D20 Modern - Dragonstar - Starfarer's Handbook PDF
D20 Modern - Dragonstar - Starfarer's Handbook PDF
D20 Modern - Dragonstar - Starfarer's Handbook PDF
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(REDITS
ORIGINAL CREATION
Greg Benage
Brian Schomburg
MATT'S DEDICATION
To George Lucas and Dave Arneson & E. Gary
Greg Benage Gygax for firing my generation's imagination.
ART MECTION
Brian Wood
'd20 System' and the d20 System logo are
PUBLISHER Trademarks owned by Wizards of the Coast and are
used with permission .
Christian T. Petersen
Dungeons & Dragons® and Wizards of the Coast©
are Registered Trademarks of Wizards of the Coast,
and are used with Permission .
FANTASY FLIGHT GAMES
1975 W.' County Rd. B2 #1 Dragonstar © 2001, Fantasy Flight, Inc,
Roseville, MN 55113 All rights reserved.
651 .639 .1905
www.fantasyflightgames .com
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BOOK
information is
closed content
The Starfarer's ~md cannot be
Handbook is a tool republished, copied,
for both players and (x distributed with
DMs. It is designed out the consent of
as a supplement to the Fantasy Flight Games .
d20 System core rules. I'he following are des-
This book builds and i ; nated as Product Identity
expands upon those rules, pursuant to section 1(e) of the
and the more familiar and Open Game License, included
comfortable you are with them, in lull at the end of this book : the
the more useful this book will be . gonstar name, logo, and trade-
This book should be used as a compan mark, the graphic design and trade dress of
ion to the core rules and not a standalone this book and all other products in the Dragonstar
game . line, all graphics, illustrations, and diagrams in this
book, and the names Mezzenbone, Khelorn, Asamet,
and Qesemet.
"demographics" or "population density," much less
~1~~rn~t~T~aR given the issue any thought. To me, Verilus was just big.
Since then, of course, I've seen places that make
So there I was, recruit: John Caspian, prince to a Verilus-the height of civilization on my homeworld-
deposed and murdered king, working to someday exact seem like the back-end of the galaxy . And to most peo-
my revenge on those who had betrayed my father and ple in the Empire, I suppose that's true .
stolen my birthright . I wandered far and wide across my But when that first starship came hurtling down out of
world, learning what I could as I went, making friends the midnight sky, I thought it was the end of the world .
and gathering my power for an eventual assault to retake And in a way, it was .
my homeland . That great, steely, blood-hued beast came screaming
As a prince in exile, little better than a landless thief, down into the night above Verilus like some ancient
I determined to make both my living and my name with dragon hell-bent on destroying the entire city. But this
the edge of my blade. I fought for money, for honor-- dragon didn't unleash blasts of fire from its belly. The
even for love . Time after time, I vanquished those who bombs and missiles it rained on the city were almost
dared to stand before me . Evil men, ores, unnamable invisible until they immolated their targets below, and
beasts-my friends and I defeated them all and many the beams of brilliant light the beast spat forth looked
more threats besides. unlike anything I'd ever seen . For long minutes, I sim-
In little time, bards were composing songs of our ply stood and watched as explosions lit up the horizon.
amazing exploits . As our legend grew, brave soldiers My mind simply couldn't grasp--couldn't categorize-
frorn my father's kingdom flocked to my side, swearing what I was seeing .
fealty to my name and my cause : the liberation of my The attack was as destructive as it was unprovoked .
homeland from the evil that had consumed it . I knew I Within minutes, half of the city had been flattened and
wasn't ready then to confront the darkness that shroud- the rest was ablaze . The survivors panicked, trampling
ed my ancestral lands, but 1 was confident that someday each other into the dirt in a desperate effort to escape the
the time would come . In my heart, I didn't think it assault from above.
would have to wait long . Only the Imperial Palace escaped the bombs
I had no idea how wrong I was . unscathed.
This probably would have seemed strange at the time,
but most people were too busy running for their lives to
SKORS FROM THE SM Of STflRS care . While I was gathering my friends about me in an
I remember exactly where I was when I first heard of attempt to find some safe way out of the carnage, my
the offworlders . That's funny : Throughout the early part friend Gunter stopped dead in his tracks and, with a
of my life, 1 didn't think of my world as a world-1 hoarse shout, pointed a stubby finger up into the sky.
thought of it as the world. The only things that came Looking up, I saw Sir Deneh-the captain of the
from beyond were outsiders, and I always thought of Emperor's Guard-leading a full flight of his Sky
them as legends. Even in my time as an adventurer and Legion into the smoky night, the beating wings of their
sellsword, I rarely traveled more than a few hundred glorious steeds underlit by the flares of the explosions in
miles from my homeland . the city below.
In those days, I thought I was pretty cosmopolitan, As we watched, lances of light speared out from the
and I suppose that was true compared to most of my starship overhead . One by one, the pegasi tumbled from
people . Leaving the land of my birth, I wandered and the hellish heavens, tossing their riders to their deaths as
xplored, learning new tongues, eating foods with pre-
I_
they went. Before long, only Sir Deneh himself was left .
viously unimaginable tastes and smells, and meeting The greatest knight of the realm brought his fantastic
people and creatures both wonderful and strange. steed Albion about, gave the beast his heels, and
I was coming out of a tavern in Verilus, the largest charged directly at the flying craft of scarlet steel . I
city on the planet, as I was to later learn. As the seat of thought for sure that he would be lanced out of the air,
the Taravan Empire, this wasn't much of a surprise, but like an arrow through a mallard's heart. But instead, a
back in those days I hadn't even heard of terms like beam reached out from the front of the ship, ensnaring
both pegasus and rider like flies in some glittering, airy
amber.
'he contents of this We could see Albion struggling valiantly, beating his
,ter are desi nated a; wings like a hummingbird as he and his master were
closed content . drawn inextricably into the ship's brightly lit maw. With
all the destruction around us-the city filled with both
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flames and the screams of the doomed and the dying- While the emperor's body was still cooling, the leader
it seemed as if the gods had decided to take Sir Dcnch of the invaders--a cold-hearted creature by the name of
and his mighty steed to sit beside them in their mythic Captain Malizrek----was already demanding to see the
home . next person in the line of succession . This was, of
Looking back now, that seems so foolish, so course, Princess Kendra .
parochial, but at the time it was the only way I could Without so much as a "Congratulations, Empress,"
make sense of what I was seeing . I didn't have any other Malizrek pointed his weapon at young Kendra and
frame of reference . None of us did . We weren't stupid- demanded the immediate and unconditional surrender of
just far more ignorant than we could have guessed . her empire . The startled young woman, standing there
We were in for the education of a lifetime . with her father's still-warm corpse at her feet, did what
she thought she must . She bent her knee to the grinning
under this agreement, there have been far more than six that's small consolation to those of us who aren't likely
to see 90 years . Not that old Lazalius is likely to be a
more beneficent ruler anyway. dialects, but once you get used to it, it's just different
One thing you can say about the Red Age is that it's twists of the same tongue .
probably better than the Dragon War. True, there are Customs and traditions are often similar, too, though
skirmishes breaking out all over the place . I've even clothing and other cultural details vary wildly. These
heard word of a serious rebellion forming out on the things are also influenced by the culture's level of tech-
edges of the Outlands, on the fringes of known space . nological development . I mean, none of the Brow who
Maybe you know something about that, eh, recruit? landed on my homeworld were dressed in chainmail
The Imperial Council sold the empire to the non-dra- shirts . And the machine-stitched boots I wear now are a
conic peoples of the known galaxy by emphasizing that far cry from the hand-sewn calfskin jobs I wore every
the line of succession would guarantee 5,000 years of day as I wandered in exile .
peaceful rule by the lords of Qesemet. Their benevolent Still, people everywhere-no matter their race, their
leadership would usher in an era of peace and prosperi- culture, or their planet of origin------all want the same
ty unlike any in history. things : food, clothing, shelter, someone to love . Of
While the reality didn't exactly live up to its billing- course, beyond these basics, things can diverge quite a
and I don't see how it could have-I hear the years bit.
under the Qesemet banner were a far sight better than Just consider your own planet . How many different
anything that came before . At the time, people figured it cultures have you seen in your travels? Imagine multi-
would be 5,000 years before the Asamet dragons got plying that by the number of planets in the Dragon
their claws on the Golden Throne . That's a long time for Empire . Okay, that's an exaggeration since many of
most people, even elves and the like, and you can hard- these cultures are reflected almost exactly by countless
ly blame them for thinking that it would be a miracle for others . And, in the Empire, technological civilization
the Empire to last that long anyhow . has tended assimilate many diverse cultures . Sometimes
Of course, the Empire did last that long, and now when you travel across the Empire you have a hard time
we're stuck with it . distinguishing one world from another. This, of course,
gives the bards, romantics, and reactionaries something
ESiINfliION : OWE
Most Legionnaires dream of someday leaving the ser-
vice and striking out on our own . There's a whole
galaxy of opportunity out there, an ocean of stars to sail,
lands to be explored, legends to be made, and fortunes
to be won . Once you get a taste of the wandering life,
the kind of life you'll live in the Legions, it's hard to get
it out of your system . Take it from me . My tour is over
in a month, and I'm not getting dropped off anywhere
near my homeworld .
I've got some unfinished business back there, true .
I'm curious to see what's happened to Lady Kendra, for
one. And I've still got a murdered father to avenge . But
I've got plans first . This time, when I come back, I'll be
the one soaring through the skies and my foes will be
trembling in fear .
And you, recruit? No matter what you decide to do,
you've got a choice to make . You can look at this as the
end of the world-your homeworld, specifically. Or you
can look at it the way I did-as a wake-up call .
Your universe just got a whole lot bigger than you
ever dreamed it could be, and that can make you feel
kind of small . But there's also more opportunity out
there than you ever dreamed there could be : worlds to
explore and adventures to be had that are litterally
countless . With a lot of hard work, courage, and a bit of
good fortune, you can make more of yourself in the
Empire than you ever could have on your provincial
Outlands world. There's more of just about anything
you could want adrift in this sea of stars : wealth, fame,
power, glory, fraternity, or whatever else you dream
about when you go to bed at night . True, there's also
more violence, hatred, bitterness, despair, and danger
than your little world could ever contain .
But with nothing to fight for, what place is there for
heroes?
own image. Nasuit taught that there were only a dozen
1RODUM0 true gods in the universe, and they created the same
creatures on just about every planet they blessed with
Open Game Content in this chapter includes game the gift oflife. The sentient races, monstrous beasts, ani-
rules, statistics, abilities, mechanics, and material mals, insects, and plants-the same deities created all of
derived from the d20 System SRD, including all racial them.
names, traits, and abilities . The descriptions and back- While there are certainly strange and even unique
grounds ofthe races are designated as closed content . creatures scattered throughout known space, these are
In Dragonstar, you can play any of the character the exceptions that prove the rule. The high priests of
races found in the d20 System core rules: dwarf, elf, the Unification Church call these creatures the gods'
human, halfling, gnome, half-elf, or half-orc . This chap- experiments : The gods created many worlds and many
ter details each race's place in imperial society and the creatures, not just the same ones over and over. Like a
ways they live and work in the Dragonstar universe . novelist who returns to the same characters and themes
You can also create characters of a few races that are time and time again, the gods used the same tools over
not standard in a traditional fantasy campaign: orc, and over to create different worlds and different situa-
drow, or half-dragon . There's also a new race: the soul- tions, and to watch them all evolve according to their
mech, a sentient robot. Each of these races is detailed in own unique destinies .
full in its own section of this chapter. Today, of course, few of these stories are untouched
by the grand epic of the Dragon Empire . Perhaps there
are other galaxies out there, too, also fashioned by the
UNIFORMITY Of THI RKS gods in different, sometimes strange or alien ways. But
only the gods know for sure.
As the people of the galaxy first began to contact new
YflETIONS0N fl THN
civilizations on distant worlds, they realized that most of
the creatures on every habitable planet were pretty much
the same, including their DNA and the languages they Just because the gods seem to be working from a sin-
spoke . In the early years ofstar travel, there were a num- gle palette doesn't mean that they used the same pig-
ber of conflicting theories purporting to explain this ments on each canvas . The full panoply of possible
seemingly impossible coincidence . These ranged from races is only seen on a few planets. Most worlds are
the existence of a master race (or several of them) that populated by a relative handful of the countless races
seeded the galaxy in days long past to more scientific and species that exist in the galaxy. There are worlds, for
models such as parallel evolution . In the end, a promi- instance, which are populated by only a single race,
nent cleric named Nasuit offered a solution to the riddle whether human, elf, or dwarf-maybe even a complete-
that had the ring oftruth . ly unique race. When the people ofworlds such as these
The gods made the creatures of every world in their first contacted the other races, they perceived them, not
as familiar cousins, but as alien species . Only when they
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left their provincial homes did they realize how cos- accessible, but many people appreciate the effort ofoth-
mopolitan the galaxy really is. ers to learn their tongues . See Diplomacy in Chapter
Any world in the galaxy might have its own entirely Four: Skills for appropriate modifiers .
unique mixture of peoples and creatures . Or its popula-
tion could look almost identical to those of countless
other planets. Nevertheless, there are several races that
are found time and again on worlds without end ORIGNI RKS
throughout known space . All of the standard d20 System fantasy races are well
represented in Dragonstar. Additional details about
COMMON WE WITS each race are described below.
pay much attention to humans and halflings . They like Dwarven Racial Traits
gnomes just fine, though they sometimes find them irri-
tating after prolonged contact. They don't care much for All of the standard dwarven racial traits apply, along
elves, but they tolerate most varieties . Drow are the with a new one .
exception, and dwarves despise them as tools ofthe cur-
rent dragon regime . Gravity Sense: Dwarves are unusually sensitive to
The dwarves hold a great deal ofrespect for the drag- gravity. With a simple Spot check (DC 10), they can
ons, even the evil ones. Dwarves recognize great power tell you exactly what the local gravity is. If the
and cunning when they see it. They habitually criticize check fails, they can still get within 10% (high or
short-lived peoples such as humans for their lack of low, at the DM's discretion) . With a similar Spot
long-term vision. They don't realize the dragons see check (DC 10), a dwarf can discern the direction of
them in the same light. the strongest gravitational pull affecting them at any
Their respect doesn't mean that the dwarves don't given time, even in the dead of space .
covet the dragons' power. In fact, many dwarves have
secretlyjoined any number of insurgent forces hoping to
overthrow the current emperor. But most dwarves are EMS
too canny to say anything openly against their ostensi- The rise of interstellar civilization has been a chal-
ble rulers . lenge for the elves. Elves glory in the beauty and com-
Dwarves are not so cautious with half-dragons . These plexity of nature, and they are blessed with a strong,
creatures may be powerful, but not so much so that they spiritual bond with their ancestral homelands . Elves
must be fawned over. Dwarf-dragons are another matter, often resist the industrialization of their worlds, and
of course . Dwarves respect anyone who can make a suc- many find the prospect of immigrating to new and
cessful deal with a dragon, and they're especially proud strange planets rather unappealing . Elves are also poor-
when it's one of their own . ly suited to the confinement and drab austerity of star-
Dwarves respect and admire soulmechs . They respect ships and space stations.
the craftsmanship of their robotic bodies and the Still, the elves are long-lived, and they've had millen-
resilience of the souls that animate them. nia to adjust to the opportunities presented by galactic
Dwarven Lands: The dwarven people are scattered civilization . Ultimately, the elves decided that if they
across the galaxy like the stars themselves. While there must leave the green worlds of their birth behind, they
are dwarves on most major planets in the Dragon would bring a part ofthem along wherever they traveled .
Empire, they usually prefer isolation to the hubbub of Elves claim to be the first ecologists . Due to their long
the great multicultural cities . They tend to populate lives, they were able to observe the ecological changes
planets on the outer edges of solar systems, as well as in their homeworlds over the course of centuries . Elven
asteroids, space stations, and isolated colonies. civilizations were among the first to observe and
Modern dwarves lean toward the engineering sci- demonstrate the dangers of industrialization . Elven cli-
ences. They are a people who like to build grand matologists didn't have to search through ancient
things-especially with machines-including cities, records to track global warming trends. They observed
bridges, towers, and vast manufacturing complexes . them firsthand .
To a dwarf, the most important things are his family Elven scientists have made great strides in the areas of
and his clan. Much of dwarven society is based on these hydroponics, terraforming, environmental engineering,
vital connections, and the largest clans are akin to inter- and other fields concerned with encouraging living
planetary conglomerates in both scope and power. things to thrive where they shouldn't. The elves have
The dwarven people are suspicious of outsiders . They bioengineered organic starships that explore the far
tend to extend their trust by degree ofrelation. The scale reaches of space protected by both science and sorcery.
goes like this: family members, clan members, other The elves have made new homes for themselves in the
dwarves, everyone else-and then ores. galaxy and have brought to countless worlds a touch of
Religion : Most modern dwarves worship the Smith, the magic that infused their primeval forests .
the great tool maker and master craftsman . There are a Relations : Elves prefer the company of their own
few dwarf Dualists who worship the Creator, although kind, though they are friendly with any outsiders who
these dwarves are often derided by their peers for fol- demonstrate respect for the natural world. Elves are on
lowing a religion that fills its temples with members of good terms with most of the short-timers-those races
the short-lived races. with substantially shorter life spans-with the notable
exception of the ores, who they view as unrepentant
have been declared off limits to industrial development,
protected as global nature preserves by previous emper-
ors . Elves tend to congregate on these worlds, though
they often live in fear that the new Dragon Emperor will
rescind the protections traditionally granted their
homes.
For a long time, most elven cultures ignored galactic
politics, believing such concerns to be beneath them-
right up until they became embroiled in the Dragon War.
During the reign of the Qesemet emperors, the elves
became complacent once again . These days, however,
they have taken a more active hand in politics . The var-
ious elven realms and republics throughout the galaxy
have banded together in a loosely bound coalition-the
Elven Nation-to make their common views heard .
Previous emperors created an advisory position on the
Imperial Council for the elected representative of the
EN, and this ambassador's words carried much weight
in the Empire . With the advent of Mezzenbone's reign,
relations between the elves and the Empire have wors-
ened. In a sign of his disrespect for the EN, Mezzenbone
appointed a drow to the elven ambassador's position.
Many elves have been expecting trouble with the new
emperor for centuries . They long ago began to grow a
number of new starships . Some of these are large
enough to transport entire cities full of elves should such
an exodus become necessary.
Religion : Most elves worship the Mother in her
despoilers of nature. Many elves believe the galaxy nature aspect, though not always exclusively. A growing
would be a lot better off if orcs were the endangered number of elves have converted to Dualism, however,
species. and worship the Creator.
Most elves don't care much for dwarves or gnomes .
To them, these people represent the uncontrolled indus-
trialization of the galaxy. Dwarves and gnomes are
Elven Racial Traits
unabashed exploiters of the natural world, and this alone
All of the standard elven racial traits apply, along with
is enough to earn the distrust of many elves.
a couple new ones.
Elves have a dark place reserved in their hearts for
their ebon-skinned cousins, the subterranean drow. They
" Elves gain a +2 racial bonus on Freefall checks .
can intellectually understand how the other races might Elves are lithe and agile and adapt easily to freefall.
err in their ways, but they find it difficult to excuse their " Elves gain a +2 racial bonus on Knowledge (biolo-
cousins' cruel nature. gy) checks .
The elves respect the dragons and their kin, though
often grudgingly. These creatures are among the few
who can take a longer view of things than the elves.
Despite this, elves know that most dragons view the
GNOWS
Gnomes have adapted well to life in the Dragon
galaxy as their plaything, a perspective most elves Empire, perhaps better than any other race but the drag-
abhor. ons and their kin. Their small stature makes it easy for
In general, elves are troubled by soulmechs . They them to get around in the most cramped ships and space
believe a person's death should be respected . Forcing a stations, and their fondness for living underground
soul to abandon its rest to drive a mechanical body serves them well.
seems cruel in the extreme . Gnomes have always taken easily to the sciences, so
Elven Lands : Elves prefer to live in harmony with the development oftechnology has been a boon to them.
unspoiled nature. Unfortunately, untouched but habit- They are known far and wide for their skill with high
able environments are difficult to find . A few worlds
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KFOR(S
While most of the sentient races have found new
opportunities and made homes for themselves in the
Dragon Empire, ores never seem to fit in. Ores are
among the most populous races, however, and many
find their ways to the large urban centers ofthe Empire .
On occasion, ores interbreed with the humans who share
ftf-DWONS
In an empire ruled by dragons, half-dragons are the
Most half-dragons on a given planet tend to have drag-
on parents of the same clan, which only helps to
strengthen such friendships .
pampered offspring who don't have a prayer of ascend- Religion : Half-dragons worship any of the deities in
ing to the throne . Most half-dragons spend their days the great pantheon. Most honor the patron god or god-
either wasting or abusing what power and riches they dess of their House. There are few half-dragon Dualists,
have by virtue oftheir birthright . But there are those few as followers of the heresy often suffer a loss of status
who strike out on their own, whether out of greed, bore- and respect among the conservative dragon aristocracy.
dom, or a true sense of adventure . Language : Half-dragons speak Draconic as well as
Personality : Half-dragons are usually spoiled rotten . the native language of their non-dragon parent. Most
They've been catered to their entire lives, and they've speak Common as well.
come to expect that tradition to continue uninterrupted . Names: Half-dragons are usually named by their non-
Some (the children of Qesemet) actually do their best to dragon parent. Most are named in the tradition of the
use their positions for the betterment of themselves and non-dragon parent's race, although a few are named
those around them. Others (the spawn of Asamet) are after their dragon parents, perhaps in an effort to estab-
only out for themselves, often chafing at the fact that lish stronger ties.
they can never rise as high as their dragon kin. Adventurers : Some half-dragons feel they have a lot
Physical Description : Half-dragons vary a lot in to prove, just to show that their strange birth isn't the
appearance, depending on the color of the dragon parent only thing that defines them . Others simply wish to
and the race of its mate . Powerful dragons can change attract the attention of an absent dragon parent, to gain
their shape and can mate with just about anything- his approval or possibly make a claim on an inheritance .
they've been known to produce some bizarre matches . Most half-dragons have idle but comfortable lifestyles,
The dragon often reveals its true nature after the mat- but not all are able to tolerate this unfulfilling existence.
ing-if then-by which time it's too late for the unwit-
ting partner to do anything about it.
Half-dragons always have scales, a snake's slit eyes,
15,7-7
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SOUICHS
tend to see things in black and white, and a religion
based on opposition and conflict is powerfully appeal-
ing to them. Only a few ores of good alignment honor Soulmechs are robotic constructs that have been ani-
the Creator, and those who do conceal their faith for fear mated with a sentient soul. They share characteristics of
of exile from their clans . both constructs and sentient, living creatures . This
Language : Ore, a language that has no alphabet, is allows them to act independently and much more cre-
the native language of ores. Sometimes the ores use atively than a simple machine . A soulmech's robotic
Dwarven or Common to create phonetic spellings of body is typically crafted to resemble the natural form of
their words, usually on war banners . Some ores also the soul that inhabits it.
know Goblin or Giant. True artificial intelligence has never been attained in
Names: Most ores have only one name, but they can the Empire . Clerics of the Unification Church claim that
recite the names of their fathers going back several gen- sentient beings must have souls and that mortals cannot
erations . A few female ores can recite their mothers' create souls. Regardless, no computer-no matter how
names as well. sophisticated-has ever demonstrated any signs of
Ore Male Names : Grokk, Kraal, Snash, Krakker, awakening into true self-awareness and free will.
Shuknadder. Computers can be programmed to emulate sentient
Ore Female Names : Voleka, Daxa, Kraxelle, beings, but ultimately their thoughts and actions are dic-
Balasha, Puknada. tated by their programming .
Adventurers : Ores who renounce their clan and go Soulmechs are created by transferring a living soul
out to seek adventure are often reviled by those they left into an anthropomorphic (personlike) robot by means of
behind . Still, there are good reasons to leave. For a soul bind spell. The spellcaster moves the soul (of a
instance, if the hero has committed a crime against the hopefully willing volunteer) into the enchanted, techno-
chieftain or the clan-which are often viewed as the
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most devout worshippers in the galaxy. They view their wealthy or privileged who would cheat death arrange
new existence as a gift from the gods and dedicate their for the process decades in advance, and spellcasters are
lives to proving themselves worthy of it. brought to their deathbeds to perform the transfer.
Language : Soulmechs communicate between them- Evil spellcasters have been known to take subjects in
selves in Digital, the language of computers . This code, the prime of life and transform them into soulmechs,
in fact, is how they communicate with the many elec- willingly or not . These experiments often backfire, as
tronic components that make up and control their own most soulmechs who are pressed into service against
bodies . Given the appropriate equipment, they can their will seize the first opportunity to have their
exchange data with other computers or computerized revenge against those who stole their natural lives.
devices as well. It is possible for an existing character to become a
Names: Soulmechs often take a new name when they soulmech . The character's mind is transferred with all
are created. These names are usually pretty simple, mental abilities, skills, feats, and class abilities intact .
often just a number. Other soulmechs retain their own Physical ability scores are determined by the capabili-
name to help them maintain a connection to their previ- ties of the robotic body (see Robots, page 115) . Most
ous lives. soulmechs start out at 1st level, though, young people
Adventurers : While slavery has long been outlawed with their full lives ahead of them who have yet to
in the Dragon Empire, soulmechs are a special case. develop their skills and abilities . The success rate with
They may own their souls, but someone else has often subjects such as these is much higher than for older,
paid for their bodies, usually at great expense . more experienced people.
Upon awakening in a new body, soulmechs are usual- Soulmechs can also upgrade their robotic bodies .
ly asked two questions . First, are you willing to live in However, it takes some effort and experience for the
this new body? If the answer is no, the soul is released, soulmech to learn to use upgraded components, and this
since it's not worth the trouble to try to keep the soul- is represented by an XP cost. A soulmech must pay 1/10
mech from committing suicide at the first opportunity. of an upgrade's market price in XP. For rules, costs, and
Second, the soulmech is asked if he is willing to pay available equipment, see page 118 .
for his new body. If the answer is no, the creator must Soulmechs purchase armor just like any other adven-
decide whether or not to release the soul. If the soul- turer. They are lifelike robots and can use most of the
mech says yes, the creator and the soulmech must agree same types of equipment that organic characters use .
on a price for the new body. The soulmech is often per-
mitted to work off the debt in the creator's service-or Damaging and Repairing a Soulmech
in the service of the creator's patron .
A fair purchase price usually includes the casting of Soulmechs have hit points and sustain damage just
the soul bind spell (at least 2,530 cr, plus another 1,000 like an organic character, subject to their extensive
cr for each level the soulmech has above 1 st) and the immunities (see below). However, being mechanical,
cost of the soulmech's body (see Robots, page 115). they cannot be restored by divine magic, such as cure
spells or heal . Soulmechs can be repaired by certain
Creating. a Soulmech arcane spells. Further, the Repair skill must be used in
place of the Heal skill to repair damage to a soulmech's
A soulmech's robotic body is manufactured just like a robotic body.
conventional robot. A spellcaster then casts soul bind on When a soulmech is reduced to 0 hit points or less, its
a recently deceased body. The spell draws the subject's robotic body has been rendered inoperable. At exactly 0
soul from his body into an enchanted neural net worth at hit points, the soulmech is disabled as its robotic body is
least 1,000 cr for every Hit Die possessed by the subject. too badly damaged to respond properly. A disabled soul-
The neural net-which is commonly encased in a small mech suffers the same penalties and restrictions on
cube-is placed in a socket in the soulmech's head. By action as an organic character. If a soulmech's hit points
means of a special interface, the soul in the neural net is drop between -1 and -9, the character is dying : The
able to possess its new, mechanical body. complex pathways that make up the neural net are los-
The effect of soul bind is permanent. This procedure ing their integrity, and the character loses 1 hit point
can only be used on someone recently dead, so few peo- each round unless he stabilizes. If the character's hit
ple undergo it willingly. Sometimes spellcasters roam points reach -10, the neural net collapses and the soul,
battlefields or other scenes ofcarnage, looking for those and consciousness, departs. The robotic body may still
desperate enough to put up their soul in exchange for be repaired, but the soulmech itself is dead.
another shot at a semblance of life . In many cases, the
to I
31
Soulmechs can never be raised or resurrected. The " Immunity to poison, sleep, paralysis, stunning, dis-
only way to save a soulmech whose neural net collaps- ease, subdual damage, and damage or drain to phys-
es is to cast a new soul bind before the soul departs and ical ability scores. Soulmechs are subject to critical
transfer it to another neural net. hits. They have minds and can suffer damage to
their mental abilities .
" Immunity to any effect that requires a Fortitude
Soulmoch Racial Traits save, unless it also works on objects .
" Soulmechs are effectively immortal and do not age .
" +2 Strength, +2 Intelligence, -2 Dexterity, -2
" Soulmechs are unaffected by dispel magic or any
Charisma: Soulmechs' robotic bodies are more
antimagic field. In effect, the spell that created the
powerful than humans' and their computer-assisted
soulmech has run its course .
minds can store more information and process it
" Unlike true constructs, soulmechs have minds and
more quickly and precisely. However, soulmechs are therefore vulnerable to mind-affecting spells and
often lack coordination and motor control, and they effects .
sometimes make organic beings uncomfortable .
" Soulmechs cannot heal damage on their own and
" Base Hit Points: Soulmechs receive the base hit cannot be healed by divine magic . They can be
points for their robotic bodies before adding their
repaired and healed by arcane magic .
first class level. All beginning soulmechs are " Cannot be raised or resurrected . A new soul bind
Medium-size and gain 2d10 base hit points. The
spell cast immediately after the character's death
result of the dice roll is added to the characters' will allow it to be transferred to a new neural net.
maximum hit points for their first class -level . " Cannot increase physical ability scores (Strength,
" Medium-size : As Medium-size creatures, soul- Dexterity, Constitution) as the character advances in
mechs have no special bonuses or penalties due to level. The character may still increase mental abili-
their size. Soulmechs who can afford it can upgrade ty scores (Intelligence, Wisdom, Charisma) .
to new robotic bodies of different sizes (see Robots, " Cannot benefit from magic (spells or items) that
page 117). enhances physical ability scores (e.g., bull's strength
" A soulmech's base speed is 40 feet. A soulmech's or gauntlets of ogre power) .
robotic body is capable of moving extremely fast. " Cannot ingest potions, drugs, or spell components
" Low-light Vision : Soulmechs can see twice as far as that must be consumed .
a human in starlight, moonlight, torchlight, and sim- " Cannot use spellware .
ilar conditions of poor illumination. They retain the " Soulmechs can learn, prepare, and cast spells nor-
ability to distinguish color and detail under these mally, except for the prohibition on ingested spell
conditions . components .
" Ambidexterity : Due to their artificial brains and
" Soulmechs are living creatures, not undead. They
robotic bodies, soulmechs do not favor one hand
cannot be turned or rebuked .
like organic beings . Soulmechs receive the
" Soulmechs are internally powered and do not
Ambidexterity feat for free.
require recharging .
