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Black Box d20 Future Supplement

D20 Future Black Box

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Black Box

d20 Future Supplement

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Table of ContentsLONGARMS .............................................................................................................. 1

CM-01 “Shredda”Flak PDR .................................................................................. 1CM-4 “Wildman”Slugthrower PDR ......................................................................... 1CM-7 “Militia”Slugthrower PDR ............................................................................. 2CM-8 “Savage”Flak PDR ..................................................................................... 2DA-3129 Plasma Rifle ......................................................................................... 2DA-76 Plasma Carbine ........................................................................................ 2DA-89 Conc. Carbine .......................................................................................... 3DA-92 Riot Mark IV Las Rifle ................................................................................ 3DA-95 “Punisher”Plasma Rifle/Gravity Snare ........................................................... 3DA-134 Squad Automatic Weapon (SAW) ............................................................... 3Infelgro-001 “Eclipse”Rail Gun .............................................................................. 4Infelgro “GR3@T3R SL@Y3R”Modified Las Rifle ..................................................... 4LAI-21 “Silent Blue”Rail Gun ................................................................................ 4OT-11 Plasma Blaster ......................................................................................... 5OT-22 Las Rifle .................................................................................................. 5OT-25 “Hotshot”Laser Rifle .................................................................................. 5PP-39F “LongShot”Pro Plasma Rifle ...................................................................... 6PP-41B “SureShot”Pro Plasma Rifle ...................................................................... 6S-2A “Grounder”Tangler Gun ............................................................................... 6S-32C “Marksmen”Las Rifle ................................................................................. 6S-77 “Shredder”Rail Gun ..................................................................................... 7S-9B “Black Hole”Gravity Snare ............................................................................ 7

HANDGUNS .............................................................................................................. 8CM-9 “Defender”Slugthrower PDP ......................................................................... 8CM-11 “Pathstalker”Flak PDP .............................................................................. 8CM-12 “Cutthroat”Slugthrower PDP ....................................................................... 9CM-17 “Sweeper”Slugthrower MP ......................................................................... 9DA-253 “Diplomat”Light Las Pistol ......................................................................... 9DA-472 Riot Mark II Las Pistol .............................................................................. 9DA-51 Tactical Mark II Las Pistol ......................................................................... 10DA-654 Tactical Mark IV Plasma Pistol ................................................................. 10Infelgro-444 “Fourth Dimension”Modified Plasma Pistol ............................................ 10Infelgro “Silent Partner”Modified Las Pistol ............................................................ 11Infelgro “SL@Y3R”Modified Las Pistol .................................................................. 11OT-14 “Stryker”Las Pistol .................................................................................. 11OT-58 “Devastator”Plasma Pistol ........................................................................ 11PP-15D “HardShot”Pro Plasma Pistol ................................................................... 12PP-27C “QuickShot”Pro Plasma Pistol ................................................................. 12S-1532 “Pathfinder”Las Pistol ............................................................................. 12S-45B “Inferno”Plasma Pistol .............................................................................. 12S-93A “Sharpshooter”Las Pistol .......................................................................... 13

SIMPLE WEAPONS .................................................................................................. 14DA-09 Tactical Mark I HF Knife ........................................................................... 14DA-36 Riot Mark IV Stun Baton ........................................................................... 14Infelgro “Deathgrip”Modified Shock Boxing Gloves .................................................. 14Infelgro “Knockout”Modified Shock Boxing Gloves .................................................. 15OT-3s Shock Boxing Gloves ............................................................................... 15OT-43 Industrial Knife ........................................................................................ 15S-7A “Scout”Knife ............................................................................................ 15S-73B “Ultimate Scout”Knife ............................................................................... 15TransLife Gymnotoid Fist .................................................................................... 16TransLife Self Defense Wrist Spine ...................................................................... 16

ARCHAIC WEAPONS ................................................................................................ 17DA-49 Tactical Mark VII HF Combat Sword ............................................................ 17LAI-93 “Dragon Slayer”HF Flamberge .................................................................. 17LAI-104 “Chimera”HF Halberd ............................................................................ 17

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LAI-108 “Dancing Death”HF Rapier ..................................................................... 18OT-51 Industrial Hatchet ..................................................................................... 18OT-52 Industrial Machete ................................................................................... 18S-834C “Explorer”Machete ................................................................................. 18S-8341D “Ultimate Explorer”Machete ................................................................... 19S-945D “Hacker”Hatchet .................................................................................... 19S-9452E “Ultimate Hacker”Hatchet ...................................................................... 19TL-3 Spinesword Symbiotic Weapon ..................................................................... 20

ARMOR ................................................................................................................... 21LIGHT ARMOR ................................................................................................. 21

K&G X-Sports Leather Jacket ...................................................................... 21Infelgro Stalker Suit ................................................................................... 21Seltiar Extreme Frontiersmens Suit ............................................................... 22TransLife Skinsuit ...................................................................................... 22OT “Mass Protection”Laser Proof Shirt ......................................................... 22PT Undercover Protective Shirt .................................................................... 23PT “MIB”Battleweave Suit .......................................................................... 23PT Battleweave Military Fatigues .................................................................. 23PT Civil Defender Undercover Vest .............................................................. 23

MEDIUM ARMOR ............................................................................................. 24PT “3 to 1”Concealable Vest ...................................................................... 24PT Patrol Vest .......................................................................................... 24PT Patrol Vest, CCC ................................................................................. 24TransLife Battle Carapace ........................................................................... 25PT Full Battle Vest .................................................................................... 25PT “Legionary”Battle System ...................................................................... 25

HEAVY ARMOR ............................................................................................... 26PT “Praetorian”Assault System ................................................................... 26PT “Immortal”Heavy Assault System ............................................................ 26DA-05 Riot Shield ..................................................................................... 26

COMPANIES ............................................................................................................ 27Colonial Munitions (CM) ..................................................................................... 27Delta Armaments (DA) ....................................................................................... 27Infelgro (Infelgro) ............................................................................................... 27Karva & Gandro (K&G) ...................................................................................... 27Laer Arms Industries (LAI) .................................................................................. 27Omni-Tech (OT) ................................................................................................ 27ParaTech (PT) .................................................................................................. 27PlasmaPro (PP) ................................................................................................ 28Seltiar (S) ........................................................................................................ 28TransLife (TL) ................................................................................................... 28

GADGETS ............................................................................................................... 29Weapon Gadgets .............................................................................................. 29

High-Frequency ........................................................................................ 29Flak Loader .............................................................................................. 29

Armor Gadgets ................................................................................................. 29Flesh Hooks ............................................................................................. 29

POWERED ARMOR .................................................................................................. 30Micro-Assist ..................................................................................................... 30

Micro-Assist Armor Traits ............................................................................ 30MT-23 “Zedong”Mobile Infantry Armor .......................................................... 30MT-27 “S&A”Rapid Assault Armor ............................................................... 31MT-34 “Blitzkrieg”Aerial Mobility Arm ............................................................ 31PT “NAT”Modified Powered Infantry Armor .................................................... 31PT “Stickman-C”Powered Infantry Armor ....................................................... 31Seltiar Powered Prospecting Suit ................................................................. 32

Exo-Suits ......................................................................................................... 32Exo-Suit Armor Traits ................................................................................. 32MT-11 “Invader”CQC Exo-Suit .................................................................... 33MT-110 “Arbalest”Close Support Exo-Suit ..................................................... 33

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MT-1100 “Breaker”Specialist Exo-Suit .......................................................... 34MT-81 “Harvey”Stealth Exo-Suit .................................................................. 34MT-93 “Alpha Strike”LRWP Exo-Suit ............................................................ 35PT “Caesar”Command & Control Armor ........................................................ 35PT “Hoplite”Servo Assault Armor ................................................................. 35PT “Spearhead”Frontal Assault Armor .......................................................... 36PT “Triple-A”Advanced Assault Armor .......................................................... 36PT “Talos”Squad Support Platform .............................................................. 37

BIOTECH ................................................................................................................ 38Symbiotic Biotechnology ..................................................................................... 38

The Skinsuit ............................................................................................. 38Chitinous Armor ........................................................................................ 38Flesh Hooks ............................................................................................. 38Fleshwhip ................................................................................................ 39Gymnotoid Fingers .................................................................................... 39Gymnotoid Fist ......................................................................................... 39Spinesword .............................................................................................. 40Wrist Spine .............................................................................................. 40

Integrated Biotechnology .................................................................................... 40Gene Mods .............................................................................................. 40Alpha ...................................................................................................... 40Aquarius .................................................................................................. 41Heavy Worlder .......................................................................................... 41Helot ....................................................................................................... 41Ishtar ...................................................................................................... 42Light Worlder ............................................................................................ 42Opifex ..................................................................................................... 42Orion ...................................................................................................... 43Pandora .................................................................................................. 43Praetorian ................................................................................................ 43

Parahumans ..................................................................................................... 43Apollo ..................................................................................................... 44Camazotz ................................................................................................ 44Chronos .................................................................................................. 45Dokkalfar ................................................................................................. 45Mentat ..................................................................................................... 46Spacer .................................................................................................... 46Spartan ................................................................................................... 47Tek Rat ................................................................................................... 47Viljalmur .................................................................................................. 48

Mutants ........................................................................................................... 48Achilles Heel [Drawback] ............................................................................ 48Advanced Nanite Acceptance [Minor] ............................................................ 48

NANOTECHNOLOGY ................................................................................................ 49Internal Nanotechnology ..................................................................................... 50

Alexandria Memory Booster ........................................................................ 50Clotbots ................................................................................................... 50

External Nanotechnology .................................................................................... 50Invisiservant ............................................................................................. 50Nano-Shield ............................................................................................. 50Delphi ..................................................................................................... 50

OPEN GAME LICENSE Version 1.0a ........................................................................... 51

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LONGARMSTable 1. LongarmsWeapon Damage Crit Type Range ROF Magazine Size Weight PDC Res

CM-01 “Shredda”Flak PDR 2d8 20 Bal 40ft S 10 box Large 7lb 13 LicCM-4 “Wildman”Slugthrower PDR 3d6 20 Bal 120ft S 20 box Large 9lb 15 LicCM-7 “Militia”Slugthrower PDR 3d6 20 Bal 70ft S,A 40 box Large 8lb 14 ResCM-8 “Savage”Flak PDR 3d6 20 Bal 60ft S,A 30 box Large 8lb 15 ResDA-3129 Plasma Rifle 3d10 20 Fire 80ft S,A 40 box Large 10lb 19 MilDA-76 Plasma Carbine 3d10 20 Fire 60ft S,A 40 box Med 8lb 20 MilDA-89 Conc. Carbine 2d10 20 Conc. 20ft S - Med 6lb 24 LicDA-92 Riot Mark IV Las Rifle 2d8 20 Fire 60ft S,A 50 box Large 8lb 21 ResDA-95 “Punisher”Plasma Rifle/Gravity Snare 3d10 20 Fire 80ft S 40 box Large 15lb 24 ResDA-134 Squad Automatic Weapon (SAW) 3d12 20 Bal 100ft S,A 40 box Large 18lb 29 Mil (+3)Infelgro-001 “Eclipse”Rail Gun* 4d12 20 Bal 120ft S 10 box Huge 24lb 39 IllegalInfelgro “GR3@T3R SL@Y3R”Modified Las Rifle 3d8 20 Fire 70ft S,A 100 box Large 9lb 20 IllegalLAI-21 “Silent Blue”rail Gun* 3d12 20 Bal 100ft S 10 box Large 7lb 32 MilOT-11 Plasma Blaster 3d10 20 Fire 60ft S 30 box Large 8lb 18 LicOT-22 Las Rifle 3d8 20 Fire 70ft S,A 50 box Large 8lb 16 ResOT-25 “Hotshot”Las Rifle 3d8 20 Fire 90ft S 20 box Large 9lb 21 LicPP-39F “LongShot”Pro Plasma Rifle 3d10 20 Fire 120ft S 20 box Large 9lb 21 LicPP-41B “SureShot”Pro Plasma Rifle* 3d10 20 Fire 90ft S 20 box Large 9lb 22 LicS-2A “Grounder”Tangler Gun Special - - 30ft S 20 box Large 8lb 17 LicS-32C “Marksmen”Las Rifle* 3d8 20 Fire 150ft S 10 box Large 12lb 25 LicS-77 “Shredder”Rail Gun 3d12 20 Bal 150ft S 20 box Large 18lb 30 LicS-9B “Black Hole”Gravity Snare Special - - 50ft S - Large 7lb 19 Lic

CM-01 “Shredda”Flak PDRDamage: 2d8Critical: 20Damage Type: BallisticRange Increment: 40ftRate of Fire: SMagazine: 10 boxSize: LargeWeight: 7lbPurchase DC: 13Restriction: Lic (+1)The CM-01 Shredda Flak Personal Defense Rifle is the ultimate in reliable weaponry. It can reliably fire eventhe most crudely crafted flak ammunition without the slightest chance of jamming. However, it suffers from thisreliability in that its very forgiving firing mechanisms make for much less accuracy over range, and much lessefficient firepower. Its reliability, adaptability and cheap cost continue to make it a favorite of colonists, though.On a 1 on an attack roll a Shredda will not jam, even if being used with flak ammo. This has already had the FlakLoader gadget added to it, it therefore cannot be added again.

CM-4 “Wildman”Slugthrower PDRDamage: 3d6Critical: 20Damage Type: BallisticRange Increment: 120ftRate of Fire: SMagazine: 20 boxSize: LargeWeight: 9lbPurchase DC: 15Restriction: Lic (+1)The CM-4 Wildman Slugthrower Personal Defense Rifle is a popular weapon among hunters of primitive colonyworlds. They consist of a slightly better made Militia PDR with a rangefinder scope tacked on, simple but effective.This weapon has had the Scope, Laser Rangfinding added to it, it therefore cannot have it added again.

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CM-7 “Militia”Slugthrower PDRDamage: 3d6Critical: 20Damage Type: BallisticRange Increment: 70ftRate of Fire: S, AMagazine: 40 boxSize: LargeWeight: 8lbPurchase DC: 14Restriction: Res (+2)The CM-7 Militia Slugthrower Personal Defense Rifle is the standard of slugthrowers on colonial worlds. Based onthe ancient Automotive Kalashnikov-47, with adequate range, power, and reliability it's a popular weapon indeed,and earns its name from its common use by colonial militias.

CM-8 “Savage”Flak PDRDamage: 3d6Critical: 20Damage Type: BallisticRange Increment: 60ftRate of Fire: S, AMagazine: 30 boxSize: LargeWeight: 8lbPurchase DC: 15Restriction: Res (+2)The CM-8 Savage Flak Personal Defense Rifle is a heavily modified Militia PDR, with an expanded firing chamberand barrel to allow firing of primitive “flak”rounds. Though its not as forgiving as the Shredda, it packs a greaterbunch, and from a greater range, making it popular among wilderness explorers and outlaws for its flak capabilitiescombined with still effective combat capabilities. On a natural 1 on an attack roll the Savage jams, requiring a DC15 repair or craft (mechanical) check and 1d4+1 rounds of work to un-jam it. This has already had the Flak Loadergadget added to it, it therefore cannot be added again.

DA-3129 Plasma RifleDamage: 3d10Critical: 20Damage Type: FireRange Increment: 80ftRate of Fire: S, AMagazine: 40 boxSize: LargeWeight: 10lbPurchase DC: 19Restriction: Mil (+3)The DA-329 Plasma Rifle is considered the “standard”of plasma rifles, reliable and deadly. though it's officiallyrestricted to military use, it is one of the hottest weapons on the black market, unfortunately for the black market,Delta Arms doesn't get involved like other companies do. since they are the premiere military arms company theyavoid such possibly disastrous activities, making it extremely hard to get Delta weapons. The DA-3129 has a builtin 3 round burst feature, allowing wielders with the burst fire feat to use only 3 shots instead of 5.

DA-76 Plasma CarbineDamage: 3d10Critical: 20Damage Type: FireRange Increment: 60ftRate of Fire: S, AMagazine: 50 boxSize: MediumWeight: 8lbPurchase DC: 20Restriction: Mil (+3)The DA-76 Plasma Carbine is a fine weapon indeed, its for urban fighting, and house to house combat, its morecompact design give it all the deadly force of the full size plasma rifle, combined with better maneuverability when itcounts. The DA-76 has a built in 3 round burst feature, allowing wielders with the burst fire feat to use only 3 shotsinstead of 5. his weapon has had the compact gadget added to it, therefore it cannot have that gadget added to itagain.

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DA-89 Conc. CarbineDamage: 2d10Critical: 20Damage Type: ConcussionRange Increment: 20ftRate of Fire: SMagazine: -Size: MediumWeight: 6lbPurchase DC: 24Restriction: Lic (+1)The DA-89 Conc. Carbine is a popular riot control weapon, when gentler methods don't work, they can call out theConc. Carbines and know the rioters will be running scared. The Conc. Carbine is capable of knocking foes backup to twenty feet, and with the Delta Arms modifications it's easy to carry a more deadly weapon as backup. Thisweapon has had the compact gadget added to it, therefore it cannot have that gadget added to it again.

DA-92 Riot Mark IV Las RifleDamage: 3d8Critical: 20Damage Type: FireRange Increment: 60ftRate of Fire: S, AMagazine: 50 boxSize: LargeWeight: 8lbPurchase DC: 21Restriction: res (+2)The Mark IV is still in wide-spread use as a crowd control rifle throughout the galaxy. Though it doesn't have muchlethal power, it is an impressive riot control weapon. It has one of the most powerful stun modules in existence (fortsave DC 18 or be stunned for 1d4 rounds). This weapon has had the stun module gadget added to it, therefore itcannot have that gadget added to it again.

