174
1 Table of Contents Updates 1/10/06 CLASSES Muses granted additional ability. Sarafan revised to more closely resemble psions in the Player’s Handbook. Updates 10/31/05 STARSHIPS Feats section added for vehicles (under the Vehicles section). Small vehicles added. Stowage capacities revised for pounds instead of kilograms. Vehicle hitpoints revised. Updates 10/25/05 CLASSES Techmaster abilities thoroughly revised. FEATS Feats added: Collaborative Creation, Craft Ship Systems, Craft Vessel, Master Crafter, Master Linguist. Epic feats added: Titanic Might of the Elders, Undying Empathy of the Daedar Updates 7/28/05 CLASSES Noble class revised thoroughly. Updates 12/14/04 GENERAL Margins edited. Disposition section removed. Resurrection survival chances revised and edited. Language edited to remove references to high-end science beyond the scope of the characters in the game (DNA, genetic engineering, molecular structures, etc.) RACES Thri-kreen added as playable race. Language section now has alphabets, and listings for several races who do not have their own system. Dowd senses modified slightly. CLASSES The blood sorcerer has been revamped to balance it more closely with other spellcasting classes and removed Astrogate and Pilot as class skills. Scout bonus feats clarified. Muse thoroughly revised. Priest skill list no longer has Astrogate, Pilot, or Use Tech Device. Techmasters thoroughly revised. Warlocks now receive a bonus feat every 4 levels rather than every 5. Warlocks can now become specialist wizards.

Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

  • Upload
    others

  • View
    5

  • Download
    0

Embed Size (px)

Citation preview

Page 1: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

1

Table of Contents

Updates 1/10/06 CLASSES Muses granted additional ability. Sarafan revised to more closely resemble psions in the Player’s Handbook. Updates 10/31/05 STARSHIPS Feats section added for vehicles (under the Vehicles section). Small vehicles added. Stowage capacities revised for pounds instead of kilograms. Vehicle hitpoints revised. Updates 10/25/05 CLASSES Techmaster abilities thoroughly revised. FEATS Feats added: Collaborative Creation, Craft Ship Systems, Craft Vessel, Master Crafter, Master Linguist. Epic feats added: Titanic Might of the Elders, Undying Empathy of the Daedar Updates 7/28/05 CLASSES Noble class revised thoroughly. Updates 12/14/04 GENERAL

Margins edited. Disposition section removed. Resurrection survival chances revised and edited. Language edited to remove references to high-end science beyond the scope of the characters in the game (DNA, genetic engineering, molecular structures, etc.) RACES Thri-kreen added as playable race. Language section now has alphabets, and listings for several races who do not have their own system. Dowd senses modified slightly. CLASSES

The blood sorcerer has been revamped to balance it more closely with other spellcasting classes and removed Astrogate and Pilot as class skills. Scout bonus feats clarified. Muse thoroughly revised. Priest skill list no longer has Astrogate, Pilot, or Use Tech Device. Techmasters thoroughly revised. Warlocks now receive a bonus feat every 4 levels rather than every 5. Warlocks can now become specialist wizards.

Page 2: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

2

Warlocks no longer have Astrogate and Pilot as class skills. SKILLS

Astrogate skill rewritten for greater clarity and utility. Forgery skill use added to forge encoding stones. Pilot skill edited to limit checks made by individuals without the correct Operations feat. Use Tech Device skill has added functions for Sensor and Jamming device operations. FEATS

Psiblade defense feat was deleted. Disguise casting feat upgraded to a +4 bonus. Duelist, Improved Duelist, and Legendary Duelist now limited by armor. MAGIC

Psionic powers with augments that allow them to be manifested as a swift action no longer have this augment. Immediate actions or move actions may still be achieved through augment, and powers that normally are manifested as a swift action (such as psionic lion’s charge) are not affected. Defensive precognition is split into two powers (same levels for the same classes). Defensive precognition grants a bonus to armor class. Defensive prescience grants a bonus to saving throws. Defensive precognition, defensive prescience, offensive precognition, and offensive prescience now require +5 power points to augment, rather than +3. Duration is increased to 10 min/level. Ego whip saving throw edited to Will negates. Empathic feedback now deals subdual damage rather than empathy damage (whatever that means). Damage does not change, but a target cannot take more damage from this power in a round than the maximum possible for a single blow (i.e. if the power will deal 12 subdual damage via augmentation and the manifester is struck 3 times by a foe for 4, 7, and 5 damage respectively, the power only deals up to 12 damage). Energy adaption power edited to Kineticist 5. Powers dealing energy damage (ball, bolt, burst, cone, current, missile, push, stun, and wave) no longer increase DC along with damage. Eradicate invisibility power no longer allows a save. Escape detection power has manifester cap increased to +20. Inertial armor augment limited to +1 armor bonus per 4 power points, rather than per 2. Microcosm augment removed. Psychic reformation XP cost edited to 100 XP per feat, or 10 XP per skill rank. Thicken skin is now an enhancement bonus to natural armor, not just an enhancement bonus. Touchsight range reduced to 30 foot radius, and augment is reduced to +5 ft. per 2 power points. Vigor adds 5 additional temporary hit points per 2 points expended, instead of +5 per 1. EQUIPMENT

Banned item section edited to Illegal Items with entirely different focus. Revisions to most common (non- and low-magical) equipment. Tattoos section removed. Tattoos resume functioning as outlined in the Psionic Handbook. STARSHIPS Starship section completely replaced with new shipbuilding and travel information. Several ship weapon costs and damage received minor alterations. GEOGRAPHY New regional description system added. Eden system thoroughly revised and expanded. Morpheus system thoroughly revised and expanded.

Page 3: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

3

PRESTIGE CLASSES

Epic prestige class Reputation chart edited. Dread Pirate’s Scourge of the Star’s ability clarified. Fusion Master manifestation potential reduced. Ordinator’s Seraph’s Champion power received minor editing. Ordinator Code added. Sentinel received thorough editing. Updates (5/13/04): CLASSES

Psychic Adept class replaced by Wilder class. Sarafan class revised to nearly match psion class. ITEMS

Metapsionic rods augment as follows: Lesser can affect powers of up to 6 power points, normal rods affect up to 12 power points, the Greater rods effect up to 18 power points. This total is calculated after adding any power points spent to Overchanneling, but before adding points from a Wild Surge. Updates (3/07/04): RACES

Rakshans no longer possess the ability to Pounce or Rake. The Thursk’s Rake ability has been revised to match that of the Weretiger. CLASSES Blood sorcerers can now use conjuration (summoning) spells, with limitations. The Muse and the Techmaster have received a thorough overhaul. SKILLS Craft skill revised. Knowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised. Use Tech Device expanded. FEATS The Die Hard feat in this compendium was renamed to Back to the Wall to circumvent the overlap with the PHB feat. A number of feats received editing: Bestial Howl, Bestial Roar, Demon rage, Duelist (Improved Duelist, Legendary Duelist), Epic Speed of Thought, Expert Gunner, Psiborn, Revolutionary Blood. Psiblade Parry, Improved Psiblade Parry were deleted. Epic versions of the “+2 to two skills” feats (Alertness, Athletic, etc.) were added. EQUIPMENT

Edited boneheaded typo referring to renaming the Belt of Dexterity +6 the “MDF Mk VI Speed Gauntlets.” Vacuum suit and skin edited. Drisconite pricing for non-armor edited. Kessar poison edited. Armor DR corrected. Word “cuirass” removed. I hate that word, and will not have my character wear something pronounced “queer-ass.” Damage from pulse weapons specified as piercing only.

Page 4: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

4

One-handed ranged weapons now specified in chart. Vasheel dagger edited. Steady weapon property increased to +4. Adrenal Heightener and Battle Node modified. Psychoactive skins clarified in that only one may be worn at a given time. Third Eye and Torc slot usage edited. CREATURES Raskyr Dragon CR adjusted (not like it mattered anyway).

Page 5: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

5

1: Races 2: Classes, prestige classes, skills, regions, and feats 3: Magic and Technology 4: Equipment 5: Space Combat, Vehicles, and Ships 6: Aliens, Enemies, Monsters, and Templates 7: NPCs 8: Geography and Regions 9: The Empires of Blood Campaign 10: Eras of Play

Page 6: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

6

Introduction

Welcome to the Empires of Blood Campaign Setting, a galaxy of high fantasy and science fiction where a character can cast spells and fly a starship all in the same day. It is a world inspired by both genres of Sci-Fi and Fantasy, combining elements of the two to make a unique gaming experience. The campaign setting itself is an adaptation of the never-to-be-published novel Daughter of the Seraph and the two equally meaningless books scheduled to follow it. While Empires of Blood is based upon the d20 role playing system, it has a number of core mechanic differences that are important. It involves many new races, classes, feats, and items, for one, but it also uses altered spell lists and even magic rules that are important to be aware of. Important Campaign Setting Rule Changes

–Proficiency types have changed. –No multi-classing penalties. –Psionics and magic are transparent, but spell lists are different. –You cannot attain magic items that boost your skills. Some non-magic items are available. The exception to this rule is situational; items giving bonuses to skills that other magic easily circumvents may be allowed at DM’s discretion. For example, slippers of spider-climbing grant a climb bonus, and a ring of jumping grants a jump bonus, but neither are the equal of boots of flying in improving mobility. –True resurrection does not exist. Resurrection rules are different (see magic section). Important general Rule Changes

–Luck rings do not exist. Sorry. Variants in Play

–A natural 1 is a -10 to the roll, and vice versa for a 20. –If you confirm a critical with a roll that would also be critical, you inflict a critical effect. For spells, this occurs if the victim fumbles a save. –If you receive a bonus feat when you are above level 20, you may take an epic feat in its place. –Once your attack bonus reaches +16, you gain a fourth attack (includes epic attack bonus).

Page 7: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

7

Chapter One: Races Creating a character in the Empires of Blood Campaign Setting is the same as in any other campaign setting, for the most part. Characters follow the standard rules for character creation as presented in the Player’s Handbook. However, many of the races in the galaxy require level adjustments to make them playable because of unique racial powers. Others are simply not great character choices, and these are covered in more detail in Chapter 6. One of the unique bits of flavor to the Empires of Blood campaign is the racial restrictions on magic. Most beings in the galaxy simply cannot use it–they’ve no innate channeling or psychic potential, and the alien Forerunners do not grant them any power. That does not mean these races are not fun to play–in fact, feeling “stepped on” your entire life can make for some excellent characters! For human characters, their home region is vitally important. As essentially the only society with major colonies on multiple worlds, humanity does not have a “normal” social structure–it can vary greatly from world to world. Other races tend to have a behavioral norm they cling to. Not all races are humanoid, and even those that are may have a different physiology that may restrict what equipment they may use. Many types of equipment like armor can be specially refitted for other species, though always at 150% of the cost (this applies to the base cost, not any magical enhancements). All characters automatically learn the language Tarreen, which is considered the trade tongue among all races. It is also referred to as Trade or Common.

RacesRacesRacesRaces AnkaraAnkaraAnkaraAnkara

The native race to the Angelus star system, ankara are often called “bird people” by

humans for their uncanny resemblance to avian creatures native to most worlds. They are one of few known sentient species to possess innate flying potential, which makes them powerful and dangerous creatures. The ankara as a people emerged at nearly the same time as humans on Sharankur. Ankara society developed in a far more peaceful way than most races. Their societies are highly mobile, often migrating huge distances to avoid unpleasant weather. Only since human colonization of the planet have any permanent cities been created, and many native ankara’s are annoyed by the human inclination to expand into their territory. Ankara culture is based upon the ideal of a shared-family system where up to a dozen families live together and migrate with others for mutual protection, education, and development. They resent official “human” education and prefer to live peaceably off the land. The few ankara that leave their planet to adventure or join in galactic struggles tend to have unusual streaks of wanderlust or have suffered tragedy on their home world. Ankaran society is highly gendered, with males doing the hunting and exploring females assisting in familial growth and education. Most Ankara are barbarians. Ankara are tall and fragile like most avian creatures. They have roughly humanoid legs and arms in addition to great sprouting wings. Males are typically colored a bright red while females take on an orange-like hue. The average specimen stands almost six and a half feet tall but weighs only forty kilograms. Because their home planet is rugged and wide-open, the ankara are uncomfortable in tight spaces and even show strain when in any enclosed space at all. Ankarans have difficultly wearing normal armor and must have it specially constructed. Ankarans who wear anything other than light armor cannot fly. They also must have specially constructed boots, since their feet are talons.

Page 8: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

8

Language: Ankara speak Karan. It is nearly impossible to reproduce by other creatures. Names: Ankara have a family name, which is usually a combination of the names from their shared family. Ankara typically develop their own first name for use with outsiders, since their language is utterly foreign. They choose a name appropriate to the species they deal with the most rather than using one of their own. Racial Abilities: Ankara have the following racial traits:

• +4 Dexterity, +2 Wisdom, -2 Strength, -2 Intelligence, -2 Constitution. Ankara tend to be quick and wise but simple and fragile.

• Medium-size • Ankara base land speed is 20ft.

They can fly with good maneuverability at a speed of 60ft. Since their hands are a part of their wings, they cannot fight while flying.

• Ankara have a natural bite attack that deals 1d4 points of damage.

• Automatic Languages: Karan. • Level

Adjustment: +1 (flying).

CredokCredokCredokCredok

A plain, simple, pensive people, the credok have known almost exclusively death and destruction throughout their history. Sharing the planet Norg with their racial enemy, the norgon, the credok live apart from the Norgon only as nomads, else the norgon enslave them. The credok are a heavily religious people, believing that their divine

saviors will eventually arrive and drive off the wicked norgon. Their culture is heavily tied to the land because they are such a nomadic people, and they worship gods of rain, thunder, harvest, and other such notions. They are the ultimate survivors, always managing to find food and water in even the most remote locations of a desolate world. Credok society is very egalitarian by necessity. Most credok are soldiers. Credok are a thin and gaunt people will gray skin and hollow eyes. Their skin is like leather, and they grow no facial hair of any kind. They are roughly human height and build. Centuries of exposure to the acidic atmosphere of Norg has toughened their bodies, however, making them resilient and strong.

Languages: The credok language is similar enough to the norgon’s for them to understand each other. It too is based on clicks and growls.

Names: Credok names are based on their tribe and merits the individual has achieved. Their given name is usually followed by the clan name and then accomplishments. Examples: Shota-kal the Harvester, Kerek-nogal the Chief.

Racial Abilities:

Credok have the following racial traits:

• +2 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma. The credok are stout and insightful hunters, but they tend to lack grace or wit.

• Medium-size • Credok base

speed is 30 ft. • Credok receive

Endurance as a free feat at 1st level.

Page 9: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

9

• Poison Immunity: Credok are immune to poisons.

• Spell and Power Resistance (Ex): Living in the Dead Regions had made credok naturally resistant to forms of magic and psionics. They have a spell and power resistance equal to 10 + their hit dice.

• Automatic Languages: Credok. • Level Adjustment: +1.

DowdDowdDowdDowd

The dowd are a secretive, solemn, and enigmatic race native to Maltar. Their racial history is one of slow, subtle subversion of whatever powers controlled their world. In the chaos following the Tarreen’s destruction, the Dominion constructed military outposts upon Maltar as a checkpoint against the Ocular (beholders), should they learn to fashion ships of their own, and the Dead Regions. Few humans ever existed in the underground caves of Maltar (the surface is so hot as to be nearly uninhabitable), but Dominion presence was strong nonetheless. The dowd finally broke free of the Dominion umbrella by signing an alliance with the jade elves during the Jadari War.

Dowd society has assimilated into jade elven culture, and magic has become a very integral part of their lives. Despite their speech and visual deficiencies, dowd warlocks have become more and more common, though the majority of their adventuring population remains rogues or soldiers. Dowd society centers on massive underground communities typically lead by the most powerful (and usually treacherous) member. Dowd females sell their children as warriors, slaves, or otherwise for political power and prestige, and they often try to disguise the identity of the father. Because dowd society is typically oppressive to women, this is the only means for them to achieve power, though this is a trend that is slowly changing. Most dowd are rogues.

The dowd are black-skinned, tall, and faceless humanoids. Having no eyes, they are also innately blind, though their other senses are among the keenest in the galaxy. Their only equipment restriction is that of lenses–this slot does not exist for them. They are a subterranean race that feasts upon various minerals and components within rocks themselves, requiring only contact with rich stone a few times a week to survive. Their natural agility and stealth makes them excellent spies, thieves, and assassins.

Languages: The dowd language is made up of a series of humming sounds or hand gestures, and without magical or psionic assistance they cannot speak other languages at all.

Names: Dowd prefer short, brief names. Like many aliens, they adapt a “human” styled name when they interact with outside cultures. Examples: Iro Rask, Chydek Nor. Racial Abilities: Dowd have the following racial traits:

• +2 Dexterity, +2 Constitution, -4 Charisma. Dowd are highly agile but unnerving to other races.

• Dowd base speed is 30 ft. • Blind: All dowd are born blind.

Because of this they do not suffer the normal penalties for blindness, and they are immune to the spell. They do, however, have other sensory capabilities to compensate for this.

• Blindsight (Ex): A dowd can sense nearly anything nearby. Their Blindsight has a radius of 120’.

• Dowdsense (Ex): This ability, similar to blindsense, lets dowd sense the presence of other creatures within line of sight. This ability functions as blindsense, but is less accurate – dowd must make Spot checks, just as sighted creatures do, to sense other creatures. The penalty is the same

Page 10: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

10

for range, but darkness, invisibility, and other visual modifiers do not hamper it. Modifiers from cover or other physical obstructions do. This ability also gives the dowd no ability to sense ethereal or incorporeal creatures or visual properties (colors, text, etc.)

• Dowd receive a +4 bonus to Bluff checks.

• Automatic Languages: Dowd. Dowd has its own written language system that uses three-dimensional textures and thus can be read by Dowd using their blindsight within 10 ft.

• Level Adjustment: +1 (senses).

DwarvesDwarvesDwarvesDwarves

The dwarves are a subterranean race of short, stout people who live in a world of incredible engineering and technology. Having never been blessed with any kind of magical power, the dwarven people immediately became enamored with machines and gadgets, usually designed for war against the various twisted creatures living beneath the Akon mountains. Their racial alliance with the gnomes has made their combined society apt at creating new technology. Dwarves have no known sub-races, though they come in as many colors and varieties as humans. They believe in hard work and thoughtful creativity and are usually dismissive of magic and psionics as a “phase that needs to be worked out.” Still, their society is invaluable to the Dominion both in a military sense and an economic one, as they still mine more ore than anyone else on the planet and even distribute some of their refined gadgets to the public. Dwarven society has relatively rigid gender casts, with the men mining and creating and the women tending to the children. Most dwarves are techmasters.

Racial Abilities: Dwarves have all the abilities as listed in the Player’s Handbook except those noted here:

• Automatic Languages: Dwarven, Gnomish.

• Dwarves do not have their racial bonuses versus orcs, goblins, giants, etc.

• Dwarves apply their +2 save bonus versus spells and psionics

• Racial Proficiency: Dwarves are proficient in all firearms.

ElvesElvesElvesElves

The first race to awaken on Sharankur (and in the known galaxy), elves are much the same as described in the Player’s Handbook. Three racial sub-types exist in the galaxy: the high elves (highborn), the wild elves, and the jade elves (Jadari). Elves deviate in appearance and abilities only as described here from those in the Player’s Handbook. High Elves

The high elves (also called highborn) were once the only racial type of elves in the galaxy. Due to their long lifespan and natural magic, their keen minds are adept at reasoning out and working through problems. High elves tend to be patient and aloof to a fault, but this is a trend that has been slowly changing over time. The high elves exist primarily in their continent of La’Qual, though a good number serve on the Dominion lands as advisors, diplomats, and healers. While humanity is contemptuous of most other races, they tend to revere the elves for their age-old wisdom and their contributions to human society. They are an essential part of the Dominion’s economy and military. Elven society still lingers in aristocracy, and class-based treatment and even contempt is not unheard of, though women and men can achieve equal positions of power. Most elves are priests or nobles.

Page 11: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

11

High elves are of typical elven height and weight. They have light golden skin and white, silver, or blond hair. Racial Abilities: High elves have all the standard elven traits except for those noted here:

• +2 Wisdom, -2 Constitution. High elves pride themselves on their insight, but they simply are not as tough as other races.

• Automatic Languages: Elven. Jade Elves

The jade elves (called Jadari in their own language) are the outcasts of elven society. They are the only elves who never gained affinity for divine magic, though they were the first wielders of arcane power in ages past through pacts made with so-called demonic alien creatures. Their present power comes from dedicated study of the Synatrix, an intense written system of glyphs that is indecipherable to most people. Most jade elves live on their home world of Exodus or one of its two moons, but a good number have moved into the other Mire-controlled worlds. Their society is structured on achievement and ambition, with other considerations meaning little. Those that fail are typically reduced to insignificant roles, while success is rewarded lavishly. Jadari have intense passions but usually temper them into white-hot resolve. Most Jadari are warlocks. Jade elves have very light green skin. Two thousand years of existence on a cold, dark planet has sharpened their senses. Their eyes glow a bright green in the darkness, which gives them a feral quality at nighttime. They are otherwise shaped similarly to normal elves. Racial Abilities: Jade elves have all the normal elven traits except for those noted here:

• +2 Constitution, +2 Dexterity, +2 Intelligence. The conditions of Exodus have made the jade elves

into hearty, fast, and intelligent beings.

• Immune to cold. • See in Darkness (Ex): Jade elves

see perfectly in darkness, even that created by magic or psionics, as well as in normal light.

• Automatic Languages: Jadari. • Level Adjustment: +2 (ability

scores, special abilities). Wild Elves

The wild elves of Sharankur (also known as wildborn) are known for their passions about the natural world. Their settlements have always existed in the deepest glades and forests, and they are the protectors of the Silver Isles, a continent of ancient natural and divine magic on Sharankur. They stay out of politics when they can, preferring to live reclusive lives in the wilderness. While part of the Dominion, they do not take an active role in governing it. They believe it to be yet another empire doomed to crumble while the natural world lives on forever.

Page 12: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

12

The wild elves live in a rigidly-cast matriarchal society ruled by their most powerful female warrior. A council of male druids serves as her advisors and sages. The wild elves perform a rotating mating cycle once every five years where one third of their women select from the available druids and attempt to conceive over a week-long ceremony. Married couples are exempt, and the ceremony can be delayed in times of crisis. The Queen Matriarch rules over all subsidiary matriarchs across the Silver Isles. Nearly all wild elven women are rangers, while men are typically druids. Wild elves tend to be only a little shorter than humans with slender, agile bodies shaped by the wilderness. They decorate themselves in natural inks and dyes, usually designing symbols around their eyes and across their cheeks. Due to the oppressive heat of their environment, wild elves wear light clothing or, possibly, none at all. Females tend to be taller and stronger than males. Wild elves have light purple skin and crystal blue eyes. Racial Abilities: Wild elves have all the normal elven racial traits except for those listed here:

• +2 Dexterity, +2 Wisdom, -2 Intelligence. Wild elves tend to be graceful and insightful but not particularly cultured.

• Racial proficiency in the greatbow and familiarity with all bow-type weapons (but not crossbows).

• Base speed 30ft. • Medium-sized • Automatic Languages: Wild

Elven, Elven. GnomesGnomesGnomesGnomes

The gnomes, like their Dwarven cousins, are a subterranean race unconcerned with most matters of surface folk. They are expert technicians, usually generating thousands of technological ideas in a lifetime though fully developing only a handful. The dwarves,

however, usually pick up on these ideas and expand them to create more practical tools. Gnomes are less pragmatic, preferring to look at the world as a gleeful puzzle rather than a series of challenges to be overcome. Gnomes have no sub-races, though they come in as many varieties as any other race. Most races think they’re joyous and goofy rather than something to be taken seriously, but anyone witnessing the abilities of gnomish devices usually has to revise their opinion. With the recent influx of new technology into the galaxy, gnomes have had their hands full in assimilating new types of information. Their society is quite open, with gender roles being relatively minimal. Most gnomes are techmasters. Racial Abilities: Gnomes have all the abilities as listed in the Player’s Handbook except those noted here:

• Automatic Languages: Dwarven, Gnomish.

• Gnomes do not receive the AC bonus against specific races.

• Gnomes have darkvision out to 60ft.

• Racial Proficiency: Gnomes are proficient in all firearms.