" +2 racial bonus on Disable Device, Repair, and Use
" No matter the soulmech's original race, he doesn't
Device checks : Soulmechs have an innate under-
get any of the standard racial traits not specifically
standing of machines.
listed here. For instance, a dwarf soulmech loses his
" +4 racial bonus on Knowledge (mathematics) : A
stonecunning ability.
soulmech's computerized mind can make calcula- " Languages : The character has the 'same automatic
tions much more quickly and easily than an organic and bonus languages as he did before becoming a
being's. soulmech (the same as any member of his original
" -4 racial penalty on Swim checks : Soulmechs do race). Soulmechs also know Digital, which allows
not have significant air pockets in their robotic bod- them to communicate with other machines.
ies, and they lack buoyancy as a result . " Favored Class : Mechanist . A multiclass soulmech's
" Soulmechs have no sense of smell or taste, and they mechanist class doesn't count when determining
do not eat or drink .
whether he suffers an XP penalty for multiclassing.
" Soulmechs do not breathe . Characters who have class levels when they become
" Immunity to necromantic or death effects that a soulmech retain the favored class of their original
require or target a living body. Soulmechs are sub-
race.
ject to effects that target a living creature's spirit or
soul, including energy drain.
~ ~ 1R wr st sa ~ w sr ~ s! !~ a nr ~ ~ off t~'w ~ fir
(Iflssfs
INTRODUGION BflRBHRlflP
From the perspective of those living in the Dragon
Open Game Content in this chapter includes game Empire, barbarians come from the least civilized planets
rules, statistics, abilities, mechanics, and material in the galaxy : the worlds of the Outlands . Indeed, they
derived from the d20 System SRD, including all class often hail from the roughest, most primitive parts of
names, class features, and abilities . The class descrip- those worlds, from remote areas that make the cities of
tions and backgrounds are designated as closed content. these Outlands planets look cosmopolitan and sophisti-
While the Dragonstar setting spans thousands of cated in comparison.
worlds scattered across the galaxy, most adventurers While traditional barbarians are bound by personal
still pursue the traditional paths represented by the stan- definitions of honor and live to test themselves in close
dard classes of the d20 System core rulebooks . In this combat, many of these beliefs face a stiff challenge
chapter, we present the changes and additions to each of when they are exposed to the technology of the Empire .
these classes, prestige classes, and NPC classes that Few barbarians who survive their first charge on a posi-
reflect their adaptation to the star-spanning, technologi- tion held by soldiers armed with blasters and lasers fail
cal civilization of Dragonstar. We also introduce two to reassess the viability of their traditional views . Many
new core classes and three new prestige classes that of these barbarians either return to their homelands or
allow you to create and develop characters uniquely abandon the cultural values of their birth, retraining
suited to adventure in the Dragon Empire . themselves and choosing a different class.
Some barbarians cling to their old ways with the
ORIGIM WSM
ferocity of a bear protecting its den . While they may
seem out of place in the Empire, they think the world
should bend to their ways, not the other way around.
This section discusses in detail any changes that affect Those barbarians who cling to their traditions have
the character classes you're already familiar with. For undying respect for each other, no matter their align-
the most part, these classes are very similar to their ments or their allies . They see themselves as the last of
counterparts in a traditional setting . In fact, unless it's a noble caste of true warriors who rely on their skills and
stated differently here, you should assume that the stan- their battle rage rather than cheap tools and tricks .
dard rules apply in all cases . The entries in this section Some barbarian traditionalists actually thrive in the
only describe any changes, additions, and special con- Dragon Empire . There are many new weapons and
siderations . Some classes, such as the paladin, have had armors that can help them improve their odds of sur-
to reinvent themselves to find a lasting place in a radi- vival in the worst firefights. Even when they take advan-
cally different cultural milieu . These classes often have tage of this technology, superstitious barbarians tend to
skills and class features that are strikingly different from decorate their arms and armor with the symbols of their
their counterparts in the Outlands . clans and the gods of their homelands .
Came Rule Information
The following new rules apply to barbarians .
Gods: Barbarians never abandon their old gods. They
refuse to refer to them by the generic titles of the
Unification Church and they never give up their tradi-
tional religious practices .
Class Features
Weapon and Armor Proficiency : When a barbarian
takes the Technical Proficiency feat, he automatically
becomes proficient with all high-tech simple weapons,
martial weapons, light armor, and medium armor.
Technical Deficiency: Some planets in the Dragon
Empire may still have wild, undeveloped areas, and
there may be barbarians who hail from these protected
lands. Still, most barbarians come from the backwater
reaches of the Outlands . A barbarian character cannot
begin the game with the Technical Proficiency feat. You
can add the Technical Proficiency feat later, subject to
the normal restrictions (see page 90). During the course
of his adventures in the Empire, your barbarian charac-
ter may eventually become more familiar and comfort-
able with high technology.
BflRD
The rise of technological civilization was a serious
threat to the bardic tradition . Born of simpler times,
bards were driven to the brink of cultural extinction by
mass media and telecommunications . But the magic in
the music, the special power of word and voice,
endured . Bards are not just storytellers and musicians,
they are the living embodiment of an ancient, arcane tra-
dition. Throughout the centuries of star travel, contact,
and exploration, bards protected their heritage in bardic
colleges and secret societies scattered across hundreds
of worlds . They continued to practice their craft, offer-
ing the people of the galaxy something that mass-media
holovid entertainment never could : music and knowl-
edge that bubbled up from the wellspring of magic
itself.
With the birth of the Empire, bards enjoyed a renais-
sance . Their talents were in greater demand than ever
before, from the courts of the great throneworlds to the
entertainment districts of cities across the Empire . Bards
also began to take advantage of high technology, exper-
' -0, . ; , , 1Aar
Class Features
Weapon and Armor Proficiency : When a bard gains
the Technical Proficiency feat, she automatically
becomes proficient with all high-tech simple weapons
and light armor. Bards are also proficient in an archaic
martial weapon of their choice (PHB 27) . If your char-
acter receives the Technical Proficiency feat during
character creation, this weapon may be of the more tech-
nologically advanced versions described in Chapter 6:
Equipment (see page 102).
New Equipment : Most imperial bards take full
advantage of technological resources . A variety of
instruments and headsets or clip-on microphones with
built-in amplifiers are available. These devices greatly
improve the range of abilities based on bardic music and
voice. These devices allow the bard's voice and music to
be heard at a greater distance, usually up to 300 feet
away. Additional range limitations listed for specific
bardic abilities are not affected by this equipment . For
example, a bard with a headset microphone is able to
project his voice much further than he can unaided . His
fascinate ability, however, is still limited to targets who
can hear and see him within 90 feet .
Bardic Knowledge: Until the bard has gained the
Technical Proficiency feat, he is limited to knowledge
gathered from his homeworld or planets he has visited
personally. Once he has the Technical Proficiency feat,
you can assume the bard spends some time absorbing
information from worlds far and wide and so improves
his storehouse of knowledge . For example, an Outlands
bard has no chance to know anything about the Dragon
Empire, unless there has been some previous contact.
Once the bard has gained the Technical Proficiency feat,
he has access to vast storehouses of information and the
virtual library of the InfoNet. The bard can easily pick
up news, stories, rumors, and legends from planets on
the other side of the Empire .
GIRK
The people of the Dragon Empire have long since
reached past the heavens and into the stars, but they
have not left their gods behind. If anything, their expan-
sion into space has only strengthened the bond they
have with their deities. Evidence of the work of the gods
runs through the galaxy like iron through steel . Even if
you can't always see it perfectly, it's there lending
strength to the whole .
The Dragon Empire is remarkably tolerant of all reli-
gions, even those some consider evil. This tolerance lies
at the heart of one of the Empire's founding tenets : No
one can be persecuted or prosecuted based solely on
moral alignment. The dragons ofAsamet insisted on this
basic right being written into the Imperial Charter. They
knew that, if it were not, they would be persecuted on
the basis oftheir very natures-the very natures given to
them by the gods.
While this may frustrate characters of good align-
ment-particularly paladins-who want to weed out
evil before it takes root, they should realize that the pro-
tection extends to them as well . This is particularly rel-
evant in the opening decades of the anticipated 5,000
years of rule under the banner of Asamet.
The ascendance of the Unification Church has been
the single greatest revolution in religion since people
began traveling to the stars. Its theology was a perfect fit
for the worldview of an age of exploration, contact
between worlds, and cultural, political, and economic
unification . The prophet Nasuit, the founder of the
Unification Church, was quite literally in the right place
at the right time.
There are still dozens, even hundreds, of religions and
beliefs that do not fit neatly within the church's doctrine.
While church scholars struggle to reinterpret these faiths
DEITIES OF THE UNIFICATION CHURCH
Deity Domains ~lignmenl
The Destroyer Chaos, Evil, Destruction, Death, Wu Chaotic C\ il
afJ
Lawful good
he Father
The Judge
Good, Healing,, I_Liw, Knowledge . «'~u
Good, Destruction, Knowledge, Law, Lawful good
t
~fJ
protection
The Lover Animal, Good, Healing, Protection, Water Neutral good
The Magus Knowledge, Luck, Magic, Protection. Neutral'
Trickery
The Merchant Knowledge, Law; Luck, Travel, Trickery Lawful neutral
The Mother Animal, Good, Earth, Protection, Plant Chaotic good
The Reaper Death, Earth, Evil, Law, Trickery Lawful evil
The Stormlord Air, Chaos, Destruction, Travel, Water Chaotic neutral
The Smith Fire, Knowledge, Magic, Strength, Water Neutral
The Trickster Chaos, Knowledge, Luck, Magic, Trickery Chaotic neutral
The Warrior Law, Luck, Magic, Strength, War Lawful neutral
in ways consistent with that doctrine, millions living on ic will also be able to find a thematic match between her
outlying worlds continue to worship their old gods. patron deity and one of the archetypes ofthe Unification
Some of these traditionalists have simply never heard Church . Ifthe character chooses, she can convert to the
the Unification Church's message, while others have Unification Church and suffer no penalties or hin-
ignored it. Missionary clerics often travel the Outlands drances for doing so. At the DM's discretion, this choice
striving to bring this message to the unconverted . can be taken out of the cleric's hands if her entire reli- -1
gious hierarchy converts. Of course, there could certain- sa
Game Rule Information ly be those who rebel against such a conversion, and the
character may well be among them.
The following new rules apply to clerics . The Dualist Heresy : Clerics may also convert to the
Dualist Heresy. Good clerics must worship the Creator, r1
Class Features
Weapon and Armor Proficiency : Druids who take
the Technical Proficiency feat become proficient with
all high-tech light armor. They are also proficient with
all high-tech simple weapons .
Technical Proficiency : When you create a druid
character, you may choose to take the Technical
Proficiency feat for free, just like other characters from
the Empire . Characters with the Technical Proficiency
feat gain the new weapon and armor proficiencies listed
above, and they suffer no penalties or restrictions on
their druidic class abilities . In this case, your character The following new rules apply to fighters .
is aligned with the majority, liberal faction of the
Druidic Society.
You may also choose not to give your character the Now Class Skills
Technical Proficiency feat. Druids of this sort are
aligned with the radical, traditionalist faction of the The fighter's new class skills (and the key ability for
Druidic Society. Druids who do not take the Technical each skill) are Demolitions (Int), Freefall (Dex), and
Proficiency feat do not receive the new weapon and Pilot (Dex) . Handle Animal and Ride are cross-class
armor proficiencies . They are restricted to the same skills for imperial fighters .
archaic weapons and armors as druids from the
Outlands . However, they cast spells as a druid one level
higher than theirs . For example, a 1 st-level traditionalist
druid casts spells as a 2nd-level druid. The character
may cast 4 0-level spells and 2 1st-level spells per day,
plus any bonus spells for a high Wisdom score. The
druid is also considered a 2nd-level caster for all spell
effects-such as duration or range-determined by
caster level.
fIGHTIR
Fighters are perhaps the least
different from their counter-
parts in the Outlands than any
other class . The tools of war
may be different, but the
Dragon Empire is still a vio-
lent place. The way of the
sword may have been
replaced by the way of the
gun, but fighters still make
their fortunes by their prowess in
battle .
Many fighters serve in planetary
militias, in the special-operations units
of police forces, in corporate security,
or in the Imperial Legions . Some work
as mercenaries or as the hired guns of
criminal organizations and syndicates .
Despite the vast differences in the
weapons they wield, fighters from the
Empire and those from the Outlands
have much in common . They are both
students of combat and war, they
rely on their physical skills and
training to carry them through a
battle, and they rarely shy
away from danger.
Class Features Bonus Feats : The fighter can choose bonus feats
from the following list, in addition to the standard ones:
Weapon and Armor Proficiency : When a fighter Autofire, Crack Shot, Gunner, Improved Far Shot,
Improved Shot on the Run, Mobile Shot, Pressing
takes the Technical Proficiency feat, she automatically
Attack, Speed Load, Two-Gun Shooting .
becomes proficient with all high-tech simple and martial
weapons and all high-tech armor.
Class Features
Weapon and Armor Proficiency :
Monks with the Technical Proficiency
feat gain proficiency with all high-tech
simple weapons and all high-tech light
armor.
Technical Proficiency : Monks
believe that technological mastery of
the universe is a self-destructive illu-
sion . Monks do not gain the Technical
Proficiency feat for free at 1st level
like characters of other classes do.
#A640
NININ
The time when armored knights mounted great
warhorses and charged into battle armed with lance and
sword is an age long past for most of the imperial
worlds . These traditions survive only as spiritual and
symbolic images for the paladins of the Dragon Empire .
One thing that has not changed is the paladin's code.
While their physical weapons are different, their spiritu-
al ones are not. They still arm themselves with the com-
passion to pursue good, the will to uphold law, and the
power to defeat evil.
Paladins are the sacred warriors of the Unification
Church . Many serve in the elite special-operations units
of the militant arms of the church . These military orders
usually have strong ties to the Royal Houses of
Qesemet, which lends them legitimacy and authority.
The dragon lords of Asamet, of course, despise the pal-
adins and their orders, but they are legally protected by
the Imperial Charter, so the evil clans cannot move
against them overtly.
Only the sects of the Father, the Judge, the Mother,
and the Warrior have active orders. Each has its own
charter, organization, and purpose, according to the pre-
cepts its sect. For example, SOLAR, the elite special
forces unit founded by the sect of the Father, assists in
Qesemet's ongoing military operations against the
forces of evil in both the Empire and the Outlands . The
order was founded by a half-dragon paladin of gold lin-
eage and is protected and sponsored by House Deserene.
The order's unit insignia is a silver sword on a blazing
golden sun.
In response to these orders, the dragon lords of
Asamet have sponsored the creation of blackguard
orders serving the Destroyer and the Reaper. Rumors while resisting the other.
that the paladins and blackguards of these rival orders Detect Evil : While a paladin can still detect evil nor-
have clashed in covert engagements on several occa- mally, it is illegal for him to act on the information the
sions have never been confirmed . Given their affilia- ability reveals . The paladin must also witness the com-
tions with the Royal Houses of Asamet and Qesemet, mission of evil before he can take action against the
this violence would constitute a violation ofthe Imperial wicked . Most paladins struggle mightily with their
Charter . Some believe the dragon lords simply use their sometimes-opposed duty to uphold the law and commit-
paladins and blackguards as pawns in a war for ment to fight evil .
supremacy that never really ended . Divine Health : A paladin is immune to all diseases,
There is also a Dualist order of paladins devoted to even those for which modern medical science has no
the Creator . It, in turn, is opposed by an order of black- cure.
guards in service to the Adversary. Both orders are Smite Evil: This power works normally, though the
extremely secretive and little information about their paladin can be prosecuted for using it without proper
organization or activities is available . cause .
Of course, the paladin's call is not always issued from Special Mount: Imperial paladins no longer have the
within one of the Twelve Sects of the Unification ability to summon a special mount at 5th level .
Church or from the Dualist temples . Some paladins who Divine Spellware : Paladins gain exclusive access to
heed the call serve no established church. These pal- divine Spellware, magical enhancements that imbue
adins often serve with distinction in planetary garrisons them with the power of their deity. Divine Spellware is
or police forces, while others wander the Outlands con- created and implanted in the paladin by clerics of the
fronting evil and wielding purity like a greatsword. paladin's sect or order. As long as the paladin is in good
standing with his church, he may purchase divine spell-
Game Rule Information ware enhancements ofhis choice . Divine Spellware does
not cost the paladin credits, but the character must pay
the listed XP cost when it is implanted . For more infor-
The following new rules apply to paladins.
mation on divine Spellware, see Chapter 6 : Magic Items,
in the Galaxy Guide.
New Class Skills
The paladin's new class skills (and the key ability for RKER
each skill) are Climb (Str), Freefall (Dex), Jump (Str), There are countless untamed worlds in the Outlands,
Listen (Wis), Spot (Wis), Swim (Str), and Pilot (Dex) . and the ranger's goal is to explore them all. Imperial
As the elite commandos of holy military orders, pal- rangers are scouts, explorers, and professional hunters
adins gain several class skills to aid them in their spe- who rarely feel at ease in the great cities . They wander
cialized role on the modern battlefield . However, impe- from world to world, sometimes in service to a govern-
rial paladins lose some of the class skills of their coun- ment or corporation, sometimes following their own
terparts in the Outlands . Handle Animal and Ride are internal compasses wherever they lead.
cross-class skills for imperial paladins . Rangers are often part of the first settlement teams to
colonize an Outlands world, and they serve these isolat-
Class Features ed colonies as protectors and guardians . Others are
attached to special military units, serving as advanced
Weapon and Armor Proficiency : A paladin with the scouts and commandos . Regardless of'the careers they
Technical Proficiency feat is proficient with all high- choose, however, rangers are always at home in the
tech simple and martial weapons and all high-tech wildest reaches of the Outlands .
armor. In Dragonstar, rangers are not the twin-weapon
Order and Morality : In the Dragon Empire, a pal- wielding melee specialists they are on many Outlands
adin may find that he has to associate with those of evil worlds . They are masters of the woods and wild places,
alignment on a regular basis. A paladin of the Order of explorers, hunters, and protectors .
the Judge, for instance, may occasionally have to inter-
act with Brow officers of the Imperial Special Police Game Rule Information
Directorate. For most paladins, this is inevitable and
unavoidable . The paladin's social and political order The following new rules apply to rangers.
was founded on compromise and tolerance of opposed
moral alignment, and the paladin cannot defend one
,
w » , a war : : ;
ia`. 00" it fr 0
Class Features
Weapon and Armor Proficiency : When a ranger
takes the Technical Proficiency feat, she automatically
becomes proficient with all high-tech simple and martial
weapons and all high-tech armor.
Favored Enemy: A ranger with the Technical
Proficiency feat who takes constructs as his favored
enemy gains the related bonuses when fighting soul-
mechs . Soulmechs, unlike magical constructs, are not
immune to critical hits, so bonus weapon damage does
apply.
Special Feats: Imperial rangers do not gain the abili-
ty to fight with two weapons in light armor as if they had
the Ambidexterity and Two-Weapon Fighting feats .
Rangers are no more likely to train in these combat
styles than other classes . However, imperial rangers are
expert marksmen . They gain the Point Blank Shot and
Far Shot feats for free. These are true feats and are not
limited by the armor the ranger wears .
Favored Terrain : At 2nd level, a ranger may select a
type of terrain as a favored terrain . Due to his extensive
training and experience operating in this terrain, the
ranger gains a +1 circumstance bonus to Hide, Intuit
Direction, Knowledge (nature), Listen, Move Silently,
Spot, and Wilderness Lore checks when using these
skills in this type of terrain . The ranger's base speed is
also increased by 5 feet when he's operating in his
favored terrain .
At 6th level and at every four levels thereafter (10th,
14th, and 18th level), the ranger may select a new
favored terrain, and the bonus associated with every pre-
viously selected favored terrain goes up by +1. For
example, a 15th-level ranger will have four favored ter-
rains, with bonuses of +4, +3, +2, and +1 .
The following are possible types for a ranger's
favored terrains .
SEEM
Sorcerers are viewed with fear and suspi-
cion on some Outlands worlds, but in the
Dragon Empire, their natural affinity for
magic grants them special status .
Sorcerers are commonly thought to be
related to the great dragons themselves,
though no scientific evidence has ever
been presented in support of this belief.
Whether fact or fiction, sorcerers
wield arcane magic like the dragons
do, and this affords them a privileged
position in imperial society.
Class Features
Weapon and Armor Proficiency :
When a sorcerer takes the Technical
Proficiency feat, he gains proficiency with
all high-tech simple firearms.
Bonus Language : A sorcerer
can substitute Draconic for
one of the racial bonus lan-
guages he receives. Most sor-
cerers are raised among the aris-
tocracy of the Empire .
*aims Oso
WORD
While sorcerers are gifted with a natural talent for
magic, wizards spend long years in intensive study to
learn their art . Sorcerers and dragons claim that the
effort necessary for wizards to wield magic is evidence
that they weren't meant to: Ifwizards were meant to use
magic, they say, the gods would have gifted them with
the power.
This view isn't a common one-most people don't
know the differences between a wizard and a sorcerer-
but there is an irrational undercurrent of prejudice
against wizards in the Dragon Empire . Perhaps uncon-
sciously, many of those with the natural gift of magic
view wizards as presumptuous tinkerers greedy for
power who don't know their proper place and spend
their lives trying to reach beyond their station . Wizards
are free to practice their craft in the Dragon Empire, but
they are often met with raised eyebrows or knowing
smirks by those in privileged positions.
Despite the subtle discrimination wizards face, there
are hundreds of colleges, universities, and secret soci-
eties devoted to the study and teaching of magic. This
training is much more formal than it typically is in the
Outlands, but these institutions share little in common
with mundane centers of academics. The most obvious
difference is in the sizes of their enrollments : Wizards-
even student wizards-are extremely rare, and colleges
of wizardry are almost exclusively very small . Some
would-be wizards avoid these institutions altogether,
preferring the traditional path of apprenticeship under a
mentor.
The bias against wizards in the Dragon Empire only
goes so far. The aristocracy might publicly dismiss
them, but only the foolish or deluded ignore the evident
power and skill of wizards . They may spend long hours
experimenting in arcane laboratories and examining
ancient tomes, but no one truly doubts the ability of
these eccentric practices to create powerful magic.
Class Features
Weapon and Armor Proficiency : When a wizard
takes the Technical Proficiency feat, she gains profi-
ciency with all high-tech simple firearms .
Bonus Feat: A wizard with the Technical Proficiency
feat can add Implant Spellware to her standard list of
available bonus feats .
Familiar: All the same rules governing sorcerers'
familiars are applicable to wizards' familiars as well.
Wizards do not enjoy the social prestige of sorcerers, but
their familiars are still tolerated and even protected in
the Empire .
Spellbooks : If a wizard has the Technical Proficiency
feat, she can maintain her spells in a datapad rather than
an archaic spellbook. See Chapter 8 : Magic for more
information.
Nfw USE
There are two new core character classes in
Dragonstar: the pilot and the mechanist . These classes
are rooted in the technological civilization of the
Dragon Empire. If you don't have the Technical
Proficiency feat, you can't choose either of these class-
es, nor can you multiclass into them .
Otherwise, there are no other general restrictions on
pilots and mechanists. They are treated in all other ways
just like the standard classes .
PILOT
The Dragon Empire spans hundreds of star systems
and its largest cities are as expansive as the territories of
many nations on Outlands worlds . This civilization
couldn't function without reliable, fast, and safe trans-
portation . Most imperial citizens know how to drive
ground cars and hovercraft . Many can pilot civilian air-
craft . But pilots are the true professionals .
Vehicles of all kinds are the pilot's livelihood. They
are familiar with a wide variety of cars, trucks, boats,
planes, and starships . If a pilot isn't familiar with a cer-
tain vehicle model, it will only take him a few minutes
behind the wheel or control stick to get acquainted .
Adventures : Pilots can play a key role in any adven-
ture, especially those that involve a journey. Adventures
are often a pilot's best opportunity to demonstrate his
skills . Pilots are more than glorified chauffeurs : They're
able to handle their vehicles like a fighter wields a
blade. Many pilots offer their vehicles and their exper-
tise for hire. Some smuggle contraband from port to
port. Others run charters for the wealthy or the desper-
ate . Some make their living by traveling where no one kinds . Half-dragons-especially the ones who cannot
else wants to go, whether into a bad part of town or a fly under their own power-revel in flight and are nat-
dangerous Outlands world . Pilots are often the only link ural pilots. Ores sometimes lack the discipline to be
to the outside for places like space stations, remote out- good pilots, though they enjoy the power and control of
posts, and isolated colonies . a lethal machine at their command .
Characteristics : A pilot doesn't have a fighter's Other Classes : Pilots, of course, are at their best
training in personal combat or a sorcerer's knack for when they're at the controls of their vehicles. It's the
magic, but he can handle a vehicle like it was a part of pilot's job to get the team from one place to another
him. While any character can learn to operate a vehicle, safely. When it comes to a fight, a vehicle in the hands
no one can match the pilot's confidence or skill . A vet- of a skilled pilot can be a dangerous weapon and also a
eran pilot in a rundown vehicle can run circles around an place of refuge and safety for the rest of the group .
amateur in a cutting-edge rig . Aboard a starship, members of the pilot's team can man
Alignment : Pilots may be of any alignment . Good other stations, such as gunnery or sensors, while the
pilots are the kinds who aid those in need, responding to pilot flies the ship. Pilots are still capable when forced
a distress call no matter how urgent their own business. to leave their machines behind, but they need the sup-
Lawful pilots always follow traffic laws and are scrupu- port of others for fighting, scouting, healing, and spell-
lous in maintaining their vehicles . Evil pilots may be casting.
pirates or mercenaries, willing to do anything for the
promise of riches . Chaotic pilots may be smugglers who
earn their living at the expense ofthe law.
Game Rule Information
Religion : Pilots who ply their trades within the Pilots have the following game statistics.
atmosphere of a planet usually worship the Stormlord. Abilities : Dexterity is the most important ability for
Traders and commercial pilots often honor the pilots, because it's what they most rely on when they're
Merchant, while smugglers pay homage to the Trickster. at the controls ofthe vehicles. Intelligence is also impor-
Like most soldiers, military pilots usually worship the tant for operating the technological systems on which
Warrior, though some-usually evil-pilots who revel
vehicles rely. Charisma is important for independent
in the violent power of their war machines follow the
pilots, as it helps them find customers, negotiate deals,
Reaper or the Destroyer. Many pilots paint the symbols and if necessary, talk their way out of entanglements
of their chosen deities on the hulls of their vehicles, or with the law.
decorate their cockpits with religious icons and keep- Alignment : Any.
sakes. Pilots cheat the odds for a living, and most will Hit Die : d6.
take any edge they can get.
Background: Pilots are found in all parts of the
Dragon Empire . Some were trained by the military as Class Skills
combat pilots . Others learned their craft through private
lessons or trained with a veteran mentor. Pilots often The pilot's class skills (and the key ability for each
take up the profession to test their skills against power- skill) are Bluff (Cha), Climb (Str), Craft (Int), Freefall
ful machines and the fickle forces of nature. For others, (Dex), Intuit Direction (Wis), Jump (Sir), Navigate (Int),
the life of a bush pilot or free trader offers them the Pilot (Dex), Profession (Int), Repair (Int), Spot (Wis),
independence they crave . Many starship pilots learned Swim (Sir), Use Device (Int), and Use Rope (Dex) .
their trade simply as a way to escape their homeworlds
and see the galaxy. Despite their diverse backgrounds, Skill Points at 1st Level : (4 + Int modifier) x 4.
pilots have a lot in common. Skill Points at Each Additional Level : 4 + Int modifier.
Races : Pilots can be of any race. Halflings are per-
haps more at home in the cockpit than other races. Class Features
Gnome pilots benefit from their affinity for mechanical
things, while humans are often drawn to the challenge All of the following are class features of the pilot.
and danger of piloting. Dwarves are fond of all manner Weapon and Armor Proficiency: Pilots are profi-
of ground vehicles, but they usually don't like flying, cient with all simple and martial weapons and all light
especially in space . Elves make excellent pilots, and armor. Armor check penalties for some types of armor
many get an elemental rush from piloting an aircraft apply to the skills Balance, Climb, Escape Artist, Hide,
safely through a storm. The far reaches of space remind Jump, Move Silently, Pick Pocket, Pilot, and Tumble .
the drow of the inky blackness of their subterranean Also, Swim checks suffer a -1 penalty for every five
realms, and they excel at the controls of starships of all pounds of armor and equipment carried .
..J,*
M&sw"06040*A 04040* "0 w
THE PILOT
Base
Attack Fort Ref Will vehicle
Level Bonus Save Save Save Special AC Bonus
1 +0 +0 +2 +0 Bonus feat, speed
demon
2 +1 +0 +3 +0 Dogfighter +l
3 +2 +l +3 +l
4 +3 +1 +4 +1 Pilot evasion
5 +3 +1 +4 +1 Bonus feat, gunner's
instinct +l
6 +4 +2 +5 +2 +2
7 +5 +2 +5 +2
8 +6/+l +2 +6 +2
9 +6/+l +3 +6 +3 Bonus feat, dogfghter
+2
10 +7/+2 +3 +7 +3 Gunner's instinct +2
11 +8/+3 +3 +7 +3
12 +9/+4 +4 +8 +4 +4
13 +9/+4 +4 +8 +4 Bonus feat
14 +10/+5 +4 +9 +4
15 +11/+6/+l +5 +9 +5 Gunner's instinct +3 +5
16 +12/+7/+2 +5 +10 +5 Dogfighter +3
17 +12/+7/+2 +5 +10 +5 Bonus feat
18 +13/+8/+3 +6 +11 +6
19 +14/+9/+4 +6 +11 +6
20 +15/+10/+5 ~-6 +- l 2 +6 Gunner's instinct +3
Defensive Maneuvering (Ex): In combat, a pilot is attacks made by characters other than the pilot.
always maneuvering to maximize his vehicle's defen- Pilot Evasion (Ex): At 4th level, a pilot becomes so
sive strengths and protect its weaknesses. At 3rd level, attuned to his vehicle and to the flow ofthe fight around
any vehicle or robot a pilot is operating gains a +1 dodge him that he is able to anticipate a hit and minimize its
bonus to its AC, and this bonus increases by +1 every effects . Once per day, when the pilot's vehicle is hit by
three levels thereafter (6th, 9th, 12th, 15th, and 18th). an attack, the pilot can make a Reflex save (DC 20) . If
Dogfighter (Ex): At 2nd level, a pilot gains a +1 the saving throw is successful, the pilot banks, dives,
competence bonus on ranged attack rolls, as long as the swerves, or otherwise maneuvers his vehicle sufficient-
attacks are made with weapons mounted on or integral ly to avoid the brunt of the attack, and the vehicle takes
to a vehicle he is piloting. This bonus increases to +2 at only half damage . Divide the damage by two before
9th level and +3 at 16th level . If the pilot is operating a subtracting the vehicle's hardness or damage resistance .
robot remotely, he gains this bonus on all ranged attack The pilot can use this ability twice per day at 12th level
rolls made using the robot's weapons . and three times per day at 20th level .
