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Hedonism-Class Starliner

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The hedonism class starliner was designed originally by a rather eccentric billionaire as a part palace in the stars but inevitably he bankrupted himself in the effort and ended up selling the design for licensed Production. While only produced in limited numbers the class has seen rather wide spread use as both a cruise liner and a long haul transport, or colony ship.

**Purchase TN:** 2,163 (To Build) 1,442 (New) 961 (Used)

**Restriction:** Mil (+3)

• • Cruisers require the Pilot Starship Skill to be operated.

• • Repair checks made to repair damage to a freighter or restore a damaged system get a +2 bonus. Freighters often have a straightforward design with simple and durable components, making repairs very easy to handle. (Vehicle Trait)

• • A freighter may go twice as long without maintenance as other vehicles their size. (Vehicle Trait)

***Accommodations***

• • 49,152 Luxury Accommodations

***Facilities***

• • Arboretum (PL 4) **• •** 3x Arcade (PL 5) **• •** Dojo / Training Area / Gym (PL3) **• •** Library, Large (PL2) **• •** Maintenance Bay (PL 4) **• •** Hospital Deck (PL 4) **• •** 2x Hot Springs Open Bath (PL 5) **• •** Casino Deck (PL 4) **• •** Escape Pod (PL 6)

***Structure Traits***

• • 8x Docking Clamps (PL 4) **• •** Hanger Bays (PL 4)

***Power System***

• • Fusion Generator (PL 6)

***Vehicle Systems***

• • Maneuvering Thrusters (PL 5) **• •** Hyperdrive, Class 8 (PL 6) **• •** Navicomputer (PL 6) **• •** Ion Engine (Speed 500 meters.) (PL 6) **• •** Automatic Fire Control System (PL 5) **• •** Class I Sensor Array (PL 5) **• •** Internal Comm System (PL 5) **• •** Life Support System (PL 5) **• •** Radio Transceiver (PL 5) **• •** Gravity Field Generator (PL 6) **• •** Laser Transceiver (PL 6) **• •** SatCom (Satellite Communications) (PL 6)
Echani Rookie

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**Species Traits**

• • Armor Aversion: Echani, while not incapable of wearing Armor, prefer light flexible outfits that grant greater freedom of movement and feel uncomfortable in anything heavier than light armor and suffer an additional -2 check penalty when wearing any armor above medium.

• • +2 to Fort Saves made to resist cold weather conditions.

• • Skill Bonus: Echani gain a +2 species bonus to Listen, Spot, and Sense Motive.

• • Human Subtype: This trait means that Echani are considered human for purpose of determining whether the character is susceptible to certain diseases that only effect humans. Additionally, Echani are considered human for purpose of determining whether the character qualifies for racial templates that require the character to be human, and Advanced Classes that require the character to be human.

**Class Abilities**

• • Living Weapon 1d6: The Martial Artist attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the Martial Artist may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a Martial Artist striking unarmed.

The Martial Artist also deals more damage with unarmed strikes. At 1st level, the martial artist deals 1d6 points of damage with an unarmed strike. At 7th level, damage increases to 1d8. At 16th level, it increases to 1d10.

This is an increase to Combat Martial Arts damage; this has no effect on Brawl.

• • Damage Reduction 1/-: The Athlete ignores 1 point of damage from melee and ranged weapons.

• • Unarmed Weapon Finesse: At 2nd level, a martial artist gains the Unarmed Weapon Finesse class ability, providing the benefits of the Weapon Finesse feat specifically to unarmed attacks.

The martial artist may use his Dexterity modifier instead of his Strength modifier on unarmed attack rolls.

• • Uncanny Dodge 1: At 2nd level, the martial artist gains the Uncanny Dodge 1 class ability, providing the benefits of the Fast hero talent of the same name.

The martial artist retains his Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if he is immobilized.)

If the martial artist already has the Uncanny Dodge 1 ability as a class ability, he instead gains the benefits of Uncanny Dodge 2.
KEL DOR

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The Kel Dor originate on the planet Dorin and developed in an atmosphere of helium and a gas unique to their world. Consequently, more common atmospheres including those that consist of oxygen, nitrogen, and carbon dioxide are deadly to Kel Dor. Those Kel Dor that operate beyond the confines of their home-world must wear a breath-mask, and protective goggles.

**Personality:** Even-tempered, and kind-hearted the Kel Dor never turn away a being in need, at the same time the average Kel Dor believes in quick simple justice and isn’t usually averse to taking the law into their own hands.

**Physical Description:** The average Kel Dor stands between 1.4 meters and 2 meters tall their skin ranges in color between deep red and peach most have black eyes though a few have been known to be born with silver eyes instead.

**Kel Dor home world:** The technological world of Dorin.

**Language:** Kel Dor speak and read Kel Dor, and basic.

**Adventurers:** Kel Dor who decide to brave the dangers of living outside their world tend to either be nobles, diplomats, traders, or bounty hunters.

