D20 Modern - Dragonstar - Starfarer's Handbook PDF

Download as pdf or txt
Download as pdf or txt
You are on page 1of 177

orp

6 W-
as

v
11

%am
~ 141a
~Amja
NO
21114

10 *
r iWass
VU V 1,-~
(REDITS
ORIGINAL CREATION
Greg Benage

WRITING ANI D=.


ESTIING AN'
Greg Benage and Matt Forbeck
Chad Boyer, Andrew Christian, Mike Coleman,
INTERIOR ILLUSTRATIONS Jacob Drigeoll, Claus Emmer, Greg Frantsen, Tod
Gelle, Jason Kemp, Tracy,McCormick, Ragin
Andy Brase, Darren Calvert, Mitch Cotic, Jesper Miller, Brian Scfomburg, Erik Terrell, Chris White,
Ejsing, David Griffith, Dave Lynch, Klaus Briah' Wood, and everyone on the Dragonstar mail-
Scherwinksi, Brian Schomburg, "Simone Bianchi, , ihg list ,
Jean-Pierre Targete, Kieran Yanner

sun DESIGN GIEG'S#MCATIMII!'


Brian Schoii fi

on' To my utu%; who gave me the world and taught


' me to dream of the stars.

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
.3 a * 0* : , ~ 0~W 7:0 0 W0V ,v

TH OPEN GRI VIM


10TRODUM00 The Dragonstar Starfarer's Handbook is published
Fantasy Flight Games is pleased to present under the terms of the Open Game License and the d20
Dragonstar, a unique space fantasy campaign setting System Trademark License. The OGL allows us to use
for use with the d20 System . This book, the Starfarer's the d20 System core rules and to publish game products
Handbook, is the first of two volumes that togeth- derived from and compatible with those rules .
er define the core rules and settini" of' In fact, all rules-related material is desig-
Dragonstar . nated as Open Game Content. You can
The Starfarer's Handbook pro- use this material in your own
vides all the rules you need to works, as long as you follow the
play in the Dragonstar U1111- conditions of the Open Game
verse, including new char- License. You can copy the
acter classes, skills and material to your website
feats, rules for firearms or even put it in a book
combat, new equip- that you publish and
ment and spells, and sell . The introduction
much more . The to each chapter
Galaxv Guide pre- identifies the rules
sents a wealth of material that is
setting informa- designated as
tion and back- Open Game
ground material Content.
to help DM's Not every-
bring the thing in this
adventure of book is Open
Dragonstar to Game Content,
life in the however. In
players' imag- general, game
inations . rules, statistics,
and mechanics
are Open Game
HOW TO Content, but all
background,
V THIS story, and setting

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
**^.. &~.
i,E1~~~~iR+~o~x A * ,W air 4DP r
,
r, *20%00
;
as

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

THE RUSH OF POWER


bastard and gave him the empire .
Meanwhile, the rest of the people of Verilus-oblivi-
I found out later why the invaders-who had all but ous to the transfer of power that had just taken place
destroyed Verilus-left the Imperial Palace unscathed . were busy digging themselves out from under the rub-
The creatures behind this terrifying show of force had ble, giving aid to the wounded and the dying, and strug-
done this kind of thing before . Ours was not the first gling to put out the fires that raged through the streets .
population to be cowed in such a manner. It wasn't until the next day that we learned what had
The invaders had learned something in the course of happened . While some cursed Kendra's name as a cow-
their many battles . If you wanted a leader to surrender ard for not standing up to the invaders, I only had to
his nation to you, then you needed to leave the leader look around at the ruins of that once-proud city to real-
alive . There are a lot of caveats to that rule, of course . In ize that she'd done the only thing she could . Anyhow, I
our case, Emperor Kendrick wasn't willing to capitulate was too busy lighting candles to curse the darkness .
so easily to anyone, fantastic weapons or not. When he There'd be plenty of time for that later.
first met with the invaders, he told them exactly that . The next night and all throughout the rest of the week,
They shot him dead on the spot . we saw the first of the other ships-flying starcraft,
many like the one that had destroyed Verilus the night
before-flitting back and forth between our shattered
city and parts unknown . There were apparently dozens
of them . We had no idea what they were doing, but it
chilled my soul to think that there were so many . If one
had been able to conquer Verilus-the seat of the
empire-so quickly, what kind of damage could a fleet
of these ships do?
A lot, as it turned out. Eventually, reports began to fil-
ter in from the outlying regions and beyond . It soon
became clear that these visitors had attacked every
major city on the continent. We discovered that the
entire planet had quickly been ground under the collec-
tive booted heel of the invaders . As proud as our people
had been, we had been able to offer little resistance
against such weaponry as the invaders brought to bear .

MEET THE RW BOSS


It was three days before I got my first glimpse of the
invaders : great monstrous, manlike machines that
strolled through the city like they owned it . Later, I'd
learn that these so-called golems were in fact soldiers
equipped with high-tech armor that put our finest suits
of field plate to shame . It was a week before we first saw
any of the invaders in person, if you can call it that .
The invaders mounted a huge, black sheet-it was
several stories high and dark as night-atop the front
gates of the Imperial Palace and set up a stage below it,
framed by two sets of large boxes, one to each side .
Word went out that a speech was to be given by the
invaders at noon on Tenday . Just about everyone who
wasn't laid up in a bed somewhere gathered in the great
square in front of the palace to listen and learn. People
started showing up at daybreak, and by noon, a throng
had filled the square .
A hush fell across the crowd as now-Ernpress Kendra
stepped on to the stage . Amazingly, her massive image
towered above us on the screen behind her, standing
several times her height . At the time, we all thought this
was magic most powerful . That seems laughable now,
but no one found it funny then .
The empress stepped up to the edge of the stage and
cleared her throat . Amplified by some unknown trick-
ery, her simple cough was loud as a dragon's roar, yet
packed with fear. The crowd pulled back, and for a
moment it looked like the battered survivors of Verilus
would flee, trampling over each other to leave the city
behind .
But a look at the empress's face, at the tears welling
in her eyes, told us all one thing. While this magic might
be unfamiliar to us, the humanity in the empress's eyes,
the pain we could see there, was as real as anything
we'd ever seen . That quelled our own fears and put an
4***"***t, :,

end to any thoughts of a stampede .


"My people," the young empress began . I remember HISTORY HOD WE
every one of her words as if it were carved into my That was five years ago . Since then, I've learned more
brain . "I come to you with grave tidings . I'm afraid that about my world and the galaxy around it than 1 ever
the emperor-my father-is dead, and our empire is no imagined there was to know . Let me share some of that
more ." with you .
The crowd gasped as one . Our worst fears had been First, the drow aren't in charge at all . They're just the
realized-or so we thought . agents of the real powers in the galaxy : the dragons .
"I have been long in council with the visitors from the
stars, for that is indeed what they are . They have brought
with them death, it is true, but also hope .
Dragons Rising
"While our empire is gone, we have become part of a
Think about it . Dragons are among the most powerful
new empire . One larger than we ever could have con-
creatures in the universe . They're strong, aggressive,
ceived . One that spans the heavens and beyond .
smart, full of magic, and they live forever . And the older
"It is time for our people-in fact, for all the peoples
they get, the more powerful they become . It's almost
of our world-to take our first wobbly steps from our
inevitable that they'd be in control of things .
cradle . To take our place among our fellows in the stars .
On most worlds, dragons are pretty standoffish . They
To play our part on this grander stage ."
are extremely rare, encountering few of their own kind
With that, her words cracking, Kendra stepped back
over the course of their long lives, and they don't care to
and took a moment to wipe the tears that were stream-
meddle in the affairs of the other races . Most-in my
ing down her face . When she returned, her voice was
experiencejust want to gather as much wealth as they
stronger than it had been before .
can and wallow in it like a pig in slop .
"This is no time to let fear overcome us . This is no
The dragons' tendency toward isolation didn't survive
time to listen to the demons of distrust. Instead, I ask
the discovery of star travel . When they learned to travel
that you join me in welcoming our new friends to our
between worlds, dragons found that they weren't so rare
home, just as they have welcomed us into theirs ."
after all . They were still outnumbered by most of the
The crowd stood there in stunned silence as their for-
other major races, but there were millions of dragons
mer empress faded into the background . And then
spread across thousands of worlds . As contact between
Malizrek took the stage.
these worlds developed, the dragons also learned that
Children screamed . Women fainted . Men shook with
interaction and cooperation offered many benefits . At
horror .
the very least, there was safety--security--in numbers .
Already at that point in my life, I'd seen a lot of
Before long, the dragons got political .
strange things . The dead erupting from their graves .
There are few things that dragons enjoy more than a
Giant serpents from the deep . Mighty dragons destroy-
game, and politics are the greatest game of all . Of
ing entire villages . And things so monstrous they almost
course, being dragons and full of avarice, they're usual-
defied description . But I wasn't prepared for this .
ly not content to simply rule over the locals . Inevitably,
Captain Malizrek was a tall, lithe humanoid with jet-
the dragons found themselves a king and established a
black skin and short-cropped white hair that revealed his
new realm .
tapered ears . He stood there in his black uniform, the
The dragons called the new realm Qesemet, which
sunlight glittering on the silver buttons and insignia on
I'm told means "golden kingdom" in Draconic .
his dress coat, a barely caged sneer on his lips . Looking
Qesemet-ruled by the gold dragon Khelorn----extended
up at his image towering over us, only one thought stuck
its protection to all dragonkind in the known galaxy . It
in my head . Malizrek was a drow.
was the first true interstellar political organization .
"Alien" or not, I recognized his kind on the spot. I'd
Of course, the chromatics weren't real eager to sign
fought against the drow before, and 1 knew one thing for
up for citizenship in a kingdom ruled by a gold . So, led
sure : if the drow were in charge of the galaxy, we were
by the blue wyrm Lazalius, the chromatics founded their
all in a lot of trouble . I was so naive .
own rival kingdom, called Asamet . I'm told that means
Malizrek opened his speech with one phrase that has
"iron kingdom" in Draconic, and it was pretty much the
stuck with me to this day . The rest of what he said, I
mirror image of the benevolent realm of Qesemet . The
don't remember a bit. I was in still in shock, my mind
dragons of Asamet seemed to personify all the worst
swimming . But these words-spoken in the Common
aspects of the dragons' impulses . And even Qesemet,
tongue, no less-will never leave one :
benevolent or not, was ultimately concerned with drag-
"Welcome to the Dragon Empire ."
ons first and everyone else second .
These new kingdoms organize:d along the lines of wise man once said-ifI ever knew his name, I've long
subspecies . As you probably know, dragons come in 10 forgotten it-that "technology lets us harness the laws
different flavors. The five chromatics-red, blue, green, of nature ; magic allows us to break them ." This is the
black, and white-are generally the most vile and evil formula the dragons used to rule the galaxy .
worms you'll have the misfortune to run across . And I Soulmechs are the perfect example. With technology,
say that as someone who works for one . The dragons of we can build a robotic body and even give it an elec-
Asamet founded five Royal Houses, each representing tronic brain. But truly sentient beings have souls, and no
one of the racial clans . Qesemet was built on the same mortal can create a soul-that kind of magic is reserved
feudal structure, with the gold, silver, bronze, brass, and for the gods . Without a soul, as advanced as that robot
copper clans each receiving their own House and may be, it's really just a sophisticated machine, a tool
investiture in the realm, And while the metallics are incapable of creative or independent thought. And while
known as the most noble and kind creatures you'll find we can never create a soul, we can use magic to bind
in all the worlds, they're still dragons: prideful, arro- one and transfer it into that electronic brain. Science dis-
gant, and generally convinced of their own superiority . covers the rules, technology uses them, and magic
I've been told I have a poor attitude when it comes to breaks them .
dragonkind . That's probably true, but my experience The dragons exploded across the stars in ships driven
with the creatures is mostly limited to the orders handed by science and magic. They built and powered the ships
down to my commanding officers from Mezzenbone, with technology, but used sorcery to telcport them
our illustrious emperor. Mezzenbone is red as hell and instantaneously across light years of space.
evil as they come . If you had been there when he had us As the dragons expanded across the known galaxy,
destroy Khazad-an entire planet with a population they found countless worlds governed by countless
numbered in the millions-you'd know what I mean . It nations and pocket empires. Inevitably, there was some-
was Malizrek himself who delivered the order to my times conflict between these factions, and some of those
legion, cackling about the glory of the coming massacre conflicts blossomed into full-scale war. The galaxy was
the whole time . I doubt he recognized me-or cared if scarred by several of these wars, but all of them were
he did-but that's two I owe him now. confined to relatively limited regions.
Qesemet and Asamet offered these worlds wealth and
The Twin Kingdoms prosperity, peace and security, and the twin kingdoms
continued to grow as whole planets flocked to their ban-
Led by the great dragons, the twin kingdoms of ners . The kingdoms swallowed up these diverse worlds
Qesemet and Asamet soon came to dominate the known with the inevitability of a line of glaciers heralding a
galaxy. And while the dragons themselves were crea- new ice age: slow, steady, and literally unstoppable . And
tures of magic, it was science and technology that as they grew, relations between Qesemet and Asamet
extended their reach and allowed then to spread their grew colder and colder.
influence across countless worlds . You don't need a crystal ball to see where this is
Magic, as you probably know, is capable of many going.
wondrous things . But ultimately, its greatest limitation
is that it can be wielded only by an elite few. Science The Dram War
tells us how things work, and it works the same way
every time . The real power of science is that it gives us Dragons, even the good ones, are not team players. In
the ability to create tools that anyone can learn to use. my experience, if you put a dragon in the same room
You don't need to know any arcane secrets or speak the with another dragon, you usually end up with one less
language of wizards to use a good tool . People who dragon in the galaxy. They're just too similar in too
don't even know how it works can use most technology. many ways, and they all want to be in charge . Maybe
I'll never learn how to use a magic wand---but I learned they don't trust anyone else not to screw up .
how to fire a laser rifle my first week in the Imperial More than 5,000 years ago, Qesemet and Asamet
Legions. became embroiled in a war that engulfed the known
Of course, technology also has its limits . Science lets galaxy. Each of the 10 clans were involved and just
us understand the laws of nature, but our tools still have about every other race allied with one of the two king-
to abide by those laws . No matter what our technology, doms . The war raged across the stars and the level of
for instance, we can't move anything faster than the destruction was staggering .
speed of light-and it's damned hard to even get close. Entire nations were leveled, razed to the ground, any
Magic, of course, is free to ignore such restrictions . A trace of their existence wiped from the historical record .
I heard about one planet where an ancient merfolk civi- fication of the two kingdoms and the formation of a new
lization was literally boiled in the pristine ocean that had empire ruled by the dragons .
been its home for millennia. The worst atrocity was the
destruction of Krellis, a haven for the rare yellow drag- The Dragon Empire
ons who some believe were dying out even before the
war. The yellows weren't one of the major clans and It took a decade to negotiate a full and lasting peace
they tried to remain neutral in the conflict . They were among the various clans, but in the end, Khelorn got his
caught by surprise when forces of the brass and bronze wish and a deal was struck . Of course, an agreement
dragon clans invaded their world . During the ensuing isn't much good unless everyone involved believes in it .
battle, someone detonated a weapon-or weapons-of
For the dragon lords of Qesemet, it was a means to end-
mass destruction that literally destroyed the planet . The
ing the war and keeping the chromatics in line . For the
whole globe was immolated in a massive explosion,
Asamet dragons, it insured that the galaxy-and their
fragments of the shattered world tumbling into the sun .
own clans-would still be intact when it finally passed
Over a billion souls were lost on Krellis, and the yel-
into their talons .
lows were almost entirely wiped out . I hear that one or
The dragon lords of Qesemet and Asamet agreed that
two were off-planet when the tragedy occurred, but
they would work together to rule the galaxy for the
most people consider the dead the lucky ones . When mutual benefit of them all . Divided, they had wasted
you're a dragon, being the only one of your kind gets to their energies destroying each other, and they would
be a sort of life sentence---one that drags on and on now focus their efforts on exploration, finding new
across centuries and millennia . worlds and new resources to enrich and empower the
The destruction of Krellis heralded the end of the new empire .
Dragon War . It was a wakeup call for the dragon lords, Khelorn became the first emperor and an Imperial
those all-powerful wyrms who ruled the clans of the two Council was formed to give the other dragon lords a
kingdoms . Krellis made it clear that all of the dragons- voice in the governing of the empire . This, alone, would
not just the yellows--were facing extinction if the war not have been enough to secure the agreement of the
continued. King Khelorn of Qesemet proposed the uni-
lords of Asamet, however . Khelom's charter also emperors . In fact, it's more like 16 .
decreed that his Golden Throne, the seat of the empire, And that's been mostly during the rule of the lords of
would be passed from clan to clan so that all would Qesemet . Seems even these noble lords aren't above
share in the empire's rule . political squabbling and power plays . I hate to say it, but
In essence, each of the 10 Royal Houses becomes the I could have told them so . Now that we're in our first
Imperial House for a period of 1,000 years . The ruling term under the banner of Asamet, I expect things will
house chooses an emperor from its ranks-----usually the get even worse .
most elder of the great wyrms . At the end of the millen- The line of succession as outlined in the Imperial
nium, the next clan in the line of succession becomes the Charter is : Gold, Silver, Bronze, Brass, Copper, Red,
Imperial House and chooses an emperor, and so on and Blue, Green, Black, and White .
so forth, forever without end, amen . Or so the theory As I said, Khelorn was the first emperor. His rule
goes . actually lasted the full 1,000 years, and he's still alive-
Believe it or not, this system has actually been work- and in control of his House-to this day . The new
ing for more than 5,000 years . The Empire has survived emperor is a red dragon named Mezzenbone . He's as
five emperors and we're just about four decades into the dark-hearted a creature as you'll ever meet . He got to
reign of the sixth . So far, so good . Right`? where he is today by clawing his way over the corpses
of those who would stand in his way. It's said that his
The Line of Succession talons constantly run red from the blood of his victims .
From what I can tell, that's not far off.
The Imperial Charter states that each clan must put The term of each clan's reign is usually called the
forth its own emperor when its time comes to rule . "age" of that metal or color. For instance, Khelorn's
However, if an emperor dies or is somehow incapacitat- reign is known as the Gold Age . Today, under
ed-or even abdicates-then another is selected by the Mezzenbone, we're in the dawn of the Red Age. Only
clan to replace him . So, while we're in our sixth term more than 900 years to go until the Blue Age, although

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

THE ROPIE to complain about, but progress marches on .

THE BIG OUSTION


The galaxy is populated with people of all sorts, but
the most common kinds are humans-honestly, it seems
like we're just about everywhere------elves, dwarves, I can hear you asking the questions already, the same
gnomes, halflings, ores, and the various crossbreeds . It's ones that were swirling in my mind when I signed on
the same on my planet, the same on yours, and the same with the Legions . How?
on just about every planet in the Dragon Empire . How are there dragons all over the galaxy'? Heck, how
There are dragons everywhere, too, although a lot are there humans and ores and elves and dwarves and
fewer of them . Given the geological speed with which everyone else on most every inhabited world'? We're all
the critters breed, this only makes sense . And you can from different planets, right'? Why are we all the same?
thank your lucky stars for that . If dragons reproduced And why do we speak the same languages? It's a big
like rabbits, you can be sure the galaxy would be over- galaxy out there, almost unfathomable in its depth .
run with them from one end to the other. Assuming you're going to run into people from other
There are all sorts of other creatures too, most of them planets eventually, what's the chance of them looking
pretty common from one place to another. Just about like the people who grew up next door to you?
every planet has a significant goblinoid population, for Zero . But that's because chance has nothing to do
instance . And serpent people : The worlds are lousy with with it.
serpent people, from kobolds to lizardfolk, who appar- You're thinking logically, when what you really need
ently think they've got an in with the dragons because is faith . Science tells you that life evolved on another
they all have scales . Of course, most dragons find such planet is going to be radically different. Sure, maybe
comparisons insulting . you can argue for parallel evolution and similar theories,
The strangest thing isn't that you find the same races but given the vast number of possibilities, the kind of
and species on all the inhabited worlds in the galaxy. It's sameness we see in the known galaxy is inexplicable . At
that all of these intelligent species have a common lan- least by science . But it can be explained by magic-
guage that's pretty much identical from one planet to the magic of the most powerful kind .
next . Common, for instance, is spoken by most human
cultures on every planet I've ever visited . Sometimes
it's a little tricky to navigate around the accents and
1 **C * 10 -4_4

way, you'll be able to find a little of the divine in just


about everything .
THE PHOTO CHURCH
So why don't the gods take a firmer hand in things`?
Every inhabited planet in the known galaxy has at
Why don't they destroy the Dragon Empire with fires of
least one pantheon of deities . On most worlds, every
their wrath? Well, who's to say the gods have anything
civilization, culture, and race has its own gods . If you
against the dragons? For all we know, the dragons are
look closely, though, strip away the layers of cultural
their favored people, their first children . The dragons
ornamentation, you'll find most of them are strikingly
certainly seem to think so . They call themselves the
familiar. Now, some deitypes, as they're called, are
"chosen people ." They believe the Twelve gave them
more common than others . No matter where you go,
greater gifts than all other races so that they would have
you'll find the drow worshipping their demonic Spider
dominion over creation . So far, no one's been able to
Goddess . This is where the eight-legged icon on their
prove them wrong .
banners comes from . According to the Unification
Generally speaking, the dragons are mindful of their
Church, however, the drow's goddess is an aspect of two
place in the grand scheme of things . Very few are pride-
deitypes : the Mother and the Destroyer.
ful enough to challenge or blaspheme against the
The Unification Church was founded during the rise
Twelve . Even a favorite child is careful not to incur his
of Qescmet and Asamet, before the war . It was a time of
parents' wrath . Mezzenbone, in fact, is thought to be the
expansion, contact, and unification-not just of reli-
most pious of all the emperors to date . It is our misfor-
gion, but of political power, commerce, and culture . The
tune that the temples he raises honor the Reaper and the
church resonated powerfully with the times, and it soon
Destroyer.
became the preeminent religion in the known galaxy .
The church teaches that there are really only 12 true
deities in the universe, and that everyone on every plan- The DOW
et worships different cultural aspects of them . Gods are
terribly complex beings, far more complex than the cul- There are two splinter sects in the Dragon Empire
tural masks we have them wear in our provincial tem- who don't believe in the Twelve . They're known as the
ples and shrines . Dualists .
In fact, it's possible for people who worship different The Dualist Heresy, as their faith is called, carried the
aspects of the same deity to make war on each other, Unification Church's theology one step further. The
each begging their patron to shine favor on them and Dualists argue that the myriad deities-including the
exact vengeance on their enemies . No one knows if the Twelve-are merely aspects of two supreme beings .
gods play favorites : Ask two different clerics and you'll They call these deities the Creator and the Adversary.
get two different answers . The Dualist Heresy teaches that these two represent all
The Unification Church has a simple answer to the the oppositional forces of the universe : order and chaos,
mystery of sameness we find throughout the known good and evil, light and dark, positive and negative .
galaxy. All these worlds and all these peoples are the The Dualist Heresy also claims that two is the small-
same because the same pantheon of 12 deities made est number of gods possible : One god could not express
them that way. The Twelve created the universe, filling the opposition that obviously exists in the universe with-
it with galaxies, stars, and planets . They populated these out being self-contradicting . Further, opposites are nec-
planets with creatures formed in their own images- essary to define each other. If there was no shadow, for
sentient beings like you and me . The Twelve even gave instance, how could there be light? If there was no
their children the gift of language, and that's why we all chaos, how could you define order? Without evil, there
speak the same tongues . Humans speak Common, elves is no good .
speak Elven, and Dwarves speak Dwarven for a very The Dragon Empire has never endorsed the Dualist
simple reason : We were born to speak those languages . Heresy, but neither is it suppressed . In fact, a few promi-
Nor are these distant gods, according to the church . nent dragons are Dualists, and I suspect there are many
The Twelve continue to mold and shape their worship- more who worship the Creator or Adversary privately.
pers, acting through their chosen clerics and paladins, as The Dualists and the Unification Church, of course,
they wish . They continue to raise their children, long are constantly at odds . 1 mean, the whole point of the
after their birth . So if you ever find yourself wondering Unification Church is, well, unification : Many church
why you can find the same halfling pastry recipe on clerics believe that the very existence of a splinter faith
Serpentis III that you first experienced on Mistral, undermines their theology. For their part, the Dualists
you've got your answer : Halflings, no matter where they face the same challenges and obstacles confronted by all
are, were created to make pastries . Looking at it that marginalized minorities . They struggle for tolerance,
converts, and sometimes merely to be taken seriously . less tolerated by others in the Empire : Most people have
As a result, Dualists are often somewhat confrontation- nothing against those who worship the positive themes
al, as if everyone in the galaxy who doesn't believe as of the cosmos .
they do is against them . Their clergy tends to be more Worshippers of the Adversary, though, often keep
militant than that of the Unification Church, especially their beliefs hidden from those around them, unless they
when it comes to proselytizing . are surrounded entirely by others who share their
The Dualist Heresy is in turn marked by a division beliefs . These dark souls revel in and celebrate evil,
within its own ranks . While Dualist doctrine teaches the entropy, and destruction, and they view others, ultimate-
opposition of Creator and Adversary, it ascribes a ly, as their enemies, victims, or slaves .
morally superior position to neither. Most Dualists align
themselves with one or the other, though the "purists"
preach that Dualism is morally neutral and that "true THE lflw
disciples" of Dualism honor the oppositional totality, When the Empire was founded, the Imperial Council
not just one side of it . drew up an extensive set of laws to govern the populace
In some cases, entire worlds have been converted to of every planet under its domain . The enforcement of
Dualism . Such places can be dangerous for nonbeliev- these laws is generally left up to the viceroys who gov-
ers, although visitors are usually allowed to pass ern each planet or outpost. Most of these laws are
through without trouble . Those who stay on these designed simply to maintain the peace, which is really
worlds for any length of time, however, are inevitably the whole reason the Empire was born . Without going
pressured to convert-and usually to choose sides into elaborate detail, these laws include the expected
between the followers of the Creator and those of the prohibitions on assault, murder, theft, and so on .
Adversary . There is one tenet emphasized by every court and
Those who worship the Creator are usually very open . every institution in the Dragon Empire . It's called the
They wear their religious symbols proudly and are fond principle of active morality : People are to be judged by
of quoting the Dualist Scriptures or the popular sermons what they do, not what is in their hearts .
of their priests and prophets . These faithful are more or There are all sorts of spells, both divine and arcane,
that can tell whether someone is evil or good, inclined to
follow the rules or to wreak havoc . The principle of
active morality says that you can't hold someone's incli-
Iff DIKOHOGONKIN
While the drow might have gained favored status in
nations against them . The only thing that matters, as far today's Empire, it's a relatively new development.
as the law is concerned, is what someone does . Dragons, on the other hand, have had most-valued sta-
We even have this principle drummed into us in the tus from the very beginning . They are the frosting on the
Legions . There are evil men in my unit that's pretty upper crust . Just being born a dragon means a life of
much inevitable . We've taken orders from drow whose assured luxury-if you're willing to take it . There are
souls are blacker than their skin . At the same time, my some dragons who like to slum around with the rest of
company chaplain is the kindest, most good-hearted per- us, but they're more rare than a habitable planet . Even
son I've even known . The point is, it takes all kinds . We fewer have actually been banned from proper dragon
don't have the luxury of choosing the moral inclinations society, forever kept from the trappings of their heritage .
of those we serve with, or those we serve . And that was One step below the dragons are the dragonkin . The
the crux of the issue facing the dragons when they made most notable of this group are the half-dragons, those
this law : They had to unify, and to do so, they had to lucky few who have at least one dragon parent in their
find a way for good and evil, law and chaos, to coexist. pedigree . It seems that some dragons like to change
Now, having said that, magic is used all the time to shape and dally with the "lesser species" from time to
divine moral alignment . I know for a fact the chaplain time . The offspring of such unions aren't given the same
has checked out every soldier in my unit . Paladins, treatment as their full-blooded brethren, but they are
priests, and diplomats-everyone who can uses their usually recognized and adopted by their dragon parent's
power to reveal the souls of others . But they can never House at birth . Proper dragons may not approve of'these
use it to justify their actions, and they can never use it in bastards, but most refuse to turn their collective back on
court . their own blood .
The same is true of sorcerers, those who have a natur-

THI DROW al talent for magic . Sorcerers believe-and the dragons,


at least officially, seem to agree with them--that their
The Empire has had its own law enforcement arm, the arcane abilities flow from the dragon blood that runs in
Imperial Police, since its inception . Over the centuries, their veins . They may be countless generations removed
the makeup and structure of this organization has from their draconic forebears, but sorcerers are still
changed a lot, varying with the whims of the current accorded some status in the Empire . They stand a rung
emperor. below the half-dragons on the social ladder, but being a
It seems that Mezzenbone has a fondness for the sorcerer has its advantages . Those who must study to
Brow--dark elves, as some call them . Immediately after use arcane magic are looked upon with some distrust by
his rise to power, he instituted a new division of the dragons and their kin . As far as the dragons are con-
Imperial Police and called it the Imperial Special Police cerned, if you can't use magic naturally, you're not
Directorate . He staffed the ISPD almost entirely with meant to use it at all .
drow .
The drow enjoy their newfound power a bit too much,
if you ask me . Their job seems to be the prosecution of RIMING fOR THE STM
anyone or anything deemed a threat to the security of the So how do people get around in this star-spanning
Empire or Mezzenbone himself. And they appear to empire? How is the Emperor to know what's going on
have a lot of flexibility in carrying out their mandate . across his empire? As usual, magic is the answer . For
You'll recall that Captain Malizrek was in charge of the urgent missions or messages, high-level sorcerers are
force that invaded my homeworld . I guess Mezzenbone sometimes dispatched to teleport between the stars . For
considers worlds like mine a threat to the Empire, travel between the throneworlds-the capital planets of
because the ISPD spearheads the Emperor's campaign the Royal Houses of Asamet and Qesemet-most peo-
of conquest in the Outlands . ple use the Long Road . This is a 20-lane, 100-mile-long
The ISPD's tactics have often been the target of criti- superhighway that passes through each of the
cism, but when the critics disappear, things tend to quiet throneworlds by means of a series of teleportation gates .
down a lot . If you run across one of these characters in Of course, teleport spells and devices can only get you
their silver-trimmed black uniforms marked with the so far. When you're heading into unknown territory or
insignia of their Spider Goddess, your best bet is to dis- you have to move lots of people or cargo, you need a
appear yourself before they do it for you . starship . These vessels travel instantly from one point in
V**wr**WV7 .~
INAUNNOWNMUNOWANt

the Empire to another using a magical artifact known as


a starcaster. The starcaster extends an arcane energy
field around the ship, teleporting it and everything in it
to the destination programmed into the ship's astronav
computer . Starcasters are extremely difficult and expen-
sive to build, but they're just one of the most prominent
examples of magic working alongside technology.

ref GREE NOW


While starships have allowed us to explore and even
settle great portions of the galaxy, a much vaster area
remains untouched and unseen by the Dragon Empire .
The various dragon clans and a member of independent
ventures spend a great deal of effort in exploring these
regions in hopes of discovering new civilizations and
untapped resources . One such organization is the Royal
Exploratory Service, which was founded in the pre-
Empire days and has been scouting the edges of the
known galaxy for more than 5,000 years .
The Empire is a spherical volume of space in one of
the galaxy's spiral arms . The regions of space on the
edges of this sphere are known as the Outlands . The
only habitable Outlands worlds with which the Empire
has contact are those only recently discovered and colo-
nized . This is where my home lies, and likely yours as
well, recruit . Of course, there are worlds without end in
the Outlands that we haven't found, yet . . . and no doubt
many more than we ever will .
The most dangerous region in the known galaxy actu-
ally cuts through the edge of the Outlands . This region
is a massive dark nebula, an impenetrable curtain across
space known as the Dark Zone . Most of the ships that
teleport into the Dark Zone never return, though the
crews of those that do tell of exotic treasures and terri-
ble dangers . This black scar cutting through the periph-
ery of the Empire is thought to be the home of the mind
flayers and other alien beings, and only the most fool-
hardy every venture there .
I'll mount an expedition as soon as I muster out.