Gunner's Instinct (Ex): At 5th level, a pilot can Speed Demon (Ex): A pilot knows how to coax all
sense the weaknesses of his opponent's vehicle and has the power from his vehicles' engines . At 1st level, the
an uncanny knack for scoring direct hits on them. For top speed of any vehicle operated by the pilot is
the pilot's ranged attacks only, the threat range of increased by 5 .
weapons mounted on or integral to the vehicle he is Bonus Feats : At 1st level, the pilot gets a bonus feat
piloting is increased by 1 . The threat range is increased in addition to the feat that any 1st-level character gets
again by 1 every five levels thereafter (10th, 15th, and and the bonus feat granted to humans. The pilot gains
20th) . The increased threat range does not apply to any another bonus feat every four levels thereafter (5th, 9th,
k pt - i:nu- -444__-
13th, and 17th) . These bonus feats must be drawn from ALTERNATIVE PILOT STARTING PACKAGE
the following list: Alertness, Aircraft Piloting, Autofire,
Same as human, except
Combat Ace, Born Spacer, Evasive Piloting, Gearhead, Race: Dwarf, halfling, gnome .
Gunner, Gunner's Eye, High-G Tolerance, Improved
Armor: Flight suit +4 AC, speed 20 ft., 6 lb.
Initiative, Lead Foot, Low-G Tolerance, Ram, Raptor's Bonus Feat: Eliminate the human's bonus feat.
Instinct, Remote Operation, Space Jockey, Starship
Piloting, Vehicle Dodge, Zero-G Tolerance .
These feats are in addition to the feat a character of
any class gains every three levels . The pilot is not limit-
mnflou
The Dragon Empire is built on high technology, and it
ed to this list when choosing those feats . depends on those who craft, maintain, and repair the
machines and equipment . Mechanists are the techni-
HUMAN PILOT STARTING PACKAGE cians and engineers who seem to have an almost super-
Armor : Flight suit +4 AC, speed 30 ft., 6 lb. natural connection to and understanding oftechnology.
Weapons : Laser pistol (2d10, crit x2, 2 lb ., Small, Mechanists are masters of the sometimes-arcane prin-
Energy (fire) . ciples and practices of science and engineering . A
Keenblade dagger (+1 attack bonus, ld4, crit mechanist can look at a malfunctioning machine and
17-20/x2, 1 lb., Tiny, Piercing . immediately know what is wrong with it. Given ade-
Skill Selection : Pick a number of skills equal to 4 + quate parts and tools, he can repair just about any
Int modifier. mechanical device-or jury-rig a reasonable substitute,
at least temporarily.
Adventures: Many mechanists lead lives filled with
repetition and boredom. They often jump at any oppor-
Skill tunity to get away from the routine . They long to dis-
Freefal l cover new technology, break it, and engineer creative
Intuit solutions on the fly . Some follow the path of adventure
Direction for money, while others do it for the unique challenges
Listen the adventuring life presents. A few see themselves as
Navigate sorcerers of science, keepers of the secrets that are just
Pilot as important as magic in keeping the Empire running
Repair smoothly.
Spot Characteristics : Mechanists are among the most
Swim skilled professionals in the known galaxy. They don't
work magic-at least not the traditional kind-and they
aren't skilled combatants, but they know more about
science and technology than anyone else. Mechanists
are always honing their skills and developing their
knowledge . They seize every opportunity to research
Feat: Aircraft Piloting . and investigate new technologies, and their ideas are
Bonus Feat (Pilot) : Starship Piloting . usually a few steps ahead of the technology curve.
Bonus Feat: Improved Initiative (human only). They're not trained to excel in battle, but their services
Gear: Datapad, two datachips (blank), personal com- can be as important to the modern soldier as the
municator, backpack, flare gun, three flares, toolkit, spe- weaponsmith's were in the days of old.
cialized toolkit (mechanics), sunglasses, flashlight, two Alignment : Mechanists can be of any alignment .
minicells . Lawful mechanists often concentrate on engineering
Credits : 4d4x10 cr. design and preventative maintenance. Chaotic mecha-
nists always seem to be putting things back together
with improvised parts and electrical tape. Good mecha-
ALTERNATIVE PILOT STARTING PACKAGE nists often focus on improving the lives ofothers, while
Same as human, except evil mechanists are more likely to specialize in sabo-
Race: Drow, elf, half-dragon, half-elf, half-orc, or tage, demolitions, and other destructive pursuits .
ore. Religion: Many mechanists avoid organized reli-
Bonus Feat: Eliminate the human's bonus feat. gions . They do not deny the existence of the gods, but
they prefer to devote themselves to understanding the
W1.1+W
All of the following are class features of the mechanist . Jury-Rig: At 1 st level, the mechanist can slap togeth-
Weapon and Armor Proficiency : Mechanists are er spare parts and makeshift materials to manage an
proficient with all simple weapons and with light armor. effective repair, even though he lacks the components or
Bonus Feats: At 1st level, the mechanist gets a bonus time (or both) to do the job properly. The mechanist
feat in addition to the feat than any 1st-level character makes a Repair check as normal . He cannot take 10 or
gets and the bonus feat granted to humans. The mecha- take 20 on this check. If the check is successful, the
nist gains an additional bonus feat at 6th level and every mechanist can improvise or scavenge sufficient spare
five levels thereafter (11th and 16th). These bonus feats parts and the repair takes half the time it normally
must be drawn from the following list: Born Spacer, would. However, the device is inherently unstable . It
Hacker, High-G Tolerance, Gearhead, Gunner's Eye, will completely malfunction or cease operating if any of
Low-G Tolerance, Remote Operation, Space Jockey, the following conditions are met :
and Zero-G Tolerance . " The device takes a critical hit in combat.
These feats are in addition to the feat a character of " The character wearing the device suffers a critical
any class gets every three levels . hit in combat .
Traps : Like rogues, mechanists are able to detect and " A character using the device for an attack or skill
disarm complex mechanical traps. check rolls a 1 .
Favored Tech : At 2nd level, a mechanist may select Jury-rigged jobs can be redone when the mechanist
a class of equipment or type of device as a favored tech. has the time and parts. The mechanist must make anoth-
Due to his extensive training and experience operating er Repair check and the task takes the standard amount
this technology, the mechanist gains a +1 circumstance of time. However, the repair is permanent, subject to the
bonus to Craft, Demolitions (for explosives only), limitations of the Repair skill.
Disable Device, Repair, and Use Device checks when Guerilla Repair : Sometimes a mechanist doesn't
using these skills on or with this type of device . even have time for a jury-rigged repair. When a gun
+xi~~l~~l~elR
jams in combat, it needs to be fixed now-not in a few essary, and makes a Disable Device check (DC 20) . If
minutes . At 1st level, mechanists can sometimes get the check succeeds, the device stops working . The
malfunctioning devices in working order by kicking, mechanist has jammed the safety switch, poured dirt in
smacking, jiggling, oiling, or even verbally coaxing the fuel tank, ripped out a crucial wire, or otherwise bol-
them. To use this ability, the mechanist must touch the lixed the device .
item to be repaired . In combat, this requires a touch Sabotage can only be used against a single device per
attack . No Repair check is necessary : The device will use . Many complex machines count as multiple devices
resume working properly for a number of rounds equal for the purposes of this ability . For example, the mech-
to 3d6 plus the mechanist's class level . After this time anist could sabotage a hovertank so it couldn't move,
has passed, the device will malfunction again . The but its gun would still be able to fire.
mechanist can't use guerilla repair on the device again Against a soulmech or other construct, this,ability
until he's done a full repair job on it. This ability cannot causes 1 d8 points of damage, plus 1 point for each class
actually restore hit points to an object. level of the mechanist .
Sabotage (Ex): A mechanist devotes most of his time This sabotage can be fixed with a normal Repair
to insuring that devices are working properly. However, check (DC 15). A mechanist can also get the device
he can also use his knowledge and talents to more working again with his guerilla repair ability.
destructive ends. At 2nd level, a mechanist can use this Upgrade : Mechanists are always tinkering with
ability as a standard action to cause any non-magic, devices, always looking for ways to make improve-
technological device he touches to malfunction . In com- ments to them. Starting at 1st level, a mechanist can
bat, this requires a touch attack against the character or attempt to upgrade any non-magic, technological
creature wearing, holding, or using the device . This abil- device . The mechanist selects the device he wants to
ity provokes attacks of opportunity. The mechanist upgrade and makes a Repair check. If the check is suc-
selects the target device, makes the touch attack if nec- cessful, the mechanist may give the device a minor
AI if ~ '~ za e. s +R s ilt !~ ipt ~
ORIGINK MUM
WSM
Some of the prestige classes from the d20 System
core rulebooks are tied to a cultural milieu and level of
technological development that exist only in the
Outlands . Others are timeless and, as with the core
classes, their members have reinvented themselves and
redefined their roles to survive and prosper in the
Empire . All of these prestige classes are open to charac-
ters in Dragonstar. This section describes any changes
to the original prestige classes . Unless it's stated other-
wise, assume that all of the standard rules apply to each
prestige class.
NONE flR(HfR
Arcane archers are extremely rare in the Empire
beyond the Outlands worlds . Despite their magic, few
are skilled enough to compete with soldiers armed with
blasters, lasers, or even slug throwers . In the Empire, the
age of the bow is long past. Still, a few arcane archers
find their way out of the Outlands and try to make a
place for themselves in the Empire . While compound
bows and carbon-fiber arrows can't completely narrow
the gap between their traditional weapon of choice and
the firearms that dominate the modern age, arcane
archers have adopted these technologies in a neverend-
ing quest to perfect their abilities .
Class Features
All of the following new rules apply to the arcane
archer prestige class .
Weapon and Armor Proficiency : When an arcane
archer takes the Technical Proficiency feat, she auto-
matically becomes proficient with all high-tech simple
and martial weapons and all high-tech armor except
powered armor.
HOSSIN
Both in the Dragon Empire and the Outlands, there
are those willing to pay dearly for the death of a rival or
enemy. Assassins are the freelance hitmen and contract
killers that fill the ranks of the Outlands' underworld
guilds and the Empire's crime syndicates . Some assas-
sins operate independently, while others serve the drag-
on lords of Asamet. Mezzenbone is said to retain a crack
team of assassins known as the Black Talon, a band of
elite professionals who take their dark orders directly
from the Emperor. Most citizens of the Empire have
Class Features
never even heard of this organization, and many of those All ofthe following new rules apply to the blackguard
who have didn't live to tell about it. The Black Talon is prestige class.
an elusive legend, a persistent rumor, the shadow that Weapon and Armor Proficiency : When a black-
always fades away when the light draws near. guard takes the Technical Proficiency feat, he automati-
Soulmechs make excellent assassins . Their mechani- cally becomes proficient with all high-tech simple and
cal bodies can go places that organic beings can't with- martial weapons and all high-tech armor.
out great difficulty, and they can often avoid security Detect Good: Imperial blackguards can detect good
systems, such as thermographic sensors, that target liv- just like their Outlands counterparts, but blackguards
ing beings . Soulmech assassins are still extremely rare, can certainly not justify any illegal or violent action
however. Most lack the psychological or moral inclina- based on the information the divination provides . Of
tion to excel in this dirty business . course, blackguards are rarely concerned with the tech-
nicalities of the law.
New Class Skills Smite Good: This power works normally, though the
blackguard can be prosecuted for using it without prop-
The assassin's new class skills (and the key ability for er cause .
each skill) are Demolitions (Int) and Freefall (Dex) . Fiendish Servant : Imperial blackguards no longer
have the ability to summon a fiendish servant at 5th
Class Features level .
Divine Spellware : Blackguards gain access to divine
All of the following new rules apply to the assassin Spellware, just like paladins . This Spellware is usually
prestige class . dark and profane in nature, and it is created by clerics of
Weapon and Armor Proficiency : When an assassin the blackguard's order. As long as a blackguard is in
takes the Technical Proficiency feat, he automatically good standing with his church, he may purchase divine
becomes proficient with high-tech light armor, all high- Spellware enhancements ofhis choice . Divine Spellware
tech simple weapons, and all martial firearms Medium- does not cost the blackguard credits, but the character
size or smaller. must pay the listed XP cost when it is implanted . For
Death Attack : An assassin's death attack does not more information on divine Spellware, see Chapter 6 :
work on Soulmechs . Magic Items, in the Galaxy Guide.
0
New Class Skills Research checks equal to her class level . The loremaster
is constantly using, testing, and personalizing modern
The dwarven defender's new class skills (and the key data-processing methods and analysis .
ability for each skill) are Demolitions (Int) and Freefall
(Dex) . SHROWN08
The mysterious shadowdancer is as common in the
Class Features Dragon Empire as in the Outlands. Shadowdancers are
prized for their abilities as spies and operatives, sought
All of the following new rules apply to the dwarven after for their abilty to slip in and out of even the most
defender prestige class . secure locations in the known galaxy. Some armies and
Weapon and Armor Proficiency : When a defender covert organizations field entire units of Shadowdancers
takes the Technical Proficiency feat, he gains proficien- dedicated to infiltrating deep into enemy territory,
cy with all high-tech simple and martial weapons and all whether on the battlefield or in the boardroom . Other
high-tech armor. groups avoid Shadowdancers, refusing to rely on forces
they know they can't fully control .
IORNSHR New Class Skills
Information is power, and in the networked and multi-
connected civilization of the Dragon Empire, there's a
lot of information to be had . Loremasters concern them- The shadowdancer's new class skills (and the key
selves with sifting through and analyzing the vast flow ability for each skill) are Demolitions (Int) and Freefall
of information, trying to find elusive pieces of the puz- (Dex) .
zles they're not even sure exist . With advanced comput-
er technology, loremasters are no longer confined to Class Features
libraries and archives . They can use their datapads to
access planetary information networks just about any- All of the following new rules apply to the shadow-
where on a civilized world . Of course, they're usually dancer prestige class.
stuck with archaic methods when working in the Weapon and Armor Proficiency : When a shadow-
Outlands . dancer takes the Technical Proficiency feat, she auto-
matically becomes proficient with high-tech simple
New Class Skills weapons and light armor.
Requirements
To qualify to become a gundancer, a character must
fulfill all the following criteria.
Base Attack Bonus : +5 .
Jump : 5 ranks .
11imble : 5 ranks .
Feats: Improved Unarmed Strike, Technical
Proficiency, Weapon Focus (any firearm) .
Special : Evasion, as the rogue and monk class ability.
Class Skills
The gundancer's class skills (and the key ability for
each skill) are Balance (Dex), Climb (Dex), Craft (Int),
Concentration (Con), Freefall (Dex), Jump (Str), Listen
(Wis), Spot (Wis), and Tumble (Dex).
a +1 competence bonus on all attack rolls with light class level. Each attack uses the gundancer's primary
firearms. This bonus increases to +2 at 4th level, +3 at attack bonus, and each enemy may only be targeted by
7th level, and +4 at 10th level . a single shot or burst. The gundancer may not fire more
Backfire (Ex): At 1 st-level, a gundancer who makes shots or bursts than he has remaining ammunition .
a successful disarm attack against an opponent wielding Absorb Energy (Su): Once per day, the 10th-level
a firearm that is light for the gundancer may instead gundancer can attempt to absorb and disperse a single
choose to immediately take a free attack with that shot from an energy weapon that hits him. The gun-
firearm against its former user. The gundancer must dancer makes a Fortitude save (DC 25). If the save is
have at least one hand free to use this ability, and the successful, the gundancer takes no damage from the
attack uses his primary attack bonus. Only a single shot attack and in fact immediately heals 1d6 points of dam-
can be fired with this free attack . age for every die of damage inflicted by the attack .
Dead Aim (Su): At 3rd-level, a gundancer may, as a
full action, fire a single shot with a firearm that ignores
any AC bonuses for cover and any miss chance for con- HIGOTMOR
cealment, as long as the target has less than total cover The negotiator makes his way in life not with might,
or concealment . The shot uses the gundancer's primary stealth, or magic, but with smooth tongue, a cunning
attack bonus . mind, and a keen wit . The ultimate fast talker, the nego-
Dodge Fire (Su): Once per day, a 5th-level gundancer tiator is an operator, charmer, and manipulator. Whether
can dodge all ranged attacks made against him for one navigating the corridors of power on Draconis Prime or
round, from the start of his action until the beginning of selling artifacts at a vendor's stand in an Outlands
his next action . Any ranged attacks targeting the gun- bazaar, the negotiator wields words like a lethal weapon.
dancer during this round automatically miss. The gun- Negotiators are diplomats, politicians, merchants,
dancer must use a full action to dodge fire. traders, executives, and con artists . Social situations of
Haste (Sp) : Once per day, a 7th-level gundancer can all kinds are their natural habitat, and they have an
explode into an awe-inspiring burst of speed and flurry uncanny knack for convincing others to see things their
of action. The gundancer acts as if affected by the 3rd- way. Some negotiators represent powerful patrons such
level spell haste. The effect lasts a number of rounds as nobles, industrialists, and crimelords . Others are
equal to the character's class levels in gundancer. independent operators and opportunists who have
Firestorm (Ex) : In lieu of his regular attacks, once learned to rely on and look out for themselves.
per day the 9th-level gundancer can fire one shot or Bards make excellent negotiators, as they are already
burst (if the weapon is automatic) at every target within masters of the spoken word. Rogues also make capable
range, to a maximum of one target for every gundancer negotiators, as deception and misdirection are so often
~+~ :e~~~Ir+~reat~~rtl~t
Requirements
To qualify to become a negotiator, a character must
fulfill all the following criteria .
Feats : Iron Will, Leadership .
Bluff: 8 ranks .
Diplomacy: 8 ranks .
Innuendo: 8 ranks .
Sense Motive : 8 ranks .
Class Skills
The negotiator's class skills (and the key ability for
each skill) are Appraise (Int), Bluff (Cha), Diplomacy
(Cha), Disguise (Cha), Forgery (Int), Gather
Information (Cha), Hide (Dex), Innuendo (Wis),
Intimidate (Cha), Knowledge (all skills taken individu-
ally) (Int), Listen (Wis), Move Silently (Dex), Perform
(Cha), Profession (Int), Research (Wis), Search (Int),
Sense Motive (Wis), Speak Language, and Spot (Wis).
Class Features
All of the following are class features of the negotia-
tor prestige class.
Weapon and Armor Proficiency : The negotiator
gains no additional weapon or armor proficiencies . His
wit and tongue are her most important weapons .
Bonus Languages: Language is the negotiator's most
important tool . At 1st level and every two levels there-
after (3rd, 5th, 7th, and 9th) the negotiator gains a new
language just as if he had spent a skill point on Speak
Language. The negotiator is an attentive listener and
quick learner, picking up these languages from docu-
ments, foreign travelers, books, and other sources .
First Impression (Ex): A negotiator adds his class
levels in the negotiator prestige class to all Charisma
checks to alter an NPC's attitude (DMG 149).
Fast Talk (Ex) : A negotiator may always take 10 on
Bluff, Diplomacy, Intimidate, and Sense Motive checks,
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Special
Bonus language, tong-ties
Discern lie I/day
Bonus language, suggestion
Bonus language
Mindscan, discern lie 3/day
even in stressful situations that would ordinarily not Detect Scrying and Surveillance (Su) : At 6th level,
allow it. the negotiator can always tell when someone is spying
Tongues (Sp): The negotiator is a master of many lan- or eavesdropping on him by means both magical and
guages, but he can never know them all. Fortunately, he technological . This works just like the detect scrying
picks up language so naturally that he can often manage and detect surveillance spells, but it is always in effect
to communicate even in languages he isn't familiar with. and requires no effort from the negotiator.
Once per day, a negotiator can converse in an unfamiliar Mindscan (Su) : At 10th level, a negotiator develops
language as if he were affected by the tongues spell . The the ability to sense the surface thoughts and emotions of
negotiator must be able to listen to the spoken language a living creature within 30 feet that he can see. The
for at least an hour before using the ability and the effect negotiator can use this ability as a standard action a
lasts for one hour per negotiator class level . The negotia- number of times per day equal to his Charisma modifi-
tor can only use this ability to converse in a single lan- er. The chosen target must make a Will save (DC 15 +
guage at a time. negotiator's class level) to negate the effect . If the save
Discern Lie (Sp): At 2nd level, the negotiator gains fails, the negotiator knows exactly what the target is
the ability to discern lies once per day. The ability works thinking and feeling, including the target's immediate
just like the spell, but it requires no spell components . inclinations and plan of action . The negotiator knows if
The effect lasts a number of rounds equal to the charac- the target is speaking truthfully, at least within the lim-
ter's class levels in negotiator. The negotiator can use its of the target's knowledge-the negotiator won't
this ability twice per day at 6th level and three times per know if the target is simply mistaken about something .
day at 10th level . The effect lasts 10 rounds or until the negotiator stops
Suggestion (Sp): At 3rd level, the negotiator gains the concentrating, whichever comes first .
spell-like ability to affect the minds of those around him.
This ability works just like the suggestion spell, and the
character's caster level for the purposes of level-depen- THHOWNR
dent effects is equal to his class levels . The Dragon Empire is supported by the twin pillars of
Slippery Mind (Ex): At 5th level, the negotiator gains magic and machine . Wizards and mechanists devote
the ability to wriggle free from magical effects that their lives to mastering one or the other. A rare few
would otherwise control or compel him. Ifthe negotiator indeed can master both. Technomancers are arcane tech-
is affected by an enchantment and fails his saving throw, nicians who study and exploit the interaction of magic
1 round later he can attempt the saving throw again. If it and technology. They use both their magic and their
fails as well, the spell's effects proceed normally . technical training to operate, modify, repair, and even
destroy machines of all kinds .
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Requirements
To qualify to become a technomancer, a character
must fulfill all the following criteria .
Feats : Technical Proficiency, one item creation feat.
Repair : 5 ranks .
Use Device : 8 ranks .
Spellcasting : Ability to cast I st-level arcane spells.
Class Skills
The technomancer's class skills (and the key ability
for each skill) are Alchemy (Int), Concentration (Con),
Craft (Int), Cryptography (Int), Decipher Script (Int,
exclusive skill), Disable Device (Int), Knowledge (all
skills, taken individually) (Int), Profession (Int), Repair
(Int), Research (Wis), Scry (Int), Spellcraft (Int), Use
Device (Int), and Use Magic Device (Cha, exclusive
skill) .
Class Features
All of the following are class features of the techno-
mancer prestige class.
Weapon and Armor Proficiency : The technomancer
gains no additional weapon or armor proficiencies .
Arcane Tools (Su): At Ist level, a technomancer can
manipulate matter and energy magically on small scales .
as toof#w
THE TECHNOMANCER
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +0 +0 +2 Arcane tools
2 +1 +0 +0 +3 Energy flux
3 +1 +1 +1 +3 Confuse construct
4 +2 +1 +1 +4 Enhance construct
5 +2 +1 +l +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5 Dominate machine
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Meld with construct
When working on or with any mechanical or electronic opponent, the ability requires a ranged touch attack. The
device, the technomancer is always considered to have ability simply changes energy type: None of the
tools equivalent to the most appropriate masterwork weapon's other characteristics or statistics, such as
tools for his task. For example, a technomancer repair- range and damage, are altered . The technomancer can
ing a robot always receives the +2 circumstance bonus use this ability twice per day at 5th level and three times
he would gain if he were using a masterwork robotics per day at 8th level .
toolkit. This ability simply allows the technomancer to Confuse Construct (Sp) : At 3rd level, the techno-
work without tools-the bonuses do not stack with mancer gains the ability to alter a construct's arcane or
those gained from actually using the appropriate tools. computer programming . The ability works against both
Energy Flux (Su): At 2nd level, the technomancer's magical constructs and robots, but not vehicles . The
ability to manipulate energy allows him to alter the ener- effect is identical to the confusion spell as cast by a
gy type of any one energy weapon within 100 feet. The spellcaster of the technomancer's character level. The
technomancer can use this ability once per day as a technomancer can use this ability once per day at 3rd
standard action and the effect lasts a number of rounds level, twice per day at 6th level, and three times per day
equal to his class levels in technomancer. Ifused against at 9th level.
a weapon wielded, held, or carried by an unwilling
,, JO tt .c O vA , . %4V
"Oilfl **aeWW WW*06xem
Unification : Ifan adept from an Outlands world wor- any planet under imperial rule, and the lengthy quaran-
ships a deity that shares at least one domain with one of tines that mundane animals are subject to are waived for
the deities ofthe Unification Church and is within a step familiars . On the other hand, the master is also respon-
of that deity's alignment either way, the character may sible for his familiar-the master can be held legally
be worshipping an aspect of that deity. Ideally, the adept accountable for anything the familiar does.
will also be able to find a thematic match between her
patron deity and one of the archetypes ofthe Unification
Church . If the character chooses, she can convert to the BRISTORT
Unification Church and suffer no penalties or hin- In the Dragon Empire, aristocrats are usually either
drances for doing so. At the DM's discretion, this choice dragons, half-dragons, or sorcerers . The former ruling
can be taken out of the adept's hands if her entire reli- aristocracies survive on some newly colonized worlds,
gious hierarchy converts. Of course, there could certain- though typically without real power or authority. They
ly be those who rebel against such a conversion, and the have usually disappeared entirely within a generation or
NPC adept may well be among them. two. The aristocrat NPC class may also be appropriate
The Dualist Heresy : Adepts may also convert to the for wealthy merchants and industrialists who, while not
Dualist Heresy. Good adepts must worship the Creator, of noble birth, have the fortune and fame to move in the
evil adepts must worship the Adversary, and most neu- circles of high society.
tral adepts honor both, emphasizing the totality of the
opposition rather than one side of it. New Class Skill
Familiar: Familiars have a protected and privileged
position in imperial society . Legally, that position is The aristocrat's new class skill (and its key ability) is
somewhere between a common animal's and a citizen's . Pilot (Dex) and Urban Lore (Wis) .
In effect, a familiar in the company ofhis master is con-
sidered an extension of the master. Familiars are always
allowed in any area open to passengers aboard a starship
and in most public places in cities . They are allowed on
w0
EXPERT
Experts are the skilled specialists who fill the
OW NP( (IM
Empire's professional ranks . They are computer pro-
grammers, scientists, doctors, technicians, attorneys,
and entrepreneurs . Some work for the same company all
THUG
Thugs are to rogues what warriors are to fighters-
their lives, others open their own businesses, and still less skilled individuals who nonetheless can be effective
others work as freelance consultants. Experts are often in their own circles . They are petty thieves and muggers,
highly skilled and capable, but they lack the curiosity, mercenaries, pirates, hackers, gangsters, bouncers, and
sense ofwonder, and courage in the face of danger that con artists .
drive most adventurers . Most thugs are specialists-a pickpocket, a stickup
artist, or a discount-rate contract killer, unlike the well
rounded rogues .
Hit Die : d6.
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+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+$/+3
+9/+4
+9/+4
+10/+5
+11/+6/+l Backstab +4d4, special ability
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
SKILLS
ORIGIM SKILLS
penalties for unskilled maneuvers in variant gravities
apply. See the Freefall skill, page 79, and the High-G
Tolerance and Low-G Tolerance feats, pages 88 and 89,
Each of the standard skills is listed in the following for more details . Sudden, uncontrolled motion will often
section . Most of these skills are unmodified from their spook an animal, and it's hard to control your demeanor
original descriptions . However, the technology and when you're having trouble controlling your own body.
unique environments of the Dragonstar setting expand
the scope and function of many skills .
APPRAISE [INT)
Appraising the value of an item or object is less a sci-
ence than an art . The price a person is willing to pay is
was
often influenced by his culture and personal wants and You can use specialized grippers or suction cups to
needs . There's no simple formula capable ofcovering so climb a flat, smooth, and dry surface (DC 10), like the
many variables . Tools are available, however, that make glassy exterior of a building or starcraft. However, these
the job a little easier. devices are useless on rough, wet, or oily surfaces .
Special : If you have access to an appraisal kit, you The Climb skill is not used in zero-gravity environ-
gain a +4 circumstance bonus on Appraise checks. This ments. Use the Freefall skill instead.
bonus does not stack with circumstance bonuses provid-
ed by any other equipment . CONCENTRATION [CON; GRAVITY CHECK MODIFIER]
You can use this skill to maintain your focus even
BALANCE IDEx; ARMOR CHECK PENALTY; GRAVITY when you're in a zero-g environment, tumbling out,/Of
CHECK MODIFIER] control .
Special : If you're out of control in a zero-g environ-
It's much easier to maintain your balance in a familiar
ment, you must make a Concentration check to cast a
environment . When a planet's gravity is significantly
different from that of your native world, the task is spell or make a check against any mental skill whose
key ability is Intelligence, Wisdom, or Charisma. See
much more difficult.
Special : Changes in gravity can affect your sense of Freefall for more details .
balance . Any time you stand up or move after you expe-
rience a change in gravity, make a Balance check. The CRAFT [INTI
DC is 10 plus the gravity check modifier. If the check In the Dragon Empire, the age ofthe independent arti-
fails, you fall prone (or float prone, if you're in zero- san and craftsman are long past. High-tech devices and
gravity). equipment cannot be built or created without specialized
If you're standing on a metallic, magnetically attrac- tools. Many cannot be crafted without advanced manu-
tive surface (like that of most starcraft hulls) in a low- or facturing or production facilities . You must also have
zero-gravity environment and are wearing magnetic the Technical Proficiency feat to craft high-tech gear.
boots, the gravity check modifier does not apply to the These trades include biotechnology, electronics, gun-
DC. smithing, mechanics, metallurgy, pharmaceuticals,
printing, and robotics .
BLUFF [CHAT Other Craft skills are enhanced by the Technical
Proficiency feat. If you have the Craft (armorsmithing)
This skill may allow you to talk your way past an
skill, for instance, you are trained in the construction of
ISPD officer in a high-security detention facility, but
archaic armors, such as chainmail and field plate.
advanced technology poses a real challenge to the art of
deception and misdirection . However, if you have the Technical Proficiency feat,
Special : If you're trying to bluff while you're being you can construct the high-tech armors common in the
monitored by a behavior analyzer, it's a lot harder to get Dragon Empire as well.
With your DM's permission, you can create your own
away with it. The device grants a circumstance bonus to
Craft skills. The DM should determine if a new Craft
the user's Sense Motive check. However, if you're
skill requires or is enhanced by the Technical
aware that a behavior analyzer is being used, you gain a
Proficiency feat.
+2 circumstance bonus on your Bluff check .
Check : You can earn 20 times your check result in
credits each week.
CLIMB [STR; ARMOR CHECK PENALTY; GRAVITY CHECK Use the standard Craft rules for creating high-tech
MODIFIER] equipment and devices . However, if you are forced to
Use this skill to scale the side of a skyscraper tower- use improvised tools or facilities, you must make the
ing high above the clouds or to scramble up an access check with a -4 circumstance penalty. The DM may rule
ladder on the engineering deck of your starship. that a high-tech device cannot be made without ade-
Special: If the surface to be climbed is made of mag- quate tools, materials, and facilities .
netically attractive metal (as are the hulls of most star- The DM may also rule that complex devices are con-
ships and space stations), you can use magnetic boots structed of several distinct components that must be
and gauntlets . These grant you a +2 circumstance bonus crafted separately. A starship, for instance, is made up of
to your Climb checks, and these bonuses stack with hundreds of high-tech components . Creating a starship
those offered by other climbing gear. It's still possible from scratch takes months at a modern shipbuilding
for you to fall even with these devices, though. facility.