DA-95 “Punisher”Plasma Rifle/Gravity SnareDamage: 3d10/-Critical: 20/-Damage Type: Fire/-Range Increment: 80ft/30ftRate of Fire: S/SMagazine: 40 box/-Size: LargeWeight: 15 lbPurchase DC: 24Restriction: Res (+2)The Punisher is the perfect off the shelf bounty hunter's weapon, with a powerful Delta Arms plasma rifle combinedwith the literal stopping power of a gravity snare. It is popular with all those who need such versatility; bountyhunters mostly, along with explorers and hunters looking to capture as well as kill. The Punisher can fire either theplasma rifle, or the gravity snare, if the wielder has multiple attacks he may switch between the two freely. Thisweapon has had the alternate weapon gadget added to it, therefore it cannot have that gadget added to it again.

DA-134 Squad Automatic Weapon (SAW)Damage: 3d12Critical: 20Damage Type: BallisticRange Increment: 100ftRate of Fire: S, AMagazine:40 boxSize: LargeWeight: 18lbPurchase DC: 29Restriction: Mil (+3)The SAW is designed to give individual squads greater tactical flexibility, each squad can hold a position oradvance on one with the covering fire of the SAW, instead of having to call for platoon heavy weapons to bebrought up. These weapons are basically rapid fire Rail guns, equipped with two barrels for increased fire ratewithout as many jamming problems, as well as double the magazine of most Rail guns. This weapon has had theAutofire Module and Extended Magazine gadgets added to it, therefore these cannot be added again.

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Infelgro-001 “Eclipse”Rail GunDamage: 4d12Critical: 20Damage Type: BallisticRange Increment: 120ftRate of Fire: SMagazine: 10Size: HugeWeight: 24lbPurchase DC: 39Restriction: Illegal (+4)The Eclipse is practically an anti-vehicle weapon. One of the few attempts by Infelgro to actually produce it's ownweapon, it is the most powerful rail gun available. However, it's astronomically high cost, and illegal restrictionmake it one of the rarest personal weapons around. As it was designed to take out harder targets; targets in powerarmor (large size mecha) and in vehicles, it fires special AP rounds that ignore the first 5 points of hardness. A“standard” eclipse (if such a thing truly exists) is one very well crafted weapon, it therefore counts as mastercrafted,giving it a +1 bonus on attack roles.

Infelgro “GR3@T3R SL@Y3R”Modified Las RifleDamage: 3d8Critical: 20Damage Type: FireRange Increment: 70ftRate of Fire: S, AMagazine: 100 boxSize: LargeWeight: 9lbPurchase DC: 20Restriction: Illegal (+4)The Greater Slayer is basically the same modifications made for the Slayer pistol. It is a modified OT-22 Las Rifle,with a magazine with twice the ammo capacity, sensor baffling skin, and a streamlined disassembly added, it is atrue Slayer. The sensor baffling skin adds +4 on any checks to conceal the weapon from sensors or other detectiondevices. The Greater Slayer is also collapsible, allowing it to be broken down into individual parts, making it harderto detect (requires a knowledge (technology) check DC 17 to identify it as a weapon) it requires a full round actionto disassemble or reassemble. This weapon has had the collapsible, extended magazine, and sensor bafflinggadgets added to it, therefore it cannot have those gadgets added to it again.

LAI-21 “Silent Blue”Rail GunDamage: 3d12Critical: 20Damage Type: BallisticRange Increment: 120ftRate of Fire: SMagazine: 10 boxSize: LargeWeight: 7lbPurchase DC: 32Restriction: Mil (+3)The Silent Blue is one of the best rail guns around, finely honed and crafted. It also employs a band newtechnology; sonic sound suppression. This makes the Silent Blue one of the best weapons for assassinations,made only more dangerous by its collapsible nature which allows it to slip past inspections much easier. The soundsuppressor adds +10 to DC of listen checks made to here the weapon. The Silent Blue is also collapsible, allowingit to be broken down into individual parts, making it harder to detect (requires a knowledge (technology) check DC17 to identify it as a weapon) it requires a full round action to disassemble or reassemble. This weapon has hadthe collapsible, and sound suppressor (pl 7) gadgets added to it, therefore it cannot have those gadgets added to itagain.

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OT-11 Plasma BlasterDamage: 3d10Critical: 20Damage Type: FireRange Increment: 60ftRate of Fire: SMagazine: 30 boxSize: LargeWeight: 8lbPurchase DC: 18Restriction: Lic (+1)The OT-11 Plasma Blaster is the poor mans plasmas rifle. Dropping off the automatic fire system so that theycould just barely get it to be a licensed weapon, instead of restricted. It is, like the OT-22, widely used by poorerfactions, as well as illegal ones.

OT-22 Las RifleDamage: 3d8Critical: 20Damage Type: FireRange Increment: 70ftRate of Fire: S, AMagazine: 50 boxSize: LargeWeight: 8lbPurchase DC: 16Restriction: Res (+2)The OT-22 Las Rifle is the most common weapon in existence. It is a cheaply produced laser rifle, though outdatedin design it's cheap price has made it the favored weapon of many low budget operations; poor militaries, as wellas rebels and pirates. It has no fancy gadgetry, in fact it is worse then most laser rifles available, but it's by far thecheapest.

OT-25 “Hotshot”Laser RifleDamage: 3d8Critical: 20Damage Type: FireRange Increment: 90ftRate of Fire: SMagazine: 20 boxSize: LargeWeight: 9lbPurchase DC: 21Restriction: Lic (+1)The OT-25 “Hotshot”Las Rifle was Omni-Techs attempt at making a sporting rifle. However, their innovativeHotshot power controller made it an instant hit, especially with shadier outfits looking for superior firepower withouthigh risk restrictions. it's Hotshot power controller allows the wielder to spend up to three rounds “charging up”theweapon, each additional round of charging adds one die of damage, but if it charges for four rounds it becomesunstable and must be fired or else it explodes, dealing the full damage (with +4 dice) to the wielder. Because ofit's unstable nature when charged to long, it was never the great success with hunters that Omni-Tech had beenhoping for. This weapon has had the variable energy gadget added to it, therefore it cannot have that gadgetadded to it again.

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PP-39F “LongShot”Pro Plasma RifleDamage: 3d10Critical: 20Damage Type: FireRange Increment: 120ftRate of Fire: SMagazine: 20 boxSize: LargeWeight: 9lbPurchase DC: 21Restriction: Lic (+1)The LongShot was the backbone of Plasma Pro when it started out, and is the most popular hunting and targetshooting plasma rifle. Unfortunately for the criminal element all Plasma Pro weapons are designed with a complextracking system, which is difficult to remove without frying the weapons circuitry (DC 25 disable device check toremove, failure by 5 or more results in the weapon being destroyed). This weapon has had the scope gadgetadded to it, therefore it cannot have that gadget added to it again.

PP-41B “SureShot”Pro Plasma RifleDamage: 3d10Critical: 20Damage Type: FireRange Increment: 90ftRate of Fire: SMagazine: 20 boxSize: LargeWeight: 8lbPurchase DC: 22Restriction: Lic (+1)The SursShot is Plasma Pros follow up to the LongShot, though it doesn't come standard with a scope, it iscrafted to a higher quality which many target shooters rely on. This weapon is so finely crafted that it counts asmastercraft, giving it a +1 on attack rolls.

S-2A “Grounder”Tangler GunDamage: SpecialCritical: -Damage Type: -Range Increment: 30ftRate of Fire: SMagazine: 20 boxSize: MediumWeight: 8lbPurchase DC: 17Restriction: Lic (+1)The Grounder is a rugged and reliable weapon, still used by many law enforcement agencies, and some hunters.Though the tangler gun is old technology compared to the gravity snare it is still in use in many corners of thegalaxy.

S-32C “Marksmen”Las RifleDamage: 3d8Critical: 20Damage Type: FireRange Increment: 180ftRate of Fire: sMagazine: 10 boxSize: LargeWeight: 12lbPurchase DC: 25Restriction: Lic (+1)The S-32C “Marksmen”Las Rifle is the, out of the box, longest range rifle in existence. It is Seltiars back boneweapon, though it is now considered somewhat obsolete compared to newer plasma and rail guns, it is stillthe king of marksmanship competitions. Due to its high quality of manufacture, the S-32C Las Rifle is alwaysconsidered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls. This weapon has had the laserrange finder/video scope gadget added to it, therefore it cannot have that gadget added to it again.

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S-77 “Shredder”Rail GunDamage: 3d12Critical: 20Damage Type: BallisticRange Increment: 150ftRate of Fire: SMagazine: 20 boxSize: LargeWeight: 18lbPurchase DC: 30Restriction: Lic (+1)The Shredder is so far the only mass produced rail gun, it is quite poplar with hunters, as well as military snipers,as it provides more power and more options in ammo. This weapon has had the laser range finder gadget added toit, therefore it cannot have that gadget added to it again.

S-9B “Black Hole”Gravity SnareDamage: SpecialCritical: -Damage Type: -Range Increment: 50ftRate of Fire: SMagazine: -Size: LargeWeight: 7lbPurchase DC: 19Restriction: Lic (+1)The Black Hole is the latest in capture technology, popular with hunters of all kinds; from big game hunters, tobounty hunters.

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HANDGUNSTable 2. HandgunsWeapon Damage Crit Type Range ROF Magazine Size Weight PDC Res

CM-9 “Defender”Slugthrower PDP 2d6 20 Bal 30ft S 15 box Small 3lb 13 LicCM-11 “Pathstalker”Flak PDP 2d6 20 Bal 25ft S 8 box Small 3lb 14 LicCM-12 “Cutthroat”Slugthrower PDP 2d6/1d6 20 B/S 30ft S 10 box Med 4lb 14 LicCM-17 “Sweeper”Slugthrower MP 2d6 20 Bal 30ft S,A 20 box Med 4lb 15 ResDA-253 “Diplomat”Light Las Pistol 2d6 20 Fire 30ft S 20 box Dim 1lb 15 LicDA-472 Riot Mark II Las Pistol 2d8 20 Fire 40ft S 30 box Small 2lb 17 LicDA-51 Tactical Mark II Las Pistol 2d8 20 Fire 40ft S,A 60 box Small 2lb 19 MilDA-654 Tactical Mark IV Plasma Pistol 2d10 20 Fire 30ft S,A 50 box Med 4lb 21 MilInfelgro-444 “Fourth Dimension”Modified Plasma Pistol 2d10 20 Fire 30ft S 20 box Med 5lb 23 IllegalInfelgro “Silent Partner”Modified Las Pistol 2d8 20 Fire 40ft S 30 box Small 2lb 21 IllegalInfelgro “SL@Y3R”Modified Las Pistol 2d8 20 Fire 40ft S,A 40 box Med 4lb 19 IllegalOT-14 “Stryker”Las Pistol 2d8 20 Fire 40ft S 30 box Small 2lb 15 LicOT-58 “Devastator”Plasma Pistol 2d10 20 Fire 20ft S 20 box Med 4lb 16 LicPP-15D “HardShot”Pro Plasma Pistol* 2d10 20 Fire 30ft S 20 box Med 4lb 20 LicPP-27C “QuickShot”Pro Plasma Pistol 2d10 20 Fire 20ft S 10 box Small 2lb 21 LicS-1532 “Pathfinder”Las Pistol* 2d8 20 Fire 40ft S 30 box Small 2lb 18 LicS-45B “Inferno”Plasma Pistol* 2d10 20 Fire 60ft S 25 box Med 4lb 21 LicS-93A “Sharpshooter”Las Pistol* 2d8 20 Fire 80ft S 20 box Small 2lb 19 Lic

CM-9 “Defender”Slugthrower PDPDamage: 2d6Critical: 20Damage Type: BallisticRange Increment: 30ftRate of Fire: SMagazine: 15 boxSize: SmallWeight: 3lbPurchase DC: 13Restriction: Lic (+1)The CM-9 Defender Slugthrower Personal Defense Pistol is, like the other Colonial Munitions products, anextremely simple but reliable slugthrower design dating back several hundred years. Simple enough to be built ina primitive colonial factory, but good enough to get the job done, the Defender is the most common weapon to befound on recently colonized planets.

CM-11 “Pathstalker”Flak PDPDamage: 2d6Critical: 20Damage Type: BallisticRange Increment: 25ftRate of Fire: SMagazine: 8 boxSize: SmallWeight: 3lbPurchase DC: 14Restriction: Lic (+1)The CM-11 Pathstalker Flak Personal Defense Pistol is similar to the Defender above, however, its ammo feed,chamber, and barrel have all been modified to enable firing of the primitive “flak”shells. Though this modificationmakes it slightly more expensive and effects its accuracy at range. However, it also allows the Pathstalker to fire“flak”rounds, or rounds made with a simple ammunition kit and some scrap metal. Because of this feature it's afavorite among both wilderness scouts and outcasts or outlaws who dont have access to even primitive ammofactories. On a natural 1 on an attack roll the Pathstalker jams, requiring a DC 15 repair or craft (mechanical) checkand 1d4+1 rounds of work to un-jam it. This has already had the Flak Loader gadget added to it, it therefore cannotbe added again.

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CM-12 “Cutthroat”Slugthrower PDPDamage: 2d6/1d6Critical: 20Damage Type: Ballistic/SlashingRange Increment: 30ftRate of Fire: SMagazine: 10 boxSize: MediumWeight: 4lbPurchase DC: 14Restriction: Lic (+1)The CM-12 Cutthroat Slugthrower Personal Defense Pistol is based off the Defender, but with a heavily alteredframe, with two mounting brackets for what many at first think a ridiculous addition; a blade. Running from thetrigger guard to the tip of the barrel is a quarter-oval curving blade, sometimes serrated. This blade allows theweapon to be used easily as a pistol or a large knife, the wielder may switch between the two as a free action.However, because of the blades additional weight and unbalancing the weapon takes a -1 to all attack rolls withboth knife and pistol.

CM-17 “Sweeper”Slugthrower MPDamage: 2d6Critical: 20Damage Type: BallisticRange Increment: 30ftRate of Fire: S, AMagazine: 20 boxSize: MediumWeight: 4lbPurchase DC: 15Restriction: Res (+2)The CM-17 Sweeper Slugthrower Machine Pistol successfully combines the size of a pistol, the automatic fire of arifle, and the simplicity of manufacture of a slugthrower, all in one convenient fringe world package. The Sweeper,while more complex than most slugthrowers, is still relatively simple, allowing it to be made in a primitive machineshop. However, due to its more complicated firing mechanisms, it is impossible to create a variant Sweepercapable of firing flak rounds, unlike the Pathstalker Defender variant.

DA-253 “Diplomat”Light Las PistolDamage: 2d6Critical: 20Damage Type: FireRange Increment: 30ftRate of Fire: SMagazine: 20 boxSize: DimWeight: 1lbPurchase DC: 15Restriction: Lic (+1)The Diplomat, named for it's popularity with them, is one of the smallest las pistols in the galaxy. It is popular notonly with diplomats, but also with gamblers, CEOs, and others who wish to have protection without looking armed.This weapon has had the miniaturized gadget added to it, therefore it cannot have that gadget added to it again.

DA-472 Riot Mark II Las PistolDamage: 2d8Critical: 20Damage Type: FireRange Increment: 40ftRate of Fire: SMagazine: 30 boxSize: SmallWeight: 2lbPurchase DC: 17Restriction: Lic (+1)The Riot Pistol is yet another variation on the tried and true Mark II design, by adding a stun module it instantlytransforms into a crowd control weapon. The Riots stun module is a lighter design (fort save DC 12 or be stunnedfro 1d4 rounds) which has allowed the pistol to keep it's punch unlike the rifle version. This weapon has had thestun module gadget added to it, therefore it cannot have that gadget added to it again.

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DA-51 Tactical Mark II Las PistolDamage: 2d8Critical: 20Damage Type: FireRange Increment: 40ftRate of Fire: S, AMagazine: 60 boxSize: SmallWeight: 2lbPurchase DC: 19Restriction: Mil (+3)The Tactical was the main pistol used by advanced law enforcement units, counter terrorists, and special opsunits, until plasma technology replaced it. It is a base Mark II las pistol, modified to fire on full automatic, also, tocompensate for the increased speed of fire it's magazine has been doubled. This weapon has had the autofiremodule, ad extended magazine gadgets added to it, therefore it cannot have those gadgets added to it again.

DA-654 Tactical Mark IV Plasma PistolDamage: 2d10Critical: 20Damage Type: FireRange Increment: 30ftRate of Fire: S, AMagazine: 50 boxSize: MediumWeight: 4lbPurchase DC: 19Restriction: Mil (+3)The Tactical Mark IV has recently replaced the Tactical Mark II as the premiere advanced pistol. Like it's ancestorit is most commonly used by advanced law enforcement units, counter terrorists, and special ops units. Alsolike it's ancestor it is simply a Mark IV plasma pistol, modified to fire full automatic and with additional ammo tocompensate. This weapon has had the autofire module, ad extended magazine gadgets added to it, therefore itcannot have those gadgets added to it again.

Infelgro-444 “Fourth Dimension”Modified Plasma PistolDamage: 2d10Critical: 20Damage Type: FireRange Increment: 30ftRate of Fire: SMagazine: 20 boxSize: MediumWeight: 5lbPurchase DC: 23Restriction: Illegal (+4)The Fourth Dimension is almost as dangerous to the wielder as it is to the guy he is aiming at. It takes the idea ofthe hotshot pack for las weapons, and tries to do the same for plasma weapons. Unfortunately, while the conceptmight be the same, the actual equipment is quite different, it is much less stable than the hotshot packs. Like thehotshot weapons you can charge a Fourth Dimension for extra power. But, it is so unstable that instead of beingable to charge it for a flat 4 rounds, it can be charged for 1d4+1 rounds. The wielder can tell how many rounds hecan charge for by looking at built in power meter when he begins. If the shot isn't fired by the end of the last roundit blows up dealing full damage (with bonus dice) to the wielder. It otherwise functions like a normal variable chargeweapon (+1 die per round of charging). This weapon has had the variable energy gadget added to it, therefore itcannot have that gadget added to it again.