**KEL DOR RACIAL TRAITS**

• • +2 Dexterity +2 Wisdom -2 Constitution Kel Dor are quick, and wise but are somewhat less hardy than most other species.

• • Medium-Size Kel Dor have no special benefits or penalties due to their size.

• • Kel Dor have a base land speed of 10 meters.

• • Low-light vision Kel Dor can see twice as far as a human in dim light.

• • Automatic languages Kel Dor, and basic.

• • Gas Breather: Kel Dor require their native atmosphere to survive without without their protective goggles outside their native atmosphere they are also blind without the protective breath mask a Kel Dor begins to suffocate (see rules on drowning and suffocation).
Farscape Smallarms

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**Pulse Pistol (PL 6)**

Originally developed by Peacekeepers, it has seen wide use throughout the galaxy. It holds in the handle a chakgon oil reservoir. When cocked chakgon oil is loaded into the firing chamber. When fired the Chakgon Oil is excited, and ignited turning it into high tempature plasma before a series of electrical pulses fire it down and out the barrel.

**Chakgon Oil (PL 6)**

Is a liquid derived from a rare plant. It is a highly explosive, and semi unstable chemical. Not unlike nitroglycerin. Peacekeepers use it to power most of their weaponry. It also has a magnetic quality allowing it to be ignited and accelerated to about the speed of a bullet.

**Fire Slug Pistol and Rifle (PL 6)**

Fire slug weapons are seen by many as a more primitive firearm but they still see wide-spread and frequent use due to how cheap they are to purchase. Ammunition for a fire slug pistol or rifle uses an explosive cartridge propellant to gain velocity for the projectile but the round itself is super-heated and ignited as it exits the barrel. The ceramic rounds it uses are coated in a long burning substance that burns extremely hot, heating up the round to extremely high temperatures but due to the temperature resistant qualities of ceramic the rounds or slugs maintain their shape and ridgetidy.
Goa'uld Needle Threader

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A Needle Threader is a specialized Death Glider constructed by the Goa'uld that can travel through the Stargate in a maneuver called "Threading the Needle." It is similar in aim and design to Ancient Puddle Jumpers but, unlike their Ancient counterparts, do not have systems designed to automatically navigate through the Gate, requiring the pilot to manually bring it through the gate, which it is only very slightly smaller than. The Needle Threader was discontinued after it proved difficult for pilots to master, probably due to the extremely tight fit.

It carries two crew, a pilot and a gunner, although just like the ordinary Death Glider, it can operate with just a pilot. While the normal Death Glider has two anhedral or down-pointing wings. This craft has one wing curved into a cylinder around the central hull and then tied by horizontal airfoils to the fuselage. The craft has two energy weapons.

**Purchase TN:** 319 (To Build) 212 (New) 141 (Used)

**Restriction:** Mil (+3)

• • Starfighters require the Pilot Starship Skill to be operated.

• • Many starfighters have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A starfighter in combat is always moving either under its own power, or by its current momentum, unless it has been brought to a full stop (a starfighter coming to a full stop is a move action, a starfighter at a full stop is considered flatfooted until it moves again. This rule dose not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement. (Vehicle Trait)

• • Stargate Compatible: This ships design allows it to fit through a stargate allowing it to utilize the gate system for travel.

• • vehicle made from naquadah alloy gain an additional 5 points of shield damaged reduction.

• • Naquada Alloy applies its full damage reduction to energy weapons.

***Accommodations***

• • 2 Seats

***Structure Traits***

• • Wings (PL 4)

***Power System***

• • Naquada Reactor

***Vehicle Systems***

• • Maneuvering Thrusters (PL 5) • • 2x Particle Impulse Engine (2,100 meters.) (PL 7) • • Life Support System (PL 5) • • Class III Sensor Array (PL 6) • • Gravity Field Generator (PL 6) • • Subspace Radio (PL 7) • • Radiation Shielding (PL 6) • • Targeting System (PL 6) • • Repulsorlift (PL6) • • 2x Heavy Staff Cannon (PL 7) • • Voice Amplification System (PL 5)
Human Clone Trooper

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**Go to Human Clone Trooper Elite**

**Go to Human Clone Trooper Epic**
Donkey

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These long-eared, horse-like creatures are surefooted and sturdy. The statistics presented here could also describe burros.

**Carrying Capacity:** A light load for a donkey is up to 50 pounds; a medium load, 51–100 pounds; and a heavy load, 101–150 pounds. A donkey can drag 750 pounds.

**Combat:** A donkey bites only when it has no way to escape.

**Skills:** Donkeys have a +2 racial bonus on Balance checks.
Farscape Exotic Firearm Weapons

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**Peacekeeper Pulse Cannon (PL 6)**

Originally developed by Peacekeepers, it has seen wide use throughout the galaxy. It holds in the handle a chakgon oil reservoir. When cocked chakgon oil is loaded into the firing chamber. When fired the Chakgon Oil is excited, and ignited turning it into high tempature plasma before a series of electrical pulses fire it down and out the barrel.

