus. If multiple high Range touch
level Druids are on planet, the highest level Druid (or the Duration 1 minute / level (D)
one with the best FORT Save modifier) makes the save. Saving Throw None (object) Spell Resistance No (object)
You touch the bulkhead or control panel of a starship you
Security Corridor are traveling aboard, and with a roar that can even be heard
School divination Level paladin 1, sorc/wiz 2 in airless space, gigantic metal and plastic tendrils erupt
Casting Time one standard action from the ship’s hull to grapple enemy vessels.
Components V, S, M (a shard of obsidian)
Range touch You conjure several tentacles that appear from the hull of
Duration 1 round/level your ship. These function as Grapplers with a range of 500
Saving Throw None (object) Spell Resistance Yes ft per point of the caster’s primary casting modifier. The
When you cast this spell, you touch the wall of a roofed tendrils have an effective STR modifier of +50 and use the
corridor or hallway and transform a 30 ft stretch of this caster’s ranks in Spellcraft to determine their combat
hallway into a strange, black glass for the spell’s duration. maneuver bonus.
Creatures passing through this stretch of corridor appear in
the glass as skeletal images, moving in time with the
creature. Weapons carried by any creature glow a harsh

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Silver Future Sky Oasis
School abjuration (law) Level sorc/wiz 7 School transmutation (air) Level druid 9
Casting Time 1 standard action Casting Time one minute
Components V, S, M (a tiny sphere of nanite laced silver, Components V, S, M (the skull of a raptor), racial (any
worth 10 gp/DC 3) race with a natural Fly speed)
Range a 30 ft burst, centered on you Range touch
Duration one minute / level (D) Duration instant
Saving Throw FORT Negates (harmless) Saving Throw None Spell Resistance No
Spell Resistance No (harmless) When this spell is cast, unspoiled natural land rips free of
The silver sphere that serves as this spell’s trigger floats the surrounding earth, and drifts majestically into the sky,
above your outstretched palm, drifting into the air above forming a massive, floating archipelago. The spell creates
you, before it bursts, covering everything in a molecule a floating island with a diameter of 200 ft + 20 ft level
thin sheen of living, liquid silver. This silver coating (maximum 500 ft diameter). The caster can also choose to
transforms the world into an orderly techno-utopia, at least create multiple floating islands as small as 5 ft in diameter,
briefly. up to his maximum limit. These smaller islands float no
farther than 30 ft from the next closest island, linked either
All allied creatures within range are sheathed in silvery by stony peninsula or perilous vine bridges. Each sky
armor with a definite retro-futuristic look. This silver island has an underside- a mass of trailing rocks and
armor provides a +3 equipment bonus to Armor Class, and tangled roots buried in a muddy subterranean 20-30 ft
has no arcane failure chance or Armor Check penalty. This deep.
silver armor is considered to have the Space Suit property.
The Sky Oasis hovers stationary above its creation at an
Allied creatures’ weapons (including ranged weapons) and altitude determined by the spellcaster, but no more than
natural attacks are considered both Silver and Axiomatic 500 ft above ground level. Though they may sway slightly,
weapons for the purpose of overcoming damage reduction the floating islands comprising the Sky Oasis are not
for the spell’s duration. affected by even the strongest winds or other natural
forces. Dispel magic or similar spells successfully cast on
Singularity Lock one or more of the floating islands causes the island (or a
School abjuration Level cleric 10, druid 10, sorc/wiz 10 portion of it, depending on size) to crash to the ground
Casting Time one round below.
Components V, S, M (a few flakes of white dwarf matter,
contained in a magnetic bottle and weighing several tons, The plant and animal life on the floating island continue
worth 10,000 gp/ DC 26) mostly as they did on the ground. The floating islands
Range a single solar system magically draw nutrients and ground water from the distant
Duration one day/level (D) earth below, and the plant life on the floating islands is in
Saving Throw WILL partial (see text) much the same condition as plants on the ground below.
Spell Resistance No The crater left by the creation of the Sky Oasis fills in with
This spell seals a solar system from the non-rational grasses and simple plants within a few days of the spell’s
dimensions that allow hyperspace travel. For the duration casting. Structures on the area to be raised retain in their
of the spell, no starship can enter or leave the system by relative positions when the Sky Oasis when the spell is
travel through any faster-than-light means, including cast.
hyperspace or the ITF Corridor.
Sniping Laser
Individual starship captains may attempt a WILL Save School evocation (force) Level magus 2, sorc/wiz 3
while entering the system; if successful that particular Casting Time one round
starship may travel normally through the locked system. If Components V, S
the save fails, the starship drops back into normal space Range long (400 ft plus 40 ft / level)
and its journey ends just outside the orbit of the system’s Duration instant
farthest planet. Creatures with the Starflight or Greater Saving Throw None Spell Resistance Yes
Starflight abilities are affected similarly. This spell does This combat spell enables the spellcaster to fire a line of
not affect magical or planar travel. milk-white force capable of blowing apart an engine block,
or turning a human skull into bloody bone fragments. This
spell functions identically to magic missile, except the
spellcaster fires a single sniping laser as a full round