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Infelgro “Silent Partner”Modified Las PistolDamage: 2d8Critical: 20Damage Type: FireRange Increment: 40ftRate of Fire: SMagazine: 30 boxSize: SmallWeight: 2lbPurchase DC: 21Restriction: Illegal (+4)The Infelgro Silent Partner is a modified Omni-Tech las pistol, with extensive modifications: It has been coated withsensor baffling material, partially rebuilt to allow fast disassembly and reassembly, and equipped with a state ofthe art sound suppressor. The sensor baffling skin adds +4 on any checks to conceal the weapon from sensors orother detection devices. The Silent Partner is also collapsible, allowing it to be broken down into individual parts,making it harder to detect (requires a knowledge (technology) check DC 17 to identify it as a weapon) it requiresa full round action to disassemble or reassemble. The sound suppressor adds +10 to DC of listen checks made tohere the weapon. This weapon has had the collapsible, sound supressor, and sensor baffling gadgets added to it,therefore it cannot have those gadgets added to it again.

Infelgro “SL@Y3R”Modified Las PistolDamage: 2d8Critical: 20Damage Type: FireRange Increment: 40ftRate of Fire: S, AMagazine: 40 boxSize: MediumWeight: 4lbPurchase DC: 19Restriction: Illegal (+4)The Slayer is similar to the Tactical series of pistols, in that it modifies a base las pistol (in this case an Omni-Tech Stryker) to fire on full auto as well as have an extended magazine. This weapon has had the collapsible, andextended magazine gadgets added to it, therefore it cannot have those gadgets added to it again.

OT-14 “Stryker”Las PistolDamage: 2d8Critical: 20Damage Type: FireRange Increment: 40ftRate of Fire: SMagazine: 30 boxSize: SmallWeight: 2lbPurchase DC: 15Restriction: Lic (+1)Like the OT-22 rifle, the Stryker is the most common las pistol in the galaxy, and an easily modified design haskept it in common use throughout the galaxy to this day.

OT-58 “Devastator”Plasma PistolDamage: 2d10Critical: 20Damage Type: FireRange Increment: 20ftRate of Fire: SMagazine: 20 boxSize: MediumWeight: 4lbPurchase DC: 16Restriction: Lic (+1)The Devastator is a poor weapon, though it has the same punch as other plasma weapons it lacks the accuracyat range. Because of this few professionals use it, preferring more accurate designs, but poorer factions such asgangs and militias are quite fond of its smaller price tag.

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PP-15D “HardShot”Pro Plasma PistolDamage: 2d10Critical: 20Damage Type: FireRange Increment: 40ftRate of Fire: SMagazine: 20 boxSize: MediumWeight: 4lbPurchase DC: 20Restriction: Lic (+1)The HardShot is a popular pistol for wealthier combatants who can afford to pay out larger sums of money for theincrease punch. It is a very well built weapon, so well built that it is considered a mastercraft weapon, and confersa +1 to damage rolls with it.

PP-27C “QuickShot”Pro Plasma PistolDamage: 2d10Critical: 20Damage Type: FireRange Increment: 20ftRate of Fire: SMagazine: 10 boxSize: SmallWeight: 2lbPurchase DC: 21Restriction: Lic (+1)PlasmaPro made the breakthrough other arms companies had only been dreaming of, they had finally managed toshrink the components of a plasma weapon small enough to make a normal size pistol. They decided to showcasethis feature by selling it with a built in spring-loaded holster, allowing quick draws by even novice shooters. TheQuickShot has become quite popular among those who need to be able to draw fast, but don't have enough timeto dedicate to perfecting their shooting skills. The spring-loaded gadget allows the QuickShot to be drawn as if thewielder had the quick draw feat. This weapon has had the spring-loaded gadget added to it, therefore it cannothave that gadget added to it again.

S-1532 “Pathfinder”Las PistolDamage: 2d8Critical: 20Damage Type: FireRange Increment: 40ftRate of Fire: SMagazine: 30 boxSize: SmallWeight: 2lbPurchase DC: 18Restriction: Lic (+1)The Pathfinder is still popular among hunters and explorers. Even though it is outdated by the arrival of plasmapistols, it's high quality and ruggedness allow it to still be a favorite among such professionals. The Pathfinder, likemost other Seltiar weapons, is so well made that it is considered master crafted, and confers a +1 on attack rollswhen wielding it.

S-45B “Inferno”Plasma PistolDamage: 2d10Critical: 20Damage Type: FireRange Increment: 60ftRate of Fire: SMagazine: 25 boxSize: MediumWeight: 4lbPurchase DC: 21Restriction: Lic (+1)The Inferno is one of the best made plasma pistols in the galaxy, which is of course the tradition of Seltiar.Although it has never gained the popularity of PlasmaPro pistols it is still highly appreciated for it's accuracy and it'ssuperb integrated scope. The Inferno is manufactured with such quality that it is considered a mastercraft weapon,and as such confers a +1 on attack rolls when wielding it. This weapon has had the scope gadget added to it,therefore it cannot have that gadget added to it again.

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S-93A “Sharpshooter”Las PistolDamage: 2d8Critical: 20Damage Type: FireRange Increment: 80ftRate of Fire: SMagazine: 20 boxSize: SmallWeight: 2lbPurchase DC: 19Restriction: Lic (+1)The Sharpshooter is considered by many to be the best off the shelf target pistol in the galaxy, with it's expertlydesigned integrated scope and fine craftsmanship it is hard to find any flaws in it's design. The Sharpshooter is sowell designed that it is considered a mastercraft weapon, and as such confers a +1 on attack rolls when wielding it.This weapon has had the scope gadget added to it, therefore it cannot have that gadget added to it again.

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SIMPLE WEAPONSTable 3. Simple WeaponsWeapon Damage Crit Type Range Size Weight PDC Res

DA-09 Tactical Mark I HF Knife 1d6 19-20 Slash 10ft Tiny 1lb 11 Mil (+3)DA-36 Riot Mark IV Stun Baton 1d6 20 Bludg ~ Med 2lb 18 Lic (+1)Infelgro “Deathgrip”Shock Boxing Gloves 1d6* 20 Elec ~ * 1lb 16 Illegal (+4)Infelgro “Knockout”Shock Boxing Gloves * 20 Bludg ~ * 1lb 13 Illegal (+4)OT-3s Shock Boxing Gloves * 20 Bludg ~ * 1lb 9 ~OT-43 Industrial Knife 1d4 19-20 Slash 10ft Tiny 1lb 7 ~S-7A “Scout”Knife 1d4 19-20 Slash 10ft Tiny 1lb 10 ~S-73B “Ultimate Scout”Knife 1d6 19-20 Slash 10ft Tiny 1lb 22 Res (+2)TransLife Gymnotoid Fist * 20 Bludg ~ * 1lb 14 Lic (+1)TransLife Self Defense Wrist Spine 1d4 20 Pierc ~ Tiny 1/4lb 20 Mil (+3)

DA-09 Tactical Mark I HF KnifeDamage: 1d6Critical: 19-20Damage Type: SlashingRange Increment: 10 ft.Size: TinyWeight: 1 lb.Purchase DC 11Restriction: Mil (+3)The Mark I is a standard issue military knife, used by most armies in the galaxy and renowned for its reliability andefficient design. The Mark I is the flagship of the limited Delta Armaments branch off into melee weapons. Thisweapon has had the High-Frequency gadget added to it, therefore it cannot have that gadget added again.

DA-36 Riot Mark IV Stun BatonDamage: 1d6Critical: 20Damage Type: BludgeoningRange Increment: -Size: MediumWeight: 2 lb.Purchase DC: 18Restriction: Lic (+1)The Mark IV is the standard in riot control weapons, no matter how much knockout gas is in the air, sometimesyou just got to draw a hard line, and knock out anyone who dares cross it. Any creature hit by a stun baton takes1d6 points of bludgeoning damage and must succeed on a Fortitude save (DC 10 + damage dealt) or be stunnedfor 1d4 rounds. In addition to its riot control capabilities, the Mark IV is a favorite for its ability to quickly collapsefor easy storage. The Mark IV is collapsible, allowing it to be broken down into individual parts, making it harder todetect (requires a knowledge (technology) check DC 17 to identify it as a weapon) it requires a full round action todisassemble or reassemble. This weapon has had the Collapsible gadget added to it, therefore it cannot have thatgadget added again.

Infelgro “Deathgrip”Modified Shock Boxing GlovesDamage: 1d6Critical: 20Damage Type: Bludgeoning/ElectricityRange Increment: -Size: -Weight: 1 lb.Purchase DC: 16Restriction: Illegal (+4)Infelgro's deadly counterparts to the “Knockout”glove mod, these normally non-lethal boxing gloves have beenchanged to be even more deadly than bare fists. The Deathgrip's stun module has been replaced with a powerfulcharge module, which delivers 1d6 points of electricity damage whenever they strike an opponent. Also, unlikenormal boxing gloves, these gloves work like brass knuckles, making all unarmed attack deal lethal damage.These gloves are built to look as close to stock gloves as possible, and thus impose a -4 on spot checks to seetheir difference.

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Infelgro “Knockout”Modified Shock Boxing GlovesDamage: *Critical: 20Damage Type: BludgeoningRange Increment: -Size: -Weight: 1 lb.Purchase DC: 13Restriction: Illegal (+4)These are essentially just higher powered shock boxing gloves, not any more deadly, but will give the fighter asignificant edge over his opponent. Anyone struck by a pair of Knockout's must make a fortitude save (DC 10 +half damage dealt [because it's non-lethal]) or be stunned for 1d4 rounds.

OT-3s Shock Boxing GlovesDamage: *Critical: 20Damage Type: BludgeoningRange Increment: -Size: -Weight: 1 lb.Purchase DC: 9Restriction: -Omni-Techs shock boxing gloves are considered the standard in the shock boxing leagues, and given their cheapprices no one complains about it. Anyone struck by a pair of shock boxing gloves must make a fortitude save (DC5 + half damage dealt [because it's non-lethal]) or be stunned for 1d4 rounds. These gloves also convert all lethaldamage into non-lethal damage, in the same way as brass knuckles convert all non-lethal damage into lethal.

OT-43 Industrial KnifeDamage: 1d4Critical: 19-20Damage Type: SlashingRange Increment: 10 ft.Size: TinyWeight: 1 lb.Purchase DC: 7Restriction: -Again, the cheap standard in everything, Omni-techs knife is no exception, used for everything from skinning toeveryday cutting, to the odd assassination, this knife is about as generic as you can get.

S-7A “Scout”KnifeDamage: 1d4Critical: 19-20Damage Type: SlashingRange Increment: 10 ft.Size: TinyWeight: 1 lb.Purchase DC: 10Restriction: -The Scout is a good, quality, knife, a popular choice among hunters and other outdoors types. This weapon is sofinely crafted that it counts as mastercraft, giving it a +1 on attack rolls.

S-73B “Ultimate Scout”KnifeDamage: 1d6Critical: 19-20Damage Type: SlashingRange Increment: 10 ft.Size: TinyWeight: 1 lb.Purchase DC: 22Restriction: Res (+2)The Ultimate Scout is exactly what it says it is, ultimate. It has nearly every gadget you could possibly put ona knife without making the knife a feature of the gadgets. This knife has a spring loaded sheath, allowing it tobe drawn as if the wielder possessed the quick draw feat. This weapon is also so finely crafted that it counts asmastercraft, giving it a +1 on attack rolls. This weapon is also booby trapped with deadly barbs in the handle,dealing 1d6 points of damage every round the user holds it. This weapon has had the Spring Loaded, HighFrequency and Booby Trap gadgets added to it, therefore these gadgets cannot be added again.

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TransLife Gymnotoid FistDamage: *Critical: 20Damage Type: BludgeoningRange Increment: -Size: -Weight: 1 lb.Purchase DC: 13Restriction: Lic (+1)The Gymnotoid Fist, close cousin to the Gymnotoid Fingers (see above), is a modified version with the addition ofactive “sensory”capabilities. These organs are in fact greatly oversized and grown for high voltage storage ratherthan small sensory pulses. This allows them to deliver a single large jolt to the victim, stunning and potentiallykilling him. The Fist delivers its shock when the wearer performs a special hand contraction, generally clenching afist especially hard, shocking whatever it is touching. Thanks to an insulating layer on it's inside the wearer nevergets shocked, except in booby trapped models. The victim of successful unarmed strike by someone wearing aGymnotoid Fist must succeed at a fortitude save (DC 10 + 1/round charged) or be paralyzed for 1d4 rounds, if thefortitude save is failed by 10 or more the victim is killed. A Gymnotoid Fist may be charged once per round as afree action, each charge stacks on itself but it may not be charged up more than five times. All charges are lostafter ten rounds from when the first charge was made. Alternatively, if the Gymnotoid Fist is attached to ones bodyrather than a Skinsuit he can put additional strain on his body to increase the Fists power without taking the timeto charge it up. To do so requires a successful fortitude save (DC 10 + 1/attempted charge), failure renders thewearer stunned for 1d4 rounds, but does charge the Fist regardless. Gymnotoid Fists take up one feeding slot ona Skinsuit. If worn on the body, a Gymnotoid Fist takes some adjusting by the body to produce enough power for it,it requires a DC 14 fortitude save each time it used in the first week attached or suffer 1d4 temporary constitutiondamage. A Gymnotoid Fist dies 1d4 hours after being separated from a host.

TransLife Self Defense Wrist SpineDamage: 1d4Critical: 20Damage Type: PiercingRange Increment: ~Size: TinyWeight: 1/4lbPurchase DC: 20Restriction: Mil (+3)The Wrist Spine is a symbiotic organism that is implanted into the hosts wrist; it can also be implanted into askinsuit instead, though the primary advantage of surprise is somewhat lost. Upon a specific flex of wrist andhand muscles the seven inch (not counting the two inches anchoring it to the wrist) spine extends from either topor bottom of the wrist (chosen upon implantation), making a good concealable weapon. The spine, while quitesharp and painful on its own, is also hollowed to allow a stream of venom to be injected upon a successful hit. Thispoison, similar to the poisons used in other symbiotic weapons, forces a DC 17 fortitude save or suffer 1d6 condamage, secondary effects are 2d6 con damage. Due to its implanted nature a wrist spine cannot be disarmed,and requires a DC 25 search check to detect unless being searched with implanted wrist weapons in mind. It alsoheals 1 hp per hour if attached to a host. The wrist spine feeds off its host body or skinsuit, requires one feedingslot on a Skinsuit, and will starve to death in 2d4 hours in deprived of such life support.

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ARCHAIC WEAPONSTable 4. Archaic WeaponsWeapon Damage Crit Type Range Size Weight PDC Res

DA-49 Tactical Mark VII HF Combat Sword 2d6 19-20 Slash ~ Med 4lb 15 Mil (+3)LAI-93 “Dragon Slayer”HF Flamberge 3d6 19-20 Slash ~ Large 8lb 20 Res (+2)LAI-104 “Chimera”HF Halberd 2d8 20 Slash ~ Large 15 lb. 20 Res (+2)LAI-108 “Dancing Death”HF Rapier 1d8 18-20 Pierc ~ Med 3lb 17 Res (+2)OT-51 Industrial Hatchet 1d6 20 Slash 10ft Small 4lb 4 ~OT-52 Industrial Machete 1d6 19-20 Slash ~ Small 2lb 5 ~S-834C “Explorer”Machete 1d8 19-20 Slash ~ Small 2lb 12 Res (+2)S-8341D “Ultimate Explorer”Machete 1d8 19-20 Slash ~ Small 2lb 21 Res (+2)S-945D “Hacker”Hatchet 1d6 20 Slash 10ft Small 4lb 9 ~S-9452E “Ultimate Hacker”Hatchet 1d6 20 Slash 10ft Small 4lb 17 Lic (+1)TL-3 Spinesword Symbiotic Weapon 1d8* 19-20 Slash ~ Medium 4lb 16 Res (+2)

DA-49 Tactical Mark VII HF Combat SwordDamage: 2d6Critical: 19-20Damage Type: SlashingRange Increment: -Size: MediumWeight: 4 lb.Purchase DC: 15Restriction: Mil (+3)The Mark VII Combat Sword continues the limited legacy of Delta Armaments military melee weapons. Only a fewmilitary and paramilitary units use it as a primary weapon, though some like to carry it as a backup weapon overthe smaller combat knives available. One group that favors it are pirates and marine units, cargo ships especiallyare prone to having vital equipment in positions that are all too easily hit by stray weapons fire. This weapon hashad the High Frequency gadget added to it, therefore it cannot have this gadget added again.

LAI-93 “Dragon Slayer”HF FlambergeDamage: 3d6Critical: 19-20Damage Type: SlashingRange Increment: -Size: LargeWeight: 8 lb.Purchase DC: 20Restriction: Res (+2)This is the “most popular”of Laer Arms Industries melee line. Not that that means much since LAI is a specialist,“made to order”company, but enough with the weapons economy. This sword is truly huge, towering nearly fiveand a half feet tall, but fortunately made of lighter weight materials than its ancient ancestor. It has a powerfulmotor installed in the hilt to facilitate the high frequency vibrations. And, like anyone who spent the time to makesuch as weapon, LAI has crafted it to near perfection, granting a +1 mastercraft bonus on attack rolls with theweapon. This weapon has had the High Frequency gadget added to it, therefore it cannot have this gadget addedagain.