HHHH’’’’JettJettJettJett

This race is described in the chapters on Aliens. The H’jett race is actually a template applied to another race, but they are prevalent in the campaign setting.

HumansHumansHumansHumans

Humans are, almost without exception, the rulers of every galactic world due primarily to their innate powers and indelible ambition. Humans are almost uniformly distrusted and disliked by all alien races and even among their own kind–the most bitter hatreds in the galaxy often emerge from the same people. Human culture varies widely by region. As the only major race with vast numbers of permanent colonies, their societal

Page 13: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

13

structure differs radically. In current times, however, humans tend to consider themselves the most educated and civil race (excepting the highborn) with relatively advanced social structures. Humans represent every class, but most are either blood sorcerers or psychics. Racial Abilities: Listed on page 13 of the Player’s Handbook except as noted here. Humans gain feats and languages based upon their starting region (see below).

• Instead of receiving a bonus feat at first level, all humans receive either the Bloodborn or Psiborn feat.

• Automatic Languages: Regional.

KaliKaliKaliKali

The kali are the reptilian native creatures of Kalifax, a world whose population was nearly completely destroyed with the detonation of the Irix Seed during the Jadari War. Nearly four hundred million kali perished in that explosion. Those that survived are hateful of humans in the extreme, and the subsequent colonization of the remains of their world by the Mire had made them even bitterer. Kali society has always been tribal, though recently they have become more organized, forming underground cities in large caverns where water is still plentiful on what is a scorching desert planet. They have always been strong

creatures dedicated to hunting for their own food. They tend to be chaotic, a natural personality at odds with their new goals as a people to evict the humans from their home world. Kali tend to be cold towards the suffering of others, feeling that nothing can compare to the tragedy they have lived through. Their society used to be heavily patriarchal, but following their tragedy, that has changed by necessity. Kali are prolific breeders, often having families of more than thirty, since females lay many eggs at a time. Most Kali are soldiers. Kali are tall, standing almost seven feet in height, and weight well over 200 pounds. Their thick reptilian skin is usually white with black splotches (male) or gray (female). Their eyes are small and beady, and they typically shine black or yellow when exposed to light. They have small prehensile tails emerging from their backs. Languages: Kali speak a dialect of Draconic. Names: Kali names, translated into the common tongue, tend to have slithering “r” sounds and raspy consonants. Examples: Ssrrlan, Karrrasssh, Mobarrhass. Racial Abilities: Kali have the following traits:

• +2 Strength, +2 Constitution, -2 Intelligence. Kali are tough and strong but tend to lack mental aptitude.

• Medium-size • Kali base speed is 30ft. • Kali gain a +4 racial bonus on

Diplomacy checks with all forms of sentient reptilian creatures (including dragons). They receive a +2 racial bonus on Survival checks.

• Hold Breath: a kali can hold its breath for a number of rounds equal to four times its Constitution modifier before suffocating or drowning.

• +5 natural armor

Page 14: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

14

• Natural weapons: 2 claws (1d4) and a bite (1d4)

• Darkvision 60ft • Automatic Languages: Draconic. • Level Adjustment: +2

(miscellaneous, natural armor).

LycansLycansLycansLycans

The lycans–short for lycanthropes–represent all those creatures afflicted with lycanthropy native to Morpheus. This planet’s sun emits a unique form of radiation that causes lycanthropes to be stuck in their hybrid or animal form for the duration of their stay (see the Morpheus description). There are only two forms of known lycans, weretigers and werewolves, and each are deadly in their own way.

Lycans born with their condition have been unable to develop their own societies on Morpheus due to the conditions of the planet. They generally wander as feral hunters of other species, though some that are captured and treated can sometimes lead a relatively normal life outside the system. For most characters being a lycan is not a choice, but rather a curse. Infected lycanthropes struggle to deal with their new powers. Most either kill or are killed by their former comrades. Racial Abilities: Lycans use the standard lycanthrope statistics presented in the Monster Manual.

MeldonMeldonMeldonMeldon

The meldon are humanoid creatures native to the world of Oceanus. The planet is over 95% water, and thus nearly every creature native to it is able to survive in water. The meldon

evolved as one of the few sentient races on their entire world and had to learn to survive against seas controlled by massive dire sharks and other such monstrosities. Over time, they developed a number of mechanical devices to help their daily lives, from the impressive underwater walking cities to massive underwater sailing vessels. Meldon are rarely found on any other planet even though they can survive outside of water indefinitely. They are typically reserved and distrustful of surface-dwellers, though they have many colonies erected above ground to facilitate trade. Meldon society is very city-based, such that group identity is formed quite harshly between regions. Members of one area may be wholly unwelcome in another. Cultures vary across these regions much as they do with humans. Meldon language is completely non-verbal, and they lack the vocal chords to reproduce surface talk without appropriate devices. Most Meldon are soldiers.

Their average height is about five-and-a-half feet, and they are roughly proportional to humans. Their skin is blue, and their bodies are completely hairless. If desired, they can expand fleshy fins from their sides that allow them to swim more efficiently. Meldon are cold blooded and reproduce very much like many fish, with males impregnating large amounts of eggs underwater.

Language: The meldon speak Meldonian, a form of non-vocal communication that allows them to communicate underwater. They are able to speak other languages normally if they learn them.

Names: Meldon have no racial names, but each individual is excellent at remembering faces and bodies, which allows them to distinguish between each other. They usually take a human name when they are born. Racial Abilities: Meldon have the following racial traits:

Page 15: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

15

• +2 Dexterity, -2 Charisma. Meldon are agile and keen, but life without spoken language tends to make their personalities weak to outsiders.

• Medium-size • Meldon base speed on land is 30ft.

They can swim at a rate of 40 ft. • Water breathing (Ex): Meldon

have lungs and gills. • Automatic Languages: Meldon

(non-vocal communication). NorgonNorgonNorgonNorgon

Hailing from the world of Norg within the Dead Regions, the norgon are considered a violent race of people concerning themselves with galactic matters only when it benefits their own cause. Their planet was brutally corrupted when a major Tarreen fleet was defeated in orbit. The subsequent explosions and fallout from the battle left Norg a blackened, scarred planet. Its atmosphere is so brutal and harsh as to be uninhabitable except in specially constructed domes the Norgon

use as cities. The norgon have partially adapted to this over the millennia, though even they cannot survive for long on the surface of their world. No norgon is ever seen in public without one of the norgon bio-suits that completely masks physical features. Underneath, they are a gray-skinned, hairless people with deeply inset eyes and facial features. They tend to be between five and five and a half feet tall. Norgon are notorious bounty hunters and thieves, and their entire population is built on the premise of opportunities and exploitation. They have a long-standing racial hatred of the Credok that goes back several millennia. Language: The norgon language is little more than a serious of clicks and growls, though they can learn to speak other languages if necessary. Names: Norgon names are difficult to pronounce by aliens, and they don’t try to hide this fact by taking nicknames. Examples: Kll-rdek, Ngclk-car, Svlll-tra. Racial Abilities: Norgon have the following racial traits:

• +2 Constitution, -4 Charisma. Norgon have adapted to the harsh conditions on their planet, but they are poor negotiators and conversationalists.

• Norgon base speed is 30ft. • Poison Resistance (Ex): Norgon

receive a +4 bonus on saving throws versus poisons.

• Spell Resistance (Ex): Living in the Dead Regions had made norgon naturally resistant to forms of magic and psionics. They have a spell resistance equal to 10 + their hit die.

• Automatic Languages: Norgon. • Level Adjustment: +1.

OrcsOrcsOrcsOrcs

Unlike in many other campaign settings, orcs in the galaxy are not savage, cruel

Page 16: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

16

creatures…at least not all of them. The orc race awakened nearly the same time as humans, though halfway across the galaxy on a brutal planet called Krosis. They have lived for eons on a world where the power of the axe was the only power on the planet. Modern orc society is a far-cry from their nomadic heritage, though vestiges remain. While orcs have finally constructed large cities and other trappings of civilization, they are still heavily tied to the land and lack most social graces. Strength is still generally seen as the measure of an orc’s prowess, though reckless warmongering is typically dealt with swiftly by the reigning warlord. Orc society is heavily patriarchal–women are slaves to sex and labor at best or simply abused and killed at worst, though this has lessened slightly under the Tempest regime. Most orcs are barbarians or shaman (priests). The average orc is thickly muscled with greenish-gray skin and large lower canines that stick out from the lip. Orcish eyes glow a feral red when in darkness. Racial Abilities: Orcs have the following traits:

• +4 Strength, -2 Intelligence, -2 Charisma. Orcs are potent warriors but are uncivilized and difficult to get along with.

• Medium-size • Orc base speed is 30ft. • Light Sensitivity (Ex): Orcs suffer

a -1 penalty to attack rolls in bright light or that of a daylight spell.

• Darkvision out to 120ft. • Automatic Languages: Orc.

OrionsOrionsOrionsOrions

Beauty, spirituality, and warmth are words typically attributed to the world of Orion and the people living on it. Orion was one of the last systems to join the Mire after a large separatist movement insisted upon increased freedoms from Dominion law, and this has suited most of them quite well, though even now they continue to struggle for their own independence.

Orion society is built around the premise of freedom, beauty, and expression. They are the quintessential artists and fine craftspeople of the galaxy. They have a five-day ritual for greeting an honored guest when

Page 17: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

17

he or she arrives, and it is rare for an orion to turn down a soul in need. Orion society is legendary across the galaxy for its entertainment and culture, and it is the most traveled to vacation spot in the known worlds. Most orions are muses. The orions are tall, slender, and lightly blue and green-skinned humanoids with finely crafted faces and bodies. Their hair is usually silver or white, and their eyes are usually light-colored purple or gray. They are considered the most exotic race in the galaxy, beyond even the elves. Language: Orions speak Orion, their native language. Their society places heavy focus on its members becoming as multilingual as possible. Names: Orion names tend to be long as flowing, though they shorten it when dealing with humans. Examples: Sehapharania, Mavishenta, Tohalacarasarana. Racial Abilities: Orion have the following traits:

• -2 Strength, +4 Charisma. Orions are beautiful but somewhat fragile beings.

• Medium-size • Curiosity: The orion’s natural

proclivity for nosiness lends them the following abilities:

o Detect secret doors (as the elven racial ability).

o +4 bonus on spot checks made to read lips.

o +2 bonus to Use Magic Device checks.

• Pheremones: Orions can emit a mild pheremone, granting them a +2 bonus to diplomacy checks made to influence the opposite gender. Against characters with the Scent ability, this bonus increases to +4.

• Orion base speed is 30ft. • Orions receive a +2 racial bonus

on all Perform checks. • Automatic Languages: Orion.

SillibarSillibarSillibarSillibar

The native race to the Morpheus system, the sillibar are a native race of shape-changes, capable of assuming the form of nearly any humanoid creature indefinitely. They claim to be the direct descendants of the Forerunners, but no one can validate this claim. Nearly every species in the galaxy distrusts and fears the sillibar, who are quick to make and break alliances when its suits their purposes. The sillibar are not a prolific people. They are an androgynous species that breed only once in their lifetime. Before the tarreen invasion, the sillibar had their own culture and even relatively advanced science, but this was all taken away from them, and the shattered remains of their culture and society have since turned to becoming almost exclusively mercenaries and backstabbers. Though their shape-shifting powers diminish when they leave their home system, many take advanced spy and espionage missions for governments and crime groups. Most sillibar are rogues. In their natural form, sillibar are light, thin, and frail for a humanoid creature. Their skin is a dull purple, and they have beady green eyes deeply inset into their foreheads. To see a sillibar in its natural form is incredibly rare. Language: Sillibar do not have a racial language and cannot speak when in their normal form, for they have no mouths. They communicate by touching hands together and passing information in an almost telepathic fashion between each other. Names: Sillibar take names according to the species they are impersonating. They rarely have names of their own. Racial Abilities: Sillibar have the following racial traits:

• +2 Intelligence, +2 Charisma. Sillibar are quick-witted and able to emulate nearly any personality.

• Medium-size • Sillibar base speed is 30ft.

Page 18: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

18

• +4 racial bonus on Bluff and Disguise checks.

• Control Shape is a class skill for sillibar regardless of what class they pursue.

• Alter Self (Ex): A sillibar can change form at will. Upon reaching 10th level, the sillibar can use polymorph at will. Note that this is a non-magical ability, and magic and psychic abilities cannot see through this disguise directly.

• Empathic Touch (Su): While in contact with an enemy, a sillibar gains a +2 insight bonus to AC, attacks, and skill checks because it can sense its opponent’s intentions.

• A sillibar who leaves its home system begins to lose its shape-changing abilities over time. Each week the character is gone, he must make a Control Shape check DC 10. The DC increases by +1 for each week that passes. If the character fails, he can only shape-change as a full-round action. If he fails twice, he cannot use his shape-change ability until exposed to the sun of Morpheus for one hour. If he is in a different form at the time, he remains stuck in that form.

• Automatic Languages: Tarreen. • Level Adjustment: +2.

ThriThriThriThri----kkkkrrrreeneeneeneen

In the depths of the underground beneath the surface of the worlds of the Thri-Kinar system dwell the teeming masses of the thri-kreen. It was long believed that this race was as intellectually null as the insects that they resemble. More in-depth study has revealed numerous signs of advanced intelligence – tools, weapons, strategic hunting abilities, and it was finally realized their chittering and clicking was in fact an articulated language.

They are extremely rare in the galactic scene – not unlike goblinoids, wild elves, and other such less advanced cultures. Thri-kreen society is over 99% male, with a single female queen ruling over thousands of males. Most males are drones, with little physical differentiation between the drones and the warrior caste. They are free-willed, however, and occasionally a rebellious thri-kreen is banished – it is these dissidents which are found off of thri-kreen. Given their unusual appearance and rare nature, they are often treated as monsters in civilized society – only in the most civilized and diverse areas are they recognized and welcomed, or at least tolerated. Females are protected exceedingly zealously, and as such their general approach to close combat is not known. As for the thri-kreen themselves, they form very deep emotional attachments to a small handful of individuals, and oddly enough do not seem to differentiate by caste or even species. These few are guarded even at the cost of a thri-kreen’s own life. Everyone else, however, is considered a stranger or more commonly an enemy. Thri-kreen, whether in or out of their home system, are natural hunters. They are strong, swift, and aggressive, with carapaces so hard and reflexes so swift that pulse weaponry is barely effective against them.

Automatic Language: Thri-kreen speak their own language, Thri-kreen. Names: They tend to be very terse syllables, featuring mostly hard consonants that are often all but impossible for non-thri-kreen to pronounce. Examples: Chak-tha, Drik-chkit, Kacht-ta, Kat’chka, Pak’cha, Pik-ik-cha, Ptekwe, Tak-tah, Tik-tik.

Racial Abilities: Thri-kreen have the following traits:

• +2 Strength, +4 Dexterity, -2 Intelligence, +2 Wisdom, -4 Charisma. They are exceedingly physically capable, but their bizarre nature and physiology

Page 19: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

19

makes them seem too alien to approach.

• Monstrous humanoid: Thri-kreen are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

• Thri-kreen base speed is 40ft. • Natural armor +3. • Darkvision out to 60 feet. • Immune to magical sleep effects. • Multiple limbs: Thri-kreen have

four arms, and thus can take the Multiweapon Fighting feat or Multiattack feat.

• Natural attacks: Thri-kreen can attack with four claws and a bite. The claws deal 1d4 damage, and the bite is a secondary attack that also deals 1d4 damage. A thri-kreen can also attack with a weapon (or multiple weapons) and make either a bite or claw attack as a secondary attack.

• Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage paralysis, DC 11+Con modifier. A thri-kreen produces only enough poison for one bite per day.

• Leap: Thri-kreen are natural jumpers. They have a +30 racial bonus on jump checks.

• Weapon familiarity: Thri-kreen can treat gythkas and chatkchas as martial weapons rather than exotic weapons.

• Racial Hit Dice: A thri-kreen character begins with two levels of monstrous humanoid, which provide 2d8 hit points, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.

• Racial Skills: A thri-kreen’s monstrous humanoid levels give him skill points equal to 5 x (2 + Int modifier). His class skills are

Balance, Climb, Hide, Jump, Listen, and Spot.

• Thri-kreen have a +4 racial bonus on Hide checks in sandy or arid settings.

• Racial feats. A thri-kreen character has Deflect Arrows as a bonus feat. In addition, his monstrous humanoid levels give him one feat.

• Level Adjustment: +2.

ThurskThurskThurskThursk

The calm, calculating thursk are a race of brown-furred, lion-like warriors who have existed for about as long as the humans. Their particular world has incredibly high gravity, which made the tarreen ignore them for centuries before finally moving in and subjugating their people. Many became engineers or designers for this race. Upon the creation of the Dominion, the thursk immediately moved for independence, capturing as much technology as they could and attempting to hold off against the newly evolved humans. Within a few decades, however, their planet was taken into the Dominion, and now they are relatively peaceful members. Despite their stature, most thursk are gentle people. They love debates and philosophical arguments, and many thursk are in charge of the libraries on Sharankur. When angered, however, the wrath of a thursk is not to be underestimated. Their culture centers on learning and spiritual education, and women and men are treated as equals. Most adventuring thursk are monks to focus

Page 20: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

20

on their physical prowess. The average thursk is nine feet tall and is shaped roughly like a humanoid lion. Males have long, flowing manes, and their fur is typically gold. Females do not have a mane and tend to have darker, more brownish skin. Thursk have a different anatomy than most humanoid creatures. They do have opposable thumbs, which makes holding most non-thursk weapons impossible, and they cannot use normal boots or gauntlets if they wish to use their natural attacks. Their large size also dictates the need for special armor. Because of these facts, it is rare to see a thursk wielding any type of ranged weapon. Language: Thursk speak their own language, Thursk. Names: Thursk tend to have simple names that roll of the tongue. Examples: Daalim Kern, Kalar Mal, Drema Shol

Racial Abilities: Thursk have the following traits:

• +8 Strength, +4 Constitution, -2 Dexterity, +2 Wisdom, -2 Charisma. Thursk have huge, muscular bodies built from living in a high-G environment, and their culture’s dedication to study and logical criticism has given them keen minds. Their aloofness and animalism, however, makes them difficult to deal with.

• Large-size • Thursk base speed is 40ft. • Natural armor +2 • Improved Grab (Ex): To use this

ability, a Thursk must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

• Pounce (Ex): A thursk can make a full attack with natural weapons on a charge, including rake attacks.

• Rake (Ex): A grappling thursk can rake its opponent for base 1d4 damage.

• Scent (Ex): Thursk can detect the presence of other creatures through smell at the normal range.

• Thursk cannot use weapons or instruments that require opposable digits.

• Thursk have a +4 racial bonus on Balance, Hide, and Move Silently checks. In areas of thick undergrowth, the Hide bonus increases to +12. Their lack of opposable thumbs, however, makes it difficult for them to operate many devices. They suffer a -4 penalty to Disable Device, Open Lock, and Use Technological Device checks.

• Thursk can naturally bite for 1d8 damage and use their two claws for 1d6 damage each.

• Automatic Languages: Thursk. • Level Adjustment: +3.

TigranTigranTigranTigran

The rakshan (called tigrans by humans for a similarity to tigers) are feline humanoids known for their obsessive cruelty, dispassion, and opulence. They hail from the Fringe planet of Bentigra, and they currently lord over it and its two moons, making them a significant galactic power. They are well known as Fringe merchants, and they are universally despised by major governments. Tigran society is matriarchal, though it is not structured as such to the necessary disadvantage a class. Tigran females are considered superior at financial and administrative matters, and so they are given control over settlements. Men are trained as warriors, spies, or servants, and share in all normal rights and privileges except for their exclusion from official rule. Tigran society is now structured around huge cities all ruled by matriarchs. They do not fight wars with each

Page 21: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

21

other–the very thought is blasphemy to a tigran–but instead compete in games of finances, bartering or selling goods and trying to “out-lavish” the next closest city. Outsiders are typically the victims in these games. Tigran society is legendary for its slave trade. Many matriarchs run gladiator-styled events pitting unusual alien monsters versus hapless mercenaries or their own slaves for profit. Tigrans are thoughtful and manipulative, cold and calculating. Males tend to be soldiers and females tend to be nobles. The average tigran male has orange fur and is shaped roughly like a humanoid tiger, which sometimes causes conflict between weretigers and tigran. Females have lighter fur, and those born with the extremely rare white fur are immediately prized as potential matriarchs. Tigran are usually about six to seven feet tall and weigh over 200 pounds. They consider themselves more evolved than the thursk, and their hands have normal thumbs that allow them to manipulate most types of equipment. They still require specialized armor, however. Language: Tigrans speak their own language, Tigran.

Names: Tigran names tend to have a purring quality. Examples: Narrl Ferrsh, Salobai Sharrl, Mallesrr Teven.

Racial Abilities: Tigran have the following traits:

• +4 Strength, +4 Dexterity, +4 Constitution, +4 Intelligence, +2

Wisdom, +4 Charisma. • Medium-size • Tigran base speed is 30ft. • Natural armor +2 • Scent (Ex): Tigrans can

detect the presence of other creatures through smell at the normal range.

• Tigran have a +2 racial bonus on Balance, Hide, and Move Silently checks. In areas of thick undergrowth, the Hide bonus increases to +4.

• Tigran can naturally bite for 1d6 damage and use their two claws for 1d4damage each.

• Immune to mind-affecting effects. Tigran physiology is uniquely capable of resisting mental charms.

• Tigrans gain a +2 bonus to saves versus any spells or magical attacks.

• Automatic Languages: Tigran.

• Level Adjustment: +3.

Page 22: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

22

Racial Racial Racial Racial DifferencesDifferencesDifferencesDifferences The standard PC races in the galaxy have different life-spans and sizes relative to each other. If the species is not listed below, use the entries in the Player’s Handbook as they are written.

Table 1: Aging Effects for Races

Race Middle Age Old Venerable Maximum

Ankara 35 years 53 years 70 years +2d20 years Credok 30 years 45 years 60 years +2d10 years Dowd 50 years 75 years 100 years +3d20 years Human 45 years 70 years 95 years +2d20 years Kali 30 years 45 years 60 years +2d10 years Meldon 45 years 70 years 95 years +2d20 years Norgon 35 years 53 years 70 years +2d20 years Orion 62 years 93 years 125 years +3d20 years Sillibar 100 years 150 years 200 years +3d% years Thri-kreen 16 years 20 years 25 years +1d4 years Thursk 100 years 150 years 200 years +3d% years Tigran 62 years 93 years 125 years +3d20 years

Table 2: Base Height and Weight for Races

Race Base Height Height Modifier Base Weight Weight Modifier

Ankara 72” +2d10 25lbs. x1 Credok 58” +2d10 120lbs. x2d4 Dowd, male 65” +2d8 120lbs. x2d4 Dowd, female 60” +2d8 85lbs. x1d6 Elf, jade 53” +2d4 85lbs. x1d6 Elf, wild, male 54” +2d4 85lbs. x1d6 Elf, wild, female 58” +2d4 100lbs. x1d6 Kali, male 72” +2d10 120lbs. x2d6 Kali, female 68” +2d10 85lbs. x2d6 Meldon 65” +2d10 120lbs. x2d4 Norgon 58” +2d8 110lbs. x2d4 Orion 58” +2d6 100lbs. x1d6 Sillibar 50” +2d6 85lbs. x1d6 Thri-kreen, female 54” +2d10 100 lbs. x2d6 Thri-kreen, male 62” +2d10 135 lbs. x2d6 Thursk, male 90” +2d10 300lbs. x2d6 Thursk, female 84” +2d10 150lbs. x2d6 Tigran, male 65” +2d10 170lbs. x2d6 Tigran, female 60” +2d10 150lbs. x2d4

Regions The below table lists languages for characters from a given region. The languages that are listed are the common human dialects of most planets. Characters from any of these worlds automatically know these languages along with Tarreen and their base racial language. If none is listed, Tarreen is the standard on the planet.

Page 23: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

23

Table 3: Regions and Languages

*This area is not its own system but has a language different from the normal for its system.