]'HE IMPERK UGIONS


While the Imperial Police-and these days, the
ISPD-are the law enforcement arm of the Empire,
they're not the ones that are called in when there's a real
crisis . That's where the Legions come in .
We are the soldiers of the Empire, the troops that do
most of the killing and the dying that's necessary from
time to time . While we live dangerous lives-there's no
safe place in a war, kid---we reap the greatest rewards .
Those who manage to complete a five-year tour of duty
in the Legions are awarded a small pension, granted cit-
izenship, and dropped off on any planet they like .
Of course, a lot of us aren't given a choice about join-
ing up, kind of like you . We get conscripted or volun-
teered by our provincial leaders as part of their tribute to
the Emperor . Still, it's a chance to see the galaxy, if
mostly the worst parts of it .
While the Legions have their own command struc-
ture, under Mezzenbone's rule the drow of the ISPD can
step in and take over an operation whenever they like .
The ISPD has jurisdiction over everything-never for-
get that and you'll go a long way in the Legions .
Every planet in the Empire has its own Legion garri-
son . Some are a lot larger than others, of course . They're
each funded locally, too, which means that the smaller
ones are usually the poorest. There's a bit of rivalry
between the Legions, but it mostly disappears in the face
of a common foe .

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
40S t.~
as00OWsa a

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.

Certain racial traits are common to many ofthe races.


Rather than repeat the information on how they work
several times, the details on each are listed here. Ifa par-
DOM
Dwarves have adapted well to the stars . They enjoy a
ticular trait isn't listed here, assume it is unchanged natural affinity for conditions of sunless confinement
from the core rules. and the kind of pumped-in, stale air you find on star-
Darkvision : This ability doesn't require any kind of ships, space stations, and remote outposts.
light at all to work. It functions just as well in the deep- Dwarves use their natural skills as miners to extract
est, emptiest parts of space as it does on the midday sur- precious minerals from even the most desolate planets
face of a planet warmed by a yellow star. and airless asteroids in the galaxy. A dwarven miner is
Low-Light Vision: This ability doesn't function rarely seen far from his spacesuit, which he cares for
when there's no light at all . However, even in the fur- better than himself.
thest reaches of the galaxy, there's usually sufficient Some of the most wealthy and ambitious dwarves
starlight . have claimed entire planetoids for themselves, burrow-
Automatic Languages : It might seem pointless to ing their tunnel fortresses deep into the rock. It reminds
learn other languages when computer translators are so them of their ancestral homes, and the remoteness is
even more comforting to them than the roots of the old-
est mountains . Some of these places have even been fit-
ted with their own engines or starcasters to ensure their
solitude . Finding a single rock in the solar system is dif-
ficult without the right coordinates . If it can move on its
own, the challenge becomes nearly impossible .
Some of these space fortresses were abandoned in
ages past. In some cases, the owner's luck ran out, and
a band of orc pirates or worse seized the stronghold for
its own . Other fortresses were lost to unknown perils
and now float aimlessly between the stars, waiting for
some foolhardy souls to find them, get past their auto-
mated defenses, and strip them of their treasures .
Relations : Dwarves are a reasonable people, but they
despise orcs. They hold the orcs responsible for the
destruction of the Dwarven Commonwealth in the pre-
Empire days . The devastation then was so horrible that
it led to the Dwarven Diaspora the dwarves still talk
about to this day. The dwarves hope to someday reunite
under the banner of a single dwarf and re-ignite the
glory of their fallen empire . Unfortunately, they spend
most of their time working on increasing their personal
fortunes instead of furthering the ends of their people .
Only the most charismatic leader could hope to reunite
such a scattered tribe .
Compared to their relations with orcs, most dwarves
get along famously with everyone else. Dwarves don't
sillA~~iAYirllt

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
*,r ar4)~& 0 ok _
44000*0aU0eto *l4tsb WW 000 e 0 fa O'N Irlt

technology and their willingness to wander the stars .


Gnomes were the first race to achieve space travel, and
though other races long ago joined them, none are as
comfortable in the vast reaches of space.
Gnome spellcasters played an important role in devel-
oping many hybrids of magic and technology. Gnome
technomancers invented spellware, magical enhance-
ments surgically implanted in the user. Gnomes also cre-
ated the first soulmechs, robots animated by living
souls.
Politically, gnomes as a group are a nonentity. They
are far too focused on their work to concern themselves
with political issues . They rarely band together in racial
groups larger than their direct families . The Gnome
Commerce Guild is more of a trade organization than a
political body, though its leadership does try to influ-
ence trade and tax laws .
Relations : Gnomes are friendly with nearly all other
races. They are proud of the fact that they are apolitical .
All they care about is that their work is useful and that
they are fairly paid for their efforts .
Still, gnomes have their favorites . They enjoy work-
ing with dwarves, since they seem to share a common
love for crafted things . Their mutual fondness for
cramped, even dark places means they are often in close
contact, too.
Gnomes get along fine with elves, even the drow.
They know that these tallfolk tend to look down on
gnomes, literally and figuratively. The drow might only Religion: Few gnomes are truly devout, and most
use gnomes for their talents, but the gnomes don't real- prefer to put their faith in science and technology. As a
ly mind, since to them the job is the important thing. people, gnomes tend to worship many gods, rather than
Most gnomes have a healthy respect for dragons and a chosen patron . They honor the Father as the master of
their kin. They recognize the dragons' power and the the universe's grand design, and gnome scientists and
control the imperial bureaucrats exercise over the mechanists often worship the Smith or the Magus, and
research grants many gnome scientists and technicians those involved in commercial pursuits pay tribute to the
covet so dearly. Merchant. Very few gnomes have converted to Dualism,
Gnomes are friendly enough with the short-lifers such and those who have usually worship the Creator.
as humans and halflings . They find orcs to be rude and
unsophisticated-which is usually accurate-but even Guam Racial Traits
such lowbrow creatures have their place .
Most gnomes are fascinated by soulmechs . The great- All of the standard gnome racial traits apply, along
est feat a gnome can accomplish is the creation ofa new with a few new ones.
soulmech, and many pursue this field as their vocation.
Gnome Lands: There is no single world that gnomes Gnomes gain a +2 racial bonus on Knowledge
call their home. The closest is the planet Aurora, the (chemistry) and Knowledge (physics). Gnomes are
throneworld of House Deserene and the headquarters of fascinated by the scientific study of the universe .
the Gnome Commerce Guild. Gnomes gain a +2 racial bonus on Repair checks .
Gnomes are as comfortable in darkest space as they Born tinkerers, gnomes have a natural affinity for
are in the friendliest lands. Modern gnomes have large- mechanical things .
ly abandoned the natural world and tend to live in large Favored Classes : Illusionist and mechanist . A mul-
cities . They don't miss the connection much, preferring ticlass gnome's illusionist or mechanist class does
the clean, mathematical lines of a city or a space station not count when determining whether he suffers an
to the chaos ofthe wilderness. XP penalty for multiclassing .
WvF-
r f f 0,yr , 4WG- " ,*;# .-kt%
*too
r113 ,-
nsotoav~ WWWW40*0000k %0 **IN0]AI

In general, half-elves prefer to live in exotic locales, a


bit offthe beaten path. They are often on the forefront of
the art and entertainment scenes, tapping into their sen-
sitivities to two different cultures and appealing to a
wider audience .
Relgion : Half-elves favor no single deity. Caught
between two cultures, half-elves find that their multifac-
eted spirits call out to many gods. Half-elves are
increasingly drawn to Dualism, as its teachings resonate
with their own oppositional nature and experience .

Half-Elven Racial Traits


All of the standard half-elf racial traits apply, along
with a new one .

" Half-elves gain a +2 racial bonus on Freefall checks .


Like their elven kin, half-elves are blessed with
excellent coordination and adapt just fine to freefall.

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

NFRYES these cities .


The more tolerant elements of the Empire have been
People of mixed race have become quite common in fighting racial prejudice for millennia, but most of the
an age of galactic expansion . In the Empire, most peo- other races still don't think much of half-ores . The long-
ple have a great deal of contact with those of other races, lifers consider them too crude, and their orcish kin think
and imperial society is very tolerant of interracial they're not crude enough. Nevertheless, millions of
romances and offspring. Of course, there are worlds that half-ores make the Dragon Empire their home, though
are exceptions to this rule, and many half-elves from often on the margins of society .
these planets suffer prejudice and discrimination. Many young half-ores find some measure of accep-
Half-dragons are by far the most privileged and tance as soldiers in the Imperial Legions . The savage
respected of those of mixed blood, but half-elves are traits of ores and the discipline and ingenuity of humans
also admired . Not as standoffish as their elven brethren blend together in half-ores, and they are often ideal sol-
or as hasty as their human kin, half-elves are a kind of diers . Countless half-ores have enjoyed successful
bridge between the long-lifers and the short. careers in military service .
Relations : Sharing two distinct heritages, half-elves Relations : Half-ores often have a hard time fitting in,
usually do their best to get along with everyone . Many and this is another reason why the military life often
half-elves have been the victim of prejudice and have appeals to them. At least in the Legions, half-ores feel
decided they aren't going to make the same mistakes like they have a home.
with other people. Half-ores and dwarves don't get along much at all,
Half-elves get along splendidly with soulmechs . They because most dwarves can only see the despised ore side
know what it's like to be caught between two worlds. of a half-ore's heritage. Most elves feel much the same.
Half-Elven Lands : Half-elves have no lands of their The drow, on the other hand, often keep half-ores
own . As a people, they are generally disorganized, scat- around as servants or soldiers, though most half-ores are
tered throughout the stars wherever humans and elves wise enough to know when they're being used.
live together. There are a few half-elven enclaves in the Ores, of course, despise most half-ores . They see
large urban centers of the Dragon Empire .
.-.f *41,1 r. . , 1

s ~ ~ rte "r +~ ~ Mr :as 11t "! Nr*6A

them as the representation of the slow thinning of their


blood, and they generally exile those of mixed heritage
shortly after their birth . Those half-orcs who are raised
in orcish society are usually made to feel like pariahs,
and they often come to hate the ores and their own
orcish blood as well.
Gnomes and halflings are a bit more tolerant than
most, but half-orcs feel most at home with half-elves
and humans. They share the mixed-blood status of the
half-elves, giving them a common bond. Humans are
often willing to focus on the traits they share with half-
ores, rather than emphasizing the differences .
Dragons and their kin enjoy the simple savagery of
ores and half-orcs . From the dragons' perspective, a
half-ore's greatest virtue is predictability. Ofcourse, this
view is often rooted in racial stereotype, but such is the
plight of half-orcs in the Dragon Empire .
Half-orcs get along just fine with soulmechs . Half-
ores don't treat soulmechs with the reverence afforded
by their orcish kin, but they still have a great deal of
respect for them.
Half-Orc Lands: Half-orcs have no lands of their
own . They can be found in the lower class neighbor-
hoods of large cities or wandering the farthest reaches of
the Outlands . They are most often encountered in the
military, private security, and criminal organizations.
Religion : Many half-orcs worship the Warrior, as the
themes of strength and prowess in battle resonate with
them. There are some who heed the more savage call of
the Destroyer. Many half-orcs also find that, like the WRINGS
half-elves, their twin heritage draws them to Dualism . The shortest people make some of the best spacers in
Unlike the half-elves, many half-orcs are attracted to the galaxy. Living space is always at a premium aboard
worship of the Adversary. starships, and the cockpits of space fighters are even
more confined. Halflings are more comfortable in
Half-Ore Racial Traits cramped quarters than any other race, and they've
adapted well to the rise of a spacefaring civilization .
All of the standard half-orc racial traits apply, along Halflings also have a well-earned reputation as being
with a new one . the best in the professional service industries. Computer
programming, for instance, is among their most com-
" Half-orcs gain a +2 racial bonus on Demolitions mon careers. They treat such challenges as riddles to be
checks . Explosives appeal to a half-ore's savage solved, a skill at which they've always excelled.
side, but working with them also gives the half-orc Halflings are well integrated in the Dragon Empire .
an appealing sense of empowerment and control- They don't have an official homeworld but still maintain
experiences that are rare in a half-ore's daily life. a fierce pride in their heritage . Just about every civilized
planet hosts several halfling cultural celebrations every
year. Halflings have a reputation as the best hosts in the
galaxy.
Relations : Halflings are a good-hearted people, and
the other races generally look upon them fondly. Only the
drow and the ores harbor any ill will toward halflings,
and this enmity is only a reflection of the evil creatures'
black hearts. Dragons and their kin are pleased by the
dedication that halflings put into their work, but they tend
to view them with a heaping measure of suspicion.
OWNS
Halflings realize their small stature can cause people
to underestimate them, and they often use this to their
advantage . People tend to forget that a gun is just as Over the millennia, humans-the shortest-lived peo-
deadly in the hands of a halfling as in those of an ore. ple-have proven themselves to be the most adaptable
Halfling Lands : Halflings can be found on most of of all. Perhaps its because they don't live long enough to
the inhabited worlds of the Empire . They live in large get as set in their ways as members of the other races do,
cities and on quiet farms in colonial settlements . Many but it's a strength that has suited humans well through-
halflings are career spacers . out galactic history.
Religion : Halflings worship many deities, but they Other than the vaunted flexibility of humans, the only
have a special place in their hearts for the Trickster. A thing they have going for them as a race is that there are
faith that rewards wits over brawn appeals to these so many of them. Ores are the only race that rivals the
diminutive beings . humans' birth rates, and humans live throughout the
Empire . While their short lives make it difficult for any
Nalfling Racial Traits single human to have a major impact on the galaxy,
humans have nonetheless helped to shape the destiny of
All of the standard halfling racial traits apply, along the Empire and its peoples .
with two new ones. Over 250 generations of humans have been born since
the birth of the Dragon Empire . From a dragon's point
Halflings gain a +2 racial bonus on Pilot checks . In of view, this makes human behavior hard to predict .
the cockpit ofa vehicle, a halfling's small frame and Humans aren't terribly interested in the long-term
sharp reflexes are a real boon. effects of their actions . They know they won't be around
Halflings gain a +2 racial bonus on Use Device long enough to worry about the eventual repercussions .
checks. Halflings make skilled computer program- Instead, they demand instant satisfaction-or at least
mers, and they are adept at operating most techno- satisfaction at the earliest possible convenience . For
logical devices . humans, the clock is always ticking .
Relations : Humans can be found just about any-
where. They find a way to fit in to most any culture,
from ore to dragon, but they're often aggressive and
impatient, both with other races and their own .
Humans probably get along best with halflings, who
remind them oftheir own children. They're comfortable
with the various half-human peoples, including half-
elves, half-orcs, and many half-dragons .
Most humans have a hard time understanding the
long-lifers : dwarves, elves, gnomes, and dragons . Their
perspective is so different from a human's as to seem
almost alien.
Many humans dislike ores, while others embrace
them. Perhaps this is because humans are more like ores
than most care to admit .
Human Lands : Human lands are scattered through-
out the Dragon Empire. Several planets are exclusively
populated by humans. Territory is something humans
take seriously, and they are often willing to fight to
either grab more of it or defend what they have.
Humans make up a large segment of the Dragon
Empire's citizens. Despite this, they have no special sta-
tus . In a society in which your birth matters more than
anything else, they are among the lowborn masses .
Some have managed to climb the social ladder by gath-
ering wealth, power, or both, but the long-lived races
have one important advantage : Ifthey wait long enough,
they can outlive almost any human .
low "t * .4 0 Ww",lit*wW

fl WORD ROUT V11


Most people view at least two of the races described
in this section as the heart ofevil. Many adventurers feel
that both drow and ores have few if any redeeming fea-
tures, and the long, sordid histories of these races, sup-
port this belief.
However, these races are still options for heroes in
Dragonstar. While a race, judged as a whole, may be
evil, that doesn't mean that every member ofthat race is
irredeemable. It's dangerous to paint any racial group
with such a broad brush . No matter how justified the
rule, there are always going to be exceptions. Elves, for
example, are usually chaotic good. That doesn't mean
that evil elves don't exist, even disregarding the vast
number of drow.
Similarly, one can surely find good ores somewhere in
the galaxy. These unusual ores may not be in the major-
ity or even make up a significant fraction of the general
population, but they do exist. By offering these evil
races as character options for players, we're not con-
doning or even suggesting that you play an evil charac-
ter. Dragonstar is about heroes (characters of good or
neutral alignment), not villains (evil characters) . These
races offer a chance for you to challenge yourself by
playing a hero in villain's clothing.
In Dragonstar, no creature's alignment is preor-
dained (with the exception, possibly, of outsiders) .
Religion: The most adaptable people, humans wor-
Anyone can change . Evil can become good, darkness
ship any and every god in the Unification Church's pan-
can find its way into the light, and villainy can be
theon . A human prophet founded the Dualist Heresy. Its
redeemed. Heroes can escape the bounds of blood and
doctrines have taken strongest root in human popula-
culture and make their own destinies .
tions, and both the Creator and the Adversary have
The laws in the Dragon Empire reinforce this princi-
fanatical human followers . A few human worlds are
ple. Alignment-divining magic isn't admissible in court.
dominated by the worship of either the Creator or
It's illegal for an employer to use the results of these
Adversary. These cultures are often intolerant of those
spells to deny a job to an applicant. People are to be
who pray to other gods.
judged by their personal actions, not their inclinations or
the tendencies of their race.
Human Racial Traits However, a character of an evil race may have to fight
an uphill battle to gain acceptance. There are those who
All of the standard human racial traits apply. are never going to trust a drow, no matter how kind and
good-hearted he may be. In the end, it's how the hero
views himself that should matter most . Shattering pre-
NEW RKS conceived notions just comes with the territory .

There are hundreds of different sentient species that


are widely recognized throughout the Dragon Empire, [EyfI EOURENTS
from merfolk to giants to even stranger creatures . A few, Some of the races listed in this section are inherently
however, have advanced in both population and impor- more powerful than the standard ones that we covered
tance and can be counted among the major races of the earlier. Because of this, you need to get your DM's
galaxy. blessing before you choose one of these races for your
character. If the race isn't especially powerful (like
ores), you can go right ahead without asking .
You can play a character of just about any "monster is markedly different from their nature-loving kin's.
race" that you like in Dragonstar. They're all repre- Most drow are unrepentantly evil, though there are cer-
sented on planets and in outposts throughout the galaxy. tainly exceptions . These individuals are notable for
Some ofthese races are more powerful than the standard being out of step with their people's traditions, which
races, however. These races have a level equivalent include treachery and cruelty accompanied by an
modifier. The level equivalents for the new major races unswerving ambition to climb to the top of their social
are listed below. Your DM will let you know if you can ladder.
play a character of one of these races, and if so, how to Personality : Most drow are reserved and calculating .
use the level equivalent (DMG 22) . When they speak, they do so with care, sinister innuen-
do dripping from their ebon lips. They tend not to place
their trust entirely in anyone, especially their own kind.
They are slow to form close relationships for this rea-
Race Level Equivalent son, as friends can most easily betray you.
Orc 0 Good drow are certainly the exception to the rule.
Soulmech 0 Most often, they have grown weary of the way their
Drow 2 people constantly are at each other's throats . They look
Half-dragon 3 at how far drow society has come and wonder just how
much better it might have fared if its people weren't
constantly dragging each other down.
Drow society is thoroughly matriarchal. Drow women
are indisputably in charge . The men certainly have their
uses, but only if they keep to their place. Drow culture
is heavily influenced by the worship of their Spider
Goddess, and her priestesses are a very powerful voice
While drow are closely related to elves-they're also in drow politics .
known as dark elves-they have their own society that Physical Description : It's easy to tell drow apart
from their fair-skinned and fair-minded cousins . The
skin of drow is as black as the space between the stars,
and drow hair ranges from a pale blond to shocking
white . Their eyes are usually a baleful red. Despite these
differences, drow share many traits with the surface
elves. They stand between 4'6" and 5'6" and weigh
between 85 and 135 pounds . Men and women are equal-
ly tall, and the men are only slightly heavier. All drow
are devoid of facial or body hair. Their features are fine-
ly sculpted, and their ears taper up into points . Most
people find the drow to be alluring, almost unnaturally
graceful. Their well-known cruelty belies their beauty.
Drow are considered children until they reach the age
of 110 . They commonly live more than 700 years.
Like all elves, drow do not sleep, instead placing
themselves into a trance for four hours every day, usual-
ly at night.
Relations : In general, the drow dislike everyone,
even their dragon masters . They reserve a special hatred
for the surface elves. Few drow can let an opportunity to
inflict misery on an elf slip away. Despite their sense of
superiority, drow swallow their pride to serve the evil
lords of Asamet. The power this position grants them is
too attractive to be refused .
Non-evil drow have to cope with the reputation of
their people when they meet someone new. The drow
are known for their malignant nature, and it's hard for
most people to believe that any could be pure of heart.
i~ ~ ~! ss tr ~ r ~ iw ~t !~ ~ av re s A ~" t~ 1~ Ar

Alignment : Although the drow are a vast and varied


race, most are neutral evil. Some few favor law or
Brow Racial Traits
chaos, and only the rare outcasts and exiles are of good +2 Dexterity, -2 Constitution, +2 Intelligence, +2
alignments . Charisma : The drow value a sharp aim, a .sharper
Drow Lands: The drow prefer to live in subterranean mind, and an even sharper tongue. However, mil-
holdfasts, far from the blazing light ofthe sun . They can lennia away from the light of any sun have sapped
be found beneath the surface of most settled planets, and their health.
in underground complexes on airless moons and aster- Medium-size : As Medium-size creatures, drow
oids. The drow ofthe imperial worlds have a queen who have no special bonuses or penalties due to their
rules from the planet Arakken . The queen pledges her size.
loyalty to the Emperor, though the clans under her rule Drow base speed is 30 feet.
serve many of the Houses of Asamet. Immunity to magic sleep spells and effects .
Religion : The drow are fairly unified in their worship +2 racial save bonus against Enchantment spells or
of their Spider Goddess, a demonic aspect of both the effects .
Destroyer and the Mother. The drow's goddess is the +2 racial bonus on Will saves against spells and
source of both nurture and punishment, love and cruel- spell-like abilities .
ty. She is the giver of life and the bringer ofdeath . Drow Spell resistance of 11 + class level. Don't count the
who stray from this faith always suffer bitter persecution equivalent level modifier for these purposes .
in drow society. Spell-Like Abilities : 1/day-dancing lights, dark-
Language : All drow speak Elven, though their ness, and faerie fire. These abilities are as the spells
speech is often heavily accented . The tongue they use cast by a sorcerer of the drow's character level.
most often is Undercommon, the language of choice for Darkvision : Drow can see in the dark up to 120 feet.
those who live in the vast, hidden worlds beneath the Light Blindness (Ex) : Abrupt exposure to bright
surface of countless planets. Undercommon shares light (such as sunlight or a daylight spell) blinds a
some of the elegance of Elven, but its turns are sharper drow for 1 round. Drow also suffer a -1 circum-
and meaner. The drow also have a secret sign language stance penalty on all attack rolls, saves, and checks
they use to communicate silently with each other, both when operating in bright light .
in battle and in social encounters . Proficient with either longsword or rapier and with
Names: When a drow passes into adulthood, she any kind of hand-drawn bow. If the drow character
takes a new first name. Those who knew her as a child has the Technical Proficiency feat when she is first
can call her by the name of her youth, but most outside created, you can substitute proficiency with simple
of the drow's direct family-and some within-do so at firearms.
their own peril . Drow wear their names with pride, espe- +2 racial bonus on Listen, Search, and Spot checks.
cially their surnames, which can be stripped by the fam- A drow who comes within 5 feet of a secret or con-
ily matriarch as punishment for transgressions both real cealed door automatically gets to make a Search
and imagined. check, whether she's searching or not.
Male Names : Drialcor, Xerxan, Balcioro, Menazzo, Automatic Languages : Elven and Undercommon .
Krizchen. Bonus Languages : Abyssal, Common, Draconic,
Female Names : Albastia, Zebrenza, Kelextra, Drow Sign Language, Goblin.
Xandestria, Ukaydri . Favored Class : Sorcerer (male), cleric (female). A
Family Names : Do'Banzil, Nozzenbin, Kalastra, male drow's sorcerer class and a female drow's cler-
Lothotira, Kalandrax . ic class do not count when determining whether he
Adventurers : Drow are most often encountered in or she suffers an XP penalty for multiclassing. Male
the service of the Imperial Special Police Directorate, drow in service to the dragons of Asamet are often
though this will be the chosen path of few player char- sorcerers, and female drow are often called to the
acters . Such heroes who have abandoned the evil tradi- service of the Spider Goddess .
tions of drow society have reason enough to adventure .
They are typically exiles from their homelands, hated
for the stand they have taken against evil .
huge teeth and claws, and elongated faces. They some-
times have tails and they may also have wings, but these
are usually vestigial . A half-dragon's wings are not
powerful enough to permit her to fly unless the non-
dragon parent's size category was Large or greater.
Relations : Half-dragons are feared and even respect-
ed throughout the Dragon Empire . These bastard off-
spring are often the beneficiaries of trust funds set up by
their dragon parents to keep the product of their dal-
liances in a comfortable lifestyle .
Since half-dragons vary so much in their parentage,
it's difficult to make generalizations about them as a
race. The non-dragon parent usually raises the half-
dragon child, and this does more to determine the half-
dragon's prejudices than her draconic nature.
Alignment : A half-dragon tends to follow her dragon
parent in terms of alignment, but this isn't always the
case. The non-dragon parent usually takes on most of
the duties of raising the child, so that parent can influ-
ence the half-dragon even more. The tension between
the two sides of a half-dragon's nature can lead to seri-
ous emotional conflict.
Half-Dragon Lands : Half-dragons do not have their
own lands. Not surprisingly, there are more half-dragons
found on the throneworlds of Asamet and Qesemet than
anywhere else. There are neighborhoods in the capital
cities of these planets in which half-dragons tend to con-
gregate, forming bonds based on their shared heritage .

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
ticosow* "mo*MP

Playing a Half-Dragon Character


While you can cross a dragon with most any race-
except a soulmech, of course-we recommend that you
choose the non-dragon parent from one of the races list-
ed in this chapter. This will keep things simple and Fine
insure that your character's heritage is merely exotic, Diminutive
rather than bizarre . Still, there's nothing to stop you Tiny
from making the wildest match you can imagine, as long Small
as your DM approves. Some dragons have interesting Medium-size
tastes in mates . Large
If your half-dragon character has a parent of a race Huge
with a level equivalent, you should add it to the half- Gargantuan
dragon's. For example, a half-dragon/half-drow would Colossal
have a total level equivalent of (3 + 2 =) 5. If you can't
find a level equivalent for the non-dragon parent, ask
your DM to determine one .
The character has a breath weapon, based on the
dragon parent's type, as listed on the table below.
Half-Dragon Racial Traits This can be used once per day. The DC to save
against the breath weapon is listed in parentheses . A
The character has all the racial traits of its non-drag- line breath weapon is 5 feet high, 5 feet wide, and
on parent, plus the ones listed here. 60 feet long. A cone is 30 feet long.

+8 Strength, +2 Constitution, +2 Intelligence, +2


Charisma: Half-dragons are immensely strong, very
tough, and possessed of a keen intellect and com- Dragon Breath
manding presence . Type Weapon
A half-dragon's base speed is the same as that of her
non-dragon parent . Black Line of acid 6d4 (17)
Half-dragons have low-light vision and darkvision, Blue Line of lightning 6d8 (18)
range 60 ft. Green Cone of gas 6d6 (17)
Half-dragons' Hit Dice are one level higher than the Red Cone of fire 6d10 (19)
norm for their class, up to a maximum of d12 . A White Cone of cold 3d6 (16)
half-dragon fighter, for example, use a d12 for her Brass Line of fire 3d6 (17)
Hit Dice, instead of a d10 . Bronze Line of lightning 6d6 (18)
Half-dragons have a natural armor bonus of +4 to Copper Line of acid 6d4 (17)
their AC. Gold Cone of fire 6dl0 (20)
Half-dragon characters are the same size as their Silver Cone of cold 6d8 (18)
non-dragon parent . Space Cone of space 6d10 (19)
If the non-dragon parent's size category is Large or Star Line of radiation 6d10 (20)
greater, the character has wings that allow her to fly
at her base speed and with average maneuverability.
Half-dragons have bite and claw attacks . The dam-
age for these is determined by the character's size, " Half-dragons are immune to sleep and paralysis
as shown on the table below. If the non-dragon par- spells and spell-like effects .
ent also has bite and claw attacks, the character uses " The half-dragon has an additional immunity based
whichever is better. on the dragon parent's type.
.. . w
t k
r a S . ... _ ~. ,r.