LAI-104 “Chimera”HF HalberdDamage: 2d8Critical: 19-20Damage Type: Slashing/PiercingRange Increment: -Size: LargeWeight: 15 lb.Purchase DC: 20Restriction: Res (+2)Again, a powerful melee weapon from LAI's line, called the Chimera for its three different weapon heads at theend. This weapon can be used to make trip attempts, it can also be set against a charge to deal double damage.The Chimera is collapsible, allowing it to be broken down into individual parts, making it harder to detect (requiresa knowledge (technology) check DC 17 to identify it as a weapon) it requires a full round action to disassemble orreassemble. This weapon has had the Collapsible and High Frequency gadgest added to it, therefore these gadgetcannot be added again.

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LAI-108 “Dancing Death”HF RapierDamage: 1d8Critical: 18-20Damage Type: PiercingRange Increment: -Size: MediumWeight: 3 lb.Purchase DC: 17Restriction: Res (+2)The Dancing Death is the latest in Laer Arms melee line, a fast and excellently balanced weapon, the rapier canhave the weapon finesse feat applied to it. This weapon has had the high Frequency gadget added to it, thereforethis gadget cannot be added again.

OT-51 Industrial HatchetDamage: 1d6Critical: 20Damage Type: SlashingRange Increment: 10 ft.Size: SmallWeight: 4 lb.Purchase DC: 4Restriction: -Cheap, reasonably reliable, and blindingly simple, this is a hatchet, a small, one handed, axe, it comes with noinstruction manual.

OT-52 Industrial MacheteDamage: 1d6Critical: 19-20Damage Type: SlashingRange Increment: -Size: SmallWeight: 2 lb.Purchase DC: 5Restriction: -Similar to their hatchets, Omni-Tech has created the machete, a short, broad bladed, one handed, sword-axehybrid, also comes with no instruction manual.

S-834C “Explorer”MacheteDamage: 1d8Critical: 19-20Damage Type: SlashingRange Increment: -Size: SmallWeight: 2 lb.Purchase DC: 12Restriction: Res (+2)Essentially a stripped down version of the Ultimate Explorer, this machete drops some of the gadgets that somefelt were “extravagant”. This version is simply a very well made high frequency machete, giving it a +1 mastercraftbonus on attack rolls. This weapon has had the high Frequency gadget added to it, therefore this gadget cannot beadded again.

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S-8341D “Ultimate Explorer”MacheteDamage: 1d8Critical: 19-20Damage Type: SlashingRange Increment: -Size: SmallWeight: 2 lb.Purchase DC: 22Restriction: Res (+2)This is the second in Seltiar Industries “ultimate”line, like their knife, this machete comes with all the extra gadgetsthey could fit on it. This machete has a spring loaded sheath, allowing it to be drawn as if the wielder possessedthe quick draw feat. This weapon is also so finely crafted that it counts as mastercraft, giving it a +1 on attack rolls.This weapon is also booby trapped with deadly barbs in the handle, dealing 1d6 points of damage every roundthe user holds it. dealing 1d6 points of damage every round the user holds it. In addition to those features, themachete is also made out of a revolutionary organic polymer that heals itself over time, at the rate of 1 hit point perhour. This weapon has had the Spring Loaded,Techno-Organic Makeup High Frequency and Booby Trap gadgetsadded to it, therefore these gadgets cannot be added again.

S-945D “Hacker”HatchetDamage: 1d6Critical: 20Damage Type: SlashingRange Increment: 10 ft.Size: SmallWeight: 3 lb.Purchase DC: 9Restriction: -Again, this hatchet is a practical, but still finely crafted and popular wilderness tool and weapon. This weapon isquite well crafted, giving it a +1 mastercraft bonus on attack rolls. The Hacker is collapsible, allowing it to be brokendown into individual parts, making it harder to detect (requires a knowledge (technology) check DC 17 to identifyit as a weapon) it requires a full round action to disassemble or reassemble. This weapon has had the collapsiblegadget added to it, and therefore this gadget cannot be added again.

S-9452E “Ultimate Hacker”HatchetDamage: 1d6Critical: 20Damage Type: SlashingRange Increment: 10 ft.Size: SmallWeight: 3 lb.Purchase DC: 17Restriction: -The third, and possibly final, member of the “ultimate”line of Seltiar Industries, like the others this hatchet is favoredamong hunters, explorers, and scouts. The Ultimate Hacker is collapsible, allowing it to be broken down intoindividual parts, making it harder to detect (requires a knowledge (technology) check DC 17 to identify it as aweapon) it requires a full round action to disassemble or reassemble. This weapon is also so finely crafted that itcounts as mastercraft, giving it a +1 on attack rolls. This weapon is also booby trapped with deadly barbs in thehandle, dealing 1d6 points of damage every round the user holds it. In addition to those features, the axe is alsomade out of a revolutionary organic polymer that heals itself over time, at the rate of 1 hit point per hour. Thisweapon has had the Collapsible, Techno-Organic Makeup, High Frequency and Booby Trap gadgets added to it,therefore these gadgets cannot be added again.

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TL-3 Spinesword Symbiotic WeaponDamage: 1d8Critical: 19-20Damage Type: SlashingRange Increment: ~Size: MediumWeight: 4lbPurchase DC: 16Restriction: Res (+2)The Spinesword is a living creature, naturally symbiotic it is grown to be sustained by a standard biotech Skinsuit,or other similar piece of equipment. The sword is formed by triangular pieces of amazingly hard chitin, overlappingeach other going up the sword blade. The forward of their three lower points on each plate is elongated; forminga sort of saw tooth edge, and making the sword naturally curve backward and get thinner as it gets longer. Thesepieces of jagged edged chitin form the cutting blade, shearing through flesh with just as much ease as any normalsword would. The key piece of the weapon, however, is what makes it the equal of a high frequency weapon,the venom. In each chitinous section there is a small hollow spine which reflexively projects itself out under thechitin plate each time the sword makes contact. The movement of the spine is almost instantaneous, and deliversa powerful dose of venom from the sacs which the spine leads to. The spinesword connects to the wielder bythe hilt; a multi-plate piece of chitin covers a basket hilt, which automatically closes for a snug fit over the handthat is wielding it. When not in use the sword can be worn anywhere along the skinsuit as small bone hooks willattach themselves like Velcro to the skinsuit, siphoning off nourishment. Some stories tell of desperate peopleeven attaching the spinesword to their own bodies to keep it alive when they didn’t have a skinsuit available, butthis is not recommended. The Spinesword’s injected poison is similar to cyanide, forcing a DC 17 fortitude saveor suffer 1d6 con damage, secondary effects are 2d6 con damage. Because of its organic nature, the spineswordheals itself at a rate of 1 hp per hour. Because its basket hilt wraps around the wielder’s hand the spineswordcannot be disarmed unless the wielder voluntarily drops it. A Spinesword takes up two feeding slots on a Skinsuit.If “sheathed”on the wielder instead of a skinsuit he must make a fortitude save (DC 16) or suffer 1d6 temporaryconstitution damage as his body adapts to the spinesword feeding off of him. A spinesword can survive for 3d4hours without a host, after which point it effectively starves to death.

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ARMORTable 5. Light ArmorsArmor Type Defense Nonprof DEX ACP SPD Weight PDC Res

K&G X-Sports Leather Jacket Impromptu 1 1 8 0 30 2lb 11 ~

Infelgro Stalker Suit Impromptu 1 1 7 0 30 2lb 22 Illegal(+4)

Seltiar Extreme Frontiersmen's Suit Impromptu 1 1 7 0 30 3lb 16 ~TransLife Skinsuit Impromptu 1 1 7 0 30 1lb 14 ~OT “Mass Protection”Laser Proof Shirt Concealable 1 1 7 0 30 1lb 11 Lic (+1)PT Undercover Protective Shirt Concealable 2 1 7 0 30 2lb 13 Lic (+1)PT “MIB”Battleweave Suit Concealable 2 1 7 0 30 2lb 18 Lic (+1)PT Battleweave Military Fatigues Tactical 3 1 6 0 30 4lb 12 Lic (+1)PT “Civil Defender”Undercover Vest Concealable 3 1 5 -2 30 3lb 14 Lic (+1)

Table 6. Medium ArmorsArmor Type Defense Nonprof DEX ACP SPD Weight PDC Res

PT '3 to 1' Concealable Vest Concealable 4 2 4 -3 25 4lb 15 Lic (+1)PT Patrol Vest Tactical 5 2 3 -4 25 8lb 16 Lic (+1)PT Patrol Vest, CCC Tactical 5 2 3 -3 30 8lb 20 Lic (+1)TransLife Battle Carapace Tactical 5 2 4 -3 25 9lb 18 Lic (+1)PT Full Battle Vest Tactical 6 2 2 -5 25 10lb 16 Lic (+1)PT 'Legionary' Battle System Tactical 7 2 2 -5 25 10lb 20 Res (+2)

Table 7. Heavy ArmorsArmor Type Defense Nonprof DEX ACP SPD Weight PDC Res

PT 'Praetorian' Assault System Tactical 8 3 1 -6 20 15lb 21 Res (+2)PT 'Immortal' Heavy Assault System Tactical 10 3 0 -8 20 20lb 22 Res (+2)DA-05 Riot Shield Tactical 3 1 ~ -1 ~ 6lb 10 Lic (+1)

LIGHT ARMORK&G X-Sports Leather Jacket

Type: ImpromptuEquipment Bonus: 1Nonprof. Bonus: 1Max Dex Bonus: +8Armor Penalty: -0Speed (30ft): 30ftWeight: 2lbPurchase DC: 11Restriction: -The Karva & Gandro X-sports jacket is made of one hundred percent leather, not synthetic plastics and soy basedproducts like those dime-a-dozen copycat companies. it's a favorite among both x-sports athletes and fans, toughenough to survive just about any crash, and with some extra padding to help you survive it too!

Infelgro Stalker SuitType: ImpromptuEquipment Bonus: +1Nonprof. Bonus: +1Max Dex Bonus: +7Armor Penalty: -0Speed (30ft): 30ftWeight: 2lbPurchase DC: 22Restriction: Illegal (+4)Reverse engineered from the discontinued due to illegality line of omni-tech silent suits, the stalker suit goes onestep further. The omni-tech silent suit incorporated groundbreaking sonic dampening technology to create a sortof bubble of silence around the wearers feet and hands. The stalker suit takes this basic system and adds in evenmore recent light warping technologies, making the suit almost impossible to see as well as hear. The suit providesa +8 to move silently and hide checks while in it, when not activated it looks like a rather glittery silver jumpsuit (anunfortunate side effect of the light warping materials when not activated) with strange devices on its hands, elbows,knees, and feet, and a small battery on the back to power it. This armor has had the chameleonic surface gadgetadded already, therefore it cannot be added again.

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Seltiar Extreme Frontiersmens SuitType: ImpromptuEquipment Bonus: 1Nonprof. Bonus: 1Max Dex Bonus: +7Armor Penalty: -0Speed (30ft): 30ftWeight: 3lbPurchase DC: 16Restriction: -The Seltiar Extreme Frontiersmens Suit is made for the hardest of the hardcore hunters. It has multi-environmentalsystems for hot and cold, wet and dry, using a variety of micro-systems it will keep you going in whatever yourfavorite preys habitat is. Only problem is, it doesn't change color, so you need a suit for each environment, evenif the suit's systems will support it through all of them. The frontiersmens suit allows its wearer to function for daysor even weeks on end without a source of water or rations. The basic premise of the survival suit is that in orderto continue living in harsh environments the human body must conserve and recycle resources. As a result, thefrontiersmens suit, which looks much like a modern-day wetsuit covered with camouflaged pads, is able to controlthe intake and waste of the human body in an efficient manner. Water is stored in small pouches all over thefrontiersmens suit and can be drawn through a small tube that protrudes from the collar; the suit recycles sweatand urine (which it chemically purifies) and then refills those pouches as needed. The outside of the survival suitbears a number of partially reflective black pads, which absorb solar energy and heat and store that energy intiny heat cells throughout the suit. If the temperature begins to drop, these heat cells can release energy andsustain a comfortable temperature for the human body for up to 8 hours without needing to recharge. If these cellsare empty, the suit also has chemical pouches that can be activated one time for another 8 hours of heat. A tinyintravenous feeding system provides nourishment when rations and food run out for up to six days. Tiny fans andvents built into the suit cool the body in temperatures of extreme heat without losing any body moisture.

TransLife SkinsuitType: ImpromptuEquipment Bonus: +1Nonprof. Bonus: +1Max Dex Bonus: +8Armor Penalty: -0Speed (30ft): 30ftWeight: 1lbPurchase DC: 14Restriction: Lic (+1)The TransLife Skinsuit is essentially a utility suit for attaching various biotech gadgets to. However, it does providesome basic protection from weaponry, just not much. The suit itself, like all TransLife armors, is a living organism,grown to serve as clothing. The suit automatically grows around its wearer to make sure a snug fit, though mostare specially cauterized to not grow over the head and face, but not all. A skinsuit can be removed by pressing aspecial nerve on the back; this disengages the “zippered”parts of the suit, allowing it to be removed. The suit itselfis green colored, with a gel-like texture, making it easy to spot. The suit also heals any non-fire damage dealt to itat a rate of 1 hp per hour and has five feeding slots for biotech gadgets to be attached to it.

OT “Mass Protection”Laser Proof ShirtType: ConcealableEquipment Bonus: 1Nonprof. Bonus: 1Max Dex Bonus: +7Armor Penalty: -0Speed (30ft): 30ftWeight: 1lbPurchase DC: 11Restriction: -Capitalizing on public fear after the media hog of a bank robbery, the Caryshburg Shootout, which featured adozen or so civilians being caught in the crossfire of an armed bank robbery, Omni-Tech introduced the “laserproof shirt”. Its slogan is “massive protection for protection of the masses”, in reality the shirt is a cheaply madesubstitute for more expensive and protective battleweave material, youd actually be just as well off with a toughcoat as one of these, though, these might end up cheaper.

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PT Undercover Protective ShirtType: ConcealableEquipment Bonus: 2Nonprof. Bonus: 1Max Dex Bonus: +7Armor Penalty: -0Speed (30ft): 30ftWeight: 2lbPurchase DC: 13Restriction: Lic (+1)Unlike the Omni-Tech “economical model”, the ParaTech Protective Shirt actually helps, its made of realbattleweave, which helps to rapidly disperse heat and has a very high melting point to protect against plasmaand laser weapons, battleweave is also very strong fiber, resisting bullets and blades. Because of their patent onbattleweave ParaTech is considered top-of-the-line in body armor. The Protective Shirt is made with a thin layer ofbattleweave sewn into a normal shirt, making it nearly undetectable.

PT “MIB”Battleweave SuitType: ConcealableEquipment Bonus: 3Nonprof. Bonus: 1Max Dex Bonus: +6Armor Penalty: -0Speed (30ft): 30ftWeight: 4lbPurchase DC: 18(20 if custom fit)Restriction: Lic (+1)ParaTechs latest creation to tailor to certain government agencies and the higher class in need of stylishprotection, the “Men in Black”battleweave suit is truly the epitome of style and security. Its made similar to thebattleweave fatigues provided for military use, simply woven into thin suit fabric and tailored to several popularstyles. Of course, if you refuse to buy your clothes off-the-rack, you can have your tailor send in the pattern andParaTech can make you a custom suit or dress.

PT Battleweave Military FatiguesType: TacticalEquipment Bonus: 3Nonprof. Bonus: 1Max Dex Bonus: +6Armor Penalty: -0Speed (30ft): 30ftWeight: 4lbPurchase DC: 14Restriction: Lic (+1)ParaTechs revolution in the military uniform, using its patented battleweave material the fatigues provide basicprotection from bullets, blades, lasers and plasma bolts. The fatigues come in a variety of camouflage patterns,woodland, desert, winter, urban, and black, providing a +2 equipment bonus to hide checks when in the correctenvironment. Special; this armor can be worn with vest-type armors, doing so increases the equipment bonus by+1 for the additional full body protection.

PT Civil Defender Undercover VestType: ConcealableEquipment Bonus: 3Nonprof. Bonus: 1Max Dex Bonus: +5Armor Penalty: -2Speed (30ft): 30ftWeight: 3lbPurchase DC: 14Restriction: Lic (+1)The ParaTech Civil Defender is a response to request by detectives and private investigators for a lighter, moreconcealable and maneuverable version of the “3 to 1”. And they got exactly what they were looking for, moreprotective than an undercover shirt, more comfortable and concealable than a “3 to 1”, the Civil Defender is anexcellent choice for a balance of protection and comfort.

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MEDIUM ARMORPT “3 to 1”Concealable Vest

Type: ConcealableEquipment Bonus: 4Nonprof. Bonus: 2Max Dex Bonus: +4Armor Penalty: -3Speed (30ft): 25ftWeight: 4lbPurchase DC: 15Restriction: Lic (+1)ParaTechs flagship of sorts, the “3 to 1”is so named for the famous studies that showed it raised survival chanceswhen taking a laser to the chest by three to one. Since then it has become one of the most popular forms ofprotection used by police. It is made with a thick triple weave of battleweave, making about a half-inch thick vestthat is somewhat rigid. Because of its thickness and semi-rigidity the vest can impair movements, but with trainingmost problems can be alleviated.

PT Patrol VestType: TacticalEquipment Bonus: 5Nonprof. Bonus: 2Max Dex Bonus: +3Armor Penalty: -4Speed (30ft): 25ftWeight: 8lbPurchase DC: 16Restriction: Lic (+1)The ParaTech Patrol Vest is a composite of battleweave and neovulcanium cable weave, the added neovulcaniumcable adds to the weight significantly, but also acts as a highly effective ablative shield against energy weapons, aswell as adding overall thickness for bullet and blade protection. This vest is commonly used by patrolling and light-duty military units, hence its name, it's also used by many police in riot situations.