System Languages Alphabet

Angelus Karan Karan Belgrad Dwarven Tarreen Draco Draconic Draconic Eden Kurean Tarreen Eladrell Drellian Tarreen H’Jettan Kurean Tarreen Kalifax Keldonian Tarreen Keledon Keldonian Tarreen Krosis Orc Orcish La’Qual* Elven Elven Maern Norgon Norg Maltar Jadari Elven Morpheus – – Norg Norgon Norg Oceanus Meldonian Tarreen Orion Orion Regdaran Praxius Praxian Tarreen Regdar Regdaran Regdaran Silver Isles* Elven Elven Tagra* Tagran Tarreen Thri-kinar Thri-kreen Thri-kreen Thursk Thursk Thursk Tigris Tigran Rakshann Titanius Gorgon Gorgon

Page 24: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

24

Chapter Two: Classes All characters except nobles start with 1d6x100 starting gold pieces (or half that amount of drakes). Nobles start with double the normal amount. Characters can either take their chances with a roll or take the default 350gp to start out their careers. This is in addition to any starting equipment based on their home region (listed at the end of the Races section).

PPPPROFILEROFILEROFILEROFILE::::

PROFICIENCIES

The standard D&D proficiencies do not adapt well to a setting of this variety. Therefore, the basic proficiencies have been broken down into five broad groups: primitive, pulse, tech, firearms, and exotic. Some of these groups are further broken down into separate categories. Primitive weapons are either simple or martial, which correlate directly to D&D proficiencies. Pulse and tech weapons are grouped into light and heavy weapons. Firearms cover an entire spectrum of weapons. Exotic weapons are all taken individually. Very few classes are proficient with an entire group of weapons, but many are proficient with a few types within a group. For example, most classes have proficiency in hand pulse weapons, but only the solider has proficiency in all types of pulse weaponry. Armor proficiencies are much the same as with the standard rules, though an additional type of armor, power armor, has been added. No class is automatically proficiency in this armor, but they can take the feat to learn how to use it. The bulk of combat in the EBCS is ranged, which makes those proficiencies more powerful. Over time the most powerful weapons have become ranged weapons, usually made from “pulse” energy. Weapon and armor descriptions can be found in the Equipment chapter of this book. Note also that no classes are naturally proficient with plasma or tech weapons. This is an added caveat to the proficiency listing: since most races are still not familiar with this type of technology, they rarely start knowing how to use it.

BarbariansBarbariansBarbariansBarbarians Barbarians are common on less civilized worlds of the galaxy, of which there are decreasingly few. They are warriors who fight purely with muscle and rage rather than training. While lethal in close combat, few understand the nuisances of an advanced society well enough to progress far in the class. There are very, very few high-level barbarians in the galaxy; most multi-class as soldiers after a few levels. Still, a high-level barbarian with soldier proficiencies can be a devastating force on the battlefield.

Races: Any. The most common barbarians are orcs, thri-kreen or wild elves.

Game Rule Information: Barbarians (Brb) use the statistics on page 24 of the Player’s Handbook. Because barbarians tend to dwell on remote worlds with limited technology, they have limited proficiencies. They are proficient in all primitive weapons, all forms of armor (except power armor), and all shields (except tower shields). Barbarians native to Norg or Kalifax are also proficient in the slug rifle.

Blood Blood Blood Blood SorcererSorcererSorcererSorcerer

Page 25: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

25

The sorcerers (often called magi) of the galaxy wield destructive power unrivaled by any other class. They are the masters of energy, specifically flame, and they strike fear into the hearts of battle commanders everywhere. Magi are the base class of humans from Keledon. Their population has skyrocketed since the Mire’s successful revolution. Characteristics: While lacking significant combat training, the blood sorcerer is the ultimate terror on the battlefield, capable of blasting dozens of troops at a time and rendering an army useless. His weakness is in defensive spells and restorative magic.

Races: Human Other Classes: When combined with

the power of a mighty warrior and a stout priest, the blood sorcerer is nearly invincible. Despite the ethical separations that come between Bloodborn and Psiborn, it is ironic that they are both channeling casters who, if they combined energies, would be a formidable pair.

Game Rule Information

Blood sorcerers (Sor) have the following game statistics.

Abilities: Because the power of the blood sorcerer comes from within, the primary ability score for their spellcasting is Charisma. All other concerns are secondary.

Hit Die: d4 Class Skills

The blood sorcerer’s class skills are: Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (all skills taken individually), Profession,

Spellcraft, and Use Tech Device. Skill Points at 1

st Level: (2 + Int

modifier) x 4. Skill Points at Each Additional

Level: 2 + Int modifier Class features:

Weapon and armor proficiency: Sorcerers gain proficiency in simple weapons. They gain proficiency with no armor or shields.

Spells known

Level BAB Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9

1 +0 0 0 2 Power Spell, Spell Affinity 4 2 - - - - - - - - 2 +1 0 0 3 5 2 - - - - - - - - 3 +1 1 1 3 Spell Affinity 5 3 - - - - - - - - 4 +2 1 1 4 Spell path 6 3 1 - - - - - - - 5 +2 1 1 4 Greater Spell Affinity 6 4 2 - - - - - - - 6 +3 2 2 5 Spell Affinity 7 4 2 1 - - - - - - 7 +3 2 2 5 7 5 3 2 - - - - - - 8 +4 2 2 6 Spell path 8 5 3 2 - - - - - 9 +4 3 3 6 Spell Affinity 8 5 4 3 1 - - - - -

10 +5 3 3 7 Master Spell Affinity, Greater Spell Affinity

9 5 4 3 2 1 - - - -

11 +5 3 3 7 9 5 5 4 2 2 - - - - 12 +6/+1 4 4 8 Spell Affinity, Spell path 9 5 5 4 3 2 1 - - - 13 +6/+1 4 4 8 9 5 5 4 3 3 2 - - - 14 +7/+2 4 4 9 9 5 5 4 4 3 2 1 - -

15 +7/+2 5 5 9 Greater Spell Affinity, Spell Affinity

9 5 5 4 4 4 3 2 - -

16 +8/+3 5 5 10 Spell path 9 5 5 4 4 4 3 2 1 - 17 +8/+3 5 5 10 9 5 5 4 4 4 3 3 2 - 18 +9/+4 6 6 11 Spell Affinity 9 5 5 4 4 4 3 3 2 1 19 +9+4 6 6 11 9 5 5 4 4 4 3 3 3 2

20 +10/+5 6 6 12 Greater Spell Affinity, Master Spell Affinity, Spell path

9 5 5 4 4 4 3 3 3 3

Page 26: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

26

Spells: A sorcerer casts arcane spells. His spells are charisma-based. Use the table above to determine the amount of spells a sorcerer knows of a given level. Because they are channeling spellcasters, blood magi do not require somatic or material components for the casting of their spells (except for XP components). They use their magic by drawing upon their own internal reserves of strength and energy and then channeling this power outward.

Blood spells cannot be scribed to scrolls, and blood sorcerers cannot use magical scrolls. Instead, blood sorcerers produce bloodstones, which function identically to scrolls but can only be used by other sorcerers. The process of channeling a spell is obvious to anyone observing. The sorcerer’s eyes typically light up with magical energy, and his body will go rigid and tense as his power flows through him. Some spells may have more dramatic visual effects at the DM’s option, such as a wisp of flame encircling the caster when he prepares a meteor swarm. The blood sorcerer can attempt to disguise the fact that he’s casting a spell. Doing so requires a Disguise check opposed by an opponent’s Spot score. The sorcerer suffers a -1 circumstance penalty per level of spell he is attempting to channel, and opponents automatically receive a +10 bonus on these spot checks. Finally, blood sorcerers are restricted in their spell selection in that they may not elect to summon many creatures from the summon monster list. As such, they can summon creatures from either the summon monster or summon nature’s ally list, excepting fey, elementals, and outsiders. Creatures with the fiendish or celestial template may still be summoned; however,

they are considered to simply be augmented by the spell, rather than in possession of any kind of sacred or unholy heritage. Power Spell: A sorcerer’s spell slots are mutable – she may use them to power higher level spells. She may take three slots of a given level and use them to cast a spell of one level higher than those slots. She may also use these three slots in conjunction with two slots of the next highest level to cast a spell of the next highest level, and so on. Doing so is a full round action. (Ex: Mistress Faranefir (a 16th level sorcerer) has run out of her 8th level spell slots. She may use up three of her 7th level spell slots to cast one 8th level spell, or she may use up three 6th level spell slots and two 7th level spell slots to do the same. Spell Affinity: At 1st, then at 3rd and every 3 levels after, a sorcerer chooses an affinity to a certain type of spell. The sorcerer chooses a subschool (such as glamer, teleportation etc.) or a type (such as fire or good). When the sorcerer casts a spell that has that type or subschool, the spell is cast at +1 caster level. This affects spell resistance checks, duration, range, area of effect, and damage rolled. A sorcerer cannot choose an alignment that opposes one his own alignment. If he later changes alignments, he must seek magical atonement – if this spell is cast on him (always an XP cost to the caster), he may choose a new alignment focus that is allowed for his new alignment. For example, Folcrin (CN) chooses the Chaos subtype at level 3. Later, his experiences change him such that he now values order and righteousness, and he changes to LG. He seeks atonement, and then replaces his Chaos affinity with a Good affinity. The bonus to caster level stacks with similar benefits, such as the Spell Power ability of the archmage.

Spell Path: At 4th level, a sorcerer can declare one of his spells known to be in a spell path. This allows that spell to automatically upgrade according to the tables presented below when the sorcerer is capable of casting higher level spells. This upgrade

doesn’t count towards the sorcerer’s spells known. The upgrade is automatic – the sorcerer loses knowledge of the lower level spell and gains knowledge of the higher order one. This is both advantageous and a disadvantage to the sorcerer. The sorcerer can

Page 27: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

27

designate another spell to be on a spell path every 4 levels thereafter. Several spell paths are detailed on the following page. Note that these spells are often organized more so thematically than by school - the Path of Echoes is spells that deal with noise, specifically noise sufficient to deal pain. While Wail of the Banshee is the only non-evocation spell, it is still appropriate to this theme. Greater Spell Affinity: At 5th level, then at every 5 levels after, the sorcerer

becomes even better at casting his most familiar spells. He chooses one subschool or type to which he has applied his spell affinity ability. The bonus to caster level increases by 1, to a total of +2. Master Spell Affinity: At 10th level and again at 20th level, a sorcerer gains mastery over one of the subtypes he has chosen. He may select one of the sub schools or types to which he has applied his greater spell affinity. The bonus to caster level increases by 1 again to a total of +3.

Common Spell Paths The Path of Magical Avoidance

0 – Resistance 4th –Globe of Invulnerability, Lsr. 6th – Globe of Invulnerability 7th – Spell Turning 8th – Protection from Spells The Path of Acid

0 – Acid Splash 2nd – Melf’s Acid Arrow 4th – Vitriolic Sphere 6th – Acid Fog The Path of Distraction

0 – Daze 2nd – Daze Monster 4th – Confusion 7th – Insanity The Path of Light

0 – Light 2nd – Continual Flame 3rd – Daylight 8th – Sunburst The Path of Frost 0 – Ray of Frost 4th – Wall of Ice 5th – Cone of Cold 8th – Polar Ray The Path of Final Rest

0 – Disrupt Undead 3rd – Halt Undead 6th – Undeath to Death 9th – Soul Bind The Path of Weakening

0 – Touch of Fatigue 3rd – Ray of Exhaustion

5th – Waves of Fatigue 7th – Waves of Exhaustion

The Path of Kinesis

0 – Mage Hand 2nd – Levitate 5th – Telekinesis 8th – Otiluke’s Telekinetic Sphere The Path of Communication

0 – Message 2nd – Whispering Wind 5th – Sending 8th – Demand The Path of Celerity 1st – Expeditious Retreat 3rd – Haste 5th – Overland Flight 9th – Time Stop The Path of Force 1st – Shield 5th – Wall of Force 7th – Forcecage 9th – Atrus’ Sabre The Path of the Summoner Summon Monster Spells I – IX The Path of Knowing

1st – Identify 4th – Locate Creature 6th – Legend Lore 8th – Vision The Path of Foresight

1st – True Strike 6th – True Seeing

8th – Moment of Prescience 9th – Foresight The Path of Slumber

1st – Sleep 2nd – Deep Slumber 5th – Symbol of Sleep 8th – Temporal Stasis The Path of Charming

1st – Charm Person 3rd – Suggestion 4th – Charm Monster 6th – Mass Suggestion 8th – Mass Charm Monster 9th – Dominate Monster The Path of Flames

1st – Burning Hands 2nd – Flaming Sphere 3rd – Fireball 4th – Wall of Fire 7th – Delayed Blast Fireball 9th – Meteor Swarm The Path of Colors

1st – Color Spray 4th – Rainbow Pattern 7th – Prismatic Spray 8th – Scintillating Pattern 9th – Prismatic Sphere

The Path of Fear

1st – Cause Fear 2nd – Scare 4th – Fear 6th – Symbol of Fear 9th – Weird The Path of Elemental Survival

1st – Endure Elements

Page 28: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

28

2nd – Resist Energy 3rd – Protection from Energy 4th – Fire Shield 7th – Energy Immunity The Path of Echoes 1st – Lesser Sonic Orb 2nd – Shatter 4th – Shout 8th – Shout, Greater 9th – Wail of the Banshee The Path of the Soul 2nd – False Life 3rd – Vampiric Touch 4th – Enervation

7th – Finger of Death 9th – Energy Drain The Path of the Warrior 2nd – Bull’s Strength 3rd – Heroism 6th – Tenser’s Transformation 8th – Iron Body The Path of Shadows

4th – Shadow Conjuration 5th – Shadow Evocation 7th – Shadow Conjuration, Greater 8th – Shadow Evocation, Greater 9th – Shades

The Path of Morphing 2nd – Alter self 4th – Polymorph Self 5th – Baleful Polymorph 8th – Polymorph Any Object 9th – Shapechange The Path of the Planewalker

2nd – Rope Trick 4th – Zone of Respite 5th – Dismissal 7th – Plane Shift 8th – Dimensional Lock 9th – Etherealness

DruidDruidDruidDruid Druids of the galaxy are the rarest breed of spellcaster. They are viewed with mystery, suspicion, and many times fear, for they are the undisputed masters of nature magic and shape-changing. Druids combine the healing magic of priests with some of the destructive power of the blood magi. Because of this, they can fill either roll in a party well. Druids in the galaxy draw their power from the alien Forerunners in the same fashion as priests. Many place their faith in the natural world itself or local spirits depending upon their planet of origin. Races: Elf (highborn, wild), Orc. Nearly all druids are currently wild elves. Game Rule Information: Druids are largely unchanged from the game statistics found on page 33 of the Player’s Handbook. Druids have no spiritual oaths to restrain their use of weapons or armor. They are proficient with simple primitive weapons, light and medium armor, and all shields (except tower shields). Finally, druids cannot elect to summon elementals or fey with the Summon Nature’s Ally spells, though they may still summon plants and animals.

Expert (NPC Class)Expert (NPC Class)Expert (NPC Class)Expert (NPC Class) Skilled artisans and laborers among the non-human races of the galaxy generally take the expert class. These individuals possess no magical training but still excel at one or more

fields of study. They are not interested in the adventuring life and receive limited combat training in their travels. Experts rarely become particularly influential beings, though it is possible that they could acquire enough of a following to do so. The average blacksmith, scholar, or shopkeeper is probably an expert. Experts are usually proficient in simple primitive weapons and one type of pulse weapon.

MonkMonkMonkMonk The monks of the galaxy choose to fight with fists and feet (or claws and a bite) rather than with bulky weapons. The monk is more subtle than the soldier but tougher than the rogue. She knows that in most fights a pulsebow will take down even the fastest melee fighter, so she understands the value of stealth, precision, and hit-and-fade attacks. Many soldiers train in basic martial arts for the situations when melee combat is inevitable, but the monk hones these skills to perfection. Because mastery of martial arts requires patience, practice, and determination (regardless of style), few are able to maintain themselves for more than a few levels in the class. Those that do reap great rewards. Monks make excellent assassins, scouts, or bodyguards. If they can close within melee range, their combination of useful abilities and defenses makes them tough to defeat. Creatures that possess natural

Page 29: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

29

weapons often study martial arts to perfect their innate abilities, and they can be the deadliest of all. Characteristics: The monks combined the stealth and subtlety of the rogue with the combat training of a soldier. Her skills focus on stealth and subversion rather than utility, and her abilities allow her to quickly debilitate foes.

Races: Any. Monks are well-represented by humans (especially from Regdar), but the thursk have a long tradition of martial aptitude as well. Other species rarely pursue this path.

Other Classes: The monks can excel individually as a scout or assassin, but she can also assist her companions but disarming and debilitating key enemies. Like a rogue she does not tend to work well in groups focusing on overt killing power, but especially so–she lacks many of the utility skills a rogue can employ in almost any situation. Game Rule Information

Monks function as described in the Player’s Handbook, with the following adaptations. Wholeness of Body: Non-orcish or elven monks (both of which are very rare) do not have this ability. Other races receive a boost to their bodies’ tolerance to healing, and are healed two additional hit point per die of healing. Thus, a cure critical wounds spell would heal 8 extra points of damage. Heal and mass heal spells (and similar powers) heal an additional 10 points. This is an extraordinary ability. Abundant Step: Non-human monks do not receive this ability. Instead, once per hour they may use a full round action to move 10 times their normal speed, as the cheetah ability. This ability is extraordinary. Empty Body: Non-human, elven, and orcish monks do not receive this ability. Instead, they gain a bonus to escape artist checks equal to half of their monk level.

MuseMuseMuseMuse

The muse is an important cultural figure, a purveyor of history and a singer of powerful songs. They are the consummate performers, equally capable of delivering a stirring speech or a singing a tragic ballad. They are similar to the standard bard class, but they have no magic at their disposal. The muse has existed in one form or another in almost every society in history, though orions tend to be the most legendary members of the class. They perform, persuade, manipulate at their leisure, understanding that words and song can be as powerful as any blade or spell under the right circumstances.

Background: Though muses are found in every culture, few progress beyond the basic levels in the class. Most performers are probably experts, skilled in their art but having no particular desire to use their skills for a more pressing purpose. Scholars and performers that train to become muses usually attend a university or have an apprenticeship with an older muse. Muses are the ultimate skill-based characters. Race: Any. Most orions are muses, but most muses are actually human. Game Rule Information

Muses (Mus) have the following game statistics. Abilities: Charisma is the most important statistic for a muse since it affects many of her class abilities and class skills. To be successful in combat a muse needs to have high Dexterity and Constitution.

Hit Die: d8 Class Skills

The muse’s class skills are Appraise, Astrogate, Balance, Bluff, Climb, Concentration, Craft*, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge*, Listen, Move Silently, Perform, Pilot, Profession*, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble, Use Magic Device, and Use Tech Device.

Page 30: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

30

*This skill represents a number of unrelated skills and must be taken individually.

Skill Points at 1st Level: (8 + Int

modifier) x 4. Skill Points at Each Additional

Level: 8 + Int modifier

Class Features:

All of the following are class features of the muse.

Note: If not described here, the ability functions identically to the bard ability of the same name.

Starting Feats: The muse begins play with the following feats: Armor Proficiency (light), Weapon Group Proficiency (simple, pulse pistols).

Muse Performance (Ex): This ability functions exactly like the bardic music ability, except that the muse can use any Perform skill. All effects from this ability are non-magical in nature, and thusly cannot be dispelled.

Lore: This functions as the bardic knowledge special ability.

Bonus Feat: At 2nd, 7th, 12th, and 17th level the muse may select a bonus feat. This feat must be taken from the following list: Courtesan Spy, Deceitful, Famous/Infamous, Influential, Jack-of-all-Trades, Lasting Courage, Multicultural, Persuasive, Skill Focus (any class skill), Superior Courage, Team Player, or Trustworthy. New feats that

add to Muse class skills can also be considered by the GM.

Charmed: Muses lead charmed lives, or so their stories always claim. At 4th level and beyond, muses develop a pool of luck points that they can add to any attack roll, saving throw, skill or ability check. They may spend a number of luck points per day equal to twice their muse level, and no more than one point per muse level can be spent on any one roll.

Special Ability: At every 5th level the muse gains a special ability, selectable from the following list:

Bartering: A muse has picked up how to best buy and sell equipment, and she has many contacts in the field. She gains a 5% bonus to buying and selling of items. This ability can only be selected once.

Cosmopolitan: The muse may choose any skill and add it to her list of Muse class skills. This ability may be selected multiple times.

Level BAB Fort Ref Will Special

1 0 0 2 2 Muse performance, inspire courage +1, lore, fascinate 2 1 0 3 3 Bonus feat 3 2 1 3 3 Inspire competence 4 3 1 4 4 Charmed 5 3 1 4 4 Special Ability 6 4 2 5 5 Suggestion

7 5 2 5 5 Bonus feat 8 6/1 2 6 6 Inspire courage +2 9 6/1 3 6 6 Inspire greatness 10 7/2 3 7 7 Special Ability 11 8/3 3 7 7 12 9/4 4 8 8 Song of freedom, bonus feat 13 9/4 4 8 8 14 10/5 4 9 9 Inspire courage +3 15 11/6/1 5 9 9 Special Ability 16 12/7/2 5 10 10 Inspire heroics 17 12/7/2 5 10 10 Bonus feat 18 13/8/3 6 11 11 Mass suggestion

19 14/9/4 6 11 11 20 15/10/5 6 12 12 Inspire courage +4, Special Ability

Page 31: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

31

Dramatic Heroism: Even in life outside performance, the muse seeks dramatic situations. Nothing is more dramatic than the jaws of death, so once per day if either she or a party member is reduced to half health or below, the muse may perform an act of dramatic heroism. She may activate this ability as an immediate action at any point during the encounter once the conditions are met. For the next round of combat, she adds +1d6 to all attack rolls, skill checks, and saving throws. This ability may be selected multiple times. Each time, the muse can use the ability once more per day.

Fan Following: The muse picks up a cadre of loyal followers dedicated to her performances (groupies, if you will). This personal followers are counted separately from any followers she may already posses. She may recruit followers up to her Reputation Bonus, as if she’d succeeded at a Reputation check to attain followers (described later in this chapter). Additional selections of this ability add to her total number of followers.

Memorable Performance: While the muse is the expert at performance (in any form), every once in a while she may amaze even herself and her most loyal fans. Once per month she may add a +10 circumstance bonus to a single Perform check. This ability can be selected only once.

Trivia Buff: The muse is the master of information, especially seemingly unrelated tidbits. She gains a +2 bonus on all Lore checks and any one Knowledge skill of her choice. This ability can be selected more than once, and all bonuses stack.

NobleNobleNobleNoble On some worlds nobles represent the backbone of society. Born into positions of power and prestige, nobles are experts at political life and can easily curry the favor of those beneath them. They tend to have large networks of contacts and have an ability to extract favors from people in power. On most

non-human worlds, nobles tend to be those in power. Even within the Mire and Dominion important Magisters and Bishops often start their careers as nobles. Nobles that undertake

the adventuring life tend to multiclass as rogues or soldiers.

Background: Nobles are found in many galactic cultures where an element of aristocracy is present in society. Most members of royal families are at least first level nobles, while others may be quite advanced. Some nobles are not royalty at all, but may simply be social, cultural or economical elites looking to advance their resources. Race: Any. Game Rule Information

Nobles (Nob) have the following game statistics. Abilities: Charisma is the most important statistic for a noble since it affects many of his class abilities and class skills. To be successful in combat a noble needs to have

Page 32: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

32

high Dexterity and Constitution. Since nobles are skill-based characters, a high Intelligence serves them well.