9~ T,
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A caster with the Technical Proficiency feat can cre- ground, culture, or civilization from the person you're
ate high-tech items with a fabricate spell . However, the interacting with, it can have a significant impact on your
caster must make the appropriate Craft check, too. The Diplomacy checks . For example, if you're from
minor creation spell, on the other hand, is inappropriate Draconis Prime and the person you're dealing with is
for most high-tech items. Few are made exclusively from the Outlands, she might be impressed or even
from wood or paper. awed by your technologically advanced culture. Of
Special : Untrained laborers earn about 250 credits course, she may also react with hostility and fear.
each week. The DM can apply the following situational modifiers
Ifyou have 5 or more ranks in a Craft skill, you get a when representatives of markedly different cultures are
+2 synergy bonus on Repair checks when repairing the interacting . The modifier should always be applied to
corresponding type ofdevice . the active character's Diplomacy check .
DIPLOMACY [CRAl
You will encounter countless new worlds and civi-
lizations in your adventures across the Dragon Empire .
While the inhabitants of these many worlds all look the
DISABLE DEVICE LINT; TRAINED ONLY]
same and speak the same languages, there are many sub- The high technology of the Dragon Empire is far
tle social and cultural differences between them. If more sophisticated and complex than the simple
you're unaware of these customs and traditions, it can mechanical devices common to most worlds in the
sabotage your ability to develop friendly relations with Outlands . Nevertheless, even the most advanced devices
those you meet. have weaknesses. With the right knowledge and tools,
Special : If you are from a radically different back- you can defeat just about any device you encounter.
**us*lC
IN to
* If the character attempts to leave behind no trace of the tampering, add 5 to the DC.
INNUENDO MODIFIERS
Speaking with Modifier Example
Someone from a similar culture A person from a different city on
the same planet
Someone from slightly different culture _2 A person from a different imperi-
al planet
Someone from a significantly different culture A person from an Outlands world
Someone from a radically different culture -8 A person from a barbaric or
primitive culture on an Outlands
world
LISTEN (Wil
Devices such as microbugs and surveillance lasers
make it extremely easy to eavesdrop on the conversa- PERFORMANCE OCs
tions of others. Of course, there are also devices
designed to detect and counter these technologies . See DC Performance
Chapter 6: Equipment for more details . 10 Routine performance . At this
level, people pay you to stop
MOVE SILENTLY [DEx; ARMOR CHECK PENALTY; playing . You earn 1-10 credits
GRAVITY CHECK MODIFIER] per day . You might land a minor
role in a community theater .
If you're in an unfamiliar environment and have diffi-
15 Enjoyable performance . People
culty coordinating your movement, it will be very diffi-
are willing to pay for your perfor
cult for you to move quietly. Variant gravities can there-
mances . In a city, you earn 2--20
fore present a serious problem for characters attempting
credits per day. You could be the
to be stealthy.
lead in a local performance.
20 Great performance . You earn
OPEN LOCK IBEX; TRAINED ONLY; GRAVITY CHECK both applause and money . In a
MODIFIER] city, you can earn 10-50 credits
Locks common in the Dragon Empire are far more per day. You could get a minor
advanced than those found in the Outlands . While the role in a major production .
standard thieves' tools work fine for mechanical locks, 25 Memorable performance . People
electronic locks aren't so easily bypassed. love your work. You can earn
Check : Opening an electronic lock without a key- 50-100 credits per day. You
whether that's a passcard, number code, or print scan- could land the lead in a major
requires electronic lockpicks . You can attempt to open production.
an electronic lock with a standard electronics toolkit, but 30 Extraordinary performance . You
you suffer a -2 circumstance penalty. You can only use could be a star. You can earn
such tools if you have the Technical Proficiency feat. 100-500 credits per day. You
could win a major studio con-
tract .
3 .5 Stellar performance . You're at the
top of your craft. You can earn
Lock 500-1,000 credits per day. You
C
Simple electronic lock 25 win awards for your work.
Average electronic lock 30
Good electronic lock 35
Amazing electronic lock 45
PICK POCKET IDEx; THAWED ONLY; ARMOR CHECK
PENALTY; GRAVITY CHECK MODIF1ERl
Cash is uncommon on the core worlds of the Dragon
Empire . Financial transactions are handled electronical-
ly. Credit chips are about the size of a single Outlands
gold piece, and you can use them to beam transactions
wirelessly to datapads, other credit chips, or the com- many devices designed specifically to reveal hidden
puter tellers scattered across the cities of the Empire . things and uncover secrets .
See Chapter 6: Equipment for more details . Check : In the Empire, minimum Search DCs for
sophisticated secret doors and traps are usually 30 or
PROFESSION [ Is; TRAINED ONLY] higher. However, if you're using a device such as a mul-
tiscanner, you get a +10 circumstance bonus on your
The economy f the Dragon Empire is highly struc-
Search checks to detect hidden or concealed construc-
tured and extremely complex, and there are literally
tion. Even with this technology, only rogues and mech-
thousands of professions in service, manufacturing,
anists are able to detect and disable complex devices .
retail, medical, and many other industries. These profes-
sions include accountant, attorney, banker, computer
programmer, construction worker, engineer, manager, SENSE MOTIVE [Wls]
miner, physician, pilot, psychologist, scientist, teacher, With the proper equipment, even the most gullible
and so forth . Successful practice of these professions in characters can defend themselves from deception and
the Dragon Empire requires the Technical Proficiency misdirection .
feat. Special : Ifthe subject is hooked up to a behavior ana-
Check : You can earn your check result times 25 in lyzer or similar device, you get a +4 circumstance bonus
credits each week. on your Sense Motive checks. These machines are
Special : Untrained laborers earn about 250 credits extremely helpful, but they are not infallible.
each week. There are portable analyzers, too. These devices can
be activated and used to scan any target within 30 feet.
READ LIPS [Wls; TRAINED ONLY; ROGUE ONLY] They can be integrated with glasses and other innocuous
accessories, making them hard (Spot DC 20) to notice,
You can use this skill to determine what speakers are
even when they're in use. You get a +2 circumstance
saying, as long as you can see their lips. The skill works
bonus on your Sense Motive checks when using these
even when you're watching a holovid or other electron-
portable scanners . These bonuses do not stack.
ic image with no sound . When you use a behavior analyzer, the DM should
Special : While many robots are designed to look like make your Sense Motive check and give you the results .
normal organic humanoids, few models have articulated Ifyou roll a 1, another check is required. If you fail this
lips. Soulmechs are the exception, and there are no check, too, the analyzer has given you a false reading .
penalties for using the skill on them.
For example, if the subject was lying, you believe her to
be telling the truth. If she was telling the truth, you are
RIDE [DEX', GRAVITY CHECK MODIFIER] convinced she's being deceitful .
Most adventurers and travelers on Outlands worlds
know how to handle a mount. In the Dragon Empire, SPEAK LANGUAGE [INT]
many people have never seen a horse and most don't
As in the standard rules, this skill allows you to speak,
know how to ride. Scouts, explorers, and adventurers
read, and write any one language in use in the known
often develop the skill, as it is very useful on long excur-
galaxy.
sions into the Outlands .
Special : This skill does not allow you to learn a com-
puter language or to communicate with robots or soul-
SCRY [INT; BAIfU, CLERIC, DRUID, SORCERER, WIZARD mechs in machine code.
ONLY]
Electronic surveillance is very prevalent in some cir- SPELLCRAFT [INT; TRAINED ONLY]
cles ofthe Dragon Empire, but magical surveillance can While technology in the Empire has advanced far
be even more effective and much harder to detect . beyond that of most Outlands worlds, the practice of
Special : This skill does not work with electronic sur- magic adheres to the same ancient traditions . There are
veillance devices, and it will not help you to detect such no modifications to this skill.
surveillance . It is only used for magical scrying.
SPOT [Wls]
SEARCH [INT] There are several devices that enhance your ability to
High-tech materials and construction methods make it visually identify things from a distance.
much easier to conceal things in the Dragon Empire Special : Binoculars or rifle sights can eliminate or
than on most Outlands worlds. Of course, there are also reduce range penalties on Spot checks . Apply the
wr*rlra0Ui
Special : You must have the Technical Proficiency FREEFALL IDEr ARMOR CHECK PENALTY; GRAVITY
feat to use encryption and codebreaking software . If you
CHECK M0DFIER1
have the Innuendo skill, you can use it together with the
Cryptography skill. There are no synergy bonuses . Use this skill to maneuver in a low- or zero-gravity
Instead, you simply compose a message using Innuendo environment . Even simple movements are challenging
and then encode it with Cryptography. If the message is in these conditions, and you have to retrain your body to
decoded, it's then up to the decoder to figure out what adjust to them .
the real meaning is using her own Innuendo skill . Covert Check: Any time you're trying to make any kind of
operatives and intelligence specialists typically use both complicated move or action in microgravity or zero
methods when encoding sensitive data. gravity, you must make a Freefall check. Attacks with
all but recoilless energy weapons (such as lasers and
blasters) require this check, as do Reflex saving throws .
DEMOLITIONS IINT; TRAINED ONLY; TECHNICAL The check does not determine your success or failure
PROFICIENCY ONLY] (though other skill checks, ability checks, attack rolls, or
Use this skill to set and detonate explosive charges . saving throws may). The Freefall check simply deter-
Check: Arming a prepared explosive doesn't require mines what happens to you after you attempt the maneu-
a check. You must make a Demolitions check to set or ver. The skill check does not require an action, though
place an explosive charge . The DC depends on the com- the specific maneuver might.
plexity of the explosive device, and you can take 10 if If the check is successful, you're able to control your
you have the time. position and motion and can continue to act normally.
Special : You must have the Technical Proficiency feat The table on the following page lists a variety of situa-
to use this skill. If the device is armed or programmed tions and corresponding DCs .
electronically and you have the Use Device skill, you get
a +2 synergy bonus. If you have 5 or more ranks in
Demolitions, you get a +2 synergy bonus on your
Disable Device checks when disarming an explosive .
Example
Set a personnel mine or other preset explosive device
Place a plastic explosive charge to blow a door
Place a plastic explosive charge to blow the turbofan
off a hovertank
Place a plastic explosive charge to knock out a bridge
0w0sv
FREEFALL OCs
DC Example
10 Made a failed melee attack.
15 Made a successful melee attack .
15 Maneuver up to 20 feet as part of normal movement, without triggering
attacks of opportunity. If you fail, you still move up to 20 feet, but you're
subject to normal attacks of opportunity.
Struck by a melee attack . DC is adjusted for opponent's Strength modifier.
Made a ranged attack .
Struck by a ranged attack .
Maneuver up to 20 feet as part of normal movement, without triggering
attacks of opportunity and while passing through areas occupied by foes. If
you fail, you complete the move but are subject to normal attacks of oppor-
tunity.
Braced solidly or anchored to something solid.
If you're struck by a spell, try to determine if it has To make any skill check based on Intelligence,
any mass behind it. Many attack spells (such as magic Wisdom, or Charisma, you must make a Concentration
missile or fireball) have a physical effect. These force a check against the original DC. Otherwise, you suffer a
check just as if you'd been struck by a ranged attack . -10 circumstance penalty.
Other spells (such as inflict serious wounds) don't Retry : Yes, although only to regain control of your-
involve the target being struck by anything solid. Such self.
spells don't incur a check, nor do any effects that only Special : This skill is only used in places where there
require a touch attack . Casting a spell never causes is negligible gravity (0.1 g or less) . In any other environ-
recoil, so you don't have to make a Freefall check for ment, you should use Climb instead .
spellcasting. If you have at least 5 ranks in the Climb skill, you get
If you fail a Freefall check, you spin out of control . a +2 synergy bonus when you're using a climbing
On your next action, you can attempt to right yourself motion to move-such as pulling yourself up or down a
by making another Freefall check at the original DC. ladder or along a series of handholds. If you have at
This is a move-equivalent action that provokes attacks least 5 ranks in Tumble, you get a +2 synergy bonus
of opportunity . Of course, to stop yourself, you have to when you're attempting an acrobatic maneuver.
be able to find something to hold on to or have some
means of propulsion (such as a thruster pack) to stabi- PILOT IOEX; ARMOR CHECK PENALTY; GRAVITY CHECK
lize yourself. If no anchor or propulsion is available,
you'll continue spinning until you hit something . MOOFIER; TECHNICAL PROFICIENCY ONLY)
When you are out of control, you lose your Dexterity Use this skill to operate any kind of motorized vehi-
bonus to AC and opponents get a +4 circumstance cle . The same skill applies to ground vehicles, water-
bonus on attack rolls against you. You can take no move craft, hovercraft, aircraft, and spacecraft. However, you
actions and cannot make attacks of opportunity, but you need specific feats to use this skill effectively with spe-
can still make normal attacks if there is a target in range . cialized vehicle types, such as aircraft and spacecraft .
You suffer a -4 circumstance penalty on melee attacks Check: You don't have to make a Pilot check every
and a -6 circumstance penalty on ranged attacks . time you drive down the street . You only have to make
You must also make a successful Concentration check a check when you're operating a vehicle in extraordi-
to be able to cast a spell . The DC for this check is equal nary conditions-such as a chase or combat-or
to the DC of the original Freefall check . Even if this attempting a difficult maneuver.
check is successful, any attack rolls still suffer the See Chapter 9: Vehicles for more information (page
penalties outlined above . 150) .
_mh_
Course
Crossing a city
Finding your location by the stars (on land)
Example
Simple repair, have the right parts
Simple repair, have substitute parts
Simple repair, have no parts
Complex repair, have the right parts
Complex repair, have substitute parts
Complex repair, have no parts
Repair sabotage
Example DC
Simple question, from the InfoNet 10
Simple question, from library or database specializing in subject 10
Simple question, from general-use library or database 15
Obscure question, from InfoNet 20
Obscure question, from library or database specializing in subject 20
Obscure question, froi i i, general-use library or database 25
you have a vast repository of information at your fin- information from the database. It's up to the DM to
gertips . Ifyou make a Research check, you ca find data determine the exact nature of this mistaken information .
on a dizzying variety ofsubjects, both obscurand mun- Note that information-especially information in a
dane. Sources available to you include news sites, sci- conventional library or archive-can quickly become
entific and technical databases, gossip and conspiracy dated . What was once a fact may not be any longer.
forums, historical archives, entertainment and media Retry: If you fail with a particular question, you must
sites, and much more. wait until you gain another rank in Research before you
Check: Use this skill when looking for information in can search the same source for the information again .
a library or database. Collecting information from peo- However, you can try as many similar questions or dif-
ple requires the Gather Information skill . ferent sources as you like.
Research DCs are based on the type of information Special : You must have the Technical Proficiency
you're seeking . They're also affected by the quality of feat to use electronic information networks. If you have
the library or database you're working with and the sub- at least 5 ranks in a Knowledge skill relevant to the
jects they cover. information you're seeking, you get a +2 synergy bonus
Your DM determines the details and specifics of the on your Research checks .
information your research uncovers. Usually the infor-
mation is clear and direct . However, even if you get a URBAN LORE Mid
high check result, the research cannot turn up informa-
Use this skill to survive in the urban jungle . You are a
tion that's not in the database or library you're using .
skilled scavenger of the streets, capable of finding the
The DM should make the skill check herself. If a 1 is
essentials of life in any city or urban environment, from
rolled, the DM makes the check again . If this second
the capital of an Outlands world to the heart ofDraconis
check also fails, the DM should give you inaccurate
Prime itself.
Security
Simple security
Good security
Excellent security
Incredible security
Program
Simple program (does one thing)
Mildly complex program (does two or three things)
Moderately complex program (does up to five things)
Incredibly complex program (does up to 10 things)
(HUTER f IVE
fEflTT
100DU(TO DEBILITY
Open Game Content in this chapter includes all Most of the equipment in this chapter is available to
game rules, statistics, abilities, mechanics, and other any character who can afford it. These items are avail-
material derived from the d20 System SRD, including able in all of the major cities of the Empire and most of
the names and game statistics of weapons, armor, equip- the minor ones. In many Outlands worlds, of course,
ment, robots, and robotic upgrades . The specific high-tech equipment is rare or even nonexistent .
descriptions and background information are designated Characters will often have to leave such worlds and
as closed content . travel deeper into the Empire to purchase this equip-
Perhaps more than any other element of the setting, ment. If tech is available for sale on a newly colonized
technology truly defines Dragonstar and sets it apart world, it will often demand premiums of three times the
from traditional fantasy settings. While dragons, wiz- listed price or more. The DM should set prices for those
ards, magic, and monsters are all common features of rare few devices for sale on such worlds.
campaign worlds designed for the d20 System, high Some of the equipment in this chapter is not available
technology is either incredibly rare or nonexistent in for general sale. This includes all martial firearms and
most of these settings. In Dragonstar, this technology all armor heavier than light . These are military-grade
defines and enriches the setting, providing characters weapons and armor and you cannot find them at the
with fantastic new opportunities and capabilities . local shopping mall. However, most characters will
Whether you do you're shopping in the commercial have sufficient contacts to acquire these weapons ifthey
district of an imperial throneworld or a disreputable can afford them . A fighter who musters out of the
trading post on some unnamed planet on the edge ofthe Legions may smuggle his personal weapons and armor
Outlands, a dizzying variety of goods and services are out with him. A ranger who served as a scout may do the
available in the Empire . Clothing, survival gear, com- same. Paladins will be supplied with weapons and armor
puters, and personal electronics are available in the by their order. Rogues and others with underworld con-
sprawling shopping complexes of the major cities, while tacts may be able to purchase restricted weapons and
weapons, medical equipment, and security gear are armor from the black market.
available from countless specialized suppliers . As a general rule, the DM should allow starting char-
Starting credits are listed for both of the new charac- acters to purchase any weapons, armor, and equipment
ter classes in Chapter Three. The standard classes they can afford with their starting funds . As the cam-
receive 10 times the starting funds, in credits, listed in paign proceeds, the DM may require characters to make
the core rules (PHB 95). For example, a beginning fight- the necessary contacts-legitimate or otherwise-
er receives 6d4x100 credits . before purchasing such items . Note that it is not illegal
to own or even carry military-grade weapons on every
world in the Empire . They simply aren't available for
general sale. The DM may wish to restrict ownership or
w r 1r.
CURRENCY VALUES
CP
Credit (er) = l
Dek = 1/10
Cent = l/100
Small
Blaster pistol 600 cr 3d8 x2 100 ft. 3 lb. Electricity
Minicell (30) 15 cr - - - 1/2 lb . -
Laser pistol 500 cr 2d10 x2 100 ft. 21b. Fire
Minicell (30) 15 cr - - - 1/2 lb . -
Light autopistol 300 cr 1d10 0 150 ft. 5 lb. Piercing
Magazine (25) 10 cr - - - 1/2 lb . -
Heavy autopistol 400 cr 1d12 0 200 ft. 7 lb. Piercing
Magazine (20) 15 cr - - - 1/2 lb . -
Screamer pistol 450 cr 2d6 x2 100 ft. 2 lb. Sonic
Minicell (30) 15 cr - - - 1/2 lb. -
Medium-size
Blaster carbine 900 cr 4d8 x2 150 ft. 9 lb. Electricity
Minicell (25) 15 cr - - - 1/21b . --
Crossbow,
automatic 200 cr 2d6 19-20/x2 150 ft. 8 lb. Piercing
Bolts (10) 5 cr - - - 1 lb. -
Hunting carbine 350 cr 1d10 0 250 ft. 8 lb. Piercing
Magazine (20) 15 cr - - - 1 lb. -
Laser carbine 700 cr 3d8 x2 150 ft. 7 lb. Fire
Minicell (25) 15 cr - - - 1/2 lb. -
Large
Blaster rifle 1,000 cr 4d10 x2 200 ft. 10 lb. Electricity
Minicell (20) 15 cr - - - 1/2 lb. -
Hunting rifle 450 cr 1d12 0 250 ft. 10 lb. Piercing
Magazine (30) 20 cr - - - 1 lb. -
Longbow,
compound 200 cr 1d12+4 x3 150 ft. 2 lb. Piercing
Arrows (20) 5 cr - - - 1 lb. -
Laser rifle 800 cr 3d10 x2 200 ft. 8 lb. Fire
Minicell (20) 15 cr - - - 1/2 lb. ---
Screamer rifle 650 cr 4d6 x2 200 ft. 6 lb. Sonic
Minicell (20) 15 cr - - - 1/2 lb. -
Shotgun 400 cr * * 50 ft. 10 lb. Piercing
Magazine (l5) 15 cr - - - 1 1/2 lb. -
Medium-size
Assault carbine
Magazine (50)
Submachine gun
Magazine (50)
Large
Assault blaster 2,000 cr 4d10 x2 200 ft. 12 lb .
Minicell (20) 15 cr - - ---- 1/2 lb.
Assault laser 1,500 cr 3d10 x2 200 ft. 12 lb.
Minicell (20) 15 cr - - - 1/2 lb.
Assault rifle 750 cr 1d12 0 250 ft. 12 lb.
Magazine (50) 25 cr - - - 1 lb.
Flamethrower 1,000 cr 3d6 - 20 ft. 8 lb.
Fuel pack (10) 25 er - - - 1/2 lb.
Grenade launcher 500 cr * * 200 ft. 12 lb.
Magazine (5) varies - - - 5 lb.
Light machinegun 1,000 cr 2d6 x2 300 ft. 141b.
Magazine (100) 75 cr - - - 3 lb.
Missile launcher 7,500 cr * * - 20 lb.
Plasma rifle 3,000 cr 5d10 x2 300 ft. 14 lb.
Heavy cell (20) 50 cr - - - 5 lb.
Rocket launcher 5,000 cr * * 400 ft. 15 lb.
Rocket launcher,
Multishot 6,500 cr * * 400 ft. 24 lb.
Magazine (4) 1,000 cr - - - 12 lb.
Sniper rifle 800 cr ldl2 x3 300 ft. 12 lb.
Magazine (30) 20 cr - - - 1/2 lb.
Huge
Blaster cannon 5,000 8d10
Heavy cell (10) 50 er -
Heavy machinegun 1,500 cr 3d6
Magazine (100) 75 cr -
Laser cannon 4,000 cr 6d10
Heavy cell (15) 50 cr -
Range
Weapon Cost Damage Critical Increment Weight Type
Gargantuan
Missile launcher,
multishot
4 shot 12,000 cr * * ---- 90 lb.
8 shot 15,000 cr * * - 120 lb. *
16 shot 20,000 cr * * -- 150 lb .
24 shot 30,000 cr * * - 200 lb.
Plasma cannon 7,500 cr 10d10 x2 750 ft. 80 lb. Fire
Grenade,
adhesive 50 cr - 20 ft. 10 ft. - 1 lb .
concussion 100 cr 6d6 20 ft. 10 ft. - 1 lb.
flash-bang 50 cr - 20 ft. 10 ft. - 1 lb.
frag 100 cr 6d6* 20 ft. 10 ft . - 1 lb.
incendiary 100 cr 6d6 20 ft. 10 ft. -- 1 lb. Fire
nausea 50 cr - * 10 ft. - 1 lb.
smoke 30 cr - * 10 ft. - 1 lb.
stun 50 cr 6d6 20 ft. 10 ft. - 1 lb.
Missile,
HE 500 cr 6d10 40 ft. -- 20 5 lb.
HEAP 750 cr 1Od10 5 ft. - 20 7 lb.
AA 1,000 cr 8d10 10 ft. - 25 10 lb.
Rocket,
HE 250 cr 6d8 30 ft. - - 3 lb.
HEAP 400 cr lOd8 5 ft. - - 4 lb.
Torpedo 1,000 cr 6dlOx5 50 ft. - 25 150 lb.
Bayonet
Electronic scope
Laser sight'
Propellant cartridge
Silencer
Weapon harness
WE WINN DERIPTIONS
concealment .
Stun Grenade : Stun grenades are designed to knock
victims out rather than kill them. The damage from a Melee weapons have not enjoyed the same revolu-
stun grenade is calculated normally, but it is treated as tionary advances as ranged weapons . Firearms have
subdual damage. been revolutionized by completely new technologies .
Missile, High Explosive : This is a standard explosive Melee weapons in the Empire would be recognizable to
missile fired from a variety of man-portable and vehicle most any warrior in the Outlands . The state of the art has
launch systems . The weapon deals half fire damage and not advanced much beyond the common knife or sword .
half piercing damage to everything in the blast radius. Other designs, such as maces, axes, and pole arms, are
This missile has a guidance rating of 20. It moves 1,250 completely obsolete . Engineers have focused their
feet (speed 25 on the surface scale) the round it is efforts on making blades as versatile, light, durable, and
launched and 2,500 feet (speed 50 on the surface scale) sharp as they can possibly be. With melee weapons,
every round thereafter. For more information on explo- magic is capable of much more than technology.
sive weapons, see page 133 . Keenblades: These weapons have light, strong alloy
Missile, High Explosive Armor Piercing: This mis- blades and their edges are laminated with industrial dia-
sile is designed to focus its explosive charge in a single mond. They are extremely sharp and will not dull over
direction, thereby penetrating armor more effectively. the lifetime of the weapon. Keenblade versions of all of
The weapon deals half fire damage and half piercing the slashing and piercing weapons in the core rules are
tJw
RMOR
Armor in Dragonstar fills the same role as it does in
the Outlands, but developments in materials technology
makes it much more effective . Most armors are lighter
and less restrictive, yet offer better and more durable
protection against a wide range of weapons .
Shields are obsolete in the Empire, though they are
still common on many undeveloped Outlands worlds.
Shields provide no armor bonus when used to defend
against advanced ranged weapons, including both slug-
throwers and energy weapons. Even a highly trained
fighter is unable to position a shield quickly and pre-
cisely enough to block attacks from these weapons . The
only exception to this rule is the tower shield, which still
provides a cover bonus . However, its bulk makes it a
poor choice on the modern battlefield .
I"1_77f
GETTING INTO AND OUT OF ARMOR capable of a wide range of tasks, but they are not
designed to hold personal weapons . The most common
The above table lists the times to don and remove
armor (PHB 105). hardsuit models feature an integral assault laser or
blaster in one arm and a shoulder-mounted, multishot
rocket launcher or missile launcher. These models
HRMOR DESCRIPTIONS include an armored ammunition case for the latter on the
Armor Vest: An armor vest is constructed of gel hardsuit's back, and the rockets and missiles are
padding sandwiched between layers of densely woven, machine-fed to the launcher from this case. Weapons are
reinforced polymer fibers . The most common models not included in the listed price of the assault hardsuit
are one-piece units that slip over the head and shoulders, and must be purchased separately.
with adjustable fasteners in easy reach along the sides. Battle Armor: This armor consists of several rigid
Assault Exoskeleton : This heavy armor is construct- polymer components designed to protect vulnerable
ed of reinforced polymer plates over a customized, parts of the soldier's body, including the chest and
formfitting carbon-fiber frame. The interior ofthe armor shoulders, elbows, hands, and shins. The polymer armor
is lined with gel padding, and the exoskelton is typical- is worn over standard combat fatigues and includes a
ly worn over standard combat fatigues. Given the pro- visored combat helmet.
tection it offers, the exoskeleton is reasonably light- Battle Suit: This armor is a heavier, one-piece ver-
weight and the carbon-fiber frame is fully articulated to sion of combat fatigues . The durable polymer fiber is
allow a full range of movement. reinforced by a lining of energy-absorbing gel to protect
Assault Hardsuit : This heavy powered armor blurs the chest and extremities.
the line between infantry and mechanized forces, effec- Camouflage: All types of armor are available in cam-
tively transforming a foot soldier into a walking tank. ouflage patterns that greatly improve the wearer's abili-
The composite and carbon fiber plating provides the ty to blend in with his surroundings. Camouflaged cloth-
heaviest personal armor available, and the heavy-duty ing or armor grants a +2 circumstance bonus on Hide
batteries allow for 24 hours of operation. The assault checks .
hardsuit is more plodding, methodical, and less nimble Combat Armor: This armor is similar in design to
on the move than an unarmored soldier, but it does offer battle armor, but the rigid armor components are more
an effective Strength of 22. When traveling overland, extensive and it incorporates the same gel lining found
the power-assist servos allow the wearer to hustle for up in the battle suit. Combat armor includes a visored com-
to 12 straight hours without rest (PHB 143). The heads- bat helmet.
up display on the viewscreen provides all the benefits of Combat Exoskeleton : Lighter in construction than
a personal communicator, digital binoculars, laser sight, the assault variant, this heavy armor features similar
and digital mapbox . The assault hardsuit can also be reinforced polymer plates over a customized, formfit-
sealed for self-contained operations in a hostile environ- ting carbon-fiber frame . The interior of the armor is
ment for up to three hours . In this mode, it provides all lined with gel padding, and the exoskelton is typically
the benefits of a hostile environment suit and vacuum worn over standard combat fatigues . Given the protec-
suit. The hardsuit provides the user with damage reduc- tion it offers, the exoskeleton is reasonably lightweight
tion 10/-. and the carbon-fiber frame is fully articulated to allow a
Assault hardsuits must be equipped with integral full range of movement .
weapons, and these are available at their standard listed Combat Fatigues : These standard military fatigues
price . The armored manipulators on the hardsuit are feature durable composite fiber interwoven with high-
Maximum Armor Arcane
Armor Dexterity Check Spell Speed
Armor Cost Bonus Bonus Penalty Failure 30 ft. 20 ft . Weight
Light armor
Heavy clothes 5 cr +2 +6 0 10% 30 ft . 20 ft . 10 lb .
Flight suit 50 cr +4 +8 0 - 30 ft. 20 ft . 6 lb .
Armor vest 75 cr +5 +5 0 5% 30 ft. 20 ft . 8 lb .
Combat fatigues 100 cr +6 +6 -1 10% 30 ft. 20 ft . 10 lb .
Medium armor
Battle suit 350 cr +7 +6 -2 10% 20 ft . 15 ft . 15 lb .
Battle armor 500 cr +8 +5 -2 15% 20 lt . 15 ft . 20 lb .
Combat armor 750 cr +9 +5 -3 20% 20 ft . 15 ft. 25 lb .
Heavy armor
Shock armor 2,000 cr +10 +4 -4 25% 20 ft . 15 ft. 30 lb .
Combat exoskeleton 3,500 cr +11 +3 -5 30% 20 ft . 15 ft. 40 lb .
Assault exoskeleton 5,000 cr +12 +2 -5 35% 20 ft . 15 ft. 50 lb .
Powered armor
Combat hardsuit 10,000 cr +14 +1 0 40% 40 ft . 40 ft . 250 lb .
Assault hardsuit 15,000 cr +16 +0 0 40% 30 ft. 30 ft . 350 lb .
Extras
Camouflage 20 cr
strength polymer threads . The elbows, knees, and shoul- and vacuum suit . The hardsuit provides the user with
ders are reinforced with padded pockets of energy- damage reduction 51-.
absorbent gel . Flight Suit : This jumpsuit is commonly worn by mil-
Combat Hardsuit : This powered armor is effective- itary pilots, arcane spellcasters, and others who want
ly a heavier version of the assault exoskeleton, with bat- full-body armor protection without sacrificing freedom
tery-powered servos to assist the soldier in locomotion . of movement . It is constructed of high-strength, syn-
The hardsuit is full-body armor, and the integral helmet thetic composite fiber. The suit is light, non-restrictive,
provides all of the benefits of a personal communicator, and very effective .
digital binoculars, and laser sight . The servos provide Heavy Clothes : This entry includes any reinforced,
the user with an effective Strength of 18, and a standard durable clothing, including leathers, heavy dusters and
heavy cell provides power sufficient for 48 hours of overcoats, and bushman's khakis . While not designed as
continuous operation . When traveling overland, the armor, the materials used in their construction are strong
power-assist servos allow the wearer to hustle for up to and resilient enough to provide limited protection com-
12 straight hours without rest (PHB 143) . The combat parable to archaic leather armor.
hardsuit cannot be fitted with integral weapons, but the Shock Armor : This armor consists of a full-body,
fully articulated gauntlets allow the soldier to use any composite-weave suit lined with energy-absorbent gel .
weapons he could normally use . The combat hardsuit Rigid polymer armor-heavier and more extensive than
can also be sealed for self-contained operations in a hos- that used in battle armor and combat armor-protects as
tile environment for up to three hours . In this mode, it much of the body as possible while still allowing full
provides all the benefits of a hostile environment suit mobility. Shock armor includes a combat helmet .