**Chakgon Oil (PL 6)**

Is a liquid derived from a rare plant. It is a highly explosive, and semi unstable chemical. Not unlike nitroglycerin. Peacekeepers use it to power most of their weaponry. It also has a magnetic quality allowing it to be ignited and accelerated to about the speed of a bullet.
KREVAAKI

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The Krevaaki were a species of sentients native to Krevas. The Krevaaki people possessed an exoskeleton. The face of a Krevaaki was composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it was difficult for anyone who was not a Krevaaki to read their facial expressions.

Krevaaki used their tentacles instead of arms and legs like bipeds. They often concealed the true number from humanoids.

Descended from shallow-water crustaceans, Krevaaki were sizable non-humanoids. From youth, they trained their tentacles for specific purposes. Older individuals became less adaptable. Over millennia, they had evolved to technology.

Even in the fabled Old Republic, Krevaaki were made conscious of their appearance. Great explorers in times of peace, they sought to avoid conflict. Large groups were never found away from their home world, off the Perlemian Trade Route.

The species dedicated themselves to spiritual experience. Not violent or materialistic, they stayed out of the affairs of others.

Krevaaki loved to find planets for meditation. One Krevaaki, Jedi Master Vodo-Siosk Baas, trained Exar Kun as his Jedi Padawan.

**KREVAAKI SPECIES TRAITS**

• • +2 Wisdom, -2 Charisma.

• • Medium-size: Krevaaki have no special modifiers due to their size.

• • Speed 10 meters.

• • Natural Armor: Krevaaki gain a +3 Natural Armor bonus to Damage Reduction.

• • Tentacles: Krevaaki use their tentacles as bipeds use arms and legs. Krevaaki receive a +2 species bonus on Climb and Grapple checks.

• • Stoic: A Krevaaki’s face is a series of shifting, chitinous plates with a limited range of expression. The sliding of these plates is noticeable but meaningless to non-Krevaaki. Other species take a -4 penalty on Sense Motive checks against a Krevaaki in a face to face confrontation.

• • Resilient: Krevaaki receive a +1 bonus on Fortitude Saves.

• • Automatic Languages: Kreva.
FEAR (Wis)

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***Psionic Skill:*** *Requires the Wild Talent, and ESP feats.*

**You can use ESP to learn what frightens others and use that against them, making them more susceptible to attack.**

**Check:** A Fear check provides a Psionic penalty to a target’s skill checks and attack rolls.

 15-19
 20-24
 25-29
 30+

**Special:** You can take 10 when making a Fear check, but you can’t take 20.

Multiple uses of this skills against the same target are not cumulative.

A character with the Malevolent feat gets a +2 aptitude bonus of Fear checks.

**Time:** Fear is an attack action. The penalty lasts for 10 rounds.
Gundam Advanced Classes

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An advanced class represents a focus and a calling for the experienced adventurer. It provides a specialization and a range of power and ability to give a character that something extra to set him or her apart.

Although each advanced class naturally builds from a certain basic class, every advanced class is available to all characters who fulfill the prerequisites of the class, regardless of what basic classes they have gained levels in. The associations between basic classes and advanced classes are summarized on the following table.

The Game Master may add advanced classes specifically suited to his or her campaign. Conversely, the GM can decide that certain advanced classes aren’t available in the campaign. Check with your GM before selecting an advanced class.

**Qualifying for an Advanced Class**

Advanced classes are like basic classes, except that they have requirements that must be met before a character can attain 1st level in the class. A character who qualifies can choose an advanced class as an additional class as he or she gains levels, using the multiclassing rules. Some combination of base attack bonus, feats, and skill ranks determines whether a character is eligible to gain a level in an advanced class.

## **Advanced Classes**

These are the Species from the origional core setting for D20 Modern. We have continued on with it being the core setting for D20 Universal.

PlaceholderGUNDAM PILOT (OPERATION METEOR)PlaceholderJUNK GUILDERPlaceholderSONGSTRESS
HALF-ORC

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Neither human or orc the half-orc finds themselves never really fitting in with either species. Orcs having been taken from their homeworld eons ago for use in slave armies have little interest in their own cultural identity much of which isn't centralized in any fashion. This means that most half-orcs find orc culture rather empty and without direction. On the other hand the aggressive savage nature of orcs make it extremely difficult for half-orcs to fit into roles in human society.
 Personality: Half-orcs tend to be short-tempered and sullen. They would rather act than ponder and would rather fight than argue. Those who are successful, however, are those with enough self-control to live in a civilized land, not the crazy ones.
 Half-orcs love simple pleasures such as feasting, drinking, physical pleasures, boasting, singing, wrestling, drumming, and wild dancing. Refined enjoyments such as poetry, courtly dancing, and philosophy are lost on them. At the right sort of party, a half-orc is an asset. At the duchess’s grand ball, he’s a liability.
 Physical Description: Half-Orcs look more or less with orc physical traits like green skin, fangs, tinny tusks, pointed ears, and the distinctive red to pink coloration of their eyes. Half-orcs stand between 1.6 meters and 2.2 meters tall and usually weigh between 54.4 kg and 113.3 kg.
 Example Names: Human or Orc names.
 Age in Years: Same as human.