Hit Die: d8 Class Skills

The noble’s class skills are Appraise, Bluff, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (local, nobility and royalty), Listen, Profession, Ride, Sense Motive, Speak Language, and Use Tech Device. Skill Points at 1

st Level: (6 + Int

modifier) x 4. Skill Points at Each Additional

Level: 6 + Int modifier Class Features:

All of the following are class features of the noble. Weapon and Armor Proficiency: Nobles are proficient in light armor, simple primitive weapons, and the hand and normal pulsebow. Bonus class skill: At 1st level, the noble may designate any one cross-class skill to be a class skill. That skill is forever after considered to be on her noble class list. If she takes levels in another class besides noble,

that skill is only a class skill if it normally is one for that class. Favor: The noble has the ability to call in favors from those she knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances. Nobles are always free to pursue their own solutions to matters, but the successful use of a favor eliminates cost and effort on the character’s part. Note that meeting the DC does not guarantee success – it merely guarantees that someone will try. A favorcheck is a Charisma check which adds the character’s favor bonus. This bonus is +1 at 1st level, and increases by 1 every three levels thereafter. Favors can be requested a number of times per week equal to the favor check bonus. Failure to meet the DC means that the favor was for one reason or another not within the noble’s means at that time. Retries are possible, but unless the DM specifies otherwise a number of days equal to the DC of the task must pass before attempting to do so again. The favor generally occurs within 1d4 days, though more may be merited in certain cases (for example, a

Level BAB Fort Ref Will Special

1 0 0 0 2 Bonus class skill, favor +1 2 1 0 0 3 Demand +1 3 2 1 1 3 Resource access 4 3 1 1 4 Favor +2 5 3 1 1 4 Henchman 6 4 2 2 5 Command 1/day 7 5 2 2 5 Favor +3, demand +2 8 6/1 2 2 6 Loyal following 9 6/1 3 3 6 Eloquence 10 7/2 3 3 7 Favor +4, Command 2/day 11 8/3 3 3 7 Ascension 1 12 9/4 4 4 8 Demand +3 13 9/4 4 4 8 Favor +5 14 10/5 4 4 9 Ascension 2 15 11/6/1 5 5 9 Command 3/day 16 12/7/2 5 5 10 Favor +6 17 12/7/2 5 5 10 Demand +4, ascension 3 18 13/8/3 6 6 11 Superior resource access 19 14/9/4 6 6 11 Favor +7 20 15/10/5 6 6 12 Command 4/day

Page 33: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

33

rakshan noble requesting classified documents from a planet 12 eons away). The DM makes this check for the character, as the character sometimes will not know immediately if the roll was a success or not, and whether it failed because of the roll or because of mitigating circumstances. The DM sets the DC of a given favor. but should follow the general guidelines: Favor DC

Mundane (tasks are legal for civilians, equipment is non-military and non-magic, information is not classified)

10

Simple (tasks are legal for para-military, equipment is non-military, information is not sensitive)

15

Tough (tasks are moderately illegal or legal only with gov’t clearance, information is sensitive)

20*

Complex (tasks are totally illegal, information is highly secure)

25*

Extreme (tasks require elite specialists, unauthorized use of military force, or powerful magic to accomplish)

30*

Case Specific DC

Access to military equipment for one week

Cost of item(s) / 2000**

Assassination attempt 10 + target’s CR + target’s reputation

Installation of security devices/personnel

CR of traps/guards x2

Classify/hide information Minimum 15*** * If a noble fails the favor check by 5 or more for an illegal act, her favor checks take a -1 penalty for one month. Failure by 10 or more means the penalty increases to -2 and is permanent. ** For each day requested beyond 7, increase the DC by 1. *** The DC for Gather Info checks to learn such info is equal to 20+the result of the noble’s favor check. The DC for another noble to access this information is simply opposed favor checks (see below).

In the event that two nobles butt heads over favor requests, the result is determined by a

special opposed favor check. Each noble makes a favor check as normal, but each also adds her Reputation bonus to this check. Demand (Ex): The noble asks more of her companions than do members of other classes. As a standard action, the noble can issue orders, words of encouragement or threats of punishment to allies. Allies within 30 feet of the noble receive a +1 morale bonus to attack and damage, as well as a +1 bonus to saves against fear effects. Every five levels, these bonuses increase by 1. This level can be used a number of times per day equal to the bonus provided, and lasts as long as the noble continues speaking (a standard action each round) and for 5 rounds thereafter, up to a maximum of the noble’s level +5. Resource access: The noble is allowed to utilize some portion of his house or organization’s funds. To access resources, the character makes a level check (noble levels only) and a Charisma check. The amount of money granted to the character equals 20 x level check x Cha check, in gold pieces. These funds typically arrive 1d12 hours after requested, though the noble must be in a position to request them. Local conditions may mean the request takes longer. The character may use this ability once per day, but rest assured that higher up members of the house will take note if resources are being misused. Henchman: At 5th level, the noble is assigned a permanent attache. Sometimes this person serves as a man- or maidservant, but just as often is a body guard or thug. This functions as a cohort gained by the Leadership feat, except that it is not restricted by the noble’s level. No followers are gained. If the player later selects the Leadership feat, they may still attract another cohort, but takes a -2 penalty to his leadership score for doing so. Note that the henchman is ultimately loyal to the character’s house or organization, so straying greatly from these interests may jeopardize the henchman’s loyalty to the PC. Command (Ex): The noble may emulate the effects of a command spell once

Page 34: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

34

per day upon any sentient target once she reaches 5th level. The DC is equal to 10 + ½ noble level + Cha modifier. This is a non-magical effect created by the noble’s authoritative presence. While it is not mind-affecting in the conventional sense, this ability will not affect mindless creatures, though one who has mind blank cast upon him is not. For every 5 class levels, the noble can use this ability an additional time per day. Loyal Following: At 8th level a noble automatically gains a loyal following of supporters. These act as normal followers based on her leadership score. If she takes or already has the Leadership feat, the effects stack. No cohort is gained with this ability. Eloquence: Nobles know how to talk their way out of any situation, and never let their opponents see them sweat. At 9th level, the noble gains skill mastery (as the rogue ability) for any of the following skills, up to a maximum of the noble’s Intelligence modifier: Bluff, Diplomacy, Intimidate, Gather Information and Sense Motive.

Ascension: As nobles climb the ranks of their organization, they eventually become more focused on one particular aspect of rulership – mercantile, military or political. Within this realm, their influence spreads even further. At 11th level, the noble must choose one of these paths to pursue, and then gains a special ability based upon it. At 14th and 17th levels, the bonuses improve.

Mercantile: This noble is granted immunity to certain taxes, gains favor with prominent merchants, and is just as home in the market as in his own house. At 11th level, the noble receives the Appraise Magic Value feat (even if she does not meet the prerequisites), and gains a +2 bonus to Appraise checks. At 14th level, the noble receives a +4 bonus to all Charisma checks related to resource access. At 17th level, the noble’s careful planning and expenditures receives a one-time gift of 200,000gp (or items of equivalent value).

Military: This noble is well-connected within the military and para-military, be it

navy, terran or intelligence operations. At 11th level, the noble receives insider training and learns any one feat from the Fighter feat list for which she meets the requirements. At 14th level, the noble is made an officer within the military, which gives a +4 bonus on favor checks to use military equipment or to access classified documents. At 17th level, she is assigned a permanent bodyguard, who is an NPC of the soldier class, otherwise following rules as outlined in the Henchman description. This stacks with the Henchman ability and the Leadership feat, potentially granting up to 3 cohorts at any one time.

Political: This noble knows that the real power is that behind the throne – or on the throne, if they play their cards right. At 11th level, the noble gains a +2 bonus to Diplomacy or Intimidate checks (character’s choice), and use of the Demand ability becomes a move action. At 14th level, the character gains a +2 bonus on all favor checks. At 17th level, the Command ability is upgraded to a Greater Command (as the spell). From this point on, all Demand and Command ability uses are swift actions. This is an extraordinairy ability. Superior Resource Access: When calling for resources, a noble multiplies her roll by 50 rather than 20.

PaladinsPaladinsPaladinsPaladins Paladins are the vanguard of righteousness in the galaxy. Very few paladins are to be found in the galaxy, and those that do exist are hard to come by. Almost all paladins are elves, though it is possible for an orc who wanders wide astray from his people’s nature to take up this path. They are also known to be some of the few remaining practitioners of martial combat – while na’gari and sarafan warriors use their minds to create blades, the paladin feels that the true test of a warrior is a clash of metal against metal. Despite their rarity, their abilities and adventures are the stuff of legends, and children across the galaxy can sleep easy at night knowing these stoic warriors watch over them.

Page 35: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

35

Background: Paladins serve as the moral compass for their adventuring parties. They excel at rooting out and combatting evil, wherever it dwells. They lack subtlety and social grace often though, and thus rely on others for support in these areas. While they have a few spells, they are no match for a capable priest, and take a secondary role in this regard. Races: Elf (highborn or wild), orc. Game Rule Information: Paladins (Pal) use the abilities and statistics for the paladin as presented in the Player’s Handbook. They are proficient in all simple and martial primitive weapons, all forms of armor except power armor, and shields (except tower shields). Skillls: As the standard paladin, plus Knowledge (military tactics), and Pilot.

PriestPriestPriestPriest Priests are an exclusive and sought-after group of individuals primarily for their mastery of healing magic. They have learned to cast divine magic and are the oldest breed of spellcasters in the galaxy. While worshipped as gods, the beings that grant divine power to creatures in the galaxy are not actually divine beings; they are enigmatic, powerful aliens. Little is known about the relationship of divine magic to these creatures, only that their worshippers gain tremendous power. Background: Priests take on many roles in the campaign setting. They are stout warriors, learned scholars, and impressive spellcasters. Few mercenary or adventuring parties can survive without a priest in its presence. Races: Elf (highborn or wild), Orc. Game Rule Information: Priests (Pst) use the abilities and statistics presented for the cleric class presented in the Player’s Handbook. They have a different spell list than normal clerics (see below), and they choose domains based upon their race. Priests are proficient in simple primitive weapons, all forms of armor and shields (not power armor

or tower shields), and hand and normal pulsebows. Skills: As per the cleric. Spells: As per the cleric, minus all conjuration (summoning) spells. Domains: Priests choose domains by race, as follows:

Highborn Elf Domains: The highborn priest, usually called a mystic, may choose any 3 domains that he wishes upon creation. His choices are Elf, Knowledge, Healing, Nobility, Planning, and Protection. Orc Domains: The orc priest, usually called a shaman, may choose any 2 domains that he wishes. In addition, he gains the ability to create a talisman (described in the sidebar). His choices are Healing, Orc, Storm, Strength, and War. Wildborn Domains: The wild elven priests are very rare. The race considers the druid class their evolution into divine magic, but some wildborn mystics remain. They may select 2 domains. They also gain the ability to attract an animal companion just like a druid, though treat the character as if he were a ranger for this purpose. His domain choices are Animal, Elf, Plant, or Weather.

RangerRangerRangerRanger Only elves and orcs have the necessary divine connections to select this class. While the training and lifestyle can be imitated by the scout (see below), this mastery over the dangers of the natural world fully manifests itself only within the true ranger. Rangers are exceedingly rare, and most are either native Krosian orcs or wild elves (among whom they are quite common). Races: Elf (high, wild), orc. Game Rule Information: They follow the same game rules as outlined in the Player’s Handbook, excepting modifications to their favored enemy ability (see Scout class, below for more information). Note that

Page 36: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

36

they are only proficient with primitive simple and martial weapons, and not any form pulse weaponry.

RogueRogueRogueRogue Rogues, along with soldiers, are easily the most prolific class in the galaxy since anyone can qualify to be one. Rogues perform a multitude of tasks in the galaxy. They are spies, crime lords, pirates, infiltrators, thieves, smugglers, assassins, or even diplomats. Their wide array of skills makes them the most versatile class. Most rogues multiclass as soldiers or take a prestige class later in their careers to specialize in a specific area. Races: All. Game Rule Information: The rogue is nearly identical to the rogue described on page 49 of the Player’s Handbook. They add Astrogate, Pilot, and Use Tech Device to their class skill list. Rogues are proficient in simple primitive weapons, light armor, and hand and normal pulsebows.

SarafanSarafanSarafanSarafan Psychic Psychic Psychic Psychic The core rulers of humanity since the end of the Tarreen Empire, the Sarafan are masters at controlling their own minds and bodies. While nearly all humans are Psiborn, only the most qualified are ever trained beyond the most basic level an initiated into the Sarafan. Sarafan are perhaps the most versatile characters in the galaxy. They can do nearly anything other magic-users can to some extent. They are the masters of telepathic and telekinetic force. Some continue on the path of the pure Sarafan, while others multiclass as rogues or soldiers. Sarafan are similar to the psions described on page 6 of the Psionics Handbook, with a few differences noted here. They choose a primary discipline and are listed by class as that specialty; psychics are only generically called Sarafan to signify their training by the Order. The choice of specialty usually guides a character in his career choices later. Egoists and nomads are more

likely to become Ordinators or Sentinels, while telepaths are more inclined to become fusion masters. This specialty also changes their class skills and core abilities, as described below. Race: Human Game Rule Information

Sarafan follow the rules listed for the Psion class in the Psionics Handbook, with the following exceptions: Skills: The nomad adds Pilot to his list of class skills. Shapers can add Use Tech Device to their list of class skills. Seers can add Astrogate to their list of class skills.

Sarafan WarriorSarafan WarriorSarafan WarriorSarafan Warrior Sarafan who dedicate their lives to the fusion of psychic energy and physical training. They combine some of the mental power of a full psychic with most of the combat training of a soldier. Once she has fully developed her powers, a Sarafan Warrior becomes a lethal killing machine. Warriors often pursue the path of Ordinators or Sentinels. Some warriors become Silencers if they are selected for the appropriate training. Races: Human Game Rule Information: Sarafan Warriors follow all the standard rules for the Psychic Warrior in the Psionics Handbook except for a few minor changes. The following skills are on their skill list: Astrogate, Knowledge (magic), Pilot, Spellcraft, and Use Tech Device. Sarafan Warriors are proficient in all simple and martial primitive weapons, all pulse weapons, and all forms of armor and shields (but not power armor or tower shields).

ScoutScoutScoutScout The woodsmen, the ranger, the hunter, the sniper–all are a type of scout. Scouts are much like soldiers, but rather than exclusive focus on combat training, they also learn survival and stealth skills. Scouts fill a

Page 37: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

37

significant role in the army as recon warriors or even long-range snipers. Others are simply born to wild areas on lush planets and prefer to integrate themselves to some level to the wilderness environment. In either case, the scout is a capable fighter who is best able to adapt to new and challenging environments. Most scouts focus on one type of opponent and learn to most effectively combat that type of creature. Characteristics: Like the monk, the scout combines elements of stealth and combat in his repertoire. He is better suited to dealing with wilderness than most other characters.

Races: Any. Scouts can be found in any society and in many roles. Human scouts tend to enter military service on some level, though many will also become professional hunters or assist other organizations. Wild elven women are known for their affinity to this class.

Other Classes: The scout fits well into any party that needs stealth or ranged support. He is a versatile fighter that can use most weapons and cover almost any combat role. A scout spotting for a spellcaster can be a dangerous combination.

Game Rule Information

Scouts (Sct) have the following game statistics:

Abilities: Dexterity is the most important statistic for a scout, who relies primarily on ranged weapons and Dex-based skills. Constitution will help him prevail in combat, and Intelligence and Wisdom are useful for his class skills.

Hit Die: d8 Class Skills

The scout’s class skills are: Astrogate, Balance, Climb, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (nature), Listen, Move Silently, Pilot, Profession, Ride, Search, Spot, Swim, Survival, Use Rope, and Use Tech Device. Skill Points at 1

st Level: (6 + Int

modifier) x 4. Skill Points at Each Additional

Level: 6 + Int modifier Class Features:

All of the following are class features of the scout. Unless noted otherwise, all abilities follow the normal rules in the Player’s Handbook for the ranger class (p46-47).

Level BAB Fort Ref Will Special

1 1 2 2 0 1st favored target, Track, wild empathy 2 2 3 3 0 Combat style 3 3 3 3 1 Endurance 4 4 4 4 1 Bonus feat 5 5 4 4 1 2nd favored target 6 6/1 5 5 2 Improved combat style 7 7/2 5 5 2 Woodland stride 8 8/3 6 6 2 Bonus feat, Swift tracker 9 9/4 6 6 3 Evasion 10 10/5 7 7 3 3rd favored target 11 11/6/1 7 7 3 Combat style mastery 12 12/7/2 8 8 4 Bonus feat 13 13/8/3 8 8 4 Camouflage 14 14/9/4 9 9 4 15 15/10/5 9 9 5 4th favored target 16 16/11/6/1 10 10 5 Bonus feat 17 17/12/7/2 10 10 5 Hide in plain sight 18 18/13/8/3 11 11 6 19 19/14/9/4 11 11 6 20 20/15/10/5 12 12 6 5th favored target, Bonus feat

Page 38: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

38

Weapon and Armor Proficiency: The scout is proficient in all primitive simple and martial weapons. He is also proficient in light pulsebows. Because his missions tend to require mobility, the scout is only proficient in light armor and shields (not tower shields). Wild Empathy: As the ranger ability in the Player’s Handbook. Favored Target: This ability works the same as the ranger’s favored enemy ability, except that due to the nature of the campaign setting, he has slightly different choices. Scouts do not usually specialize in killing one type of creature, since in this campaign world combats and confrontations are more likely to occur with NPCs rather than monsters. By this same logic, a scout cannot just specialize in tracking down “humans,” though humans are a part of other groups he can choose. Instead, scouts can choose either a specific class, organization, or other similar demarcation to specialize in. Some examples are given below, and others should fall within this category.

The DM can allow some monster categories if he wishes. For example, animals might not be a bad choice since many people keep them as guards, and the players may run into them somewhat often. PCs should not be able to pick a category like “the Dominion,” since that encompasses nearly every class and billions of people. Instead, this can be broken down into “Sarafan,” “Dominion fleet command,” “Meldon,” and so on.

Combat Style: At 2nd level scouts can select to pursue either sniper rifles or two weapon combat as his primary means of fighting. A scout who selects sniper rifles

gains the Far Shot feat even if he does not meet the prerequisites for it. At 6th level he gains the Fast Shooter feat, and at 11th level he gains the Improved Precise Shot feat. Scouts who select two weapon combat gain the Two Weapon Fighting feat at 2nd level. At 6th level he gains the Improved Two Weapon Fighting feat, and at 11th level he gains the Greater Two Weapon Fighting feat. Note that he only gains these abilities if he is wearing light or no armor. Bonus Feats: Every 4 levels the scout gains a bonus feat. He may select any feat that improves his class skills, such as Stealthy, or any feat available to soldiers as a bonus feat (except fighter-exclusive feats, such as weapon specialization).

SoldierSoldierSoldierSoldier Soldiers are the undisputed masters of straight-up combat in the galaxy. They are proficient in the most weapons and have the greatest overall combat ability. They go by many names: mercenaries, fighters, warriors, guards, or perhaps just adventurers. Even races blessed with magic provide numerous soldiers to the galactic base. Most soldiers multiclass into a more specific niche before their careers are finished. Races: All. Game Rule Information: The soldier is nearly identical to the fighter described on page 37 of the Player’s Handbook. They add Astrogate, Knowledge (military tactics), Pilot, and Use Tech Device to their class skill list. Soldiers are proficient in all primitive weapons, all pulse weapons, all forms of armor (except power armor), and all shields.

TechmasterTechmasterTechmasterTechmaster The techmaster is fascinated by technology of all kinds, whether magic or scientific. He loves to tinker with an experiment on all types of equipment, trying to enhance a ship’s systems or just figure out a new weapon. Techmasters exist in the Elysian Sector and beyond. At first level they choose a particular

Favored Enemy Example

Avalon Syndicate (organization)

Any guild-members

Blood sorcerers (class) Most Mire house members

Jadari Legion (organization)

Most Jadari military members

Meldon (minor race) Steve the Meldon Priests (class) Most highborn and orcs Sarafan (class grouping) Sarafan and Sarafan

Warriors

Page 39: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

39

specialty, either science or magical technology, and focus their efforts and perfecting equipment in this area.

Techmasters are mechanics, scientists, and researchers in the galaxy. They exist to some degree among every race, though Dwarves, and Gnomes are particularly common. Within the common adventuring party, the techmaster is a support character, modifying and tweaking equipment in ways no one else can. If armed with equipment he has created, however, the techmaster can be a formidable combatant.

Background: Techmasters focusing on science are growing in popularity in the galaxy during the Era of Revolution. Many come from worlds where science is “making a comeback,” so to speak, but they are useful and sought after everywhere. Race: Any. While many techmasters manipulate magical energy, no spellcasting is required. They simply use inherently magical reagents, tools and designs. Game Rule Information

Techmasters have the following game statistics. Abilities: Intelligence is the most important attribute for the techmaster. If he

wishes to be a helpful combatant, he should also place points in Dexterity or Constitution. Hit Die: d6 Class Skills: The techmaster’s class skills are Appraise, Astrogate, Craft*, Disable Device, Knowledge*, Open Lock, Pilot, Profession*, Search, Use Magic Device, Use Rope, and Use Tech Device. *This skill represents a number of skills and must be taken individually.

Skill Points at 1st Level: (8 + Int

modifier) x 4. Skill Points at Each Additional

Level: 8 + Int modifier Class Features:

All of the following are class features of the techmaster class. Starting Feats: At 1st level the Techmaster receives the following feats: Armor Proficiency (light) and Weapon Group Proficiency (simple, pulse pistols).

Focus Area: At 1st level, the techmaster must choose an area of focus, either scientific or magically based technology. This focus determines his type of expertise and affects which types of equipment he can modify. Races with no

Level BAB Fort Ref Will Special

1 0 0 0 2 Trapfinding, focus area 2 1 0 0 3 Bonus feat 3 2 1 1 3 Smite construct 1/day 4 3 1 1 4 Tech specialty 5 3 1 1 4 Bonus feat, expert 6 4 2 2 5 Tech familiarity 7 5 2 2 5 Smite construct 2/day 8 6/1 2 2 6 Tech specialty, bonus feat 9 6/1 3 3 6 Expert 10 7/2 3 3 7 Skill mastery 11 8/3 3 3 7 Bonus feat, smite construct 3/day 12 9/4 4 4 8 Tech specialty 13 9/4 4 4 8 Expert 14 10/5 4 4 9 Bonus feat 15 11/6/1 5 5 9 Smite construct 4/day 16 12/7/2 5 5 10 Tech specialty 17 12/7/2 5 5 10 Bonus feat, expert 18 13/8/3 6 6 11 Skill mastery 19 14/9/4 6 6 11 Smite construct 5/day, Tech Wizard 20 15/10/5 6 6 12 Tech specialty

Page 40: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

40

innate magical ability can select the magical focus with DM permission, and by the same token races without access to advanced science can select the science focus.

Trapfinding: The trap master has a chance to find traps just like a rogue. Bonus Feat: At 2nd level, and every three levels thereafter, the techmaster gains a bonus feat. He can select any feat from the following list: Armor Proficiency (medium, heavy, power), Collaborative Creation, Exotic Weapon Proficiency (any), Expert Gunner, Fast Pockets, Fast Shooter, Fusion, Gunner, Master Tinker, Open Minded, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (any class skill), Spacer, Starship Dodge, Starship Operation (any), Starship Point-Blank Shot, Techie, Vehicle Operation, Weapon Group Proficiency (any), or Zero-G Training. The techmaster must still meet any requirements of the feat. Smite construct: Once per day, a techmaster of 3rd level or higher may quickly hatch a clever plan to incapacitate an enemy construct. He can attempt to smite a construct with a normal melee attack or ranged attack within 30 feet, adding his Intelligence bonus (if any) to the attack and dealing one extra point of damage per techmaster level. If the techmaster accidentally smites a creature that is not a construct, the smite has no effect but is still used up for that day.

Tech Specialty: Every 4 levels the techmaster can select a special ability from the below pool. Most abilities can be selected multiple times for additional effect, but not all.

Armorer: The techmaster that focuses on protection usually becomes an armorer. Effectively, the techmaster gains the Craft Magic Arms and Armor feat, with the following alterations. The techmaster can only make armor and shields, not weapons, with this ability. He uses his techmaster level in place of his caster level. Any armor or shield he creates with this ability is automatically treated as +1 enhancement bonus higher when he personally wears it

(though armor he has merely created with the Craft skill does not gain this bonus). This bonus is always an enhancement bonus, and cannot be used to increase any special abilities in the armor.

In addition, he may only create armor with any of the following special abilities: acid resistance (basic, improved, greater), arrow deflection, bashing, cold resistance (basic, improved, greater), electrical resistance (basic, improved, greater), fire resistance (basic, improved, greater),fortification (light, heavy), invulnerability, slick (basic, improved, greater), shadow (basic, improved, greater), silent moves (basic, improved, greater), sonic resistance (basic, improved, greater). The techmaster’s class level must be equal to or greater than the listed minimum caster level in the DMG to create such items.

The techmaster also has the option of increasing the durability or flexibility of armor he creates, but these benefits function only for the techmaster himself; others donning the armor gain no benefit. As a +2modifier, he can increase the damage reduction of a suit of armor by 1/-. He can also (as a +2 modifier) reduce the armor check penalty and max dex bonus each by +1, as well as decreasing spell failure by 5% (to a minimum of 5%). If imbuing his armor with either of these properties, he cannot imbue any one suit with both.