PT Patrol Vest, CCCType: TacticalEquipment Bonus: 5Nonprof. Bonus: 2Max Dex Bonus: +3Armor Penalty: -3Speed (30ft): 30ftWeight: 4lbPurchase DC: 20Restriction: Lic (+1)Identical to the standard ParaTech Patrol Vest except for one thing, the added cable weave: Instead ofneovulcanium, a tough but very heavy material, they used the latest development of armor material, crystal carbon,specially grown sheets of crystal carbon proved just as strong, while also significantly lighter and more flexible.However, there is an equally significantly higher price tag to go along with it, so few choose to upgrade.

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TransLife Battle CarapaceType: TacticalEquipment Bonus: 5Nonprof. Bonus: 2Max Dex Bonus: +3Armor Penalty: -3Speed (30ft): 25ftWeight: 9lbPurchase DC: 18Restriction: Lic (+1)The TransLife Battle Carapace was a promising armor, manufactured to provide heavier protection that wascapable of supporting TransLifes symbiotic weapon line. Unfortunately most of their potential market decided tostick with mechanical weapons, ignoring the potential of biotech symbiotic devices. However, the Battle Carapacecan still be found in use by some biotech oriented organizations, and can still be special ordered from TransLife.The Battle Carapace is much like the skinsuit, but it has simply been grown with a thickened carapace, providingas good protection as battleweave. The carapace covers the entire body, including the head, and so cannot becombined with battleweave fatigues for additional protection. TThe suit functions as a host for symbiotic weaponsjust as a Skinsuit does, but only has four feeding slots due to the need to support the added carapace, completewith green color for enhanced photosynthesis.

PT Full Battle VestType: TacticalEquipment Bonus: 6Nonprof. Bonus: 2Max Dex Bonus: +2Armor Penalty: -5Speed (30ft): 25ftWeight: 10lbPurchase DC: 17Restriction: Res (+2)The ParaTech Full Battle Vest is the most common armor for soldiers going into direct conflict. Its not comfortableenough to wear all day, but the added protection is usually worth the temporary discomfort when the lasers startflying. The Full Battle Vest is designed very differently than the patrol vest, which is simply an upgraded “3 to 1”.The FBV has small ceramic tiles sewn into battleweave pockets, and the vest itself is larger than the standardarmored vest. The ceramic tiles can endure heat far higher than the average plasma bolt fired farther than onefoot. In fact, when hit by heavy plasma fire a soldiers entire body will turn to ash, but for a small pile of square tilesthat were once his FBV. Because of their smaller size, distributed in small pockets, it allows the soldier to havefull mobility of the torso, unlike earlier, solid chest piece, attempts. This is almost always worn with battleweavefatigues under it, giving it a +7 to defense.

PT “Legionary”Battle SystemType: TacticalEquipment Bonus: 7Nonprof. Bonus: 2Max Dex Bonus: +2Armor Penalty: -5Speed (30ft): 25ftWeight: 10lbPurchase DC: 20Restriction: Res (+2)The ParaTech Legionary Battle System is the standard in well funded militarys armor, it is based upon theParaTech Full Battle Vest, worn over battleweave fatigues, and then with a high-tech Heads Up Display (HUD)system added in to make the soldier more effective. In addition to its protective qualities the Legionary BattleSystem has the following features: A mini-computer linked to a complex HUD system displayed in various ways oneither a visor or drop down monocle, depending on preference, and both voice activation and additional keypad,attachable to almost any surface for easy access. A Nanobeacon that tracks a soldiers movements and displaysthem on the HUD as well as a command centers computers. An integrated motion sensor, placed in the helmet, it'salso linked with the HUD. HUD Software: Sensor Link, Targeting, Ammunition Tracker

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HEAVY ARMORPT “Praetorian”Assault System

Type: TacticalEquipment Bonus: 8Nonprof. Bonus: 3Max Dex Bonus: +1Armor Penalty: -6Speed (30ft): 20ftWeight: 15lbPurchase DC: 21Restriction: Res (+2)Though largely obsolete compared to modern power armor, ParaTech still manufactures the Praetorian in smallquantities, though only with all bells and whistles of a “battle system”package. The Praetorian takes the smallceramic tiles of the battle vest and doubles their size, it also expands the vest to cover the neck, groin, and upperarms, the battleweave fatigues are also supplemented with additional battleweave and neovulcanium cable weavepads on the legs and lower arms. Add into this the array of HUD features and you get a straight forward buteffective killing machine. In addition to its protective qualities the Praetorian Assault System has the followingfeatures: A mini-computer linked to a complex HUD system displayed in various ways on either a visor or dropdown monocle, depending on preference, and both voice activation and additional keypad, attachable to almostany surface for easy access. A Nanobeacon that tracks a soldiers movements and displays them on the HUD aswell as a command centers computers. An integrated motion sensor, placed in the helmet, it's also linked with theHUD. HUD Software: Sensor Link, Targeting, Ammunition Tracker It is also environmentally sealed, allowing it tooperate in the deep sea or deep space without modification.

PT “Immortal”Heavy Assault SystemType: TacticalEquipment Bonus: 10Nonprof. Bonus: 3Max Dex Bonus: +0Armor Penalty: -8Speed (30ft): 20ftWeight: 20lbPurchase DC: 22Restriction: Res (+2)The Immortal Heavy Assault System is a rare find nowadays, a relic of past ages, before powered armor, beforeplasma weapons even. However, its just as effective as it ever was, even if it doesn't include battleweave, at thislevel of armor, battleweave hardly matters, its all in the ceramics, and its HUD systems are still as effective asever. In addition to its protective qualities the Immortal Heavy Assault System has the following features: A mini-computer linked to a complex HUD system displayed in various ways on either a visor or drop down monocle,depending on preference, and both voice activation and additional keypad, attachable to almost any surfacefor easy access. A Nanobeacon that tracks a soldiers movements and displays them on the HUD as well as acommand centers computers. An integrated motion sensor, placed in the helmet, it's also linked with the HUD.HUD Software: Sensor Link, Targeting It is also environmentally sealed, allowing it to operate in the deep sea ordeep space without modification.

DA-05 Riot ShieldType: TacticalEquipment Bonus: 3Nonprof. Bonus: 1Armor Penalty: -1Weight: 6lbPurchase DC: 10Restriction: Lic (+1)Delta Armaments riot shield is the standard of the galaxy for riot shields, a simple but effective design, strong butlight materials with a LCD on the front that can display a series of pre-programmed warnings.

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COMPANIESColonial Munitions (CM)

Colonial Munitions isn't really a company at all, but just a catchall term for primitive firearms manufactured, mostcommonly, on relatively undeveloped colony worlds. All of these are slugthrowers, and all are generally easyenough to make from basic instructions and primitive machining. They're popular with frontier towns, nomads,scouts, and outlaws, for their simplicity, reliability, and the ability to repair them in the field. Some can even firehome-made ammunition, making them useful for paramilitaries, as well as bandits too infamous to show their facein town on supply day.

Delta Armaments (DA)Delta Armaments is the premier military arms manufacturer, with small-arms defense contracts throughout thegalaxy, it sets the standard for military firepower. Delta weapons are renowned for solid design and excellentperformance, as well as top of the line engineering to provide the most recent technologies to their customers.Almost all Delta weapons are restricted to military use, mostly due to their automatic fire capabilities, and becauseof the company exists almost solely on government contracts, it's extremely diligent in making sure none of itsweapons get to the black market. Though the company suffered short term setbacks during the plasma revolution,it has since gotten back on top of the military market with a variety of military plasma weapons.

Infelgro (Infelgro)These weapons are, of course, made by none other than the infamous Infelgro Society, quite possibly the largestweb of organized crime to ever have existed. Though obviously arms production is not Infelgros primary business,they have quite a few extremely popular black market modifications of standard weapon versions. Using anInfelgro weapon can change a murderer into an assassin, a thug into an enforcer or an outlaw into a desperado, itis the mark of, at least marginal, professionalism. Infelgro weapons have been used in the most infamous of crimeincidents, the one-man-massacres of the Kadashi Cafés in which an entire café was shot dead to kill the politicianeating there, were perpetrated by one man using a “GR3@T3R SL@Y3R”, a modified omni-tech laser rifle.

Karva & Gandro (K&G)Karva & Gandro are the latest in x-sports equipment, from mag-boards to leather jackets, they're name issynonymous with expensive but fancy. X-sports broadcasts are covered in K&G ads, and commercials consistalmost entirely of K&G programs.

Laer Arms Industries (LAI)Laer Arms Industries was founded by a galactic billionaire, who made a hobby of collecting exotic weapons, mostlyhand-to-hand. Built on his financial success, Laer Arms Industries was formed to cater to the rich, famous, or justcrazy, or desired authentic yet functional ancient weaponry. LAI almost exclusively sells high frequency meleeweapons, and almost exclusively sells by order, not to be found amongst the generic weapon racks of huntingstores. Anyone who carries an LAI weapon either has too much money on his hands or is an expert in its use, asthose are the only two types of people who would spend money on such weapons.

Omni-Tech (OT)Omni-Tech has often been compared by historians to the ancient Wal-Mart, on steroids. It is a gigantic mega-corporation which virtually controls entire planets; its products set the galaxys standard in economic efficiency, ifnot quality. Its weapons reflect this, cheap but capable. It is estimated the OT-22 Las Rifle is the most numerousweapon in existence, used for hunting, home defense, and cheap military operation. Among Omni-Tech weapons,only the Hotshot model Las rifle gives a reason to buy Omni-Tech over another companys weapon, other thancheapness.

ParaTech (PT)Once “just another armor company”, ParaTech finally climbed decisively to the top with the patented invention ofbattleweave, a variant of Kevlar which also disperses heat at an alarming rate. Because of this invention (and thefact that the formula has remained secret to this day) ParaTech was able to rise over other armor manufacturersand become the standard in armor.

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PlasmaPro (PP)Formed at the advent of plasma weapons, PlasmaPro was created by a band of experimental weapon designers,who had finally perfected the hand held plasma weapon. Its founders were miraculously able to keep theirdiscovery secret until the company was already half-way through its first production run, giving it a head starton the established weapon manufacturers. Though plasma weapons are now being built by nearly every armscompany, PlasmaPro remains the premier in quality, and apparently still has an edge over other companies in theirbetter understanding of the core ideas behind plasma weaponry.

Seltiar (S)Seltiars name is known galaxy wide for their supreme quality in hunting apparel, be it rifles, outdoors equipment, orsurvival suits, they are the mark of the true hunter from the Sunday squirrel shooter.

TransLife (TL)TransLife is renowned for its biotech wonders, miracle drugs, gene therapy, genetic engineering, revolutionarysurgery techniques, and now arms development. TransLife has a near-monopoly on the new and limited marketof “symbiotic biotech weaponry and armor”, consisting of organisms engineered to incredible lengths in order tomake these pieces of gear. Long since unrecognizable from their original forms, these symbiotic organisms areengineered to do anything from act as a sword or whip to acting as a suit of skintight armor. However, the “ickyfactor”and increased cost of these devices has made them a rare sight in most places, though a few organizationsactually use them almost exclusively. TransLife is rumored to have strong ties with the terrorist organization, theProtean Sect; a group dedicated to replacing all technology with biotech, by a variety of means.

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GADGETSWeapon GadgetsHigh-Frequency

The High-Frequency gadget can be added to can slashing or piercing melee weapon. It increases the weaponsdamage to as if it was one size larger (1d6>1d8, 1d8>2d6 etc.), and halves the weight. This gadget increases thepurchase DC of the weapon by +4.

Flak LoaderThe Flak Loader gadget can be added to any chemical propelled ballistic weapon. It allows the weapon to use FlakAmmunition, ammo made from scrap metal and easy to find chemicals (DC 15 survival or search check to findmaterials in a reasonable environment, DC 10 craft [chemical] check to create the ammo with a Flak Kit). However,Flak Ammunition is crude by the best standards, and an attack roll of “1”will cause the weapon to jam, DC 15 repairor craft (mechanical) check and 1d4+1 rounds to clear the jam. This gadget increases the purchase DC of theweapon by +1.

Armor GadgetsFlesh Hooks

Flesh Hooks are small organisms similar to a jellyfishs tentacles, on preprogrammed muscle flexing by the wearerthe flesh hooks are triggered to leap from the skinsuit to grab onto whatevers in front of them. The hooks grant a+4 on grapple checks and a +8 on climb checks. Some flesh hooks are grown longer, however their larger sizemeans fewer can be grafted onto a skinsuit, treat these models as giving an effective 10ft reach for grapple checksbut grant only half the bonuses (+2 and +4). Flesh hooks die with in 1d10minutes of being separated from a host.This gadget increases the purchase DC of the armor by +3.

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POWERED ARMORPowered Armor is, in fact, not a clean cut subject of study. It is becoming ever more prevalently defined, however,by corporate interests and specialization of powered armor forces. These events have split powered armor into twomain categories; micro-assist armor, and exo-suits.

Micro-AssistMicro-assist armor is much like more traditional mid to heavy weight battle armors. In addition to armor plating,however, it contains small servo-motors and electro-flex joint materials. These are then paired with pressure andelectrical impulse sensors, which allow these “artificial muscles”to respond in automatic assistance to the wearersmovements. These suits allow for, relatively, cheap power armored soldiers. They enhance the wearers speed,strength, and include just as advanced HUDs, targeting and communications equipment as non-powered battlearmor. This armor is used extensively by elite military infantry units, commando units, and some especially highbudget mercenary units. But armor like this is still out of the reach of “rank and file”troops for most militaries.

Micro-Assist Armor TraitsAll Micro-Assist power armors, unless otherwise stated, are considered to possess:

• A Strength Bonus, which is added to the wearer's strength score.

• Heads Up Display (HUD), projected on visor or drop-down monocle, with voice activation and attachable keypad.

• Nanobeacon that tracks the wearers position and maps it on the HUD as well as command center computers.

• HUD Sensor-link with a Motion Sensor.

• HUD Ammunition Tracker with primary weapon.

• HUD Targeting system with primary weapon.

• Environmentally sealed with helmet air filters to prevent gas attacks, optionally can attach oxygen tanks andapply emergency quick-seal for vacuum operation. +4 to Purchase DC

Table 8. Micro-Assist Powered Armor

Armor Defense NonProf Str Dex ACP Spd PDC Rest.

MT-23 “Zedong”Mobile Infantry Armor 7 2 2 4 -3 50ft 23 Res (+2)MT-27 “S&A”Rapid Assault Armor 9 2 4 3 -5 40ft 25 Mil (+3)MT-34 “Blitzkrieg”Arial Mobility Armor 7 2 2 4 -4 40/60ft 24 Mil (+3)PT “NAT”Modified Powered Infantry Armor 8 2 2 3 -3 40ft 24 Mil (+3)PT “Stickman-C”Powered Infantry Armor 7 2 2 3 -4 40ft 22 Res (+2)Seltiar Powered Prospecting Suit 6 2 2 4 -2 40ft 20 Res (+2)

MT-23 “Zedong”Mobile Infantry ArmorType: Powered, Micro-AssistEquipment Bonus: 7Nonprof. Bonus: 2Strength Bonus: +2Max Dex Bonus: +4Armor Penalty: -3Speed (30ft): 50ftPurchase DC: 23Restriction: Res (+2)Building on the Stickman, the pioneer of micro-assist armors, MicroTech designed the MT-23 to be the ultimatetool for guerilla warfare practitioners. The Zedong sports enhanced leg boosters for lightning fast response andjoint supports to keep the wearer from twisting an ankle while moving at the blistering pace the armor sets. Thoughthe Zedong isn't the most popular micro-assist armor on the market, it's still the fastest thing on two legs and has aniche market with spec-ops and well funded guerilla units throughout the galaxy.

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MT-27 “S&A”Rapid Assault ArmorType: Powered, Micro-AssistEquipment Bonus: 9Nonprof. Bonus: 2Strength Bonus: +4Max Dex Bonus: +3Armor Penalty: -5Speed (30ft): 40ftPurchase DC: 25Restriction: Mil (+3)The powerhouse of the micro-assist armors, the MT27 Shock & Awe is the best you can get if you wantphenomenal strength, battle tested durability and boosted land speed, all in a maneuverable micro-assist package.The S&A was the natural second design for MicroTech to create after the light but fast Zedong, with the MT-27they covered both ends of the market spectrum, firmly positioning the Stickman as the poor mans Micro-Assistarmor. Despite this strategy, the S&As high cost keeps it only in the most elite assault units.

MT-34 “Blitzkrieg”Aerial Mobility ArmType: Powered, Micro-AssistEquipment Bonus: 7Nonprof. Bonus: 2Strength Bonus: +2Max Dex Bonus: +4Armor Penalty: -4Speed (30ft): 40ft (60ft Fly, Perfect Maneuverability, 3 hour fly time)Purchase DC: 24Restriction: Mil (+3)Seemingly even more specialized than the S&A or the Zedong, the MT-34 Aerial Mobility Armor was actually firstmade as a jury-rigged MT-23 by a commando unit in the field. By shutting off the Zedongs power draining legboosters and strapping on a jetpack with linked gyrostabilizers they were able to get themselves out of a bad spot.When news came back to MicroTech, they quickly modified an MT-23 manufacturing plant to stop adding the legenhancers, and start integrating customized jet packs.