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(OMMUNIOTIONS GfflR
Credit Chip: These ubiquitous devices are datachips
with financial credit stored on them. They are effective-
ly credit cards with the credit recorded on the onboard
memory chip. Credit chips can be swiped through auto-
mated processors, and they can beam transactions to
other credit chips or datapads. When a transaction is
made, the total is automatically deducted from the bal-
ance on the chip. Credit chips are thumbprint or
pheromone activated, but they can be hacked with a Use
Device check (DC 25) . A hacked chip will recognize the
hacker as an authorized user.
Datachip: These small, flat optical disks can store up
to one terabyte (1,000 gigabytes) of data-sufficient
storage for 50,000 fully illustrated encyclopedia vol-
umes. A wide range of applications and searchable, cus-
tomizable database programs are available commercial-
ly. Some of the most common are listed below. Players
and DMs are encouraged to develop new ones as well.
Program Skill
Agricultural Science Profession (farmer)
Animal Husbandry Handle Animal
Arcanist's Lorebook Spellcraft,
Knowledge (arcana)
Art Collector's Price Guide Appraise (fine art)
Computers and Electronics Use Device
Desktop Physician Heal
Imperial Biological Survey Knowledge (biology)
Chemical Database Knowledge (chemistry)
Alchemist's Handbook Alchemy
Imperial Encyclopedia Knowledge (geography
and history)
Languages and Linguistics Decipher Script
Military Surplus Guide Appraise (weapons and
armor)
Survival Guide Wilderness Lore
Technical Design Database Knowledge
(engineering)
Unification Bible Knowledge (religion)
chased specific database programs, the datapad provides Spot checks. If the user selects the appropriate view
a +2 circumstance bonus on related skill checks that mode, the binoculars can also process infrared, ultravio-
depend primarily on information or calculation . For let, and amplified light.
example, a price-guide program would provide the " A character using the light-amplification mode can
bonus on Appraise skill checks, and countless databases see twice as far as an unassisted human in starlight,
are available that provide the +2 bonus for a wide range moonlight, and similar conditions of poor illumination .
of specific Knowledge skills . This mode does not allow the user to see in complete
A datapad has sufficient onboard storage for 10 data darkness.
programs, which can be installed from datachips . " Infrared mode allows the user to see in the dark up
Language Translator: This headset inlcudes an ear- to the range of the binoculars. However, infrared is not
piece, microphone, and clip-on audio speaker. When the as versatile as darkvision . It detects variations in the
appropriate datachip is inserted into the unit, spoken temperature ofviewed objects, and it usually cannot dis-
language is translated in real-time by the computer and tinguish between objects with the same surface temper-
output to the earpiece. Likewise, when the user speaks ature. Thus, while infrared can easily detect living crea-
into the microphone, his words are immediately trans- tures in total darkness, it cannot distinguish most undead
lated into the appropriate language and output to the from their surroundings. Further, infrared does not easi-
clip-on speaker. A language translator allows instanta- ly penetrate water, so this viewing mode is useless
neous, near-fluent communication in any language for underwater.
which the user has a datachip, though the translations " Ultraviolet light penetrates water more readily than
are notoriously flat and academic . Skill checks, includ- any other visible light and is very useful for vision
ing Bluff, Diplomacy, and Perform, using a language enhancement underwater. When using the ultraviolet
translator suffer a -4 circumstance penalty. Each lan- viewing mode, a character can see twice as far under-
guage chip costs 100 cr. water as an unassisted human.
Personal Communicator: These small and versatile Holocam : This handheld device records three-dimen-
units are typically mounted in a light headset, a single sional, full-motion images and audio for display on a
earplug, or a tiny pin that can be clipped to the user's holographic projector. A holocam has sufficient onboard
clothing. Personal communicators are generally voice- storage for 100 hours of recording . It also features a dat-
activated and can operate through subvocalization or achip port for additional storage. A standard datachip
bone conduction. These devices integrate radios and can store 10 hours of holographic recordings.
satellite uplinks for a broad range of wireless communi- Multiscanner : This useful handheld device is indis-
cations tasks . The radios have a line-of-sight range of pensable for field scientists and explorers in the
about 10 miles. Using cellular relays, they can be used Outlands wilderness . It incorporates a number of func-
anywhere within the operating area of a city, continent, tions useful for evaluating environmental conditions and
or planet with a developed telecommunications net- identifying life forms . The multiscanner features the fol-
work. Finally, using satellite uplinks, the devices allow lowing sensor systems.
global and orbital communication on any planet with an " A Geiger counter capable of identifying and analyz-
accessible network of communication satellites . ing the approximate source and intensity of harmful
radiation within 500 feet.
" A chemical sniffer capable of detecting and analyz-
MEDICAL TEN
Autodoc : This cutting-edge device is designed as a
substitute for the emergency medical facilities of a small
trauma center or military infirmary. The integral datapad
and diagnostic monitor allow the unit to diagnose most
illnesses and traumas . Equipped with a wide variety of
fully articulated medical instruments, sensors, imaging
scanners, and pharmaceuticals, the autodoc is designed
to stabilize and treat critical patients .
An autodoc immediately stabilizes a dying patient
who is placed inside it. The patient is considered to be
recovering with help for the purposes of regaining con-
sciousness (PHB 129). Further, the patient recovers
twice his level in hit points for each full day he remains
in the autodoc .
Diagnostic Monitor : These devices are used to
quickly and accurately assess a patient's medical status .
When placed against the patient's skin, the diagnostic
monitor samples a wide range of vital signs and prompts
the attending medic with a condition summary and treat-
ment priorities . A monitor gives the user a +2 circum-
stance bonus on Heal checks for first aid (PHB 69).
Medkit : Medical kits are found in the packs of most
every explorer, soldier, and adventurer. They are small
and easy to use and offer a wide variety ofuseful emer-
gency medical supplies. A medkit grants a +4 circum-
stance bonus on Heal checks. It contains enough sup-
plies for five treatments, after which it must be replaced
or replenished .
SURVIVAL GEAR
Artificial Gill: An artificial gill is a small backpack
device featuring a synthetic membrane that functions
much like a true fish gill. The membrane, along with a
small rebreather and regulator, extracts breathable oxy-
gen from water and allows about 20 hours of continuous
underwater activity. Artificial gills do not protect a user
from depth and decompression hazards .
Backpack : A large, comfortable kit that can hold up
to 200 lbs . of supplies . Backpacks are waterproofed and
constructed of rugged materials with reinforced frames.
They receive a +2 circumstance bonus on Fortitude sav-
ing throws and receive a save even if unattended.
Climbing Gear: This kit includes a 200-foot synthet-
ic fiber rope, grappling hook, spikes, crampons, com-
pressed air hammer, ice axe, climbing boots, and helmet
with integral headlamp. Climbing gear grants a +4 cir-
cumstance bonus on Climb checks .
Drysuit : This is a diving suit made of rugged, vari-
able-state material . It can be worn as either a loose-fit-
ting jumpsuit with good ventilation or a close-fitting
diving suit with excellent insulation. A low-power elec-
trical current is used to alter the material from a baggy,
open weave to a tight waterproofed state . Standard dry-
suits are designed for use with artificial gills and come
with a headlamp-equipped diving mask and swim fins.
Electronic Mapbox : This handheld device is a glob-
al positioning unit with an integral datapad that can
store and display digital maps. The device also includes
a digital compass and inertial navigator. The electronic
mapbox allows the user to locate and track his position
and movement anywhere on a planet and plot them on
an existing map display. The global positioning unit is
accurate to within a meter but only functions on a plan-
et with an accessible global positioning satellite net-
work.
Emergency Beacon : This is a small, high-power
radio transmitter that uses an integral battery and solar
charger to generate a continuous, pulsing telemetry sig-
nal intended to guide rescuers . These are useful devices,
but many soldiers and adventurers deactivate them
when traveling in hostile areas for fear that the emer-
gency beacon will be used by their enemies to locate
them.
a is
ss 40 low's 0*u0(f
Emergency Pod : These are rescue devices designed pares to operate, travel, and survive in a wilderness
to aid survival in a variety of emergency situations . environment. It comes in a small collapsible kit that
Emergency pods are typically about three feet wide and includes the following items : digital compass, bedroll,
contain miniature life support systems . To activate it, three survival ration packs, fishing line and hooks, sur-
the user pulls the collapsed pod from its storage pack, vival knife with multitool, canteen, and a chemical
climbs inside, and zips it shut. When the pod is sealed, igniter .
the device inflates and the life support system is activat- Survival Rations : These are durable, high-energy
ed. The system provides breathable air and temperature food products stored in a sealed plastic packet . A wide
control for up to 100 hours for a single adult. The variety of foods are available-some to be heated up
devices also come with an integral emergency beacon and some to be eaten cold. A single packet will sustain
that activates upon inflation. Emergency pods are effec- a Medium-size character for one week, and survival
tive in the deepest oceans and the furthest reaches of rations have a shelf life of several years .
space. Temporary Shelter : Temporary shelters are more
Filter Mask: This device filters the air and protects versatile than tents, typically offering more spacious,
the user from most airborne chemical agents and conta- durable, and weatherproof accommodations . Temps are
minants . The user is immune to the harmful effects of easy to assemble and disassemble and come in a variety
smoke, gas, and toxic inhalants. The user must still have of designs . Some are small one- or two-person shelters,
available air to breathe, so the filter mask is not suffi- while others are larger multi-room structures . Temp
cient to sustain the user in space, underwater, or in any panels contain electrically sensitive frames that, when
other airless environment . Filter masks cover the user's activated, stiffen and support the structure's roof and
nose and mouth and feature airtight goggles and walls . The user simply unrolls the temp and pushes a
adjustable fitting straps . button. The frames stiffen and the shelter raises itself.
Fire Paste : This is a chemical putty that it used to Temps have integral solar panels that trickle-charge
start or sustain fires . Fire paste comes in small blocks small batteries to provide power.
with integral igniters. The user simply pulls the tab on Water Purifier: These simple devices are essentially
the igniter and seconds later the paste bursts into flame . large plastic straws fitted with filters and ionized chem-
Fire paste quickly ignites any inflammables in contact ical scrubbers . The user puts one end in the water, the
with it and a block will burn by itself up to 30 minutes . other in his mouth, and sucks the water through the
Flare Gun: This handheld device is used to fire emer- straw . Purifiers are disposable and good for about 20
gency flares. It can fire a standard flare cartridge 500 gallons of water before the filters fail. Water purifiers
feet in the air. Flare cartridges use chemical inflamma- remove toxins, contaminants, and harmful microbes
bles to burn hot and bright in a variety of colors. from water, and also remove salts from seawater.
Hostile Environment Suit: The HEV is similar in
manufacture to the drysuit, constructed ofvariable-state
material designed to alternate between a loose, open
weave and a tight, sealed protective suit. The HEV is SUBTERFUGE OR
intended for use in environments-from planets to Chameleon Suit: The fabric of this loose-fitting
space stations-characterized by toxic atmospheric ele- jumpsuit is a durable polymer weave fitted with pho-
ments, extreme temperature, or dangerous levels ofradi- totropic implants that cause the suit's surface to auto-
ation . The suit comes with a helmet equipped with an matically match the appearance of its surroundings .
integral breathing mask, but it does not feature a full Characters wearing a chameleon suit gain a +4 circum-
life-support system and cannot be used in a completely stance bonus on Hide checks. This bonus is lost if a
airless environment . The HEV suit provides protection potential observer has a thermal imaging device .
in temperatures ranging from -50°F to 150°F, allows the Disguise Kit : These kits contain thin polymer molds
user to breathe tainted air without ill effect, and grants a custom-fit to the user's facial structure and a wide vari-
+10 circumstance bonus to Fortitude saves to resist the ety of modular implants and appliances . The user can
harmful effects of radiation (see Galaxy Guide). craft any number ofpartial or full facial masks with the
Sleeping Bag : These lightweight units are made of molds, and the tone and texture of the polymer imitates
durable composites and are the explorer's best friend . that of real skin. The implants and appliances can be
They can be folded down to a small rectangle and easi- used to create effects such as pigmentation, scarring,
ly stored in a backpack. They provide excellent insula- simulated injuries, body heat, or facial twitches. Contact
tion, protecting the user from both heat and cold. lenses, hairpieces, and other such accessories are also
Survival Kit : This kit is carried by explorers, sol- included . A disguise kit grants the user a +4 circum-
diers, pilots, adventurers, and anybody else who pre- stance bonus on Disguise checks .
Electronic Lockpicks : These specialized intrusion to accomplish their task and are aptly named: They ren-
tools are needed to bypass or open electronic locks . You der any lock they're used against completely inoperable .
can attempt to open such a lock with standard electron- Lockbreakers grant a +10 circumstance bonus on Open
ics tools, but you suffer a -2 circumstance penalty . Lock checks against conventional mechanical locks .
Electronic Lockpicks, Masterwork: When using They are not effective against other designs, such as
these high-quality tools, you get a +2 circumstance combination locks or electronic locks .
bonus on your Open Lock checks. Microbug: This device is a microphone, radio trans-
Forgery Lab : A forgery lab includes the special mitter, and internal power cell combined in a single
paper, plates, inks, dyes, cutting tools, laminating mate- miniature package . A microbug's power supply is not
rials, and imaging devices you need to make both hard- sufficient for continuous transmission, so it stores
copy and electronic forgeries . A forgery lab grants you recorded data until its memory is full and then sends it
a +10 circumstance bonus on Forgery checks. using compressed burst transmissions . The range of
Intrusion Suit: The intrusion suit is a form-fitting these transmissions is a mere 200 feet, but portable
body stocking that features the same phototropic prop- relays can be used to boost the signal.
erties found in a chameleon suit. However, the intrusion Safecracker's Kit : This kit can only be purchased by
suit also incorporates thermal wiring and hundreds of characters with appropriate security credentials or those
tiny chemical reservoirs that match the wearer's thermal with contacts in the criminal underworld . The kit
signature to the temperature of his surroundings . The includes a variety of power drills, files, clamps, and
intrusion suit provides the same +4 circumstance bonus other tools specially designed for defeating complex
to Hide checks as a chameleon suit, even if thermal mechanical locks . The kit also features a small fiber
imaging is used. optic camera that can be inserted into a drilled hole to
Lockbreaker : This intrusion device looks like a sim- view the position of tumblers and other lock compo-
ple mechanical handgun. The end of the barrel is placed nents . A safecracker's kit grants a +4 circumstance
against a lock and the trigger is squeezed repeatedly to bonus on Open Lock checks against complex mechani-
force a serrated key-blade into the mechanism, forcing cal locks, such as combination safe locks .
the tumblers and causing the lock to disengage . Signal Jammer: This handheld or belt-clip device
Lockbreakers are very effective, but they use brute force generates a random broadband signal designed to reduce
willow'
a1*w'*x'*4k*www vA 0030
EQUIPMENT
Item Cost Weight
Sensors
Behavior analyzer 500 cr 10 lb .
Behavior analyzer, handheld 400 cr ? lb.
Digital binoculars 750 cr l lb .
Holocam 500 cr 2 lb .
Multiscanner 2 .500 cr 3 lb .
Nightv ision goggles 250 c! l lb .
Security scanner 1,000 cr 21b .
Surveillance hiscr 1 .200 cr 5 Ib .
Medical Tech
Autodoc 15,000 cr 400 lb.
Diagnostic monitor 300 cr I lb.
Medkit 120 cr' S lb.
Survival Gear
Artificial gill 200 cr 5 It) .
Backpack cr 40 2 Ib .
Climbing gear 25() cr 15 Ib .
Drysuit ()0 cr 7 lb.
Electronic mapbox 750 cr I Ib .
Emergency beacon 75 cr
Emergency pod cr 1,0 IS I1, .
Filter mask (;5 cr I Ib .
I ire paste 5 cr
Flare ? cr I Ib .
I lare gun 25 cr Ib .
Hostile environment suit 1 .400 cr I' 2 lb.
Sleeping bag -;l) cr 1 lb.
Stirs viv al kit cr 60 . lb 8
Survival rations (one week) 5 cr . lb 3
Temporary shelter
I -person 300 cr 5 Ib .
-person 500 cr . lb 8
5-person cr 80 15 Ib .
10-person cr 1,50 2(1 Ib .
Water purifier I5 cr
Espionage Gear
C hameleon suit 1 .100 cr l Ib.
Disguise kit 3 20 20 cr 5 16 .
Electronic lockpicks 250 cr 3 Ib .
. lb
Electronic lockpicks. masterwork 50() cr
Forgery lab I ,000 cr 50 lb.
2,400 cr . lb
intrusion suit
Lockbreaker 1 50 cr I Ib.
Microbug 50 cr
Safecracker's kit 550 cr 10 lb.
Signal jammer 750 cr 1 Ib .
Tools
Appraisal kit 2,400 cr 5 lb.
200 cr . lb
Demolition, kit
500 cr . lb
Demolitions kit, masterwork
Laser torch 250 cr 5 lb.
Toolkit 2,400 CF 15 lb.
300 cr . lb 20
Toolk t, masterwork
Toolkit, specialized 500 cr 10 It) .
Toolkit specialized masterw ork 1,000 cr 1 5 lb.
Space Gear
Magnetic boots 200 cr 5 lb.
Thruster pack 500 cr 10 lb.
Vac suit 2.200 cr 60 I b .
Poll er Cells
Microcell 10 cr
Minicell 15 cr 1 I b.
Heavy cell 50 cr 5 Ib.
Clothing
Work clothes 20 cr 3 Ib .
Dress clothe, 50 cr 2 lb.
Formal clothes 200 cr 2 Ib .
Casual clothes cr 1 lb.
Outdoor clothes 50 cr _3 I b .
40 c er 4 lb.
W inter clothes
M li s cellaneous
L l ashlight 1 5 cr I lb.
5 cr 2 lb.
Grippers
Sun, -,
lasses 10 cr
50 cr . lb
Bodyw rap
Handcuff 40 cr I lb.
Lantern 30 cr Ib .
Rope lb.
Zipcuffs 1 2 Ih .
the effectiveness of remote sensors and interfere with Disable Device checks when working on devices of the
radio transmissions . It generates broadband white noise supported type. Available kits include : electronics toolk-
and low-level microwave energy, as well as subsonic, it, mechanics toolkit, and robotics toolkit .
infrared, and ultraviolet strobe effects . The signal jam- Toolkit, Masterwork Specialized : These expert kits
mer does not prevent detection, of course-indeed, it provide additional and more sophisticated tools. They
makes it a forgone conclusion. However, it can make grant a +2 circumstance bonus on appropriate Craft,
electronic surveillance of content and detail almost Repair, and Disable Device checks. Available kits
impossible . It can mask conversations, prevent clear include : electronics toolkit, mechanics toolkit, and
holographic recording, and block most imaging tech- robotics toolkit .
nologies, including infrared, ultraviolet, and low-power
sonar and radar.
SPACE OR
TOOLS Magnetic Boots: These boots feature powerful mag-
nets that can be activated or deactivated at the wearer's
Appraisal Kit : This kit offers a variety ofoptical sen- command . The magnets firmly attach to any metallic
sors, chemical testers, and specialized electronics used surface . By activating and deactivating each boot, the
to evaluate and appraise the value of a wide range of wearer can move slowly but surely in a zero-g environ-
items, including gems and jewelry, coins, stamps, and ment. Magnetic boots eliminate gravity check penalties
other collectibles, as well as works of art. due to low- or zero-g . However, a character wearing
Demolitions Kit : These kits contain detonators, active magnetic boots has his speed reduced by 10 feet
timers, shaping molds, detonation cord, wiring, adhe- and he cannot run . For an additional 50 cr, magnetic
sive patches, tape, and a variety of hand tools. Demo gauntlets are also available. When used with magnetic
kits typically do not include explosives-these must be boots, these grant a +2 circumstance bonus on Climb
purchased separately. Without a demolitions kit, you checks when used on a magnetically attractive surface .
suffer a -2 circumstance penalty on your Demolitions Thruster Pack: This light harness features a com-
and Disable Device skill checks to set or disarm explo- pressed-gas thruster system for quick and easy maneu-
sive charges . verability in a zero-g environment. The thruster pack
Demolitions Kit, Masterwork: This kit contains can be worn with a vac suit and allows the user to move
more sophisticated tools, including specialized power in any direction with a speed of 30 feet. The compressed
tools and electrical sensors . The kit grants you a +2 cir- gas reservoir is sufficient for one hour of continuous
cumstance bonus on Demolitions and Disable Device operation .
checks to set or disarm explosive charges . Vac Suit: This spacesuit is constructed of heavy,
Laser Torch: This small hand tool generates a cutting semi-rigid material. The high-impact plastic helmet fea-
laser suitable for light mechanical tasks. It can cut tures a polarized faceplate and integral personal com-
through 60 inches (5 feet) of hardness-1 material each municator. Metal sealing rings connect the helmet,
round. Thus, it could drill a hole in a 60-inch-thick block gloves, and boots to the suit. A vac suit offers complete
of glass or cut a circular section with a circumference of protection from vacuum, radiation, and extreme temper-
60 inches from a 1-inch-thick windowpane . For sturdier ature for up to 40 hours . After this time has elapsed, the
materials, simply divide 60 by the material's hardness to suit's life-support systems must be replenished and
determine the number of inches the torch can cut recharged .
through each round . For example, the laser torch can cut
through 6 inches of hardness-10 iron each round, or 3
inches of hardness-20 adamantite.
Toolkit : This kit includes a variety of common and POWER CELLS
useful tools, including a hammer, pliers, wrenches, Microcell : This power cell is a cylinder about two
screwdrivers, hand drill, hand saw, nails, bolts, screws, inches long and half an inch in diameter. It is used to
clamps, and other fasteners . The kit grants you a +2 cir- power small electronic devices and weapons.
cumstance bonus to appropriate Craft, Repair Device, Minicell : This power cell is a cylinder about four
and Disable Device checks. inches long and one inch in diameter. Minicells power
Toolkit, Specialized : This category covers a range of countless handheld and portable devices .
specialized toolkits that assist you with one specific Heavy Cell: This power cell is a cube about six inch-
device type. Without a specialized toolkit, you suffer a es on a side. It powers a number of large devices that
-2 circumstance penalty on your Craft, Repair, and require a dedicated supply of energy.
Handcuffs: The prisoner's wrists are locked in steel
restraints connected by a short length of chain . Slipping
the cuffs requires an Escape Artist check (DC 35) and
Characters have a staggering variety ofclothing styles they have a Break DC of 30. Applying handcuffs is a
to choose from. New characters are assumed to have full-round action.
several everyday outfits, and these do not count against Lantern : This electric light illuminates everything in
a character's starting funds. The following entries pro- a 60-foot radius . It runs on a standard minicell for 100
vide general guidelines for common clothing . hours of continuous use .
Casual Clothes : Light, loose fitting clothes in a Rope: This is a braided cord of synthetic polymer
broad range of colors, styles, and cuts. A casual outfit sold in lengths of 100 feet. It is extremely strong and
includes a shirt or blouse, trousers, pants, or a skirt, and very light, and one of the most useful tools in the
comfortable shoes. Empire despite its simplicity.
Dress Clothes : Men wear suits in a variety of styles, Sunglasses: These glasses come in a wide variety of
while women favor dresses . Fashion is extremely open designs . They are flash polarized and protect the eyes
in the Empire, and countless designs and styles are from both sunlight and intense flashes of light.
available. Dress clothes are the uniform of those who Characters wearing sunglasses get a +2 circumstance
work in business and government and commoners also bonus on saving throws to resist intense light, including
wear them for special occasions . the visual effect of a flash-bang grenade .
Formal Clothes : Black, tailored suits for the men and Zipcuffs: These disposable plastic restraints slip over
elegant gowns in various styles and colors for the a prisoner's wrists and cinch them tightly together with
women. Among the nobility, formalwear is often deco- a quick tug . Once they've been cinched tight, the
rated with the heraldry of the wearer's House. restraints lock into place and a knife or other sharp
Outdoor Clothes : These outfits feature durable, implement is necessary to remove them. Slipping a pair
weatherproofed garments, including shirts, trousers, of zipcuffs requires an Escape Artist check (DC 30) and
boots, belts, and vests orjackets . These clothes are worn the Break DC is 25 .
by outdoor sportsmen, explorers, scouts, field scientists,
ROBOTS
and anyone else who works or plays in wilderness areas.
Winter Clothes : This clothing features heavy, lined
coats, warm trousers and pants, and insulated gloves and
boots. These clothes are common among those living, Robotic constructs, or robots, are among the most
working, or traveling in cold climates. sophisticated and useful technologies in the Dragon
Work Clothes : This outfit includes a long-sleeved Empire . A robot is a complex machine controlled by an
shirt, undershirt, and trousers of heavy, durable fabric . It advanced computer that can be programmed to achieve
also includes a heavy leather belt, gloves, and boots. specific functions . While their mechanical bodies and
electronic brains can be extremely sophisticated, robots
MISCELLANEOUS OR
are not truly alive or sentient . They have no souls or free
will, are incapable of imagination, creativity, and true
emotion, and will effectively do nothing unless specifi-
Bodywrap : This garment is effectively a straight- cally programmed or commanded to do so.
jacket of advanced design. The skin-tight wrap encircles Nevertheless, they are incredibly useful and versatile
the body from neck to feet and renders the prisoner com- tools.
pletely motionless . A bodywrap is, in principle, impos- As mechanical constructs, robots follow most of the
sible to escape unless it has been applied incorrectly. same rules that apply to magically created constructs
Flashlight: A flashlight illuminates a cone up to 100 such as golems . They have no Constitution scores and
feet long and 50 feet wide at the end. A typical flashlight are immune to poison, sleep, paralysis, stunning, dis-
is a handheld device about half an inch in diameter and ease, death effects, and necromantic effects . They do not
five inches long. These lights can also be integrated into heal damage on their own, though they can be repaired
helmets, armor, and even weapons. A flashlight runs on the same way an object can . Robots are not subject to
a standard microcell for 100 hours of continuous use . critical hits, subdual damage, ability damage, ability
Grippers : These useful devices are suction cups that drain, or energy drain. They are immune to any effect
can be affixed to the hands and feet . Grippers allow that requires a Fortitude save unless it also affects
characters to climb flat, smooth, and dry surfaces with a objects. A robot is not subject to death from massive
successful Climb check (DC 10) . damage but is immediately destroyed when reduced to 0
hit points or less. Robots cannot be raised or resurrect-
*W
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10 X11 -Aft ,..
90" k,A**
ROBOT DESIGN
A robot's basic statistics and capabilities are depen-
dent on its size. Standard stat blocks are listed below .
Robots larger than Medium-size are rarely constructed,
since the increased size usually presents more disadvan-
tages than advantages in the specialized roles for which
robots are designed.
Note that robots do not follow the conventional
advancement pattern of monsters in the d20 System.
Specifically, attacks and saves do not automatically
progress with increased Hit Dice due to size. The stat
blocks presented here are for basic robotic chasses :
They have not been programmed and cannot do much of
anything beyond the most fundamental tasks, such as
movement and perception. To accomplish anything
more, a robot must be programmed and upgraded.
Robot Chasses Attacks:
Damage :
Face/Reach : 5 ft . by 5 ft ./10 ft.
TINY ROBOT Special Qualities: Construct, low-light vision,
Hit Dice : 1/2d10 (2 hp) ambidexterity
Initiative : +1 (Dex) Saves : Fort +1, Ref -2, Will +0
Speed : 50 ft. Abilities : Str 20, Dex 6, Con -, Int 12,
Armor Class: 13 (+2 size, +l Dex) Wis 10, Cha 8
Attacks: Cost : 4,000 cr
Damage :
2 1/2 ft . by 2 1/2 ft ./0 ft.
Face/Reach : HUGE ROBOT
Special Qualities: Construct, low-light vision, Hit Dice : 8d10 (44 hp)
ambidexterity Initiative : -3 (Dex)
Saves: Fort +0, Ref +1, Will +0 Speed : 30 ft .
Abilities: Str 4, Dex 12, Con -, Int 12, Armor Class : 9 (-3 Dex, -1 size, +3 natural)
Wis 10, Cha 8 Attacks:
Cost : 500 cr Damage :
Face/Reach : 10 ft . by 10 ft ./15 ft .
SMALL ROBOT Special Qualities: Construct, low-light vision,
Hit Dice : 1d10 (5 hp) ambidexterity
Initiative : +0 Saves : Fort +2, Ref -3, Will +0
Speed: 40 ft . Abilities: Str 28, Dex 4, Con -, Int 12,
Armor Class: 11 (+1 size) Wis 10, Cha 8
Attacks: Cost : 8,000 cr
Damage :
Face/Reach : 5 ft . by 5 ft ./5 ft. GARGANTUAN ROBOT
Special Qualities: Construct, low-light vision, Hit Dice : 16dl0 (88 hp)
ambidexterity Initiative : -3 (Dex)
Saves : Fort +0, Ref +0, Will +0 Speed: 20 ft.
Abilities : Str 8, Dex 10, Con -, Int 12, Armor Class: 9 (-3 Dex, -2 size, +4 natural)
Wis 10, Cha 8 Attacks:
Cost : 1,000 cr Damage :
Face/Reach : 20 ft . by 20 ft./20 ft .
Construct, low-light vision,
MEDIUM-SIZE ROBOT Special Qualities :
Hit Dice : 2d10 (11 hp) ambidexterity
Initiative : -1 (Dex) Saves: Fort +5, Ref-3, Will +0
Speed: 40 ft. Abilities: Str 28, Dex 4, Con -, Int 12,
Armor Class: 9 (-1 Dex) Wis 10, Cha 8
Attacks: Cost : 16,000 cr
Damage :
Face/Reach : 5 ft . by 5 ft./5 ft . COLOSSAL ROBOT
Special Qualities : Construct, low-light vision, Hit Dice : 32d10 (176 hp)
ambidexterity Initiative : -3 (Dex)
Saves: Fort +0, Ref -1, Will +0 Speed: 20 ft .
Abilities: Str 12, Dex 8, Con -, Int 12, AC : 9 (-3 Dex, -3 size, +5 natural)
Wis 10, Cha 8 Attacks:
Cost : 2,000 cr Damage :
Face/Reach : 40 ft. by 40 ft ./25 ft.
Special Qualities: Construct, low-light vision,
LARGE ROBOT ambidexterity
Hit Dice : 4d10 (22 hp) Fort +10, Ref -3, Will +0
Saves :
Initiative : -2 (Dex)
Abilities : Str 36, Dex 4, Con -, Int 12,
Speed: 30 ft .