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action. This spell automatically hits any target in range that duration of the spell, the Modern Spellcaster adds his INT
does not have total cover or concealment, and inflicts 1d10 modifier as an insight bonus on ranged attack rolls with
points of force damage per two caster levels (5d10 modern or futuristic weapons (including superhuman
maximum). power blasts and ranged spells, but not with bows,
crossbows or other primitive ranged weapons).
Speciate
School transmutation Level druid 10 (epic) The Modern Spellcaster may also choose to add his caster
Casting Time one hour level as bonus damage on any successful ranged attack
Components V, S, F (a complete genetic map of the roll, but doing so instantly ends this spell.
species to be uplifted, a long term project requiring
resources equal to at least 500,000 gp/ DC 39) Star Kraken’s Tendrils
Range a single continent or landmass School conjuration Level druid 8
Duration instant Casting Time one standard action
Saving Throw FORT negates (harmless) Components V, S, DF
Spell Resistance Yes (harmless) Range extreme (500 ft plus 500 ft per 2 levels) (1 space
This spell forces evolution in a new direction, creating a scale square + 1 space scale square/2 levels)
unique new species from a geographically isolated existing Duration concentration plus 1 round/level (D)
species. When this spell is cast, all creatures genetically Saving Throw FORT Partial (object) Spell Resistance Yes
related to the genome provided are transformed; the (object)
gamemaster determines whether hybrid creatures (such as This powerful war-spell can rip a starship apart, and is a
Half-Elves when Elves are the intended target) are also favorite spell of deep space and intergalactic druids. When
transformed. the spell is cast, a massive field of bluish-white tendrils
leap from the caster’s starship and race towards an enemy
All genetically similar creatures within the target landmass vessel, where they snare the target and begin crushing the
who fail or forego a FORT save become a newly evolved hull like the tendrils of a mighty kraken. This spell can be
species. The new species is genetically distinct and no cast within a spaceship, to target a nearby enemy vessel.
longer interfertile with its parent species. When this spell The caster can perceive the target vessel either visually or
is cast, the spellcaster grants the chosen species the Anthro through starship sensors.
subtype and a single Gift of Nature of the caster’s choice.
If the spellcaster expends at least 1 million gp (DC 42) Each round the spell is maintained, the target starship
constructing the spell’s focus, the spellcaster can grant all receives a new save to end the effect. While the Star
recipients of this spell either two Gifts of Nature or a 2-slot Kraken’s Tendril’s trap a starship, the target starship’s
Gift of Nature. The spell’s recipients do not lose existing speed is reduced to 500 ft (one space scale square); the
racial traits, merely gaining new ones. pilot suffers a penalty equal to -1/2 the Druid’s caster level
on Pilot checks made to perform maneuvers. Each round
A particular species can only be affected by Speciate once the starship suffers 2d12 points of bludgeoning damage per
during its evolution, but multiple enclaves of the same caster level (maximum 40d12). Hardness does not reduce
parent species on different landmasses (say, North the damage.
American and Australian homo sapiens) can be affected by
separate castings of the Speciate spell, becoming entirely Starship Blaster
new species. Only living creatures may be affected by School evocation (fire or force) Level magus 6, sorc/wiz 6,
Speciate. Oozes and many aberrations have such unusual witch 6
anatomies and genomes they are not affected by this spell. Casting Time one standard action
Components V, S, M (a ruby worth 750 gp/DC 17)
Spellslinger Range unlimited, up to orbital range
School enchantment Level Modern Spellcaster 2 Duration instant
Casting Time one standard action Saving Throw None Spell Resistance No
Components V, S, F (a pair of high quality shooting A beam of star-hot plasma several hundred kilometers long
gloves) erupts from your chest or lips and rips through the
Range personal atmosphere, seeking a starship somewhere above. This
Duration one round/level (D) spell targets a single starship whose presence is known to
Saving Throw None Spell Resistance No you, which is within orbital distance of your current
This modern combat spell turns even the most studious position. You need not clearly see or know the exact
Modern Spellcaster into an expert gunslinger. For the