-**HALF-ORC SPECIES TRAITS**-

• • +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma: Half-orcs are strong, but their orc lineage makes them dull and crude.

• • Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.

• • Half-orc base land speed is 10 meters.

• • Darkvision: Half-orcs (and orcs) can see in the dark up to 20 meters. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.

• • 4 extra skill points at 1st level and 1 extra skill point at each additional level, since half-orcs are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter: Skills.)

• • Orc Blood: For all effects related to race, a half-orc is considered an orc. Half-orcs, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they are affected by diseases that only effect orcs.

• • Human Subtype: This trait meas that Half-orcs are considered human for purpose of determining weather the character is susceptible to certain diseases that only effect humans. Additionally Half-orcs are considered human for purpose of determining weather the character qualifies for racial templates that require the character to be human, and Advanced Classes that require the character to be human.

• • Automatic Languages: Local Trade Language and Orc.
Jedi Guardian

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Goa'uld Symbiote

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The "Symbiote Host" template is a template that is used for hosts of both Goa'uld (goa’uld subjugate the host taking over the body) and Tok'ra (tok'ra share the body of the host). The host only gains most of the benefits when the Symbiont is in control.

• • Type: As base creature. Do not recalculate the creature's base combat score or saves. The base creature gains the [Symbiont] subtype.

• • Host: A Symbiont can only take a Humanoid creature as a host.

• • Speed: Same as base creature.

• • Abilities: Physical ability scores as base creature. Mental ability scores as symbiote. Mental scores are rolled normally with +4 Int, +4 Wis, -2 Cha.

• • Skills: The symbiote retains it's own skills, and gains access to the skills of the current host. When the symbiote and the host have the same skill, use the highest skill rank between them. Skills are recalculated with the re-configured ability scores. Symbiotes retains any species skill bonuses the base creature had in addition to it's own.

• • Feats: The symbiote retains it's own feats, and gains access of the host's feats while in possession of the body.

• • Traits: Symbiotes retain all the special traits of the base creature. The base creature also gain the following traits: (Disease Immunity: Symbiotes grant immunity to all diseases, except those that are engineered to target symbiotes and hosts.), (Combat: As base creature, modified by the re-configured ability scores.), (Saving Throws: As base creature, modified by the re-configured ability scores.), (Advancement: Symbiotes advance by heroic level)

• • Symbiote Removal: If the symbiote is ever removed, you must begin to make Constitution checks once every hour (TN 10, +2 for each previous check) or gain a level of fatigue. Once unconscious from fatigue, you are disabled if you fail another Constitution check, then dying.

• • Extended Lifespan: Host lifespan is 50% longer the what is normal for species.

• • Genetic Memory: All symbiotes possesses the memory of the symbiote queen that it came from. Therefore, all symbiotes start with 4 extra starting skills at 1st-level.

• • Naquidah Sense feat.
Suncloud

Sunclouds are mobile floating lighting devices made from Utility Fog. They are often used for lighting and are capable of being easily moved.

They are sometimes uses in habitats and sometimes used as something analogous to a flashlight. The spell Dancing lights works by summoning sunclouds that can be directed by the caster
Jedi Guardian Rookie

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**Species Traits**

• • 4 extra skill points at 1st level and 1 extra skill point at each additional level since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter: Skills.)

**Class Abilities**

• • Weapon of Choice (lightsaber): Weapon masters dedicate their lives to the study of a single melee weapon, often the katana or another type of sword. A weapon master must select a specific weapon of choice. All of a weapon master's special abilities apply only when he is wielding that type of weapon. Once he has selected a weapon of choice, a weapon master cannot later change that weapon.

• • Lightsaber Bonus +1: Starting at 1rst level the Force Knight gain a bonus to attack and damage when using a lightsaber.

• • Lightsaber Deflection (1/round): Starting at first level the Force Knight once per round can use their lightsaber to redirect a missed attack with a ranged energy weapon that targets the Force Knight. The redirected attack can be aimed at a new target by the Force Knight. The redirection is treated as an attack of opportunity, this attack is made at one half the Force Knight’s ranged attack bonus rounded down, and again at 5th level, 9th level, 13th level, and 17th level the Force Knight gains this ability again, each time the Force Knight gains this ability he can use this ability one more time per round each time per round past the first use incurs a -1 penalty to the attack. Making a Lightsaber Deflection is considered an attack of opportunity as such you can not use this ability more times per round than you would normally be able to make attacks of opportunity. Making a Lightsaber Deflection does not incur attacks of opportunity from adjacent opponents.