Artificer: Magic focus only. The techmaster is adept at dealing with magical storage devices such as chem-packs, dorjes, psi-crowns, staves, tattoos and wands. If he modifies a chem-pack or tattoo, he can stretch out the effect of the item, allowing it to be used twice (Use Magic Device check DC 20+item’s caster level). With wands, dorjes, staves and psi-crowns, he may add 25% to the base total number of charges (Use Magic Device check DC 20+item’s caster level). It does not matter whether he can use the devices himself or not.

Page 41: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

41

The cost increase for this ability is ½ the base cost for one-shot items, or ¼ the base cost for charged items.

Cyberneticist: Science focus only. The techmaster is an expert of implants. Any implant he modifies increases its power by 50%, if applicable. This ability can be selected multiple times, and its effects stack. The techmaster must make a Craft check to make the item, and a second DC 25 check for the masterwork component. The masterwork component amounts to 50% of the base item’s cost (thus setting the necessary time and raw materials cost). Demolitions Expert: Science focus only. Also known as the “mad bomber,” this type of techmaster is adept at blasting things apart. The Reflex save DC against his Demolitions and any grenades created increase by +2, and an additional two dice of damage are added to the explosion. This ability can be selected multiple times, and its effects stack. The cost for any bomb or grenade made with this ability doubles for every +2 damage dice and DC. Remember two doublings equals a tripling, and so on. Engineer: The techmaster’s specialty lies with vehicles and starships within his focus area. Once he selects this ability, he can enhance the weapons, shields and hull of the appropriate craft. Effectively, he gains the Craft Ship Systems feat using an alternative means. Like the armorer ability, the enhancement bonus for any system improved with this ability is treated as +1 higher when used/flown by the techmaster who enhanced it. This ability also allows the character to create starships, though he may only make ships of the category that would be allowed by a caster level equal to his techmaster level. Thus he would need to be 15th before making a fighter, 20th for a cruiser, and 30th for a capital ship. This ability can selected by characters with either focus.

Expanded Focus: The techmaster expands his focus to include either science or magic, whichever he didn’t know. He may now select skills and abilities for either focus.

GM permission is required for this ability, since not all characters would reasonably have access to this knowledge.

Master crafter: Select one type of Craft skill made to build technological items, such as Craft (plasma weapons) or Craft (shipbuilding). When creating an item using this skill, the techmaster need only pay for ½ the materials he normally does. This also applies to such items modified by other class abilities with magic item creation (such as Armorer or Engineer), which can save the character a healthy chunk of money. This ability can be selected multiple times, each time applying to a new Craft skill. A character’s focus may limit his selection.

Mr. Fixit: The character is especially skilled at performing repair operations. When using any variant of the Craft skill in which he has ranks to repair an object, repairs cost only ½ as much and he fixes double the normal amount of damage. Due to his familiarity with on-the-spot repairs, he is also able to take time off during item creation. Total time off may not exceed a number of days equal to half his techmaster level. This ability can be selected only once.

Security Chief: The character is the master of security systems. He gains a +2 bonus on any skill roll made to locate or defeat a security system (usually Search, Disable Device, and Open Lock) that is within his focus area. Traps he creates himself, or ones that he modifies, add +2 to the detection and disable DC, as well as to any checks made by the trap or to resist the trap (such as attack rolls, saving throws, or Balance checks). This ability can be selected by techmasters with either focus, and can be selected multiple times with stacking effects.

Weapons Expert: Sometimes a person just needs to know how to go for the kill. In effect, the techmaster gains the Craft Magic Arms and Armor skill, with the following alterations. The techmaster can only make weapons, not armor and shields, with this ability. He uses his techmaster level in place of his caster level. Any weapon he creates

Page 42: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

42

with this ability is automatically treated as +1 enhancement bonus higher when he personally wields it (though weapons he has merely created using the Craft skill do not gain this bonus). This bonus is always an enhancement bonus, and cannot be used to increase any special abilities in the armor.

He may also only create weapons with the following special abilities: distance, keen, merciful, mighty cleaving, speed, throwing, wounding, vorpal. The techmaster’s class level must be equal to or greater than the listed minimum caster level in the DMG to create such items. Expert: Each time the techmaster receives this ability, he can select any single techmaster class skill. Thereafter, he receives a +2 bonus to all skill checks with that skill. This ability cannot be applied multiple times to a single skill. Tech Familiarity: While he may not train with weapons with the same degree of emphasis as the soldier, the techmaster’s research has nevertheless taught him how to employ most devices. When using any vehicle or weapon he does not have proficiency in, the techmaster suffers only a -1 penalty to rolls rather than the standard -4. In the case of armor, he suffers only half (round down) the standard armor check penalty against his attacks. Skill Mastery: The techmaster may choose a number of skills equal to his Intelligence modifier (minimum 1). When he makes a check for these skills, he can take 10 regardless of distractions if he wishes. This includes skills for which he normally cannot take 10, such as Knowledge checks. Tech Wizard: The techmaster is amazingly well-practiced at his trade. Once per day, he may “take 15” on any skill check of that is a techmaster class skill. This is the same as taking 10, except that the die roll is treated as having been rolled a 15.

WarlockWarlockWarlockWarlock

The now legendary Jadari warlocks are an enclave of magic-users that don’t rely upon personal energies or the blessings of strange alien powers. They instead rely upon magical glyphs, symbols, and writings to learn their powers. Because the Jadari wish to spread these teachings as fast as they can, warlocks are growing steadily in number and in power. Warlocks make versatile support characters in a party, and they excel at research and discovery. More than any other class they are capable of bending the laws of reality to suit their desires. Races: All. Game Rule Information: The warlock is nearly identical to the wizard described on page 55 of the Player’s Handbook with a few notable exceptions. Rather than receiving a familiar at first level, they gain their bonus feats every four levels, as opposed to every 5th level (they still receive Scribe Scroll at 1st level). Warlocks add Use Tech Device to their class skill list. They are proficient in simple primitive weapons and hand pulsebows. Finally, warlocks gain a +1 DC to any spells with the Cold descriptor, and cannot cast spells with the fire descriptor. They have adapted over the centuries, and many spells with the fire descriptor have been altered to utilize the cold energy Jadari favor. Warlocks can also summon aid, following the same rules as the blood sorcerer.

WilderWilderWilderWilder Even with the creation of the Sarafan Order, there have always been psychics born on distant settlements who never draw the attention of the Sarafan. Others who are recruited young are judged unfit for training and are left to their own devices (though this is rare, since most of them would have at least one Sarafan level). These outcast psychics are called wilders. To the wilder, her mental energies are usually something supernatural rather than scientific. If she lives in a particularly remote region, others may treat her with awe and

Page 43: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

43

reverence for her abilities, especially in a society of aliens. She learns to harness these mystical powers in her own fashion. Background: Wilders are found across the galaxy, though their numbers are smaller than trained Sarafan. In the Era of Revolution following the reintroduction of the Tarreen, wilders can be found elsewhere in the galaxy as well. Humans on distant settlements may not have had the benefit of Tarreen training. Other new species to the galaxy are rumored to have some psychic potential of their own, and these creatures would likely become wilders (if the rumors are true). Role: Because they lack the full potential of a Sarafan, wilders are more versed in other areas. They have a better skill selection and are more skilled in combat than a normal Sarafan, but their power selection is much more limited. Race: Human Game Rule Information

Wilders follow the rules as listed in the Psionics Handbook.

MultiMultiMultiMulti----class Characterclass Characterclass Characterclass Characterssss Multiclass characters function much the same in the EBCS as they do anywhere else. The difference, however, is that there are no multi-class XP penalties. This restriction was lifted due to the racial restrictions on classes, specifically spell-casting classes, and it allows non-human characters more opportunities to add interesting and useful abilities to their repertoire.

ReputationReputationReputationReputation A character’s reputation is an important thing in the galaxy due primarily to the sheer population. It is unlikely the character will ever meet even a significant percentage of people in power in any government or maybe even guild, so reputation gives you a sort of guideline on how well characters are known when visiting a planet or spaceport.

In order to be assumed familiar with a person, one must succeed at a reputation check. The DC is 25 minus the person’s reputation score. Failing this check simply means you have not heard of the person. Success indicates you have some small familiarity with them - current title or position, major accomplishments, pertinent facts of their background, etc. In general, the more you beat the DC by, the more you know about them. This check may glean information about their homeworld, who their close friends or families are, or even obscure information not known to the general public. Certain conditions may give bonuses or penalties to the observer’s check. For referential purposes, the “observer” is the person rolling to see if they recognize the other person. Other modifiers may apply, at the DM’s option. See the chart below: The person being observed is... Condition Bonus

From the same city as the observer1 +8

A member of the observer’s profession +6

From the same planet as the observer1 +2

From the same system as the observer1 -2

From another galactic region from the observer1

-6

From the Infinite Empire2 -10

1: Use only the highest of applicable modifiers for these categories. 2: If the character is from the Infinite Empire, this penalty instead applies to those who are not. On occasion, a character’s reputation can apply as a modifier on certain skill checks. The Star Wars Campaign Setting has more information on this. In addition to the rules presented there, your reputation bonus applies as a penalty to all Disguise checks. Disguise self, alter self, and polymorph spells, and equivalent magic that alters a person’s visage to such a substantial degree can negate this penalty (but also prevents reputation from adding any bonuses). The reputation modifier generally makes its harder to disguise

Page 44: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

44

yourself, since by definition people have a better chance of knowing what you look like. This can be the bane of many high level characters. To counteract this effect, you can either take the Low Profile feat or use magic to create a disguise.

Character classes have different reputation progressions. They are rated as

high, medium, or low, and accumulate by level, as shown below. Multiclass characters combine their reputation ratings just as they would any other roll. Characters can increase their reputation score by taking the Famous/Infamous feat, or decrease their score by taking the Low Profile feat.

CORE CLASS REPUTATION High: Muse, noble Standard: Blood mage, paladin, priest, rogue, sarafan, soldier, warlock Low: Barbarian, druid, expert, monk, wilder, scout, techmaster, Character Reputation – Core Class Level Reputation

1 High +1; Standard +0; Low +0 2 High +1; Standard +0; Low +0 3 High +1; Standard +1; Low +0 4 High +2; Standard +1; Low +0 5 High +2; Standard +1; Low +1 6 High +2; Standard +1; Low +1 7 High +2; Standard +2; Low +1 8 High +3; Standard +2; Low +1 9 High +3; Standard +2; Low +2 10 High +3; Standard +2; Low +2 11 High +3; Standard +3; Low +2 12 High +4; Standard +3; Low +2 13 High +4; Standard +3; Low +3 14 High +4; Standard +3; Low +3 15 High +4; Standard +4; Low +3 16 High +5; Standard +4; Low +3 17 High +5; Standard +4; Low +4 18 High +5; Standard +4; Low +4 19 High +5; Standard +5; Low +4 20 High +6; Standard +5; Low +4

PRESTIGE CLASS REPUTATION High: Dread Pirate, Fringe Lord, Mage Lord. Standard: Adherent of Iari, Blood Warden, D’Jar Devotee, Fusion Master, Jadari Legionnaire, Naval/Terran Officer, Ordinator, Sentinel, Silencer. Low: Ace, Adamant Agent, Arsenal Savant, Blockade Runner, Na’gari Blade, Phantom.

Character Reputation – Prestige Class Level Reputation

1 High +1; Standard +0; Low +0 2 High +1; Standard +0; Low +0 3 High +2; Standard +1; Low +1 4 High +2; Standard +1; Low +1 5 High +3; Standard +2; Low +1 6 High +3; Standard +2; Low +2 7 High +4; Standard +3; Low +2 8 High +4; Standard +3; Low +2 9 High +5; Standard +4; Low +3 10 High +5; Standard +4; Low +3

Page 45: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

45

Skills There are a number of important new skills in the Empires of Blood campaign setting. Many of them come from new uses or existing feats. See the section on character classes to learn which of these skills or on what class list. Also, some old skills have new uses in this campaign setting because of technological improvements or just basic environmental necessity.

SkillsSkillsSkillsSkills and Descriptions and Descriptions and Descriptions and Descriptions

Appraise (Int) In addition to standard uses, you can get better market prices with this skill. Check: Standard equipment rates assume your character is being swindled just a bit, probably 10% or so, since few people know the exact value of a +3 pulsebow. You can make an Appraise check when you greet a merchant, or if you are simply in a generic marketplace, you can make just one check for the whole endeavor. This should be decided before you make the roll. Use the reverse of these results when you sell items. If you are in a party, it is wise to elect a spokesperson for the entire group. Circumstance modifiers may apply depending upon local conditions or extraneous factors.

Check Price Change

Less than 5 +10% of base cost 5-10 +5% of base cost 10-15 – 16-20 -5% of base cost 21-25 -10% of base cost 26-30 -15% of base cost 31+ -20% of base cost

Action: This use is essentially

automatic; it usually takes a few rounds to finish haggling.

Retry: No.

Astrogate (Int; Trained Only)

There are two primary uses of the Astrogate skill: Determining Location and Plotting a Course. Determine location: This skill allows you to locate yourself in space with your knowledge of constellations. You then have an anchored point from which you can plot a course to another destination. You need only make this check if you have reason to be unsure of your location – pulled out of cruise speed, awaken on a strange ship, etc. Use of the skill for this purpose takes one minute of concentrated study of the stars around you (and thus cannot be done from a place in the ship without view to the outside or access to sensors). The DC for the check is listed below. Success: You know where you are in space. You can then attempt to Plot a Course. Failure: You are lost. Astrogate checks to Plot a Course are impossible. If you blindly engage cruise drives, your chance of accidentally stumbling across a gravity well (asteroid field, star, space station, etc.) is 1% per week traveled (non-cumulative).

Plot course: This use of the skill allows you to plot a course from one location to another. If you know where you are and you know the coordinates of your destination, you may allow your check to automatically succeed. You may also roll in an effort to plot a shorter course, but doing so may run the risk of plotting a less efficient course instead.

If you know where you are, but do not have coordinates for your location (“the smuggler’s den is out a few eons past the Delta Sensor Station”), make an Astrogate check. The DC for this check is equal to the

Knowledge of Area Check

Home system DC 10 Familiar DC 15 Visited Occasionally DC 20 Visited Once DC 25 Read About DC 30 Heard of DC 35 No information DC 50

Page 46: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

46

check for determining location, above. If this check succeeds, you derive rough coordinates and can attempt a check (as above).

If you do not know where you are, you cannot make a check to plot a course.

Note also that some locations are not stable. Most artificial structures (sensory outposts, smuggler’s hideouts, etc.) are stationary at their coordinates, but planets do have an orbit. In calculating journey distance for moving bodies, roll 1d6 and add this figure in eons to the trip duration. Multiple trips in short durations should use the same roll.

Success: You arrive at the desired location (within about 4000 miles, or about 10 minutes moving a 10 sq./rd.). For every 5 points by which you beat the DC for the trip, you reduce the time for the trip by 5%.

Failure: If you fail your check by less than 5, you have miscalculated. Instead of arriving at the desired location, you arrive at the maximum of the point blank range category. If you fail by 5 or more, you have misjudged, and are lost (see determine location, above). Treat your Knowledge of Area as “Heard of.”

Distance DC Duration Example

Journey

Point Blank

-- Up to 48 hours*

Orbital station to nearby moon

Brief 20 8-23 hours

Jump gate to orbited planet

Moderate 25 1-4 days Between Del’Tarag and Del’Tarog

Long 30 5-14 days Planet Tigris and smuggler’s outpost 3 eons outside sixth planet of Rakshanna

Extreme 35 15-30 days

Trade lane between

Sharankur and Euphratia

Deep space**

50 31+ days Pirate outpost 40 eons outside Draco

* Duration listed in realspace travel time. You cannot use astrogate within such close proximity. Any trip within visual range falls in this category. Durations are determined by your ship’s normal engine speed. ** If you do not have a specific location of deep space in mind, you do not make a check. You simply arrive in Deep Space. You are, however, considered lost and with No Information about your surroundings.

Special: You can take 10 or 20 on checks made to Plot Course, unless your ship is engaged in combat. The check to Determine Location must be rolled, as this kind of information is essentially random.

Synergy: If you have 5 ranks in this skill you gain a +2 synergy bonus to Knowledge (science) checks. You also gain a +2 synergy bonus to Astrogate checks made in any system for which you have at least 5 ranks Knowledge (local).

Craft (Int) There are several new craft checks in this setting. Craft skills also allow a character to make repairs if the possess the correct equipment. There are a variety of Craft skills associated with constructing technological devices, though this knowledge is usually limited to a specific few. Task Check

Simple (primitive weapons, tools) As PHB

Pulse weapons, explosives, basic ship systems (power, long range communication, navigation)

DC 25

Normal ship systems (piloting, propulsion)

DC 30

Very Complex (ship sensors, shielding)

DC 35

Page 47: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

47

Making a repair check requires the proper tools and replacement parts. You must be trained to make this attempt. If you are not familiar with the technology, you suffer a -5 to -10 penalty to the check depending upon how alien it is. Exceptional tools can give you a +1 to +4 bonus on the check. You can take 20 on repairs, and it usually takes 2d6x10 minutes, +1d6x10 minutes per level of difficulty, to make the repair. You can also make “jury rig” repairs to try to make a quick fix to the problem. This increases the DC by 5 and it can only fix one problem, but it only takes you one full round to do it. The jury rig repair only lasts for the duration of the encounter before breaking. You can attempt a jury rig repair untrained. If you are trying to repair hull damage to a ship, you can repair a number of hit points equal to your roll each hour. Multiple people can work on repairing a ship. If you have 5 ranks in a Craft skill based on engineering or technology, you gain a +2 synergy bonus on Knowledge (architecture and engineering) checks.

Forgery (Int) New use: Forge Encoding Stone. You can attempt to forge encoding stones, implanting them with false data made to look like the genuine article. This check is still opposed by another’s Forgery skill. You can take 10 on this check, but you cannot take 20. In addition to the cost of the stone itself, using this ability requires special equipment worth 5,000gp (+1000gp for masterwork). Owning this equipment is illegal for civilians, and it can usually only be purchased on the black market (which may double the value, or more). Heal (Wis) In addition to the normal uses of this skill, more advanced medical technology using instruments of the time can allow a character to treat more serious injuries than normal. If a character has the Surgeon feat and has access to medical equipment, he can restore 1d8 hit points per 5 points of his check in addition to

repairing specific injuries. This requires the use of medical equipment. See the Surgeon feat for specifics. The Heal skill also works as a form of Knowledge. A Heal check can be made to identify a type of disease, the symptoms of a drug, the causes behind an illness, etc.

Knowledge (Int; Trained Only) Most of the standard Knowledge skills still exist. Some new ones and what they apply to are listed here:

Knowledge (arcana): This skill is re-classified under Knowledge (magic).

Knowledge (architecture and

engineering): This skill allows you to do all the normal things as well as understand ship construction and technological items. If you have 5 ranks in this skill you gain a +2 synergy bonus to Craft checks involving technology or construction. It also defines information about constructs, vehicles and starships. Knowledge (dungeoneering): This skills exists, however rare, and functions as in the PHB.

Knowledge (magic): This skill represents knowledge of alien magical energies and demonic energies. It also includes knowledge of all known types of magical energies. Characters with at least 5 ranks in this skill gain a +2 synergy bonus to Use Magic Device checks. This skill includes knowledge of non-divine magic-wielding organizations (the Sarafan, for example), dragons and magical beasts. Knowledge (military tactics): This skill represents knowledge of military equipment, formations, ranks and titles, and general battlefield maneuvers. A successful check allows you to identify vehicles, ships, etc. and understand their basic statistics. It also provides information about the martial (non-casting) character classes, as well as combat vessels, both ground and space. Characters with 5 or more ranks receive a +1 synergy bonus to initiative.

Page 48: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

48

Knowledge (nobility and royalty):

This skill represents the character’s understanding of galactic power players and politics. It is not specific to a particular government, and thus runs the gambit of Sarafan High Council to the Mire Houses to a rakshan Maharajah. Additionally, this skill covers knowledge pertaining to powerful merchants and crime lords. Any character with 5 ranks in this skill gets a +2 synergy bonus to Knowledge (local) checks pertaining to government or “administrative” affairs, as well as a +2 synergy bonus to Diplomacy checks when dealing with individuals covered by this skill. Knowledge (the planes): This skill does not exist in this setting. Knowledge (psionics): This skill is re-classified under Knowledge (magic). Knowledge (religion): This skill includes information about divine rituals, cultural myths and legends, and galactic philosophy, including the nature of the sentient soul, the afterlife, and pre-existence. It covers information about divine spell-casters and undead. Characters with 5 or more ranks in Knowledge (religion) receive a +2 synergy bonus on checks to turn undead. Knowledge (science): With this skill you understand physics, space creatures, and dangerous stellar phenomenon, as well as basic science in all fields – chemistry, biology, etc. If you have 5 ranks in this skill you gain a +2 synergy bonus to Astrogate and Demolitions checks. Pilot (Dex; Trained Only) With this skill you can perform flight maneuvers with a starship or a land-based vehicle, as well as operate a ship’s systems. Check: You make Pilot checks when attempting any form of flight maneuvers (see the Ship section). The DC depends upon the actions you are going to take. When you select this feat you must designate a class of ship (starfighter, transport, capital) or just vehicle as your specialty. If you use an unfamiliar class of craft, you suffer a -4

penalty to your check (you gain familiarity with the Starship Operation feat). For every 5 points of your modified Pilot score (ranks + feat bonuses), you gain a +1 dodge bonus to your ship’s AC if you are flying a transport or a +2 bonus if you are flying a fighter. Medium land-based vehicles receive a +2 dodge bonus, while any heavier receive a +1. For every 6 ranks in Pilot, you gain a +1 synergy bonus to your AC when fighting defensively, or a +2 when using total defense, so long as you have the Starship Operation feat. Thus, an ace with 18 ranks in Pilot fighting defensively would suffer a -4 to attacks but gain a +5 dodge bonus to AC, or if he were using the total defense action he would gain a +10 dodge bonus to AC. Action: Depends upon the maneuver you are attempting. Most Pilot checks are free actions. Retry: Depends upon the action, but usually no. Special: A character attempting pilot checks cannot attempt stunts higher than DC 10 unless he has the Operations feat appropriate to his current vessel. Spellcraft (Int; Trained Only) This skill applies to arcane, divine and psychic spells. Casters receive a -4 penalty to discern the effect of a casting/manifestation not of their own type. For example, Tazzic, an Elderborn orc, would suffer a -4 penalty to identifying the spells of Rafien, a Jadari warlock. Use Magic Device (Cha; Trained Only) This skill is unchanged in this setting except that it applies to arcane, divine and psychic equipment.

Use Tech Device (Int; Trained Only) You can use computers, ship systems, and other technology-based equipment. Use common device: You make skill checks when attempting to withdraw data from a stone reader, to use ship sensors, to

Page 49: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

49

access security systems, or similar behaviors. The DC is set by the activity. Most basic activities are easy, such as finding a file on a reader (DC 5). Hacking into a secure com channel is exceedingly difficult (DC 30+). Unless there is a chance of failure you can take 10 or 20 on this check. Reroute power: Additionally, this skill can be used to reroute power to a ship’s shields, restoring a small amount of shield points as a full round action, as well as other uses. Specifics are on p. 225 of the Star Wars Revised Core Rulebook.

Operate sensors: This skill can be used to operate a ship’s sensors. The DCs are below. Include the appropriate range modifiers (in the SW ship section). Apply the inverse of the ship’s size bonus/penalty to this check (as a Huge capital ship is much easier to detect than a Tiny fighter).

Knowledge Learned Use Tech

DC

Class/size (i.e. Small transport): 15 Presence/absence of life forms: 20 Model (i.e. Valkyrie, Battle Cruiser):

20

Presence/absence of weapons/shields:

25

Shield/hull approx.strength (i.e. wounded)

30

Shield/hull precise strength (i.e. 21/40 remaining)

30

Precise strength of weapons (i.e. 7d10x2)

30

Precise number of life forms on board (i.e. 34)

35

Precise type/quantity of cargo (i.e. Regdaran silk)

40

Precise type of life forms on board (i.e. 34 orcs)

45

Psiship sensory arrays are powered by the detect thoughts spell, and thus glean all information from the minds of occupants. Starship sensors are powered using scrying

spells, which then report the information back to the sensor operator. The base range for this power is 20 kilometers (40 squares). Every kilometer beyond this adds a cumulative -1 penalty. Due to the less-than-certain nature of this technology, you cannot take 10 or 20 on this check. Jam sensors: With access to a jamming device, an individual can attempt to jam the sensors of any ship shown on his own sensor array (ships his sensors do not detect cannot be jammed). The jammer and sensor make opposed Use Tech Device checks. The jammer gets a +5 bonus on this check. If the jammer fails this check, nothing happens. If the jammer succeeds, the ship being jammed suffers a penalty to any Use Tech Device check made to operate its sensors equal to the difference between the opposed roll. The jammer may opt to take a -15 penalty (which, combined with the default +5 bonus, makes a -10 to the roll) to jam the sensors without the operator being aware that he is being jammed. If the jammer does not take this penalty, the operator notices automatically after 1 round.