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location of the target starship, as long as you are aware of Star Ranging
its presence and approximate location. School transmutation Level magus 1, sorc/wiz 1
Casting Time one standard action
The spell automatically strikes the target starship, Components V, S, F (energy weapon to be enchanted)
functioning much like magic missile, save for the extreme Range touch
range and target. This spell inflicts 15 points of energy Duration one minute/level (D)
damage per caster level (no cap); this damage is either fire Saving Throw None (harmless, object) Spell Resistance
or force, at your option. The spell gains the elemental No (harmless, object)
subtype of the energy you choose. A simple touch places a glowing Proximite compu-glyph
on the barrel of the ranged energy weapon that is the
This spell cannot target specific components or passengers spell’s focus. For the spell’s duration, the touched
of the starship, nor can it target objects that are not space- weapon’s range increment is increased by a factor of ten
flight capable vehicles. This spell will function against (x10) when fired in space or hard vacuum. For example, a
starships in an atmosphere (such as a ship that’s landing or Spacer’s Blaster, which normally has a 50 ft range
strafing the caster). You can use this spell while traveling increment, would have a 500 ft range increment when fired
in a starship of your own, without damaging your own in space.
craft.
Submersible Vehicle
Starship Blaster, Greater School transmutation Level sorc/wiz 6
School evocation (fire or force) Level sorc/wiz 9, witch 9 Casting Time one standard action
Components V, S, M (a ruby worth 5,000 gp/DC 23) Components V, S, M (waterproof tar smeared on the
This spell functions identically to Starship Blaster, save vehicle’s tires or windows)
that the spell inflicts 50 points of energy damage per caster Range touch
level (no cap). Duration 10 minutes / level
Saving Throw None (object) Spell Resistance No (object)
Starship Foundry This spell functions as Amphibious Vehicle, except it allow
School transmutation Level sorc/wiz 9 allows the enchanted vehicle to submerge itself and travel
Casting Time 1 minute per 1,000gp or point of Purchase underwater. The enchanted vehicle can safely descend to a
DC of the starship depth of up to 500 ft plus 100 ft per caster level. The spell
Components V, S, M (the construction material for the provides clean, breathable air to the vehicle’s occupants.
starship, which costs the same amount as raw materials Opening the vehicle in any way, including opening
required to assemble the starship, usually 30-50% of the windows, immediately ends the spell, which could prove
starship’s market value), location (zero gravity) instantly fatal if the vehicle is deeply submerged.
Range single starship to be assembled, in visual range, up
to several miles If the spell’s duration ends while the vehicle is still
Duration instant submerged, the vehicle ascends to the surface at a slow
Saving Throw None Spell Resistance No enough rate not to risk decompression sickness by the
This spell can only be cast in zero gravity or micro-gravity occupants. The vehicle then begins to sink again, at the
conditions, such as at an orbital drydock or alongside a normal rate for a vehicle of its type.
military space station or workshack. Over the several
minutes it requires to complete, the raw material and high- Summon Erobot’s Parts Shelf
tech components of the starship assemble themselves and School conjuration (summoning) Level alchemist 1, sorc/
fuse together expertly. The end result is a functioning wiz 1, summoner 1
starship of the caster’s design. The caster must succeed at Casting Time 1 standard action
Craft (starship) and Craft (electronic) or other appropriate Components V, S, Racial (caster must be an Erobot or
skill checks to successfully assemble the starship and its other robot)
sub-systems. Range touch
Duration 1 minute / level
This spell can also be used to perform drydock repairs of a Saving Throw None Spell Resistance Not applicable
damaged starship in zero gravity or micro-gravity. Doing This spell summons an Erobot’s particular ‘parts shelf’-
so functions identically to creating a starship from scratch, their collection of modular components and replaceable
requiring raw materials for repair and requiring 1 minute to parts. The parts shelf and associated components appear in
cast per 1,000 gp in the repair cost. the nearest adjacent open square to the Erobot. Parts
removed from the parts shelf remain at the end of the

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spell’s duration; otherwise the part shelf
and any un-removed components return to
their original location when the spell ends.
This spell will function regardless of the
distance between the caster and the parts
shelf, so long as both are on the same
plane.

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.

Surf the Nebula


School transmutation Level cleric 8, sorc/
wiz 8
Casting Time 1 standard action
Components V, S, M (a rare purple crystal
found only in asteroids, worth 500 gp/ DC 15) speeds, covering 1d6 light years distance per hour of travel
Range personal in space. You cannot fall or be knocked from this silver
Duration one hour/ level (D) board, and if it is dispelled, you can easily summon
Saving Throw None Spell Resistance No another.