• • *Guardian Strike:* Whenever you deal damage to a target with a lightsaber, that target takes a -2 penalty to attack rolls against anyone other than you until the end of your next turn.
Farscape Light Armor

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**Luxan Warrior Armor PL 6**

Luxans are a proud warrior people with millennia of proud warrior traditions, as such many Luxans are warriors, who wear a light form of armor as part of their casual clothing. This armor is mage of heavy quilted linen, reinforced with leather and metal mesh. Often this armor gives more the impression of thick but comfortable robes rather than armor. The color and cuts of Luxan Warrior Armor differ greatly not just between territories, but between, clans, families, and individuals.
Gundam Superstructure Materials

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**GUNDANIUM (PL 6)**

gundanium is a very rare metal that is as increadably hard and strong as it is light and it is resistant to even energy weapons though early in the time after its descovery it was impossible properly refine and shape witch is why it was used as a base component for making luna titanium

**LUNA TITANIUM (PL 6)**

Luna titanium is a composite alloy of Titanium and poorly refined Gundanium ore.

**NEO GUNDANIUM (PL 7)**

neo gundanium is an advanced composite alloy using several materials to further enhance the enherant properties of gundanium

**NEO TITANIUM (PL 6)**

neo titanium is an advanced composite alloy using several materials to further enhance the enherant properties of titanium

**PSYCOFRAME (PL 7)**

The Psycoframe is a technology that builds on the brainwave-to-machine code translator known as Psycommu into the atom-level of the metal frame of a vehicle. This allows a Newtype pilot to control the mobile suit as if it were his/her own body with limitations. Traditional psycommu systems require a large subsystem, and are typically mounted on larger Mobile armor platforms. With the development of the psycoframe, it became possible to install a psycommu system into a smaller mobile suit. The first mobile suit equipped with the psycoframe was the Neo Zeon's MSN-04 Sazabi, built for Char Aznable by Anaheim Electronics. Hoping for a conclusive battle with his long-time rival, Amuro Ray of Londo Bell, Char secretly allowed the psycoframe technology to be leaked to the RX-93 Nu Gundam production team at Anaheim Electronics in Von Braun. Since then, research and development had supposedly been discontinued at Granada due to "too many unknowns" regarding the technology.

When a psionic character is piloting a vehicle built out of Psycoframe the pilot is counted as having double their current amount of Psionic Power Points for purposes of using psionic skills and abilities, and can control 2 more bits or funnels than they would normally be able to. Additionally the pilot gains a +2 bonus to checks made for purposes of using psionic skills and abilities.

Unfortunately Psycoframe creates such a deep connection between the pilot and the vehicle that when the vehicle takes damage it runs the risk of causing harm to the pilot. When the Psycoframe equipped vehicle takes damage that meets or exceeds the vehicles damage threshold the Pilot must make a Will save TN 18 or take 1 point on temporary Wisdom damage.

 Luna Titanium
 Neo Titanium
 Psycoframe
HOLWUFF

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Hailing from the planet Alliga, the Holwuff are best known as craftsmen. Their people are renowned throughout the galaxy as being able to craft the finest luxury technology items. Many of the rich among the upper-class contract Holwuff specialists to create personalized, functional works of art. These fine works range from items as small as comlinks to as large as star cruisers. The entire planet’s economy is dependent on the niche market, and the Holwuff people are masters at plying their trade.

**Personality:** Holwuffs are driven craftsmen who relish artistically expressing themselves through technology. They tend to enjoy reverse engineering existing technology and giving it an elegance thought unachievable in the mundane. They are very cultured, and live lives filled with art.

**Physical Description:** The Holwuff are large creatures believed to be distant evolutionary cousins of the Whipid. It is hypothesized that they are yet another experiment conducted millennia ago by Arkanian mad geneticists. As such, they share the Whipid’s large frame and long snout. Their skin is even thicker, and slightly less hairy.

**home world:** Alliga

**Languages:** Holwuff read and speak Alligan, a language consisting of growls, roars, barks, and body language

**Example names:** Rogwa Wodrata

**HOLWUFF SPECIES TRAITS**

• • Ability Modifiers: +2 Strength, +2 Intelligence, -2 Wisdom, -2 Charisma. The mighty Holwuff are highly intelligent but lack the wisdom and leadership to compliment it.

• • Size: As Medium creatures, Holwuff have no special bonuses or penalties due to their size.

• • Speed: Holwuff base speed is 10 meters.

• • Artistic Artisans: Holwuff are considered some of the finest luxury craftsbeings in the galaxy and have an odd ritual of sculpting the proposed design in miniature before crafting. If a Holwuff takes the time to model an object before constructing it, they gain a +5 bonus to all Craft (Mechanical) checks to Build an Object. The time to sculpt an item is 1/4th the time of item construction.

• • Natural Armor: Colicoids have a +2 Natural Armor bonus to their Damage Reduction. A Natural Armor bonus stacks with an Armor bonus.