Once jammed, a sensor operator can take a full round action to force another opposed attempt. Unjamming rolls are not penalized as normal sensor checks are due to jamming, but the jammer maintains his +5 bonus. The jammer can choose to respond automatically, though attempting to maintain the suppression costs him a move action on his next turn. If the sensor operator’s check result is equal to or greater than his opponents, the jam is broken.

For example, Dell attempts to jam a Dominion patrol boat’s sensors, manned by Private Manuri. He makes a Use Tech Device check and, with his +5 bonus, he gets a 28. The less experienced sensor operator’s check is only a 17. The sensor operator then suffers a penalty of -11 to his sensor use checks. He then attempts to break the hold and free up his sensors. He rolls much better and gets a 27, and Dell sadly fumbles, netting him only a 24.

Page 50: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

50

The sensors are now operating normally (until Dell can jam them again). Action: Usually a standard action, but there are exceptions.

Retry: Depends upon the action, through usually it takes at least a full-round action to access a computer system.

Page 51: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

51

Traits Traits are similar to feats in that they give your character some special abilities. However, they also come with some kind of drawback. In general, traits exist to give your character some flavor and uniqueness rather than to augment her or his abilities. Characters do not have to choose any traits if they do not wish to. At most, a character can choose 2 traits, and some of them are mutually exclusive. Some are also tied to a specific race. Note that unlike with standard bonuses, those from traits may stack if applicable. A sadomasochist, for example, may stack his morale bonuses if they are both appropriate. Traits are usually taken at first level but can be acquired or removed later if the DM grants permission.

TraitsTraitsTraitsTraits Big Boned

You are built like a tank, which makes you a natural at bear-hugging but easier to hit. Benefit: You gain a +2 bonus on all grapple checks and you can carry +25% more than normal. Drawback: You suffer a -1 size penalty to AC. Special: If you rolled your height randomly, add about 15% to that value. You cannot take this trait and Small Frame.

Bloody Mess

Combat always seems to be far bloodier when you’re around… Benefit: All allies in the same combat with you gain a +2 bonus to confirm critical hits. Drawback: All enemies engaged in combat with you and your allies gain a +2 bonus to confirm a critical hit.

Bookish

You spent your formative years pouring over books, but you’ve ruined your eyes! Benefit: You gain a +1 bonus on any two Intelligence-based skill checks (your choice). Drawback: You suffer a –2 penalty on Spot checks.

Bruiser

You crawl forward in combat but hit harder. Benefit: You deal an additional point of damage in melee combat. Drawback: You suffer a -4 penalty to your initiative score.

Cannibal

You take perverse pleasure in consuming the bodies of your fallen sentient enemies, whether or not they are of the same race. Benefit: When you eat at least part of the corpse of a fallen sentient foe you wounded at least once, you gain a +1 morale bonus to attack and damage rolls for one hour. If the foe has equal or greater hit dice than you, the bonus increases to +2. Drawback: Eating corpses is unhealthy! Anytime you consume part of a body there is a 25% chance it is infected with a disease.

Claustrophobic Enclosed areas give you the heebie jeebies. Benefit: You gain a +2 bonus to checks made to escape grapples. Drawback: You are automatically shaken when underground or in closely confined areas.

Cocky

You’re the best - and you know it, but your overconfidence may be your weakness. Benefit: You gain a +1 morale bonus to skill checks. Drawback: You suffer a -1 penalty to AC due to your overconfidence.

Color Blind

It’s all black and white to you. Benefit: Because you are used to looking for details, you gain a +2 bonus on Spot checks to thwart a disguise. You gain a +2 to saves on spells that use colors for effect.

Page 52: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

52

Drawback: You suffer a -2 penalty to all other Spot checks. Cool Headed

You keep cool under pressure. Your hand is always steady at the trigger. However, you don’t like to rush into things. Benefit: You gain a +1 competence bonus to attacks and to saves vs. fear. Drawback: You have a -4 penalty to initiative as you take in the situation. Special: This trait is mutually exclusive with Spring-Loaded. Death Defier

You seem to cheat death at every turn, but the reaper is coming… Benefit: You gain a +1 luck bonus to attack rolls and saving throws. Drawback: Your chance to be resurrected is 25% lower than normal, and your stabilization chance is reduced to 1%.

Deep Sleeper

Just one more minute… Benefit: You sleep so soundly your body regenerates slightly faster–6 hours sleep is a full night’s rest for you. Drawback: Your Listen and Spot checks suffer double the normal penalty (of -10). Special: This trait is mutually exclusive with Light Sleeper and Insomniac.

Depressed

Woe art thou, for the world weighs heavily on your shoulders. Benefit: Your apathy makes you tough to influence: you gain a +4 bonus to save against mind-affecting effects. Drawback: You suffer a -1 morale penalty on attack rolls.

Drug Reliant

Your body seems to have a naturally affinity–and need–for drugs. Benefit: You gain a +2 bonus on saving throws to resist addiction damage. Drawback: You suffer a -2 penalty on saving throws to avoid addiction in the first place.

Special: This trait is mutually exclusive with Drug Resistant. Drug Resistant

Your body seems immune to the effects of drugs, narcotics, and the like. Benefit: You gain a +2 bonus on saving throws to resist drug addiction. Drawback: The benefits from drugs only last for half as long as normal. Special: This trait is mutually exclusive with Drug Reliant.

Dung Hide

Your hide is thicker and tougher than normal, but it smells like krelak dren. Benefit: Your natural armor increases by +1. Drawback: Your scent makes it tough for party members to concentrate. Whenever they are within 30ft of you they suffer a -1 to skill checks. You suffer a -2 penalty to Charisma for purposes of leadership and NPC reactions. Special: Only creatures with a natural armor bonus qualify for this feat.

Existentialist

You know that life is a fleeting moment and are well prepared to deal with its realities. Benefit: You gain a +1 bonus to saves against mind-affecting effects. Drawback: As you accept the realities to both life AND death, your chances to stabilize are dropped by half, and you suffer a -1 penalty vs. spells with the Death descriptor.

Fast Metabolism

Your body processes are faster than normal. Benefit: You heal an additional one point per day, and cure potions and chemicals operate at 25% greater effectiveness upon you. Drawback: You are less resistant to radiation and poison. Secondary effects take place only 5 rounds after exposure rather than one minute.

Finesse

Your actions show a great deal of elegance. Benefit: You gain a +2 bonus on rolls to confirm a critical hit. Drawback: You suffer a -2 to initiative.

Page 53: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

53

Special: This trait is mutually exclusive with Heavy-Handed. Forgettable You are easy to overlook, ignore, or dismiss. Benefit: In combat, you are 50% less likely to be targeted when foes determine their victims at random. Thus, if your party consists of four members, you have only a 1 in 8 chance of being their target. Drawback: You’re not the most impressive thing to look at. You suffer a -2 penalty to Diplomacy and Intimidate checks. Special: This trait is mutually exclusive with Memorable. Also, your reputation always progresses at the slowest rate.

Gift Child

All men are created equal - except for you. Benefit: Add +1 to any one ability score. Drawback: You gain 1 less skill point at each level. This may reduce your number to 0.

Good Natured

You’ve always found combat distasteful, and you’ve spent time refining your social skills. Benefit: You gain a +1 bonus on Bluff, Diplomacy, Disguise, Gather Information, and Perform checks. If applicable you gain the same bonus to your leadership score. Drawback: You suffer a -1 penalty to all attack rolls.

Glowing

High radiation exposure has made you glow–literally. Benefit: Your body’s immune system has strengthened, giving you a +2 bonus on saving throws versus poison, disease, radiation, and drugs. You also shed faint light out to 20ft. Drawback: Enemies ignore concealment on you as if you were affected by faerie fire. Special: Only norgon, mutates, credok, or kali can take this trait.

Grizzled

The weight of the world has made you bitter, and you’re prone to rants about the old days.

Benefit: You gain a +1 bonus to any one Knowledge check and to Intimidate checks. Drawback: Your inflexibility is legendary. You suffer a -1 penalty to Bluff, Diplomacy, and Gather Information checks. You suffer the same penalty to your leadership score. Special: You must be middle-aged or older for your species to take this trait.

Hard Drinker

Your people drink vodka like water and consider diesel hard liquor. This has tempered your metabolism - somewhat. Race/Regions: Praxius, orc, dwarf, norgon. Benefit: You gain a +2 bonus to saves against poisons. Drawback: You’re more likely to get addicted - you suffer a -2 penalty to saves against drug addiction.

Heavy Handed

You hit harder, not better. You’ve always thought punching through a wall was cooler than getting a headshot. Benefit: You deal an extra point of damage on all melee attacks. Drawback: You suffer a -2 penalty to confirm critical hits. Special: This trait is mutually exclusive with Finesse.

High Gravity Homeworld You were born on a planet with high gravity, making you stronger but slower than others. Regions: Thursk, Titan Benefit: You gain a +1 racial bonus to Str. Drawback: You take a -1 racial penalty to Dex. Special: Non-native species to these worlds automatically receive this trait.

Insomniac

The sandman just never seems to make it to your bedroom. Benefit: You require only 4 hours rest at night. Drawback: Your eyes have become accustomed to squinting in the darkness. You suffer a -1 penalty to attack rolls in bright light.

Page 54: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

54

Special: This trait is mutually exclusive with Deep Sleeper.

Intellectual

You’re smart and you like people to know it. They tend not to like you for this. Benefit: Choose two knowledge skills which are not class skills for you. They are now always treated as class skills for you. Alternatively you can choose two knowledge skills which already are class skills for you - you now get a +2 competence bonus on checks with these skills. Drawback: People just don’t like a smart ass; you suffer a -2 penalty to diplomacy and gather information checks.

Irritating Personality

Just being around you is chafing. Benefit: At least you’re self-sufficient, which gives you a +1 bonus to one Knowledge skill (any) and Survival checks. Drawback: Talking with you is remarkably unpleasant. You suffer a -1 penalty to Bluff, Diplomacy, and Gather Information checks. If applicable you suffer the same penalty to your leadership score.

Jinxed

The black cat walks before you…but at least you’ve come to expect it. Benefit: You gain a +1 morale bonus on attacks and saves. Drawback: Your chance for random hostile encounters increases by 25%, and you suffer the chance to fumble on a natural 1 or 2. Special: This trait is mutually exclusive with Lucky.

Light Sleeper You’re ready to rise and fight at a moment’s notice. Benefit: You suffer only a -4 penalty to Spot/Listen checks while sleeping (the normal penalty is -10). Drawback: You’re easily awoken, so you require 10 hours to gain the benefits of rest.

Special: This trait is mutually exclusive with Deep Sleeper.

Linguist

You’ve studied languages and love the sound of words - maybe too much. Benefit: You gain a bonus language at character creation, and Speak Language is always treated as a class skill. Drawback: You’re verbose, vis a vis you suffer a -1 penalty to your bluff, diplomacy, and gather information checks.

Low Gravity Homeworld You were born on a planet with low gravity, making you faster but physically weaker. Regions: Low gravity homeworld Benefit: You gain a +1 racial bonus to Dex. Drawback: You suffer a -1 racial penalty to Strength. Special: Non-native species to these worlds automatically receive this trait.

Lucky

You’re a lucky bastard–and you know it. Benefit: Once per day you may make a re-roll of any one of your rolls you choose. You always take the second result. Drawback: You rarely take your enemies seriously, so you suffer a -1 luck penalty to AC and a-1 to initiative. Special: This trait is mutually exclusive with Jinxed.

Kamikaze

You tend to ignore threats against your health and concentrate on getting the kill. Benefit: You gain a +1 bonus on all attack rolls. Drawback: Your AC is lowered by 1 point. If you fight defensively or use Combat Expertise or Dodge, you lose the benefits of this trait.

Massive Tusks

Your mouth tusks are larger than normal, eliciting many jokes at your expense.

Page 55: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

55

Benefit: You gain a natural bite attack that inflicts 1d4 points of damage. Drawback: You suffer a -1 penalty to Bluff, Diplomacy, and Perform. Special: Only orcs may take this trait. Masochist

You take great pleasure in receiving pain. Benefit: You gain a +4 bonus to save against pain effects or any saves resulting from torture. Additionally, when you take damage equal to your character level in a round, you gain a +1 morale bonus to attacks and damage rolls in the next round. Drawback: You gain one less hit point per level because you are always inflicting wounds on yourself.

Memorable People take notice of you, for better of worse. Benefit: Your reputation always progresses at the highest rate. Also, you gain a +1 bonus to Diplomacy and Gather Information checks. Drawback: You stick out in a crowd. When enemies randomly select targets in combat, you are twice as likely to be selected.

Pack Rat You tend to hold onto everything you find, but you have a problem locating any of it quickly. Benefit: Since you tend to travel with far more bags than anyone else, increase your load capacity by 50%. Drawback: You keep everything, and there’s only so much space in a pack. It takes a full round action to draw an item from your pack.

Paranoid You have a knack for finding conspiracies everywhere. Really, they are out to get you. Benefit: Your rampant paranoia makes you more observant, so you gain a +1 bonus on Listen and Spot checks. Drawback: You jump to conclusions regarding people’s intentions. You suffer a -2 penalty on Sense Motive checks.

Phobia

You have an irrational fear of some type of creature, which helps you confront other fears. Benefit: You gain a +1 bonus on saving throws versus fear effects.

Drawback: Pick a type of creature (look at the ranger enemy list). When confronting that type of foe, you suffer a -1 penalty to attack, damage, and saves.

Rabid

You are a feral killing machine, but you are less resistant to toxins. Benefit: When you slay an opponent with a natural weapon, you gain a +1 morale bonus to attack and damage rolls for one minute. Drawback: You suffer a -2 penalty to saves throws against drugs, poisons, radiation, and disease. Special: Only creatures with natural weapons can take this trait.

Sadist

You take great pleasure in inflicting pain on others. Benefit: Whenever you inflict pain equal to your character level in a round, you gain a +1 bonus to morale to attacks and damage rolls in the next round. Drawback: You’re mentally unstable, taking a -4 penalty versus all mind-affecting effects.

Seducer

You just can’t help trying to look sexy all the time, no matter the situation. Benefit: You gain a +1 bonus on Bluff, Diplomacy, Gather Information, and Perform checks. Drawback: Because you skimp on armor for looks, you suffer a -1 AC penalty.

Show Off

Your tendency for dramatic flare assures that regardless of success or failure, something memorable will happen. Benefit: When you roll a natural 20, you automatically confirm a critical hit.

Page 56: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

56

Drawback: When you roll a natural 1, you automatically fumble and lose your next move action or miss your next attack.

Small Frame

You are smaller than the average member of your species and are built for speed. Benefit: You gain a +1 size bonus to AC. Drawback: You suffer a -2 penalty on grapple checks and can only carry 75% the normal amount for a character of your strength. Special: If you rolled your height randomly, reduce yourself to about 85% of that value. You cannot take this trait and Big Boned. Spacey

Your mind wanders off easily, but you tend to be more creative. Benefit: You gain an additional skill point each time you gain a HD. Drawback: You suffer a –2 penalty on Will saves.

Spring-Loaded

You’re always ready to go off like a bolt. This tends to make others around you edgy. Benefit: You gain a +2 bonus to initiative checks. Drawback: You suffer a -2 penalty to bluff, diplomacy and gather information.

Special: This trait is mutually exclusive with Cool Headed.

Squeamish

The sight of blood makes you tremble. Benefit: Your disdain for bloodshed makes you good at avoiding it. You gain a +1 dodge bonus to AC and a +1 bonus to Diplomacy checks. Drawback: Anytime anyone within 30ft of you (including you) takes damage equal to their hit dice in one round, you suffer a -1 morale penalty to attack rolls. You also suffer a -1 penalty to Heal checks.

Vengeful

You have a nemesis - someone you hate wholeheartedly, and with good reason. You wish to kill this person, at the exclusion of all things. Benefit: When in a combat situation involving your nemesis as an enemy, you gain a +2 morale bonus to all attacks, damage, and saving throws. Against your nemesis, this bonus increases to +4. Drawback: If you are in direct combat with your nemesis (melee or dogfight,) you suffer a -2 penalty to your AC due to your reckless rage. Special: Upon choosing this trait, you must designate one single NPC to be your arch-nemesis. Once you defeat this NPC, you then gain the benefits against the boss, commander, manipulator, etc. behind your original foe.

Page 57: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

57

Feats As with skills, there are a number of useful and original feats necessary for the campaign setting. Some are based upon a character’s starting region, whereas others are based upon

abilities or powers unique to the campaign world. Characters gain feats in exactly the same way as they do in any other campaign setting.

General Feats Prerequisites Benefit Armor Proficiency (Power) Str 14+, Armor

Proficiency (heavy) You can use power armor without penalty.

Back to the Wall You gain a +1 bonus to AC and most rolls when reduced to 25% or fewer HP.

Bestial Howl Tigran, Thursk, Orc Your howl shakes enemies. Bestial Might Tigran, Thursk, Orc You gain +1 hit points per level. Blood of Fire Sor 6th+ You gain +2 to caster level checks with fire spells. Bloodborn Human 1st level You can cast blood spells. Courtesan Spy Cha 13+ You gain a +2 bonus on Charisma-based checks

when performing a sexual act on another. Disciple of Frost Warlock 5th+ You gain +2 to caster level checks with cold spells. Disciple of Pain Warlock 5th+ Add +1 to the dice damage when you cast spells that

inflict ability score damage or negative levels. Disguise Casting Sor 1st+ You gain a +4 bonus to Disguise checks when

concealing your channeling. Duelist Combat Expertise,

Dodge +1 bonus to AC and attack when using a light weapon and nothing in your off-hand.

Expert Gunner Gunner, Bab +9 You do not suffer penalties for short and medium range space combat.

Famous/Infamous Reputation +1 You gain a +3 bonus to reputation checks. Fast Pockets You can get items from your pack as a free action. Fast Shooter Rapid Shot Your autofire/multifire penalties are reduced by 2. Flower Child You save versus drugs at a +2 and gain additional

benefits when using them. Fusion Pilot 4 ranks You can fuse with psiships, giving you a +1 bonus

to most rolls. Gunner You can fire all ship weapons without penalty. You

do not suffer the -4 penalty for firing into a dogfight. Improved Control Shape Shapechanging ability You gain a +2 bonus to Control Shape checks. It

also takes you less time to change. Improved Duelist Duelist +2 bonus to AC and attack when using a light

weapon and nothing in your off-hand. Improved Fusion Pilot 8 ranks Your fusion bonuses increase to +2. Influential You gain a +2 bonus to reputation and favor checks. Kama Sutra Cha 15+ Once you’ve slept with someone, you gain a +3

bonus to most Charisma checks. Lasting Competence Cha 13+, inspire

confidence ability Your inspire competence lasts twice as long as normal.

Loner When 60ft away from party members, you gain a +1 to attack and damage.

Low Profile Reputation +2 Your reputation lowers by 2. Master Tinker Int 13+, 10 ranks in 2

Craft skills +2 bonus on all Craft checks

Master Linguist Int 13+, knowledge of 5 languages

You gain 3 additional languages.

Military Training Bab +2 You only suffer a -2 penalty with non-familiar weapons.

Naval Tactician Knowledge (tactics) 7 Ships in your fleet can +1 initiative and +1 move.

Page 58: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

58

ranks Prolong Spell Extend Spell Spells duration greatly increased. Psiborn Human 1st level You can manifest psychic powers. Spacer You gain a +2 bonus to Astrogate and Pilot checks. Starship Dodge Pilot 6 ranks You gain a +2 AC bonus versus one starship

opponent. Starship Operation Pilot 4 ranks You can operate a class of starship without penalty. Starship Point Blank Shot Add +1 to attack rolls and +1 per damage die to

weapon shots at point blank range. Superior Competence Cha 15+, character level

7+ Your inspire competence ability grants an additional +1 to each roll.

Team Player When you and an ally attack the same opponent, you gain a +1 to attack and damage.

Terran Tactician Knowledge (tactics) 7 ranks

Soldiers in your unit gain +1 initiative and +2 saves vs. fear.

Toughness You gain +1 hp per hit die. Wild Mind Your powers gain +2 against being dispelled and

you gain a +2 to DC in some psychic combat. Zero-G Training You take no penalty in low or high gravity

environments.

Item Creation Feats Prerequisites Benefit Craft Blood Stone Blood caster You can create blood stones. Collaborative Creation Any 2 item creation

feats You can work with other casters to create magic items.

Craft Ship Systems Caster level 8th You can upgrade starship components. Craft Vessel See text You can create starships.

Regional Feats Prerequisites Benefit Courtly Intrigue Keledon, Regdar,

Sharankur You gain a +2 bonus to Knowledge (nobility and loyalty) and favor checks.

Law Abider Eden, Regdar, Exodus You gain a +2 bonus on Diplomacy and Gather Information checks with legal officials.

Legacy of the Dragon Regdar, Thursk You gain a +1 dodge AC bonus versus unarmed fighters and a +1 to grapples and trips.

Militant Heritage Eladrell, Exodus, Praxius

You can command once per day.

Pact of Vengeance Exodus, Maltar, Norg You gain a +1 bonus to attack and damage your hated enemies.

Revolutionary Blood Keledon, Kalifax, Orion, Maltar

You gain a +1 bonus versus law enforcement troops.

Rock Thrower Krosis, Titanius You gain a +1 bonus with thrown weapons. Survivor Kalifax, Keledon,

Praxius You gain a +2 bonus to Initiative and Survival checks.

Trader Norg, Tigris You gain a +5% bonus on all transactions. Tribal Krosis, Kalifax, Norg,

Silver Isles You gain a +2 bonus to Survival checks and against effects to resist harsh natural conditions.

Epic Feats Prerequisites Benefit Epic Fast Shooter Dex 20+, Fast Shooter Your penalty for using multifire/autofire weapons is

reduced by 2. Epic Speed of Thought 40+ powers points in

reserve, Speed of Thought

Your movement increases by 30ft.

Epic Starship Dodge Pilot 24 ranks, Starship Dodge

Once per round you can attempt to avoid an attack.

Epic Stealth 20 ranks in Hide and Move Silently

You gain a +6 bonus on Hide and Move Silently checks.

Page 59: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

59

Improved Flying Kick Flying Kick, Dex 20+ You deal double damage on your unarmed attacks when charging.

Iron Guts Con 25+ You gain 25% critical hit and sneak attack immunity.

Legendary Duelist Dodge, Superior Combat Expertise, Improved Duelist

+4 bonus to AC and attack when using a light or one-handed weapon and nothing in your off-hand.

Legendary Gunner Dex 25+, Expert Gunner

You suffer no range penalties in starship combat.

Master Education 15 ranks in 3 Knowledge skills

+4 to all Knowledge skill checks

Strafing Shot Dex 20+, Rapid Shot, Shot-on-the-Run

You can take a move while using the Rapid Shot feat.

Titanic Might of the Elders Strength domain, know (religion) 24 ranks

You can use your Strength domain ability an additional time per day.

Undying Empathy of the Daedar

Protection domain, know (religion) 24 ranks

You can use your Protection domain ability an additional time per day.

FeatsFeatsFeatsFeats Armor Proficiency (Power) [General] You’ve trained with and learned how to use power armor. Prerequisite: Armor Proficiency (heavy), Str 14+ Benefit: You can wear all forms of power armor without penalty.

Back to the Wall [General] That which does not kill you makes you stronger… Benefit: When reduced to 25% or lower hit points, you gain a +1 morale bonus to armor class, attack, damage, and saving throws. Bestial Howl [General] When you roar, you terrify smaller species. Prerequisite: Thursk, tigran, orc. Benefit: As a standard action you can release a feral roar. Enemies within 60ft. that hear you must make a Will save (DC 10 + ½ hit dice + Cha Modifier) or be shaken for 1 minute. Bestial Might [General] Your beast ancestry shines through and makes you tougher than normal. Prerequisite: Thursk, tigran, orc.