" Favored Class : Sorcerer. A multiclass half-dragon's


sorcerer class does not count when determining
whether she suffers an XP penalty for multiclassing.
The draconic blood rages in the half-dragons' veins,
Black and they are naturally drawn to sorcery.
Blue
Green
Red
White
OR(S
Ores are a plague on many worlds in the galaxy. They
Brass are crude, aggressive, and warlike . They're not particu-
Bronze larly formidable when they're alone, but there are a lot
Copper of them. Despite the fact that they're usually chaotic
Gold evil, they band together for short times in hordes capa-
Silver ble of threatening even the most powerful empires .
Space Ofcourse, not all ores are evil. A rare few devote their
Star lives to helping those in need, and even within a clan,
many ores are far kinder to each other than they are to
outsiders . Few ores indeed are pure enough to be pal-
Half-dragon characters may take a feat available to adins, but in the entirety of the galaxy, there may be
dragons whenever they are eligible to gain a new some who have achieved this goal .
feat. Personality : Most ores are gruff and short tempered.
Automatic Languages : Common, Draconic, and the Their idea of diplomacy is to give a foe a chance to run
native languages of the non-dragon parent's race. before attacking him. They value action over talk, and
Also, Draconic Sign Language if the dragon parent talk over thought. Despite this, their greatest leaders are
is a space or star dragon. Bonus Languages : These known to cogitate on their deeds for long moments
are determined by the race ofthe non-dragon parent. before leaping into action. This is perhaps what sepa-
rates them from their fellows.
The ores are a hearty people, full of the kind of love
for life you can only have when you walk hand in hand
with death . They enjoy drinking, fighting, wrestling,
feasting, drumming, and dancing with wild abandon .
They have no use for polite society-or any politeness
at all. To them, such niceties are a waste of time-time
better spent enjoying life instead of tiptoeing around
another's easily bruised sensitivities .
Female ores have enjoyed some emancipation in the
Empire . While they still aren't regarded as the equals of
males in their own society, there are female ores on the
battlefield and in many other stations usually reserved
for males . These women may be the exception for now,
but their numbers are growing .
Physical Description : Ores look something like
primitive or bestial humans with gray or greenish skin,
sloped foreheads, jutting brows, piglike snouts, and
prominent lower canines that look like tusks. Their hair
is coarse and often worn in long braids. They tend to
slouch, making them look less physically impressive
until they raise themselves up to their full height of six
feet or more. Their ears are short and pointed, and their
eyes are tinged with red. They like to wear bright colors
and carry large weapons, although they often neglect
both their appearance and their equipment .
Relations : Ores don't get along with dwarves and
elves and never have. Ores find the dwarves too serious
and the elves too flighty to accord either race any kind same thing-he can expect to be killed if he remains
of respect. Collectively, ores haven't made friends with behind. Others leave out of sheer cussedness, mostly
any of the other races, either. They believe ores are the because they have been told they can't. Never underes-
finest of all the peoples . The only ones who are orcish timate an angry ore .
enough for them are ores. The ores have a great deal of
respect for the icy cruelty of the drow, though they Orc Racial Traits
believe the drow spend far too much time plotting and
scheming. +4 Strength, -2 Intelligence, -2 Wisdom, -2
Alignment : Most ores are chaotic evil, but those who Charisma. Ores like to think with their fists, and
aren't are the ones most likely to be adventurers . Most they don't really care what sort of impression that
ore leaders tend to be neutral evil or even lawful evil, makes on others. Other ores appreciate them for
tempering the wildness oftheir fellows with enough dis- this.
cipline to get things done. Ore characters are usually When speaking with another ore, an ore can add his
chaotic neutral or neutral, and a rare few are chaotic Strength ability modifier instead of Charisma to any
good. Diplomacy, Gather Information, or Intimidate
Ore Lands: The ores believe that conquest is the only checks. Ores respect muscle over mind or mouth.
proper way to extend their power and influence. Ores Medium-size : As Medium-size creatures, ores have
were held in check for millennia by the rule of the no special bonuses or penalties due to their size.
Qesemet Emperors . With the rise ofthe Red Dragon, the Ore base speed is 30 feet.
ores of many worlds are uniting to launch a renewed Darkvision, 60 feet.
offensive on the unsuspecting planets of the Outlands. Ores are sensitive to light. They suffer a -1 penalty
As long as the ores don't upset his plans, Mezzenbone is on attack rolls when fighting in brightly lit areas.
content to let them rampage across the fringes of the Automatic Languages : Common and Ore . Bonus
Empire . Their open aggression takes the media's atten- Languages : Draconic, Elven, Giant, Gnoll, Goblin,
tion off the Emperor's more subtle designs . and Infernal.
Religion : Evil ores generally worship the Destroyer, Favored Classes : Fighter. A multiclass ore's fighter
as they have for millennia . Non-evil ores may worship class does not count when determining whether he
any of the Twelve, though it's hard for them to ignore suffers an XP penalty for multiclassing . While ores
the call ofviolence that rages in their blood. The Warrior of the Outlands tend to be barbarians, the imperial
is the most popular deity among these ores. Many ores clans have warmly embraced the technology ofwar.
have been drawn to the worship of the Adversary. Ores

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
, ;; _
Vwr _* 0 , n - ,

warmth of a living person's eyes . Finally, soulmech


bodies are almost always completely hairless. It is
thought that this tradition stems from the lingering sus-
picion of organic races toward these synthetic beings :
Their strikingly smooth skulls and pale skin make soul-
mechs easily recognizable . Otherwise, manufacturers
take great pains to make soulmechs' robotic bodies as
realistic as possible. Most share the gender characteris-
tics of the original being .
A soul transferred to a body substantially different
from its original one suffers a -4 circumstance penalty
to all physical skill checks and attack rolls . The spirit
can adjust to a new form, but it takes time. Every time
the character gains a full level while in the strange form,
the penalty is reduced by 1 .
Soulmechs require a fair amount of maintenance to
stay in working order. Their voices are synthesized,
although they sound fairly realistic . Their eyes are just
photoreceptive lenses. These glow a greenish white
when the soulmech uses her darkvision .
Relations : Soulmechs are common in many different
societies . Elves and even drow see them as an aberration
not to be tolerated . Dwarves are a bit more forgiving .
Gnomes, the creators of the soulmech, love them and
think of them as their ultimate triumph . Halflings and
humans get along with them fine as a rule, though some
individuals are prejudiced against them. Orcs grant soul-
mechs no more consideration than do other races.
logically sophisticated neural net that serves as the Alignment : Soulmechs can be of any alignment . The
robot's electronic brain . The soul inhabits the neural net creator of the soulmech usually takes this into account
and takes control of the robot body. when choosing a host to drive a soulmech . After all,
Creating a soulmech is not a simple or inexpensive putting a chaotic evil soul into a soulmech can mean the
process . Some soulmechs are animated by the spirits of loss of a great deal of work. For this reason, almost all
the wealthy or powerful, people who could not bear to soulmechs are lawful, and many of them are good.
face death. Others are driven by people who were lucky Soulmech Lands : Soulmechs have no lands of their
(or unlucky) enough to find themselves in demand after own . They are often beholden to or somehow controlled
their natural lives had ended . Still others-most of by the person who put them into their new body.
them, in fact-are people who were simply in the right Otherwise, they are afforded the same rights and oblig-
place at the right time. ations as other citizens of the Empire, and they can go
Personality : Since just about any sentient creature where they please .
can be made into a soulmech, their personalities tend to One of the soulmechs' great advantages is that they
differ as much as the colors of a rainbow. The soul- don't have to breathe, nor do they feel extremes of cold
mech's personality is largely unchanged during the or heat . They can survive in just about any kind of envi-
transfer, though some soulmechs experience mild emo- ronment . As a result, soulmechs often thrive in places
tional distress during the inevitable adjustment period . the organic races find uninhabitable .
In some rare cases of personalities unable to adapt to Religion : When it comes to religion, soulmechs are
their new existence, this condition has degenerated into more divided than any organic race. Some soulmechs
madness. avoid religion altogether. The natural order of things is
Physical Description : A soulmech looks like a syn- to let the soul move on to the afterlife once the body is
reproduction of the being's original race. The
thetic no longer in working order. The soulmechs are a living
soulmech's skin tends to be unnaturally pale or pasty violation of that rule. While it may seem paranoid or
and often feels too smooth and unyielding to the touch. superstitious to organic beings, many soulmechs prefer
A soulmech's eyes are noticeably artificial, as manufac- to stay away from temples so as not to attract unwanted
turers have never been able to capture the life and attention to themselves . Other soulmechs are among the
4%
f avdII*%*11
"wMM0`fdP '

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 .

New Class Skill


The barbarian's new class skill (and its key ability) is
Freefall (Dex) .

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

imenting with new musical forms and capturing their


performances on holovid for distribution to an audience
of billions. Some bards became superstars, and while
their recordings never captured the true magic of their
tradition, they were nonetheless the elite performers and
entertainers of the Empire . Anyone could become a
musician, or even a star, but only a rare few with an
ancient gift could be bards.
Since bards have a natural gift for magic, most people
in the Empire consider them close cousins of sorcerers,
and this brings its own special status . Sorcerers are
thought to have the blood of dragons in their veins . No
one really believes that more than a trace of dragon
blood can be found in most bards, but this belief
nonetheless contributes to their aura and mystique.
Even bards from the Outlands are in high demand .
People are constantly hungry for new stories, and the
folksy, "authentic" style of Outlands bards is gaining
popularity. Many find that while the details of these
bards' stories and songs are unfamiliar, their underlying
themes and archetypes are eternal and enduring.

Game Rule Information


The following new rules apply to bards .

New Class Skills


The bard's new class skills (and the key ability for
each skill) are Navigate (Int), Research (1nt), Urban
Lore (Wis), and Use Device (Int).

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

THE DUALIST DEITIES


The Creator Any but Evil or Chaos Lawful good
The Adversary Any but Good or Law Ch ;iotic evil

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

evil clerics must worship the Adversary, and most neu-


New Class Skills tral clerics honor both, emphasizing the totality of the
opposition rather than one side of it.
The cleric's new class skill (and its key ability) is
Research (Int).
DRUID
Class Features One might think that druids would have no place in
the Dragon Empire. In an age of star travel, industrial-
Weapon and Armor Proficiency : When a cleric ization, and urbanization, what room is there for the
takes the Technical Proficiency feat, she automatically peace and tranquility of the sacred grove?
becomes proficient with all high-tech simple weapons, Druids nevertheless thrive in the Empire . The vast
light armor, medium armor, and heavy armor. ocean of space is just as much a part ofthe natural order
Unification : If a cleric from an Outlands world wor- as sun, sky, tree, and beast. The ships that sail upon it
ships a deity that shares at least one domain with one of have opened up new possibilities to explore and learn
the deities of the Unification Church and is within a step from countless worlds .
of that deity's alignment either way, the character may Many druids nonetheless oppose the ascendance of
be worshipping an aspect of that deity. Ideally, the cler- the machine and the spread of great cities across once-
pristine worlds. They are sometimes appalled by the
apparent contempt that many people show for the natur-
al world. Most druids despise the very idea of soul-
mechs, which they view as the ultimate corruption ofthe
spiritual by the mechanical .
Perhaps it is because of the many challenges with
which technological civilization confronts the natural
world that druids are so common in the Empire . The
secretive and elusive Druidic Society recruits its mem-
bers from universities, research institutes, government
agencies, and universities across the Empire . While
most citizens are completely unaware of its existence,
the Druidic Society is an influential political force
working behind the scenes in the Dragon Empire .
Many druids study and work in the life sciences
fields. They are botanists, zoologists, ecologists, and
environmental engineers . Others avoid the sciences,
preferring a more spiritual path to communion with the
natural world. These druids come from all walks of life,
though they are often recruited from the ranks of student
and political activist groups .
Some outsiders view the secret society of druids as a
large conspiracy out to destroy the technological foun-
dation on which galactic civilization was built. They
believe the druids long for a time when all people will
once again live in some imagined, idyllic harmony with
nature. While there probably are such extremist factions
within the Druidic Society, this is certainly not its offi-
cial position. Most druids simply strive to protect
nature-especially the surviving wildernesses of the
Outlands-and explore new ways for civilization and
nature to coexist.

Game Rule Information


The following new rules apply to druids.

New Class Skills


The druid's new class skills (and the key ability for
each skill) are Freefall (Dex), Knowledge (any science
skills, taken individually), and Navigate (Int) .

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.

More than any other class, monks have


held to their traditions in the face of monu-
mental change. They are among the most
respected people in the Empire as a result.
Like their counterparts in the Outlands,
monks devote their lives to meditation on the
mysteries of the universe and to attuning
themselves to it body and soul.
In a civilization dominated by technology,
monks deny themselves the advantages of
weapons and armor, but for those traditional
peasant weapons that their kind have used for mil-
lennia on countless worlds . The power of a monk's
blows can be more powerful than a bullet, and they
can move faster than all but the swiftest foes.
In the Dragon Empire, some monasteries are even
more remote than those in the Outlands . Dug into the
rock of barren asteroids or airless moons like fragile
bubbles on a drying beach, these enclaves are only
reachable by teleportation or spacecraft. Welcome
guests are treated like princes, but those who enter with-
out permission find naught but peril.

Game Rule Information


following new rules apply to monks.

New Class Skill


The monk's new class skill (and its key
ability) is Freefall (Dex) .

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

They may choose this feat whenever they are eligible


for a new feat, including I st level, though they seldom
do. They may also gain this feat for free when they
spend at least one full level adapting to and learning the
use of technology.
Evade Fire (Ex): At 4th level, a monk gains the abil-
ity to evade fire from all types of firearms. Once per
round, when the monk would normally be hit by a shot
or burst from a firearm, he may make a Reflex saving
throw against a DC of 20 (if the weapon has a magical
bonus to attack, the DC increases by that amount) . If the
monk succeeds, the attack misses . The monk must be
aware of the attack and not flat-footed. Attempting to
evade fire doesn't count as an action. A monk can use
this ability a number of times per day equal to his
Wisdom modifier.
Leap of the Clouds : Although a monk's leaping abil-
ity is no longer limited by her height once she gains this
ability, variable gravity still has its normal effect.

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

New Class Skills


The ranger's new class skills (and the key ability for
each skill) are Freefall (Dex), Navigate (Int), and Pilot
(Dex) .

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 .

" Arctic : Cold, icy areas ; includes tundra and glaciers .


" Aquatic : Fresh or saltwater.
" Desert : Any dry area with sparse vegetation .
" Forest : Any area covered with trees .
" Hill: Any area with rugged but not mountainous ter-
rain.
" Marsh: Low, flat, waterlogged areas ; includes
swamps .
" Mountains : Rugged, higher elevation than hills.
0**

" Plains : Any fairly flat area that is not a desert,


marsh, or forest; grasslands .
" Underground : Subterranean areas.

Pathfinder: At 1st level, a ranger gains the ability to


make a Wilderness Lore check to locate or blaze a trail
through trackless terrain while traveling overland (PHB
143) . The DC of the check depends on the pace at which
the ranger is traveling .

If the ranger is walking, he need only make the check


once per eight-hour period of travel . The ranger must
make the check every hour that he hustles .
If the check is successful and the ranger is traveling
alone, his overland movement rate increases by two
steps, from trackless to highway. If the ranger is leading
a group, the improvement is only one step, from track-
less to road (trail) .

The rogues of the Dragon Empire are thieves, pirates,


covert operatives, smugglers, scouts, gangsters, and
freelancers . Of all the core classes, rogues are perhaps
the most versatile and adaptable, and they thrive in the
star-spanning civilization of the Empire .
While they aren't technicians or engineers, imperial
rogues are proficient with technology. They know how
to hack into computers, deactivate alarms and security
systems, and bypass electronic locks and safeguards .
Rogues have also taken advantage of developments in
weapons technology. Few rogues can match the might
and fortitude of an Outlands warrior. Armed with a
blaster, though, the rogue's steady hands and careful aim
are the equal of most any soldier's .

Game Rule Information


The following new rules apply to rogues .

New Class Skills


The rogue's new class skills (and the key ability for
each skill) are Cryptography (Int), Demolitions (Int),
Freefall (Dex), Navigate (Int), Pilot (Dex), Urban Lore Familiar: Familiars have a protected and privileged
(Wis), and Use Device (Int). position in imperial society . Legally, that position is
somewhere between a common animal's and a citizen's .
Class Features In effect, a familiar in the company of his master is con-
sidered an extension of the master. Familiars are
Weapon and Armor Proficiency : If a rogue takes allowed in any area open to passengers on a starship and
the Technical Proficiency feat, she automatically in most public places in cities . They are allowed on any
becomes proficient with the holdout pistol, holdout planet under imperial rule, and the lengthy quarantines
laser, light autopistol, heavy autopistol, laser pistol, and
blaster pistol . Rogues who are Medium-size or larger
are also proficient with all Medium-size simple
firearms . Rogues are proficient with all high-tech light
armor.
Sneak Attack : This ability does work on soul-
mechs, as long as the rogue has the Technical
Proficiency feat. Soulmechs are subject to critical
hits, so they are not immune to a rogue's bonus
damage for sneak attack.
Crippling Strike : This ability does not work
on soulmechs or other robots .

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.

Game Rule Information


The following new rules apply to sor-
cerers .

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

that mundane animals are subject to are waived for


familiars . On the other hand, the master is also respon-
sible for his familiar-the master can be held legally
accountable for anything the familiar does.

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.

Game Rule information


The following new rules apply to wizards .

New Class Skills


The wizard's new class skills (and the key ability for
each skill) are Navigate (Int) and Research (Wis) .
war >d1Rf~sr mwar ~ errlt
~~_

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

gods' design through science. Of those mechanists who


are religious, most worship the Smith, the patron of
technology, or the Magus in his aspect as the source of
scientific knowledge . Some mechanists have been
drawn to the Dualist Heresy, as the reductionism of its
theology appeals to them.
Background: Most mechanists have formal training
in science or engineering, but also a love of all things
mechanical that reaches back to childhood . While some
mechanists have studied at universities or technical
institutes, others have learned their trade through
apprenticeship to a master mechanist .
Mechanists enjoy a certain camaraderie no matter
where they go. They seem able to recognize each other
from across the room, and they are always eager to find
another with whom they can converse intelligently on
technical and scientific issues . Mechanists enjoy the
company ofothers, too, but they often feel that only one
of their own can really understand them . Of course,
when two mechanists get together, everyone else is usu-
ally driven away by the incomprehensible nature oftheir
conversation .
Races : Mechanists can be of any race, though most
are gnomes or humans . Dwarves are often mechanists,
though they tend to prefer large-scale construction and
engineering . Elves and half-elves often find it impossi-
ble to be passionate about lifeless mechanical things.
Drow and halflings can make fine mechanists, though
they often lack the patience or discipline for precise
technical work. Many half-dragons feel the mechanist's
"dirty work" is below their station . Orcs and half-orcs
often lack the native intelligence and technical back-
grounds necessary for mechanists.
Because they are part machine themselves, soulmechs
are probably the finest mechanists in the known galaxy.
Many soulmechs who followed different paths in their
organic lives become mechanists after awakening in
their robotic bodies.
Other Classes : Mechanists take well to the life of an
adventurer, and they usually work well as part ofa team.
Most adventurers depend on technology and most know
next to nothing about how the devices they rely on actu-
ally work. Mechanists and wizards often develop close
friendships : Their theories, rituals, and tools are differ-
ent, but they both devote themselves to the pursuit of
knowledge that few others share . Mechanists and clerics
sometimes find themselves at odds and must usually
come to some mutual understanding about their roles:
The mechanist can't heal wounds or save souls, and you
don't go to a cleric if your blaster is jammed .
Mechanists must often tread carefully around druids,
especially the traditionalists . They have little or no com-
mon ground, but they can usually get along if they are
respectful of each other's work and beliefs .
Game Rule Information At 6th level and at every four levels thereafter (10th,
14th, and 18th level), the mechanist may select a new
Mechanists have the following game statistics. favored tech, and the bonus associated with every previ-
Abilities : Mechanists rely on their reasoning and ously selected favored tech goes up by +1 . For example,
logic, so Intelligence is their most important ability . a 15th-level mechanist will have four favored techs,
Most of a mechanist's core skills are based on with bonuses of +4, +3, +2, and +1 .
Intelligence . A high Intelligence also gives the mecha- The following lists possible device classes for a
nist extra skill points, which can be used to broaden his mechanist's favored techs.
knowledge base. Dexterity is also sometimes important
for mechanists, for working in tight spaces or doing pre- Aircraft : Fixed- and rotary-wing aircraft.
cision work on small components . Armor : All archaic and modern armors; includes
Alignment: Any. powered armor.
Hit Die : d6. Ground vehicles: Wheeled and tracked vehicles,
walkers and hovercraft.
Electronics : All electronic devices ; includes com-
Class Skills puters and sensors .
Explosives: All explosives and explosive weapons ;
The mechanist's class skills (and the key ability for
includes grenades, missiles, torpedoes, etc .
each skill) are Appraise (Int), Concentration (Con),
Handguns : All Tiny and Small firearms.
Craft (Int), Cryptography (Int), Demolitions (Int), Heavy weapons : All ranged weapons of size cate-
Disable Device (Int), Freefall (Dex), Knowledge (any gory Huge or greater ; includes vehicle weapons .
science or technical knowledge skills, taken individual- Machines: Miscellaneous mechanical equipment
ly) (Int), Open Lock (Dex), Pilot (Dex), Profession
not included in another category.
(Wis), Repair (Int), Research (Wis), Search (Int), and Melee weapons : All archaic and modern melee
Use Device (Int). weapons .
Rifles : All Medium-size and Large firearms .
Skill Points at 1 st Level: (8 + Int modifier) x 4. Robots: All robots and soulmechs .
Skill Points at Each Additional Level : 8 + Int modifier. Spacecraft: All spacecraft, including starships .
Traps : All mechanical traps .
Class Features Watercraft: Ships and submersibles.

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

Bonus feat, jury-rig, guerilla repair,


minor upgrade
+l 1st favored tech, sabotage
+1
+2
+2 Moderate upgrade
+3 Bonus feat, 2nd favored tech
+3
+4
+4
+5 3rd favored tech, major upgrade
+5 Bonus feat
+6/+l
+6/+1
+7/+2 4th favored tech
+7/+3 Extraordinary upgrade
+8/+3 Bonus feat
+8/+3
+9/+4
+9/+4
+101+5

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 ~

upgrade . The mechanist can give a device a moderate hit in combat .


upgrade at 5th level, a major upgrade at 10th level, an " A character using the device for an attack or skill
extraordinary upgrade at 15th level, and a masterful check rolls a 1 .
upgrade at 20th level. Descriptions and examples of Devices can have more than one upgrade .
these upgrades are provided below. Malfunctioning devices can be repaired normally, and
Minor: This upgrade level makes a normal device or the task is considered a simple repair. However, each
item the equivalent of a masterwork device or item. It additional upgrade after the first increases the DC to
provides the device with a +1 upgrade bonus on attack repair a malfunctioning device by 5. For example, the
rolls, ability checks, or skill checks using the device . DC to repair a device with two upgrades-assuming
The upgrade increases the armor bonus of armor by +1, parts and materials are available-would be 20. If the
or increases the shields bonus of a starship's shields by device had three upgrades, the DC would be 25.
+1 . It could be used to increase a robot's speed by 5 feet
or a vehicle's acceleration or deceleration by 1 . The GNOME MECHANIST STARTING PACKAGE
upgrade could increase a vehicle's top speed by 3 . The Armor: Armor vest +5 AC, speed 20 ft., 8 lb.
exact effects and limitations of the upgrade are always Weapons : Heavy autopistol (1d12, Grit x3, 200 ft., 7
at the DM's discretion, but it should represent a minor, lb., Small, Piercing).
incremental improvement . The DC for the Repair check Skill Selection : Pick a number of skills equal to 8 +
is 15, and a minor upgrade costs the mechanist 10% of Int modifier.
the device's market price in materials and parts.
Moderate : As minor upgrade, except this upgrade
provides a device with a +2 upgrade bonus on attack
rolls, ability checks, skill checks, or armor bonus. It Skill Ranks Ab lity Armor
could improve a robot's speed by 10 feet, a vehicle's Appraise 4 lnt
acceleration or deceleration by 2, and its top speed by 5 . Concentration 4 Con
The upgrade should represent a moderate but significant Demolitions 4 Int
improvement . The DC for the repair check is 20, and a Disable Device 4 Int
moderate upgrade costs the mechanist 15% of the Navigate 4 Int
device's market price in materials and parts . Repair 4 Int
Major: As minor upgrade, but the upgrade bonus is Search 4 Int
+3. A robot's speed could be upgraded by 15, a vehicle's Use Device 4 Int
acceleration or deceleration improved by 3, and its top Spot (cc) 2 Wis
speed increased by 8. The DC ofthe Repair check is 25,
and a major upgrade costs the mechanist 20% of the
device's market price in materials and parts.
Extraordinary: As minor upgrade, but the upgrade
Bonus Feat (Mechanist) : Gearhead.
bonus is +4. A robot's speed could be upgraded by 20, a Gear: Datapad, two datachips (blank), personal com-
vehicle's acceleration or deceleration improved by 4, municator, backpack, toolkit, specialized toolkit
and its top speed increased by 10. The DC of the Repair (mechanics), electronic lockpicks, flashlight, two ammo
check is 30, and a major upgrade costs the mechanist clips .
25% of the device's market price in materials and parts. Credits : 2d6x 100 .
Masterful: As minor upgrade, but the upgrade bonus
is +5 . A robot's speed could be upgraded by 25, a vehi-
cle's acceleration or deceleration improved by 5, and its ALTERNATIVE MECHANIST STARTING PACKAGE
top speed increased by 12. The DC of the repair check Same as gnome, except
is 35, and a major upgrade costs the mechanist 30% of Armor: Armor vest +5 AC, speed 30 ft., 8 lb.
the device's market price in materials and parts. Race: Elf, drow, half-dragon, half-elf, half-orc,
A mechanist's upgrades are extremely useful, but human, orc.
with all that tinkering, things can easily go wrong. An Bonus Feat: Hacker (human only).
upgraded device is a bit more delicate than it was origi-
nally, and damage or misuse can cause it to malfunction
completely. An upgraded device will quit working alto-
gether if any of the following conditions are met:
" The device takes a critical hit in combat .
" The character wearing the device suffers a critical
10 * ,N a 4047
~ aswr s~~~A ~f~A 0%* lit

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.

BINGURD DWHRM DfffNDER


During the reign of Qesemet, blackguards retreated Dwarven defenders are respected throughout the
into the shadows . With the ascent to power of the drag- Dragon Empire . They are the guardians of noble hous-
on lords of Asamet, the blackguard's dark star is on the es, dwarven temples, remote outposts, and vulnerable
rise again. Asamet has formed its own elite blackguard dwarven colonies. A few dwarven defenders wander the
units allied with the evil sects of the Unification Church galaxy on quests for some dwarven cause, but most
and the Dualist Heresy. There are even blackguards in rarely leave the place they have sworn to defend .
official positions within the ISPD. Standing apart and alone, defenders avoid involving
others in their duty unless the situation is truly dire.
Dwarven defenders in the Empire take full advantage
New Class Skills of the technology available to them. Many elite units of
dwarven defenders are outfitted with powered armor
The blackguard's new class skills (and the key ability and heavy energy weapons . When they're dug in and
for each skill) are Climb (Str), Demolitions (Int), prepared, they're impervious to all but the most concen-
Freefall (Dex), Jump (Str), Listen (Wis), Spot (Wis), trated attacks .
Swim (Str), and Pilot (Dex) . As the elite commandos of
the profane military orders, blackguards gain several
class skills to aid them in their specialized role on the
modern battlefield . However, imperial blackguards lose
some of the class skills of their counterparts in the
Outlands . Handle Animal and Ride are cross-class skills
for imperial blackguards .

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.

The loremaster's new class skills (and the key ability


for each skill) are Cryptography (Int), Research (Wis),
and Use Device (Int). NEW MUM WSM
Characters in Dragonstar can choose from any of the
Class Features prestige classes found in the d20 System core rules and
supplements . Prestige classes unique to the Dragon
All of the following new rules apply to the loremaster Empire are presented here.
prestige class .
Limited Knowledge : The DM should keep loremas-
ters' circumstances in mind when determining their GONER
access to different kinds of knowledge . A loremaster Gundancers are mystic warriors who master the spir-
from an Outlands world with no previous contact with itual discipline of the monk but follow the way of the
offworlders is unlikely in the extreme to have any infor- gun . Others fight merely to survive, but the gundancer
mation about the Dragon Empire . Of course, the lore- elevates the firefight to an artform. Gundancers are most
master may be the only living person who knows that his effective in close combat, melding hand-to-hand fight-
planet has had contact with offworlders . Loremasters ing techniques with balletic gunplay in a symphony of
can come up with all kinds of obscure and unlikely destruction .
information, but they can't do the impossible . Monks who embrace technology yet hold to their spir-
Research: A loremaster with the Technical itual training make formidable gundancers. Fighters,
Proficiency feat gains a special competence bonus on all rangers, and paladins who seek the artistic perfection of
~llr~cx*rat~r~~~l~1~a

their violent craft also answer the gundancer's call.


Rogues sometimes become gundancers to match their
stealth and guile with combat prowess, and bards are
often attracted to the music in the mayhem of the gun-
dancer's way . Sorcerers, wizards, and clerics rarely
become gundancers, as they either lack the combat
training or the mindset that so glorifies violence .
Gundancers usually work alone or in groups with
other character classes . They rarely join with others of
their kind for any length of time, unless it is as mentor
and student. NPC gundancers are often covert opera-
tives, hired killers, street fighters, duelists, and wander-
ing soldiers of fortune. They walk unknown among
ordinary people, never recognized for what they are
until they draw their guns and burst into frenetic action .
Hit Die : d8.

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 Skill Points at Each Level : 4 + Int modifier.


a
a
Class Features
All of the following are class features of the gun-
dancer prestige class. Gundancers lose all of these abil-
ities except armor and weapon proficiencies when wear-
ing armor heavier than light.
Weapon and Armor Proficiency : Gundancers are
proficient with all hi-tech simple weapons and all mar-
tial firearms . Gundancers are proficient with light
armor.
Gun-Fu (Ex) : When firing light firearms in a threat-
ened area, gundancers do not provoke an attack of
opportunity . In addition, gundancers gain a +2 compe-
tence bonus to all attempts to disarm an opponent wield-
ing a firearm .
Gun Mastery (Ex): At 1 st level, the gundancer gains
THE GUNDANCER
Base
Attack Fort
Bonus Save Special
+1 +0 Gun mastery +, backfire
+2 +0
+3 +l Dead aim
+4 +l Gun mastery +2
+5 +1 Dodge fire
+6 +2
+7 +2 Gun mastery +3, haste
+8 +2
+9 +3 Firestorm
+10 +3 Gun mastery +4, absorb
energy

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

crucial to their work. Wizards and sorcerers serving as


court mages and advisors sometimes become negotia-
tors, though they are usually reluctant to abandon their
pursuit ofmagical power and knowledge . Clerics devot-
ed to missionary work or the administration of a large
congregation or sect sometimes become negotiators as
well . Fighters, rangers, and paladins rarely become
negotiators unless they've won titles, lands, or military
commands for themselves.
Hit Die : d6.

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).

Skill Points at Each Level: 8 + Int modifier.

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,
, ...~l~ilki~ :> ear.~~~
s " 4irIR~l~sl~k ~V,"* li 4 o w""000"

Special
Bonus language, tong-ties
Discern lie I/day
Bonus language, suggestion

Bonus language, slippery mind


Detect scrying and surveillance,
discern lie 2/day
Bonus language

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 .
4NIw ,
*us 0*" Qlawnsr i~ 1~~ ~ ~ 01" 11t+AF r1r+1~1 ~ +~ ~c+ll~+~k rt ~I1 ~sb ~i

Mechanists often become technomancers for the


opportunity to gain arcane knowledge and to develop
the bond they seem to share with machines . Wizards
become technomancers to focus their study of magic,
finding new ways to apply it to the technology the
Empire depends on. Bards occasionally become techno-
mancers to give themselves an edge in technological
civilization . Other classes rarely follow this path, as
they either lack the necessary technical background and
aptitude or the interest in and ability to work arcane
magic.
Technomancers often work together in universities,
corporate R&D labs, government research institutes, or
private workshops . They enjoy sharing ideas, critiquing
their latest theories, and demonstrating their most bril-
liant inventions. Technomancers are sometimes free-
lancers, hiring themselves out to tackle specific design
issues or troubleshoot problems for their clients . Other
technomancers are reclusive inventors and arcanists,
working in isolated laboratories and workshops on
secret projects that only they can understand.
Hit Die : d6.

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) .

Skill Points at Each Level : 6 + Int modifier.