• • Automatic Languages: Basic and Alligan.
Trafienia krytyczne

Jeśli wynik rzutu ataku d20, bez żadnych modyfikatorów, znajduje się w zasięgu zagrożenia wynikającego z użycia broni, to atak zostaje uznany za zagrożenie krytyczne. Aby określić wynik, należy wykonać drugi rzut ataku, wykorzystując wszystkie te same premie, co w pierwszym rzucie. Jeśli drugi rzut trafi w cel, zagrożenie atakiem zostaje "potwierdzone" i uzyskuje się tzw. trafienie krytyczne. Niestety, należy zauważyć, że trafienie krytyczne nadal będzie nieudane, jeśli pierwszy rzut, mimo że znajdował się w przedziale zagrożenia krytycznego, nie trafiłby w cel w normalnych warunkach.

Przedział zagrożenia i wartość poziomu krytycznego są nieodłącznie związane z rodzajem używanej broni, choć czasami można je zmienić za pomocą specjalnych umiejętności, zdolności lub zaklęć. Jeśli nie zaznaczono inaczej, broń i zaklęcia mają przedział zagrożenia krytycznego 20 i mnożnik krytyczny 2, w skrócie "20/x2".

Przykład: *Standardowy Bułat ma przedział zagrożenia 18-20, a mnożnik krytyczny wynosi x2. Powiedzmy, że rzut kostką to 18, a premia do ataku wynosi +6. Sama liczba 18 na kostce wystarczy, aby wywołać zagrożenie, chyba że klasa pancerza jest wyższa niż (18+6=24), co w przypadku większości innych broni oznaczałoby brak trafienia. Jeśli jest zagrożenie i uderzenie, to wykonuje się drugi rzut z premią +6, a jeśli ten drugi rzut jest wystarczająco dobry, aby trafić, to jest to trafienie krytyczne. Zauważ, że ten drugi rzut **nie musi** mieścić się w przedziale zagrożenia krytycznego 18-20.*

Gdy nastąpi trafienie krytyczne, obrażenia zadawane przez broń oraz inne premie niezwiązane z kośćmi zostają pomnożone przez mnożnik krytyczny broni.

Przykład: *Naszą przykładową bronią jest wspomniany wcześniej Bułat z mnożnikiem krytycznym x2, ale tym razem jest to broń +1 z cechą żywiołu ognia, która dodaje +1d6 obrażeń od ognia. Gdy nastąpi trafienie krytyczne, obliczane są standardowe obrażenia 1d6, dodawana jest premia do siły atakującego oraz premia +1 do ulepszeń, a wynik mnożony jest przez mnożnik krytyczny Bułatu x2. Kiedy dodawane są dodatkowe kości obrażeń, takie jak +1d6 obrażeń od płomieni lub kości ataku z ukrycia, nie są one mnożone.*

Należy pamiętać, że przeciwnicy odporni na uderzenia krytyczne, tacy jak Duchy i Żywiołaki, nadal mogą otrzymać trafienia krytycznie, ale nie otrzymają dodatkowych obrażeń. Oznacza to, że takie umiejętności, jak Osłona przed atakiem i Wykorzystanie Okazji, nadal działają przeciwko nim.
Jedi Sentinel Greenhorn

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**Species Traits**

• • 4 extra skill points at 1st level and 1 extra skill point at each additional level since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter: Skills.)

**Class Abilities**

• • Profile: An Investigator knows how to create a profile of a criminal. By making a Gather Information check (TN 15) related to a crime, the Investigator compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing marks and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. However, the Investigator has no way to be certain that the criminal didn’t wear a disguise or otherwise mask her identity.

The Investigator can expand the profile by making an Investigate check (TN 15) involving the crime scene or other evidence linked to the suspect. If successful, the Investigator combines the information gathered with forensic evidence to develop a profile of the suspect’s method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate the suspect—the Investigator develops a sense of the suspect’s goals and where he or she might strike next.

• • Read Target +1: At 1st level, the Investigator gains the ability to quickly gain deep insight into the people he meets. While talking directly with a person, the Investigator may spend 1 action point and attempt a Sense Motive check (opposed by the target’s Bluff) to “read” the target’s general nature.

If the Investigator’s check is successful, he gains a +1 insight bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.

At 10th level, the Investigator’s insight bonus against targets he successfully reads increases to +2.

At 16th level, the Investigator’s insight bonus against targets he successfully reads increases to +4.

At 19th level, the Investigator may spend 1 action point to increase the insight bonus to +6.

• • *Fast Learner:* When the character takes this talent and every time he gains a level as an Investigator thereafter, he gains 2 additional skill points to divide up among his various skills as he sees fit.
Gundam Impromptu Armor

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**Normal Suit (PL 6)**

The standard normal suit was developed back around U.C. 0048, and is produced by a number of different companies and used by nearly every organization in the system to as late as U.C. 0156. A normal suit is a rugged, simplified, and condensed version of the classic space suit. It sees widespread use in both the military and civilian uses.
EQUANI

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The Equani are an exceptionally large species evolved from predators on their home world of Equanus. Though most Equani appear incredibly large and fierce, they tend to be gentle-souled beings more interested in high culture. As a species, they are incredibly adept at sensing emotions, and many put this ability to work in various fields such as psychology. Unfortunately, just before the Clone Wars, a mysterious solar flare incinerated all life on Equanus, leaving the species represented by only the few thousand Equani that were off-world at the time. The species’ extinction is considered imminent, and in the wake of the Clone Wars’ eruption, many theories have surfaced regarding the destruction of the empathic species ranging from Republic super-laser weapon tests to a number of other conspiracy theories.