Benefit: You gain an additional hit point at each level. This works retrogressively for past levels. Bloodborn [General] You are a human with magic potential. Benefit: You know one first level spell or two 0th level spells that you can cast once per day as spell-like abilities. Special: All humans take this feat or the Psiborn feat at first level.

Blood of Fire [General] You have a particular affinity for flame-based magic. Prerequisite: Bloodborn, Sor 6th+ Benefit: You cast spells with the fire descriptor at +2 caster level. Collaborative Creation [Item Creation] Prereq: Any two item creation feats. Benefit: You have learned how to work with others to create items. This allows individual item creators to share the experience point drain for creating items (and in-game, they will often share the financial burden as well), and pool their energies to work faster. The amount of exp needed to create an item increases by 20% per individual contributing to the project (a minimum of 40% for two people). However,

Page 60: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

60

this total cost is then split between the individuals creating the item. Furthermore, the time necessary to create the item is reduced by 10% by each extra person contributing beyond the first, to a maximum of a 40% reduction with a five-person team. For example, Alecks is working to imbue a 50,000 gp starfighter with power using the Craft Fighter feat. He is a little taxed on resources, and calls in his friend Natasha, who also has Craft Fighter, to help him. The normal experience point cost would be 2,000 xp. This amount is increased by 40%, to 2,800 xp. This is then split in half between them so that each pays 1,400 xp. The time reduced by 10% for her help, reducing it from 50 days to 45.

Courtesan Spy [General] You know how to gain advantage from sexual acts. Prerequisites: Charisma 13+ Benefit: During or after performing a sexual act on an unsuspecting victim, you gain a +2 bonus on all Charisma-based skill checks. This bonus lasts for 24 hours after the act is completed.

Courtly Intrigue [General] You are familiar with the politics of the noble court and know how to manipulate them. Region: Bentigra, Keledon, Regdar, Sharankur. Benefit: You gain a +2 bonus on all Knowledge (nobility and royalty) checks and all favor roles (see the Noble class description). Craft Blood Stone [Item Creation] You know how to make blood stones, temporary magical storing devices. Prerequisite: Ability to channel blood spells. Benefit: You can create blood stones. This process works much like scrolls. To make a stone you must expend 1/25 the base cost in XP and spend ½ the base cost in materials. Craft Vessel [Epic – Capital Ship Only],

[Item Creation] This feat is actually four separate feats,

applying to vehicles, fighters, transport and

capital ships, respectively.

Prereqs: Fighter or Vehicles: Spellcaster 15th. Cruiser: Spellcaster 20th. Capital Ship: Spellcaster 30th, Craft Ship

Systems, and either Craft Fighter or Craft Cruiser. Benefit: These feats allow the user to imbue space-worthy shells with the magical or psionic energy necessary to make them capable of traveling the galaxy. If the person selecting this feat is a Psionic character, she creates psiships (usable only by psionic characters); otherwise they are starships (i.e. usable by anyone). Each feat applies to a different class of ship. The cost (both financial and experience points) for the Craft Fighter, Cruiser, and Capital Ships feats are equal to that of any other item creation feat (½ the base cost of the item in gold (or ¼ in drakes), 1/25 the base cost in experience points). While starships are much more relatively costly than other items, in terms of materials (consider a jeweled rod versus 2,000 tons of unworked metals), this is offset by the fact that many of the internal components contribute considerably to the final costs listed, since they are magical devices in and of themselves. Characters wishing to build ships will need to calculate the actual cost for their ships before adding any systems. Most ship-builders take Craft (Ship Systems) in addition, so that they may autonomously build the entire ship. Characters who have done need only take the finished value of the ship and apply the standard formula. Special: Sarafan, Sorcerers and Warlocks may select any of these feats as one of their bonus feats at epic level. Likewise, characters who receive bonus item creation feats (such as Warlocks or Psions) may take these. Normal: Characters with the appropriate craft skill may build a ship or its components, but cannot imbue them with energy to power their function. Craft (Ship Systems) [Item Creation] Prereq: Spellcaster 8th. Benefit: You are adept at building the internal components of a ship. This covers life support, engines, cruise drive, artificial gravity, food

Page 61: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

61

processors, weapons, shields, etc. The cost for this is the same as for any other item creation feat. In addition, you may create and implement Fire Control (attack bonus), Shield Control (shield DR bonus), and Damage Control (ship DR boost). The cost for these is:

Fire Control – Bonus² x 2,000 (maximum +5)

Damage Control – Bonus² x 2,000 x ship’s size modifier (maximum + 5/-) Shield Control – Bonus² x 2,000 (maximum 5/-) Disciple of Frost [General] You are exceptionally skilled with manipulating frost magic. Prerequisite: Warlock level 5th+ Benefit: You gain a +2 bonus to caster level checks on spells with the cold descriptor. Disciple of Pain [General] You revel in dealing magical pain to your opponents. Prerequisite: Warlock level 5th+ Benefit: When casting spells that deal permanent or temporary ability damage or drain levels, add a +1 bonus to each die. Disguise Casting [General] You are better able to hide your channeling. Prerequisite: Blood Sorcerer Level 1st+ Benefit: You gain a +4 bonus to Disguise checks when attempting to cast spells secretly, and the penalty for casting higher level spells is halved. Duelist [General] You are skilled at fighting with a single weapon. Prerequisite: Combat Expertise, Dodge, Weapon Focus Benefit: When fighting with a light melee weapon with which you have weapon focus and an empty off-hand, you gain a +1 dodge bonus to AC. You lose this bonus to AC when using an animated shield, or any armor heavier than light.

Expert Gunner [General] Your starship gunning skills are refined and practiced. Prerequisite: base attack +9 or higher, Gunner Benefit: You do not suffer penalties for firing at short or medium range regardless of the size of your ship. Famous/Infamous [General] Your exploits are more widely known than Normal. Prerequisites: Reputation +1 or higher Benefit: You can only be famous or infamous, not both. In either case, you gain a +3 bonus to your reputation score when applicable. Fast Pockets [General] You tend to pack items for lightning-quick access. Benefit: You can grab one item from your pack each round as a swift action. This does not apply to items you have available on your belt. Fast Shooter [General] You can use multifire and autofire weapons easier than most. Prerequisite: Rapid Shot Benefit: Decrease your penalty for using multifire or autofire weapons by 2. Flower Child

Your body seems to have an affinity for drugs. Benefit: You get a +2 tp all saves against drugs. You also gain a +1 bonus per die effect from the drug. Thus, a drug that boosts your Dex by 1d4 points would give you a 1d4+1 bonus. Fusion [Psionic] Your can effectively interface with psionic ships, merging your mind with the construct. Prerequisite: Pilot 4 ranks, Starship Operation or Vehicle Operation Benefit: You can pilot psychic ships. Because of the coordination you gain with the ship, you gain a +1 circumstance bonus on all ship attack rolls and Pilot checks.

Page 62: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

62

Gunner [General] You are particularly skilled at operating a starship’s weapons. Benefit: You suffer no penalty for firing the weapons on any class of starship. Additionally, you do not suffer the -4 penalty for firing into a dogfight. Improved Control Shape [General] You can change forms faster and more efficiently. Prerequisite: Ability to shape-change as a racial ability Benefit: You gain a +2 bonus on Control Shape checks. Additionally, the time it takes you to change shape is reduced by one category. A full-round action becomes a standard action, a standard action becomes a move-equivalent action, and a move-equivalent action becomes a free action.

Improved Duelist [General] You are exceptionally at fighting with a single weapon. Prerequisite: Combat Expertise, Dodge, Duelist, Weapon Focus Benefit: When fighting with a light melee weapon with which you have weapon focus and an empty off-hand, you gain a +2 dodge bonus to AC. This supercedes the benefits of the Duelist feat. This AC is lost when wearing medium or heavy armor. Improved Fusion [Psionic] Your ability to fusion is greater than most. Prerequisite: Pilot 8 ranks, Fusion Benefit: Your incredible coordination gives you a +2 circumstance bonus to your ship’s armor class and to your attack rolls with ship weapons. This supercedes the bonuses of the Fusion feat.

Influential [General] You have a knack for getting the desired result from your inquiries. Benefit: You gain a +2 bonus on reputation checks and favor checks (see the Noble class description).

Kama Sutra [General] You are amazing in the sack. Beware the high-class harlot. Prerequisites: Cha 15+ Benefit: Once you’ve slept with someone, you gain a +3 bonus on Bluff, Diplomacy, Gather Information, Perform, and Sense Motive checks versus them, and their reaction level increases by one category.

Lasting Competence [General] You can inspire competence longer than Normal. Prerequisite: Inspire competence as a class ability, Cha 13+ Benefit: Your inspire confidence ability lasts for twice as long as Normal.

Law Abider [General] You are from a culture that places great emphasis in following the law. Regions: Eden, Regdara, Exodus. Benefit: You gain a +4 bonus to Diplomacy and Gather Information checks when working with law enforcement officials. You also gain a +2 bonus on Professor (lawyer) checks.

Legacy of the Dragon [General] You are from a region that teaches advanced martial arts techniques and meditations. Region: Regdar, Thursk Benefit: You gain a +1 bonus on grapple and trip checks. When defending against unarmed attacks, you gain a +1 dodge bonus to AC.

Loner [General] Your solitary nature means you work better alone. Benefit: When more than 60ft away from any allies, you gain a +1 competence bonus on attack and damage rolls.

Low-Profile [General] You are skilled at remaining unnoticed. Benefit: Your reputation score is lowered by 2. Master Linguist [General]

Page 63: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

63

Prereq: Int 13+, knowledge of 5 or more languages, literacy Benefit: You have a passion for languages. Upon selecting this feat, you draw upon your previous linguistic skills and learn an additional 3 languages. Special: This feat can be selected multiple times. Each time, you learn an additional 3 languages.

Master Tinker [General] Prereq: Int 13+, 10+ ranks in any two Craft skills Benefit: You know the ins and outs of the way things work. This skill extends your pre-existing Craft skill proficiency into all areas of making stuff. You now receive a +2 bonus to all Craft skill checks.

Militant Heritage [General] You come from a militant society that places value in authority. Region: Eladrell, Exodus, Praxius Benefit: You can create an effect similar to the command spell against a creature of your hit dice or lower once per day. The DC is 10 + ½ your character level + your charisma modifier. This is a non-magical effect.

Military Training [General] You have trained with a professional military. Prerequisite: Base attack bonus +2 Benefit: You are familiar with all types of weapon groups even if you are not proficient with them. Because of this you suffer only a -2 penalty with weapons you are not familiar with.

Naval Tactician [General] You are adept at commanding fleets in battle. Prerequisites: Knowledge (military tactics) 7 ranks Benefit: When engaged in a space skirmish in which you command a fleet of at least Medium size, any craft in your fleet gain a +1 bonus to initiative and add one square to their Normal movement. Their speed category does not change. If you are unable to communicate to other ships in your fleet for any reason, this

bonus does not apply. This feat can affect a maximum number of ships equal to your HD.

Pact of Vengeance [General] Your people have been wronged by another species, and you will stop at nothing to destroy them. Region: Exodus (Jadari vs. High Elves), Kalifax (Kali vs. Humans), Norg (Credok vs. Norgon). Benefit: When fighting your race’s hated enemy, you gain a +1 morale bonus to attack and damage rolls. The first race is the benefactor in this pact. The other race cannot take the feat in reverse. A Jadari can take a pact of vengeance against a high elf, for example, but not vice versa.

Prolong Power/Spell [Metapsionic or

Metamagic]

You mastery of the manipulation of your spell’s durations have allowed you to increase the duration to a greater degree. Prerequisite: Extend Spell Benefit: You can prolong the duration of a spell you cast by one category. Spells that ordinarily last 1 round per level last 1 minute per level, 1 minute per level to 10 minutes per level, and 10 minutes per level to 1 hour per level. Spells with durations of 1 hour per level or higher cannot be prolonged. Only spells with variable durations can be prolonged. Note that if you combine this feat with the Extend Spell feat, the Extend Spell only doubles the spells base duration, not the Prolonged duration. For example, a prolonged extended spell that normally lasts 1 minute/ level would last 10 minutes per level (from Prolong) + 1 minutes per level (from Extend). Spells that cause damage can be prolonged as long as the condition that causes the damage does not decrease with time (IE - a vitriolic sphere cannot be prolonged because the damage dealt goes down every round). A prolonged power costs an additional 4 power points and requires that you expend your psionic focus. A prolonged spell takes up a spell slot 3 levels higher than normal.

Page 64: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

64

Psiborn [General] You are a human with psychic potential, carrying on the legacy of the Seraph. Special: All humans take this feat or the Bloodborn feat at first level. Benefit: You gain the ability to manifest either one 1st level power or two 0th level powers as spell-like abilities, once per day (per power, if two 0th level are selected). This does not qualify someone to take feats with the Psionic descriptor unless the individual also takes levels in a psionic class. Revolutionary Blood [General] Your people know how to fight for their freedom. Region: Keledon, Kalifax, Maltar, Orion. Benefit: You gain a +1 morale bonus on attack and damage rolls versus either Dominion or Mire troops (chosen when you pick the feat). This only applies versus law enforcement or military troops, not general citizens, politicians, or otherwise. This bonus applies either to surface combat or space combat, chosen when you select the feat. If you select it twice, it applies to both.

Rock Thrower [General] You’ve mastered the art of throwing weapons. Region: Krosis, Titanius. Benefit: You gain a +1 bonus on attack rolls with throwing weapons.

Spacer [General] You are in your element while in outer space. Benefit: You gain a +2 bonus on all Astrogate and Pilot checks.

Starship Dodge [General] You have learned basic evasive maneuvers. Benefit: Starships you pilot gain a +2 Dodge bonus to AC against a single opponent. Prerequisite: Pilot 5 ranks, Starship Operation (fighter or freighter)

Starship Operation [General]

You know how to fly and operate one class of starships. Benefit: Choose a class of starship: fighter, freighter, or capital ship. You don’t suffer the -4 non-familiarity penalty to piloting checks or attack rolls with this class of ship. Likewise, you may attempt a stunt of any DC. Prerequisite: Pilot 4 ranks Normal: You take a -4 penalty to fly any ship with which you are not familiar. You may not attempt any stunt with a DC higher than 10.

Starship Point Blank Shot [General] You can fire starship weapons exceptionally well in tight quarters. Benefit: When firing in point blank range, add +1 to your attack rolls and +1 point of damage per die.

Superior Courage [General] When you inspire competence, your allies perform even better. Prerequisite: Cha 15+, character level 7+, Lasting Competence Benefit: When using your inspire courage ability, you add an additional +1 bonus to all affected rolls.

Survivor [General] You come from a war-torn planet and know what it takes to survive. Region: Kalifax, Keledon, Praxius Benefit: You gain a +2 bonus to Initiative and Survival checks. Team Player [General] You are used to working in a group to accomplish a task. Benefit: When you and at least one ally are attacking the same target, you gain a +1 to attack and damage rolls. Techie [General] You have a knack for working with technological devices. Benefit: You gain a +2 bonus on Use Tech Device checks and any one Craft check involved with making a technological device.

Page 65: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

65

Terran Tactician

Your troops depend on you for guidance – and with good reason. Prerequisite: Knowledge (military tactics) 7 ranks. Benefit: Troops in your command gain +1 to initiative, as well as a +2 bonus to saves vs. fear effects. This feat can affect a maximum number of troops equal to your HD. No troop may have HD equal to or greater than your own. Special: A soldier may select this feat as one of his bonus feats.

Toughness [General] You are tougher than normal. Benefit: You gain +1 hit point per hit die, to a maximum of 20. This works retrogressively. Special: This version supersedes that found in the Player’s Handbook. You can take this feat only once.

Trader [General] You know how to grease the wheels of commerce. Region: Norg, Tigris Benefit: You gain a +5% bonus on all transactions. Tribal [General] You are from a tribal society and have toughened up to meet the challenges of wilderness life. Region: Kalifax, Krosis, Norg, Sharankur (Silver Isles)

Benefit: You gain a +2 bonus to Survival checks, and a +4 bonus to saving throws to resist tough conditions (heat, cold, etc.). Vehicle Operation [General] You know how to get around, without really going anywhere. Benefit: Your pilot check is not penalized when operating a vehicle. Likewise, you may attempt stunts of any DC. Normal: You take a -4 penalty to fly any ship with which you are not familiar. You may not attempt any stunt with a DC higher than 10.

Wild Mind [General] Your psyche is uncontrolled and erratic, which makes your powers unpredictable. Benefit: Your powers are more difficult to dispel. Add a +2 to your caster level checks for purposes of your powers being dispelled. Also, the unpredictability of your thoughts increases your save DC for powers that deal ability damage to Int, Wis, or Cha by 2, but this only applies versus psychic opponents. Special: Those with this feat may be banned from the Sarafan Order. Zero-G Training [General] You are adept at functioning in abnormal gravity. Benefit: You take no penalty in no or low gravity environments. Normal: You suffer a -2 or -4 penalty on most actions in low or no gravity environments.

Page 66: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

66

Epic FEpic FEpic FEpic Featseatseatseats Epic feats are the privy of the powerful and the elite. They generally allow characters to perform tasks that almost defy reality–they key being almost. Epic feats should not grant magical powers to characters that have none, nor should they allow characters to avoid obvious laws of science. Due to campaign limitations on magic and magical ability, some feats are not available in the setting. Any feat that deals with alignment is obviously illegal. So are those that add to abilities that don’t exist in this setting, such as a cleric’s turning ability. Consider these guidelines when creating your own epic feats. Some epic feats have limits on the number of times they can be taken. Both Damage Reduction and Fast Healing can only be taken 5 times in this setting. Finally, many non-epic feats grant a skill bonus of +2 to two skills. Epic variants of these skills exist, granting a +6 bonus to each skill. The prereq for any such feats is either 20 ranks in each skill to be selected, or the non-epic version. Epic Stealth, below, is an example of such.

Epic Fast Shooter [Epic] You are incredibly adept and firing weapons quickly. Prerequisite: Dex 20+, Fast Shooter Benefit: Your penalty for using multifire or autofire weapons decreases by 2 points. This stacks with the Fast Shooter feat to reduce your overall penalty by 4.

Epic Speed of Thought [Epic, Psionic] Your mind pushes your body to incredible speeds. Prerequisite: Power point reserve 40+, Speed of Thought. Benefit: Your movement speed increases by 30ft if you have 40 or more power points in reserve. This supercedes movement attained from the Speed of Thought feat.

Epic Starship Dodge [Epic] Your flight maneuvers defy belief. Prerequisite: Pilot 24 ranks, Starship Dodge Benefit: Once per round when you would be hit by an incoming attack, you can make a pilot check with a DC set as the opponents’ attack roll to take no damage. You must be applying your dodge bonus to this opponent.

Epic Stealth [Epic] You are one sneaky person. Prerequisite: Hide 20 ranks, Move Silently 20 ranks, OR Stealthy. Benefit: You gain a +6 bonus to all Hide and Move Silently checks.

Iron Guts [General] Your internal organs are tougher and more resistant to damage than normal. Prerequisite: Con 25+ Benefit: You gain 25% immunity to critical hits and sneak attacks.

Legendary Duelist [Epic] Your skill with a single weapon is unparalleled. Prerequisite: Improved Duelist, Epic Weapon Focus Benefit: When fighting with a light melee weapon with which you have epic weapon focus and an empty off-hand, you gain a +4 dodge bonus to AC. This supercedes the effects of the Improved Duelist feat. You lose this bonus to AC when using an animated shield, or any armor heavier than light.

Legendary Gunner [Epic] Your ability to fire starship weapons borders on ludicrous. Prerequisite: Dex 20+, Expert Gunner Benefit: You suffer no penalties for range when firing starship weapons. Note that this does not increase the range of those weapons. Improved Flying Kick [Epic]

Page 67: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

67

You pummel opponents with your unarmed charge attack. Prerequisite: Dex 20+, Flying Kick Benefit: When you charge and make an unarmed attack, you deal double damage on a successful hit. If you have Pounce or a similar ability that allows you to make multiple attacks in a round, you can only use this ability for your first unarmed attack. Master Education [Epic] You’ve spent years studying, and now you are the ultimate trivia buff. Prerequisite: Int 25+, 15 ranks in at least 3 Knowledge skills Benefit: You gain a +4 bonus on all Knowledge skill checks.

Strafing Shot [Epic] You can move and spray and area with fire at the same time. Prerequisite: Dex 25+, Rapid Shot, Shot-on-the-Run Benefit: You can take a normal move while using the Rapid Shot feat. You may also use

the multifire or autofire options on your weapon. You suffer the normal penalties for moving and shooting simultaneously. Normal: Using Rapid Shot is a full-round action. Titanic Might of the Elders [Epic] Prereq: Strength domain, 24+ ranks in knowledge (religion) Benefit: Your feat of strength domain ability can be used an additional time per day. Special: This feat can be taken multiple times. Each time, the feat of strength can be used another time per day. Undying Empathy of the Daedar

Prereq: Protection domain, 24+ ranks in knowledge (religion) Benefit: Your protective ward domain ability can be used an additional time per day. Special: This feat can be taken multiple times. Each time, the protective ward can be activated an additional time per day.

Page 68: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

68

Chapter Three: Magic

The great elven poet Kianquel once wrote that three primordial elements shaped the universe: creation, destruction, and balance. The first gave rise to life while the second claimed it. The result of their struggle was the equilibrium all life sought to achieve. Kianquel may have written deep philosophical truths, but in the everyday tangible galaxy three forces are readily apparent: magic, technology, and birthright. In one way or another, these three elements spin the web of destiny for nearly every woman, man, or child living in the stars. They are all inexorably linked.

FFFFOUNDATIONS OF OUNDATIONS OF OUNDATIONS OF OUNDATIONS OF MMMMAGICAGICAGICAGIC

Daedaric Magic

Millions of years ago, long before any of the known sentient species had awakened, history chronicles a primordial struggle between three “Creator” races. The first, called the Daedar (an Elven word), were a species of ultimate shapeshifters, never holding to one solid form. They never possessed any type of technological mastery, for they could assume the forms of creatures native to space and move where they wished. Their evolution continued from solid creatures to fluidic, shape-changing beings to eventually something much more. This final evolution is said to have taken them beyond the realms of corporeality. Before disappearing, however, they seeded many worlds across the galaxy with life; these species would be the lingering testament to the once great power of the Daedar–the Forerunners. Thousands of years later, the highborn elves awoke on Sharankur. From their earliest civilizations these beings possessed abilities nothing else on their planet could rival. Healing and restorative power, foresight, protection–all these were possible for nearly every elf to one extent or another. Their civilization progressed quickly, having not

had to experience the disease, pestilence, and death most other races were forced to suffer through. These elves were the foundation for all magical knowledge and power in the galaxy. Their power is spiritual and amorphous. Unlike later magicks, Elfborn power could not be explained by mutations or extra-dimensional forces. While their energies were undoubtedly inborn, no one could explain why or how their powers came about. All they required was a focused mind and humble prayers to their gods, the Daedar for their will to become manifest. The eons have passed by the elven magic remains as strong and mysterious as ever. While nearly all species swear fealty to some type of divine being, even if on a limited scale, the elves were the first race to base that faith upon real, tangible power. While no living being has ever seen a Daedar directly, these enigmatic aliens still answer prayers of their children. Demonborn Magic

Until the great Sin Wars between the Jadari and Highborn elves, magic in the galaxy remained much the same. When many jade elves were born without these powers, however, many began to question the identity of the Forerunners and their discrimination against their race. Eventually some Jadari appeared to be born with a different kind of power–one based on the most raw, primal element of nature: flame. After forming enclaves with their brethren to hide from the highborn, these elves began to study their powers more closely. History records a great ceremony in which the most powerful Jadari sorcerers conspired together to breach the dimensional fabric of the galaxy and bring forth strange alien creatures none had ever seen before. These powerful beings claimed to have guided the hand of the Jadari, to have given

Page 69: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

69

them the gifts they possessed. They claimed this magic was in their blood, and that they had passed it to the jade elves in the hopes they would destroy the highborn. The highborn, warned by prayers and visions, called these aliens demons, and accused the Jadari of committing sacrilege against the Daedaric gods. As the poet Sevel’enal wrote of the time period, the Sin War pitted “Chaos against Order, Destruction against Life, Cousin against Cousin, and Wrong against Right.” The war ended with the genocide of the demonborn Jadari and the extinguishing of their blood magic. Psychic Evolution

Thousands of years later when the Seraph liberated her people from the tarreen, a new form of magic had formed in the galaxy. This power was directly inborn, the result, it is believed, of one of two things, either a mutation caused by some unknown force, or the revealing of the long-dormant seeds of the Forerunners. Whatever the case, it was during this time that psychic power evolved. Psychic energies seemed completely alien to the elves. While it could be used in a similar fashion, such as healing, it also had incredibly alien characteristics–the power to control minds, to influence the body even at the most minute level, or to manipulate the air itself. It was far less mystical than the Daedaric magic; to humans that practiced it, something about it seemed normal and natural, a generic racial trait rather than some supernatural gift. This conception eventually formed into an entire ideology, proclaiming humans as the most developed and advanced species in the galaxy. The Bloodborn Return

Mirius Torv’s birth and subsequent powers signified a huge change for the galaxy, both in terms of the future and of the past. In one human it seemed that a long-dormant magical force had returned to the galaxy, while at the same time this energy hardly seemed tied to the same source at all. Some have speculated

that this is yet another shift in the magical destiny of humankind. If correct, it would theoretically mean that any human is potentially a Bloodborn. Other theorists have rejected this notion based on the fact that no human has ever possessed both powers. It was as if the blood matrix somehow intrinsically reduced the mental capacity of its host body, while at the same time opening up new possibilities. To this day no one understands the exact reality behind these types of magic. The Elderborn Emergence

Shortly after the Bloodborn revolution on Keledon emerged the first Elderborn orc shaman. While orc clergy had called to their ancestors for assistance for eons, the prayers were suddenly answered one day (the source is still contended). Over a few short years, more and more orcs began to pray to their elders, and more and more they were being answered. The power of these shamans became evident during Grodin Tempest’s rise to power. The claims were, of course, contended for years, and it wasn’t until the end of the Jadari war that the elves would even recognize the orcs as wielding the same Daedaric magic as their own. Most still find it unpalatable that the same aliens that grant them power have begun to favor orcs–seemingly the most barbaric, uncivilized race in the galaxy. A few elven scholars have found it most appropriate–two children alike in their heritage but so different in everything else. Demon Writings

The last great magic evolution again came during the Jadari war–or that’s when it became common knowledge, anyway. The Jadari had uncovered the secrets of the Synatrix language for a millennia before they returned. During the Sin Wars a radical sect of Jadari had located an ancient series of books and symbols and had started to study them. Their discovery had been incredible–magic might did not have to be inborn at all.