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

Spells per Day


Level 1st 2nd 3rd 4th
1 0
2 1
3 1 0
4 1 1
5 1 1 0
6 1 1 1
7 2 1 1 0
8 2 1 1 1
9 2 2 l 1
10 2 2 2 1

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

Enhance Construct (Sp): At 4th level, the techno-


mancer gains the ability to enhance a construct's physi- Technomancer Spell List
cal abilities . The ability works on both magical con-
Technomancer's choose their spells from the follow-
structs and robots, but not on vehicles. The effect is
ing list:
identical to one of bull's strength or cat's grace (but not
1st level-animate rope, cause light damage, detect
both) at the technomancer's discretion, as cast by a
secret doors, endure elements, endure radiation,
spellcaster of the technomancer's character level. The
enlarge, erase, hold portal, identify, mage armor, magic
technomancer can use the ability once per day at 4th
weapon, nystul's magical aura, nystul's undetectable
level and twice per day at 8th level . He cannot use
aura, reduce, reinforce, repair light damage, shocking
enhance construct twice on the same construct to
grasp, tenser 'sfloating disk, true strike, unseen servant.
enhance the same ability. The technomancer, at 8th level
2nd level-arcane lock, cause moderate damage,
or higher, can use the ability twice on the same construct
continualflame, electric scry, instant reboot, knock, leo-
to enhance both Strength and Dexterity.
mund's trap, locate object, magic bullets, obscure
Dominate Machine (Sp) : At 7th level, the techno-
object, power down, protection from arrows, pyrotech-
mancer gains the ability to completely control a con-
nics, refuel, repair moderate damage, resist elements,
struct, vehicle, or other machine as a standard action .
resist radiation, shatter .
The effect ofthe ability is identical to the dominate per-
3rd level-cause serious damage, detect surveil-
son spell as cast by a spellcaster of the technomancer's
lance, explosive runes, greater magic weapon, keen
character level. A magical or robotic construct may
edge, protection from elements, protection from radia-
make a Will save to negate the effect, but vehicles and
tion, repair serious damage, shrink item.
other machines typically do not receive saving throws .
4th level-cause critical damage, fire trap, minor
The technomancer can use this ability once per day.
creation, repair critical damage, stoneskin.
Meld with Construct (Su): At 10th level, the tech-
nomancer gains the ability to transform himself and all
his equipment into an insubstantial energy pattern. He
must then immediately attempt to possess a magical or
robotic construct as a full-round action. The construct
ORIGINK NP( WSM
Most citizens of the Dragon Empire are not fighters,
may make a Will save (DC 20) to resist the effect . Ifthe clerics, or wizards . They are ordinary people doing ordi-
saving throw is failed, the technomancer inhabits the nary jobs and leading ordinary lives. This section
construct and completely controls its actions . The tech- describes changes and additions to the NPC classes
nomancer keeps most mental abilities and gains some from the core rules.
physical ones, as with polymorph other (except that the Technical Proficiency : NPCs who are citizens of the
technomancer gets the construct's actual physical abili- Dragon Empire, or who have spent a significant amount
ties, not average ones). The effect lasts one hour per of time in technological civilization, receive the
class level in technomancer. If the save succeeds, the Technical Proficiency feat for free.
technomancer immediately reforms in his physical
body.
Spells: Beginning at I st level, a technomancer gains
the ability to cast a small number of arcane spells . To
HDRT
Adepts are usually found among the traditional cul-
cast a spell, the technomancer must have an Intelligence tures of Outlands worlds . Adepts can also sometimes be
score ofat least 10 + the spell's level, so a technomancer found in isolated colonial settlements on the fringes of
with an Intelligence of 10 or lower cannot cast these the Empire . Other adepts follow traditional religions and
spells . Technomancer bonus spells are based on have not accepted the grand doctrine of the Unification
Intelligence, and saving throws against these spells have Church or the theological reductionism of the Dualists.
a DC of 10 + spell level + the technomancer's These adepts consider themselves the last true followers
Intelligence modifier. When the technomancer gets 0 of their ancient religions, and they often despise those
spells of a given level, such as 0 1 st-level spells at 1st who have abandoned their faith.
level, he gets only bonus spells . (A technomancer with-
out a bonus spell for that level cannot yet cast a spell of
that level .) The technomancer's spell list appears below. Class Features
A technomancer prepares and casts spells just as a wiz-
ard does. Weapon and Armor Proficiency : When an adept
takes the Technical Proficiency feat, he gains proficien-
cy with all high-tech simple weapons .
it**rfWyl1Waxa*W*us

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

Class Features New Class Skills


Weapon and Armor Proficiency : When an aristo- The expert can choose any 10 skills to be class skills,
crat takes the Technical Proficiency feat, he gains profi- including any new ones described in this book. These
ciency with all high-tech simple weapons and all high- must be selected at character creation and approved by
tech light armor. the DM. These skills should be relevant to the expert's
profession or background . The expert must have the

(OMMORR Technical Proficiency feat to select class skills that


depend on technology, such as Repair and Use Device.
Most of the citizens of the Dragon Empire are com-
moners . They are laborers, clerks, farmers, secretaries,
managers, shopkeepers, and factory workers . Of course,
Class Features
the commoners of the Dragon Empire-despite
Weapon and Armor Proficiency : When an expert
inequities in wealth and power-are far better off than
takes the Technical Proficiency feat, he gains proficien-
most of their counterparts in the Outlands . Their stan-
cy with high-tech simple weapons and light armor.
dards of living are much higher, their life expectancies
are longer, and even the hardest working have never
toiled in the fields from dawn until dusk, day after day,
year after year. The fact is, while magic is usually
WflRRIOR
Warriors are the common soldiers and officers who
reserved for a powerful few, everyone benefits from fill the ranks ofarmies, police forces, and security firms .
technology. Commoners have, perhaps, benefited most Some work as freelancers or military consultants, living
of all . the life of the mercenary . Warriors can be formidable,
but they lack the training and experience oftrue fighters .
New Class Skills
Commoners gain no new class skills . Ordinary people
New Class Skills
with specialized skills are experts (see below). Handle The warrior's new class skills (and the key ability for
Animal and Ride are cross-class skills for imperial each skill) are Demolitions (Int), Freefall (Dex), and
commoners . Pilot (Dex) .

Class Features Class Features


Weapon and Armor Proficiency : When a common- Weapon and Armor Proficiency : When a warrior
er takes the Technical Proficiency feat, he gains profi- takes the Technical Proficiency feat, he gains proficien-
ciency with a single simple weapon of his choice . cy with all high-tech simple and martial weapons and all
Commoners are not proficient with other weapons, light and medium high-tech armor.
armor, or shields .

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.
o, LX0* ~, ,; 9
~~srtYa~,r ~r w as wv91t~ ~ 11t1~ ~e ~

+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

heavy mace, momingstar, quarterstaff, and rapier. Thugs


are proficient with light armor. Thugs who take the
Technical Proficiency feat gain proficiency with all
The thug's class skills (and the key ability for each
high-tech simple weapons and light armor.
skill) are Appraise (Int), Balance (Dex), Bluff (Cha),
Backstab : Thugs are not as subtle or skilled as
Climb (Str), Craft (Int), Cryptography (Int), Disable
rogues, but they still know that the fastest way to a
Device (Int), Disguise (Cha), Escape Artist (Dex),
man's heart is through his ribcage . A thug may perform
Forgery (Wis), Gather Information (Cha), Hide (Dex),
a backstab against an opponent who does not get his
Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis),
Dex bonus to AC . This does not include flanked oppo-
Jump (Str)/, Listen (Wis), Move Silenty (Dex), Open
nents and cannot be performed with a ranged attack . A
Lock (Dex), Pick Pocket (Dex), Profession (Wis), Search
backstab does ld4 points of bonus damage, increasing
(Int), Sense Motive (Wis), Spot (Wis), Swim (Sir),
with experience . All the limits of sneak attacks apply to
Tumble (Dex), Use Device (Int), and Use Rope (Dex) .
the backstab ability.
Combat Feat: Thugs lead rough lives. At 10th level,
Skill Points at 1st Level : (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier. a thug may pick one feat from the fighter's list of bonus
feats, except for Weapon Specialization . A second feat
may be chosen at 20th level. A thug must meet all pre-
Class Features requisites to use his chosen feat.
Special Ability : At 15th level, a thug may choose
All of the following are class features of the thug NPC crippling strike, defensive roll, or opportunist from the
class. rogue's list of special abilities .
Weapon and Armor Proficiency : Outlands thugs are
proficient with crossbow (hand or light), dagger, dart,
light mace, sap, shortbow, and short sword. Medium-
size thugs are also proficient with club, heavy crossbow,
OMER OR

SKILLS

ALCHEMY [INT; TRAINED ONLY)


100DUGN Alchemy is a strange blend of magic and science that
has fallen out of favor among the aristocracy. Many sor-
Open Game Content in this chapter includes game
cerers of the Dragon Empire consider this discipline
rules, statistics, abilities, mechanics, and material
below their station, the sort ofarcane tinkering that wiz-
derived from the d20 System SRD, including all skill
ards do. Alchemy has not lost its power, however, and
names and game mechanics . Descriptions and setting
wise sorcerers have not abandoned it. Wizards continue
information are designated as closed content .
to emphasize the discipline in their studies . Alchemy is
All of the skills described in the d20 System core
still a class skill for both sorcerers and wizards .
rules are available to characters in Dragonstar. This
Special : If you have 5 or more ranks in Knowledge
chapter presents new rules to expand those skills for use
(chemistry), you get a +2 synergy bonus on Alchemy
in this high-tech, space opera setting . It also introduces
checks . Despite their different traditions, alchemy and
new skills unique to Dragonstar.
chemistry are closely related .
Skills represent abilities you can learn and improve as
you gain experience. The core skills for your class are
class skills while those that aren't core skills are cross- ANIMAL EMPATHY [CRA; TRAINED ONLY; DRUID,
class skills . You can gain a rank in a class skill for one RANGER ONLY ; GRAVITY CHECK MODIFIER]
skill point, but a cross-class skill will cost you two . A Characters exploring new worlds encounter all man-
few skills are exclusive to certain classes and can't be ner of strange beasts of all varieties . Some are exotic
learned by others . and rare, but most are found on all the worlds of the
The description of each class in Chapter 3 lists class Empire .
skills, cross-class skills, exclusive and exclusive skills Special : Most animals use all of their senses to com-
for each original and new core class, prestige class, and municate. If the animal you're interacting with can see,
NPC class . you but can't hear you, you suffer a -4 circumstance
penalty on your Animal Empathy check . The standard

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,
+rrr ~ 1~t 1f7~~ ~ ar 4A 40 wsul

Item Example Craft


High-tech armor Combat armor Armorsmith
Slug thrower Autopistol Gunsmith
Energy weapon Laser rifle Gunsmith
Simple electronic device Personal comm Electronics
Average electronic device Datapad Electronics
Complex electronic device Multiscanner Electronics
Simple mechanical device Door lock Mechanics
Average mechanical device Turbofan Mechanics
Complex mechanical device Vehicle engine Mechanics

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 .

DECIPHER SCRIPT [INT; TRAINED ONLY; BARD, Row


ONLY]
Situation Modifier
You can use this skill to unravel the meaning of most Subject is impressed
written communications . The many cultures of the by you or people like you +2
Dragon Empire speak the same languages, so you don't
suffer any penalties when using this skill on a planet Subject is awed
other than your homeworld . by you or people like you +4
However, if the text, document, or file is mathemati-
cally encoded, you need the new Cryptography skill to Subject is wary
unlock its meaning . of you or people like you
Special : This skill cannot be used to interpret the
machine code in which computers, robots, and soul- Target is hostile
mechs communicate . to you or people like you

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

DISABLE DEVICE DCs


Device Time DC* Example
Simple I round 10 Jam a magnetic lock
Tricky 1 d4 rounds 15 Sabotage a turbofan
Difficult 2d4 rounds 20 Disarm a trap or sec rity system, reset a trap or
security system
Wicked 2d4 rounds 25 Disarm a complex trap or security system,
cleverly sabotage a complex mechanical or
electronic device, such as a computer or robot

* If the character attempts to leave behind no trace of the tampering, add 5 to the DC.

Check: The DCs to disable technological devices use FORGERY [INTI


the same scale as those in the core rules. However, you
In the Dragon Empire, manual forgery of hardcopy
must have the Technical Proficiency feat to bypass, sab-
documents is mostly an obsolete art. Forgery is some-
otage, or disarm these devices .
times used for signatures, but most everything else is
Special : If you have 5 or more ranks in the
copied by means of sophisticated imaging and produc-
Demolitions skill, you get a +2 synergy bonus when
tion technology.
attempting to disable an explosive device .
Check: When forging a handwritten document or a
handcrafted piece of art, use the standard forgery rules.
DISGUISE [CRAI Forging anything more complex requires the proper
Advanced technology such as retinal and fingerprint equipment. This means setting up and maintaining a
scans can be a serious challenge to the art of disguise. proper lab or acquiring access to one . This grants you a
Special : Ifyou use an advanced disguise kit (see page +10 circumstance bonus on your Forgery check.
110), you get a +4 circumstance bonus on Disguise However, the means of detecting forgeries have got-
checks . This bonus does not stack with any other bonus- ten more sophisticated as well. Digital signatures are
es due to similar equipment. embedded in many products and devices, and the
authorities have advanced devices capable of identify-
ESCAPE ARTIST [DEx; ARMOR CHECK PENALTY; ing and evaluating them for authenticity. In general,
these devices grant a +10 circumstance bonus on Spot
GRAVITY CHECK MODIFIER] checks to detect forgeries .
Performers acros,~ the Empire use this skill to perform Advanced technology often benefits criminals and
daring escapes from deadly situations that seem impos- authorities equally. These new tools have made it diffi-
sible to survive . Adventurers use it to wriggle out of cult to detect forgeries without the proper equipment .
restraints or escape the clutches of hungry creatures . Similarly, an investigator with the right equipment is
Check : Restraint systems and devices in the Dragon almost impossible to deceive with manual forgeries .
Empire are much more sophisticated than they are on
most Outlands worlds. GATHER INFORMATION [CHAl
This skill is used exclusively to develop contacts and
collect information from other people . It is typically of
Restraint little use when you're searching for information in
Zipcuffs libraries, archives, and online databases . That requires
Handcuffs the new Research skill .
Straightjacket Special : If you have access to advanced communica-
Bodywrap tions technology, such as InfoNet access or even access
to a simple telecom network, it's much easier to work
contacts, informants, and other information sources .
You gain a +2 circumstance bonus on your Gather Check : If you're using a medkit, you get a +4 cir-
Information checks when using these resources . cumstance bonus on Heal checks . If you can treat your
patient in a proper medical facility, such as a hospital,
NANDLE ANIMAL ICHA; TRAINED ONLY) sick bay, or infirmary, you get a +10 circumstance bonus
In the Dragon Empire, machines have almost com- on your checks .
pletely replaced animals as means of transportation . In Special : The Profession (herbalist) skill has been
this technological civilization, animals are commonly almost entirely supplanted by the Profession (pharma-
used only for entertainment or for food. However, this is cist) skill . If you have 5 or more ranks in Profession
still a crucial survival ski for adventurers on expedi- (herbalist), you gain a +2 synergy bonus on Heal checks .
tions deep into the Outlands . If you have 5 or more ranks in Profession (pharmacist),
As with the sentient races, the same animals are found you gain a +4 synergy bonus on Heal checks . These
on most of the worlds of the Empire . You don't suffer bonuses do not stack.
any penalties for using this skill on unfamiliar planets .
HIDE IDEX; ARMDR CHECK PENALTY; GRAVITY CHECK
HEAL (V d MODIFIER1
The Dragon Empire has made great advances in med- Stealth and concealment technologies as well as
ical science, and both aristocrats and commoners lead devices designed to defeat them are highly developed in
much longer, healthier lives than most people in the the Dragon Empire .
Outlands . However, medical science cannot compete Special : Armor and clothing are available in camou-
with the miraculous powers of divine magic. When this flage patterns that make it very difficult to spot you
magic is available, it is almost always used instead of when you're hiding in an appropriate environment . The
expensive technologies and invasive surgery . Of course, ultimate in personal stealth technology is the intrusion
healing magic is rarely available to the masses . suit, which changes color and temperature to match your
surroundings (see page 111).
to !I! " r**isms.err!p

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

INNUENDO [CHAT JUMP ISTR; ARMOR CHECK PENALTY; GRAVITY CHECK


This skill is used to pass secret messages or converse MODIFIER]
in coded language. If you and the person you're con- On a low-gravity world, you can use this skill to leap
versing with are from very different cultures, however, great distances and large obstacles. On a high-g world,
it can be difficult to find shared meanings that will not you may not be able to jump at all.
also be obvious to anyone listening . Special : The distance of your leap must be divided by
Special : The DM may impose a circumstance penal- the local gravity . For example, if you're on a 2g planet
ty on your Innuendo checks if you're using the skill with (standard gravity is I g), you can jump half as far as nor-
someone from a different culture or civilization . Use the mal . However, if you're on a planet with 115 standard
listed guidelines to set these penalties . The examples gravity (0.2g), you multiply the length or height of your
assume that you're from the Empire . leap by 5 .
On some low-g worlds, it's faster to jump than it is to
INTIMIDATE [CRAI walk or even run. Be sure to scout out the terrain,
The intent behind a threat-implied or otherwise-is though, since it's usually impossible to change course
usually clear. You do not suffer penalties for interacting once you leave the ground . If you attempt a leap on a
with people from different cultures when using this low-g planet and your check result is less than 10, the
skill . DM should roll on the grenadelike weapons table (PHB
138) to determine where you land.
INTUIT DIRECTION [WIs; TRAINED ONLY)
In space, absolute direction loses its meaning and it KNOWLEDGE LINT; TRAINED ONLY)
can be difficult to get your bearings . However, this skill There are many new fields of knowledge in
still gives you an innate sense pf your relative position Dragonstar, and most of them involve the scientific
in the galaxy. study of the universe . Several sample Knowledge skills
Check : When you're on the surface of a planet or are described below, and you're encouraged to work
large moon, use the standard rules for this skill . If you're with your DM to develop new ones.
in space and have the Technical Proficiency feat, you " Astronomy (stellar processes and statistics, astro-
can concentrate for 1 minute to determine your relative nomical phenomena)
position in the galaxy (DC 15) . If the check succeeds, " Biology (processes, anatomy, zoology, botany)
you know your approximate position relative to the " Chemistry (chemical processes, analysis, interac-
galactic center and your position above or below the tions of inorganic matter)
galactic plane. " Mathematics (arithmetic, algebra, geometry, calcu-
Untrained characters can't use this skill, but some lus, and other systems of measuring and relating
may be able to determine their position in space using quantities)
other indicators, such as the arrangement ofthe stars. " Physics (gravity, thermodynamics, electromagnet-
ism, optics)
~l~~>~~~~lt~ls"+~~~Ik4~~rtf~~Uk !!A~l

Special : Your use of Knowledge skills is limited to PERFORM (CHAT


your relevant education and experience. For instance, a
The entertainment industry thrives in the Dragon
character from a newly annexed planet in the Outlands
Empire, and mass media has made artistic performance
who has the Knowledge (history) skill isn't likely to
a lucrative trade.
know anything about the history of the Dragon Empire .
Check : The table below lists expected earnings for
Conversely, the Emperor's personal historian probably
street performances and impromptu acts. A reputation
won't know any of the historical details of that charac-
for solid work will earn you regular gigs or even pro-
ter's planet.
fessional contracts .

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

device's multiplier to the base range modifier of -1 for


USE ROPE IDEX)
every 10 feet ofdistance. For instance, if you have a l Ox
scope, the range modifier becomes -1 for every 100 feet In the Dragon Empire, rope is often replaced by
of distance. stronger and more reliable materials designed for spe-
cific tasks : steel or carbon-fiber cables, elastics, fitted
couplings, etc . Still, rope is one of the adventurer's
SWIM (STRI favorite tools.
Local gravity has very little effect on your ability to Special: If you use rope made of modern synthetics,
swim. The weight of the water an object displaces is you get a +2 circumstance bonus on your Use Rope
what makes it float-if the water weighs as much or checks .
more than the object displacing it, the object floats. On
the other hand, high gravity can be a real problem if
WILDERNESS LORE (Wls]
you're trying to swim with heavy equipment or armor.
Special : The gravity check modifier does not apply to The countless habitable planets in the known galaxy
Swim checks . Instead, multiply the weight of your gear all share many characteristics . The living beings of the
by the local gravity. For instance, ifyour gear weighs 20 galaxy have a fairly narrow range of environments in
pounds at lg, then it weighs 40 pounds in 2g. which they can survive and prosper. As a result, this
You suffer a -1 circumstance penalty for every 5 addi- skill enjoys near-universal application throughout the
tional pounds of weight you're carrying after adjusting Dragon Empire and the Outlands .
for local gravity. You cannot use this skill in cities, space stations, and
For example, Justica is carrying 10 pounds of gear. similar environments . For that, you need the new Urban
On a 1 .5g world, her gear weighs 15 pounds . Justica Lore skill .
would suffer a -3 circumstance penalty on any Swim
checks .
On a 0.5g world, though, Justica's gear would only NEW SKIIIS
weigh 5 pounds . On this planet, then, Justica suffers
only a -1 circumstance penalty on her Swim checks. Many skills have developed in the Dragon Empire
that are unique to urbanized, technological civilizations .
You need the Technical Proficiency feat to learn and use
TUMBLE IBEX; TRAINED ONLY; ARMOR CHECK PENALTY;
most of these skills .
GRAVITY CHECK MODIFIER) Characters of any class who meet the other require-
You can only use this skill in an environment with at ments can learn and improve these new skills . The class
least minimal gravity (more than 0.1 g). Movement in descriptions in Chapter 3: Classes list which of the new
zero-g and microgravity is covered by the new Freefall skills are class skills and cross-class skills for each class.
skill.
Special : If you have the Freefall skill and you're try- CRYPTOGRAPHY LINT; TRAINED ONLY]
ing to tumble in less than lg, you get a +2 synergy
You can encode data so that only someone with the
bonus .
proper key can decode it. You can also decipher coded
data.
USE MAGIC DEVICE [Cm; TRAINED ONLY; BARD, Check : You make a Cryptography check when you
ROGUE ONLY] encode data. You get a +20 circumstance bonus if you
have access to a datapad and encryption software.
The materials used in their construction may vary, but
Anyone who has the proper key can decode the data
magic items work the same across the known galaxy.
with a successful Cryptography check (DC 10). Ifusing
There are no modifications to this skill .
a datapad and software key, the person can automatical-
ly decode the data without making a check.
If you intercept data encoded by someone else, you
can try to decode it without the key by making a
Cryptography check . Your check result must exceed that
of the person who encoded the data . If you have access
to a datapad and codebreaking software, you get a +10
circumstance bonus on the check.
CYRPTOGRAPIIY MODIFIERS

Condition Decoder's Modifier


Type of document or file unknown to reader
Type of document or file somewhat known to reader 10
Type of docum-nf or file well known to redder

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_

NAVIGATE IINTI Failure means you have chosen an improper route . If


you follow it you are off course . If you can't get your
This skill allows you to use maps and charts to plot a bearings and detennine your location, you're lost.
course from one place to another. Useful on land or sea, Ifyou roll a 1, make the check again . If you fail again,
it's essential in space.
you have chosen a dangerous route. It's up to the DM to
Check : Plotting a proper course requires one round determine your exact fate. If you're trying to find your
for every point of the base DC. For example, determin- way through a city, perhaps you hit a dead end or wind
ing the best route across a city takes 5 rounds-half a
up in a bad neighborhood. If you're navigating a star
minute. For each round by which you want to reduce
system, you might find yourself in an asteroid field or in
this time, down to a minimum of a full-round action, add
an unstable orbit in the gravity well of a planet.
+2 to the DC. YOU can take 10 if you have the time.

Course
Crossing a city
Finding your location by the stars (on land)

Finding your location by the stars (in known space)


Crossing a solar system
Finding your location by the stars (in uncharted space)
Crossing between star systems
Crossing uncharted space
If you have 5 or more ranks in Intuit Direction, you Ifyou roll a 1 when making a Repair check, roll again.
get a +2 synergy bonus on Navigate checks. If you fail the check again, the item you're trying to fix
Retry : Once per hour traveled along a course, you has been damaged beyond repair.
can try to re-plot a route. You start by finding your loca- Restoring Damage : If the device you're working on
tion and seeing if it's where you expected to be. If it's has suffered hit point damage, you can restore them with
not, you know you're off course and can try again . If a Repair check. If the check is successful, the device
you fail, you believe yourself to be on course. regains ld8 hit points . Such a device isn't completely
Special : You must have the Technical Proficiency repaired until it regains all of its lost hit points. An
feat to navigate in space . A computer or robot with the object that has been reduced to 0 hit points or less has
proper programming (which includes a map of the area been destroyed and cannot be repaired.
to be navigated) grants a +20 circumstance bonus. Sabotage: Repairing sabotage requires an opposed
check against the result of the Disable Device check the
REPAIR IINT; TRAINED ONLY; TECHNICAL PROFICIENCY saboteur made when rigging the device . If you have to
improvise the proper parts for the repair, you suffer a -2
0 LYE circumstance penalty.
Use this skill to perform maintenance, upgrades, mod- Retry: Yes, as long as the device is still in one piece.
i cations, and repairs to a wide variety of technological Each attempt requires additional time and materials .
equipment and devices . You may not know how to build Special : You must have the Technical Proficiency
an engine from scratch, but you can improve or fix an feat to use this skill . You also need the proper tools. If
existing one . you're forced to use improvised tools, you suffer a -2
Check: The DC for this skill is based on the severity circumstance penalty. If you set up and maintain (or
of the damage that needs to be repaired, as well as the have access to) a proper repair facility, you gain an addi-
complexity of the damaged device . It's up to the DM to tional +2 circumstance bonus on your Repair checks .
set the actual DC, as well as any costs for parts and the This stacks with circumstances bonuses for toolkits (see
time it takes to complete the repair. page 114).
Most repairs take three minutes for every point of the Only mechanists or characters with at least 5 ranks in
check's DC. For example, a simple repair with the right a corresponding Craft skill can attempt a repair job with
parts at hand is DC 10. It takes 30 minutes to complete a DC higher than 20. These complex repairs require
this repair. For every 10% you take off the time, add +1 advanced training and experience.
to the DC. The minimum amount of time needed for a
repair is 20% of the base. To do the job in that much
time, for example, adds +8 to the DC . RESEARCH Mid
The DM may rule that a more complex job takes The Dragon Empire is awash in a vast sea of infor-
longer, or that damage to a complex device requires you mation, and sifting through it and finding specific data
to repair several components individually. can be a real challenge . Use this skill to find a specific
If you fail the check by 10 or more, you do more harm reference in a library or search a computer database for
than good. Add +5 to the DC of any future attempts to the information you need.
make the same repair, no matter who's making the check. Ifyou have access to the InfoNet or a global network,

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.

URBAN LORE OCs


DC Task
10 Scrounge enough food and water to survive ; find a reasonably safe place to sleep on the
streets ; avoid getting lost in a city.
Determine if an abandoned building is safe or is likely to collapse or be inhabited by
dangerous denizens; scrounge enough food and water for two additional people to survive.
Recognize signs of underworld factions (like gralliti tags) and know whose turfyou're on;
find enough food and water for five additional people to survive. If your check result is 20
or greater, you get a +2 synergy bonus on Gather Information checks in the same area or
neighborhood .
Check: You can keep yourself safe in a city or town tem, you can install programs or copy data to or from
without relying on others to help you. the system. It's easiest to install prepared programs-
Retry : You may try to find sustenance or check the writing code on the fly isn't easy. Writing a program
safety of a particular building once per day. You may takes five minutes for every point of the program's DC,
attempt to gain the synergy bonus for a Gather based on its complexity as shown in the table below. For
Information check only once per use of the Gather every five minutes by which you want to reduce the pro-
Information skill. Ifyou get lost in a city, you can try to gramming time, to a minimum of five minutes, increase
find your way (DC 10) every time you spot a landmark, the DC by 1 .
consult a good map, or ask a local for directions. Retry: Depending on the situation, you can retry as
Special : If you have 5 or more ranks in Intuit often as you like. However, if you're trying to crack a
Direction, you get a +2 synergy bonus on Urban Lore computer file and you miss your check by 10 or more,
checks to find your way around the city. you set off the computer's security system. Your DM
determines the result. It can range from locking your
USE DEVICE LINT; TECHNICAL PRORCIENCY ONLY] access point out of the system to sounding an alarm .
Use this skill to operate complex or specialized tech- Special : You must have the Technical Proficiency
nological devices, such as computers, robots, and vehi- feat to use this skill .
cle sensors . The owner of any computer system or network you
Check: To use most technological devices, you don't crack can normally track your activity. To hide any trace
need to make a skill check . Devices designed for regu- ofyour tampering, you must make a Use Device check.
lar civilian use are extremely user friendly. You need Your activities will only be noticed if someone working
this skill if you want to attempt an advanced task, such with the system beats your check result with his own
as programming a computer or robot, or if you want to Use Device check . If you were accessing the system
operate a complex or specialized device. directly, the person won't learn very much. He will
Cracking a Computer : Most datapads and computer know that someone accessed the computer, and he will
systems are password protected . Once you have access be able to identify your activities-programs you
to a system-through a personal device, terminal, or uploaded or downloaded, files you accessed or copied,
network-you must make a Use Device check to access and so forth. If you were accessing the system over a
protected files or programs . The DC is based on the network, he will know your name and your Imperial
sophistication of the security. Indentification Number (IIN), or at least the alias you
Once you have access to a computer's operating sys- used to register your network account . He will also
know the location from which you accessed the system.

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

ARMOR PROFICIENCY (LIGHT]


INTRODYTION There are several new kinds of high-tech light armor.
See Chapter Six: Equipment for more details .
Open Game Content in this chapter includes game Benefit : When you wear a type of armor you're pro-
rules, statistics, abilities, mechanics, and material ficient with, the armor check penalty applies only to
derived from the d20 System SRD, including the names Balance, Climb, Escape Artist, Freefall, Hide, Jump,
and game mechanics of all feats . Background and set- Move Silently, Pick Pocket, Pilot, and Tumble checks .
ting information is designated as closed content .
All of the feats in the d20 System core rules are avail- ARMOR PROFICIENCY [MEDIUM]
able to characters in Dragonstar. The DM may also There are several new kinds of high-tech medium
allow any feats from other sources . This section updates armor. See Chapter Six: Equipment for more details.
and expands several original feats, and the following Benefit : When you wear a type of armor you're pro-
section presents many new feats available to characters ficient with, the armor check penalty applies only to
in Dragonstar . Balance, Climb, Escape Artist, Freefall, Hide, Jump,
Move Silently, Pick Pocket, Pilot, and Tumble checks .