PT “NAT”Modified Powered Infantry ArmorType: Powered, Micro-AssistEquipment Bonus: 8Nonprof. Bonus: 2Strength Bonus: +2Max Dex Bonus: +3Armor Penalty: -3Speed (30ft): 40ftPurchase DC: 24Restriction: Mil (+3)The newest micro-assist armor on the market, and ParaTechs only design since the Stickman and the MicroTechdepartment exodus, the Naval Assault Trooper, or NAT, is really just an upgraded Stickman. The NAT sportsreinforced armor, and the latest in electro-flex joints for increased protection and mobility, plus high-tech gadgetslike piercing visors and a spring-loaded concussion rod to give the navys best an edge in any conflict. The armoralso has an integrated medical diagnostics system which automatically injects the wearer with antitoxin when apoison is detected, and a built-in fast use medkit.

PT “Stickman-C”Powered Infantry ArmorType: Powered, Micro-AssistEquipment Bonus: 7Nonprof. Bonus: 2Strength Bonus: +2Max Dex Bonus: +3Armor Penalty: -4Speed (30ft): 40ftPurchase DC: 22Restriction: Res (+2)Progenitor to all micro-assist armors, the Stickman has proven itself reliable and effective through versions Alpha,Bravo and Charlie, and remains the most popular micro-assist armor on the market despite MicroTechs moreadvanced designs as competition. Due to its lower price tag the Stickman gives the capability to equip an entireplatoon for the same cost as equipping a squad with S&A or Blitzkrieg armor.

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Seltiar Powered Prospecting SuitType: Powered, Micro-AssistEquipment Bonus: 6Nonprof. Bonus: 2Strength Bonus: +2Max Dex Bonus: +4Armor Penalty: -2Speed (30ft): 40ftPurchase DC: 20Restriction: Res (+2)Though not a true battle armor, the Seltiar Powered Prospecting Suit was designed for asteroid and planetsurveying, but can serve as protective armor in a pinch. Just don't rely on it to keep a seal after a few taking a fewshots! This armor automatically possesses oxygen tanks for extended vacuum operation.

Exo-SuitsExo-suits are much larger and bulkier than Micro-assist armors. They employ larger, more powerful servo-motorsand sometimes even pneumatic movement assistance systems. Operating within one of these is like a crossbetween walking about in armor and operating a piece of construction equipment. Though pressure and electricalimpulse sensors still monitor the wearers movements to aid them, the suit feels much more sluggish. This is dueto the fact that the wearers actual movements would move the suit practically no where, so the full force of thesuit's servos must come into play before movement really begins, causing a noticeable lag effect, though with timemovements become smooth, if still somewhat slow. The size of exo-suits allows heavy weapons to be mounteddirectly on the suit, or held in the suit's hands, rather than needing to be carried by multiple men, or a vehicle. Thesuits are also robust enough to take a good pounding before they quit, though once they quit you had better get outquick. Because of these two features, exo-suit troops are commonly employed as spearheads in urban assaultsand sieges.

Exo-Suit Armor TraitsAll Exo-Suit power armors, unless otherwise stated, are considered to possess the following:

• Hit Points, each time the wearer is hit half of the damage is taken by the suit, half by the wearer.

• Hardness, all damage is effected by hardness before it is split between the suit and wearer.

• Strength Score, the exo-suit replaces the wearer's strength score while worn.

• Initiative Penalty, because of the suit's need to wait for full servo power to kick in on each movement, there's anoticeable delay, this causes the wearer of an exo-suit to, regardless of quick thinking or reflexes, react slowerthan others around him.

• Heads Up Display (HUD), projected on visor or drop-down monocle, with voice activation and attachable keypad.

• Nanobeacon that tracks the wearers position and maps it on the HUD as well as command center computers.

• HUD Sensor-link with a Motion Sensor.

• HUD Ammunition Tracker with primary and mounted weapons.

• HUD Targeting system with primary weapon and mounted weapons.

• Environmentally sealed with helmet air filters and fifteen minute gas tanks to prevent gas attacks, optionally canattach additional oxygen tanks for extended vacuum operation. +4 to Purchase DC.

Table 9. Exo-Suit Powered Armor

Armor Defense NonProf HP Hard STR DEX Init ACP SPD PDC Rest.

MT-11 “Invader”CQC Exo-Suit 7 4 45 10 20 1 -4 -8 40ft 34 Mil (+3)MT-110 “Arbalest”Close Support Exo-Suit 7 4 30 10 22 1 -4 -8 40ft 34 Mil (+3)MT-1100 “Breaker”Specialist Exo-Suit 7 4 30 10 20 1 -4 -8 40ft 34 Mil (+3)

MT-81 “Harvey”Stealth Exo-Suit 4 2 25 10 18 2 -2 -6 40ft 33 Illegal(+4)

MT-93 “Alpha Strike”LRWP Exo-Suit 6 3 35 10 24 0 -6 -8 40ft 36 Mil (+3)PT “Caesar”Command & Control Armor 5 3 55 15 22 0 -6 -9 30ft 33 Mil (+3)

PT “Hoplite”Servo Assault Armor 4 2 40 10 18 0 -10 -10 30ft 28 Res(+2)

PT “Spearhead”Frontal Assault Armor 4 2 75 15 22 0 -8 -10 20ft 32 Mil (+3)PT “Triple-A”Advanced Assault Armor 5 3 60 15 22 0 -6 -8 40ft 34 Mil (+3)PT “Talos”Squad Support Platform 5 3 40 10 24 0 -10 -10 30ft 29 Mil (+3)

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MT-11 “Invader”CQC Exo-SuitType: Powered, Exo-SuitEquipment Bonus: 7Nonprof. Bonus: 4HP: 45Hardness: 10Strength: 20Max Dex Bonus: +1Initiative Penalty: -4Armor Penalty: -8Speed (30ft): 40ftPurchase DC: 34Restriction: Mil (+3)The Invader was the first Exo-Suit that came out of MicroTechs labs since the split from ParaTech, it marked agreat divergence from the “bigger is better”mentality that pervaded Exo-Suit manufacture at the time. With theMT-11 MicroTech set it's standards as being strong and tough certainly, but also quicker and more agile, makingtheir Exo-Suits more armored infantry than bipedal tank. Until the release of the Triple-A by ParaTech the Invaderwas the standard in military Exo-Suits, though ParaTechs more durable but still quick Advanced Assault Armorhas been a major setback in Invader sales. The Invader has one integrated weapon mount for a size medium orsmaller weapon, this must be purchased separately.

MT-110 “Arbalest”Close Support Exo-SuitType: Powered, Exo-SuitEquipment Bonus: 7Nonprof. Bonus: 4HP: 30Hardness: 10Strength: 22Max Dex Bonus: +1Initiative Penalty: -4Armor Penalty: -8Speed (30ft): 40ftPurchase DC: 34Restriction: Mil (+3)Follow-up to the Invader, the Arbalest was released shortly after the MT-11, to act as a weapons platformsupporting a squad of Invaders. While it may look like a simply modified Invader, a little armor stripped off foradditional weapon mounts, this is quite incorrect. The MT-110 is actually completely redesigned from the groundup, with advanced stabilizers throughout the entire armor to allow for accurate, yet rapid, fire from its suit mountedweaponry. Usually two Arbalests are found in a nine-man exo-suit squad. The Arbalest has three integratedweapon mounts, these can either hold three medium weapons or one large weapon and one medium weapon.If the Arbalest spends a move action to anchor itself to the ground, all integrated weapons ignore penalties fordouble tap and burst fire, and increase autofire DCs by 5, while so anchored the Arbalest cannot move and losesits dexterity bonus to defense.

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MT-1100 “Breaker”Specialist Exo-SuitType: Powered, Exo-SuitEquipment Bonus: 7Nonprof. Bonus: 4HP: 30Hardness: 10Strength: 20Max Dex Bonus: +1Initiative Penalty: -4Armor Penalty: -8Speed (30ft): 40ftPurchase DC: 34Restriction: Mil (+3)As its nickname suggests, the MT-1100 is a one nasty surprise to an enemys communications networks, as wellas any reinforced doors or command posts. You see, the Breaker is a specialist at just about everything. Firstand foremost it was designed as a communications disruption exo-suit, loaded up with jamming gear for anythingfrom radio, radar and sonar to laser and satellite links, even hard-lines arent safe once the MT-1100 arrives witha nanite sized wireless wire-tap. Beyond this, the Breaker also carries a hefty amount of explosive, incendiaries,laser-cutters and a heavy breaching maul, making sure its squad gets through any obstacles in their path. Thentheres the top of the line software for getting as much out of an enemys command post as possible beforewhatever booby-traps they put in it go off. No matter the operation, an MT-1100 Breaker is always a welcomeasset. As a full-round action a Breaker can jam all non-line-of-sight communications within a half-mile, thoseattempting to communicate must make a computer check either at DC 25 or opposed by the Breakers computeruse check. An MT-1100 Breaker bestows a +5 to computer use checks to its wearer. It also allows its wearer tomake halve the time required to make a computer use check, but at a -10 (a net of -5).

MT-81 “Harvey”Stealth Exo-SuitType: Powered, Exo-SuitEquipment Bonus: 4Nonprof. Bonus: 2HP: 25Hardness: 10Strength: 18Max Dex Bonus: +2Initiative Penalty: -2Armor Penalty: -6Speed (30ft): 40ftPurchase DC: 33Restriction: Illegal (+4)Named after the invisible rabbit, the MT-81 is the first and only attempt at making a stealthy exo-suit. The Harveyemploys technology still in the prototype stage, and is quite illegal for anyone but the correct government agenciesto be using. The exo-suit employs a type of chameleonic surface that allows it to almost match it's backgroundexactly, as well as silenced servos and extremely shock-absorbing joints. The MT-81 Harvey grants +10 to bothhide and move silently checks, before Armor Check Penalty, it also has one integrated weapon mount which canhold up to medium sized weapon. This armor already has both the chameleonic and silent gadgets added to it,therefore these cannot be added again.

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MT-93 “Alpha Strike”LRWP Exo-SuitType: Powered, Exo-SuitEquipment Bonus: 6Nonprof. Bonus: 3HP: 35Hardness: 10Strength: 24Max Dex Bonus: +0Initiative Penalty: -6Armor Penalty: -8Speed (30ft): 40ftPurchase DC: 36Restriction: Mil (+3)The newest MicroTech addition to the exo-suit market, the Alpha Strike fulfils the one niche missing in MicroTechdesigns, a Long Range Weapons Platform, the MT-93 surpasses the practically ancient Talos by a mile in itsbattlefield effectiveness. With top-notch targeting software and jump-assisters that allow it to achieve optimum fire-position, meeting a salvo of missiles and long-range lasers from an Alpha Strike is perhaps the greatest fear ofsoldiers on any battlefield. The Alpha Strike has four integrated weapon mounts for either one medium weaponeach or half a large weapon each. All weapons linked to the exo-suit gain a +2 bonus to hit from its advancedtargeting software rather than the normal +1, and all range penalties are halved. The Alpha Strike also possessesjump-boosting rockets, which give it +20 on up to 10 jump checks before needing to be refueled.

PT “Caesar”Command & Control ArmorType: Powered, Exo-SuitEquipment Bonus: 5Nonprof. Bonus: 3HP: 55Hardness: 15Strength: 22Max Dex Bonus: +0Initiative Penalty: -6Armor Penalty: -9Speed (30ft): 30ftPurchase DC: 33Restriction: Mil (+3)Built as communications center and portable command post, the Caesar is generally worn by platoon leadersand above, although sometimes squad sergeants don it for certain situations. The Caesars command and controlabilities come from both its advanced communications and sensor array, and its digital tactics library. Given thedurability the Caesar provides a commander on the battlefield, the exo-suit is actually quite popular, despite itslimited role. The Caesars advanced communications and sensor array give a +4 to computer use, spot and listen,as well as providing it with a piercing visor. The exo-suit's tactical library and advanced software give a +4 bonuson knowledge (tactics) checks and reduces the time required to use the soldiers Tactical Aid and Field OfficersTactical Expertise class abilities to an attack action (this is further reduced to a move action by the Field OfficersTactical Mastery). The Caesar has one integrate weapon mount which can hold up to a medium sized weapon.

PT “Hoplite”Servo Assault ArmorType: Powered, Exo-SuitEquipment Bonus: 4Nonprof. Bonus: 2HP: 40Hardness: 10Strength: 18Max Dex Bonus: +0Initiative Penalty: -10Armor Penalty: -10Speed (30ft): 30ftPurchase DC: 28Restriction: Res (+2)The first production model exo-suit, the Hoplite is now by far the bottom-line, but an exo-suit is still an exo-suit. AndHoplites are still used, sometimes even produced, by somewhat under-funded militaries everywhere. In addition,the Hoplites long production run means secondhand suits can be found with relative ease, almost all exo-suitsused by mercenaries or other non-government groups are Hoplites. The Hoplite has one integrated weapon mountwhich can hold up to a medium sized weapon.

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PT “Spearhead”Frontal Assault ArmorType: Powered, Exo-SuitEquipment Bonus: 4Nonprof. Bonus: 2HP: 75Hardness: 15Strength: 22Max Dex Bonus: +0Initiative Penalty: -8Armor Penalty: -10Speed (30ft): 20ftPurchase DC: 32Restriction: Mil (+3)An older model of exo-suit, created only a few years after the Hoplite, the Spearhead was quite obviouslyintended for leading assaults into enemy fortifications and heavily defended cities. Though it is an old design, theSpearheads heavy-duty servos which support its ponderous amounts of armor plating, made out of the, at thetime, newly discovered Neovulcanium. The Spearhead epitomizes the attitude towards exo-suits at the time, mostmilitary strategists viewed them as urban tanks, and demanded designers pile on as much armor as possible,regardless of maneuverability. The Spearhead has two weapon mounts which can hold a medium sized weaponeach, or can hold one large weapon together.

PT “Triple-A”Advanced Assault ArmorType: Powered, Exo-SuitEquipment Bonus: 5Nonprof. Bonus: 3HP: 55Hardness: 15Strength: 22Max Dex Bonus: +0Initiative Penalty: -6Armor Penalty: -8Speed (30ft): 40ftPurchase DC: 34Restriction: Mil (+3)The latest and greatest “standard issue”exo-suit on the market, the Triple-A finally picks up where the Hoplite leftoff, giving ParaTech a solid all around exo-suit that combines the speed and mobility of the rival MicroTech Invaderwith the classic strength and toughness of ParaTechs entire production line. The Triple-A>s durability edge overthe Invader has already made it the favorite by the majority of militaries in the galaxy, though they are loathe topay the cost of fully updating their exo-suit forces. The Triple-A also brings in several brand new technologies,such as non-grounded fire stabilization, auto-response combat software and jump-boosting rockets. The Triple-A posses two weapon mounts, each can hold up to a medium sized weapon or they can hold one large weapontogether. The Triple-As fire stabilization reduces the penalties for using double tap and burstfire by half, and raisesautofire DCs by 2, this only functions for weapons linked to the Triple-As targeting system. The Triple-As auto-response combat software allows the suit itself to react on an autopilot before the servos would normally allow thewearer to react, a Triple-A with auto-response activated gets a free attack action against the nearest foe any time acombat begins, this takes place after any surprise round actions. Since the auto-response system keys in on radio-ID badges employed by almost all militaries the system may attack innocent civilians, fellow troops without suchbadges, or may not act against enemies wearing correctly coded badges, and of course won't pick up on badgesignals if the areas radio transmissions are jammed. Finally, the Triple-A possesses jump-boosting rockets, whichgive it +20 on up to 10 jump checks before needing to be refueled.

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PT “Talos”Squad Support PlatformType: Powered, Exo-SuitEquipment Bonus: 5Nonprof. Bonus: 3HP: 40Hardness: 10Strength: 24Max Dex Bonus: +0Initiative Penalty: -10Armor Penalty: -10Speed (30ft): 30ftPurchase DC: 29Restriction: Mil (+3)Designed for both short and long range support, depending on the weapons attached to it, the Talos is aworkhorse that functioned as a weapons platform for militaries across the galaxy for years until the Arbalest wascreated, making it out of date for short range support, and it lasted decades until the Alpha Strike finally surpassedit in long range. Regardless, the Talos strength, dependability and still reasonably effective ranging equipmentmakes it still one of the most popular assault exo-suits of all time, with many more still in service than eitherArbalest or Alpha Strike. The Talos has four weapon mounts, each can hold up to a medium sized weapon, oreach can hold half a large weapon. Weapons integrated onto the Talos multiply their range increments by 1.5.

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BIOTECHThe following biotech equipment, templates, and more, are divided into two, usuallydistinct, categories; symbiotic and integrated.

Symbiotic biotechnology is defined by being an organism, grown completely separatelyfrom its host, which is engineered for a specific role. After fully grown the symbioticorganism is attached to either a skinsuit or a human being, which keeps it alive and allowsit perform the function it was grown for. Take, for example, the spinesword, a mutatedmollusk. It is completely unrecognizable from its species of origin, specially engineered,mutated, and grown to function as a living sword for a human. Remember, all symbioticbiotech is a separate organism from the human or skinsuit it is attached to, even if it isimplanted, such as the wrist spine.

Integrated biotechnology, on the other hand, is defined as being made entirely of the engineered human, whetherthe engineering is made by pre-birth gene screening and generational breeding programs; or by post-birthreengineered viruses and cell growth catalysts. One should not, however, mistake this for being any less capableof extreme changes, both within and without, than symbiotic biotechnology. Indeed, some changes can seemmore extreme simply given they are indeed part of the persons body, not simply a living piece of gear. Take forexample, the Camazotz Parahuman, genetically engineered to be practically more bat than human, with armsdoubling as wings, echolocation processing, and thin fur covering its body. The thing to remember is, all integratedbiotechnology, pre-birth or post-birth, is part of the person, and cannot simply be removed and replaced with a newone, or upgraded to the latest model.