Wis 10, Cha 8
Armor Class: 9 (-2 Dex, -1 size, +2 natural)
Cost: 32,000 cr
*dawwsw* *** T
Climate/Terrain : Any
Organization: Solitary
Challenge Rating : Tiny 1/2 ; Small 1 ; Medium-
size 2; Large 3; Huge 5 ; PROGRAMMING COSTS
Gargantuan 7 ; Colossal 10.*
Treasure: None Class Upgrade
Alignment: Always neutral Level Cost Cost
Advancement : By character class 1,000 cr
4,000 cr 3,000 cr
* A robot without the combat programming upgrade 9,000 cr 5,000 cr
has no challenge rating, as it makes no effort to defend 4 16,000 cr 7,000 cr
itself. The listed CR values should be modified accord- 5 25,000 cr 9,000 cr
ing to the robot's offensive and defensive technology, if 6 36,000 cr 11,000 cr
any (see the Galaxy Guide for more information). 7 49,000 cr 13,000 cr
64,000 cr 15,000 cr
ROBOT PROGRAMMING
9 81,000 cr 17,000 cr
10 100,000 cr 19,000 cr
When robots are programmed, they gain the ability to lb. 121,000 cr 21,000 cr
perform specialized tasks. This programming is repre- 12 144,000 cr 23,000 cr
sented by class levels . Robots can only be programmed 13 169,000 cr 25,000 cr
with levels in the expert and warrior NPC classes . The 14 196,000 cr 27,000 cr
other classes are available only to sentient constructs 15 225,000 cr 29,000 cr
such as soulmechs . When a robot gains class levels, it 16 256,000 cr 31,000 cr
gains most of the benefits of that class. This includes 17 289,000 cr 33,000 cr
class skills, skill points, class features, saving throws, 18 324,000 cr 35,000 cr
and ability increases (mental abilities only) . The excep- 19 361,000 cr 37,000 cr
tions are base attack bonus and Hit Dice: A robot is 20 400,000 cr 39,000 cr
incapable of attack or defense in combat, unless it has
the combat programming upgrade (see page 119). All
robots with at least one level of programming get the
Technical Proficiency feat for free. Jump, Listen, Search, and Spot. Robots do not automat-
The cost ofprogramming is based on the square of the ically get these as class skills, but they can attempt skill
desired class level, as shown in the following table. For checks untrained .
example, ifyou wanted to purchase 5th-level expert pro-
gramming for your robot, it would cost you 25,000 cr.
Robot programming pushes the boundaries of computer ROBOT DUNES
Once you've purchased your robot's chassis and pro-
science, and the expense makes high-level program-
ming extremely rare. gramming, you may want to equip it with specific
Robots do not gain experience and do not advance in upgrades. Many different upgrades are available, and
levels on their own . Again, only a sentient robot-a they allow you to give your robot specific functions and
soulmech-can do that. However, you can upgrade your enhanced capabilities .
robot's programming and pay only the difference Most of these upgrades are available to soulmech
between the cost of the new level and the cost you characters . However, soulmechs cannot simply be pro-
already paid for the current level. For example, upgrad- grammed with the ability to use these upgrades and
ing your 4th-level expert to 5th level would cost you enhancements. They have to develop new neural path-
9,000 cr. ways, learn to use the upgrades, and integrate them with
their electronic brains . To represent these challenges,
ROBOT UPGRADES
Upgrade Cost XP Cost
360° Vision 300 cr 150
AI Module 5,000 cr
Biosynthetic Conversion 1,500 cr
Combat Programming 3,000 cr
Darkvision 1,200 cr 600
Emergency Beacon 150 cr 75
Enhanced Dexterity
+2 400 cr 200
+4 1,600 cr 800
+6 3,600 cr 1,800
Enhanced Strength
+2 400 cr 200
+4 1,600 cr 800
+6 3,600 cr 1,800
Hoverlift 3,000 cr
Improved Audio Sensors 80 cr 40'
Improved Visual Sensors 80 cr 40
Integral Laser Sight 150 cr 75
Integral Toolkit toolkit cost variable
Integral Weapons weapon cost variable
Language Module 500 cr
Laser Torch 250 cr 125
Manipulators 1,000 cr
Motion Sensors 80 cr 40
Multiple Legs 1,250 cr 625
Natural Armor
+2 800 cr 400
+4 3,200 cr 1,600
+6 7,200 cr 3,600
+8 12,800 cr 6,400
-10 20,000 cr 10,000
Personal Communicator cr 2,40 50
Personality Module 2,500 cr
Magnetic Grippers 120 cr 60
Medical Package 420 cr 120
Multiscanner 2,500 cr 1,250
Reinforced Construction
DR 5/- 10,000 cr 5,000
DR 10/- 20,000 cr 10,000
Remote Operation Unit 1,000 cr
Security Scanner 1,000 cr 500
Sensory Recorder 1,000 cr 500
Storage Compartment 50 cr 250
Telescopic Vision 500 cr 250
Tracks 1,000 cr 500
Transform Conversion 1,500 cr 750
Wheels 800 cr 400
ming to filter and process auditory data. A robot with Motion Sensors : The robot is equipped with internal
this upgrade gains a +2 upgrade bonus on Listen checks . sensors capable of detecting movement . The robot gains
Improved Visual Sensors : This upgrade provides a +2 upgrade bonus on Spot checks to notice moving
both enhanced hardware and more sophisticated pro- objects, creatures, or characters.
gramming to filter and process visual data. A robot with Multiple Legs: The robot has multiple legs and often
this upgrade gains a +2 upgrade bonus on Search and resembles a mechanical animal such as a quadruped or
Spot checks. spider. The robot's base speed is increased by 10 feet
Integral Laser Sight: This device is usually built into and it gains a +2 upgrade bonus on Climb and Balance
one of the robot's eyes or optical sensors . A robot with checks . Humanoid robots are sometimes given this
an integral laser sight gains a +1 upgrade bonus on all package, in which case the conventional legs are simply
ranged attack rolls . replaced and the humanoid torso is retained. More com-
Integral Toolkit : The robot is equipped with small, monly, a robot with multiple legs is given a semispheri-
retractable appendages and precision manipulators fitted cal spiderlike chassis that is more practical for the
with a variety of useful tools. Both standard and spe- design . Such robots are often given manipulators .
cialized toolkits are available at the listed prices and Multiscanner : The robot is equipped with an integral
must be purchased separately. sensor package that features all of the capabilities of a
Integral Weapons : The robot is fitted with integral standard multiscanner.
melee or ranged weapons. If the weapon is at least one Natural Armor: A reinforced frame and more
size category smaller than the robot, the weapon can be durable construction materials provide the robot a nat-
internal or retractable . If it is equal to or larger than the ural bonus to AC. Upgrades are available for +2, +4, and
robot's size category, the weapon must be external. On +6 bonuses at the listed prices.
bipedal military robots, heavy weapons are often mount- Personal Communicator : The robot is equipped
ed on the shoulders or may even replace the robot's con- with an integral system that features radio, cellular, and
ventional arms. satellite communications capabilities . Ranges and other
Language Module: This upgrade allows the robot to characteristics are identical to the standard personal
speak and write an automatic language . Otherwise, the communicator.
robot must acquire languages by spending skill points Personality Module: This specialized sub-processor
from its class levels . greatly enhances the capabilities of a robot's computer-
Laser Torch: One of the robot's appendages is fitted ized brain . While it does not confer self-awareness or
with a retractable, internally powered laser torch . The true sentience, it does allow the robot to effectively
torch is otherwise identical in all respects to the standard mimic the personality and behavior of a sentient being .
tool of the same name. The module makes interaction with the robot almost
Magnetic Grippers : This upgrade typically only indistinguishable from interaction with a real person.
works with walking robots . Magnetic grippers on the Robots with personality modules gain a +2 upgrade
robot's feet or appendages allow it to move more effec- bonus to their Charisma ability score .
tively in zero gravity environments, as long as there is a Reinforced Construction : The robot's synthetic
suitable metallic surface to traverse. skin, shell, or frame is constructed using advanced
Manipulators : Conventional humanoid robots are materials that offer increased resistance to physical
always equipped with standard arms and hands that damage . A robot with this upgrade gains a damage
allow them to perform a wide range of tasks . Other reduction value . Values of 5/- and 10/- are available at
robot designs, however, call for spherical, disc-shaped, the listed prices .
or spiderlike chasses . Manipulators are not standard in Remote Operation Unit: This upgrade allows a
these designs, but they may be added. These manipula- robot to be operated remotely using a standard datapad
tors are often retractable, allowing them to be complete- and wireless communications link. Ordinarily, a robot
ly withdrawn into the robot's chassis . They allow the must be given commands and these commands must be
robot to perform any tasks that a humanoid robot could fairly general . A remote operation unit allows a charac-
ordinarily perform with its arms or hands . ter to control all of a robot's actions, issuing specific
Medical Package : This upgrade features hardware commands as they are needed . A remote operations unit
that allows a robot to treat injuries and illnesses . It has a standard range of about 10 miles .
includes all of the capabilities of a medkit and diagnos- The character controlling the robot must have the
tic monitor, providing a total circumstance bonus of +6 Remote Operation feat to use this feature. The character
to the robot's Heal checks. The robot must still be pro- may make attacks with the robot's weapons using his
grammed with the Heal skill (or be equipped with an Al own base attack bonus but suffers a -4 circumstance
module) to use this upgrade effectively. penalty on attack rolls. The character can make attacks
it acv
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in this way even if the robot does not have the combat fans. They are extremely silent, emitting little more than
programming upgrade . Alternatively, the character can a soft whir, and very difficult to spot. They can also land
simply issue attack commands to a robot with the com- and extend six mechanical legs for skittering about in
bat programming upgrade . places where flying is difficult or too likely to be
Security Scanner: Surveillance and security robots noticed . These robots are used for a wide range of sur-
are most commonly equipped with this upgrade . It fea- veillance and reconnaissance tasks.
tures all the capabilities of a standard security scanner.
Sensory Recorder: The robot's optical and auditory Recon Robot Expl : CR -; Tiny Construct; HD
sensors are linked to an internal holographic recorder. 1/2d10 ; hp 2; Init +1 (Dex); Spd 60 ft., fly 50 ft. (good) ;
The upgrade comes with sufficient onboard storage for AC 13 (+2 size, +1 Dex); Atk -; SQ Construct, low-
100 hours of recordings, and data can also be uploaded light vision, ambidexterity, darkvision 60 ft. ; AL N; Fort
to a datapad or external recorder for long-term storage +0, Ref +1, Will +0; Str 4, Dex 12, Con -, Int 12, Wis
and backup . 10, Cha 8 .
Storage Compartment : This is a small, sealing, Class Skills : Disable Device, Open Lock, Freefall,
internal storage area. The amount of cargo the compart- Hide, Listen, Move Silently, Search, Speak Language,
ment will hold depends on the size category ofthe robot : Spot, Use Device .
Tiny 1 lb.; Small 5 lb.; Medium-size 10 lb. ; Large 25 lb.; Skills : Freefall +5, Hide +5, Listen +6, Move Silently
Huge 50 lb. ; Gargantuan 100 lb. ; Colossal 200 lb . +8, Open Lock +5, Search +7, Spot +6.
Telescopic Vision : The robot's optical sensors feature Feats : Skill Focus (Move Silently), Technical
magnification and zoom capabilities. The robot suffers a Proficiency.
-1 penalty on Spot checks for every 100 feet of distance Upgrades : 360° vision, darkvision, emergency bea-
rather than every 10 feet. con, hoverlift, improved audio sensors, improved visual
Tracks : The robot moves by means of two or more sensors, language module (Common), multiple legs,
tracks. The tracks feature thick treads that greatly personal communicator, remote operations unit, sensory
increase the robot's traction in difficult terrain. The recorder, telescopic vision, transform conversion .
robot's base speed is increased by 10 feet and movement Possessions : None.
penalties for poor surface conditions are eliminated. Cost: 13,660 cr.
Overland movement rates through difficult terrain are
improved by one step. For example, xl offroad move-
ment in scrub, rough terrain and x3/4 offroad movement
TECHNICAL ROBOT
These humanoid robots are used as maintenance and
in forest terrain (PHB 143). repair specialists, often in high-risk or hazardous envi-
Transform Conversion: This upgrade allows the ronments . Even the most advanced and extraordinarily
robot to switch between two different movement modes expensive models are no match for a sentient technician,
(bipedal, multipedal, wheeled, tracked, hoverlift, etc .). but these robots are useful for many tasks. Some fami-
The equipment for one movement mode is typically lies keep a techbot around the house as a handyman.
retracted into the robot's chassis while the other is in
use . For example, a surveillance robot may be equipped Technical Robot Expl : CR -; Medium-size
with multiple legs as well as a hoverlift package . When Construct ; HD 2d10; hp 11 ; Init -1 (Dex); Spd 40 ft. ;
the hover fans are operating, the spiderlike legs retract AC 9 (-1 Dex); Atk -; SQ Construct, low-light vision,
into the robot's spherical chassis. This upgrade only ambidexterity ; AL N; Fort +0, Ref -1, Will +2; Str 12,
allows the robot to switch between two modes . It may Dex 8, Con -, Int 12, Wis 10, Cha 8 .
be purchased multiple times to give a robot more than Class Skills : Craft, Demolitions, Disable Device,
two movement modes . Freefall, Open Lock, Pilot, Profession, Repair, Search,
Wheels : The robot is equipped with wheels that serve Use Device .
as its primary means of movement and mobility. This Skills : Craft (electronics) +5, Disable Device +5,
upgrade increases the robot's base speed by 20 feet. Freefall +3, Open Lock +3, Repair +8, Search +4, Use
Device +5 .
ROBOT MODELS Feats : Skill Focus (Repair), Technical Proficiency.
Upgrades : Biosynthetic conversion, integral toolkit
(basic, electronics, mechanics, robotics), language mod-
RECON DRONE ule (Common), storage compartment.
These robots are small, spherical drones studded with Possessions : None.
lenses and microphones that zip about on tiny hover- Cost: 6,650 cr.
MEDICAL ROBOT MILITARY ROBOT
These humanoid robots are used in place of organic This is a standard design by defense contractors
medics in some high-threat combat situations or high- across the Empire. This combat drone's chassis is a
risk search-and-rescue operations . As with their techni- squat, roughly hemispherical shape fitted with rugged
cal counterparts, medbots are no substitute for a "real" tracks and retractable wheels for greater speed . The
medic, though they are usually better than nothing . That robot features the latest in composite construction, and
didn't stop Legionnaires from giving them unflattering its armor and hull are very difficult to penetrate . It's
nicknames such as "deadbots" and "reapers ." equipped with an assault laser that is capable of auto-
matic fire and most models are reasonably accurate
Medical Robot Exp2: CR -; Medium-size marksmen.
Construct ; HD 2d10; hp 11 ; Init -1 (Dex); Spd 40 ft. ;
AC 9 (-1 Dex); Atk -; SQ Construct, low-light vision, Military Robot War5: CR 7 ; Medium-size
ambidexterity ; AL N; Fort +0, Ref -1, Will +2; Str 12, Construct; HD 2d10 plus 5d8 (war); hp 34; Init +6 (Dex,
Dex 8, Con -, Int 12, Wis 10, Cha 8 . Improved Initiative) ; Spd 60 ft. (wheels), 50 ft. (tracks);
Class Skills : Freefall, Heal, Knowledge (biology), AC 20 (+10 natural) ; Atk +8 melee (1d6+3, slam) or +8
Knowledge (chemistry), Listen, Profession, Search, ranged (3d10, assault laser); SQ Construct, low-light
Speak Language, Spot, Use Device . vision, ambidexterity, DR 10/-, darkvision 60 ft.; AL
Skills : Heal +8, Knowledge (biology) +6, Knowledge N; Fort +4, Ref +2, Will +1; Str 16, Dex 14, Con -, Int
(chemistry) +6, Listen +3, Profession (pharmacist) +4, 12, Wis 10, Cha 8 .
Profession (surgeon) +4, Search +4, Spot +3, Use Skills : Climb +8 (+10 with legs), Freefall +7, Jump
Device +4. +8, Swim +8.
Feats: Skill Focus (Heal), Technical Proficiency. Feats: Improved Initiative, Weapon Focus (assault
Upgrades : Biosynthetic conversion, language module laser), Technical Proficiency.
(Common), storage compartment, medical package . Upgrades : Combat programming, enhanced
Possessions : None. Dexterity, enhanced Strength, integral assault laser, inte-
Cost: 8,470 cr. gral laser sight, language module (Common), reinforced
construction 10, storage compartment, tracks, transform
SECURITY ROBOT conversion, wheels .
Possessions : None.
These humanoid robots are used as cheap security,
Cost: 60,650 cr.
crowd control, and patrol forces by both public and pri-
vate security and law enforcement organizations .
Civilian activist groups sometimes protest the arming of
these robots, as some models have demonstrated a lack
of the judgment necessary to use weapons safely and
responsibly.
(OM T
VMS OF OPPORTUNITY
Identity, is Open Game Content.
The heart of any adventure is conflict, whether
between two friends clamoring over a potential lover or The core rules allow you to make ranged attacks when
two armies battling over the fate of a planet. The easiest you're engaged in melee. However, making a ranged
(and often the most dramatic) kind of conflict you can attack provokes attacks of opportunity . Assuming there
model in a roleplaying game is combat. is room to move, a shooter can always take a 5-foot step
In Dragonstar, combat follows most of the standard to withdraw from the area his opponent threatens. The
rules for the d20 System . However, combat in the shooter can then make a ranged attack without provok-
Dragon Empire is dominated by firearms, and these ing an attack of opportunity . Characters who specialize
weapons introduce a host ofnew considerations that call in melee fighting are strongly encouraged to take the
for additions and expansions to the standard rules. Pressing Attack feat so they can counter this tactic (see
Throughout this chapter, as in the rest of the book, if page 89).
we don't cover something specifically, you can assume
it works just like it does in the d20 System core rules.
MEEK AS MELEE WEAPONS
Guns aren't designed to be used in melee, though they
weapon, but not if he's wielding a thrown weapon that instead of a missed target (PHB 133) and the variant rule
can also be used in melee . for firing into a crowd (DMG 65).
If you're attempting a disarm, bonuses for the larger
weapon still apply, and your opponent still gets the +4 Line of Sight
bonus if he's using the ranged weapon in two hands . If
your disarm attempt fails, the defender cannot make a If you attempt to make a ranged attack at a target
disarm attempt of his own . when there is another character between you and the tar-
If you're attempting a grapple, modifiers for size still get, the intervening character provides cover for the tar-
apply . Ifyou successfully start a grapple, your opponent get . If the character and the target are the same size, the
suffers a -4 penalty on attack rolls with the ranged character provides the target with a +4 cover bonus to
weapon . You can attempt to pin or damage your oppo- AC. If the intervening character and the target are in
nent normally with your next attack. melee, there is also a -4 penalty on the ranged attack
Note thatyou can attempt a disarm or grapple with the roll.
attack of opportunity you get when an opponent Now, if the ranged attack misses but would have hit if
attempts to make a ranged attack in your threatened the target did not have cover, the intervening character
area. This makes ranged weapons, including firearms, a providing the cover may have been hit instead. If the
poor choice in melee combat, as you often wind up attack roll was good enough to hit the intervening char-
without a weapon or wrestling with your opponent . acter's AC, he takes the damage intended for the target
of the attack.
Finally, if the covering character has a Dexterity or
RENDLY ME dodge bonus to AC, and the attack roll misses him by
Another result of firing ranged weapons in close quar- this amount or less, the attack hits the original target .
ters is that shots will inevitably miss their intended tar- The intervening character has dodged the attack and
gets, and some of them may hit innocent bystanders or didn't provide cover for the target after all .
even the shooter's allies . There are two different rules This rule probably sounds more complicated than it
you can use to resolve these situations: striking cover is. To resolve this situation, just follow these steps:
K!a-r
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44*.
Both ranged weapons and energy attacks ordinarily The first thing you should do in this case is roll the
deal half damage to objects. For example, if you fire an 50% miss chance for total concealment. If the result
arrow at a wooden door and deal 4 points of damage, the does not indicate an automatic miss, move on to the sec-
door only takes 2. Wood has hardness 5, so the arrow ond step. Make your normal attack roll; the target does
doesn't penetrate the door. Firearms, however, always not get a cover bonus to AC. If you miss, your attack
do full damage to objects, whether they're slug-throw- hasn't even hit the area of the cover the target is con-
ers or energy weapons. cealed behind. If you hit, your attack has struck the
cover in line with the intended target . Roll damage and
subtract the cover's hardness and hit points for your
Justica fires a blaster rifle at a drow leaning around result . If there is damage remaining, it is dealt to the
a one-inch-thick wooden door. The attack misses by a intended target .
number less than the cover bonus offered by the door, so
it hits the door. Justica s player rolls 4d10 for damage EXAMPLE
and gets a result of 22. The door subtracts Sfrom this Justica fires her blaster rifle at a drow that is com-
for its hardness, leaving 17. The door only has 10 hit pletely concealed behind a one-inch-thick wooden door.
points, so the blaster pulse drills a hole in it and deals Justica knows he's there, even though she can't see him .
the remaining 7 points ofdamage to the drow. Justica's player makes a percentile roll to check for an
automatic miss. The result doesn't indicate an automat-
Target Concealed Behind Cover: In some cases, ic miss, so Justica makes her attack roll. The attack hits
you may know where your target is, even though he's the drow's AC, so it strikes the door in line with the
completely concealed behind cover. In the previous drow's position. Justica subtracts the door's hardness S
example, perhaps Justica knew the drow was behind the and 10 hit points from her damage roll and applies the
door, but the drow was completely out of sight. You can remainder to the drow.
attempt to shoot through cover at a target you know is
behind it, but your chances of hitting aren't especially
good.
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* Break DC: The DC for a Strength check needed to' destroy the item in one action,
rather than reducing it to zero hit points through a series of attacks .
T_ r-
very precise shot, you must be within 30 feet of the tar- 22 on the attack roll and hits. She rolls 4d10 for the
get to attempt it. blaster rifle's damage and gets a result of 20. The
If the shot hits, roll damage and deal it to the weapon, longsword has hardness S and 10 hit points, so the
applying the normal rules for damaging objects . The blaster pulse destroys it.
table on the following page is an expanded version of
the one found in the core rules and includes listings for AUTOFIRE
hardness and hit points for a variety of weapons.
Some martial weapons can fire single shots or multi-
ple shots, called bursts, with a single pull ofthe trigger.
Single shots with these firearms are handled just like a
Justica is trying to shoot a longsword wielded by an standard attack. A burst from a personal weapon-such
orc 20feet away. The longsword is a Tiny object, so it as an assault blaster-fires three shots. You choose a
gets a +2 size bonus to AC. The ores Dexterity is 12, so single target, make your attack roll, and note the margin
the object gets a +1 Dex bonus to AC. The orc has a ring by which your attack roll exceeds the target's AC. For
ofprotection that offers a +2 deflection bonus to AC. every 5 full points by which your attack roll exceeds the
Finally, the sword gets a +5 bonus to ACfor being a target's AC, you hit with one additional shot. When you
held object. The sword is therefore AC 20. Justica gets a
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fire a burst with this kind of weapon, you can therefore always equal to its distance from you, the shooter. For
hit with up to three shots. example, if you lay down suppressive fire out to 100
For example, Justica Eagle fires her assault blaster at feet, the cone is 100 feet wide at its end .
an ore. She needs a result of 13 or better on her attack Suppressive fire is a full-round action . The effect lasts
roll to hit . Her total, with attack bonuses included, is 24. until the beginning of your next action . You must fire 5
Justica hits with the first shot for rolling 13 or better. bursts (15 shots with a personal firearm) to lay down
The second shot hits at 18, and the third shot connects at suppressive fire. If you don't have sufficient ammo
23. Since Justica's total was 24, all three shots in burst remaining, you can't attempt suppressive fire. Anyone
hit the ore. who is in, enters, or passes through the suppressed area
Roll damage for each hit separately. If you score a has a chance to be hit. The suppressive fire can affect a
critical hit on the attack roll, you only get bonus damage number of targets up to the number of shots you fired
for the first shot. It's impossible to aim the subsequent (usually 15) .
shots in the burst precisely enough to score critical hits. You get a -4 circumstance penalty on your attack roll
A burst can only be fired at a single target . Ifyou have for laying down suppressive fire. Make the attack roll
hits left after you drop the target, they are lost. and record the result . Begin with the nearest target in the
Characters who can make multiple attacks can fire a cone and check your attack result against his AC . If the
burst with each attack as a standard full-round action. result of your attack roll at least matches the target's
AC, you've scored a potential hit-these are not indi-
vidual aimed shots, they're shots fired randomly into the
SUPPRESIff FIRE suppressed area. The target must make a Reflex saving
Fully automatic weapons can lay down a withering throw with a DC equal to the number of shots you fired
hail of fire across a wide area. You can only lay down (again, usually 15). If the save is successful, the shot
suppressive fire out to the weapon's listed range incre- missed . Ifthe save fails, the shot hits and you deal dam-
ment. You fire suppressive fire in a cone (PHB 149). As age normally. Whether the shot hit or missed, mark it off
with spells, the width of a cone at a particular point is and move onto the next target in the cone. Resolve dam-
*000
Justica is holding a corridor against a horde of orc These penalties can be reduced if both weapons are
mercenaries and decides to lay down suppressive fire. light or you have the Ambidexterity or Two-Gun
The corridor is 10 feet wide and 100 feet long, so Shooting feats. The penalties of all the possible combi-
Justica's cone fills the entire corridor. Justica fires 3 nations are listed in the table above.
bursts (15 shots) with the assault blaster and makes an
attack roll with a -4 penalty. The result ofthe attack roll RELOADING
is 15 . Justica begins with the orc closest to her and Guns have a limited ammunition supply. When they
checks the result ofher attack roll against the ores AC.
run out of ammo, it's time to reload.
The orc has an AC of 14, so Justica scores a potential
Ammunition comes in ready-to-use, disposable clips
hit . The orc makes a Reflex save (DC 15) and fails, so
or energy cells. These clips or cells usually snap into a
Justica deals damage to the orc normally. She moves on
receiver in the weapon's grip or stock. When you're
to the next orc and repeats this process, marking offone done with a clip, you punch the ejector and the clip pops
shotfor each orc, until she either runs out of shots or
out of the gun . Then you grab another clip and slap it
runs out of orcs.
back into the receiver.
Reloading most guns is a move-equivalent action.
Some heavier weapons require a standard action or even
00s04Elirf000
a full-round action or more to reload. See the weapon is successful, you notice the concealed weapon .
descriptions in Chapter Six: Equipment for all the If you are actively looking for a concealed weapon,
details . Reloading as a move-equivalent action requires you make a Search check with a DC based on the size of
two hands . You can try it with one hand, but it's a stan- the weapon relative to the size of the creature conceal-
dard action. ing it. If you're frisking the subject, you get a +4 cir-
Some mounted or integral vehicle weapons-such as cumstance bonus on the check. If the check is success-
energy weapons on a starship-have a virtually unlimit- ful, you find the concealed weapon .
ed supply of ammunition. In this case, there's no need to The DM should typically make these checks in secret
track ammunition. However, if the ship's engines power and tell you the results . If the subject is concealing mul-
down, so do the energy weapons . tiple weapons, the DM should roll separately for each
one . There's an effective limit to the number ofweapons
CONCEALING WEAPONS a single person can conceal, and this is left to the com-
mon sense of the DM. The following table lists Spot and
You can attempt to conceal a weapon on your person. Search DCs for finding concealed weapons .
You can conceal a weapon at least one size category
smaller than you under a coat, vest, dress, or baggy
tunic . You can conceal a weapon at least two size cate-
gories smaller than you in a holster or sheath attached to
a forearm, thigh, or ankle under loose-fitting clothing . Spot Search
You can conceal a weapon with the same size category Weapon is DC DC
as you under a long coat, cloak, or similar garment that Two steps smaller 25 20
covers the length of your body. One step smaller 20 15
Ifyou're not actively looking for a concealed weapon, Same size 15 10
you still have a chance to notice one . You make a Spot
check with a DC based on the size of the weapon rela-
tive to the size of the creature concealing it. Ifthe check
EXPLOSIVES with the Empire, and they have their own slug-throwers
in circulation .
Slug-throwers come in many varieties. The most
In addition to conventional firearms, there are also common are reasonably advanced binary-propellant
many explosive weapons in Dragonstar. These include weapons that fire caseless ammunition. The propellant
grenades, rockets, missiles, and explosive charges . chemicals are harmless by themselves, but when mixed
Attacks with ranged explosive weapons are made using and ignited in the weapon's firing chamber, they pro-
the rules for standard attack rolls . Characters can either duce a small explosion that fires the bullet. These
aim for a specific target or an area. For this purpose, a firearms are sealed against the environment and work
5' x 5' section of floor or ground is AC 5. If the attack just fine when wet or exposed to vacuum .
succeeds, it detonates on the creature or area targeted. If Unless noted otherwise, slug-throwers deal piercing
the attack misses, roll 1d6 to see how many feet away damage .
from the target the weapon lands . Add +1 for every
range increment of distance at which the attack was SHOTGUNS
made. The modified result of this die roll is modified as Shotguns are handled a bit differently than other slug-
shown in the following table. throwers . Shotguns can be devastating at close range,
but quickly lose their effectiveness at longer ranges .
Shotguns fire plastic cylinders-called shells-filled
with metal pellets . When you fire a shell, the pellets
Weapon Type Deviation
spread out rapidly. If a shotgun blast doesn't hit any-
Thrown Modified die roll x 1 ft.
thing in the first two range increments, it spreads out
Direct fire Modified die roll x 5 ft.
and deals damage to anyone in a 5-foot path out to its
Indirect fire Modified die roll x 10 1't .
maximum range . Check the table below for the damage
a shotgun deals at each range increment .
FLAMETHROWERS
Flamethrowers ignite and fire a flammable chemical, GROWS
You arm grenades
engulfing targets in flame. Damage from a flamethrow- by depressing a switch, which can
er is dealt in a 5-foot-wide stream extending to its max- be done as a free action. Ordinarily, a grenade will det-
imum range . When you fire a flamethrower, you check onate on contact. However, as a standard action, you can
your attack roll against every potential target in this program a grenade to detonate after a certain period of
stream . Characters hit by a flamethrower may also catch time has passed . You can program the grenade to deto-
on fire (DMG 86) . nate at the end of the round you arm it or on any round
up to 10 rounds from the one in which you arm it. If you
pre-program your grenades before entering combat,
PLASMA WEAPONS make sure you note the detonation times you've set for
Plasma weapons fire devastating pulses of highly them.
energetic, superheated plasma that inflict severe heat Grenades can be fired or thrown directly at a target
damage on the target . Plasma weapons deal fire damage . within the listed range increment . Beyond that range,
they must be fired or thrown indirectly. Overhangs or
SCREAMERS ceilings can block the path of a grenade fired or thrown
Screamers are energy weapons that fire focused sound indirectly ; the DM determines when such an obstacle
waves that can do serious damage to both objects and interferes with indirect fire . A grenade that strikes an
organic tissue . Screamers deal sonic damage . obstacle automatically misses the intended target and
deviates from the point of contact using the standard
USERS rules outlined above.