ORIGIOR ME CRAFT MAGIC ARMS AND ARMOR


Most of the original feats are unchanged . The ones You must have the Technical Proficiency feat to cre-
listed here are those affected by new rules unique to the ate magic, high-tech weapons and armor.
Dragonstar setting .
CRAFT WONDROUS ITEMS
AMBIDEXERITY You must have the Technical Proficiency feat to cre-
ate high-tech miscellaneous magic items .
Robots and soulmechs get this feat for free.
Handedness is unique to organic beings, and robotics
engineers never build this weakness into their designs . DEFLECT ARROWS
This feat only works against thrown or archaic missile
ARMOR PROFICIENCY [HEAVY] weapons, such as arrows, stones, or crossbow bolts. You
cannot use this feat to deflect bullets or energy pulses.
There are several new kinds ofhigh-tech heavy armor.
See Chapter Six : Equipment for more details .
Benefit : When you wear a type of armor you're pro- FAR SHOT
You can use this feat with high-tech ranged weapons,
ficient with, the armor check penalty applies only to
Balance, Climb, Escape Artist, Freefall, Hide, Jump, such as firearms, in addition to archaic projectile
Move Silently, Pick Pocket, Pilot, and Tumble checks. weapons .
113

IMPROVED TWO-WEAPON FIGHTING SKILL FOCUS


This feat does not work with ranged weapons . In Dragonstar, this feat provides a +3 bonus on all
checks with the chosen skill . Outlands characters who
LEADERSHIP gain the Technical Proficiency feat may immediately
The following additional modifiers apply to this feat. take this increased bonus if they have already selected
See DMG 45 for more information on Leadership. this feat at least once. They are assumed to have gained
access to the Dragon Empire's advanced training
resources to hone their skill.

Cohort-Only Leadership Modifiers TRACK


The Leader Leadership Modifier You cannot use this feat to track aircraft or spacecraft .
Owns or is served Hovercraft, however, can be tracked using this feat.
by a soulmech --2
Is a soulmech -2 TWO-WEAPON FIGHTING
This feat does not work with ranged weapons .
Follower-Only Leadership Modifiers
The Leader Leadership Modifier WEAPON FOCUS
Owns a starship +1 As in the core rules, you must choose a specific
weapon for this feat. You cannot choose "firearms" or
"blasters," but you could choose "sniper rifle" or
"blaster pistol ."
MARTIAL WEAPON PROFICIENCY
There are a number of new kinds of martial weapons.
Some of these can only be used if you have the NEW f1flTs
Technical Proficiency feat. See Chapter Six: Equipment
for a full list.
AIRCRAFT PILOTING [GENERAL]
MOUNTED ARCHERY You know how to pilot and operate aircraft.
You get the benefits of this feat when you fire any Prerequisites : Pilot skill, Technical Proficiency .
kind of ranged weapon from a mount, including Benefit : You do not suffer any penalties on your Pilot
firearms . This feat does not apply to ranged attacks from checks when operating an aircraft.
vehicles . Normal : Characters without this feat suffer a -4
penalty on Pilot checks when attempting to operate an
SHIELD PROFICIENCY aircraft.
Shields are largely an obsolete technology in the
Dragon Empire . Law enforcement officers occasionally ARMOR PROFICIENCY [POWERED] [GENERA]]
use them to protect against primitive weapons in riot sit- You are proficient with powered armor. See Chapter
uations. Shields offer no armor bonus against ranged Six : Equipment for more details on powered armor.
attacks from firearms (see Chapter 7: Combat, page 124, Prerequisites : Armor Proficiency (light), Armor
for more details). Proficiency (medium), Armor Proficiency (heavy), and
Technical Proficiency.
SIMPLE WEAPON PROFICIENCY Benefit: When you wear a type of armor you're pro-
ficient with, the armor check penalty applies only to
There are a number of new kinds of simple weapons .
Some of these can only be used if you have the Balance, Climb, Escape Artist, Freefall, Hide, Jump,
Technical Proficiency feat. See Chapter Six : Equipment Move Silently, Pick Pocket, Pilot, and Tumble checks.
for a full list. Normal: A character who is wearing armor with
which she is not proficient suffers its armor check penal-
ty on attack rolls and on all skill checks that involve
moving, including Ride.
Special : Fighters and paladins have this feat for free.
.r 10

AUTOfIRE [GENERAL] COMBAT ACE [GENERAL]


You are trained to fire accurate bursts with an auto- In a dogfight, you can line up and acquire a target
matic weapon . with a single fluid maneuver.
Prerequisites : Point Blank Shot, Precise Shot, Rapid Prerequisites : Pilot skill, Technical Proficiency.
Shot, Martial Weapon Proficiency, Technical Benefit : You can make a targeting run and acquire a
Proficiency, Dex 13+. target as a single move-equivalent action.
Benefit : When firing an automatic weapon, you hit Normal : Targeting run and acquire target are both
with an extra shot for every 3 by which your attack roll move-equivalent actions . (See Vehicle Combat, page
exceeds the opponent's AC. 157, for more information) .
Normal : A character firing a burst from an automatic Special : You cannot use this feat with a vehicle that is
weapon hits with an extra shot for every 5 by which his size category Colossal or larger.
attack roll exceeds the opponent's AC.
CRACK SNOT [GENERAL]
BORN SPACER [GENERAL] You are skilled at making well-placed shots at targets
You are familiar and comfortable with space and its behind cover.
exotic environments . Prerequisites : Point Blank Shot, Precise Shot.
Prerequisite : Technical Proficiency. Benefit: When you make a ranged attack against an
Benefit: You get a +2 bonus on all Freefall and opponent behind cover, the target's cover bonus to AC
Navigate checks. is halved .
0400000 004 4046

DRAGONBLOOD [GENERAL] EVASIVE PILOTING [GENERAL]


The blood ofdragons runs in your veins, and its man- You know how to shake a tail.
ifested power gives you a natural affinity for arcane Prerequisites : Technical Proficiency, Dex 13+ .
magic . Benefit: You get a +4 bonus on your opposed Pilot
Prerequisite : Cha 13+ . check when an opponent is attempting a targeting run on
Benefit: Sorcerer is a favored class for you. This is in your vehicle.
addition to your favored class based on race.
Special : You can take this feat any time you are eligi-
ble to choose a new feat. When you take the feat after
GEARREAD [GENERAL]
You have an intuitive understanding of how machines
1st level, you have only just discovered the latent mag- work.
ical affinity manifested by your heritage. Despite the Prerequisite: Technical Proficiency.
name, soulmechs can choose this feat-the dragon Benefit: You get a +2 bonus on all Repair and Use
ancestor's power is in the spirit, not the blood. Device checks .

HACKER [GENERAL] GUNNER [GENERAL]


You are skilled at breaking codes and cracking com- You are trained to fire weapons from a vehicle.
puter systems . Prerequisite : Technical Proficiency .
Prerequisite: Technical Proficiency. Benefit: The penalty on ranged attack rolls for your
Benefit : You get a +2 bonus on all Cryptography and vehicle's speed is halved . For example, the penalty on a
Use Device checks. ranged attack from a vehicle moving at speed 20 would
be -3 instead of -6 (see Vehicle Combat, page 157).
IMPLANT SPELLWARE [ITEM CREATION]
You can modify and augment living beings with spell- GUNNER'S EYE [GENERAL]
ware, such as darkvision and enhanced strength . You are skilled at acquiring targets in vehicle combat.
Prerequisites : Spellcaster level 5th+, Technical Prerequisite : Technical Proficiency.
Proficiency. Benefit : You get a +4 bonus on Use Device checks to
Benefit : You can create any spellware whose prereq- acquire targets in vehicle combat (see Vehicle Combat,
uisites you meet. Implanting a spellware enhancement page 157).
in a patient takes 1 hour for each 1,000 credits in its
price and costs half its price in raw materials, supplies,
and equipment . The recipient of the spellware must HIGH-G TOLERANCE [GENERAL]
You are well adapted to high-g environments .
spend 1/25 of the enhancement's price in XP.
Prerequisite : Str 13+ .
You can also upgrade certain enhancements . Doing so
Benefit : You treat all high-g environments as if they
costs half the XP, half the materials, and half the time it
were lg lower, to a minimum of I g.
would take to implant the spellware in the first place .
Some spellware enhancements cost extra credits or
XP as noted in their descriptions. These costs are in IMPROVED FAR SHOT [GENERAL]
addition to those derived from the enhancement's base You are highly skilled at making accurate attacks at
price . You must pay this cost to implant or upgrade the great distance with ranged weapons .
spellware . Prerequisites : Point Blank Shot, Far Shot.
For more details on spellware, see Chapter 6: Magic Benefit : All penalties due to range are halved . Each
Items in the Galaxy Guide. full range increment causes a cumulative -1 penalty on
your ranged attack rolls .
Normal : Each full range increment causes a cumula-
ETIQUETTE [GENERAL] tive -2 penalty on a character's ranged attack rolls .
You know how to handle yourself in just about any
situation .
Prerequisite: Charisma 13+ . IMPROVED SHOT ON THE RUN [GENERAL]
Benefit : When making a Diplomacy check, you You are skilled at making multiple ranged attacks
ignore any circumstance penalties for dealing with those with firearms while on the move.
of a different culture . You also gain a +2 circumstance Prerequisites : Point Blank Shot, Dex 15+, Dodge,
bonus on your Charisma check to alter an NPC's initial Mobility, Mobile Shot, Shot on the Run, Technical
attitude toward you . Proficiency, ability to make multiple ranged attacks with
a firearm.
Benefit : You can make multiple ranged attacks with a who tries to step back from an area you threaten. The
firearm and still move your base speed. Ifthe attacks are opponent must be in an area you threaten at the begin-
combined with a move action, you can make your ning of his action. If the opponent takes a 5-foot step to
attacks at any point during your normal movement. For an area you do not threaten, you may immediately take
example, if your speed is 30 feet, you could move 10 a 5-foot step of your own to any unoccupied space
feet and take your first attack, move 10 more feet and where you again threaten the opponent. If no such space
take your second attack, and then move your final 10 is available, you cannot use this feat. You may only use
feet. You can't use this feat if you are in heavy armor this feat once per round.
(though you can use it in powered armor).
Normal: You must use the full attack action in order RAM [GENERAL]
to get more than one attack per round. You know how to use your vehicle as a weapon .
Special : You only get the benefits of this feat when Prerequisites : Pilot skill, Technical Proficiency.
making ranged attacks with a firearm . You can use the Benefit : When you attempt to ram another vehicle,
feat whenever you get multiple ranged attacks in a your target does not get a Pilot check for half damage.
round, such as with a high base attack bonus, the Rapid
Shot feat, or the gundancer's firestorm class ability.
RAPTOR'S INSTINCT [GENERAL]
You know how to maneuver your vehicle to line up
INFORMATION JUNKIE [GENERAL] attacks against an opponent.
You spend much of your time accumulating news, Prerequisites : Piloting skill, Technical Proficiency.
trivia, rumors, and gossip . Benefit : You get a +4 bonus on Pilot checks to make
Benefit : You get a +2 bonus on all Gather targeting runs in vehicle combat (see Vehicle Combat,
Information and Research checks . page 157).

LEAD FOOT [GENERAL] REMOTE OPERATION [GENERAL]


You are very good at operating a vehicle at high speed. You know how to operate a robot remotely .
Prerequisites : Pilot skill, Technical Proficiency. Prerequisites : Use Device skill, Technical Proficiency.
Benefit : When piloting a vehicle, you get a +4 bonus Benefit : If you have a remote operation rig and access
on all Pilot checks for acceleration (see Vehicles, page to a robot with the remote operation upgrade, you can con-
150). trol the robot's actions through a wireless communications
link. The robot will do any task you command to the best
LOWS TOLERANCE [GENERAL] of its ability. If you make an attack using the robot, you
You are well adapted to low-g environments . may either use your attack bonus with a -4 penalty or you
Prerequisite : Dex 13+ . may simply issue the commands and use the robot's attack
Benefit : You treat all low-g environments-those bonus. (See Robots, page 115, for more information.)
between 0.1 g and 1 g-as ifthey were 1g for purposes of
Dexterity modifiers . SPACE JOCKEY [GENERAL]
You are more at home behind the controls of a star-
MOBILE SHOT [GENERAL] ship than anywhere else, and you don't mind getting
You are adept at dodging attacks while firing a ranged your hands dirty to keep your craft in tip-top shape .
weapon . Prerequisites : Pilot skill, Starship Piloting, Technical
Prerequisites : Dex 13+, Dodge, Mobility. Proficiency .
Benefit : You get a +4 dodge bonus to Armor Class Benefit : You get a +2 bonus on all Pilot, Repair, and
against attacks of opportunity caused when you make a Use Device checks involved in the operation ofa starship .
ranged attack within a threatened area. Note: A condi-
tion that makes you lose your Dexterity bonus to Armor
Class (if any) also makes you lose your dodge bonuses .
SPEED LOAD [GENERAL]
You can reload a gun with startling speed.
Prerequisites : Base attack bonus +1 or higher,
PRESSING ATTACK [GENERAL] Technical Proficiency.
You are skilled at seizing every advantage and keep- Benefit : You can load an ammunition magazine or
ing your opponent on the defensive . power cell into a firearm as a free action instead of a
Prerequisite: Combat Reflexes. move-equivalent action.
Benefit: This feat allows you to follow an opponent
OR at yr

hail from a high-tech civilization such as the Dragon


Empire gain this feat for free when they are created.
Characters from Outlands worlds may take it for free
once they have spent one full level gaining experience
with advanced technology. A character could meet this
requirement by adventuring in the Empire, training at an
imperial enclave on an Outlands world, or traveling with
others who are equipped and experienced with high tech-
nology. Characters are never required to take this feat.
Characters only gain the feat ifthey are actively attempt-
ing to learn and acclimate themselves to technological
civilization .

TEMPERATURE TOLERANCE [GENERAII


You can withstand a broad range of temperatures and
climates .
Prerequisite: Con 13+.
Benefit : You get a +4 bonus on Fortitude saving
throws to resist the effects of heat dangers and cold dan-
gers (DMG 86) .

TWO-SUN SHOOTING [GENERAL]


You can shoot with both weapons when you have a
firearm in each hand. You can make one extra attack
each round with the second weapon.
Benefit : Your penalties for firing two weapons are
reduced by 2.
STARSHIP PILOTING [GENERAL] Normal: See Firing Two Weapons, page 131 .
You know how to pilot and operate a starship . Special : The Ambidexterity feat reduces the attack
Prerequisites : Pilot skill, Technical Proficiency. penalty for the second weapon by 4. These penalties are
Benefit : You do not suffer any penalties on your Pilot further reduced if the size category of both weapons is
checks when operating a starship . one size category smaller than yours .
Normal : Characters without this feat suffer a -4
penalty on Pilot checks when attempting to operate a VEHICLE DODGE [GENERAL]
starship. You know how to maneuver to avoid attacks .
Prerequisites : Pilot skill, Technical Proficiency.
TECHNICAL PROFICIENCY [GENERAL] Benefit: When piloting a vehicle, you get a +1 dodge
bonus on your AC against attacks from one opponent
You either hail from or have lived in a technological-
ly advanced civilization for a significant period oftime. you choose, whether it's a character, creature, or anoth-
Benefit : You can use common high-tech devices, er vehicle. You can select a new target on any action.
such as communicators and holovids . You can also learn Special : If you choose an opposing vehicle as your
to use high-tech weapons, computers, vehicles, and target for this feat, the dodge bonus applies to all ranged
other complex or specialized equipment with the appro- attacks made from that vehicle. This may include any
priate training. combination of integral vehicle weapons, mounted
Normal : Without this feat, characters cannot use high- weapons, or personal weapons fired by characters on or
tech devices without instruction . Even with instruction, in the vehicle.
they suffer a -4 circumstance penalty on all ability
checks, skill checks, and attack rolls using high-tech ZERO-G TOLERANCE [GENERAL]
devices . Such characters cannot choose feats or learn You are well adapted to zero-g environments .
skills that have Technical Proficiency as a prerequisite . Prerequisites : Freefall skill, Dex 15+ .
Special : This feat is typically not chosen when a char- Benefit : You treat all zero-g environments-those up
acter is eligible to select a new feat. Most characters who to 0.1g-as if they were lg for purposes of Dexterity
modifiers .
(HUTER SIX

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

possession of these items on certain planets, or in some


cities on those planets, but there is no shortage of worlds
where it's not only legal but wise to go heavily armed.
wiflPoss
The fact that the Empire is in its third millennium ofrule Just as in the core rules, weapons in Dragonstar are
under chaotic-aligned emperors also means that laws in organized into several categories. These categories iden-
general, including those related to weapons, are much tify the feat needed to be proficient in their use (simple,
looser than was the case under the lawful dragons of martial, and exotic), their usefulness in close combat
Qesemet. (melee) or at a distance (ranged), and their size (Tiny,
Small, Medium-size, Large, etc .).
Simple, Martial, and Exotic Weapons : Because
they are so easy to use, all characters who have the
WMITH flND MORY Technical Proficiency feat are proficient with all simple
The credit (cr) is the standard currency of the Dragon firearms-both slug-throwers and energy weapons .
Empire . In principle, credits are backed by gold and sil- Otherwise, the standard restrictions on weapon profi-
ver-the vast, uncountable hoards assembled over mil- ciencies apply : Druids, monks, rogues, and wizards are
lennia by the lords of both Qesement and Asamet. In proficient with only a limited selection of simple
reality, though, credits are an electronic and paper fic- weapons. Barbarians, fighters, paladins, and rangers are
tion backed by little more than the good faith and eco- proficient with all simple and all martial weapons . Other
nomic prosperity of the Empire . As long as everyone classes are proficient with an assortment of weapons .
accepts the credit as legitimate currency, it is. If you use a weapon with which you are not profi-
In the major cities of the Empire's core worlds, almost cient, you suffer a -4 penalty on attack rolls . In addition
all legitimate transactions are completed electronically . to a specific weapon proficiency feat, characters must
Numbers are passed from bank account to bank account have the Technical Proficiency feat to use high-tech
and from credit chip to datapad, and no physical curren- weapons. If you do not have the Technical Proficiency
cy every changes hands . But the Empire extends far feat, you suffer a -4 penalty on attack rolls . This penal-
beyond these sprawling urban centers . Many planets in ty stacks with the standard non-proficiency penalty. For
the Empire don't have the developed communications example, a wizard without the Technical Proficiency
infrastructure to support a strictly electronic economy. feat attempting to use an assault laser (martial weapon)
On these worlds, paper currency and coins are still in would suffer a -8 penalty on attack rolls .
everyday use . Melee and Ranged Weapons : Melee weapons are
Paper currency is available in denominations of 1, 10, used for making attacks in close combat, though some
100, and 1,000 cr. Two coins are available : the dek, a can also be used as thrown weapons. Ranged weapons
tenth of a credit, and the cent, a hundredth of a credit . are thrown weapons, projectile weapons, or energy
This currency easily converts to the gold, silver, and weapons that are not effective in melee. You apply your
copper standard of the core rules. Strength bonus to damage dealt by thrown weapons but
Because credits convert to gold pieces on a 1-for-1 not to damage dealt by projectile weapons (except for
basis, you can use all of the equipment listings in the mighty composite bows and compound bows) or energy
core rules and supplements as is. Of course, most ofthe weapons.
items from those sources are primitive by the Empire's Weapon Size: The size of a weapon compared to
standards, and you'll find that the high-tech gear in this your size determines whether the weapon is light, one-
chapter seems pretty expensive in comparison . handed, two-handed, or too large for you to use without
assistance, such as a tripod or vehicle mount .
Light : If the weapon's size category is smaller than You can use a two-handed projectile weapon effec-
yours, then the weapon is light for you . Light weapons tively in two hands . If you have a penalty for low
are easier to use in your off hand, and you can use them Strength, apply it to damage rolls when you use a bow
while grappling. You can use a light weapon in one or a sling . You get no Strength bonus to damage with a
hand . You get a +1 circumstance bonus on attack rolls if projectile weapon unless it's a mighty composite bow or
you shoot a light firearm with two hands . compound bow (see page 97, PHB 113) .
One-Handed : If the weapon's size category is the Mounted: If the weapon's size category is two or more
same as yours, then the weapon is one-handed for you . steps larger than your own, the weapon is too large for
If you use a one-handed melee weapon two-handed, you you to use in melee . You can use a ranged weapon two
can apply one and a half times your Strength bonus to or more steps larger than your own if the weapon is
damage . Thrown weapons can only be thrown one- mounted, such as on a bipod, tripod, or vehicle mount .
handed, and you receive your Strength bonus to dam- Unarmed Strikes : An unarmed strike is two size cate-
age . For special rules on firearms, see below. gories smaller than the character using it.
Two-Handed : If the weapon's size category is one Firearms : If your size category is the same as or larg-
step larger than your own, then the weapon is two-hand- er than a pistol or handgun, you can use it one-handed .
ed for you. You can use a two-handed melee weapon However, pistols and handguns require two hands to
effectively in two hands, and when you deal damage load, regardless of your size . Loading a firearm is a
with it, you add one and half times your Strength bonus move-equivalent action that provokes attacks of oppor-
to damage . Thrown weapons can only be thrown one- tunity (seepage 131) .
handed . You can throw a thrown weapon with one hand All longarms (carbines, rifles, shotguns, submachine
even if it would be two-handed for you due to your size, guns, etc .) require two hands to use effectively. If your
but doing so counts as a full-round action because the size category is at least as large as the longarm, you can
weapon is bulkier and harder to handle than most fire it with one hand at a -4 penalty. You can even fire a
thrown weapons . You receive your Strength bonus to longarm in each hand at a -6 penalty, plus the usual -4
damage . penalty for the off-hand attack (-6 primary hand/-10 off
hand) . The Two-Weapon Fighting feat does not reduce
these penalties because it represents skill with melee
weapons, not ranged weapons . The Two-Gun Shooting
feat does reduce these penalties . The Ambidexterity feat
lets you avoid the -4 penalty for the off-hand attack (-6
primary hand and off hand) . For more information, see
Chapter 7: Combat (page 131).
Rate of Fire: Firearms come in three varieties, each
with different capabilities . Single shot weapons can fire
only one shot before they must be reloaded .
Semiautomatic weapons can fire as many shots as you
have attacks . Automatic weapons can either fire individ-
ual shots in semiautomatic mode or multi-shot bursts in
automatic mode. An automatic weapon can fire as many
bursts as you have attacks (see Autofire, page 129).
Automatic weapons can also lay down suppressive fire
(see Suppressive Fire, page 130).

RKID WERN DERRIPTIONS


Personal Firearms
These weapons are slug-throwers and energy
weapons that can be carried and fired by individual
characters .
Assault Blaster : The assault blaster is a military-
grade automatic rifle capable of firing three-pulse
bursts . A standard minicell is good for 20 shots with an
assault blaster.
Assault Carbine : This military-grade, automatic
slug-thrower is a slightly more compact version of the
assault rifle . It uses a binary chemical propellant to fire
caseless ammunition . The assault carbine is capable of
firing three-round bursts . A standard magazine holds 50
rounds and a propellant cartridge is good for 300 shots .
Assault Laser: The assault laser is a military-grade
automatic rifle capable of firing three-pulse bursts . A
standard minicell is good for 20 shots with an assault
laser.
Assault Rifle : This automatic slug-thrower was stan-
dard issue among military and security forces before the
development ofreliable and portable energy weapons . It
uses a binary chemical propellant to fire caseless ammu-
nition . The assault rifle is capable of firing three-round
bursts . A standard magazine holds 50 rounds and a pro-
pellant cartridge is good for 300 shots.
Blaster Carbine : This semiautomatic carbine is a
lighter, compact version of the blaster rifle . A standard
minicell is good for 25 shots with a blaster carbine .
Blaster Pistol : This semiautomatic handgun fires
pulses of highly energetic ionized particles . A standard
minicell is good for 20 shots with a blaster pistol .
Blaster Rifle : This semiautomatic rifle is the standard
civilian-issue blaster weapon. It is used for a broad Laser Rifle : The semiautomatic laser rifle is used for
range of tasks, from hunting to home defense . A stan- a variety of tasks, from hunting, to home defense, to law
dard minicell is good for 30 shots with a blaster rifle . enforcement and security. A standard power cell is good
Flamethrower: This semiautomatic weapon ignites for 20 shots with a laser rifle .
and jets sticky, burning fuel. The weapon deals 3d6 Light Autopistol : This is a small-caliber, semiauto-
points of damage to everything in a 5-foot-wide stream matic slug-thrower. It uses a binary chemical propellant
extending to its maximum range . Characters caught in to fire caseless ammunition . A standard magazine holds
the stream can make a Reflex save (DC 20) for half 25 rounds and a propellant cartridge is good for 500
damage. shots .
Grenade Launcher : These semiautomatic, maga- Light Machinegun : These support weapons are some
zine-fed weapons use an efficient compressed-gas of the most common slug-throwers remaining in mili-
mechanism to fire any of the grenade types listed in this tary service. They fire a large-caliber rifle round at a
chapter (see page 101). A standard magazine holds five very high rate and are effective at longer ranges than
grenades and the compressed-gas reservoir is good for lighter weapons. Light machineguns fire five-round
20 shots. For the same price as a grenade launcher pur- bursts and a standard magazine holds 100 rounds .
chased separately, these weapons can also be mounted Missile Launcher : The man-portable, shoulder-fired
under the barrel of an assault weapon . Some assault missile launcher is a common support weapon in mili-
weapon models even come with integral launchers, pro- tary service . It is typically used to attack ground vehi-
viding both direct fire and area-effect fire support . cles and aircraft. The missile launcher is a single-shot
Heavy Autopistol: This is a large-caliber, semiauto- weapon . Missile launchers have an onboard targeting
matic slug-thrower. It uses a binary chemical propellant computer that provides a +3 bonus to attack rolls when
to fire caseless ammunition . A standard magazine holds a target has been acquired (see Vehicle Combat, page
20 rounds and a propellant cartridge is good for 500 157). Loading it is a full-round action that provokes
shots. attacks of opportunity. Missile launchers are military
Holdout Laser : This is a concealable, semiautomatic weapons and access to them is tightly restricted.
laser pistol. It is typically used as a secondary weapon, Plasma Rifle: This large, military-grade weapon fires
concealed in an ankle- or forearm holster. A standard devastating pulses ofhighly energetic, high-temperature
microcell is good for 15 shots with a holdout laser. plasma that inflicts severe heat damage on the target .
Holdout Pistol: This is a concealable, semiautomatic The plasma rifle can be used in both anti-personnel and
slug-thrower . It is typically used as a secondary weapon, anti-vehicle roles. The plasma rifle is a semiautomatic
concealed in an ankle- or forearm holster. The holdout weapon and cannot fire bursts like many other military-
pistol uses a binary chemical propellant to fire caseless grade energy weapons . A heavy power cell is good for
ammunition. A standard magazine holds 10 rounds and 20 shots with a plasma rifle. Plasma rifles are military-
a propellant cartridge is good for 500 shots. grade weapons and access to them is tightly restricted.
Hunting Carbine : This semiautomatic slug-thrower Rocket Launcher: The rocket launcher is a man-
is a lighter, more compact version of the hunting rifle . portable weapon that can fire any of the rockets listed in
Hunting carbines are extremely common in civilian use, this chapter (see page 102). It is a single-shot weapon .
especially on frontier worlds. It uses a binary chemical Loading the rocket launcher is a full-round action that
propellant to fire caseless ammunition. A standard mag- provokes attacks of opportunity. Rocket launchers are
azine holds 20 rounds and a propellant cartridge is good military-grade weapons and access to them is tightly
for 300 shots. restricted.
Hunting Rifle: This semiautomatic slug-thrower is Rocket Launcher, Multishot : The multishot rocket
very common in civilian use, especially on frontier launcher is a semiautomatic weapon . Its large magazine
worlds . It uses a binary chemical propellant to fire case- has a capacity of four rockets. As with the single-shot
less ammunition. A standard magazine holds 30 rounds launcher, reloading this weapon is a full-round action
and a propellant cartridge is good for 300 shots. that provokes attacks of opportunity. Rocket launchers
Laser Carbine : The laser carbine is a lighter, more are military-grade weapons and access to them is tight-
compact version of the laser rifle, and is very common ly restricted .
in civilian use. A standard minicell is good for 25 shots Screamer Pistol : This semiautomatic energy weapon
with a laser carbine. is a bit more exotic than lasers and blasters, but still fair-
Laser Pistol : This semiautomatic energy weapon is ly common . A standard minicell is good for 30 shots
very common among civilians, law enforcement offi- with a screamer pistol .
cers, and military personnel . A standard minicell is good Screamer Rifle: This semiautomatic weapon is no
for 30 shots with a laser pistol. match for similar models of lasers and blasters, but it is
sometimes used when the target is suspected of having can buy the wielder sufficient time to escape from a
protection from fire and electricity. A standard minicell threat or to apprehend a criminal . A creature hit by a
is good for 20 shots with a screamer rifle . taser dart must make a Fortitude save (DC 15) or be
Shotgun : This semiautomatic, binary-propellant stunned for 1 round. The darts do piercing damage, but
weapon uses shells filled with small projectiles that the stun effect is electrical. Creatures immune to elec-
scatter when it is fired . The shotgun does 3d6 points of tricity are not harmed by this effect. A microcell is good
damage to a target in the first range increment, 2d6 to a for 15 shots with a taser pistol .
target in the second range increment, and 1 d6 to anyone
in a 5-foot-wide path beyond that distance out to maxi- Neavy Weapons
mum range. A standard magazine holds 15 shells. A
propellant reservoir is good for 300 shots. These weapons are designed as support or anti-vehi-
Sniper Rifle: This semiautomatic slug-thrower is a cle weapons. A character can fire a heavy weapon that
large-caliber rifle used primarily by law enforcement is two size categories larger than he is only if the
and military sharpshooters . It has excellent accuracy at weapon is supported by a bipod, tripod, weapon harness,
extended ranges . A standard magazine holds 30 rounds or vehicle mount. Even a bipod or weapon harness is
and a propellant cartridge is good for 300 shots. insufficient for weapons more than two size categories
Submachine Gun: This is a military-grade, automat- larger: Such weapons must be mounted on a tripod or
ic slug-thrower. It is smaller than a carbine and typical- vehicle mount. Many of these weapons are typically
ly fires ammunition in handgun calibers . It uses a bina- connected to a vehicle battery or fixed power generator,
ry chemical propellant to fire caseless ammunition . A which give them an unlimited power supply. However,
submachine gun is capable of firing three-round bursts . if these power sources are knocked out, the weapons
A standard magazine holds 50 rounds and a propellant will no longer fire.
cartridge is good for 300 shots. All of these weapons are military-grade weapons and
Taser Pistol: This diminutive weapon is extremely access to them is tightly controlled, even on worlds
effective for its size. It is most often used as a self- whose laws are otherwise rather lax .
defense weapon or by law enforcement officers, as it
Blaster Cannon : This heavy weapon is the massive arrows . Modern arrows that hit their targets have a 50%
relative ofthe common blaster rifle . It is used to combat chance to be destroyed . Arrows that miss their targets
light mechanized forces . A heavy cell is sufficient for have a 10% chance to be destroyed or lost.
only 10 shots with a blaster cannon . Most are connected Automatic Crossbow : This is a semiautomatic heavy
to vehicle batteries or large generators for an effectively crossbow of modern design and construction that can
unlimited power supply. fire up to six bolts without reloading . A long magazine
Heavy Machinegun: These powerful slug-throwers snaps into the underside of the frame, and a new bolt is
must be mounted on a heavy tripod or vehicle. This loaded into firing position automatically when the bow
weapon fires a heavy round at a very high rate of fire is redrawn . A small electric motor redraws the bow
and is effective at very long ranges . Heavy machineguns automatically after each shot. The motor is powered by
have only two modes: autofire and suppressive fire . a mircocell that slots into the weapon's stock, and the
They do not fire single shots. Heavy machineguns fire cell is good for 500 shots and redraws .
five-round bursts . A standard drum magazine holds 100 Bolts : As with modern arrows, bolts are made from
rounds and a propellant cartridge is good for 200 shots. advanced composites and carbon fiber. The damage die
Laser Cannon: This heavy laser is used as a support of a crossbow using a modern bolt is increased by one
and anti-vehicle weapon. A heavy cell is good for only step . For example, a heavy crossbow firing one ofthese
15 shots with a laser cannon, and most are connected to bolts deals 1d12 points of damage. A bolt used as a
a vehicle battery or generator for an effectively unlimit- melee weapon is Tiny and deals ld6 points of piercing
ed power supply. damage. However, all melee attacks with the weapon
Missile Launcher, Multishot : These launch systems suffer a -4 circumstance penalty on attack rolls . Bolts
are usually vehicle mounted or integral vehicle come in lightweight, weatherproof quivers that hold 20
weapons . Some models are magazine fed, but most fea- bolts. Modern bolts that hit their targets have a 50%
ture independent launch tubes. They come in four, eight, chance to be destroyed . Bolts that miss their targets have
16, and 24-missile models . These weapons can fire 1/4 a 10% chance to be destroyed or lost.
of their missile capacity with a single attack action. For Compound Longbow: This recurved longbow is
example, a 4-missile launcher can only fire one missile constructed using a cable and pulley system that creates
per attack action, while a 24-missile launcher can fire more power and velocity even for archers not gifted
six . Missile launchers have an onboard targeting com- with great strength. The archer gains a damage bonus of
puter that provides a +3 bonus to attack rolls when a tar- +4, just as if he were using a mighty bow and had a
get has been acquired (see Vehicle Combat, page 157). Strength bonus of +4. This weapon must be used with
Plasma Cannon: This heavy plasma weapon is capa- two hands, and it is too large to fire while mounted on
ble of truly frightening firepower. A plasma cannon an animal (it can be fired from a vehicle if sufficient
must be connected to a vehicle battery or generator, but space is available).
both provide an effectively unlimited power supply.
Firearms Accessories
Bayonet : This is a two-edged blade between six and
While they certainly aren't as common as firearms, eight inches long that attaches to the barrel of a rifle or
traditional bows and crossbows have benefited from carbine . A character wielding a firearm equipped with a
many technological developments. The following bayonet can be used as a melee weapon, dealing the list-
weapons are advanced variants of weapons that are ed damage. Bayonets are keenblades (see page 102), so
common in the Outlands . their threat range is 19-20.
Arrows : Modern arrows are made from composites Electronic Scope: This high-tech scope supports a
and carbon fiber. They are lighter, fly truer, and pene- variety of options . It provides l Ox magnification for the
trate more deeply than their archaic counterparts . The purposes of distance-hampered Spot checks (see page
damage die of a bow using a modern arrow is increased 77). It eliminates penalties for poor lighting, working
by one step. For example, an archaic longbow firing just like low-light vision. The scope also doubles the
these arrows deals 1d10 points of damage, while a com- effective range increment of a ranged weapon when it is
pound bow deals 1dI2+4. An arrow used as melee used. However, aiming through a scope greatly reduces
weapon is Tiny and deals ld6 points of piercing dam- your field of vision and makes defending yourself
age . However, all melee attacks with the weapon suffer almost impossible . When you use an electronic scope to
a -4 circumstance penalty on attack rolls . Arrows come make an attack, you lose your Dexterity bonus to AC
in lightweight, weatherproof quivers that hold 20 until the start ofyour next action.
SIMPLE WEAPON"ANGED
Range
Weapon Cost Damage Critical Increment Weight Tpe
Tiny
Holdout laser 200 cr 1d10 x2 75 ft. l lb. Fire
Microcell (15) 10 cr - - - 1/2 lb. -
Holdout pistol 150 cr ld8 0 100 ft. 2 lb. Piercing
Magazine (10) 5 cr ------ ---~ - 1/2 lb. -
Taser pistol 100 cr * * 100 ft. 1 lb.
Magazine (15) 10 cr I d6 x3 - 1/2 lb. -

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

* See weapon description .