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)

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Duration one day
Saving Throw WILL negates Spell Resistance Yes This spell grants the population of the target comfort and
This spell inflicts a near lethal allergy to the modern world familiarity with the new devices that will be coming soon.
on a single target, making it an ideal weapon for modern This spell provides the sentient population of the world
druids. If the target fails her save, the armor check penalty with a feat chosen from the following list:
and arcane failure chance of any armor, except for purely · Educated
natural forms of armor, such as leather or hide, is doubled. · Gearhead
For the spells duration, any time the victim merely touches · Skill Focus (Knowledge: technology or Knowledge:
metal, plastic or other processed substances, she suffers popular culture)
1d4 points of acid damage. · Aircraft Operations
· Vehicle Expert
Characters with cybernetic implants are considered · Surface Vehicle Operations
sickened for the duration of the spell, in addition to other · Personal Firearms Proficiency
effects. Cyborgs do not suffer ongoing acid damage from A planet can only benefit from technological singularity
the presence of implanted metal or plastic devices. once in its existence.

Techno-Allergy, Greater Therapeutic Cloning


School necromancy Level druid 6 School conjuration (creation, healing) Level alchemist 3,
This spell functions like Techno-Allergy save that armor cleric 3
check penalties and arcane spell failure chance are tripled. Casting Time 10 minutes
The touch of unnatural substances inflict 2d6 points of Components V, S, M (blood or genetic material from the
acid damage, and cyborgs are considered nauseated while donor)
under the effects of this spell. Range touch
Duration instant, than 10 minutes
Techno-Allergy, Mass Saving Throw None (harmless)
School necromancy Level druid 7 Spell Resistance No (harmless)
This spell functions identically to Techno-Allergy, save This spell perfectly replicates the tissues of the touched
that it can affect up to one creature per caster level, no two donor, custom growing a perfect genetic duplicate of a
of which can be more than 5 ft apart. chosen appendage (such as an arm or finger) or any
internal organ other than the central nervous system of a
Technological Singularity living creature. Once created, the conjured cloned organ
School enchantment (mind-affecting) Level sorc/wiz 10 floats in a glowing nimbus of light for roughly ten minutes
Casting Time one hour or until removed from the glowing nimbus. During this
Components V, S, F (a fully self aware AI that participates time it functions as if alive – a cloned heart will beat, for
in the ritual willingly) example. After this time, the organ begins to decay
Range planetary normally, unless preserved by other means.
Duration instant
Saving Throw None Spell Resistance No The cloned organ can be transplanted to the donor without
What uplift does for a species soul, technological any possibility of rejection, or to a genetically close
singularity does for its technology. When this spell is cast, relative, such as a child or parent with minimal possibility
it sparks a technological revolution on the target planet. of rejection.
Within the year, revolutionary new technology begins
appearing, spurring technological and unchecked social Thin the Atmosphere
progress. The Progress Level of the culture increases by School transmutation Level druid 5, sorc/wiz 5
+1, though it may take time for particular devices to come Casting Time one standard action
into common use. Components V, S, M (a pinch of dust or rocks from an
airless planet/asteroid)
From the first seconds after the technological singularity Range long (400 ft + 40 ft/level)
occurs, the most skilled inventors and crafts people on the Effect a 60 ft +5 ft/level diameter sphere
planet acquire the knowledge to build devices from the Duration one round
next highest progress level, though a period of trail and Saving Throw FORT partial (see text)
error and labor is required before these devices become Spell Resistance No
reality. Player characters can begin inventing new devices When this spell is cast, a huge wound is ripped in the
from the higher PL at no penalty. living atmospheric envelope of a world. Oxygen is scooped

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out of the target area, leaving a spire of intense white Anthro creature with abilities and appearance somehow
clouds above the zone that takes hours to dissipate. This indicative of the recipient’s original form and nature (such
thin atmospheric zone lasts for one round, creating the as a human with the Capricorn birth sign becoming a goat
following effects. Anthro, a dog Anthro’s fur and eye color reflecting their
former human appearance, or a brutal killer becoming a
· All creatures that require an atmosphere to function savage wolf Anthro). The new form becomes the subject’s
must succeed at a FORT Save or become fatigued for true form.
one minute; already fatigued targets become exhausted
instead. Transmetalization
School abjuration Level alchemist 2, cleric 2
· Flying creatures must succeed at a DC 20 Fly check or Casting Time one standard action
fall from the sky at their normal flight speed for one Components V, S, Racial (Battlechanger)
round, possibly taking damage. Range touch
Duration 1 minute/level (D)
· Physical ranged weapon attacks, such as arrows or Saving Throw WILL Negates (harmless)
gunshots, suffer a -20 penalty within this zone. Spell Resistance Yes (harmless)
The touched Battlechanger’s hull becomes a superdense
· Fires immediately end within the zone. Spells or metal that sparkles brightly in the light. For the spell’s
effects that create fire function normally, but have a duration, the Battlechanger becomes immune to Ballistic
duration of instant and cannot ignite combustible damage and Force damage. This spell has no effect if cast
materials. Internal combustion engines of any kind upon non-metallic creatures, though it can affect metallic
cease functioning in the zone. creatures beyond Battlechangers.