Symbiotic BiotechnologyThe Skinsuit

The skinsuit forms a basis for most of the macro-biotech, spineswords, chitinous armor, and flesh hooks. It isessentially a wet-suit but molds to the body truly perfectly, allowing absolutely full movement. It is commonlyspecially cauterized to stop growth over the neck of the wearer, but the rest of the suit will grow to get a “perfectfit”on the owner. The suit is green, and can photosynthesize, taking water from air moisture and the wearer if itmust. This sustains the suit and is generally enough to sustain any biotech attached to it. The most important useof the suit is that it means biotech devices can be attached to it rather than actually touching the human below.Even though they could be used just as easily on a human host as a skinsuit, most people just don't like the feelingof a spinesword attached to their leg.

Chitinous ArmorChitinous Armor is essentially simply a skinsuit grown with overlapping plates of chitin; ranging in hardnessand thickness depending on the purpose of the suit. This type of armor hasn't gained much popularity with thebattleweave revolution, though it is still commonly used among conventional forces that use biotech devices ascommon pieces of equipment.

Flesh HooksFlesh Hooks are small organisms similar to a jellyfishs tentacles, on preprogrammed muscle flexing by the wearerthe flesh hooks are triggered to leap from the skinsuit to grab onto whatever is in front of them. The hooks granta +4 on grapple checks and a +8 on climb checks. Some flesh hooks are grown longer, however their larger sizemeans fewer can be grafted onto a skinsuit, treat these models as giving an effective 10ft reach for grapple checksbut grant only half the bonuses (+2 and +4). Flesh hooks die with in 1d10minutes of being separated from a host.

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FleshwhipThe Fleshwhip is a long octopus like tentacle, but with five razor sharp fangs on the end. The whip has nerveendings in five bone rings on the grip; the wielder inserts his fingers into the rings and can control the whips musclemovements. Because of the whips heavier weight, it no only provides muscle along the entirety of the whip, butalso two “support tentacles”which extend from the grip and attach to the wielders elbow and shoulder, helping tobear the weight. This all combines to make a many times more powerful whip, more like an elephants trunk, thatcan be quite effective in combat. The fleshwhip has a reach of 10ft and can grapple opponents not in its wielderssquare, but at a -10. The fangs of the whip also have venom sacs just behind them, injecting a similar poisonto that of the spinesword into their victims, forcing a DC 17 fortitude save or suffer 1d6 con damage, secondaryeffects are 2d6 con damage. Because of its organic nature, the fleshwhip heals itself at a rate of 1 hp per hour.If “sheathed”on the wielder instead of a skinsuit he must make a fortitude save (DC 16) or suffer 1d6 temporaryconstitution damage as his body adapts to the fleshwhip feeding off of him. A fleshwhip can survive for 3d4 hourswithout a host, after which point it effectively starves to death.

Gymnotoid FingersA set of Gymnotoid Fingers is a specialized organism derived from certain species of electroreceptive fish. Nowundeniably altered, the Gymnotoid Fingers look like a roughly hand shaped blob of green material. Though it isavailable in different colors, it is always slimy. Once attached to ones bare hand the Gymnotoid Fingers expandand contract to fit the hand as a thin layer of ooze. A flap of the material about four inches wide and one footlong extends from the bottom of the glove, and usually attaches to the top of the forearm, feeding off a skinsuit.The purpose of the Gymnotoid Fingers is to sense electrical fields, animals, weapons, computers, depending onthe tuning of the device. The Gymnotoid can be “attuned”to a certain frequency of electrical field by a series ofsensitive nerve clusters hidden beneath a flap on the back of the “glove”. Once tuned the Gymnotoid Fingers willgive a range of tingling and nearly painful feelings to the fingers of the hand it is worn on. One can tell the rangeand strength of the source by which parts of the hand are effected and how intense the feeling is. To avoid a‘sensory overload’ once tuned the Gymnotoid Fingers won’t sense anything stronger than that frequency, avoidingmaking your hand numb with agony when searching people and stepping into a generator room. Anyone wearingGymnotoid Fingers is effectively granted the Blindsense (20 ft.) ability but can only sense creatures/objects attunedto the proper levels, human/animal or electrical machinery and computers. When entering an area of extremelyhigh electrical power such as a massive supercomputer or generator the Gymnotoid Fingers may “burn out”, theirsensory organs becoming simply overloaded and rendering the creature “unconscious”for 1d4 hours. GymnotoidFingers can just as easily be powered by a persons body as a skinsuit, and take minimal adjustment to the body,as well as being almost completely painless to attach. Gymnotoid Fingers can survive for 1d10 hours without ahost.

Gymnotoid FistThe Gymnotoid Fist, close cousin to the Gymnotoid Fingers (see above), is a modified version with the addition ofactive “sensory”capabilities. These organs are in fact greatly oversized and grown for high voltage storage ratherthan small sensory pulses. This allows them to deliver a single large jolt to the victim, stunning and potentiallykilling him. The Fist delivers its shock when the wearer performs a special hand contraction, generally clenching afist especially hard, shocking whatever it is touching. Thanks to an insulating layer on it's inside the wearer nevergets shocked, except in booby trapped models. The victim of successful unarmed strike by someone wearing aGymnotoid Fist must succeed at a fortitude save (DC 10 + 1/round charged) or be paralyzed for 1d4 rounds, if thefortitude save is failed by 10 or more the victim is killed. A Gymnotoid Fist may be charged once per round as afree action, each charge stacks on itself but it may not be charged up more than five times. All charges are lostafter ten rounds from when the first charge was made. Alternatively, if the Gymnotoid Fist is attached to ones bodyrather than a Skinsuit he can put additional strain on his body to increase the Fists power without taking the timeto charge it up. To do so requires a successful fortitude save (DC 10 + 1/attempted charge), failure renders thewearer stunned for 1d4 rounds, but does charge the Fist regardless. A Gymnotoid Fist takes some adjusting by thebody to produce enough power for it, it requires a DC 14 fortitude save each time it used in the first week attachedor suffer 1d4 temporary constitution damage. A Gymnotoid Fist dies 1d4 hours after being separated from a host.

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SpineswordThe Spinesword is a living creature, naturally symbiotic it is grown to be sustained by a standard biotech Skinsuit,or other similar piece of equipment. The sword is formed by triangular pieces of amazingly hard chitin, overlappingeach other going up the sword blade. The forward of their three lower points on each plate is elongated; forminga sort of saw tooth edge, and making the sword naturally curve backward and get thinner as it gets longer. Thesepieces of jagged edged chitin form the cutting blade, shearing through flesh with just as much ease as any normalsword would. The key piece of the weapon, however, is what makes it the equal of a high frequency weapon,the venom. In each chitinous section there is a small hollow spine which reflexively projects itself out under thechitin plate each time the sword makes contact. The movement of the spine is almost instantaneous, and deliversa powerful dose of venom from the sacs which the spine leads to. The spinesword connects to the wielder bythe hilt; a multi-plate piece of chitin covers a basket hilt, which automatically closes for a snug fit over the handthat is wielding it. When not in use the sword can be worn anywhere along the skinsuit as small bone hooks willattach themselves like Velcro to the skinsuit, siphoning off nourishment. Some stories tell of desperate people evenattaching the spinesword to their own bodies to keep it alive when they didn’t have a skinsuit available, but this isnot recommended. The Spinesword’s injected poison is similar to cyanide, forcing a DC 17 fortitude save or suffer1d6 con damage, secondary effects are 2d6 con damage. Because of its organic nature, the spinesword healsitself at a rate of 1 hp per hour. If “sheathed”on the wielder instead of a skinsuit he must make a fortitude save(DC 16) or suffer 1d6 temporary constitution damage as his body adapts to the spinesword feeding off of him. Aspinesword can survive for 3d4 hours without a host, after which point it effectively starves to death.

Wrist SpineThe Wrist Spine is a symbiotic organism that is implanted into the hosts wrist; it can also be implanted into askinsuit instead, though the primary advantage of surprise is somewhat lost. Upon a specific flex of wrist andhand muscles the seven inch (not counting the two inches anchoring it to the wrist) spine extends from either topor bottom of the wrist (chosen upon implantation), making a good concealable weapon. The spine, while quitesharp and painful on its own, is also hollowed to allow a stream of venom to be injected upon a successful hit. Thispoison, similar to the poisons used in other symbiotic weapons, forces a DC 17 fortitude save or suffer 1d6 condamage, secondary effects are 2d6 con damage. Due to its implanted nature a wrist spine cannot be disarmed,and requires a DC 25 search check to detect unless being searched with implanted wrist weapons in mind. It alsoheals 1 hp per hour if attached to a host. The wrist spine feeds off its host body or skinsuit, and will starve to deathin 2d4 hours in deprived of such life support.

Integrated BiotechnologyGene Mods

Genetic Modifications or GeneMods refer to the common practice of genetic engineering on unborn and younghumans. They also refer to generational projects, spanning several generations to create more extreme effects,safely. Almost all humans are enhanced with GeneMods to increase certain traits. Several genetic “packages”or“combos”have been standardized to increase user friendliness and reduce customization fees. These GeneModpackages are essentially like fast food for genetic engineering, keep things simple, the less choice the less varietyof facilities are required, so the cheaper it is to do it. This means that poorer families will have far fewer, or possiblyno, options on what GeneMod their children have, while the wealthy elites children have custom made GeneModsto enhance specific traits and make them “better”than the poorer classes. The following are the standardizedGeneMod packages available to most families.

AlphaThe Alpha-series GeneMod is designed to be an all around upgrade over the basic human, appendix removed,immune system upgraded, genetic defects eliminated. This This GeneMod gives the following traits in addition tonormal human traits: +1 on fortitude saves.

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AquariusThe Aquarius-series GeneMod, more commonly called merfolk, have a large dose of various fish genes in theirDNA. Designed for colonization of water worlds, these engineered mutations have given them the ability to breatheunderwater, as well as on land. They also possess webbing between, unusually elongated, fingers and toes.Unfortunately, the Aquarius have not been perfected, they lead extraordinarily short life spans, only about half thatof a normal human, making them commonly impulsive and quick to action as a sort of species-wide fear of inactionand wasted time. Linked with this quick aging comes a weaker immune system as well, making them more proneto disease, ending their life even faster. Despite their impulsiveness, or perhaps because of it, Aquarius-seriesGeneMods commonly develop strong personalities as leaders, as they naturally try to keep everything in actionand lead people by example.

This GeneMod gives the following traits in addition to normal human traits:• -2 Wisdom (-4), +2 Charisma (+4)

• Gills (+2)

• Webbed Digits (+1)

• Rapid Aging (-2)

• Weak Immune System (-1)

Heavy WorlderThis and the Light Worlder were developed for use in the OCAs Project Proteus, a plan to genetically engineer ageneration of colonists, each adapted to a different type of planet. This was supposed to make colonization faster,cheaper, and easier of the colonists psyches. Unfortunately the project proved far too expensive for the old OCAbudget, and so it never reached fruition. However, there were a “handful”of colonists created, who have gone onand make up the majority population on several planets. The Heavy Worlder is designed for high gravity worldsthat would require rigorous strength training programs and possibly mechanical assistance to normal humans. TheHeavy Worlder is bred to be strong and stout, a success for all but one point, most non-heavy worlders find them abit blunt and unattractive.

This GeneMod gives the following traits in addition to normal human traits:• +2 strength (+4), -2 charisma (-4)

• Heavy World Adaptation

HelotThe Helot-series GeneMod is an attempt at creating a “slave race”that would be; easy to control and naturallyadapted to its manual labor duties. At one time entire systems were populated by Helots, which were actuallycheaper to maintain than comparable harvesting machinery. However, only a decade after their creation theGeneMod was outlawed due to its obvious slant toward creating free labor. Despite this ban, Helots are still beingengineered in certain systems able to evade the eye of the law. These illegal slaves are generally employed ascheap manual labor, harvesting, mining and hunting. Helots have been engineered for physical work, enhancedmuscle mass and cardiovascular system, and of course they've also been engineered for much weaker minds andcommonly conditioned from an early age for non-violence. Helots are sometimes used as personal servants aswell, typically bodyguards or assistants, this arrangement is obviously most often found on worlds which use Helotlabor as well.

This GeneMod gives the following traits in addition to normal human traits:• +2 strength (+4)

• Mindslave (-2)

• Combat Fear (-4)

• Endurance (+2)

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IshtarThe Ishtar-series GeneMod was developed mainly under requests from various clubs of the social elite. It wascreated for use on said social elites children, tailoring them to excel at more glamorous careers such as; holo-vid stars, dancers, gymnasts, pop singers, models and so on. They selected a light, “elfin”build and a facial bonestructure computer-simulations said would create distinctive but highly attractive looks. They also engineered it tohard-wire in competitiveness and an enhanced ego. Rumors abound about certain Ishtar-series stars going mador such in search of perfection, of course, these rumors are probably started by other Ishtar-series stars… TheGeneMod also suffers for some of the reasons that it benefits, namely, its fat burning metabolism that keeps it thinand attractive without exercise, which leads to weaker muscles, lethargic muscles, and a weaker immune system.

This GeneMod gives the following traits in addition to normal human traits:• -2 strength (-4), +2 charisma (+4)

• Lethargy (-2)

• Weak Immune System (-1)

• Frail (-3)

• Pheromone Attraction (+6)

Light WorlderThe Light Worlder was the counterpart to the Heavy Worlder, both part of Project Proteus (see above). The LightWorlder has a lithe, more graceful build, taking full advantage of the low gravity, engineered for less muscle massand better natural balance for operation in low gravity.

This GeneMod gives the following traits in addition to normal human traits:• -2 strength (-4), +2 dexterity (+4)

• Light World Adaptation

OpifexThe Opifex GeneMod is the most overt standardized GeneMod; they have pale skin and red eyes due to pigmentgenes that are unfortunately linked to their beneficial traits. Their beneficial traits, however, are quite impressive,including strengthened nerve connections leading to the spinal cord, allowing for increased reflexes. They alsohave enhanced vision and especially flexible joints that allow them to squeeze through tight spaces and improvedlandings. Opifex are favored by various agencies for their espionage abilities, which has earned them a reputationas shady characters.

This GeneMod gives the following traits in addition to normal human traits:• +2 dexterity (+4), -2 constitution (-4)

• Low-Light Vision (+2)

• +2 escape artist and tumble (+2)

• Light Sensitivity (-1)

• -5 to disguise checks to disguise oneself as a non-Opifex. (-1)

• Achilles Heel (-2)

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OrionThe Orion GeneMod is designed for overall increases in fitness and strength; it increases the metabolism toburn fat faster, fueling muscles constantly. The Orion-series however does have a few drawbacks; its enhancedmetabolism is made possible by special hormone glands, which give off a distinctive, and not especially pleasant,smell. Their rapid metabolism also reduces their bodys ability to adapt to extremes of temperature.

This GeneMod gives the following traits in addition to normal human traits:• +2 Strength (+4), -2 Charisma (-4)

• Heat/Cold Vulnerability (-1)

• Second Wind (+2)

• Pheromone Repulsion (-1)

PandoraThe Pandora-series GeneMod has improved, and sometimes even reworked, neural connections in the brain,enhancing information flow and speeding up thought processes. Unfortunately the interface with the speechcenters of the brain was not as smooth as intended, they don't actually stutter, but they have a hard time slowingdown their words when talking to normal people, so the effect is about the same. The GeneMod is also not asrobust as hoped, as the engineering appears to horde crucial bone building supplies to strengthen the cranium.

This GeneMod gives the following traits in addition to normal human traits:• -2 Constitution (-4), +4 Intelligence (+8), -2 Charisma (-4)

PraetorianThe Praetorian-series GeneMod was created for toughness, pure and simple, be it working hard labor or protectingVIPs, they have enhanced bone structure, and dampened pain receptors, as well as strengthened vital organs.Only problem is, all this nerve dampening and bone thickening has impaired both their physical and mental agility.

This GeneMod gives the following traits:• -2 dexterity (-4), +4 constitution (+8), -2 intelligence (-4)

ParahumansParahumans are advanced genetic engineering, which have been banned from general public use for a varietyof reasons, some have high failure rates, some are considered psychologically unstable, and some are simplyconsidered too, un-human. Whatever the reason, these engineered subspecies have been labeled Parahumansand are not considered to have any civil rights. Their growth and engineering must be sanctioned by thegovernment, which is why many of these Parahumans are government projects. A character starting with aParahuman race does not get the standard human bonus skill points or bonus feat, taking the Parahumans traitsinstead. A Parahuman character may also be forced to take a specific occupation due to the fact that they are bredand trained from birth for a certain job.

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ApolloThe Apollo-series Parahuman is a recent development, rising to meet the need for humans capable of acceptingthe wide variety of enhancing nanotechnologies and implants, unlike most humans whose bodies tend to rejectmany such inorganic devices. While their bodies are indeed automatically accepting of almost all nanites andnanite control implants, they also suffer the side effects. These side effects include most obvious among them agreatly damaged immune system and basic body toughness. Undoubtedly this is due to their enhanced naniteacceptance, a simple lowering of their bodys defenses renders nanites much easier access, but also easier accessto diseases, poisons, and bodily harm. However, given the high price of the Parahuman anyone who is an Apollowill be able to afford nanites or conventional cures capable of countering these drawbacks.

The Apollo-series Parahuman gives the following traits:• -2 constitution (-4), +2 Intelligence (+4)

• Weak Immune System (-1)

• Advanced Nanite Acceptance (+3)

• Invisiservant Nanite Swarm (+5)*

• Nanite Control Implant (+1)*

*; These are pieces of equipment, but Apollo-series Parahumans are automatically given them from birth.

CamazotzThe, thing looks roughly human, but slightly shorter and extremely thin. It has an upturned nose, and its earsare a half-foot long, and stand up straight from the top of its head. The most striking feature, however, are twoleathery flaps extending from its waist to its wrists and up the gap between torso and arm, they look like a batswings. The Camazotz-series Parahuman has a sizable quotient of bat genes spliced into their genome. Designedas specialized colonists for low gravity or especially thick atmosphere worlds, the Camazotz-series never reallycaught on. Though there are several colonies on low gravity worlds with sizable populations of them, but no allCamazotz colonies.