MARTIAL WEAPONS-STARSNIP WEAPONS


Ion cannon 40,000 cr l Od12 x2 100,000 ft. 1,5001b . Electricity
Laser cannon 10,000 cr 6d 10 x2 25,000 ft. 500 lb. Fire
Plasma cannon 25,000 cr 1Od10 x2 50,000 ft. 800 lb. Fire

MARTIAL WEAPONS-GRENAOELIKE WEAPONS


Blast Range
Weapon Cost Damage Radius Increment Guidance Weight Type

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

Laser Sight: A laser sight can be mounted on any


type of firearm as well as bows and crossbows . A con-
EXPLOSIVE WEAPONS
tact switch in the weapon's grip activates the sight,
which paints the target with a beam of visible coherent Grenades
light and greatly aids aiming the weapon . You gain a +1
circumstance bonus on attack rolls when firing a Adhesive Grenade : This weapon is designed to inca-
weapon equipped with a laser sight. pacitate victims rather than kill them. When a "glue
Magazine: These cartridges hold the listed number of grenade" detonates, it discharges a film of thick fluid
bullets for slug-throwers . This caseless ammunition is throughout the blast radius . On contact with air, the fluid
usually a spherical or dart-shaped metal slug. becomes adhesive, bonding instantly and to anything it
Propellant Cartridge : This device is a cylinder covers . Anyone who is in or who enters the blast radius
about the size of a mincell that provides binary propel- must make a Reflex save every round (DC 15, +1 per
lant for a slug-thrower . The cartridge usually slaps into previous check) or become entangled . The film remains
a receiver in the weapon's stock or under its barrel. sticky for 3d10 rounds after the grenade detonates .
Replacing a propellant cartridge is a move-equivalent Concussion Grenade : A concussion grenade is an
action that provokes attacks of opportunity. If you have explosive charge in a metal or hard-plastic casing . When
the Speed Load feat, its benefits apply to propellant car- the grenade detonates, the shockwave deals damage to
tridges as well as ammunition magazines and power everything in the burst radius . Half of a concussion
cells. grenade's damage is sonic damage and half is blud-
Silencer : This accessory attaches to the barrel of a geoning damage . Underwater, the shockwave caused by
firearm and suppresses the report of a chemical-propel- a concussion grenade travels much further and much
lant slug-thrower. Silencers can only be used with slug- faster than it does through air . The blast radius and blast
throwers, and they increase the DC of Listen checks to damage of concussion grenades is doubled underwater.
hear a weapon being fired nearby by 10. Flash-Bang Grenade : A flash-bang grenade doesn't
Weapon Harness : This device consists of an articu- do any damage . It detonates with a blinding flash of
lated, servo-assisted arm designed to support a heavy light and deafening noise . Any living creature in the
weapon . When disengaged, the harness holds the blast radius must make a Will save (DC 20) or be
weapon at one of several optional ready positions . A stunned and deafened for 1 d3 rounds . Ifthe creature was
heavy weapon cannot be fired without a weapon harness looking in the direction of the flash-bang when it deto-
or similar support, such as a tripod or vehicle mount . nated and fails the save, it is blinded for the same peri-
od oftime. Ifthe creature made the save, it is dazzled for
the duration of the effect. The duration of these visual damage to everything in the blast radius. This missile
effects is halved if the victim was wearing eye protec- has a guidance rating of 20. It moves 1,250 feet (speed
tion (see page 115). Creatures especially sensitive to 25 on the surface scale) the round it is launched and
light, such as drow, are blinded for twice the normal 2,500 feet (speed 50 on the surface scale) every round
duration. thereafter. For more information on explosive weapons,
Fragmentation Grenade : A fragmentation grenade seepage 133 .
is an explosive charge in a metal casing. When the Missile, Anti-Air: This missile is designed to take
grenade detonates, the explosion and shrapnel deal dam- down aircraft and is either fired from an aircraft or per-
age to everything in the burst radius. Half of a frag sonnel and vehicles on the surface. It is much larger and
grenade's damage is fire damage and half is piercing faster than surface-to-surface missiles. This missile
damage. deals half fire and half bludgeoning damage to every-
Incendiary Grenade : These weapons burst on deto- thing in the blast radius . It has a guidance rating of 25.
nation, filling the blast radius with a chemical com- It moves 12,500 feet (speed 25 on the aircraft scale) the
pound that ignites on contact with air. Damage is round it is launched and 25,000 feet (speed 50 on the
resolved normally, and all of an incendiary grenade's aircraft scale) every round thereafter. For more informa-
damage is fire damage . Creatures caught in the blast tion on explosive weapons, see page 133 .
radius may also catch on fire (DMG 86). Rocket, High Explosive : This rocket is fired from a
Nausea Grenade : A nausea grenade doesn't do any variety of man-portable and vehicle launch systems . The
direct damage, but it's extremely effective at crowd con- weapon deals half fire damage and half piercing damage
trol . It works like a smoke grenade, spewing out a nox- to everything in the blast radius . For more information
ious gas that reduces visibility. Anyone who is in or who on explosive weapons, see page 133 .
enters the blast radius must make a Fortitude saving Rocket, High Explosive Armor Piercing : This rock-
throw every round (DC 15, +1 per previous check) or be et is designed to focus its explosive charge in a single
blinded and nauseated for ld3 rounds after they have direction, thereby penetrating armor more effectively.
left the affected area. The weapon deals half fire damage and half piercing
A filter mask, hostile environment suit, powered damage to everything in the blast radius. For more infor-
armor, or other sealed system protects against nausea mation on explosive weapons, see page 133 .
grenades entirely. Creatures who do not have a metabo- Torpedo: These weapons are designed to penetrate
lism, such as constructs, robots, soulmechs, and undead, and destroy starfaring warships . These devastatingly
are unaffected by nausea grenades . powerful weapons deal half fire damage and half blud-
Smoke Grenade : A smoke grenade does no damage . geoning damage to everything in the blast radius. A tor-
When it detonates, it releases a non-noxious vapor that pedo has a guidance rating of 25. It moves speed 25 (on
billows out in a 20-foot radius. The smoke persists in the spacecraft scale) the round it is launched and speed
still conditions for 1d3+6 rounds and in windy condi- 50 every round thereafter. For more information on
tions for 1d3+1 rounds . Visibility within the smoke is explosive weapons, see page 133 .
limited to two feet. Everything within the cloud has 90%

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

available . Their cost is five times the listed cost for a


standard weapon of that type. Keenblades provide a +1
bonus on attack rolls, and this bonus stacks with bonus-
es both for being of masterwork quality and magic
enhancement bonuses . The threat range of a keenblade
is also twice that of a corresponding conventional
weapon. Keenblades are fine weapons, but they are still
extremely uncommon in the Empire . Most soldiers carry
a blade of some kind as a backup weapon, and many
adventurers carry melee weapons as well. There is no
question, though, that these weapons are no match for
slug-throwers and energy weapons .
Stun Batons : A stun baton is a long nightstick with
electrical contacts on the end . When the weapon is acti-
vated, a powerful electrical current crackles along these
contacts. A target hit by a stun baton takes normal blud-
geoning damage and must make a Fortitude saving
throw (DC 15) or be stunned for 1 round . Resistances or
immunities to electricity damage apply. A stun baton is
powered by a microcell good for 50 successful hits
before you need to replace it. Failed attacks don't drain
the weapon's charges .
Stun Gauntlets : Stun gauntlets work just like stun
batons, except you wear them on your hands like gloves .
A target hit by stun gauntlets takes normal unarmed
strike damage and must make a Fortitude saving throw
(DC 15) or be stunned for 1 round . Resistances or
immunities to electricity damage apply. Monks with the
Technical Proficiency feat can use stun gauntlets to aug-
ment their unarmed strikes . The DC to resist the monk's
stunning attack is increased by 1, and targets who fail
their saving throws are stunned for 2 rounds .
Stun gauntlets are powered by twin microcells good
for a combined 50 hits before you need to replace them.
Failed attacks don't drain the weapon's charges .

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

DONNING AND REMOVING ARMOR


Armor Type Don Don Hastily Remove
Light armor 5 rounds 2 rounds 2 rounds
Medium armor 1 minute 5 rounds 1 minute
Heavy armor 2 minutes 1 minute 1 minute
Powered armor 4 minutes 4 minutes* 2 minutes

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 .
vw=. F
", VWqVANFVW-NW~
* wr i1F 'i, ti
Wat4-
fo~wwwtwSIRQawwE

(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)

Datapad : This is a lightweight, handheld personal


computer. It can be used as a notepad, personal sched-
uler, calculator, graphics tablet, and library. Standard
datapads use verbal or cursor input, though collapsible
keyboards are also available for rigorous or technical
tasks. Data is typically displayed on a holographic pro-
jection, digital glasses, or the integrated flatscreen dis-
play. Standard features include a datachip port and wire-
less modem for networking and communications .
Datapads provide users with a +2 circumstance bonus
on appropriate ability or skill checks . Ifthe user has pur-
r

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-

SINSOM ing chemicals in the environment, including the soil, air,


and water sources within 100 feet.
Behavior Analyzer: This desktop device measures " A magnetometer, spectrometer, magnetic resonance
blood pressure, brainwave activity, galvanic skin detector, and millimeter-wave radar capable of identify-
response, and other physiological cues to determine the ing and analyzing the material composition of objects
subject's overall emotional and mental state. You get a within a range of 100 feet. Though its resolution is
+4 circumstance bonus on Sense Motive checks if the grainy, it can penetrate thin surfaces and generate useful
subject is hooked up to a behavior analyzer. images of any objects concealed underneath .
Behavior Analyzer, Handheld : This is a portable " Electrical sensors capable of analyzing electrical
version of the full-size device . It is less sophisticated activity in living organisms . The device can detect the
and accurate, but it provides a +2 circumstance bonus on presence and approximate size of life forms within 100
Sense Motive checks . feet. If networked to a datapad with an appropriate
Digital Binoculars : These handheld devices offer up knowledge database, the multiscanner can even identify
to 25x magnification, providing the user with a +2 cir- these life forms if the user makes a successful Use
cumstance bonus on distance-hampered Search and Device check (DC 20).
woo* *svur030+ir0UI*1

Nightvision Goggles : These devices amplify avail-


able light, granting the user all of the benefits of low-
light vision . The user can see twice as far as an unas-
sisted human in starlight, moonlight, and similar condi-
tions ofpoor illumination .
Security Scanner: This handheld device monitors
electrical currents and a broad radio spectrum and local-
izes low-power transmissions . It is capable of detecting
microbugs and other electronic surveillance devices
within 50 feet. The scanner has a small integrated elec-
tromagnetic pulse generator capable of frying such
devices' electronic circuitry. The EMP unit also grants
the user a +2 circumstance bonus on Disable Device
checks to sabotage other electronics, from datapads to
electronic door locks and security systems .
Surveillance Laser: This portable device generates a
laser beam (invisible to unassisted sight) with a line-of-
sight range of 10 miles . In application, the device's
effective range in urban areas is about 500 feet. The
laser is aimed at a window or similar thin surface. It is
capable of recording, digitizing, and translating the
vibrations of this surface to replicate nearby conversa-
tions . The device has a datachip port for storing record-
ings, and a single chip can store thousands of hours of
recorded conversations . The surveillance laser can also
be connected directly to a datapad or other computer via
wireless network.

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

Communi cations Gear


( redit chip I cr
Datachip (blank) l cr
Datachip (program) 50 cr
Datapad 00 cr I Ib .
Language translator 200 cr 1 lb.
Personal communicator 100 cr

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

A,AkA ,,k6A&Z MA;- IL . is .xY#Itir,


S r14 a .r~r ..a,
.ro .ic-A
4V'. "*fw www

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
-a
10 X11 -Aft ,..
90" k,A**

ed. They do not eat, drink, breathe, or sleep. Robots are


powered internally and do not require recharging.
Unlike most conventional constructs, robots do have
an Intelligence score : They can reason, remember, and
learn, and they are very adept at calculation and logic.
However, because a robot's brain is electronic and it has
no sentient mind, it is immune to mind-influencing
effects just like a conventional construct .
The robots described in this section are self-con-
tained, mobile units. Stationary robotic devices and
automated machinery are commonly used in industry,
but characters are unlikely to encounter and interact
with these machines.
Robots are sophisticated machines, and as such, they
are expensive . They are designed for specialized func-
tions and are almost never used for unskilled labor or
trivial tasks: Cheaper solutions, such as the populous
lower classes, are available to fill these roles. Many
robots in the Dragonstar universe are bipedal
humanoids-robots that stand upright and walk around
on two legs. But many other forms are common as well:
There are wheeled robots, tracked robots, robots that
look like mechanical spiders, small spherical robots that
fly around powered by vectored-thrust hover fans, and
many more.

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,

ROBOTS AND SKILL USE


soulmechs must spend one half the upgrade's listed cost
in XP. This cost is listed in the table for those upgrades
Because they can only accomplish tasks they've been available to soulmechs .
programmed for, robots cannot attempt untrained skill 360° Vision: Secondary optical sensors allow the
checks. The only exceptions are for skills related to robot to see in all directions at once. The robot gains a
movement and perception that are part of the robot's +2 circumstance bonus on Spot checks for determining
core design . These core skills include : Balance, Climb, surprise .
O1t " SWWO"Ouse r!!t el 00ale=isa a *c7*

Al Module : This processor upgrade vastly improves


a robot's ability to reason and learn, mimicking true
intelligence . The AI module allows a robot to use any
skill untrained that an organic character could use
untrained .
Biosynthetic Conversion: This upgrade must be
incorporated into a robot's original construction . The
robot is designed to mimic the appearance of an organ-
ic being. It has synthetic skin that, while unnaturally
pale and resistant to the touch, looks vaguely realistic .
Biosynthetic robots are usually completely hairless and
have obviously electronic eyes, but they can otherwise
pass for organic . Most robots that are designed to work
and interact with organic beings receive this conversion,
as do all beginning soulmech characters .
Combat Programming : A robot must have this spe-
cialized programming suite to fight or use weapons,
even in self-defense. A robot with combat programming
gains the base attack bonus, Hit Dice, and hit points for
its class, as well as any bonuses for abilities, feats,
upgrades, or equipment . Robots without this upgrade do
not gain extra Hit Dice or hit points based on class lev-
els-they will make no effort to defend or protect them-
selves in combat .
Darkvision : Robots with this multi-spectrum imag-
ing upgrade can see in the dark up to 60 feet. Darkvision
is black and white only, but it is otherwise like normal
sight, and robots with this upgrade can function just fine
with no light at all .
Emergency Beacon : The robot has an internal radio
transmitter that can be activated as a free action to gen-
erate a continuous, pulsing telemetry signal intended to
guide rescuers or operators .
Enhanced Dexterity : The robot's neural net is
upgraded with high-performance optical pathways that
greatly facilitate precise control and coordination of the
robotic body. The robot receives the listed upgrade
bonus to its Dexterity ability score . Upgrade bonuses of
+2, +4, and +6 are available at the prices listed in the
table .
Enhanced Strength : A reinforced frame and aug-
mented articulation systems significantly improve the
robot's physical power. A robot with this upgrade gains
the listed upgrade bonus to its Strength ability score .
Upgrade bonuses of +2, +4, and +6 are available at the
prices listed in the table .
Hoverlift : The robot has vectored-thrust turbofans
that allow it to fly at its base speed with good maneu-
verability . The robot must be Tiny or Small to use this
upgrade, and most feature a spherical or disc-shaped
chassis-the upgrade will not work with a conventional
bipedal robot chassis.
Improved Audio Sensors : This upgrade provides
both enhanced hardware and sophisticated program-
6000

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
a w4R000 W * A ilk * * rpk 1r r err R! to

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.

Security Robot Warl : CR 3 ; Medium-size


Construct; HD 2d10 plus I d8 (war) ; hp 15 ; Init+0; Spd
40 ft.; AC 15 (+5 armor); Atk +2 melee (1d6+1, slam)
or +2 ranged (2d10, laser pistol) ; SQ Construct, low-light
vision, ambidexterity, DR 5/- ; AL N; Fort +2, Ref +0,
Will +0; Str 12, Dex 10, Con -, Int 12, Wis 10, Cha 8.
Skills : Freefall +4, Intimidate +3, Jump +4.
Feats: Technical Proficiency, Weapon Focus (laser
pistol).
Upgrades : Biosynthetic conversion, combat program-
ming, enhanced Dexterity, integral laser pistol, integral
laser sight, language module (Common), reinforced
construction 5, storage compartment .
Possessions : Armor vest, laser pistol, minicell .
Cost: 19,050 cr.
CHAPTER SEVEN

(OM T

INTRODUCTION addressed in the core rules. We've also included some


tactical advice where appropriate-firearms combat can
be extremely lethal and you'll have to play smart to keep
All text in this chapter, with the exception of names, your character alive, especially at low levels .
words, phrases, and graphics designated as Product

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

OCR can be in a pinch. If you're wielding a ranged weapon,


you ordinarily cannot make attacks of opportunity . The
only exceptions are for thrown weapons that can also be
The single biggest difference between combat in
used in melee and firearms equipped with a bayonet (see
Dragonstar and combat in a traditional fantasy setting
page 97).
is the dominance of firearms. Energy weapons, espe-
Ranged weapons, including firearms, are also
cially, do much more damage than melee weapons and
extremely vulnerable to disarm and grapple attacks . If
they do it at significant range . This will dramatically
your opponent is wielding a ranged weapon, you can
alter the feel and flow of combat in the game. But that's
attempt a disarm or grapple attack without provoking an
okay-it's still a lot of fun, partly because it is so dif-
attack of opportunity (unless the opponent is wielding a
ferent from what you're used to.
thrown weapon or has a bayonet affixed to his weapon) .
Because of the prevalence of firearms in Dragonstar,
You get a +4 bonus on your attack roll, because your
this chapter leads off with a systematic look at the rules
opponent is trying to bring a ranged weapon to bear
for ranged attacks in the d20 System core rules. This
instead of defending against your attack. You get this
section notes where these rules have been modified and
bonus even if the opponent has a bayonet affixed to the
presents expanded rules to cover situations that aren't
40 0

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
04000 003419

1 . If the attack misses the target, see if it misses by a


number equal to or less than the cover bonus. If it miss-
Attacking through Cover
es by more than this, the shooter missed everything and In a traditional fantasy game, the possibility that an
you're done. Otherwise, move on to #2 . . . attack will penetrate cover and hit its target is pretty
2. If the attack hits the covering character's AC, the remote and can safely be ignored . In Dragonstar, how-
covering character takes the damage intended for the ever, firearms can deal hellish amounts of damage and
target . Otherwise, move on to #3 . . . can easily penetrate doors, walls, and other obstacles .
3 . If the attack misses the covering character, but There are two different situations where this is likely to
misses by a number equal to or less than the character's be an issue: when a visible target has partial cover and
Dexterity and dodge bonuses to AC, the attack actually when a known target is completely concealed behind
hits the original target . cover. We'll address both of these in turn.
Visible Target with Partial Cover : In the core rules,
Firing Into a Crowd a creature gets a cover bonus to AC if it has at least one-
quarter cover. If an attack roll doesn't at least equal this
As stated in the core rules, this variant involves a lot modified AC, it misses. However, if the attack roll miss-
of extra work for little payback. In Dragonstar, howev- es by a number equal to or less than the cover bonus, the
er, that little bit of payback can be crucial. Because attack would have hit the target if not for the cover.
firearms are so prevalent in combat, there need to be Therefore, if the attack can penetrate the cover, it will
serious consequences for undisciplined fire into areas deal any remaining damage to the target .
crowded with innocents or allies. Objects-including walls, doors, and just about any-
The line of sight rule we just discussed works well thing else that can be used as cover-have hardness: a
when there are characters or obstacles directly between number that represents how well they resist damage .
the shooter and the target . In this case, a well-aimed shot Objects also have hit points based on their material
that travels straight from the shooter to the target can hit composition and their thickness . An attack that reduces
the covering character instead. Sometimes, however, the hit points of cover to 0 penetrates the cover and deals
you'll be more interested in determining if anything (or any remaining damage to the original target . The fol-
anyone) is hit by a shot that doesn't go where it was sup- lowing table lists the hardness and hit points of a num-
posed to. In these cases, you can use the firing into a ber of common substances.
crowd rule.
In many battles, this rule can be ignored. If there are
no characters, creatures, or objects near the target, noth-
ing important is likely to be hit by an errant shot or
burst. On the other hand, if there are innocents or other Hit
Substance Hardness
0 Po2 ints*
combatants near the target, you should put this rule into
Paper
effect . If a player announces a questionable attack, the
Rope 0 2
DM should alert him that he's firing into a crowd. If the
Glass 1 1
player makes the attack anyway, use this variant as
Ice 0 3
described in the core rules (DMG 65). Remember that if
Wood 5 10
one or more of the "crowd" is in melee with the target,
Plastic 5 10
there is a -4 penalty on the attack roll. Aluminum 10
Guns, of course, are capable of very long-range fire.
Stone 15
Standard firearms have a direct fire range equal to 10
Concrete 10 20
times their listed range increment . They are not capable
Iron 10 30
of indirect fire.
Steel 12 30
Grenades-either thrown or fired from a launcher-
Mithral 15 30
can benefit from indirect fire . A thrown grenade's direct
Composite 18 35
fire range is 20 feet, just like any other thrown weapon .
Adamantite 20 40
A grenade fired from a launcher has a direct fire range
Titanium 20 40
equal to its listed range increment .
* Per inch of thickness

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.
;11r 1k *iA !r

SHOOTING AT OBJECTS SHOOTING AT WEAPONS


Sometimes you're going to want to shoot at an object, In the core rules, if you want to strike an opponent's
rather than something hiding behind it. Maybe you're weapon with a melee attack, you make an opposed
trying to blast out the lights in a room or shoot the gun attack roll. In Dragonstar, you can also attempt to shoot
in a villain's hand. These situations are resolved with the your opponent's weapon with a firearm . This does not
core rules for attacking an object (DMG 135) . call for opposed attack rolls, since it's not a contest of
To shoot at an inanimate object, first determine the weapon skill . Instead, you make the attack just as you
object's size and size modifier to AC. Next, apply the would a normal ranged attack at an object, with the fol-
object's Dex modifier to AC. An inanimate object is lowing additional rules.
always treated as having Dexterity 0, so it gets a -5 Dex As with any object, you must determine the target
penalty on its AC. Finally, apply any other applicable weapon's AC. A weapon's actual size category is two
modifiers and make your normal attack roll. Ifthe object steps below its listed size on the weapon tables . Those
is adjacent to you, you can hit it automatically . When listings represent the size of the weapon relative to its
applying damage, always subtract the object's hardness user, not its actual size . For example, a laser pistol is
from the result of the damage roll. classified as a Small weapon . For the purposes of its size
If an object is moving, the DM should apply a cir- modifier to AC, however, it's Diminutive (+4 size bonus
cumstance penalty to your attack roll. For instance, if to AC) . Because the weapon is being wielded, held, or
the object is moving about as fast as someone running, carried by a character, its Dexterity is not treated as 0 as
the penalty should be -2. See the rules in Chapter Nine: is the case for an unattended, inanimate object. Instead,
Vehicles for more modifiers on shooting at fast-moving the weapon gets its wielder's Dex modifier to AC. The
objects. object also gets any magic deflection bonus to AC the
The following page offers an expanded table from the wielder may have. Finally, the object gets a +5 AC
core rules that lists the hardness, hit points, and break bonus because the wielder can move it quickly out ofthe
DC for a number of common objects in the Dragonstar way.
universe . Because shooting a held object or weapon requires a

a*6
R *g*0**#*airy*0*V 010

OBJECT HARDNESS AND HIT POINTS


Object Hardness Hit Points Break DC*
Rope (1 in. diameter) 0 2' 23
Light bulb 5
Light fixture 10 8
Simple wooden door 5 10 13
Spear 5 2 14
Wooden crate 5 10 15
Small chest 5 1 17
Thin plastic wall 5 10 17
Datapad 5 10' 18
Good wooden door 5 15 18
Treasure chest 5 15 23
Thick plastic wall 5 20 22
Strong wooden door 5 20 23
Hovercraft door 5 30 25
Masonry wall' (1 ft. thick) 90 3 ,5; ,
Hewn stone (3 ft. thick) 540 50
Chain 10 5 26
Manacles 10 10 26
Masterwork manacles 10 10 28
Iron door (2 in. thick) 10 60 28
Concrete wall (6 in. thick) 10 120 40
Handcuffs 12 10 30
Steel door (2 in. thick) 12 60 30
Steel cable (1 in. diameter) 12 10 40
Composite wall (4 in. thick) 18 140 50
Titanium wall (2 in . thick) 20 160 60

* 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
*& 3s ar *,b
U&**
I
k*Wass-W

WEAPON HARDNESS AND HIT POINTS


Weapon Example Hardness HP
Tiny blade Dagger 10 1
Small blade Short sword 10 2
Medium-size blade Longsword 10 5
Tiny firearm Holdout laser 10 5
Large blade Greatsword 10 10
Small metal-hafted weapon Light mace 10 10
Small firearm Laser pistol 10 10
Medium-size metal-hafted weapon Heavy mace 10 25
Medium-size firearm Laser rifle 10 25
Large firearm Plasma rifle 10 40
Small hafted weapon Handaxe 5 2
Medium-size hafted weapon Battleaxe 5 5
Large hafted weapon Greataxe 5 10
Huge club Ogre's club 5 60
Buckler 10 5
Small wooden shield 5 10
Large wooden shield 5 15
Small steel shield 10 10
Large steel shield 10 20
Tower shield 5 20

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

TWO-GUN SHOOTING PENALTIES


Circumstances Primary O f-hand
Normal penalties -6 0
Both weapons are light -1-8
Ambidexterity -6 -6
Two-Gun Shooting -4 -8
Both weapons are light, Ambidexterity -4 -4
Both weapons are light, Two-Gun Shooting -2 -6
Ambidexterity, Two-Gun Shooting -4 -4
Both weapons are light, Two-Gun Shooting,
Ambidexterity

age individually to each target and mark off each shot as


you go. Once you've resolved the attack against each
potential target in the cone, the round continues . If you
KING TWO WEAPONS
The following rules address shooting firearms with
have shots remaining and a new target moves into the one hand and shooting two firearms at the same time .
cone, you immediately resolve the attack .
Characters or creatures within the cone who have You can shoot a firearm that is light for you with
cover get the normal cover bonus to their AC. A char- one hand at no penalty. A weapon is light if its size
acter with full cover cannot be hit by suppressive fire. category is at least one step smaller than yours .
You must still count an attack against characters with If the firearm is the same size category as you, you
cover, and the shot is used up whether you hit or miss . can fire it with one hand at a -4 penalty.
You never score critical hits when laying down sup- You can shoot a firearm with your off-hand at the
pressive fire. usual -4 penalty for the off-hand attack .
When you're laying down suppressive fire, you're fir- Ambidexterity eliminates this penalty.
ing a constant stream of shots from your weapon and You can shoot a firearm in each hand if your size
doing little else. You're considered flat-footed, so you category is equal to or greater than the weapon's at
lose your Dex bonus to AC and cannot make attacks of a -6 penalty. This means that your primary attack is
opportunity until the beginning of your next action. at a -6 penalty and your off-hand attack is at a -10
penalty (-6 base, -4 for the off-hand attack) .