· Airborne toxins, poisons and pollution (including Transmetalization. Mass


magic like cloud kill) fall out of the air as dust and School abjuration Level alchemist 5, cleric 5
collect at the ground, immediately ending the effect. Range close (25 ft + 5 ft/level)
This spell functions identically to Transmetalization, save
· Any weather controlling spells, psionic or supernatural that it affects one Battlechanger per level, no two of which
effects active on the zone must succeed at an opposed may be more than 30 ft apart.
caster level/manifester level check to continue
functioning or cease immediately.
Traveler’s Passport
Trans-Furmation School conjuration (teleportation) Level bard 6, sorc/wiz 6
School transmutation Level alchemist 3, cleric 4, druid 4, Casting Time one minute
witch 4 Components V, S, F (a stamped passport in your birth
Casting Time one hour name)
Components V, S, M (silk twine and powdered opals Range personal / effectively unlimited
worth at least 1,500 gp/DC 19) Duration
Range touch Saving Throw Spell Resistance
Duration instant This spell allows the caster to arrive at any destination he
Saving Throw None Spell Resistance No has visited before with a single step, even if that
This ritual allows an ordinary Humanoid or Monstrous destination be a continent….or even a world….away. This
Humanoid to become something other, turning smooth spell teleports to caster, her familiar and up to 50 lbs of
human skin into fur or feathers. As the ritual progresses, additional gear to the customs or immigration check point
the spell’s target is cocooned within the silk threads, and of any country or region she has previously visited.
within this crystalis, arcane energies transform the
recipient’s body and soul. This ritual can only be used She merely touches an old stamped entry mark on her
against a willing creature, who must actively participate in passport and visualizes her destination. In star-faring
the ritual, thus it offers no saving throw. settings, this spell will function across intergalactic
distances, so long as the caster has previously visited
The spell’s recipient loses his or her original race, racial foreign planets or stations. The target destination must be
traits and ability score modifiers. The subject instead on the same plane as the caster’s current location.
becomes an Anthro, rebuilt using the Fusona character
creation system. The spell transforms the recipient into an

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Triple Form weight of the smaller weapon. The other weapon is
School transmutation Level alchemist 4, sorc/wiz 4 attached as an under-barrel modification. If the two
Casting Time one standard action weapons use the same ammunition type, they draw from
Components V, S, M (a Fuelon crystal worth 1,000 gp) the same ammo supply or power cell, otherwise they track
Range close (25 ft + 5 ft/level) ammunition separately. Changing between firing modes of
Duration 1 hour/level (D) the combined weapon is a swift action. This spell will not
Saving Throw FORT negates (harmless) function if either weapon already has an underbarrel mount
Spell Resistance Yes (harmless) (such as an M-16 with mounted grenade launcher) or
Your arcane energies reconfigure the recipient’s multiple firing modes (such as a Variable Weapon System).
transformation engine. For the spell’s duration, the
recipient may choose an additional alt-mode and use this Undo Extinction
new alt-mode at will, as if the recipient were a Triple- or School conjuration (summoning) Level druid 7, witch 8
Multi-changer. Casting Time one hour
Components V, S, M (viable genetic sample of the species
Tweet to be reconstructed)
School illusion Level bard 0, sorc/wiz 0 Range touch
Casting Time one standard action Duration permanent
Components V, S Saving Throw None (harmless) Spell Resistance No
Range unlimited (harmless)
Duration instant
Saving Throw None Spell Resistance No
You send a text message of up to 128 characters (about a
sentence or two) which appears
on the screen of any device capable of receiving such
messages, including phones, PDAs, computers,
implanted comms systems or even older devices like
pagers.

If the device is turned on, the message appears instantly;


if not the message appears as
soon as the device is powered on. The message remains
onscreen until read, then disappears, leaving no
electronic record of its appearance. You must either
know the contact information for the device (phone
number, ISP, email account name, ect) or have seen the
specific device to send a message to it.

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.