Tasers fire darts that hit the target with an electric
charge designed to stun. A target hit by a taser must
make a Fortitude saving throw (DC 15) or be stunned MISSILE
Missiles are
for 1 round. guided explosive weapons propelled by
solid rocket fuel . They can be fired from over-the-shoul-
4
ROCKETS
Rockets are unguided explosive weapons propelled
by solid rocket fuel . They are fired from over-the-shoul-
der launchers or vehicle launch tubes . Rockets follow
the standard rules for grenadelike explosive weapons
(see page 133) . They cannot be fired indirectly. Rockets
deal damage by rocket type to everything in the blast
radius .
When a rocket is fired, flame shoots out the back of
the launch tube . Anything behind the launcher within 5
feet is caught in the backblast and takes 3d6 points of
damage . A character or creature can make a Reflex save
(DC 15) for half damage .
MELEE WEAPONS
While firearms dominate combat in the Dragon
Empire, melee weapons are still common . Firearms are
pretty ineffective in close combat, so melee weapons
still have their place. Details on these weapons are pre-
sented in Chapter Six : Equipment. This section discuss-
es any special rules covering their use in combat .
KEENBLABES
All bladed weapons have edges laminated with indus-
trial-grade diamond. This enhancement makes them
extremely sharp : All keenblades provide a +l bonus on
attack rolls, and this bonus stacks with bonuses for
begin of masterwork quality and magic enhancement
bonuses . The threat range of a keenblade is also twice
that of a corresponding conventional weapon . For exam-
ple, the threat range of a keenblade longsword is 17-20 .
If the weapon is enchanted, this enhancement does stack
with that from the keen enchantment . In this case, the
longsword (a "keen keenblade") would score a threat on
a 15-20 . All slashing and piercing weapons can be
keenblades.
Is it ~
(HHPTER EICHT
DOND SKURITY
Obviously, a wizard's datapad is extremely valuable .
1st-level spells for this calculation) . For example, a
scrollware file with a 2nd-level spell cast by a 3rd-level
spellcaster occupies 6 pages. You must also have access
Every datapad is equipped with a thumbprint scanner. to a scrollware program that can handle the spell, as
The device will only power-up when it's activated by detailed below.
the user's thumbprint. Variant systems, including retinal
and pheromone scanners, are available for wizards who
don't have fingerprints . Rogues or mechanists can
Creating Scrollware
attempt to hack the security system with a Use Device Your datapad and spellbook software make it very
check (DC 30), and the attempt requires both a datapad easy for you to create your own scrolls . You need the
and an electronics toolkit . Wizards can upgrade this Scribe Scroll and Technical Proficiency feats to use this
security, but doing so requires very sophisticated and feature. You have to purchase a scrollware program
expensive technology: The cost is 500 cr per +1 bonus capable of compiling and digitizing the desired spells,
to the system's DC. but there are no other materials costs . These programs
cost 100 cr times the level of the spells times the caster
level of the spells you want to encode . For example, a
scrollware program capable of encoding 3rd-level spells
with a caster level of 5 costs 1,500 cr. You can upgrade
this scrollware program and pay the difference in price
as your spell levels or caster levels increase . For exam-
ple, you could upgrade the program to encode 3rd-level
spells at a caster level of 6 for 300 cr (the difference
between 1,500 cr and 1,800 cr) .
The base price of the scrollware is determined nor-
mally for the purposes of your XP expenditure and the
time it takes to create. This is equal to the scrollware's
spell level times its caster level times 25 cr.
Creating scrollware is much quicker than scribing a
scroll on parchment : It takes only 1 hour per 1,000 cr of
the scrollware's base price. Of course, each scrollware
file occupies space on your datapad as outlined above : a
number of pages equal to the spell level times the cast-
er level of each spell. However, the scrollware file is
completely erased when the spell is cast, and this stor-
age space is then cleared for new spells or scrollware.
EXAMPLE
Naravin the wizard wants to create a scrollware file.
The spell is fireball and the caster level will be 5th. The
baseprice ofthe scrollware is 375 cr, but Naravin does-
n't have to pay halfthis price in materials costs. Naravin
will, however have to spend 1125 of this base price in
XP, or 15 XP. Naravin also needs a scrollware program
capable ofencoding at least 3rd-level spells with a cast-
er level of5, and this program costs 1,500 cr. The base
price of the scrollware is less than 1, 000 er, so it will
only take Naravin an hour to create the file. When it's
completed, the scrollware will occupy 15 pages ofstor-
age on Naravin's datapad until it is cast.
SPUL (OMPONINTS
Getting your hands on the right spell components can
be tricky in the Outlands. Some of those planets don't
even have magical supply stores, and you sure can't
place an order online for convenient delivery. However,
on just about any major planet in the Empire, you can
easily find a ready source of spell components . These
are often found in the upscale neighborhoods of major
cities, close to the sorcerer aristocracy that keeps these
supplies in high demand .
PRIM
Most magical supply outlets do a booming business.
Of course, while there's a healthy demand for their
goods, there's also healthy competition to deliver them
reliably and affordably. You can place orders online
with the larger outlets and chains, and they'll deliver ENHANCING WEAPONS
just about anywhere on the planet for a 10% surcharge . Most spells that enhance weapons only work on a sin-
Of course, delivery is never instantaneous . Components gle weapon and do not affect any projectiles fired by it.
are usually shipped from the outlet nearest the destina- You can cast such a spell on a single tangible projectile,
tion, and delivery can range from overnight to two week such as an arrow, a bullet, or a needler dart . You can't
or more. cast the spell on energy pulses, though .
Ifyou're on a major planet and want immediate deliv-
ery, the Imperial Society maintains a small cadre of tele-
portation couriers for dues-paying members . The cost,
FIRE IN SPACE
Spells that create fire effects work just fine in airless
however, is pretty steep : 1,800 cr. That's 900 cr for the environments . A continual flame, for instance, needs no
market price of two teleport spells, doubled for the ser- air to burn, and some starships even use such spells as
vice and risk to the courier. Some temples and smaller running lights . However, in space, there is no air for a
guilds offer a similar service, but most spellcasters ind non-magical fire to burn. This means that a fireball, for
it much for efficient to prepare their supply of spell instance, would go off and do its normal damage .
components ahead of time. However, it would be unable to set anything else alight.
NfW SPULS
Duration : Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes
As cause light damage, except the damage is 2d8 +1
CAUSE CRITICAL DAMAGE point per caster level (maximum +10) .
Transmutation
Level: Sor/Wiz 4 CAUSE SERIOUS DAMAGE
Components: V, S Transmutation
Casting Time: 1 action Level: Sor/Wiz 3
Range: Touch Components: V, S
Target : One object Casting Time: 1 action
Duration : Instantaneous Range : Touch
Saving Throw: Will half (see text) Target : One object
Spell Resistance: Yes Duration : Instantaneous
As cause light damage, except the damage is 4d8 +1 Saving Throw: Will half (see text)
point per caster level (maximum +20). Spell Resistance: Yes
As cause light damage, except the damage is 3d8 +1
CAUSE LIGHT DAMAGE point per caster level (maximum +15).
Transmutation
Level: Sor/Wiz 1 DEMOLISH
Components: V, S Transmutation
Casting Time: 1 action Level: Sor/Wiz 6
Range : Touch Components: V, S
Target : One object Casting Time: 1 action
Duration: Instantaneous Range: Close (25 ft. + 5 ft/2 levels)
Saving Throw : Will half (see text) Target : One object up to 250 lb. per caster level
Spell Resistance: Yes Duration : Instantaneous
By laying your hand on a construct or object, you deal Saving Throw: None
l d8 points of damage to it, +1 point per caster level Spell Resistance: Yes
(maximum +5) . Ignore the target's hardness-this dam- The object or construct touched loses all but ld4 hit
age is generated within . Constructs get a Will save points . Ignore the target's hardness-this damage is
against this spell . generated within.
Saving Throw : None evil, detect good, detect law, and message .
Spell Resistance: No Focus: A working visual sensor trained on an area.
You instantly become aware of anyone watching you
or monitoring your activities, either directly or by elec- GREATER ELECTRIC SCRY
tronic or hi-tech means . This does not include magical Divination
forms of scrying . Level: Brd 4, Clr 5, Drd 5, Sor/Wiz 5
If a spy or device is within the spell's area of effect, Components : V, S, F, DF
you know its location. Otherwise, you know the direc- Casting Time : 1 action
tion from which the surveillance is coming, as well as Range : See text
the distance (within 10%) . You do not get an image of Effect : Enhance hi-tech sensor
the spy, but you can immediately identify any device . Duration : 1 minute/level
Material Component : A small bug. Saving Throw: None (see text)
Spell Resistance: No (see text)
ENDURE RADIATION This works just like electric scry, but the following
Abjuration spells can be cast reliably through the monitor : compre-
Level : Clr 1, Drd 1, Pal 1, Sor/Wiz 1 hend languages, darkvision, detect magic, detect chaos,
Components : V, S detect evil, detect good, detect law, message, read
Casting Time : 1 action magic, and tongues .
Range : Touch
Target : Creature touched
Duration : 24 hours
INSTANT REBOOT
Transmutation
Saving Throw : None Level : Brd 2, Clr 2, Sor/Wiz 2
Spell Resistance : Yes Components : V, S
Similar to endure elements, this spell protects the tar- Casting Time : 1 action
get against radiation. Each round, the spell absorbs 5 Range : Touch
points ofdamage the target would have taken from radi- Target: One object
ation . The spell protects the target's equipment, too . The Duration: Instantaneous
spell cuts the chance of the target contracting radiation Saving Throw: Reflex negates (see text)
sickness by 50%. Spell Resistance: Yes
Endure radiation overlaps (and doesn't stack with) This spell instantly turns an electrically powered
resist radiation and protection from radiation . Only the device on. If the device is under someone's direct con-
more (or most) powerful such spell cast on the target trol, the controller can make a Reflex save to avoid the
works at a time. effect .
This spell can reboot a soulmech that's been affected
ELECTRIC SCRY by a power down spell. The soulmech recovers instant-
Divination ly and is ready to act the round after the spell is cast .
Level : Brd 1, Clr 3, Drd 2, Sor/Wiz 2
Components: V, S, F, DF IRRADIATE
Casting Time: 1 action Evocation
Range: See text Level : Drd 8, Sor/Wiz 8, Sun 8
Effect : Enhance hi-tech sensor Components : V, S, DF
Duration : 1 minute/level Casting Time: 1 action
Saving Throw : None (see text) Range: Medium (100 ft. + 10 ft./level)
Spell Resistance : No (see text) Area : Beam 5 ft . wide and 100 ft . + 10 ft./level long,
This spell allows the caster to cast spells through an starting right in front of you
electronic surveillance sensor, such as a camera, as if it Duration: 1 round/level or until all beams are
were a magical scrying device . The following spells can exhausted
be cast through the sensor onto any area or target that Saving Throw: Reflex negates and half (see text)
can be seen through the sensor, no matter how far away Spell Resistance: Yes
the caster is while watching the monitor : comprehend Similar to sunbeam, this spell hits its targets with a
languages, darkvision, read magic, and tongues . The beam of high-frequency radiation. You can fire one
following spells have a 5% chance per caster level of beam for every three caster levels you have, up to a total
working properly: detect magic, detect chaos, detect of six beams .
All creatures in the beam take 3d6 damage and con- This spell causes an electrically powered device to
tract radiation sickness . (Rules for radiation sickness are suddenly turn off, even if the device doesn't have an off
in the Galaxy Guide .) A Reflex save negates the sick- switch . This includes computers, vehicles-even robots .
ness and cuts the damage in half. If the device is under someone's direct control, the
The radiation is even more lethal to fungi, molds, controller can make a Reflex save to avoid the effect.
oozes, slimes, and jellies . They take 1d6 points of dam- This spell can shut down a soulmech, too . The soul-
age per caster level, up to 20d6. A Reflex save halves mech gets the Reflex save but shuts down if it fails . The
the damage. Undead cannot be made ill, but the other soulmech's systems come back on line in 1 d3 rounds.
creatures can . Soulmechs take the damage but do not For the duration of the effect, the soulmech is treated as
become ill . stunned.
SPEED
Every vehicle in Dragonstar has a top speed listed . SPEED MODIFIER
This value is simply the maximum number of squares
the vehicle is capable of moving in a single round. A .SIirfhce ! ehicle/Spacecraft Scale
vehicle's current speed can range anywhere between 0 Speed Check modifier
and its top speed. Remember that a vehicle's speed is ()
always based on the scale for its vehicle class. An air- 0. 1( )
craft traveling at speed 5 is traveling 10 times as fast as 11-15
a surface vehicle traveling at speed 5 . lo-20
For example, a passenger sedan has a top speed of 20 . 30
A ground car uses the surface vehicle scale, so that's 31 -10 lU
1,000 ft. per round, or 114 miles per hour. The car can 41 ~Il
travel at any speed between 0 (full stop) and 20 (top
speed) .
The table on the following page lists speeds from 1 to
40 on the surface vehicle scale, with approximate con-
versions to feet per round and miles per hour. Multiply
the listed values by 10 for aircraft speeds and 100 for
spacecraft speeds .
;-W 0
0 4OUMO s
Y-1 I
Feet
;(1
I00
200
250
300
350
400
450
500
-150
600
6; 0
700
750 Changing Speed
800
A pilot can change the speed of his vehicle once each
850
round as a free action. All vehicles in Dragonstar have
900
an acceleration and deceleration value . The listed num-
950
ber is the value for moderate acceleration or decelera-
1000
tion: how much a pilot can speed up or slow down at
1050 "
moderate risk of losing control of the vehicle . Low
1100
acceleration/deceleration is half the listed number, high
11511
acceleration/deceleration is twice the listed number, and
1200
extreme acceleration/deceleration is four times the list-
1250
ed number.
1300
Accelerating and decelerating require a Pilot check.
1350
The DC depends on how fast the pilot is attempting to
1400
accelerate or decelerate. The Pilot check is also modi-
1450
fied by the vehicle's current speed, before applying the
15(0)
effects of acceleration or deceleration . The check is also
1_~ ~, ()
modified by the vehicle's handling rating.
O(!()
i (;
1 -, 0()
1 7~i CCelcraI D1z!t~eceIeratII
1800 I'o~~
1850
1900
19()
?00(1
kitiply by 10 to r aircral'ts
1011 for spacecraft scaiew
For example, a passenger sedan has an acceleration of
2 and a deceleration of 4. The pilot can increase the
vehicle's speed by 1 at low acceleration, 2 at moderate
acceleration, 4 at high acceleration, and 8 at extreme
acceleration. The pilot's sedan is at a full stop, and the
0 44A own**
pilot decides on extreme acceleration to increase the always applied to the roll. See the table on the following
vehicle's speed to 8 in a single round. The DC for the page for a list of maneuvers and their DCs. If the Pilot
Pilot check is 20. There is no modifier for speed, since check fails, there's a chance of a mishap (see Mishaps,
the vehicle is at speed 0 before the effects of accelera- page 155) .
tion are applied . The car has a handling rating of +0, so Maneuvers are typically executed while the vehicle is
there's no modifier for that either. traveling in a forward direction. Some vehicles can trav-
el in reverse and can execute maneuvers while doing so.
However, Pilot checks for all maneuvers made while
traveling in reverse suffer a -4 circumstance penalty.
Ophii tilt, vchide's Speed aiid h"wiiinl;
modikers to all n3auctiNers . Turns
Ifyou're using a map grid to track vehicle movement,
the grid provides eight simple "compass points" by
mmum
which to measure turns and direction of travel . Using
the compass analogy, we can call these points north,
northeast (diagonal), east, southeast (diagonal), south,
In addition to changing speeds, pilots can also per-
southwest (diagonal), west, and northwest (diagonal). A
form a wide range of maneuvers in their vehicles . All
"one-point" turn is any turn from one compass point to
maneuvers are move-equivalent actions. In a single
the next compass point, for example, from "north" to
round, a pilot can perform one maneuver along with a
"northeast."
standard action (such as an attack) or two maneuvers .
Soft Turn : This is any turn up to a 45° angle . On the
Maneuvers can be executed at any point during a vehi-
map grid, it's a one-point turn.
cle's movement.
Sharp Turn : This is any turn between a 45° angle and
Maneuvers require a Pilot check, and the modifiers
a 90° angle . On the map grid, it's a two-point turn.
for the vehicle's current speed and handling rating are
wt4*0*40
Extreme Turn: This is any turn between a 90° angle impact . The vehicle's speed modifier is applied normal-
and a 135° angle . On the map grid, it's a three-point ly. Only surface vehicles can execute jumps.
turn. Landing : This maneuver is used to land an aircraft .
Bootlegger Turn: This is any turn between a 135° The DC assumes a flat surface, such as a runway or
angle and a 180° angle . On the map grid, it's a four- landing strip, is available.
point turn. Your vehicle's speed is automatically 0 after Loop: The vehicle executes a full loop over the
you complete a bootlegger turn. You have to accelerate course of the round, first gaining then losing altitude and
to get back up to speed in your new direction of travel . ending up in the same position as it started . Only air-
and spacecraft can execute a loop.
Other Maneuvers Ram : Intentionally running your vehicle into another
requires a Pilot check, and your result must be at least
Avoid a Hazard : This maneuver allows a pilot to equal to the target's AC. See Ramming, page 159 .
swerve around an obstacle or hazard. The DC of the Regain Control : A pilot must succeed at this maneu-
Pilot check is based on the size of the obstacle. ver to negate the effects of a mishap (see page 155). The
Climb/Dive: In most vehicle sequences, it's not espe- penalty for the mishap is always applied to the check, as
cially important to track altitude. For example, in a dog- well as the vehicle's speed modifier and handling rating .
fight between two aircraft or spacecraft, you really only Roll: The vehicle executes a 360° lateral roll, ending
need to know the distance between the two vehicles- up in the same upright orientation as it started.
how much ofthat distance is vertical isn't likely to be an Take Off: Pilots use this maneuver to take off from a
issue. Altitude can be an issue when an aircraft is flat surface.
engaged with a surface vehicle, because the aircraft can
essentially dictate the minimum range between the two.
In these cases, the pilot of the flying vehicle should sim-
11,111eue ers
ply announce his altitude at the beginning of the scene,
Solt Turn
then track any changes as it develops . By executing this
SlIMrp TUrn
maneuver, a vehicle can climb or dive at an angle up to
FxIrcine Turn
45° . For simplicity, assume the vehicle moves forward
floottc , -er Turn
halfits speed and gains half its speed in altitude (or loses
A,\ oid a Hazard
the altitude in the case of a dive) . Obviously, surface
I ine
vehicles cannot perform this maneuver.
Diminutive
Extreme Climb/Dive : The vehicle climbs or dives at
an angle between 45° and 90° . The pilot may choose l'my 6
Small 9
how much of the vehicle's speed to expend gaining or
Medium-size 12
losing altitude, but it must be more than half. Surface
T,arge 15
vehicles cannot perform this maneuver.
I luge 20
Immelmann Turn: This difficult maneuver is a half-
Gargantuan 25
loop and a half-roll . The vehicle climbs, inverts, then
Colossal 30
executes a half-roll to return to an upright orientation
Climb/Dive 5
and reverse its direction of travel . The vehicle ends its
I= .Ktreme Climb/Dive 15
move in the same square it started in facing the opposite
linmelmann Turn 25
direction. Only air- and spacecraft can execute an
lump 15 2 ;_
Immelmann turn . In fact, this is the only way for aircraft
1-anding 15
20
to make a 180° turn-otherwise, they must make con-
loop
secutive soft, sharp, or extreme turns to reverse their
I~ :I in Target':
direction of travel .
Rc~_, ,iin Control 10*
Jump : A vehicle can attempt to jump over some
IUI
obstacle, such as another vehicle or the space where a
Take Off 10
destroyed bridge used to be. The DM should use the
standard guidelines to set appropriate DCs. While this is
* The Pilot check is always modified I?Y
a single maneuver, it requires two different Pilot checks.
tic \ chicle's speed and the circumstance
The first determines if the vehicle cleared the obstacle,
cn~ilt~ the severity of the mi:
and the vehicle's speed modifier is applied as a bonus for ri ~p .
targets-such as in open air or space-the vehicle goes modified by the size category of the obstacle it crashes
into a spin (see above). into.
(OLLISIONS
If a vehicle crashes into something, it takes damage
Damarte
based on its current speed.
Size Multiplier
Surface vehicle : The vehicle takes Sd6 damage,
I ine 1/50
where S is one-half the vehicle's current speed. For
Diminutive 1/20
example, a surface vehicle that crashes while traveling
l iliy, 1/10 `'
at speed 20 takes IOd6 points of damage .
Small 1/2
Aircraft : The vehicle takes Sd6x10 damage, where S
\-1cdium-size xl
is one-half the vehicle's current speed. For example, an
I t 1 1- (_, e x2
aircraft that crashes while traveling at speed 20 takes
1 Iu c x3
lOd6x10 points of damage .
(largarn(uan x3
Spacecraft: The vehicle takes Sd6x100 damage,
Colossal x4,
where S is one-half the vehicle's current speed. For
Colossal 11 x4
example, a spacecraft traveling at speed 20 takes
(olossalITT xS
lOd6x100 points of damage .
olossal TV x5
Collisions between aircraft and spacecraft are
Colo-"""11 V xC,
extremely rare, because they have such wide-open
( olo",'d VI x6
spaces to work with. When they occur, however, they're
usually catastrophic .
If a vehicle crashes into a moving object-such as
another vehicle-the DM must determine the net speed The object struck by a vehicle in a collision also takes
of the impact. damage . The base damage is the same as for the vehicle,
and the damage multiplier is based on the size category
If the two vehicles were moving directly toward of the vehicle that is colliding with the object.
each other when they crashed, add their speeds The pilot of a vehicle involved in a crash can make a
together for the purposes of determining collision Pilot check to minimize the damage . This is a free action
damage . and the DC ofthe check is equal to the net speed of the
If they were moving in the same direction and one collision . The modifiers for the vehicle's speed (the
crashed into the back of the other, take the differ- pilot's vehicle only-do not count the speed of any
ence in their speeds . other vehicle involved in the crash) and handling are
If one was moving perpendicular to the other, ignore applied to the check. If the check is successful, the vehi-
the target vehicle's speed for the purposes of colli- cle takes half damage from the crash . A pedestrian
sion damage . involved in a collision with a vehicle can make a Reflex
save against the same DC for half damage .
The damage a vehicle suffers from a collision is also
Room
Damage to Passengers ever, so the damage to the spacecraft is "only" 104 . The
DM rules that the pilot was unaware of the micromete-
orite and can do nothing to avoid it.
Passengers in a vehicle that collides or crashes take
half the damage actually dealt to the vehicle, after
accounting for the vehicle's hardness and the driver's
Pilot check. Passengers who make a Fortitude save (DC YfElf (OMOT
20) take half of this damage . Soulmechs, robots, other
vehicles, and objects are subject to this damage .
EXAMPLES
WOUNTER DOW[
As with combat between characters and creatures,
A ground car traveling at speed 10 crashes into a encounter distance sets the stage for a vehicle combat .
Huge wall . The base damage for the collision is 5d6 . These rules follow the standard d20 System rules for
The result of the damage roll is 18. The wall is Huge so encounter distance (DMG 59), with a few additions
the damage is multiplied by 3, for a base damage of 54. needed to handle the unique capabilities and character-
The driver can make a Pilot check to minimize the dam- istics of vehicles .
age . The DC is 10, but the driver suffers a -2 circum- First, you should establish the spotting distance based
stance penalty on the roll for his vehicle's speed. The car on the surrounding terrain . Choose the most appropriate
has no handling modifier. The driver makes the roll and terrain and roll for spotting distance . Ifusing a map grid,
succeeds, so the damage is reduced to 27. The car has make sure to convert the result to the appropriate scale
hardness 8, so it takes a total of 19 points of damage for the vehicles involved in the encounter. If spotting
from the collision . The driver makes a Fortitude save distance is limited by line of sight, such as indoors or in
and succeeds, so he takes 9 points of damage . a developed area of a city, simply used the line-of-sight
distance as the encounter distance .
A ground car traveling at speed 10 crashes into a
Medium-size pedestrian. The base damage for the colli-
sion is 5d6 . The dice are rolled, and the result is 18 .
Because the object struck was Medium-size, the base
damage is 18. The driver makes a Pilot check against
DC 10, with a -2 circumstance penalty on the roll. The
Terrain Distance
check fails, so the car takes 18 points of damage. The
III ,, (14fl. (~5 It.)
car is Large, so the base damage for the pedestrian is 36.
Junt~lr_ dense Ibrest <d-i\10 It . (5U It .)
The character makes a Reflex save against DC 10 and
fails, so he takes 36 points of damage . t_~-ht toy-c~t -1d(~ loti. ~lu~ ht .)
hrush 6dhxl0 ft . (21() ft .)
t)iicn 6d0x20 11 . (-120 Ii_)
A Large ground car crashes head-on into a Huge
`; ansur.s ahccial
truck. The car is traveling at speed 15 and the truck at
speed 10. The speeds are added together, so the damage
roll is 12d6. The result of the damage roll is 42. The
truck is Huge, so the base damage to the car is 126 . The
driver makes a Pilot check against DC 25, with a -4 cir- These rules for spotting allow you to establish the
cumstance penalty for the car's speed . The driver fails encounter distance for visual contact . However, many
and the car takes 126 points of damage . The car is vehicles are equipped with sensor systems, such as
Large, so the base damage to the truck is 84. The driver radar, that allow them to identify other vehicles at much
makes a Pilot check against DC 25, with a -2 circum- greater distances .
stance penalty for the truck's speed and a -2 circum- Vehicle sensors require a mostly unobstructed line of
stance penalty for the truck's handling . The skilled dri- sight to the target to be effective . They are not hindered
ver succeeds, and the truck takes 42 points of damage . by smoke, fog, clouds, or light foliage, but they are
blocked by solid obstructions . Ifthe terrain allows vehi-
A spacecraft traveling at speed 10 is struck by a cle sensors to be used, follow these steps.
micrometeorite traveling at speed 20. The damage is 1 . Choose a maximum encounter distance based on
15d6 points of damage . The dice are rolled and the the surrounding terrain and your available playing area.
result is 52 . The multiplier for spacecraft is 100, so the To keep the action fast and intense, the initial encounter
base damage is 5,200 . The micrometeorite is Fine, how- distance usually shouldn't exceed 100 squares in com-
4VN*QWsWW0*
pletely open terrain (5,000 feet for vehicles, 50,000 feet For larger engagements, you may want to use a single
for aircraft, and 500,000 feet for spacecraft). initiative for each vehicle, or even a single initiative for
2. Have the sensor operators make a Use Device each side in the engagement. In this case, simply roll ini-
check . The operators gain a circumstance bonus equal to tiative for each vehicle using the vehicle's size modifier
the sensor rating of their vehicles . The base DC is the (or the size modifier for the largest vehicle on that side)
stealth rating of the opposing vehicle or vehicles . Note as the initiative modifier. All crew and passengers
that a vehicle's current speed modifier is always applied aboard the vehicle take their actions at that initiative .
to its stealth rating-vehicles traveling at a high rate of
speed are much easier to detect than ones that are mov-
ing slowly or not at all . (00T WTIONS
3. If at least one sensor operator succeeds, he has Movement and action in vehicle combat work just
detected at least one of the opposing vehicles and the like they do in the standard d20 System rules. Each
encounter distance is set . If none of the operators suc- round, a character can move and take a standard action,
ceed, simply move the vehicles at their current speed in take a move-equivalent action and a standard action, or
their established direction of travel and then call for a take a full-round action.
new round of checks. Repeat this process as many times Acquire Target: Many military vehicles are equipped
as necessary until at least one ofthe vehicles has detect- with targeting systems that provide an attack bonus to
ed another or the vehicles have moved far enough away weapons linked to them. However, the sensor operator
from each other that you can rule they are out of range . or fire control officer must first acquire the target . This
is a standard action and requires a Use Device check.
The base DC is equal to the target's stealth rating . The
Mw OURITY target's speed modifier is also applied to the check. If
Whether the DM is running NPC ships or just needs the check is successful, the targeting system's bonus is
to fill out the ranks of the PCs' vessel, it's often helpful applied to attacks with linked weapons until the opera-
to have a general indicator of a crew's skill with ship tor's next action.
systems and operations . The following table lists sever- Example
al levels of crew training and experience. The modifier The PCs are in an explorer-class spacecraft pursuing
should be used for all attack rolls, skill checks, and abil- a band ofpirates in a beat-up freighter The explorer has
ity checks related to the operation of the ship. twin laser cannons linked to a targeting system thatpro-
vides a +4 circumstance bonus on attacks with the laser
cannons . The pirate vessel's stealth rating is 15. The
freighter is traveling at speed 20, so the Use Device
check suffers a -6 circumstance penalty. The result of
the roll is 23, or 17 when the penalty is applied. The
Cre~N OnAit,N Nlodilier
weapon system has acquired target lock on thefreighter
t .1 ntriilic(i 4
and the laser cannons gain a +4 circumstance bonus on
(iirri1 attacks until the operator's next action .
Vctcran Attack : A character in a vehicle can make a ranged
[ \I)crt attack against another vehicle, character, or creature .
I- I itc The result of the character's attack roll must be at least
equal to the target's AC. All of the standard modifiers
apply to the attack roll, including range . The speed mod-
ifier for both the attacker's vehicle and the target are
applied to the attack roll. However, if both of the vehi-
cles are moving in the same direction, apply only halfof
the target vehicle's speed for the purposes ofspeed mod-
INITIffiff
You have a couple of options for handling initiative in ifiers to ranged attacks.
a vehicle combat . In a simple combat, such as between Example
a PC vehicle and NPC vehicle, you can simply use the The PCs are in a passenger car that is chasing a truck
standard rules for character initiative . Characters may full of orc thugs. One of the characters leans out the
occasionally have to delay their actions to wait for the window and attempts to shoot the truck with his blaster
pilot to maneuver or the sensor operator to detect the pistol . The truck's base AC is 8. The car and the truck
opponent vehicle, but the combat should otherwise pro- are both moving at speed 10, so this would ordinarily
ceed as normal . impose a -4 circumstance penalty on the attack roll.
0waa4*w
However, since both vehicles are moving in the same by or from his vehicle against the target vehicle gain a
direction (the car is pursuing the truck), the truck's +2 circumstance bonus until the start of his next action.
speed is considered to be 5 for the purposes of the Example
penalty. Since there is no modifier for speed 5, the total The pilot of the PC's explorer decides to make a tar-
circumstance penalty on the attack roll is only -2. geting run at the orcfreighter. The PC and the orc pilot
Evasive Action : This is a standard action. The pilot make opposed Pilot checks. Both spacecraft are travel-
of a vehicle maneuvers defensively to avoid incoming ing at speed 20, so both pilots suffer a -6 circumstance
fire. The pilot makes a Pilot check, applying the vehi- penalty on the check. The PC's ship has a handling rat-
cle's speed modifier and handling rating . For every 5 ing of +2, while the freighter has a handling rating of
points by which the pilot's check result exceeds DC 10, -2 . The PC pilot gets a 14 and the orc pilot gets a 5, so
the vehicle's AC gains a +1 dodge bonus until the start all of the characters' attacks against and attempts to
of the pilot's next action. acquire targeting locks on thefreighter gain a +2 cir-
Example cumstance bonus until the pilot's next action .