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 .

Next, roll 1d8 and check the result against the


Grenadelike Weapons diagram (PHB 138) to determine Range Increment Damage
the direction in which the weapon deviated. First 3d6
Whether the weapon scored a direct hit or missed, it Sccond 2d6
deals damage to everything within its listed blast radius . Third or farther 1 d6*
Those caught within the blast radius can make a Reflex
save (DC 20) to take half damage . If the weapon was set * Can damage multiple targets .
or designed to detonate on impact, the target of a direct
hit does not get a saving throw for half damage . If the OT-_
weapon was not set to detonate on impact, the target suf-
fers a -4 circumstance penalty on the save. DOUBLE-BARRELED SHOTGUNS
A double-barreled shotgun can be used to make two
attacks at once at a single target. You do not have to
have the ability to make multiple attacks to fire both bar-
rels of these weapons, and there is no penalty to your
This section describes the many types of weapons attack rolls.
available in Dragonstar, along with any new rules
needed to resolve attacks with them . LASERS
SLUG-THROWS Lasers are energy weapons that fire pulses of coherent
light, and the intense heat produced at the point of con-
tact with the target causes serious damage to objects and
Slug-throwers are archaic weapons from a bygone
organic tissue . Laser weapons deal fire damage .
industrial age . They're still pretty effective, though, and
enough of them were manufactured over the millennia
that there are millions still in use across the Empire. BLASTERS
Slug-throwers are especially common on newly colo- Blasters are energy weapons that fire pulses ofhighly
nized worlds along the Outlands frontier. Some of these energetic ionized particles . Blaster weapons deal elec-
worlds had developed an industrial base prior to contact tricity damage .
* * :taA,04k-
w~af~~xlRk~r~wr~w .

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

der launchers or vehicle launch tubes . Missiles follow


the standard rules for grenadelike explosive weapons
(see page 133) . They cannot be fired indirectly. Missiles
deal damage by missile type to everything in the blast
radius . For rules on guided weapons, see Chapter 9:
Vehicles . Missiles are either high-explosive weapons or
high-explosive armor-piercing weapons.

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

storage capacity can be upgraded as needed . Wizards


INTRODUMON never have to worry about running out of space or car-
rying around heavy tomes. Best of all, spellbook soft-
Open Game Content in this chapter includes all spell ware can be backed up on specialized datachips, alter-
names, statistics, and game rules, and all material nate datapads, or online databases at a cost of 100 cr per
derived from the d20 System SRD . page, so wizards never have to worry about losing their
Dragonstar is a universe filled with magic, from precious spells .
powerful wizards, to fire-breathing dragons, to undead
and outsiders gifted with terrifying supernatural abili-
ties. Dragonstar uses the same magic system presented USING SPEILBOOK SOfTWflRf
in the d20 System core rules. Spellcasters receive the Wizards are no longer required to spend long hours
same number of spells per day, they prepare their spells transcribing spells into their spellbooks with quills or
the same way, and they can pick from the same list of fountain pens. They use an electronic stylus instead. The
spells-though we've added some new ones, too. language in which spells are recorded is not a natural
In this chapter, we present rules to cover the new sit- language and there is no spoken form of it. It is really
uations and considerations you must take into account to just a complex system of arcane notation that is always
resolve the effects of magic in this unique setting . Some at least partly unique to the individual wizard. As a
of these rules relate to the interaction ofmagic and high result, voice commands are of limited utility when
technology, while others cover unusual environments working with spellbook software . When using this soft-
and their effects on magic. ware, you get a +2 circumstance bonus on all Spellcraft
checks .
Wizards can, however, beam spells via wireless con-
nection between datapads or download them from the
SPRIBOOK SORK InfoNet. The Imperial Society of Arcane Magic, the
In the Dragon Empire, sorcerers may have the social largest organization of wizards in the Empire, maintains
prestige, but technology has provided the wizard with the largest database of spells ever assembled. Dues are
powerful tools . The most ubiquitous ofthese is the dat- 1,000 credits per caster level of the wizard per year.
apad. Wizards are even less likely to be found without They're paid at the end ofeach year and are based on the
their datapads than are mechanists. wizard's level at that time.
A datapad is a handheld computer. These devices are Spells stored on the InfoNet or on another wizard's
extremely useful for storing, organizing, and accessing datapad are recorded using unfamiliar notation, so you
information . For wizards, the thing that makes datapads still need to make a successful Spellcraft check (DC 20
so useful is spellbook software. Spellbook software is a + the spell's level) or cast a read magic spell to decipher
specialized program suite designed to store, organize, the writing . Once a spell is deciphered, you must spend
and allow easy access to a wizard's spells. Spellbook 1 hour plus 1 additional hour per level of the spell study-
software costs 100 cr per page of spell storage, and this ing it (e.g ., 1 hour for a 0-level spell, 10 hours for a 9th-
level spell). Obviously, this work is much quicker and
easier with the aid of the datapad and software. At the DUP110TION MD BRUP
You have two options for duplicating your spellbook
end of this study period, you must make a Spellcraft
check (DC 15 + spell's level) . Ifthe check succeeds, you software. First, you can purchase a backup datapad and
understand the spell and can copy it into your datapad spellware software with sufficient storage to handle all
using your own notation . If the spell was copied from a of your spells . Second, you can store your spellware
traditional spellbook or downloaded from another com- software on the Imperial Society's online database if
puter, the spellbook or database is unharmed. If the spell you're a dues-paying member. This costs 50 cr per page
was copied from a scroll or scrollware (see below), it per year. The Imperial Society guarantees the integrity
vanishes from the scroll or file. and security of its members' spell data. Either option is
Recording a new spell in your own notation on your very fast and follows the same procedure as sharing
datapad takes 2 hours plus 2 additional hours per spell spells .
level . So, for example, a 0-level spell takes 2 hours to
copy and a 9th-level spell takes 20 hours . A spell takes
up 2 pages of storage per spell level; a 0-level spell takes S(ROILS
You can also use spellbook software to create, store,
up 1 page.
and organize your scrolls . In fact, any character who can
use scrolls can benefit from this feature . These one-shot,
WRING SPRIS
You can freely share spells with other wizards or with
self-destructing files are called "scrollware ." Scrollware
can be purchased from the Imperial Society or local
the Imperial Society. If you submit a new spell of your magic suppliers and downloaded directly to your data-
own invention to the Imperial Society and it's accepted pad. Scrollware can be beamed back and forth from one
and copied into the spell database, you owe no dues for datapad to another, but a given file can't exist in two
the following year. You can't build up years free ofdues, places at once. In effect, all scrollware is copy protect-
though, no matter how many spells you create in a year. ed-when a scrollware file is copied, the original is
You can wirelessly beam spells from your own data- destroyed . If the transfer is interrupted at any point, the
pad to someone else's . The recipient has to accept your file is lost.
transmission for this to work. Setting up the transmis- The spellbook software gives you two options for
sion or accepting it is a standard action . Once the trans- copying or transcribing spells from traditional scrolls
fer is arranged, each spell takes 1 round plus 1 round per onto your datapad . The first is simply to copy the spell
level to be transferred. It takes 9 rounds, for example, to from the scroll into your datapad using your own nota-
transfer three 2nd-level spells. tion . This follows the same rules for copying spells
The two datapads used in the transfer must be within described above. The spell takes up the standard amount
100 feet of each other during the entire transmission. If of storage : 2 pages of storage per spell level .
the connection is broken at any point, determine which The second option is to save the scroll on your data-
spells have gotten through completely, starting with the pad as scrollware . In this case, the file works just like an
lowest-level ones. If a spell is interrupted during its archaic paper scroll, except that it's in digital format.
transfer, the file is corrupted and must be trashed . Scrollware occupies a number of pages equal to the
caster level times the spell level (0-level spells count as

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.

GRIM PRIMPIES GRAVITY


Some spells are affected by variant gravities . The full
rules for how to handle variant gravities are presented in
The following are some general rules and guidelines
the Galaxy Guide .
that apply to all spells .

ARROWS AND GUNSHOTS HEAVY GAS


Certain spells, such as gaseous form or wind walk,
If a spell states that it affects projectiles, such as
transform the target into a gas . For purposes of variant
arrows or bolts, it also affects bullets fired from slug-
gravity, the gas is considered weightless. Only in
throwers .
extreme situations would this ever make a difference.

CLOUD ATTACKS LIGHT OR DARK


Certain spells such as stinking cloud and cloudkill
Spells that affect visible light (like darkness or invisi-
affect targets by means of a noxious cloud. These spells
bility) only affect light in the visible or near-visible
don't affect a creature wearing a sealed environment
spectrum. They have no effect on other wavelengths or
suit, like a space suit or powered armor. These suits are
radiation or even the heat radiated by a light source .
self-sealing, so if they are punctured by an attack, they
However, all such spells effectively trump natural and
still continue to offer protection from the environment .
artificial light sources . Even the weakest such spell will
Soulmechs and robots are unaffected by such spells .
black out an artificial light, no matter how powerful it is.
A filter mask doesn't do any good against these spells,
though, as the poisonous fumes work on contact.
Cunning spellcasters often cast these spells and walk OUTSIDE OR IN
through the affected area in a protective suit. They can Some spells can only be cast outside . Most of these
then roam wherever they like while their foes suffer. are weather-control spells . For these, you must have an
available atmosphere to manipulate. Once you leave a
COMPUTER DISPLAYS planet's atmosphere, these spells are useless.
On most habitable planets, the troposphere-the first
There are a number of spells that affect the written
layer of atmosphere in which weather occurs-is about
page. These do not work on any computer display, even
10 miles thick. Weather-affecting spells only work in
that of a datapad running spellbook software .
this layer of the atmosphere.
As you get further up, the air gets thinner. After the
DRUGS AND POISON troposphere, you reach the stratosphere, which extends
Spells that work on poison also work on drugs (for- from 10 miles up to about 30 miles . Strong winds can be
eign chemicals in the bloodstream) of any kind. This is generated here, so spells that affect air movement (such
as true of helpful drugs as recreational or poisonous as control winds) still work.
ones. Above the stratosphere lies the mesosphere, which
runs from 30 miles up to 50 miles . Here the air gets thin
and cold . No weather- or wind-controlling spells work
here . It's also impossible to breathe unassisted by magic
or technology. ORIGINK SPULS
Even higher, there's the thermosphere . It gets hotter All of the spells originally outlined in the core rules
up here, although the air is so thin you couldn't feel the are available in Dragonstar . In fact, you can even
heat on your skin if you were somehow exposed . This incorporate spells from other d20 System products.
extends from 50 miles out to about 400 miles. After that None of the original spells have been changed, but some
point, you're free of the atmosphere and in outer space . of them have some novel uses or need some new clari-
fications . These are described fully in this section. If a
REAL RANGES COUNT spell doesn't appear here, you can assume there's noth-
If a spell has a range listed, that's its range in reality. ing to add.
It doesn't matter if you have a hologram of the target
you want to affect walking beside you . It's a hologram,
not the actual target. In other words, you normally can't SPUL WRIBOTIONS
These spell clarifications are presented in alphabetical
affect a target by casting a spell through any kind of
order, just as in the core rules.
broadcast medium. .

TIMING IS EVERYTHING AIR WALK


This spell does not work in environments in which
Some spells must be cast at a particular time of day.
there is no atmosphere. However, it could be cast while
Create undead, for instance, must be cast at night.
falling through a planet's atmosphere to safely halt
That's fine when you're on a planet that revolves nor-
movement.
mally around a sun, but ifyou're on an odd planet or in
space, this requirement can cause trouble.
For it to be considered day, you must be within a solar ALTER SELF
system and your location (defined by geographical coor- Although this spell permits you to alter clothing, you
dinates on a planet) must be receiving direct sunlight. cannot use it to create protective clothing (like armor or
For instance, if you're underground and the sun is shin- an environment suit) . You could change the way the
ing on the planet above you, it's day as far as spellcast- armor or environment suit looks, but you can't change
ing is concerned . For it to be considered night, your an item's basic function.
location cannot be receiving direct sunlight. If you're
not in a solar system, it's perpetually night. ANIMAL COMPANION
A druid may find that he has a hard time traveling
VISUALS OVER BROADCAST MEDIA around with a befriended animal or animal companion .
Broadcast media can pick up and record illusions, just Many commercial starliners only permit pets or other
as they can be seen in a mirror. However, a spell with a animals to be transported in the hold.
visual component (such as animal trance) doesn't nor- Additionally, most civilized planets place a quaran-
mally work over such media. The targets need to see the tine of up to three months on any animals being trans-
actual caster, not an image of one . ported to the planet. This is done to prevent the spread
of foreign diseases . Alternatively, a druid can pay to
have a licensed party cast a cure disease spell on his
WEIGHT AND MASS companion to ensure that the creature is free ofdiseases .
A number of spells allow you to transport or move
Some civilizations don't permit "alien" (non-native)
something of a certain weight. In fact, these spells aren't
animals to be brought onto a planet at all . It's up to the
concerned with an object's weight . They actually affect
DM to bring this to your attention when it happens .
its mass. At lg (standard gravity), these values are usu-
When a druid dismisses a befriended animal, the crea-
ally the same.
ture tends to stick around in the same area or--if the
In other words, don't divide a spell's weight limits by
area is inhospitable-near to the druid's home, assum-
the current gravity. Just leave them as they are, and
ing it can make it there. If the druid can manage to find
apply them as if the objects in question were in a lg
the animal again and cast animal friendship on it, the
environment .
animal recalls the druid's previous friendship and vol-
untarily gives up its saving throw against the spell.
ANIMATE OBJECT ENLARGE
This spell doesn't work on soulmechs . It can, howev- This spell works on soulmechs and robots . It's one of
er, be used to control robots and vehicles . the few spells that can actually enhance the physical
abilities of a soulmech or robot, as the enlargement
ARCANE LOCK bonus to Strength does apply.
Many wizards cast this spell on their datapads . It's
used as a backup to the standard security measures, not EXPLOSIVE RUNES
as a replacement . Some wizards like to use this spell to protect their dat-
apads . It's best used only with the most sensitive data,
ARCANE MARK though, since the datapad also takes damage from and
could be destroyed by the blast. The datapad, as an
Many wizards also cast this spell on their datapads . It
makes it a lot easier to identify the device if it's lost or object, gets no saving throw.
stolen. In fact, some spellcasters put it on all of their
major belongings. The Imperial Society has a master list FEATHER FALL
of personal runes that it keeps on file to help law- This spell slows your fall at the same speed (60 feet
enforcement officers identify recovered items . Registry per round) no matter what the gravity, unless you're
on the list is free for dues-paying members . falling slower than that.

CLAIRAUDIENCE/CLAIRVOYANCE FIRE TRAP


The effects of these spells literally have no range . Some wizards like to use this spell to protect their dat-
This means that you can use them to eavesdrop on peo- apads . Most wizards prefer it to spells such as explosive
ple on other planets-all the way across the galaxy and runes, since the explosion leaves the datapad unscathed .
beyond . You can listen to conversations in any place
you're familiar with. This is one reason many places in FLAME ARROW
the Dragon Empire are outfitted with permanent nonde- This spell works on all projectiles, regardless of type
tection spells or lead sheeting . or material composition, including bullets fired from
slug-throwers .
CONTROL WINDS
In a large enough space, this spell can be used inside FLY
a building or even a large spacecraft or space station . This spell works in airless space . To calculate your
You can use the winds to push people along in zero-g at current maximum rate of ascent, divide your listed max-
the speed the wind. Of course, if they manage to grab
of imum ascent by the current gravity. The fastest you can
hold of something or are already braced or anchored, the ascend is your listed maximum move (either 90 or 60
winds affect them normally. feet).
For your maximum rate of descent, multiply your list-
DEATH KNELL ed maximum rate oflateral movement (either 90 or 60
A soulmech who casts this spell doesn't get the hit feet) by the current gravity, then add 90 feet.
point or Strength bonuses . The victim still dies, though,
and the soulmech gets the effective caster level increase . FREEDOM OF MOVEMENT
This spell allows you to move normally in any gravi-
DEATHWATCH ty, including zero-g .
This spell works normally on soulmechs .
GREATER MAGIC WEAPON
DREAM You can cast this spell on up to 50 projectiles (includ-
Soulmechs can't be contacted by this spell. ing bullets or needles) .

EARTHQUAKE HOLY SMITE


This spell does not work on artificial structures, such This spell cannot blind a soulmech, but it can damage
as starships and space stations, no matter how big they
are . It works on asteroids, moons, and other planetoids,
though .
HORRID WILTING MORD'S MAGNIFICENT MANSION
This spell affects soulmechs and robots normally, This spell can be used to survive in outer space . It pro-
evaporating the lubricating fluids that keep them func- tects the creatures inside it and even provides them with
tioning properly. food, drink, and air. It's sealed from the elements (or
lack thereof) outside. Note that the portal to the extradi-
ILLUSORY SCRIPT mensional dwelling is fixed in normal space and cannot
This spell can't be used with a datapad or on any other move. The spell cannot, for example, be used to survive
computer display. However, you could use it to inscribe atmospheric reentry-the portal and anyone in the
a message on the casing of such a display. dwelling would remain fixed at the point the spell was
cast.
IMPRISONMENT
This spell can only be cast when you are on the sur- OTILUKE'S RESILIENT SPHERE
face of or at orbital distance from a planet, moon, aster- This spell couldbe used to survive in outer space, too,
oid, or comet. though not very comfortably and only for a short time .

KNOW DIRECTION OTILUKE'S TELEKINETIC SPHERE


If you're in a star system, this spell points you in the This spell offers an effective means of surviving
direction of the center of the system (usually a sun). If atmospheric reentry. You can cast it on yourself and
you're not in a star system, the spell points you in the telekinetically move yourself around wherever you
direction of the center of the galaxy. If you're outside of want. The maximum speed of the sphere is not affected
a galaxy, you're pointed in the direction of the center of noticeably by gravity since it is so light.
the universe (or at least the Material Plane) . The trick is that the sphere only falls at 60 feet per
round. At this rate, the spell should expire long before
LEOMUND'S TINY HUT you complete reentry, meaning you're in real trouble
unless you can cast the spell again within three rounds
The but functions normally if the spell is cast in outer
of it expiring . Two castings of the spell should be
space. The but has enough air to support its maximum
enough to get you through most reentries .
capacity for the duration of the spell .

LEVITATION POLYMORPH ANY OBJECT


Ifyou transform a robot or soulmech into a flesh-and-
This spell is unaffected by variant gravity. It simply
blood person-or vice versa-this has a duration factor
moves the person up and down along a single axis . Ifthe
of 4. The soulmech is the same size as a person (+2), and
spell is cast in zero-g, the caster chooses the axis at the
it's of the same Intelligence (+2) . Of course, these num-
time of casting and must stick with it for the duration of
bers can change a great deal if you want to polymorph
the spell . The penalties for attacking while levitating do
not stack with gravity check modifiers . the soulmech into something else entirely.
The real difficulty with this spell is that the core rules
do not define or place any size limitations on the objects
MADE HAND that can be affected. We encourage DMs to impose a
This spell is unaffected by variant gravity. limit of 250 lb. per caster level on the objects affected
by the spell. The spell will still be very effective, but
MAGIC FANG spellcasters will not be polymorphing castles, starships,
This spell doesn't work on a robot or soulmech, as it planets, or stars.
depends on enhancing a natural part ofthe target's body.
POLYMORPH OTHER
MAGIC JAR This spell does not work on robots, soulmechs, or
This spell can be used to possess the body of a soul- vehicles .
mech, forcing its soul into the magic jar.
POLYMORPH SELF/SHAPECHANGE
MORD'S DISJUNCTION These spells do work on a soulmech spellcaster.
This spell can affect the vessel in which a soulmech's
soul is contained. If it does, the soulmech is killed .
RARY'S TELEPATHIC BOND
This spell has no limit on its range . It can telepathi-
cally connect people across the galaxy . This can be credits per character level of the target at the moment of
especially useful if it's made permanent. her death . If the soulmech later gains levels, she doesn't
have to worry about her neural net breaking down
because it's not valuable enough . Once the character's
REDUCE soul has been captured, it can change in just about any
This spell works on a robot or soulmech. It is also one
way and not affect the neural net itself.
of the few spells that can affect a robot or soulmech's
physical abilities .
SPEAK WITH DEAD
REPEL METAL OR STONE This spell could be used to speak with a soulmech's
corpse-without the soulmech's knowledge .
This works against robots and soulmechs, as their
bodies contain enough metal to be affected.
SPIDER CLIMB
REVERSE GRAVITY This spell is very useful in low- or zero-g environ-
ments. Ifthe target is able to keep her feet on a solid sur-
This spell reverses the current gravity in the area, but
face, the spell reduces Dexterity penalties in such envi-
it does not change its magnitude . As a result, the spell
ronments by up to 2 . For example, in zero-g, the gravi-
has no effect in zero-g .
ty check modifier is usually -4, but a character with spi-
der climb suffers only a -2 penalty.
RIGHTEOUS MIGHT
This spell works on a soulmech. It's one of the few
spells that can affect a soulmech's physical abilities . SPIRITUAL WEAPON
The spiritual weapons of the main deities are listed
below.
RUSTING GRASP
This spell cannot destroy the body of a soulmech or Unification Church
robot. The bodies of these constructs contain some Spiritual Weapon
Deity
metal, but it's integrated with hi-tech plastics, compos- Morningstar
The Destroyer
ites, and ceramics . Soulmechs and robots are effectively The Father Mace
rustproof. The Judge Hammer
The Lover Dagger
SENDING The Magus Quarterstaff
This spell's range is effectively unlimited, which The Merchant Shortspear
makes it useful for communication across the galaxy The Mother Sickle
and even into other planes . The Reaper Scythe
The Stormlord Trident
SEPIA SNAKE SIGIL The Smith Warhammer
This spell can't be cast on a computer display, but it The Trickster Short sword
can be placed on the device's casing . Wizards favor this The Warrior Greatsword
spell because it leaves their datapads untouched .
Dualist Heresy
SHOUT The Creator
The Adversary
Hammer
Flail
A soulmech is not deafened by this spell, though it
does take normal damage .
STATUS
SOLID FOG Once cast, the range on this spell is unlimited. The
subjects can keep in touch anywhere in the galaxy and
This spell can prevent ranged weapon attacks made
with solid projectiles (arrows, bullets, taser darts, and so beyond .
on), but it has no effect on energy attacks (lasers,
blasters, screamers, flamethrowers, and so on) . SUNBURST
This can't blind a robot or soulmech, but it deals nor-
SOUL BIND mal damage to one .
This is the spell used to create soulmechs . You must
have a neural net-in lieu of a sapphire-worth 1,000
SYMBOL TRANSMUTE METAL TO WOOD
This spell is often used to protect a datapad . It's A soulmech is treated as a magic object for the pur-
favored because none of the effects can directly harm poses of spell resistance. This spell effectively destroys
the device . a soulmech's body. The neural net is unaffected and can
still be transferred to another robotic body. This spell
TELEKINESIS renders vehicles and robots within the area of effect
This spell is unaffected by variant gravity. It simply inoperable .
moves the target around at the normal speed.
TRANSPORT VIA PLANTS
TELEPORT The range on this spell is virtually unlimited . The
This spell is one of the most useful ones in the galaxy. Druidic Society has a network ofgroves set up on many
Because its range is unlimited, it permits safe, instanta- major planets to allow members to travel freely and pri-
neous interplanetary travel . The weight limit on teleport vately. Some druids have even set up such groves on
is actually a mass limit. Treat all weights as ifyou were space stations and starships .
in standard gravity.
TREE SHAPE
TELEPORTATION CIRCLE This spell works on soulmechs .
See teleport, above.
UNHOLY BLIGHT
TENSER'S TRANSFORMATION This spell cannot sicken a soulmech, but it can dam-
This spell doesn't affect a soulmech's hit points, AC, age it.
Strength, or Dexterity. The other effects apply.
If you have the Technical Proficiency feat, you also UNSEEN SERVANT
gain proficiency with all hi-tech simple weapons and hi- Because the servant has a Strength score, it deals with
tech martial weapons. weight in variant gravity like a character would.
VAMPIRIC TOUCH Saving Throw: Will half (see text)
This spell and others like it attack the victim's spirit, Spell Resistance: Yes
so it works normally against soulmechs . As cause light damage, except the damage is only l
point .
VIRTUE
This spell works on a soulmech. CAUSE MODERATE DAMAGE
Transmutation
Level : Sor/Wiz 2
WALL Of IRON Components : V, S
If a wall is dropped or tipped onto a creature, multiply
Casting Time: 1 action
the number of damage dice by the current gravity,
Range : Touch
rounding down.
Target : One object

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.

CAUSE MINOR DAMAGE DETECT SURVEILLANCE


Transmutation Divination
Level: Sor/Wiz 0 Level: Brd 3, Sor/Wiz 3
Components: V, S Components : V, S, M
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range : 120 ft.
Target : One object Area : 120-ft. radius emanation centered on you
Duration : Instantaneous Duration : 24 hours
400rrerWe t%

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.

MAGIC BULLETS PROTECTION FROM RADIATION


Transmutation Abjuration
Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2, Rgr 2 Level: Clr 3, Drd 3, Pal 3, Rgr 2, Sor/Wiz 3
Components : V, S, F, DF Components : V S, DF
Casting Time: 1 action Casting Time: 1 action
Range : Touch Duration: 10 minutes/level or until discharged
Target: One clip This works like endure radiation, except it makes the
Duration : 1 minute/level or until discharged target invulnerable to the effects of radiation . The target
Saving Throw : Will negates (harmless, object) is undamaged and cannot contract radiation sickness.
Spell Resistance : Yes (harmless, object) Once the spell absorbs 12 points of radiation damage
This spell can be cast upon a single clip ofany kind of per caster level, it is discharged.
physical ammunition (bullets and other projectiles) . The Protectionfrom elements overlaps (and doesn't stack
projectiles in the clip gain a +1 enhancement bonus to with) endure radiation and resist radiation . Only the
attack and damage rolls . Ifyou're a good cleric, the cler- more (or most) powerful such spell cast on the target
ic of a good deity, or a paladin, the projectiles are also works at a time.
considered blessed .
Ifthe projectiles in the clip are all fired, the spell ends. REATTACH
Putting new projectiles into the clip doesn't do any Transmutation
good. Only the projectiles in the clip at the time of the Level: Sor/Wiz 7
casting are affected by the spell . Components : V S
Focus: The clip. Casting Time: 3 full rounds
Range : Touch
MASS RESTORE Target : One object (up to 2501b . per caster level)
Transmutation Duration : Instantaneous
Level: Sor/Wiz 8 Saving Throw: Will negates (harmless)
Range: Close (25 ft. + 5 ft/2 levels) Spell Resistance: Yes (harmless)
Targets : One or more items (up to 250 lb. per caster The target item or construct's missing parts reattach to
level each) or creatures, no two of which can be more it. If the parts are touched to the area from which they
than 30 ft. apart were severed, this takes 1 round. Otherwise, entirely
This spell works just like restore, except as noted new parts seem to grow from within the target and
above . attach themselves where the original parts were. This
takes 2dl0 rounds .
POWER DOWN The spell also repairs ld8 points of damage +1 point
Transmutation per caster level (maximum +20).
Level: Brd 2, Clr 2, Sor/Wiz 2 Items or constructs that have been entirely destroyed
Components : V S (have no hit points left) cannot have this spell cast on
Casting Time: 1 action them.
Range: Touch
Target: One object RECREATE
Duration : Instantaneous Transmutation
Saving Throw : Reflex negates (see text) Level: Sor/Wiz 9
Spell Resistance : Yes Components : V, S
" r" vaa00611pa

Casting Time: 10 minutes Objects or constructs that have been entirely


Range: Touch destroyed (have no hit points left) cannot be repaired .
Target : One object (up to 250 lb. per caster level)
Duration : Instantaneous REPAIR CRITICAL DAMAGE
Saving Throw: Will negates (harmless) Transmutation
Spell Resistance: Yes (harmless) Level: Sor/Wiz 4
Items or constructs that have been entirely destroyed Components : V, S
(have no hit points left) can be recreated by this spell . If Casting Time: 1 action
you have at least 1% of the original item or construct, Range : Touch
you can cast this spell on it. The object or construct is Target : One object
fully restored. This spell does not work on soulmechs . Duration : Instantaneous
Saving Throw: Will half (harmless) (see text)
REFUEL Spell Resistance: Yes (harmless)
Evocation As repair light damage, except it repairs 4d8 points of
Level: Sor/Wiz 2 damage +1 point per caster level (maximum +20).
Components: V S
Casting Time: 1 action REPAIR LIGHT DAMAGE
Range: Touch Transmutation
Target: One object Level: Sor/Wiz 1
Duration : Instantaneous Components : V, S
Saving Throw: None Casting Time : 1 action
Spell Resistance : No Range : Touch
The item touched must be either an empty fuel tank or Target : One object
a depleted battery or energy cell. The fuel tank is Duration : Instantaneous
instantly filled or the battery or energy cell is fully Saving Throw: Will half (harmless) (see text)
recharged . Spell Resistance: Yes (harmless)
The object or construct touched regains l d8 points of
REINFORCE damage +1 point per caster level (maximum +5) .
Transmutation Objects or constructs that have been entirely
Level : Sor/Wiz 1 destroyed (have no hit points left) cannot be repaired .
Components: V S
Casting Time: 1 action REPAIR MINOR DAMAGE
Range: Touch Transmutation
Target : One object Level: Sor/Wiz 0
Duration : 1 minute/level Components: V S
Saving Throw: Will negates (harmless, object) Casting Time: 1 action
Spell Resistance: Yes (harmless, object) Range: Touch
The object you touch becomes more resistant to dam- Target : One object
age. It gains a +5 enhancement bonus to its hardness . Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
REPAIR CIRCLE Spell Resistance: Yes (harmless)
Transmutation As repair light damage, except it only repairs 1 point
Level : Sor/Wiz 5 of damage .
Components: V S
Casting Time: 1 action REPAIR MODERATE DAMAGE
Range : 20 ft. Transmutation
Area: All objects or constructs within a 20-ft.-radius Level : Sor/Wiz 2
burst centered on you Components : V S
Duration : Instantaneous Casting Time: 1 action
Saving Throw : Will half (harmless) (see text) Range : Touch
Spell Resistance: Yes (harmless) Target : One object
Objects and constructs in the area regain I d8 points of Duration : Instantaneous
damage +1 point per caster level (maximum +20) . Saving Throw: Will half (harmless) (see text)
Spell Resistance : Yes (harmless) TOTAL PROTECTION
As repair light damage, except it repairs 2d8 points of Abjuration
damage +1 point per caster level (maximum +10). Level: Clr 5, Drd 5, Pal 5, Sor/Wiz 5
Components : V, S, DF
REPAIR SERIOUS DAMAGE Casting Time: 1 action
Transmutation Range: Touch
Level: Sor/Wiz 3 Target: Creature touched
Components : V, S Duration: 1 hour/level or until discharged
Casting Time: 1 action Saving Throw: None
Range : Touch Spell Resistance: Yes
Target: One object The target is temporarily invulnerable to all of the ele-
Duration : Instantaneous ments (acid, cold, fire, electricity, and sonic) and to radi-
Saving Throw : Will half (harmless) (see text) ation as well. When the spell absorbs 12 points of dam-
Spell Resistance: Yes (harmless) age per caster level from a single protected source, the
As repair light damage, except it repairs 3d8 points of protection from that source fails . If all six kinds of pro-
damage +1 point per caster level (maximum +20) . tection fail, the spell is discharged.
The spell also provides breathable air for the target. In
RESIST RADIATION effect, the target can survive in space with only this spell
for protection.
Abjuration
Level: Clr 2, Drd 2, Pal 2, Rgr 1, Sor/Wiz 2 Total protection overlaps (and doesn't stack with)
Components: V, S, DF endure elements, endure radiation, resist elements,
Casting Time: 1 action resist radiation, protection from elements, and protec-
Duration : 1 minute/level tion from radiation . Only the more (or most) powerful
This spell works like endure radiation, except it such spell cast on the target works at a time.
absorbs the first 12 points of damage every round. Also,
it cuts the chance to acquire radiation sickness to 25% of TRACTOR BEAM
normal . Transmutation
Resist radiation overlaps (and doesn't stack with) Level: Sor/Wiz 7
endure radiation and protection from radiation . Only Components : V, S
the more (or most) powerful such spell cast on the tar- Casting Time: 1 action
get works at a time. Range : Extreme (400 ft. + 40 ft./level)
Target : See text
RESTORE Duration : Concentration (up to 1 minute/level)
Saving Throw: Will negates (object)
Transmutation
Level : Sor/Wiz 6 Spell Resistance: Yes (object) (see text)
Components: V, S This is a more powerful version ofthe sustained-force
Casting Time: 1 action version oftelekinesis . You can move a creature or object
Range : Touch weighing up to 250 pounds per caster level up to 100
Target : One object (up to 250 lb. per caster level) feet per round. A creature or an item controlled by a
Duration : Instantaneous creature can negate the effect by making a Will save or
Saving Throw : None with SR.
Spell Resistance: Yes (harmless) The target can be moved in any direction or held in
The object or construct touched is completely place . It can be twisted around to face any direction as
repaired and looks as good as new. Restore does not well. Treat this as if a single giant hand is manipulating
remove negative levels or permanently drained levels . the target. The spell ends if the target is forced out of
Nor can it restore lost limbs to a construct . range .
Objects or constructs that have been entirely
destroyed (have no hit points left) cannot be repaired by
this spell .
(HUTER HK