The larger and heavier of the two weapons becomes the


base of the combined weapon- the weapon adds half the

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For many nature-witches, this spell is the pinnacle of their Uplift
art, able to restore life to species long vanished. When this School transmutation Level sorc/wiz 10
spell is complete, you restore an extinct species of non Casting Time one hour
sentient Animal, Plant or Vermin to life. This spell can be Components V, S, F (a complete genetic map of the
cast anywhere on the planet; the magic places the reborn species to be uplifted, a long term project requiring
species within its original range or as close to it as resources equal to at least 500,000 gp/ DC 39)
possible, taking into account climactic and geographic Range a single planet
changes. For instance if you’re trying to resurrect a Duration instant
Jurassic sea creature native to now dried up seas in the Saving Throw None (harmless) Spell Resistance No
central USA, the species will appear in the nearest body of This spell can completely change the course of a species,
water that could sustain it, possibly the Gulf of Mexico or spurring its evolution forward in a single instant. When
Great Lakes depending on whether it is a salt or fresh this spell is complete, all creatures that are genetically
water creature. related to the provided genome on a single planet are
uplifted, effectively becoming a new, more intelligent
Your spell conjures a very small and still endangered species. The gamemaster decides whether hybrid species
breeding population of the extinct creature. A day after the (for example Half-Elves if all Elves on a particular planet
spell is cast, the population is in the low teens or twenties; are the spell’s target) are uplifted as well.
a month after the spell is cast, the breeding population has
grown to about 500, all located within a fairly small Uplift has no effect on already existing creatures- they are
geographic area. There is no guarantee the restored the last of the old breed. However, the genetic changes by
population will thrive, especially if its primary food source uplift take effect immediately, and all children born to the
is also now extinct. uplifted species will display the changes, even those who
were in utero when the spell was cast. The uplifted species
Universal Coupon is interfertile with its parent, but children born are always
School illusion (figment) Level bard 1, cleric 1, sorc/wiz 1 uplifted examples of the species.
Casting Time one standard action
Components V, S, M (an advertising flyer or brochure for Uplifted creatures gain a +2 racial bonus to INT and a +1
the business involved) racial bonus to any other ability score of choice, which
Range touch stacks with existing ability score modifiers, if any. Uplifted
Duration instant creatures gain the Naturally Psionic and Psionic Aptitude
Saving Throw WILL negates (harmless) racial qualities.
Spell Resistance Yes (harmless)
This spell creates a single use mystic coupon that allows A species may only be uplifted once during its existence.
you to purchase anything, from anyone, at a significant
discount. By presenting this universal coupon at the time Urbana Ex Nihlo
the item or service is purchased, you reduce the cost by School conjuration (creation, law) Level cleric 10
20% (or reduce the Purchase DC by -2). Casting Time 12 hours
Components V, S, DF, F (a massive religious icon at least
Due to lingering traces of this magic, a business or 100 ft tall made from precious and dense exotic alloys,
merchant who redeems one of these coupons gets worth at least 10 million gp/Purchase DC 50)
paid…somehow. It is possible to determine the presence of Range creates a city with a radius of 10 miles + 1 mile per
mystical financial tampering with a DC 10 Spellcraft or caster level, centered on the religious icon
DC 25 Profession (relevant business or accountant) check, Duration instant
and access to the business’ financial records. Saving Throw No (object) Spell Resistance No (object)
The Imperial Church of the Galaxy sometimes uses this
The clerical version of this spell is somewhat more limited, expensive and closely guarded miracle to instantly
as items purchased must fall within the tenants of the transform unsettled land into a gleaming metropolis of
cleric’s faith. Thus, a pacifist cleric could not purchase gold and silver alloys and advanced fiber optics. Casting
weapons, a teetotal cleric could not purchase drugs or this spell requires a 12 hour ritual, lead by the casting
alcohol, nor could a Lifer cleric purchase the medical Cleric and centered on the massive religious icon that
services of a Neo-Witch Midwife, for example. serves as the spell’s focus. When the ritual is complete, a
wave of golden plasma erupts from the religious icon,
washing over the landscape to transform the area into a

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functioning but uninhabited city, ready for use and homes, and specialized buildings like hospitals, jails and
inhabitation. police stations, all ready for immediate use, though
completely unfurnished.
The spell overrides any structures smaller than a large
metropolis when the spell is cast, destroying them The religious icon becomes the center of the newly created
completely and leaving no trace. Those within the spells city. An area ½ a mile in diameter around this massive
area of effect find themselves shunted to the nearest open statue is permanently affected as by a Bless spell cast by
space when the spell is complete, a little shaken up, but the spell’s caster.
otherwise unharmed. The city conforms to the terrain
features of the area where the spell is cast, for example Valence Blade
forming bridges over rivers. The spell’s caster can shape School evocation (electricity, force)
the landscape to a limited degree, similar to what could be Level magus 2, sorc/wiz 3
done in about a year of effort by a modern construction Casting Time one standard action
crew, for example, flattening out a hill side for better Components V, S
building, or damming a river. Range personal
Duration 1 round/ level (D – see text)
The created city has the features and basic layout desired Saving Throw None Spell Resistance No
by the caster, and includes all expected modern This potent combat spell creates a two meter long blade of
infrastructure, such as an electrical power grid, sewage and crackling electricity that that envelops the caster’s entire
potable water systems, communications networks, public arm and terminates in a razorsharp triangular point. The
transport, and so forth. The architectural style of the new Valence Blade does not prevent spell casting, as the blade
city is gothic and baroque. Most buildings are sheathed in is mostly non physical.
thin layers of the same precious metal as the religious icon
that is the spell’s focus. Religious artwork and holy A strike with the Valence Blade inflicts 2d6 + INT or CHA
symbols of the caster’s faith are everywhere in the city. modifier points of damage on a successful strike (crit 20/
The city is comprised of hundreds of thousands of x3). The damage is Electrical if the damage total is even or
individual buildings, including office towers, private Force damage if the damage total is odd.