**Personality:** Equani are usually reserved, compassionate and understanding toward others. They are excellent listeners and well known for dispensing good advice, traits that make them excellent minders, or psychologists.

**Physical Description:** Equani, while only around two meters tall, are incredibly large-bodied. Their bulk is covered in short-pale fur ranging from browns to blondes and grays. Their eyes are very large, and always match the color of their fur. Their mouths are also large, filled with double-rows of sharp teeth. Their hands end in four fingers with small claws.

**home world:** The original home of the Equani was Equanus, a planet in the Nharl System. It was scorched by a solar flare, believed to have been caused when the Republic tested a new superlaser. The only living Equani are those who were off-world at the time

**Languages:** Equani speak and read Basic. Equani voices are low and smooth, considered very calming.

**Example names:** Klo Merit.

**EQUANI SPECIES TRAITS**

• • Ability Modifiers: +2 Charisma. Equani can easily see what effect their words have on those around them, giving them exceptional people skills.

• • Size: As Medium creatures, Equani have no special bonuses or penalties due to their size.

• • Speed: Equani base speed is 10 meters.

• • Empathic: Equani are naturally empathic. As a free action, an Equani may make a Listen, or Spot check opposed by a target’s Will Save. If successful, the Equani may discover the target’s general emotional state, which provides a +4 species bonus to all Bluff, or Diplomacy Checks made against the target for the duration of the encounter. The target cannot detect this check

• • Automatic Languages: Basic.
Terraforming

Terraforming is often used as a blanket term for a wide range of technologies designed to radically change the environment of a planet, generally with the aim of establishing a particular type of biosphere on that world. In many cases the object of such modification is to produce an environment that can support Earth-like (Terragen) lifeforms, in many cases producing a world that is very close in characteristics to the environment on Old Earth.

However in many cases the end result is an environment that is significantly different from Terran conditions, and may include organisms which are entirely novel and designed to thrive in the new environment that has been created. Worlds such as Mars that have never been completely terraformed support a suitably modified version of Terragen life, including many neogen elements; creating a new ecosphere in this fashion is a specialised form of ecopoiesis. On such a world any colonists will need to be suitably modified in order to tolerate the environment. Clades which have been modified in this way are collectively known as 'tweaks', and the process of adaptation is known as Pantropy. The processes of ecopoiesis, terraformation and pantropy often work together to find a reasonable compromise, allowing a wide range of planets to be rendered habitable.

A significant number of worlds have been terraformed by alien xenosophonts at various times in the past, resulting in many different kinds of environment, some natural, others less so. This process is sometimes distinguished by the use of the term 'Xenoforming'. Examples include the Thiogen worlds and the Halogen worlds, and the worlds terraformed by the civilisation known as the Mysterians.

Terragen planetary engineers have extended this process to recreate the environment and xenobiochemistry of a wide range of planetary types. Numerous worlds have been modified to replicate the environments of Tohul, Muuhome, Chorus, and other alien life-bearing worlds; these processes are known as To'ul'hiforming, Muuhiforming, Halogeniforming, Thiogeniforming and so on.

Closely related to terraforming is geoengineering, which includes various technologies for controlling the climate, biosphere, hydrosphere or lithosphere and other planetary processes. Ecopoiesis and geoengineering are also employed by habitat designers when constructing artificial habitats, artificial planets and other habitable megastructures, sometimes resulting in the creation of new hybrid environments that include components from many different biospheres as well as entirely new lifeforms.

## Source

https://www.orionsarm.com/eg-article/4851e16f514d0
Escape Artist (Dex) Armor Penalty

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**Check:** Make a check to escape from restraints or to squeeze through a tight space.

 Net
 Handcuffs
 Tight space
 Grappler

For ropes, a character’s Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Since it’s easier to tie someone up than to escape from being tied up, the opponent gets a +20 bonus on his or her Dexterity check. For a tight space, a check is only called for if the character’s head fits but his or her shoulders don’t. If the space is long, such as in an airshaft, the GM may call for multiple checks. A character can’t fit through a space that his or her head doesn’t fit through. A character can make an Escape Artist check opposed by his or her opponent’s grapple check to get out of a grapple or out of a pinned condition (so that the character is just being grappled). Doing so is an attack action, so if the character escapes the grapple he or she can move in the same round.

**Try Again?:** A character can make another check after a failed check if the character is squeezing through a tight space, making multiple checks. If the situation permits, the character can make additional checks as long as he or she is not being actively opposed.

**Special:** A character can take 10 on an Escape Artist check. A character can take 20 if he or she is not being actively opposed (a character can take 20 if he or she is tied up, even though it’s an opposed check, because the opponent isn’t actively opposing the character). A character with the Nimble feat gets a +2 bonus on all Escape Artist checks.