" Vehicles have a hardness rating that represents their


INTRODYTION durability and structural integrity. A vehicle's hard-
ness is based on its size and is subtracted from all
All text in this chapter, with the exception of names, damage done to the vehicle .
words, phrases, and graphics designated as Product
Identity, is Open Game Content.
Vehicles of all kinds play an important role in
Dragonstar. They are used for everything from com- Y[HIGI MOVEMENT
muting to combat to exploration and research . Vehicles These rules provide an integrated system for resolving
can also be an important part of your Dragonstar cam- the movement and combat of surface vehicles, aircraft,
paign : Vehicle chases and combats can be as exciting as and even spacecraft . The rules are based on the core d20
any showdown with a major villain . System mechanics covering movement and combat and
Vehicles are treated as constructs for the purposes of assume that you are already familiar with them .
their characteristics, abilities, and immunities . However, Unlike characters, vehicles do not spend actions to
vehicles are inanimate objects rather than true animated move. Each round, a vehicle moves its current speed. As
constructs, so they always fail saving throws . A pilot a pilot, you only get involved when you want the vehi-
can make a Pilot check for half damage against any area cle to speed up, slow down, or perform a specific
spell or effect that would normally allow a Reflex save, maneuver.
such as a grenade or fireball spell. Remember that, as
constructs, vehicles are immune to spells and effects
that require a Fortitude save and to all mind-affecting S(fltf
spells and abilities . The vehicle rules in Dragonstar are streamlined
As objects, vehicles also have the following charac- enough that you will often be able to use them in the
teristics (DMG 135): narrative flow of your game without using miniatures
and map grids . For more complicated vehicle
Vehicles take half damage from most archaic ranged sequences-usually those involving more than two or
weapons. This does not include weapons designed three vehicles-these tools will be very helpful, as they
to inflict large-scale structural damage, like siege make tracking the positions of vehicles a simple task.
engines . Firearms also do full damage to vehicles . These rules allow you to handle any kind of vehicle,
Vehicles take half damage from acid and fire. Most from ground cars to space fighters . However, the capa-
vehicles take full damage from electricity attacks. bilities of these vehicles vary so radically that you'll
Vehicles without electrical systems take half dam- need to use different scales on a map grid to represent
age from electricity attacks, just like normal objects . their movement .
Vehicles take full damage from laser and plasma In the standard d20 System rules, the scale for char-
weapons, as they use coherent energy pulses that acter movement and combat is 5 feet per square . This
inflict heat damage at a highly focused point . scale works perfectly well in its intended role, but it
becomes unwieldy when used with vehicles, which are Speed M odifier
typically much faster than characters and creatures. A
recon aircraft can travel up to 20,000 feet in a single The speed at which a vehicle is traveling imposes a
round-that's a lot of squares using the 5-foot scale! As modifier on all Pilot checks to operate the vehicle .
a result, these rules use a variable scale for surface vehi- Spacecraft use the same table as surface vehicles as a
cles, aircraft, and spacecraft . simple expedience, and we can get away with it for a
couple reasons . First, in space, there's no gravity, fric-
tion, wind, or other environmental variables to make
traveling at high speeds especially difficult. Spacecraft
TN pe are able to achieve insanely high speeds with very little
C h~i race,. risk or danger. Second, we don't have to worry about
Surface \chide integrating movement on the spacecraft scale with
aircraft movement on the surface vehicle or aircraft scale. While
S[acecr ail some spacecraft are capable of atmospheric flight, their
capabilities are severely limited in an atmosphere and
we can simply convert all of their statistics directly to
the aircraft scale.
As a quick and easy shorthand method of tracking dis- For example, a space fighter with a top speed of 40
tance and speed, we drop actual distances and simply can move 200,000 feet each round in deep space. If the
refer to the squares that represent them . For example, if fighter enters a planetary atmosphere, it can't even
a ground car is moving at speed 4, it's moving 200 feet approach that speed. We simply convert its top speed of
per round . Likewise, if an aircraft is moving at speed 4, 40 to the aircraft scale, so it can travel 20,000 feet in a
it's moving at 2,000 feet per round. This shorthand is round.
very useful to keep the numbers manageable, even if On the other hand, we have to be able to integrate sur-
you're not using a map grid. face vehicle and aircraft movement . An aircraft travel-
This scale means that a square will be much larger ing at speed 1 is traveling just as fast as a surface vehi-
than the facing of all but the most gigantic vehicles . As cle traveling at speed 10. Aircraft are capable of travel-
a result, vehicles can always pass through an occupied ing at very high speeds, but they aren't very maneuver-
square and can even occupy the same square . Simply able while doing so. Of course, they're also engineered
place the miniatures, tokens, or counters representing to handle those speeds, so the vehicle itself will give the
the vehicles so that they are touching each other. pilot some help on maneuvers (see Handling, page 162).
Vehicles occupying the same square can also ram each
other (see Collisions, page 156).

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 .

for the purposes of this check. The second determines


whether the pilot is able to control the vehicle on
Condition
Obstruction
Moderate
Heavy
Surface
Bad
Very bad
Poor visibility
Weather
Bad
Very bad
Extreme

quite make it. The pilot also suffers a -4 circumstance


TERMIN penalty on all maneuvers until he makes a successful
Pilot check to regain control.
Just as with characters, vehicle movement can be
hampered by poor weather, visibility, or surface condi- Skid : The vehicle's speed drops by 10 and it skids
tions. These conditions can also make vehicle maneu- one square to the right or left (determine randomly) . If
vers more difficult . Consult the above table and apply this brings it into the same square as another vehicle or
the modifiers for the appropriate condition to the top obstacle, it collides (see Collisions, below) . If the pilot
speeds and maneuvers of vehicles. The modifiers for was attempting a specific maneuver, it fails completely.
these conditions are cumulative. The vehicle's speed continues to drop by 10 and it skids
one square each round until either the pilot makes a Pilot

MISHUS check to regain control, the vehicle's speed drops to 0,


or it crashes into something . If an aircraft's speed drops
When a pilot fails a maneuver, a number of different to 0, it stalls and loses 5,000 feet of altitude each round.
things can happen . The pilot may complete the maneu- The pilot suffers a -6 circumstance penalty on all
ver anyway, but partially lose control ofthe vehicle . The maneuvers until he makes a successful Pilot check to
vehicle may skid or spin out, or it may collide with regain control. This penalty increases by 2 for each
another vehicle or obstacle . The following mishaps can round that a stalled aircraft is in an uncontrolled dive.
occur when a pilot fails a skill check when attempting a Spin: The vehicle goes into an uncontrolled spin. The
maneuver, including acceleration or deceleration . vehicle's speed drops by 10 and it moves in a random
Slip : The vehicle slips sidewise, loses traction, or direction (roll I d8) . This continues each round until the
swerves slightly . The vehicle completes any maneuver pilot makes a successful Pilot check to regain control,
the pilot was attempting and moves its current speed. the vehicle's speed reaches 0, or it crashes into some-
However, the pilot suffers a -2 circumstance penalty on thing. If the pilot was attempting a specific maneuver, it
all maneuvers until he makes a successful Pilot check to fails completely . Ifan aircraft's speed drops to 0, it stalls
regain control . and loses 5,000 feet of altitude each round.
Slide: The vehicle almost slides out of control. The The pilot suffers a -8 circumstance penalty on all
vehicle only moves halfits current speed and completes maneuvers until he makes a successful Pilot check to
any attempted maneuver only halfway. If the pilot regain control . This penalty increases by 2 for each
attempted an extreme or sharp turn, he only manages a round that a stalled aircraft is in an uncontrolled dive.
soft turn. Ifhe attempted a loop or roll, he manages only Collision : The pilot loses control of the vehicle and it
a half-loop or half-roll . If he was swerving to avoid an crashes into a nearby vehicle or obstacle . If there are
obstacle, he still clips or sideswipes it. If he was multiple targets available, the DM should choose the
attempting to jump some obstacle or gap . . .he doesn't nearest or select one randomly. If there are no nearby
Clecck Pilot Check
Failed by Effect Penalty
S or Ie"s Slip
6 10 Slide
11-1 Skid
10 20 Shirr
21 or more Collision special

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
»t wlr

When a vehicle is reduced to 0 hit points or less, it is


rendered completely inoperable . It cannot move, turn,
maneuver, attack, or do anything else. It loses any I-iardncss/
shields bonus to its AC. A ground vehicle will coast to ScveritN Shic4k Lost
a stop, reducing its speed by 2 every round until it stops I loo
or hits something . An aircraft will plummet to the sur- Nio dcratc ? X16
face and crash . A spacecraft will continue moving at its Ilcavx c16

current speed indefinitely, until it hits something or SC\crc 4,_16

enters a gravitational field . A vehicle that has been (~tt<tstropl


reduced to 0 hit points or less is considered helpless and
can be completely destroyed with a coup de grace
attack. Engine: The vehicle's engine or propulsion system is
Unlike other objects, vehicles are subject to critical damaged . Reduce the vehicle's top speed by a random
hits . When an attack inflicts a critical hit on a vehicle, number based on the severity ofthe damage. Severe and
however, no bonus damage is applied . Instead, the criti- catastrophic damage will also reduce the vehicle's
cal may cause a specific effect that hinders or degrades acceleration rating, and this number is listed after the
the vehicle's performance or capabilities . If a vehicle slash. Both the acceleration and deceleration of aircraft
suffers a critical hit, roll ld6 on the following table. and spacecraft are reduced . There is also a 10% chance
that critical damage to a starship's engine location will
damage the starcaster (see page 166). Roll d%, and on
a result of 1-10, the starcaster loses a number of
charges equal to the result of the damage roll indicated
Ln,ine by the first number on the table.
(,onirol
\Vcapon
Sensors
Severity Spcl/Ace Lost

1 .i~~ht l d4

~1mlcratc -' H4

d4

Sc \ete 4d4 1 c1
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
11c,i\
See c ; SeNcrit,o
(',It-t ,, i r,, l
nation dc~tra~ cd l_i~Tht
Vodcratc
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 .

Check YERIGE DIRRIPTIONS


Sevcrity 1'enalty This section provides descriptions and game rules for
L n-'ht
a number ofvehicles, from ground cars to starships . The
\1odcratc
models provided here can be used as the standard on
I lea\ \ which to base new vehicles of your own design-these
Sc\ ere
listings are not intended to be exclusive .
Catastrophic IU All vehicles have several characteristics that deter-
mine their capabilities . These are listed in the stat block
for each vehicle and described below.
Size: This is the vehicle's size category. Vehicle sizes
Cargo: Any cargo the vehicle is carrying is damaged . are based on the same scale used in the standard d20
The percentage of the vehicle's cargo (measured in System rules, though this scale has been extended at the
pounds or specific items at the DM's discretion) top end . Rather than invent a potentially endless string
destroyed by the attack is based on the severity of the of new adjectives, we extended the scale by adding new
damage . classes to the Colossal size category. The table on the
following page lists dimensions, weight, base hit points,
hardness, and fuel cost for each vehicle class.
Hit Points : This entry lists the vehicle's number of hit
Car~u points . A vehicle's hit points are based on its size, but
SeN crio 1)cstro, e(1 they can vary dramatically from this standard. Military
I .i~~ht ~Ua, a vehicles, for example, often have significantly higher hit
-1 odcrate 40° ;~ point totals as a result of their reinforced structures and
I te,,\ y o(t°.t, the advanced materials used in their construction .
Sc\ ere S()" 1) Top Speed : This is the vehicle's top speed .
Catastrophic I d0° i, Remember that this rating has been adjusted for scale
(seepage 151).
Acceleration: This number is the value for moderate
acceleration . A vehicle's acceleration rating determines
how much it can increase its speed in a single round (see
page 152).
An engineer or technician can attempt to repair criti- Deceleration: This number is the value for moderate
cal damage to a vehicle . The DC is based on the severi- deceleration . A vehicle's deceleration rating determines
1C Nlax Nlaz Bast Fuel
Size Modifier Lem;th \N eight (mass) Hit Points Hardness Cost

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

Colossal III X0,000 ;000 ib . 400 5( 601) Cr


Colossal IV ` -64 l .(>_4 0 . 1 ()0,000,000 lb . 600 60 1,200 cr
Colossal V -125' ~()()no()_00u 11) . ~()() SO 2,400 cr
Colossal VT -^56 4 .0 1>0 It . 1,00() .()00_00() Ib . 1,000 100 ~ .000 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

Hovercraft are turbofan-driven ground-effect vehicles


with a maximum altitude of about three to five feet.
They can travel over land or water and are capable of
traversing most terrain. The utility hovercraft is a very
common civilian vehicle in use throughout the Empire .
These general-purpose ground vehicles are used on Steep slopes impose the normal movement and maneu-
many newly colonized frontier worlds for hauling both ver penalties on hovercraft, but they suffer no penalties
cargo and passengers. Models range from open-backed for other surface conditions .
haulers to enclosed utility vehicles . For an extra 5,000 Utility Hovercraft: Huge Vehicle ; hp 80; Top Spd
cr, a utility truck can be equipped with an off-road pack- 25; Ace 3; Dec 3 ; Hand -3; Stealth 4; AC 3 (-2 size, -5
age that reduces penalties for obstructions and surface Dex); SQ vehicle, hardness 10; Fuel 250.
conditions by one step (see page 155) . For example, an Stations : Pilot 1, Passenger 6 .
off-road truck suffers no penalty for traveling through Cargo : 1,000 lb.
normal undergrowth and only a x3/4 movement penalty Cost: 30,000 cr.
and -2 maneuver penalty for traveling through heavy
undergrowth . UTILITY AIRCRAFT
Utility Truck: Huge Vehicle ; hp 90; Top Spd 20; Ace These small vertical takeoff and landing (VTOL) air-
2; Dec 3; Hand -2; Stealth 3; AC 3 (-2 size, -5 Dex); craft are used to transport cargo and passengers through-
SQ vehicle, hardness 10; Fuel 270. out the Empire . VTOLs can hover in place, and they can
Stations : Pilot 1, Passenger 6. execute up to four-point (180°) turns at speed 2 or less.
Cargo : 1,000 lb. Utility Aircraft : Gargantuan Vehicle ; hp 80; Top Spd
Cost: 20,000 cr. 20; Ace 4; Dec 4; Hand +10; Stealth 2; AC 6 (-4 size,
s.

-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.

SCOUT WALKER ROVERTANK


The hovertank is the primary mechanized combat
vehicle of the Imperial Legions . This light model com-
bines deceptive speed with considerable armor and an
array of effective weapon systems . The hovertank's
main gun is a plasma cannon that is primarily used
against enemy tanks . A laser cannon provides fire sup-
port against lighter combat vehicles, and the missile
launcher is typically used for air defense . Steep slopes
impose the normal movement and maneuver penalties
on hovercraft .
Hovertank : Huge Vehicle ; hp 190 ; Top Spd 15; Ace
2; Dec 2; Hand -4 ; Sensor +1 ; Stealth 10; AC 23 (-2
size, -5 Dex, +10 natural, +10 armor); SQ vehicle, hard-
ness 10; Fuel 200.
Stations: Pilot 1, Gunner 1, Fire Control 1, Passenger 2.
This military vehicle uses articulated legs rather than Cargo: 500 lb.
wheels or tracks to provide speed and mobility across a Cost: 200,000 cr.
wide variety of terrain types . The scout walker's cockpit Weapon : Plasma cannon; Fire arc: turret ; Attack
provides just enough room for two crew and their gear. bonus: +2 (targeting computer) ; Damage : 1000;
The vehicle is equipped with light composite armor and Range : 15.
a belly-mounted laser cannon that can fire at any target Weapon : Laser cannon; Fire arc: turret; Attack bonus:
in the vehicle's forward arc. +2 (targeting computer) ; Damage : 6d10; Range : 10.
Scout Walker : Huge Vehicle ; hp 90; Top Spd 15; Weapon : Multishot missile launcher (16); Fire arc :
Ace 2; Dec 6; Hand +2; Sensor +3; Stealth 15 ; AC 13 turret ; Damage: By missile ; Speed: By missile.
(-2 size, -5 Dex, +5 natural, +5 armor); SQ vehicle,
hardness 10; Fuel 500 . STRIKE AIRCRAFT
Stations: Pilot 1, Gunner. This VTOL fighter-bomber is the most common com-
Cargo: 200 lb. bat aircraft in the Empire . The strike aircraft is effective
Cost: 75,000 cr. in both intercept and ground strike roles and combines
Weapon : Laser cannon ; Fire arc: front; Attack bonus: excellent maneuverability with good stealth.
+2 (targeting computer) ; Damage : 6d10; Range : 10. Strike Aircraft : Gargantuan Vehicle ; hp 100 ; Top
Spd 30; Ace 6; Dec 6; Hand +14; Sensor +5; Stealth 25;
ASSAULT WALKER AC 11 (4 size, -5 Dex, +5 natural, +5 armor); SQ vehi-
The assault walker is the heavier cousin of the scout cle, hardness 20; Fuel 1,200 .
walker. Designed as a frontline mechanized combat Stations: Pilot 1 .
vehicle, the assault walker sacrifices speed and maneu- Cargo: 100 lb.
verability for heavier armor and armament. The stan- Cost: 500,000 cr.
dard assault walker weapons configuration is a belly- Weapon : Laser cannon ; Fire arc: front; Attack bonus :
mounted laser cannon and a turret-mounted missile +2 (targeting computer) ; Damage : 6d10; Range: 1 .
launcher for defense against aircraft and other vehicles . Weapon : Multishot missile launcher (16) ; Fire arc :
Assault Walker : Huge Vehicle; hp 140 ; Top Spd 10; forward ; Damage: By missile ; Speed: By missile.
Ace 2; Dec 3 ; Hand +2; Sensor +l; Stealth 12; AC 18
(-2 size, -5 Dex, +5 natural, +10 armor); SQ vehicle,
hardness 10; Fuel 350 .

40
40wr'a*0arwwsusuit0 .8

freighter, expect a price of around 1,000 cr per day of


travel, plus 10,000 cr per teleport.
From Draconis Prime to the most remote systems of
the Rimward Outlands, the Dragon Empire spans thou- Star Travel
sands of light years . Without ships capable of traveling
the vast distances between the stars, only those who Travel at speeds exceeding that of light violates the
wield powerful magic could visit new worlds . Without laws of physics, as scientists in the Empire understand
starships, the Empire's political and economic order them. As a result, faster-than-light (FTL) travel is only
would never have emerged . possible with magic. Spellcasters can travel between
While starships will often be used simply to transport worlds using teleport spells, and this is the same arcane
characters from one adventure to the next, they can also "technology" used to move starships across the galaxy.
be a central feature of the campaign . A ship can provide
the adventurers with a mobile base of operations, a safe
haven to fall back on when they are injured, out of sup-
Starcasters
plies, or in need of information . The ship will probably Starships are equipped with special artifacts called
be the adventurers' most valuable possession, and so it starcasters. These magical devices usually appear as
will be a treasure to be defended as well as a resource to perfect metal spheres whose surfaces look almost fluid .
be used. The characters will have to finance, maintain, The sphere is suspended in a magnetic field in a heavi-
upgrade, and repair the ship, and all of these can be a ly shielded compartment in the engineering section of
source of adventure . the ship. When it is created, a starcaster is imbued with
the power to teleport massive objects anywhere on the
Booking Passage same plane . The artifact projects an arcane energy field
around the vehicle and everything inside it is transport-
You may not have your own ship when you first ed instantly to the destination. Most starcasters are
embark on your adventuring career. Ifthis is your plight, crafted with 50 charges, and the number of charges
you can still travel the Empire by booking passage on a needed for a teleport depends on the size of the starship .
starliner or transport. Countless commercial liners trav- Crafting a starcaster requires an arcane ritual per-
el between the core worlds, but journeys between formed by a number of spellcasters with combined cast-
remote systems in the Outlands will often find you er levels of at least 50 . The market price ofthe starcast-
aboard tramp freighters and other privately owned-and er is 1,000,000 cr, and this includes the cost of the
sometimes poorly maintained-vessels . Passage is typi- sphere, the astronav computer (see below), and the
cally available at a per-day rate based on the quality of material expended in the ritual . The total XP that must
the accommodations . be expended in the ritual is 40,000 . This total can be dis-
tributed among the spellcasters participating in the ritu-
al in any way the master of the ritual desires . The base
time required to complete the crafting ritual is 1,000
Cost F3amplc days, but this is divided by the number of caster levels
l f`0 a cre\\ niL)n's hurh of those involved in the ritual . If the spellcasters con-
aboard a fi-ci~~htrr or ducting the ritual have the minimum of 50 caster levels,
transpo rt for example, the ritual takes 20 days to complete, with
200 a coach bcrfli orn ~i eight hours spent in the ritual chamber each day. The
starliner ritual must conform to all of the standard restrictions
a
private cabin on ti and limitations for creating magic items (DMG 241).
starliner A starcaster can be recharged by a single spellcaster
1,000 private statcrornn with the Craft Wondrous Item feat and access to tele-
port. The market price for the recharging is 10,000 cr
and 400 XP per charge.

You can also try to charter a private starship . This is


Stareasting
extremely expensive, as private ship captains are forced Starcasters allow even the most massive ships to tele-
to bring in a lot of revenue to meet the mortgage pay- port instantly from one point to another anywhere on the
ments on their vessels. For a typical free trader or same plane . However, you must first be able to tell the
starcaster where you want your ship to go. This task is more ranks in Navigate you gain a +2 synergy bonus on
complicated by the fact that everything in the uni- the check. The DC is based on the distance of the teleport.
verse-whether moon, planet, star, galaxy, or superclus-
ter-is constantly moving with respect to everything
else. This makes accurate teleportation a matter of com-
plicated mathematical calculation, and as with all tele-
portation magic, precision is of paramount importance.
An astronav computer is a conventional computer that
shares an arcane link with a starcaster. The astronav is
crafted at the same time as the starcaster and its cost is
included in the market price. From the moment the two
are created they are inextricably linked-one will not
work without the other. A starcaster cannot be paired
with an astronav other than the one it's linked to, and an
astronav cannot function with another starcaster. If one
of the components is destroyed, a whole new system As the table illustrates, starcasting becomes progres-
must be crafted from scratch . sively more difficult the further away the destination is.
When you input your destination into the astronav, it Mishaps can also be extremely dangerous . On any failed
makes the necessary calculations and issues the appro- check, a mishap occurs . The worse your failure, the
priate activation sequence to the starcaster . Moments more severe the mishap .
later, a shimmering shroud of arcane energy surrounds
the ship and then folds in on itself as the ship and every-
thing aboard winks out of existence-hopefully to
appear an instant later at the desired location .
Astronavs are not user-friendly devices, and they
require some expertise to use probably. Programming a
teleport requires a Use Device check. If you have 5 or
. : &A
60

., ~ 7_77-r-7-1-

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 .

A catastrophic mishap is capable of destroying a ship


or stranding it in a remote system with no chance of
EXAMPLE
A smuggler is beingpursued by an imperial destroyer
repair. More than one derelict vessel has been discov-
and decides to try a teleport even though he's still inside
ered drifting in space when a new Outlands world was
the gravity well of a planet. He makes a Use Device
first explored . Because of the danger of mishaps,
check to reprogram the astronav manually against a DC
responsible captains and navigators make relatively
of25. His result is 18, so the checkfails by 7. The tele-
short "hops" from system to system rather than a single port goes through, but not without complications . The
teleport to a faraway destination . This drains the star- smuggler must now make the normal Use Device check
caster, but veteran spacers know it's worth the expense. to program his destination into the astronav, and he suf-
Starcasting inside a planet's gravity well is also dan- fers a -7 circumstance penalty on the check.
gerous, as gravity waves interfere with the arcane ener-
Fortunately, he's only trying to teleport to the outer edge
gy field the starcaster projects around the ship . To of the star system, so his DC is only 5-even with the
attempt a teleport within 100,000 miles of a massive penalty, he still has a decent chance ofmaking it safely .
body-such as a planet-you must override the astron-
av manually. This requires a Use Device check (DC 25).
If you succeed, you can attempt to program the teleport Artificial Gravity
normally. If you fail by less than 5, the teleport simply
fails: The charges are lost and your ship must move out- True antigravity violates the laws of physics and
side the gravity well before you can attempt the teleport remains beyond the reach of engineers. They can mimic
again. If you fail by more than 5, you must attempt to its effects by rotating a space station or a section of a
program the teleport, but you suffer a circumstance spacecraft, but this technique produces new problems .
penalty on your Use Device check equal to the number As is so often the case, engineers have turned to
you failed by. magic to provide artificial gravity aboard starships and
space stations .
When they are created, most starcasters receive an Stations : Pilot 1, Sensor 1 .
additional enchantment that draws upon a variation of Cargo : 25 tons.
the reverse gravity spell. This enhancement creates arti- Cost: 3,000,000 cr.
ficial gravity throughout the ship. The antigrav enchan-
ment is integrated with the starcaster primarily because FREE TRADER
the starcaster must already have the ability to calculate This class is the most common light cargo vessel in
and affect the precise spatial dimensions and mass of the the Empire, serving as the ship of choice for the vast
ship. The antigrav enchanment simply adds one more majority of independent traders, merchants, and even
function to this task. The antigrav enchantment estab- smugglers . While not quite as efficient as an explorer,
lishes a consistent lg throughout the ship, and this can the free trader-class offers better cargo capacity, and its
never be altered. The antigrav enchantment adds starcaster drive is still capable of 25 teleports before it
250,000 cr and 10,000 XP to the cost of the starcaster. needs recharging. Free trader captains sometimes equip
All of the starships listed below have a starcaster and their vessels with light weapons and even shields for
antigravity. defense against pirates and other deep-space menaces.
Illegally purchased weapons cost twice their listed price,

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

_ _ V

&r as r
*i.
rr a ~r . ALMas
owat
wwrw
,
tr ,
*41U No ON

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
translations (including into other computer languages), potation, modi- Open Game Content does not constitute a challenge to the ownership of
fication, correction, addition, extension, upgrade, improvement, compi- that Product Identity. The owner of any Product Identity used in Open
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
recast, transformed or adapted; (c) "Distribute" means to reproduce, Product Identity.
license, rent, lease, sell, broadcast, publicly display, transmit or other-
wise distribute ; (d)"Open Game Content" means the game mechanic 8. Identification : If you distribute Open Game Content You must clear-
and includes the methods, procedures, processes and routines to the ly indicate which portions of the work that you are distributing are Open
extent such content does not embody the Product Identity and is an Game Content.
enhancement over the prior art and any additional content clearly iden-
tified as Open Game Content by the Contributor, and means any work 9. Updating the License: Wizards or its designated Agents may publish
covered by this License, including translations and derivative works updated versions of this License. You may use any authorized version
under copyright law, but specifically excludes Product Identity . (e) of this License to copy, modify and distribute any Open Game Content
"Product Identity" means product and product line names, logos and originally distributed under any version of this License.
identifying marks including trade dress; artifacts; creatures characters ;
stories, storylines, plots, thematic elements, dialogue, incidents, lan- 10 . Copy of this License: You MUST include a copy of this License
guage, artwork, symbols, designs, depictions, likenesses, formats, with every copy of the Open Game Content You Distribute .
poses, concepts, themes and graphic, photographic and other visual or
audio representations; names and descriptions of characters, spells, 11 . Use of Contributor Credits : You may not market or advertise the
enchantments, personalities, teams, personas, likenesses and special Open Game Content using the name of any Contributor unless You
abilities; places, locations, environments, creatures, equipment, magical have written permission from the Contributor to do so .
or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as 12 . Inability to Comply : If it is impossible for You to comply with any
Product identity by the owner of the Product Identity, and which specif- of the terms of this License with respect to some or all of the Open
ically excludes the Open Game Content; (f) "Trademark" means the Game Content due to statute, judicial order, or governmental regulation
logos, names, mark, sign, motto, designs that are used by a Contributor then You may not Use any Open Game Material so affected .
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-
contains a notice indicating that the Open Game Content may only be forceable, such provision shall be reformed only to the extent necessary
Used under and in terms of this License. You must affix such a notice to make it enforceable .
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.
5. Representation of Authority to Contribute : If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT


NOTICE portion of this License to include the exact text of the COPY-
RIGHT NOTICE of any Open Game Content You are copying, modi-
fying or distributing, and You must add the title, the copyright date, and
the copyright holder's name to the COPYRIGHT NOTICE of any orig-
inal Open Game Content you Distribute .
W~,

You might also like