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Visual Feast
At any time while wielding the Valance Blade the caster School conjuration (healing) Level bard 2
can make a Valance Strike; this is resolved as an Casting Time one standard action
incorporeal melee touch attack. The caster must decide to Components V, S, M (photographs, drawings or other
make this strike before rolling to attack; making a Valence visual representations of delicious foods, such as pictures
Strike immediately ends the spell. cut from a magazine or newspaper)
Range personal
View Datasphere Duration 24 hours (D)
School divination (electricity) Level bard 4 Saving Throw None (harmless)
Casting Time one standard action Spell Resistance No (harmless)
Components V, S This spell allows you to savor a meal, and even draw
Range personal nutrition, from simply watching others eat and drink. You
Duration 1 round/level (D) become immune to hunger and thirst for the spell’s
Saving Throw WILL negates (see text) duration, as long as you view other creatures eating and
Spell Resistance Yes drinking at least enough to satisfy a creature of your size.
This powerful, bleeding edge divination spell allows you
to view a person’s electronic life as easily as you view the Warp Envelope
flesh and blood personage. For the spell’s duration, you School conjuration (teleportation) Level cleric 5, sor/wiz 5
perceive phantasmal, holographic data windows opening Casting Time 1 minute
around all creatures with an electronic presence. The Components V, S, F (a spaceworthy vessel)
longer you view a particular creature the more information Range touch
is provided. Duration see text
• 1st Round: You see readily available and publicly Saving Throw None Spell Resistance No (Harmless)
shared electronic data about the creature, such as When this spell is cast, a semi-tangible bubble of
blogs, social media pages, news reports and public sparkling, grey irreality encloses a single spacecraft of up
records stored electronically. to size Colossal. The vessel and all within are pulled out of
• 2nd round: You see more personal information about material reality, into hyperspace. When this spell is cast,
the creature stored electronically, such as tax and the spellcaster specifies a particular destination, which
employment records, real estate records, ect. must be known to him, and must succeed at a Knowledge
• 3rd round: You see highly secured information about (physical sciences) check to plot a course through
the creature, stored electronically, such as electronic hyperspace to the destination. The base check is DC 10 + 1
banking records, ect. per ten light years traveled.
• 4th and later rounds: You see electronically data that is
very high security or highly secret about the creature, The spaceship remains within the Warp Envelope for the
such as classified military documents, a hidden online duration of the journey and cannot emerge from
cache of child porn or other information that closely hyperspace until it reaches the designated point in the
held. destination system. While in the Warp Envelope, the
spacecraft cannot communicate with the outside universe
This spell normally affects intelligent humanoids, but by technological means and is considered to be on another
might affect non-intelligent creatures with a significantly plane for determining the effects of magical
online intelligence presence. For instance, you might learn communication. The Warp Envelope’s speed is subject to
significant information about a champion racehorse, it’s game master adjudication, but is typically 25% faster than
bloodline, breeding records and ownership data, if a a top of the line spacecraft equipped with whatever faster
plethora of data is available about the creature online. than light drive common to the setting.
Conversely, creatures with no information stored about
them online, such as an alien from a primitive, previously Wastelander Gear
un-contacted world, are immune to this spell. School conjuration (creation) Level druid 3, ranger 2,
witch 3
Creatures who successfully save against this spell provide Casting Time one standard action
no information and are immune to future castings by you Components V, S
for 24 hours. Range touch
Duration 10 minutes plus 1 minute/level
Saving Throw FORT negates (harmless)
Spell Resistance No