**Time:** Making a check to escape from being bound by ropes, handcuffs, or other restraints (except a grappler) requires 1 minute. Escaping a net is a full-round action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on the distance that must be crossed.
HEAL SELF (Cha)

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***Psionic Skill:** Requires the Wild Talent, and Psychometabolism feats.*

You can use the Force to heal damage you have taken.

**Check:** This skill can restore hit points, or ability score points you have lost. The result of the Heal Self check indicates the damage that is healed.

The table below indicates the amount of healing possible for the result you achieve, as well as the associated **Psionic Power** point cost to you. You can always decide to heal at a category less than indicated by your check result and thus incur a lower vitality point cost.

 15-19
 20-24
 25+

You can’t increase your vitality points, wound points, or any of her ability scores beyond your full normal total. Any excess points restored are lost.

**Retry:** You may only attempt a Heal Self check once per hour (for vitality points) or once per day (wound points or ability score points).

**Special:** You can only restore ability score points lost to temporary effects such as poison or disease; permanent effects such as aging can’t be reversed with this skill.

You can take 10 when making a Heal Self check, but you can’t take 20.

**Time:** Heal Self is a full-round action that provokes an attack of opportunity.
Incom T-70 X-Wing Starfighter

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The T-70 X-wing fighter was the successor to the T-65B X-wing starfighter, manufactured by Incom-FreiTek for use by the New Republic Starfleet.

More expensive and complex than the former T-65B, the T-70 featured advanced weaponry and proved more versatile than its predecessor, and was essential in both dogfights and capital-ship scale combat operations. Appropriated S-foils designs allowed a greater range of fire, while four KX12 laser cannons offered single, dual, and quad firing modes. A built in dual proton torpedo launcher with quick-change magazines permitted the utilization of alternative armaments. New Republic demilitarization efforts and corruption would ultimately see production of the vessel shifted to several well-connected manufacturers. The T-70 would be eventually replaced by the newer T-85 X-wing.

Following its retirement from service in the New Republic Starfleet, the T-70 became the front line starfighter of the Resistance in its fight against the First Order approximately thirty years after the Battle of Endor.

**Purchase TN:** 124 (To Build) 83 (New) 55 (Used)

**Restriction:** Mil (+3)

**Shield – SP** 120 **– DR** 24 – **Shield** **Damage Threshold** 48

• • The Incom T-70 X-wing requires the Pilot Starship Skill to be operated.

• • The Incom T-70 X-wing has vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • The Incom T-70 X-wing in combat is always moving either under its own power, or by its current momentum, unless it has been brought to a full stop (a starfighter coming to a full stop is a move action, a starfighter at a full stop is considered flatfooted until it moves again. This rule does not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement.

***Accommodations***

• • 1 Seat **• •** Droid Socket

***Structure Traits***

• • Advanced Wings (PL 5) **• •** Advanced Droid Assistance Socket (PL 7) **• •** Advanced S-Foils (PL 7)

***Power System***

• • Cryogenic Power Cell (PL 6)

***Vehicle Systems***

• • Advanced Maneuvering Thrusters (PL 6) **• •** 4x Electromagnetic Turbine (PL 6) **• •** Repulsorlift (PL6) **• •** Hyperdrive, Class 1 (PL 6) **• •** 4x Particle Impulse Engine (Speed +600 meters.) (PL 7) **• •** Life Support System (PL 5) **• •** Class III Sensor Array (PL 6) **• •** Subspace Radio (PL 7) **• •** Autopilot System (PL 5) **• •** Anti-Accident System (PL 6) **• •** Shields – SP 120 – DR 24 (PL 7) **• •** 2x Missile/Torpedo Launcher, Large (PL 5) **• •** Targeting System (PL 6) **• •** 4x Light Laser Cannon (PL 6) **• •** Landing Gear (PL 6)
Heavy Gear Medium Armor

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**Mk. 23 Medium Flak Armor (PL 6)**

The Northern Troopers are equipped with the Mk 23 family of personal armor. The Mk 23 family of personal armor is a standard pattern of modular armor used by the north. The modular nature allows for up to 4 variations of the armor while sharing many of the same parts and components. The Mk. 23 Light Medium Armor is the second level of protection among the line of armor suits.

**SPMF Medium Flak Armor (PL 6)**

The SPMF or (systeme de protection modulaire de fantassin) ArmorSuit is comparable to the north Mk23 in both conception and protection Factor though there are several differences as well as similarities. Low in comparison it definitely lacks the mobility of the Mk23. The SPMF Medium Flak Armor is the second level of protection among the line of armor suits.

**Peace River Battlesuit Medium Flak (PL 6)**

The futuristic armor design for and used exclusively by the troops of the Peace River Defense Force or PRDF, was designed and manufactured by Paxton Arms Corporation. Each type of armor offers a very good level of comprable or even more protection and weighs less than comfortable armor is on the market. The Peace River Battlesuit Medium Flak is the second level of protection among the line of armor suits.