The orc driving the truck decides to take evasive
action and begins zigzagging from side to side . The Squadrons
truck's speed is 10 and its handling rating is -2, so there
is a -4 circumstance penalty on the ores Pilot check. Squadrons are formations of vehicles that move and
The result of the roll is 18 . That's enough for a +2 dodge maneuver as a single unit. If you're playing a large
bonus on the vehicle's AC until the start of the pilot's engagement involving a lot of different vehicles, it's
next action. usually a good idea to group several identical vehicles
Ramming : As a standard action, a pilot can inten- together into a squadron . Squadrons act on the same ini-
tionally collide his vehicle with another than shares the tiative and execute their actions simultaneously. If a
same square . This requires a Pilot check, applying the maneuver is attempted, only one check is rolled and all
speed modifiers for both vehicles and the handling rat- of the vehicles in the squadron either succeed or fail.
ing of the ramming vehicle . If the result equals or The squadron must attack as a single unit as well, but
exceeds the target vehicle's AC, the attack is successful. separate attacks should still be rolled for each vehicle .
Collision damage is resolved for both vehicles (see
Collisions, page 156). The pilot of the target vehicle can
make a Pilot check for half damage, but the pilot of the fin WS
ramming vehicle cannot-he's specifically not trying to Many integral vehicle weapons have specific arcs into
avoid the collision . which they can fire. The possible fire arcs are: front,
Example rear, right, left, and turret . Refer to the diagram for an
The character's car has pulled up alongside the orcs' illustration of each fire arc . Turret weapons can fire into
truck, and the orc driver decides to ram the car. Both any arc . If a target is in an arc other than that listed for
vehicles are moving at speed 10 and truck's handling is a weapon, the weapon cannot fire at the target .
-2, so the totalpenalty on the attack roll is -6. The car's
AC is 9 and the ore rolls a 17, scoring a hit even with
thepenalty. The PC driving the car makes a Pilot check
for half damage and succeeds. The truck is ramming
into the side of the car so the car's speed is ignoredfor
the purposes of collision damage . The damage roll is
5d6 and the result is 18. The truck is Huge, so the base
damage for the car is 54. This is halved, for a final
result of 27 points of damage . The car is Large, so the
base damage for the truck is 36. The arc doesn't get a
Pilot checkfor half damage, so the truck takes 36 points
of damage .
Targeting Run: This maneuver is a standard action.
The pilot of an attacking vehicle maneuvers for optimal Batteries
position to attack an enemy vehicle . The pilots of the
Batteries are multiple weapons linked together to fire
two vehicles make opposed Pilot checks. Each pilot
as a single unit. A battery attacks as a single weapon, but
applies the speed modifier and handling rating for his
damage is multiplied by the number of weapons in the
vehicle to his skill check . If the attacking pilot gets the
battery. All of this damage is applied as a single shot.
highest result, all attacks and targeting lock maneuvers
There are several ways pilots can attempt to avoid
GUIDED WWONS guided weapons .
Computer-targeted guided weapons include a wide
variety of anti-vehicle missiles and torpedoes . Guided If the target vehicle is far enough away and travel-
weapons work a little differently than conventional ing fast enough, it can simply attempt to turn and
ranged weapons. The most important difference is that a run . Guided weapons are always faster than the
sensor operator or fire-control officer must acquire mis- vehicles they are designed to attack, however, so
sile lock before a guided weapon can be launched at a this usually isn't a viable option .
target. This works just like the acquire target maneuver Pilots can also attempt to shake off the missile lock.
for computer targeting systems (see page 158). If the The pilot makes a Pilot check against a DC equal to
Use Device check is successful, the targeting computer the weapon's guidance rating . The vehicle's speed
has missile lock on the target vehicle . and handling modifiers are applied as usual . If the
Once a targeting computer has missile lock, guided check is successful, the pilot shakes off the missile
weapons linked to that system can be launched as a stan- lock and the guided weapon automatically misses.
dard attack. A guided weapon moves half its top speed The targeted vehicle can attempt to destroy the
the round it is launched and its top speed every round incoming weapon with a ranged attack. Guided
thereafter. A guided weapon always acts on the initiative weapons are AC 20, hardness 5, and have 20 hit
at which it was launched. If the missile moves into the points . As always, apply the appropriate speed mod-
same square as the target vehicle, the attack is resolved. ifiers for the two vehicles to the attack roll.
All guided weapons have an attack bonus equal to half
their guidance rating, and a normal attack roll is made
against the target vehicle's AC. The attack roll is not YMIGE ROGE
modified by the target's speed : It is more difficult to Damage usually affects vehicles just like characters or
acquire a target that is moving at high speed, but once creatures. The vehicle's hardness is subtracted from the
you have missile lock the target's speed doesn't make damage inflicted by the attack and the result is subtract-
any difference. ed from the vehicle's hit points .
4wWwwwwwr---r
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d4
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The critical effect depends on the location hit and the Crtt :t~Iroph is x(14' I C14
severity of the damage . The severity of critical damage
is measured in increments of its hardness, before the
hardness rating is subtracted from the base damage .
Control : The vehicle's control systems are
Light damage : Damage exceeds but is less than damaged . All maneuvers suffer a circumstance penalty
twice the vehicle's hardness . based on the severity of the damage.
Moderate damage: Damage is at least twice but less
than three times the vehicle's hardness.
Heavy damage: Damage is at least three times but
less than four times the vehicle's hardness .
Severe damage: Damage is at least four times but Maneuver
less than five times the vehicle's hardness . Sev°et<-iiv Penalty
Catastrophic : Damage is at least five times the vehi- Li'aht
cle's hardness . \l o(lcrate 4
i1cLt\v 6
Frame/Shields : The vehicle's frame or superstruc- Sc", crc ti
ture is damaged . The vehicle's hardness is reduced by a ('atastroplli, 10
random number based on the severity of the damage . If
the vehicle has shields, these are damaged instead of the
vehicle's frame . The vehicle loses a random number
from its shields bonus to AC based on the severity of the
damage .
Weapons : One of the weapon stations is damaged . ty of damage . Repairs to large ships require the coordi-
Attacks with that weapon or battery suffer a circum- nated efforts of at least 10% of the ship's listed crew
stance penalty based on the severity of the damage . complement. These DCs assume the technician has the
necessary parts and tools. A successful repair reduces
the severity of the critical damage by one step (e.g.,
from severe to heavy). Each critical must be repaired
Attack separately. Critical hits to cargo ordinarily cannot be
Severit,. 1'enaltN repaired.
l .i~~ht
\Iodcrate
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Heavy
Severe
Sensors : The vehicle's sensor systems are damaged . ('~it,i ,-,trophic
All Use Device checks for sensor operations suffer a cir-
cumstance penalty based on the severity of the damage .
I inc -S 6 in . IU Ib . I() 0 I
I?iniinuu\c 4 I It . 5U Ib . 20
- ,;
Tiny ft . I ()U Ih . >l)
Small +1 4 ft .' 50() lh . 40
Medium -t-0 8 ft . }_n(to lb. 50 I0 cr
Large -1 16 ft. 10 .000 1b . -0 cr
Huge -2 32 ft. 50,000 1b . 90 1 () 4() cr
Gargantuan -4 64 ii . 500 ;000 1b . I ()u 10 ")0 cr
Colossal S 12ti ti . 1000,000 1b . ?()0 "o 1 5U cr
Colossal 11 -it) ?5 f) ft . 5,000,000lb . 300 40 ?o0 cr
how much it can decrease its speed in a single round Passengers - This lists the vehicle's maximum pas-
(see page 152). senger capacity .
Handling: This rating is a modifier on all Pilot Cargo : This lists the vehicle's maximum cargo
checks to perform maneuvers . capacity.
Stealth : This rating determines how difficult the Weapon: In this section, statistics for all of a vehi-
vehicle is to detect and track with vehicle sensor sys- cle's weapons are listed. These statistics include :
tems (see page 158). Fire Arc - the area into which the weapon can fire.
Armor Class: This is the vehicle's AC . A vehicle's Attack Bonus - the bonus added to an attack roll with
AC is typically modified by its size and construction . the weapon if the targeting computer has acquired the
All vehicles have a -5 penalty to AC because they are target .
objects. Most military spacecraft have a shields bonus to Damage - the amount of damage the weapon inflicts
AC. Shields are an energy field projected around the on a successful attack.
ship that absorbs or deflects incoming attacks. Range/Speed - the weapon's range increment or
Fuel: This rating lists the number ofmiles the vehicle speed, listed in the vehicle's standard scale.
can travel at an average speed before refueling. If two Cost: The average cost for the vehicle . Prices vary
numbers are listed separated by a slash, the second is the considerably based on availability, custom features, and
number of charges the ship's starcaster drive must legality.
expend for each teleport. The above table lists the cost
MILMN YERIGES
to refuel or recharge vehicles of each size class.
Stations : This section lists the space and facilities
available for various crew and passengers . All vehicles
must have at least one pilot or driver. MOTORCYCLE
Sensors - Crewmembers at this station operate the Motorcycles have largely been replaced by hover-
vehicle's sensor systems, such as radar. bikes in the most developed urban centers of the
Fire Control - Crewmembers at this station operate Empire, but they're still common on newly colonized
targeting computers for the vehicle's weapon systems . worlds along the Outlands frontier. Countless models of
Gunners - Crewmembers at this station fire the vehi- motorcycles are in use, from heavy roadsters to sleek
cle's weapons . racing machines.
Crew - Crew perform various general and specialized Motorcycle : Medium-size Vehicle ; hp 50; Top Spd
tasks and are necessary for the vehicle to function at full 22; Acc 3; Dec 5; Hand +2; Stealth 10; AC 5 (-5 Dex);
effectiveness . SQ vehicle, hardness 6; Fuel 300 .
Stations: Pilot 1, Passenger 1 . NOVERBIKE
Cargo : 50 lb. These extreme vehicles are essentially motorcycles
Weapon : None. equipped with vectored-thrust turbofans instead of
Cost: 2,500 cr. wheels. They depend on ground effect to remain sus-
pended and their maximum altitude is only three to five
PASSENGER CAR feet over most terrains. Hoverbikes do not suffer move-
Like motorcycles, ground cars are uncommon in the ment or maneuver penalties for poor surface conditions,
imperial core worlds. On the frontier, however, they're with the exception of steep slopes. However, penalties
often found in both urban enclaves and remote settle- for poor weather are increased by one step. Hoverbikes
ments . The most common models are two- and four- cannot be operated at all during storms .
door sedans with room for a driver and up to four pas- Hoverbike: Medium-size Vehicle ; hp 40; Top Spd
sengers . 30; Ace 5; Dec 5 ; Hand +1 ; Stealth 8; AC 5 (-5 Dex);
Passenger Car : Large Vehicle ; hp 70; Top Spd 20 SQ vehicle, hardness 6; Fuel 200 .
(114 mph); Ace 2; Dec 4; Hand +0; Stealth 5; AC 4 (-1 Stations: Pilot 1, Passenger 1 .
size, -5 Dex); SQ vehicle, hardness 8; Fuel 450. Cargo: 50 lb.
Stations: Pilot 1, Passenger 4. Cost: 15,000 cr.
Cargo : 200 lb.
Weapon : None. UTILITY HOVERCRAFT
Cost: 10,000 cr.
UTILITY TRUCK
-5 Dex); SQ vehicle, hardness 20; Fuel 800. Stations : Pilot 1, Sensor 1, Gunner 2.
Stations: Pilot 1, Passenger 10. Cargo: 500 lb.
Cargo: 2,000 lb. Cost: 150,000 cr.
Cost : 100,000 cr. Weapon : Laser cannon ; Fire arc: front; Attack bonus:
+2 (targeting computer) ; Damage: 6d10; Range: 10.
MIURRY YNIMS Weapon : Multishot missile launcher (4) ; Fire arc : tur-
ret ; Damage : 6d10; Speed: By missile.
40
40wr'a*0arwwsusuit0 .8
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TLI,LPO T MISHAPS
heck
failed by N'lisIla1)
5 or less lour s1 -lip 1ppc~!r,, in the dtcu svsIem . 'out I (i 100 ihous,uI(I
miles heir! the desired location .
6-1t1 Your ship ~rnpcars inn ncarhv stn!' svetcm . The dist .jnce ol'tllis
course de\ intion is ustutlly rttr rrnoro '11mn 10"', c& 1110 total tli:;tarncc
traveled . 1=or esn!~~plc. ii your ship t\crc (l -Vin, to te1cport 100 li`(Ilt
years. it \would t_vhic~tlly appear in a stns system no more than 10
light wars lronl the iittendetl destination .
Itl Il~ Your slirip <31 .~1~~:~!rs in tt rantlcrru slur sYstcm .
16 20 lour s11 :1) appeals iii ;t r~rndom .s_~stcm tian-)crously close to the hri
rnarv stir. 1 , 11C shill takes 1[1100x5 points of, danm'!c and n!ust
imirnctiiately move ~iwav From the star or continue to take this da!rn-
agc cacti round .
-25 our shi1~ appe .rrs in a random star- system . Its ,tcltlitiort . tire star
caster itself is dairr,t~~cti artd loses I 50 of its remairtin(_, elr,tr~cs .
Roll d') anci (Ii \ ide by 2 . rountiin- down . to tlctermirne the III tmher
(I
of cluirL"cs lost . -
Your '.,]III) is tr;msportcd to another plane of c,,~ktcncc or ,tn altcrn,!tc
dimension. fhe D :yi can tietcrmi!ic the plane randomly or choose
one . at his tiiscrction .
SMENT and the refit for the shield generators costs 100,000 cr
per point of shields bonus, to a maximum of +10.
Free Trader: Gargantuan Vehicle ; hp 150 ; Top Spd
EXPLORER 20; Ace 3; Dec 3; Hand +0; Sensor +3; Stealth 5; AC 6
(-4 size, -5 Dex, +5 natural) ; SQ vehicle, hardness 20;
Fuel 500,000/2 .
Stations: Pilot 1, Sensor 1 .
Cargo: 50 tons.
Cost: 2,400,000 cr.
FREIGHTER
Corporations, trade guilds, and independent mer-
chants throughout the Empire use these mid-class cargo
haulers . They're ugly, slow, and clumsy, but they're
very reliable and efficient and perform their intended
task admirably. Freighters are bulky ships, and their
starcaster drives expend 3 charges per teleport . Their
efficient fusion drives allow for extended in-system
Explorer-class vessels are small, long-range starships travel when multiple stops are necessary to pick up or
used for a wide variety of nonmilitary roles. Explorers deliver cargo .
are prized by those who travel the Outlands and by any Freighter : Colossal Vehicle ; hp 220; Top Spd 10 ;
starfarers who value dependability and versatility. Acc 2 ; Dec 2; Hand -4; Sensor +2; Stealth 3; AC 3 (-8
Explorers are light craft, and each teleport expends a size, -5 Dex, +6 natural) ; SQ vehicle, hardness 25 ; Fuel
single charge from the standard starcaster. As a result of 300,000/3 .
this efficiency, explorers are capable of extended mis- Stations : Pilot 1, Sensor 1 .
sions in remote areas, far from any space stations and Cargo : 200 tons.
recharging facilities. Explorers are also designed for Cost: 5,000,000 cr.
atmospheric flight, so they can land on a planet's sur-
face. Smugglers, mercenaries, adventurers, and others
who sometimes live on the edge of the law have been
INTERCEPTOR
Carrier- and station-based fighters provide the
known to equip explorer-class ships with light weapons, Imperial Navy with considerable long-range firepower.
such as forward-mounted laser cannons . Such illegal The role of interceptor-class fighters is to engage other
modifications usually cost twice their listed price and fighters and protect capital ships, orbital stations, and
are only available on the black market. other vulnerable assets . Interceptors are one-man space-
Explorer : Gargantuan Vehicle ; hp 180 ; Top Spd 30; craft that are extremely maneuverable and capable of
Ace 4; Dec 4; Hand +2; Sensor +5; Stealth 10; AC 9 (~ very high acceleration . Most are designed to operate in
size, -5 Dex, +5 natural, +3 armor); SQ vehicle, hard- an atmosphere as well as space . They are typically
ness 20; Fuel 500,000/1 . equipped with wing-mounted heavy laser cannons that
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DESTROYER
These vessels are designed as escorts for transports
and large capital ships. Their primary role is to provide
perimeter defense against other light ships, such as
fighters, corvettes, and other destroyers. These vessels
are rarely designed for atmospheric flight . They are usu-
ally equipped with heavy laser turrets and multiple tor-
pedo bays .
Destroyer : Colossal II Vehicle ; hp 350; Top Spd 20;
Acc 4; Dec 4; Hand +2; Sensor +6; Stealth 8; AC 15
(-16 size, -5 Dex, +6 natural, +5 armor, +15 shields);
SQ vehicle, hardness 40; Fuel 100,000/4 .
Stations : Pilot 1, Sensor 2, Gunner 4, Crew 50.
pack a powerful punch. Cargo : 100 tons.
Interceptor : Gargantuan Vehicle ; hp 120 ; Top Spd Cost: 60,000,000 cr.
40; Acc 10; Dec 10; Hand +6; Sensor +5 ; Stealth 18; Weapon : 2 quad plasma cannons (battery) ; Fire arc :
AC 19 (-4 size, -5 Dex, +5 natural, +3 armor, +10 turret; Attack bonus: +5 (targeting computer) ; Damage :
shields) ; SQ vehicle, hardness 20; Fuel 250,000/1 . lOdlOx4 ; Range: 10.
Stations : Pilot 1 . Weapon : 2 torpedo bays; Fire arc: front; Damage:
Cargo : 5001b. 6dlOx5 ; Speed: 50.
Cost: 10,000,000 cr.
Weapon : Twin laser cannons (battery) ; Fire arc: front ; CRUISER
Attack bonus: +5 (targeting computer) ; Damage : Cruisers are true warships that strike an uneasy bal-
6d10x2; Range: 5 . ance between speed, defenses, and armament. As a
result, they are neither the fastest, best defended, nor
CORVETTE best armed ships in the Imperial Navy. They are often
used as advance fleet elements, with sufficient speed
Corvette-class vessels are midsize patrol boats with
more punching power and better defenses than space and offensive might to spearhead an attack. Light cruis-
fighters. They are also among the smallest warships ers are also sometimes used to patrol particularly trou-
equipped with starcaster drives, so they can operate for blesome systems, though these duties are usually left to
extended periods in isolated systems far from their base destroyers and corvettes.
of operations . They are designed with flight surfaces Cruiser : Colossal III Vehicle ; hp 420; Top Speed 15;
and are capable of atmospheric flight . Corvettes are typ- Ace 3 ; Dec 3 ; Hand +0 ; Sensor +7 ; Stealth 5 ; AC 18
ically equipped with wing-mounted lasers and a belly- (-32 size, -5 Dex, +15 natural, +10 armor, +20 shields);
mounted turret with dual lasers . SQ vehicle, hardness 50; Fuel 100,000/5 .
Corvette : Colossal Vehicle ; hp 250 ; Top Spd 30; Ace Stations : Sensor 2, Gunner 8, Crew 100 .
Cargo : 500 tons.
5; Dec 5 ; Hand +4; Sensor +5; Stealth 12; AC 18 (-8
size, -5 Dex, +6 natural, +3 armor, +12 shields) ; SQ Cost: 150,000,000 cr.
vehicle, hardness 30; Fuel 150,000/3 . Weapon : 4 quad plasma cannons (battery) ; Fire arc :
Stations: Pilot 1, Sensor 1, Gunner 2, Crew 20. turret ; Attack bonus: +5 (targeting computer) ; Damage :
Cargo: 50 tons . lOd10x4 ; Range: 10.
Cost: 40,000,000 cr. Weapon : 4 torpedo bays; Fire arc : front; Damage:
Weapon : Twin laser cannons (battery) ; Fire arc: front; 6d10x5 ; Speed: 50.
Attack bonus: +5 (targeting computer) ; Damage :
6d10x2; Range: 5. CARRIER
Weapon : Twin plasma cannons (battery) ; Fire arc: tur- Carrier-based fighters and torpedo bombers are a crit-
ret ; Attack bonus : +5 (targeting computer) ; Damage: ical component of the Imperial Navy's force-projection
10d10x2 ; Range: 10 . strategy . These titans are truly massive and extremely
sophisticated vessels, providing a mobile base of opera-
tions for several squadrons . Given their size, carriers are
typically lightly armed and armored . They depend on
escort ships such as cruisers and destroyers-as well as
their own interceptor squadrons-for protection.
Carrier : Colossal IV Vehicle ; hp 620; Top Spd 10;
Acc 2; Dec 2; Hand -4; Sensor +10 ; Stealth 2 ; AC 6
(-64 size, -5 Dex, +30 natural, +15 armor, +20 shields) ;
SQ vehicle, hardness 60; Fuel 100,000/10.
Stations : Sensor 4, Gunner 2, Crew 1,000 .
Cargo: 300 tons, 50 fighters.
Cost : 500,000,000 cr.
Weapon : 2 quad plasma cannons (battery) ; Fire arc:
turret ; Attack bonus : +5 (targeting computer) ; Damage :
lOdlOx4 ; Range : 10.
Weapon : 2 torpedo bays ; Fire arc: front ; Damage :
6dlOx5 ; Speed: 50.
BATTLESHIP
Thousands of these monsters were constructed during
the Great War and are still around today. In the minds of
many military observers, they are becoming obsolete as
the navy's role has shifted from the massive, set-piece
fleet engagements of the war to the patrols and police
actions of the modern empire . A battleship's primary
gun is a terrifying weapon that can immolate enemy
ships and destroy small planetoids . During the war,
Asamet often used battleship's to bombard planetary
surfaces, and there are rumors that Emperor
Mezzenbone has revived the practice in the Outlands.
Battleship: Colossal IV Vehicle ; hp 680; Top Spd 10;
Acc 2; Dec 2; Hand -4 ; Sensor +8; Stealth 2 ; AC 21
(-64 size, -5 Dex, +30 natural, +20 armor, +30 shields) ;
SQ vehicle, hardness 60; Fuel 100,000/10.
Stations : Sensor 10, Gunner 20, Crew 800. Dreadnought : Colossal V Vehicle ; hp 850 ; Top Spd
Cargo: 800 tons. 5; Acc 2; Dec 2; Hand -6; Sensor +9; Stealth 1 ; AC 27
Cost : 350,000,000 cr. (-128 size, -5 Dex, +60 natural, +40 armor, +50
Weapon : Quad ion cannon ; Fire arc: front; Attack shields) ; SQ vehicle, hardness 80; Fuel 100,000/20.
bonus : +5 (targeting computer) ; Damage: 10d12x4; Stations : Sensor 15, Gunner 50, Crew 2,000.
Range: 20. Cargo: 500 tons, 20 fighters.
Weapon : 10 quad plasma cannons (battery) ; Fire arc: Cost : 750,000,000 cr.
turret ; Attack bonus: +5 (targeting computer) ; Damage : Weapon : 3 quad ion cannons ; Fire arc : turret; Attack
1Od10x4 ; Range : 10. bonus: +5 (targeting computer) ; Damage: 10d12x4 ;
Weapon : 10 torpedo bays; Fire arc: front x3, right x2, Range : 20.
left x2, rear x3; Damage : 6d10x5 ; Speed: 50. Weapon : 20 quad plasma cannons (battery) ; Fire arc:
turret; Attack bonus: +5 (targeting computer) ; Damage :
1Od10x4 ; Range : 10.
DREADNOUGHT Weapon : 20 torpedo bays; Fire arc : front x5, right x5,
Perhaps only a dozen ofthese immense warships were
left x5, rear x5; Damage : By torpedo ; Speed: 50.
ever built, and only a few remain in service. They serve
as the flagships of the Empire's most decorated admirals
and are more often used for show and intimidation than
real warfare . Each dreadnought boasts the offensive
power of a small fleet. It bristles with gun turrets all
along its length and supports launch bays for fighter and
bomber squadrons . The Emperor is known to tour his
realm in a dreadnought named Maleficent .
INDIX
Adept 66-67 Encounter Distance 157
Aircraft Piloting 86 Equipment 91
Alchemy 70 Escape Artist 73
Ambidexterity 85 Etiquette 88
Animal Empathy 70 Evasive Piloting 88
Appraise 70-71 Expert 68
Arcane Archer 57 Explosives 133
Aristocrat 67-68 Far Shot 85
Armor 103-106 Feats, New 86
Armor Proficiency (heavy) 85 Feats, Original 85
Armor Proficiency (light) 85 Fighter 41-42
Armor Proficiency (medium) 85 Fire Arcs 159
Armor Proficiency (powered) 86 Firing Two Weapons 131
Artificial Gravity 168-169 Forgery 73
Asamet 7,8 Freefall 79-80
Assassin 57-58 Friendly Fire 125-126
Attacking Through Cover 126-127 Gather Information 73-74
Attacks of Opportunity 124 Gearhead 88
Autofire 87, 129-130 Gnomes 20-21
Balance 71 Grenades 134-135
Barbarian 35-36 Guided Weapons 160
Bard 36-38 Gundancer 59-61
Blackguard 58 Gunfire 124-133
Bluff 71 Gunner 88
Born Spacer 87 Gunner's Eye 88
Changing Speed 152-153 Hacker 88
Cleric 38-39 Half-Dragons 28-30
Climb 71 Half-Elves 22
Clothing 115 Halflings 23-24
Collisions 156-157 Half-Orcs 22-23
Combat 124 Handle Animal 74
Combat Ace 87 Heal 74
Commoner 68 Hide 74
Communications Gear 106-107 High-G Tolerance 88
Concealing Weapons 132 Humans 24-25
Concentration 71 Imperial Legions 15
Crack Shot 87 Implant Spellware 88
Craft 71-72 Improved Far Shot 88
Craft Magic Arms and Armor 85 Improved Shot on the Run 88-89
Craft Wondrous Items 85 Improved Two-Weapon Fighting 86
Crew Quality 158 Information Junkie 89
Cryptography 78-79 Innuendo 75
Decipher Script 72 Intimidate 75
Deflect Arrows 85 Intuit Direction 75
Demolitions 79 Jump 75
Diplomacy 72 Keenblades 135
Disable Device 72-73 Knowledge 75-76
Disguise 73 Lead Foot 89
Dragon Empire 9-11 Leadership 86
Dragon Empire, History 7 Level Equivalents 25-26
Dragon Empire, Law 13-14 Listen 76
Dragon War 8 Loremaster 59
Dragonblood 88 Low-G Tolerance 89
Drow 26-27 Magic 136
Druid 39-41 Martial Weapon Proficiency 86
Dualist Heresy 12 Mechanist 52-56
Dwarven Defender 58-59 Medical Tech 108-109
Dwarves 18-19 Miscellaneous Gear 115
Elves 19-20 Mishaps 155-156
INDU
Mobile Shot 89 Space Gear 114
Money 92 Space Jockey 89
Monk 42-43 Spacecraft 169-172
Mounted Archery 86 Speak Language 77
Move Silently 76 Speed 151-153
Navigate 81-82 Speed Load 89
Negotiator 61-63 Speed Modifier 151
New Classes 49 Spell Components 138-139
New Races 25 Spellbook Software 136-138
NPC Classes, New 68 Spellcraft 77
NPC Classes, Original 66 Spells, General Principles 139-140
Open Lock 76 Spells, New 145-149
Orcs 30-31 Spells, Original 140-145
Original Classes 35 Spot 77-78
Original Races 18 Star Travel 166
Paladin 43-44 Starcasters 166-167
Perform 76 Starship Piloting 90
Pick Pocket 76-77 Starships 166
Pilot (class) 49-52 Subterfuge Gear 110-114
Pilot (skill) 80 Suppressive Fire 130-131
Power Cells 114-115 Survival Gear 109-110
Pressing Attack 89 Swim 78
Prestige Classes, New 59 Technical Proficiency 90
Prestige Classes, Original 57 Technomancer 63-66
Profession 77 Temperature Tolerance 90
Qesemet 7, 8 Terrain 155
Races 17 Thug 68-69
Ram 89 Tools 114
Ranger 44-46 Track 86
Raptor's Instinct 89 Tumble 78
Read Lips 77 Turns 153-154
Reloading 131-132 Two-Gun Shooting 90
Remote Operation 89 Two-Weapon Fighting 86
Repair 82 Unification Church 12,39
Research 82-83 Urban Lore 83-84
Ride 77 Use Device 84
Robots 115-123 Use Magic Device 78
Robots, Chasses 117-118 Use Rope 78
Robots, Design 116-118 Vehicle Damage 160
Robots, Models 122-123 Vehicle Descriptions 162
Robots, Programming 118 Vehicle Dodge 90
Robots, Upgrades 118-122 Vehicle Maneuvers 153
Rogue 46-47 Vehicles 150
Scale 150-151 Vehicles, Civilian 163-164
Scrolls 137 Vehicles, Combat 157-162
Scrollware 137-138 Vehicles, Combat Actions 158-159
Scry 77 Vehicles, Military 165
Search 77 Warrior 68
Sense Motive 77 Weapons 92-103
Sensors 107-108 Wildnerness Lore 78
Shield Proficiency 86 Wizard 48-49
Shooting at Objects 128 Zero-G Tolerance 90
Shooting at Weapons 128-129
Simple Weapon Proficiency 86
Skill Focus 86
Skills, New 78
Skills, Original 70
Sorcerer 47-48
Soulmechs 31-34
OPEN GAME LICENSE Version 1.0a 7. Use of Product Identity : You agree not to Use any Product Identity,
The following text is the property of Wizards of the Coast, Inc. and is including as an indication as to compatibility, except as expressly
Copyright 2000 Wizards of the Coast, Inc ("Wizards") . All Rights licensed in another, independent Agreement with the owner of each ele-
Reserved. ment of that Product Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark in con-
1 . Definitions : (a)" Contributors" means the copyright and/or trademark junction with a work containing Open Game Content except as express-
owners who have contributed Open Game Content; (b)"Derivative ly licensed in another, independent Agreement with the owner of such
Material" means copyrighted material including derivative works and Trademark or Registered Trademark. The use of any Product Identity in
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lation, abridgment or other form in which an existing work may be Game Content shall retain all rights, title and interest in and to that
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extent such content does not embody the Product Identity and is an Game Content.
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to identify itself or its products or the associated products contributed to
the Open Game License by the Contributor (g) "Use", "Used" or 13 . Termination : This License will terminate automatically if You fail
"Using" means to use, Distribute, copy, edit, format, modify, translate to comply with all terms herein and fail to cure such breach within 30
and otherwise create Derivative Material of Open Game Content. (h) days of becoming aware of the breach . All sublicenses shall survive the
"You" or "Your" means the licensee in terms of this agreement. termination of this License.
2. The License: This License applies to any Open Game Content that 14 . Reformation : If any provision of this License is held to be unen-
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to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. 15 . COPYRIGHT NOTICE
No other terms or conditions may be applied to any Open Game Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Content distributed using this License.
System Reference Document Copyright 2000, Wizards of the Coast,
3. Offer and Acceptance : By Using the Open Game Content You indi- Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
cate Your acceptance of the terms of this License. original material by E. Gary Gygax and Dave Arneson.
4. Grant and Consideration : In consideration for agreeing to use this Traps & Treachery Copyright 2001, Fantasy Flight, Inc.
License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to Use, Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.
the Open Game Content.
Dragonstar : Starfarer's Handbook Copyright 2001, Fantasy Flight, Inc.
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