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This spell conjures shabby, jury-rigged combat gear with a wizard-spies to perfect a disguise, or forgers to add extra
touch. You can touch one Medium or smaller creature per authenticity to a project.
two caster levels (maximum 5 allies) during the casting of
this spell. Touched creatures are equipped with conjured Without Machines
gear; their existing armor and weapons merge into their School abjuration Level druid 9
body and become useless for the spell’s duration. Casting Time one standard action
Components V, S, DF, M (at least 50 lbs of preserved
Touched creatures are equipped with the following gear: wreckage from a machine destroyed by the Petrophage
• Mil-Surplus Space Suit spell)
• Thermo Blade or Emergency Scissors Range 1 mile + ½ mile per level radius, centered on the
• Wrist Rocket (with two rockets loaded) or Wrist caster
Flamer (with one ammo load) Duration instant
The caster chooses which exact gear appears for each ally Saving Throw FORT negates (see text - object)
affected, and does not need to provide the same equipment Spell Resistance Yes
to all allies when the spell is cast. The gear disappears at The druid unleashes an animalistic roar, and from her
the end of the spell’s duration or if removed from the screaming mouth, a wave of viridian energy rushes out
wearer’s possession. destroying any and all works of high technology. This spell
functions identically to Petrophage save that it affects a
Weapons Upgrade dramatically larger area and affects additional substances.
School transmutation Level sorc/wiz 4, magus 3 Without Machines destroys or damages any technology
Casting Time one standard action higher than PL 4 (roughly age of steam technology)
Components V, S, M (gun oils and cleaning products regardless of its material composition. This means the spell
worth at least 50 gp/ DC 7), spellcaster must have at least will affect automatic pistols, even metal ones, though it
one rank in Knowledge (technology) or Craft (mechanical) will not affect black powder rifles. Likewise, it would
Range touch affect mechanical ‘babbage machine’ difference engines as
Duration instant well as modern or futuristic computers, but not wooden
Saving Throw FORT Negates (object) abacuses or more primitive adding machines.
Spell Resistance No (object)
This spell instantly transforms a modern weapon (firearm, Living machines within the spell’s area of effect
energy weapon, or other advanced weapon, but not (Constructs, Battlechangers, Star Droids, Erobots, cyborgs
primitive weapons like bows or crossbows) into a superior and other robots) must succeed at a FORT Save or be
model, with superior balance and advanced features. The destroyed instantly; even if the living machines save they
weapon gains the Masterwork quality; if the weapon has a suffer 20d6 points of damage, which may be enough to
semi-automatic rate of fire, it also gains a fully automatic destroy them any way.
rate of fire.

If the touched weapon is already Masterwork quality, or Work Around


has magical or psionic augmentation already, the spell School transmutation Level alchemist 1, sorc/wiz 1
simply fails. Casting Time one standard action
Components V, S
Weathering Range touch
School transmutation (chaos) Level druid 0, sorc/wiz 0, Duration instant
witch 0 Saving Throw None Spell Resistance No
Casting Time one standard action This spell transforms a jury-rigged repair into a permanent
Components V,S,M (a drop of vinegar) repair, provided the spell is applied before the jury-
Range object touched rigging’s useful life expires. See the Craft skill description
Duration instant for descriptions of how jury-rigging functions.
Saving Throw FORT Negates (object)
Spell Resistance Yes
With a touch, the spell caster ages a single non-magical,
unattended object of up to size Large. In a few seconds, the
object ages as much as it would in about a year of ordinary
service. Leather cracks and soften; paper and parchment
sunbleaches, metal tarnishes. This spell is often use by

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Workshack
School conjuration (creation) Level sorc/wiz 9
Casting Time one standard action
Components V, S, F (digital or print copies of a blue print
of the station to be assembled worth 5,000 gp/DC 23)
Range workshack is created within a few hundred meters
of the caster
Duration 1 day/level (D)
Saving Throw None Spell Resistance No

Stations smaller than 200 meters in diameter are referred to


as ‘workshacks’ by spacers. High orbit around a planet or
moon is crowded with workshacks operated by orbital
control officers, ship-wrights, mechanics, EVA and rescue
crews, debris collectors and other spacers.

This spell creates a small space spherical or toroid space


station 100 meters in diameter plus 10 meters/ two levels
(max 200 meters). The space station is about 15-20 meters
high at its thickest/tallest point and thinner at the edges.
The space station includes full life support,
communication, living quarters, facilities, airlocks and
docking ports typical of a station of its type. It includes
enough consumables (food supplies, potable water,
atmosphere mix) for 10 + caster level Medium sized,
basically humanoid inhabitants for the spell’s duration.

The workshack has labs and facilities aboard that provide a


+4 equipment bonus on one specific Craft skill of choice,
chosen when the spell is cast. Alternatively, the workshack
can be a medical facility, in which case the +4 equipment
bonus applies to Heal checks.

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.

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15. COPYRIGHT NOTICE Matt Conklin, Hal Maclean, Patrick Smith, David
Open Game License v 1.0a Copyright 2000, Wizards Jarvis
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System Reference Document. Copyright 2000, OGL Cybernet- Cyberpunk Roleplaying. Copyright
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Gary Gygax and Dave Arneson.
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Paizo Publishing, LLC; Author: Jason Bulmahn, based Author: Chris Dias
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