The Camazotz-series Parahuman gives the following traits:• -2 Strength (-4), +2 Dexterity (+4), -2 Constitution (-4), +4 Wisdom (+8)

• Brittle Bones (-4)

• Echolocator (+5)

• Wings (Requires ½ Gravity) (+3)

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ChronosDecked out in camouflage and body armor, with grenades and spare clips strapped everywhere, you can still seethat it's definitely not a normal human. it's covered in short fur like a rat, and its face looks like a giant rat, but withrazor sharp saw-like teeth and a slightly canine influence on it's muzzle and eyes. The Chronos-series Parahumanwas designed for unsupported, long range patrol and counterinsurgency operations. Chronos-series Parahumansare lean and muscular, with canine muzzles and sharp teeth, but large mouse-like ears and eyes. Their bodies arecovered in short grey fur. They are transgenic hybrids of canine, rodent and shark genes. They possess modifiedstomachs so they can live off the land, and bone marrow and adrenal gland upgrades to improve emergencyresponse and health. Optimized for tracking and spotting the enemy, and shifting into biological overdrive inambushes, the Chronos-series Parahuman are most often deployed in small teams to range ahead of humantroops and conduct recon, guerilla hunting, and strike operations.

The Chronos-series Parahuman gives the following traits:• +2 Strength (+4), +2 Dexterity (+4), +2 Constitution (+4), -2 Intelligence (-4), -4 Charisma (-8)

• Adrenaline Jolt (+3)

• Fangs (+1)

• Hypersensitivity (+3)

• Rapid Aging (-2)

• Scent (+2)

• Required Occupation: Military

DokkalfarThe man descends from the ceiling with ease, climbing down the wall head first, fingers and toes seeming to gripit like Velcro. At he touches down on the floor with all four limbs, he rises to a “standing”position, crouched next toyou. Looking down you see two eyes, twice the size of a normal humans and blood red in color. The Dokkalfar-series Parahuman was created for colonization of so called “dead mines”, desolate worlds not worth the time toterra-form, but rich in underground mineral deposits. The Dokkalfar are, therefore, designed to fit these mines,both natural and man made caverns of varying size. To this end the Dokkalfar has received many different traits:Elongated digits on both hands and feet, along with some gene splicing involving geckos, to grow tiny hair-likefibers at the tips of the fingers and toes, allowing them to climb up even smooth surfaces with ease. They combinethis expert climbing ability with rabbit genes for powerful legs and leaping capacity. These adaptations allow themto get around their homes with ease, next they need to see where they're going. To avoid having to light all thetunnels of these dead mines, the Dokkalfar have eyes keener than a cats, and larger too, able to shift into theinfrared spectrum to see in, what would otherwise, be complete darkness. Unfortunately these things have notcome free of drawbacks, their eyes, as most anything that lives underground its whole life, are overly sensitive to anormal world’s lighting. They also seem to develop a lack of muscle mass, though this hardly matters with modernmining techniques.

The Dokkalfar Parahuman gives the following traits:• -2 Strength (-4), +2 Dexterity (+4)

• Advanced Wall Crawler (Climb speed 10ft, +10 to climb checks) (+5)

• Darkvision (+3)

• Leaper (+1)

• Light Sensitivity (-1)

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MentatThe Mentat-series Parahuman is the cutting edge in neural genetic engineering, not only completely remappingneural networks in the brain, but an entire new miniature brain inside the chest cavity. Though ninety-nine percentare deemed mentally unstable from birth, the achievements of the Mentat are truly extraordinary. Unfortunately,even mentally “stable”Mentats suffer drawbacks of the engineering. Such drawbacks include severe weakening ofanatomical structure due to the addition of a second brain inside the chest cavity, the trauma from this trait inducesweakened bones, immune systems, and reduced muscle mass. Mentats are rumored to have been developedby Proteus Cult members in biotech corps, designed to usher in a new biological era by replacing computerprocessors with these super think-tanks. Development of the Mentat, however, is slow in coming, due to theirincredibly high chance of failure, and their lack of usefulness in most situations, where a computer could do just aswell.

The Mentat Parahuman gives the following traits:• -2 strength (-4), -2 constitution (-4), +6 intelligence (+12)

• Frailty (-3)

• Weak Immune System (-1)

• Required Occupation: Academic or Creative

SpacerThe Spacer Parahuman is a new twist on the out dated spacer GeneMod, which was created for long-term zero-g exposure. With the widespread use of gravity stabilizers, however, this GeneMod was no longer necessary.It has been resurrected, however, in a less human form, for work on extended space construction and repairduties. To adapt to the zero-g environment Spacers have balance and direction centers; allowing them to avoidthe disorientation effects of being in space. They also have longer but weaker limbs, similar to inhabitants oflight worlds. A Spacers most striking feature, however, are his two extra arms protruding from his sides nearthe bottom of the ribcage. Spacer arms are fully functional and look completely normal, other than the fact thatthere are four of them. Spacers also suffer from especially weak immune systems, which aren't a problem in thesterilized environment of a space station or open space, but can make living on normal worlds especially difficult.Despite their advantages, Spacers are a rare site in the galaxy, most are either construction/maintenance crews forsatellites and space stations, or work as marines, pirates, smugglers, or any other professions with a high potentialfor needing to operate in zero-g.

The Spacer Parahuman gives the following traits:• -2 strength (-4), +4 dexterity (+8), -2 constitution (-4)

• Extra Arms (+6)

• Zero-G Training (+3) Weak Immune System

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SpartanThe man towers over you, nearly eight feet tall and incredibly strong looking. He carries a heavy machineguneasily slung over one gigantic shoulder, and has a backpack large enough for a squad on his back. The Spartan-series Parahuman is engineered for increased strength, stamina, and overall body mass. They were dreamed upby military scientists searching to make power armor that allowed infantry to wield heavy weapons. Instead of bulkypower armor, they turned the project over to the geneticists and got the Spartan-series, a larger, stronger, andtougher Parahuman. The Spartan-series is used as heavy assault soldiers, as well as support weapons in urbanterrain, where conventional heavy weapons have difficulty. Unfortunately the increased strength, size, improvedrespiratory system, and pain receptor modifications have resulted in bad nerve connections both in the limbs andin the brains speech and judgment centers, as well as a generally faster degeneration of the body, resulting in amuch lower age expectancy.

The Spartan-series Parahuman gives the following traits:• +4 Strength (+8), -2 Dexterity (-4), +2 Constitution (+4), -2 Charisma (-4)

• Enlarged Form (+6)

• Mindslave (-2)

• Rapid Aging (-2)

• Required Occupation: Military

Tek RatYou hear a squeaking from a locker, in it sits a short, just over two foot tall rat, though you quickly realize it'sthumbs are opposable and it's face seems disturbingly human, but still very rodent. You also see a small pouchon it's belly, a ratchet and several screw drivers poking out of it. The Tek Rat Parahuman is an even more radicaldeparture from the baseline human than the Camazotz. Using a mix of human, raccoon, and possum genes, theTek Rat stand between 2 and 2.5 feet tall, with a rat-like prehensile tail, thin coats of fur, an only half human face,and a marsupial pouch for carrying tools or young. They were developed for maintaining the ever more crampedspaces aboard navy ships, after the naval restructuring and ship overhaul however, many Tek Rats were let goand have found work on a wide variety of private craft.

The Tek Rat Parahuman gives the following traits:• -4 strength (-8), +4 dexterity (+8)

• Size: Small (0)

• Prehensile Tail (+4)

• Pouch (0)

• Elasticity (+5)

• Pheromone Repulsion (-1)

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ViljalmurLumbering towards you in a slow, purposeful gate it comes closer. Its layers of blubber sway too and fro as itapproaches, thick fur covered with a light dusting of snow. Though it may appear a bear from the side, its faceis obviously human, though it bears a thick beard long since gone out of style among the core worlders. TheViljalmur-series Parahuman, named after the arctic explorer, Viljalmur Stefansson, have greatly improved toleranceof low temperatures. Viljalmur bodies naturally store more fat than normal, building a much thicker layer of blubberthan normal humans, giving them much better insulation, as well as forcing a reinforced skeleton to bear theadditional weight. Their most striking modification, however, is increased body hair production, resulting in a thickand shaggy coat of fur that keeps them warm in much colder temperatures than most people can even survivein. This shaggy coat is even sometimes illegally used as coats by eccentric members of the wealthy elite, thoughmost find such practices grotesque. The Viljalmur were created, obviously, who colonizing frozen worlds withoutbeing limited to the indoors. Though their fur and seemingly larger forms make them appear somewhat bestial,Viljalmur are in fact generally very calm and methodical, perhaps a side effect of their hibernation cycles. Thoughmost Viljalmur colonies are now developed enough that they need not enter hibernation, they are still uncannilyslow to action, as well as slow to walking due to their mass of blubber.

The Viljalmur Parahuman gives the following traits:• +2 constitution (+4), -2 dexterity (-4), +2 wisdom (+4)

• Lethargy (-2)

• Energy Diffusion (cold resistance 10) (+2)

• Thick Fur Coat (+1)

• Heat Susceptibility (-1/2)

• Reduced Speed (25ft) (-3)

• Skeletal Reinforcement (+5)

• Endurance (+2)

Mutants

Achilles Heel [Drawback]MP Values: -2 Drawback: Opponents receive a +4 to confirm critical hits against you.

Advanced Nanite Acceptance [Minor]MP Value: +3 Benefit: The character gains the Advanced Nanite Acceptance feat for free, regardless ofprerequisites.

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NANOTECHNOLOGYNanotechnology is a vast realm of technology, from the now banned self-reliant AI utilitynanite swarms to “Invisiservant”personal helpers. It can construct a building or tear itdown, kill a virus or poison the blood, close a door or break it down. It is also very new,unrefined, and very expensive. In similar form to biotechnology, nanotechnology can becategorized in laymens terms as being either internal or external in design. It is importantto note that in either of these duties nanites are banned from being manufactured foroffensive purposes, nanotech weapons could be as deadly as atomics, and so are just asprohibited and prohibitive.

Internal nanites can perform a variety of duties. The most common is medical - either replacing or helping heal thehuman body after injury or disease. There are others, of course, which boost human capabilities beyond the norm,such as the brain boosting Prometheus nanites. The main difficulty with internal nanites is rejection. A problemonce encountered in organ donation in the past, a similar principle holds sway. Nanites, like donated organs, aren'tnaturally a part of the hosts body, and are therefore subject to rejection. The problem is, nanotechnology is stillrather new in the form of internal use, and is too complicated to either tailor each batch of nanites to particularindividuals, or to have developed a “universal”nanite like what has been done to organ transplants. This meansthat the majority of mankind rejects nanite colonies in their bodies, especially the more complex and intrusive ones.This last part is important to understand, as a batch of, say, Clotbots, is nearing universal acceptance, because itsimply floats along the bloodstream waiting for a wound to appear to carry out its duty. However, a nanite colonysuch as the Alexandria memory boosters is much more intrusive, weaving itself throughout the various sectionsof the brain to boost memory retention. Weaving nanites into a person’s brain is a delicate process, rife withopportunities for the body to reject the nanites and possibly cause brain damage if the link-ups go awry. To boostacceptance rates, biotechnology, long a fierce rival of nanotechnologies, may provide an answer to this problem;modifying gene-sequences to produce a more accepting vessel for nanites.

External nanites perform more overt duties than the healing or performance enhancing internal nanites. Fromkeeping a look out in all directions to forming swords and shields from thin air, external nanites can be impressive,but also potentially incredibly double edged. The most important thing to note about external nanites is the lawpassed some three centuries ago, banning full artificial intelligence and self-sufficiency from being given to them.This is to prevent several deadly possibilities which will not be discussed in this brief description, suffice to saythe possibility of a nanite controlled galaxy is too great to ignore. This means several important things for externalnanites; they cannot be self-sustaining, or replicating, therefore reducing their effectiveness at various constructionand terra-forming projects severely. This said, external nanites are still a powerful technology. Due to the lawsconcerning nanites that requires them to at all times be under at least the supervision of a living being, nanitescan only be operated by two means: First, there is the ‘manual’ control, using various broadcasting devices thatact as remote controls to the nanites, this could be a computer terminal, a handheld remote, or simply an on andoff switch on a wall. The second method is the more efficient, that is mental control. This makes use of a neuralsequence translator and multi-wave broadcaster implanted into the controller’s skull, usually at the back or thebase. This device translates neural signals sent to it into computer coding, and then broadcasts this coding tothe nanites, just like the manual broadcaster would. This allows completely hands free control of nanite coloniesas well as, with training, only a quick thought with almost no advanced concentration needed, to send orders tomost nanite colonies. There are two main problems with mental control, however: rejection and limited processing.Rejection is the same problem encountered in internal nanotechnology, and is dealt with in the same way. Thesimpler the implant, the smaller and less likely it is to be rejected or cause brain damage to the host, however, thesimpler the implant the fewer nanites can be controlled at once. The more complex, and more commonly rejected,implants can handle up to half a dozen nanite colonies at once, without needing to switch translator programs,broadcast signals, or rework remote network connections. While the smaller, one or two slot implant would need tochange translators, broadcast signals, and reconnect to each nanite colony it needs to send order to. This, despitethe speed of computer processors, takes a noticeable amount of time and can be quite inconvenient.

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Internal NanotechnologyAlexandria Memory Booster

The Alexandria Memory Booster nanites are injected, sometimes directly into the spinal cord, and flow to thebrain, attaching themselves to memory centers to serve as additional memory space. Because of its computernature the nanites recall direct memories, practically video recordings of the events, allowing incredibly precisememorization when wanted. Because of this precision, and their finite hard drives, the host must choose whento activate the nanites, allowing him not to waste their memory space on, for example, a vivid dream. AlexandriaMemory Boosters grant a +2 misc. bonus on all knowledge checks for skills which the host has ranks in. It alsoallows the host to remember events exactly as they happened from his perspective, so long as he designates he isusing the nanites at the time. Purchase DC for a colony of Alexandria Memory Boost nanites is 22; they occupy thebrain slot and are an advanced nanite colony.

ClotbotsClotbots are a swarm of nanites injected directly into the hosts bloodstream. There they remain inert, floatingunnoticed through the hosts veins. When the host suffers a wound, however, Clotbots go to work, acting as asuper-coagulant to quickly clot even horrendous wounds. Because of their inert state in the bloodstream Clotbotshave a high acceptance rate among normal humans. Any character with Clotbots in their bloodstream (they remainindefinitely until activated) automatically stabilize at -1 hit points or less. Clotbots are only one use, however,and must be re-injected after each time the character goes into negative hit points. Purchase DC for a colony ofClotbots is 18; they occupy the bloodstream slot and are a basic nanite colony.

External NanotechnologyInvisiservant

The Invisiservant nanite swarm is a sort of all-purpose utility nanite swarm modified for domestic use. They aremost commonly found serving Apollo-series Parahumans. They are simple nanites with hover-motors and smallubiquitous graspers. Usually fed orders from an implanted nanite controller, they move about in a swarm visibleas a small cloud of dust. The nanites, though they aren't capable of anything truly noteworthy, are like a personalservant, a butler of sorts; they could hold your drink, bring you datacards, or be formed into moving art. The travelcloud is a sphere about two feet in diameter, but the nanites must compress and lock together to accomplish mosttasks. As a free action the controller may instruct the nanites to move an object weighing less than five pounds upto fifteen feet per round. Maneuvering more delicate than simply lifting, carrying, and setting down requires a moveaction from the controller, and provokes an attack of opportunity. An Invisiservant swarm cannot move farther thantwenty feet from its controller; if it is forced to, the nanites automatically shut down. Purchase DC for one swarm ofInvisiservant is 23; they require one nanite control slot and are an advanced nanite swarm.

Nano-ShieldThe Nano-Shield nanite swarm forms in an egg-shaped, barely visible, cloud around the controller. The controllerdirects the nanites to converge on a point, forming a solid circle about half a foot in diameter and one eighthan inch in thickness. While experiments have been made with automatic shield systems, in which nanites areprogrammed to sense incoming attacks and block them without order from the controller, these systems provedtoo easy to slip a blow past. A skilled controller can launch fully offensive routines in melee without worrying aboutcounterattack thanks to his Nano-Shield. An unskilled controller easily meets his doom from thinking himselfsecure from all attack because of his shield. A Nano-Shield provides a +1 bonus to Defense, if the controller hascombat expertise he may add his intelligence bonus to this (in melee). A Nano-Shield swarm cannot move fartherthan twenty feet from its controller. If it is forced to, the nanites automatically shut down. Purchase DC of a Nano-Shield swarm is 25; they require one nanite control slot and are an advanced nanite swarm.

DelphiThe Delphi nanite swarm forms a wide “web”of nanites for a few dozen feet around the controller. These nanitesare of course completely invisible due to their wide spacing, and cause no noticeable disruption in the air at all.Each nanite is fitted with a microphone, camera, or chemical analyzer, whose data it projects back along the webto the controller. This experience can, of course, be quite disconcerting for novice users, but once accustomed toit a controller can see, hear and smell everything around him. A Delphi nanite swarm grants a +4 to all spot andlisten checks within a 40 foot radius. If he spends a move action to concentrate on just one nanite, he can see,hear or smell as if his eyes were in any spot in a 40 foot radius, otherwise the swarm simply subconsciously aidshis senses. Purchase DC of a Delphi nanite swarm is 27; they require one nanite control slot and are an advancednanite swarm.

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OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc(“Wizards”). All Rights Reserved.

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