Page 70: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

70

While the powers they had unlocked had been vastly different than the Bloodborn magic of the time, it did have a number of similarities which the Jadari of the future learned to develop. Within a century or so a new generation of warlocks had emerged, these far more powerful than the last, and the Legion’s plans to return to Sharankur as conquerors seemed much more real.

TTTTYPES OF YPES OF YPES OF YPES OF MMMMAGICAGICAGICAGIC All forms of magic in the galaxy share some similarities. The all allow individuals to do things a so-called normal person could not do. The can change a person’s physiology, bring back the dead, summon huge bursts of flame, and all kinds of other truly awesome things. Each has its own feel, however, both in the type of abilities a caster possesses and in the way those abilities become manifest. Magic is divided into two categories, channeled and prepared. Channeled magic requires the caster to channel her power through her own body, summoning and then releasing internal energies. Prepared magic requires access to an external source, which then uses the caster as a conduit between it and the target. Mechanically this works out to being the difference between spontaneous casting and spell preparation, as is described in the classes section.

Channeled Magic

Blood

Seemingly possessed of a natural chaotic element, blood magic has been steadily growing in prominence over the last fifty years. Its strength is the exact opposite of psychics. Blood magic is explosive, devastating, and obvious. No other caster is more feared on the battlefield. In game terms, sorcerers are the ultimate destroyers, literally capable of reducing entire cities to ash at higher levels. They possess moderate “buff up” and

protective abilities, but they are somewhat vulnerable versus psychic mental attacks. They also lack any ability at healing or restoration.

Psionics

Still the most prevalent magic in the galaxy, psychic power is the privy of Psiborn humans. Its strength comes in its diversity and its subtlety. Psychics are best known for their powers of mind control, but they also excel at manipulating physiology and raw kinetic energy. In game terms, psychic characters are the only casters to possess any significant mind-altering powers. They are on even terms with Daedaric magic in terms of their ability to “buff up” for combat, both in terms of offense and defense. Their weakness is in direct damage-dealing spells–they possess very few energy-based powers, and those that do inflict little damage. They are also poor at defending against these powers, which is one of the major reasons for the Dominion’s bloody confrontations with the Mire.

Prepared Magic Divine

Now the rarest magic in the world, divine magic (Daedaric magic) is only wielded by two races, elves and orcs, though only two of the elven sub-races have this power. The strength of divine magic is in its protective and restorative abilities. Those that choose the path of the natural sacrifice some of this power to gain power over natural forms of energy, though they are never as powerful as a full-blown blood sorcerer. Very few armies, mercenary companies, or freelance adventuring parties can survive without a divine caster of some kind of another, though sometimes a trained psychic can fill the role of a healer. In game terms, divine casters possess all the healing spells and most of the “buff up” and restorative spells. They fill the role of

Page 71: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

71

the defensive and support caster. Their magic is rarely visually impressive, but it is vital nonetheless.

Soul

The “magic of the commoner,” as it was touted by the Legion during its invasion, soul magic has not spread as quickly as the Jadari had hoped, likely in large part to their abuses of it during the war. Soul magic excels at manipulating the energies of life and death as well as in weaving illusions and even bending the otherwise steadfast laws of physics. Where divine magic is life, soul magic is death. It cannot restore life energies to a corpse, but it can easily take them from it–and then animate the corpse in undeath. The power of soul magic lies in its terror and unpredictability. They may not be as fearsome on the field of battle as the sorcerer, but they are far more terrifying. In game terms, soul magicians possess nearly all necromancy spells, illusions, and most utility spells. They are only average at “buffs” and have little restorative ability, but they compensate with the explosiveness of frost magic. While usually less devastating than flame, it is sometimes more fearsome.

SSSSPELL PELL PELL PELL CCCCHANGESHANGESHANGESHANGES A number of core spells work differently in the Empires of Blood Campaign Setting to maintain the overall campaign feel. These are in addition to the spell list changes marked in the Classes section of this book. Raise Dead/Resurrection

Raising and resurrecting the dead has been a commonality of life in the galaxy for a long, long time. In general, the spells function similarly to normal rules, with differences noted here. The primary difference is that in a world without gods, these spells do not revive a character’s soul, per se, but instead reconstructs them from remaining body pieces.

Neither raise dead nor resurrection has a material component. Instead they have an XP cost. The base cost is 1,000XP for raise dead and 1,500XP for resurrection. Note that the spell true resurrection does not appear on any class list. When revived, a character does not lose a level as with the normal spells, but he or she does suffer a greater chance of not being resurrected at all.

So long as a fragment of a subject’s body remains, the restorative powers of divine energies can oftentimes revitalize a body. A fingernail, a sample of blood, or even charred remains all contain the potential to revive a body. Doing so is not assured, however, and the greater the size of the remains, the greater the likelihood of success. If nearly the entire body is intact, the base chance of success is 90%, +/- 1% per point of Con modifier, up to a maximum chance of 95%. The relative chance is proportional to the amount of the body remaining, going as low as 50% for near-total destruction. Victim Killed By Base Chance of

Revival

Pulse wound 90% Fireball blast 70%

Disintegrate spell 50%

If a character leaves multiple pieces behind (which is certainly possible), a revival it would seem to be theoretically possible from each one. While the piece of the body is destroyed in the casting of the spell, it is conceivable for a character to remove a fingernail or two from a body, revive it, and then try to revive multiple copies of. However, this process has been attempted many times, and it has never once been successful. No sarafan has ever been able to provide a sufficient explanation, but most elven mystics believe it has something to do with the wishes of the Forerunners themselves. Once a body fragment fails revival, that person is lost to the ages.

Page 72: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

72

Both the elves and orcs are incredibly selective about granting revivals. Unless they are rogue casters displaced from their people, they will almost never grant revivals to those not of their race unless they have good reason. Resurrections are not generally for sale, though sometimes they will ask for specific favors. Exceptions to this rule are sometimes made in times of war or for accidental deaths, especially children. With an elven priest there is generally a detailed investigation of how the character died in the first place. Mystics and shaman know they have power over life and death, to a degree, and they are not afraid to flaunt it. Summoning Spells

Because of the Great Mythal, summoning spells function differently. These spells summon aid only within planetary range – off of an inhabited planet, they will cease to function at all. To compensate, casters have learned to someone either natural or supernaturally altered creatures. In game terms, these spells can only be used on planets, but casters can call from either the summon monster or summon nature’s ally lists.

Teleport/Dimension Door

Rather than accessing the Astral plane, teleportation spells open up a temporary gateway into an extra-dimensional realm, allowing instantaneous travel between two points. However, because of the lingering effects of the Great Mythal, the range of such spells is limited.

EEEEPIC PIC PIC PIC MMMMAGICAGICAGICAGIC Because this setting makes use of the Epic Level Handbook, the natural question is: where does epic magic fit into the world? The answer is that it is, by and large, more creative, esoteric, and unknown than normal magic for a number of reasons.

Non-epic (“normal”) magic, even that as potent as a 9th level spell, is generally regarded as impressive but still somewhat common. This isn’t to say that every NPC can whip off time stops every other round, but rather that magic has been around for so long it has become second nature for people to see and even use it. Since all human citizens possess some magical ability or another, many also have ranks in Spellcraft and know what makes this spell work and that spell fail. Among aliens this is not the case, so there is slightly more wonderment and resentment. However, since normal magic powers almost everything on a day-to-day basis from ships to farming constructs to telekinetic lift elevators, it doesn’t hold many surprises. Occasionally a character will generate a new spell or power that hasn’t been seen before, but generally these only take existing concepts and stretch them a bit further. Epic magic, however, is something special. The rules are barely known even among the greatest mages and psychics. Conventional wisdom is that epic magic is, by its nature, esoteric and nebulous. Relatively few understand its secrets, and even among those that do there is great debate about what is and is not possible. Epic magic shapes the galaxy in profound ways. The Irix Seed responsible for the annihilation of Kalifax was a group epic spell requiring several dozen magi to create. The Executors were originally crafted based on a strand of epic magic. Epic magic allows characters to break normal rules and push the envelope of technology, and it is responsible in some way or another for most ground-breaking technological achievements. Keep this in mind when designing a campaign or when the PCs are moving into the territory of epic power. Many organizations, governments, and other such groups will actively recruit those who can study epic magic and try to generate new spells, especially if they believe they will benefit from it.

Page 73: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

73

NNNNEW EW EW EW PPPPOWERS AND OWERS AND OWERS AND OWERS AND SSSSPELLSPELLSPELLSPELLS

The following spells are intended for us only in the EBCS. They are generally specific to the casters based within this galaxy and will likely not make sense in other settings. Battle Meditation [Sar7] Telepathic (Cha) Display: Vi Casting Time: 1 full round Range: Area of conflict (see text) Duration: Concentration, up to 1 min/level Targets: see text Saving Throw: None Spell Resistance: No Power Points: 13 You put yourself in a trance that allows you to extend your will to all the minds within your fleet. The power extends out to friendly ships within range (40 squares). Crews within this area function as if they were one crew rating higher than they are, and synergy bonuses for attacking the same target are doubled. Detect Radiation [Sar1, Sor1/War1] Divination/Clairsentience: Components: V, S/Display: Vi Casting Time: 1 standard action Range: 120ft. Effect: 120ft cone centered on you. Duration: 1 min/lvl Saving Throw: None Spell Resistance: No Power Points: 1 You can detect the presence of radiation within 120ft of you. The radiation glows according to its relative power level. A successful Knowledge (science) check DC 20 allows you to identify the exact strength of the radiation, otherwise you just know whether it is harmless or harmful. You can also tell if a creature is irradiated with this spell.

Empower Shielding [Sor4/War4]

Abjuration Range: Touch Duration: 10 min/level or until discharged Target: One vehicle or starship Saving Throw: None Spell Resistance: No

You fortify your craft’s shields with magical energy. This energy makes the craft more resistant to damage. The shielding damage reduction increases by 5 points. The empowered shielding lasts for one hit per caster level. This does not stack with similar spells or effects. Empower Shielding, Greater [Sor8/War8]

As empower shielding, though the damage reduction is increased by 10 points. Empower Weapons [Sor4/War4] Evocation [Any Element] Range: Touch Duration: 1 round/level Target: One weapon on a vehicle or starship Saving Throw: None Spell Resistance: No

You fortify one of your starship’s or vehicle’s weapon with magical energy. The weapon ignores up to 5 points of damage reduction against an enemy’s hull and shields. This does not stack with any other effect.

Empower Weapons, Greater [Sor8/War8]

As empower weapons, though your weapons ignore 10 points of damage reduction.

Irradiate [Sar6, Sor6] Evocation/Psychokinesis Display: Vi Casting Time: 1 standard action Range: Medium Duration: 1 hour/lvl Target: One metallic object or living creature Saving Throw: None (see text) Spell Resistance: No

Page 74: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

74

Power Points: 11 You cause a particular object’s or creature’s atoms to become unstable. It produces high-intensity radiation for the duration of the spell, affecting all creatures (including you) that come within 60ft. Once a character enters the area, he must make a Fortitude save or suffer 1d4 points of permanent Con damage. Once he is affected, one minute later he must make another save or suffer a similar fate. Characters receive a dose of radiation for every hour of exposure. Those who are affected notice skin lesions, nausea, and sometimes even greater symptoms. Characters who fail any saving throws suffer a -2 cumulative penalty against diseases until their cells are repaired through the use of a heal spell.

Perform Stunt [Saw1, Sar1] Psychoportive (Dex) Display: Vi Casting Time: 1 Swift action Range: Personal Duration: Instantaneous Target: You Power Points: 1 When piloting a ship or vehicle you may manifest this power as a swift action when you are performing a stunt. This counts against your normal limit of one quickened power a round. You gain a +10 insight bonus on your Pilot check during this maneuver.

Piloting Prescience [Saw3, Sar3] Clairsentience (Wis) Display: Vi Casting Time: 1 standard action Range: Personal Duration: 1 min/level Target: You

Saving Throw: None Spell Resistance: No Power Points: 5 You augment your piloting ability by foreseeing the near future. You gain a +3 insight bonus on all Pilot checks. Note that your ship gains a +1 dodge bonus to AC for every 6 points of your pilot skill modifier. Augment:

1) For every 2 additional power points you spend, the bonus increases by +1. 2) If you spend an additional 6 power points, you can manifest this power as a swift action.

Radiation Immunity [Sar7, Pst7, Sor/War7] Abjuration/Psychometabolism Components: V/Display: Ma Casting Time: 1 standard action Duration: 10 min/level Range: Touch Target: Creature touched Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Power Points: 13 Affected creatures are immunized from radiation damage for the duration of the spell.

Resist Radiation [Sar2, Pst2, Sor/War2] Abjuration/Psychometabolism Components: V/Display: Ma Casting Time: 1 standard action Duration: 10 min/level Range: Touch Target: Creature touched Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Power Points: 3 Affected creatures gain a +4 bonus to save versus radiation for the duration of the spell.

Page 75: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

75

Chapter Four: Equipment Items and equipment are essential to any successful character, obviously, and they have a unique feel in the EBCS. Since the campaign has many sci-fi elements, to too do the items available to party members. Over time the wielders of magic have discovered ways to emulate the tarreen technology that had ruled their lives for so long. They’ve created communications devices, power sources, and other such instruments.

One key thing to remember is that it isn’t really important how, in game terms, these items came about. So long as the character has the appropriate Craft skill or perhaps the right item creation feat, they can

create the item. Items that only require Craft skills never have any specific spell requirement; the refinement of their creation is such that this doesn’t really matter anymore. All that matters is that they can be made, used, and sold.

THE MARKET Depending upon your region, equipment may range anywhere from easy to impossible to find. In most areas, mundane types of equipment such as food, transportation, lodging, etc. are easy to come by. Combat equipment, however, is far rarer. Nearly all governments place at least some restrictions

PPPPROFILEROFILEROFILEROFILE::::

ITEM NAMES

While most standard conventions apply to the creation of items in this campaign setting, the naming of items is certainly different. While the EBCS contains many elements typical of fantasy settings, its futuristic notions still prevail. Starships aren’t called “spell-jammers” or something similar, and by the same token your average pulse rifle +1 probably shouldn’t be called that in anything but a statistics bar. Since many items are made both for civilian and military use, they tend to have different designations. Item names are also generally marked by their creators, which tend to be large cartels or even governments. The following guidelines generally apply. The Dominion creates most of its military equipment in-house; that is, external cartels aren’t the primary weapons manufactures for the Dominion military. Dominion-made weaponry is usually labeled with a DM before it. For instance, your average pulse rifle +1 is generally a DM Mk I model pulse rifle. A +2 is Mk II, and so on. Weapons designated with an “X” are usually crafted by the DID. The infamous S5-X model Silencer sniper rifle is a +5 weapon, for example. If weapons or items are made by merchant organizations they generally adopt similar naming conventions. If you wish to apply this logic to other items like psychoactive skins, for example, that is fine. Mire weapons follow similar conventions, though very little is made in house. Most Mire and Fringe weaponry comes from outside organizations like the Caradorn Cabal or Avalon Syndicate, two large weapons suppliers. Examples are the MDF-2 pistol (a Mire-made +2 pulse pistol), the AV4 searing rifle (an Avalon Syndicate +4 flaming sniper rifle), and so on. In general items should be named for more theme than for function. It is rather bland to find a pair of gloves that give you a +6 to dexterity and call them gloves of dexterity +6. Calling the item MDF Mk VI speed gauntlets is more convincing. Don’t be too worried about coming up with item names if it poses a problem. This takes away from the focus of the game. But by the same token, this is an element of flavor from the campaign setting that is unfortunate to simply ignore.

Page 76: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

76

upon which weapons and armor (if any) are sold to the public. It’s also the case that most normal people couldn’t afford them anyway, so they don’t really bother. Magical items are typically referred to as “military grade” equipment. This means, among other things, that items of this sort are rarely available in common markets. PCs may have access to these items through organizations they belong to or through black market contacts. If a weapon cannot be sold in a region, however, it is a good bet that carrying such a weapon is illegal, too. Going through back channels is expensive; items attained in this manner typically cost 150% or more of their standard price. Non-magical and masterwork items are more readily available and are considered “civilian grade.” Note that a number of weapons, just as a mounted heavy repeating pulsebow, are never made in “civilian grade” quality. Use good judgment here when thinking about whether a commoner would be able to own a type of weapon. Buying spells works as it does in any other campaign setting, though use of those spells is generally more carefully monitored. Healing is often free or relatively cheap, while resurrection nearly always requires either a personal favor or a connection to be performed in the first place. The elves and orcs have mastery over life and death, and they know it. They do not wield this power lightly. Other non-combative magical equipment is still rarely sold to civilians, with the exception of utility items. Wands of invisible servant, for example, are routinely sold in Mire cities. For security reasons, wands of dimension door are relatively rare. Rather than cataloging every type of item in this book, the assumption is that players and DMs will need to use good judgment when locating equipment. Always consider a few factors when determining item availability. First,

what region are you in? It makes little sense that Magi City would be overstocked with psychic items. Surely there are some, but these items will probably have a 10% markup, if nothing else, and specific items will be tough to find. Second, what government controls, if any, exist on the market? Most powerful governments have a vested interest in keeping weapons and magical equipment out of the hands of the commoner. The Dominion only allows Sarafan to carry weapons, and even then non-military Sarafan can only carry hand or normal pulsebows. It makes little sense to see your average merchant walking around with a massive pulse rifle, though he probably has a concealed hand pulsebow somewhere in his shop. Third, consider these factors when deciding what the PCs can sell in a given region. A party walking into a Dominion light weapons and armor shop probably won’t be strolling down the streets with greatswords strapped to their backs–no one there cares about primitive weapons unless they are very

ILLEGAL ITEMS Many items will be illegal to be carried by non-military personnel. This is important for the PCs to know for two reasons – if their characters see someone with such equipment, they should realize it’s either a criminal or an authority figure. On the flipside, they need to know what can stay and what can go. The Mire and Dominion, being generally civilized areas, have roughly equivalent laws on the matter. Active military personnel (including local law enforcement and guards assigned to government figures) may generally carry any weapon and wear any armor. Individuals not falling under this category are restricted to pulsebows, small melee weapons (such as Vasheel daggers) and light armor. Sarafan and Magi are generally treated somewhat more leniently in their respective homes, and heavier armor and weaponry are occasionally over-looked, though they may still be hassled over it. Restricted weapons and armor, as well as magical aid (ranging from wands to constructs) require that an individual be licensed to carry them – the licenses are not available for purchase. Both governments utilize talented psiborns to determine the trustworthiness of an individual and grant him a license on merit (the Mire then charges 500gp after this test has been passed). The Jadari simply do not allow non-Jadari to carry weapons in their territory (though they do not mind any armor). In Fringe space and other uncivilized realms (such as Krosis or Kalifax), PCs are free to wear whatever they wish. However, locals are likely to respond to that – either shunning them for appearing as trouble-makers, or eyeing them for their expensive gear.

Page 77: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

77

potent magically. All this means that characters will probably have a harder time, in general, shopping for equipment in the EBCS. This makes what they find far more of a treasure. Don’t unduly punish the players for trying to sell what they get, just remind them that there are other ways of trading in weapons. By providing an organization with weaponry free of charge, for example, they might be able to extract favors later. Make this a role playing opportunity rather than an annoyance.

Remember also that drakes are worth about 2x the value of a gold piece. Calculate market prices for XP cost in item creation as if everything were sold in gold pieces; that is, the gold piece is still the standard form by which other currencies are based.

MATERIALS Variable materials are available in the galaxy for the creation of items. The basics, such as steel, adamantine, mithral, and the like, are available and quite important. Listed here are campaign specific materials characters should know of. Crystal: This type of crystal refers to that made specifically for psionic items – not mundane crystal that might be used for mere ornamentation. The crystal can be of any variety but must be fashioned properly with skill to be ready for item creation. Crystal has the same weight as steel, a hardness of 12, 25

hit points per inch of thickness, and a break DC +2 above steel. When used in weapons or armor, crystal is exceptionally receptive to psychic energy; powers cast into crystal items last twice as long as normal. Drisconite: Found only on the planet Norg deep within the Dead Regions, this metal has the unique property of being unaffected by any magic or psionic effect. The person underneath drisconite armor receives a resistance bonus to saves (and so does the armor). The most common use of drisconite, however, is to prevent scrying or clairsentient powers from working. If the ship’s hull is fitted with a layer of drisconite, magic and psionics cannot penetrate the interior, meaning that an intruder cannot detect the presence of psychic or magical beings, items, or otherwise, nor can he or she see inside the ship (see the Ship section). This is also the case with buildings. Once inside the structure, those powers work normally.

TECH EQUIPMENT This broad category covers all the basic equipment and services characters will encounter and use during their adventures. While most of it is magical, these items are made with Craft checks rather than item creation feats. The items here have been made for so long the process has been refined to the point where advanced magic is not needed so long as the builder has the right materials.

Item Cost Weight

Communicator, Civilian 200gp 1lb. Communicator, Military 2000gp 1lb. Dowd speaking device 250gp 2 lbs. Eavesdropping Device, Basic 500gp 3 lbs. Eavesdropping Device, Military 5000gp 3 lbs. Encoding stone 500gp 1 lb. First-Aid Kit 300gp 5lbs. Handbook 20gp 1 lb. Medical Kit 1500gp 6 lbs. Night-vision Goggles 4000gp 1lb. Stealth suit 700gp 5lbs Stone reader 5000gp 25lbs. Tool kit 250gp 10 lbs. Vacuum Skin 2500gp 20 lbs.

Page 78: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

78

Communicator: The basic, standard issue communicator is a catch-all term for an item that allows short-range communication between people. Communicators have an ID number that allow others to contact you (consider it something akin to a phone number). They have a standard range of about 50 miles unless patched into a larger energy source like a vehicle. The primary difference between civilian and military grade communicators is the encryption system (and the cost; military communicators are 10x the price). Provided you have an eavesdropping device, you can partially intercept a civilian transmission with a Use Tech Device check DC 15 (about 50% of the speech) or perfectly DC 20. Military grade DCs start at 30 for the base cost, and reach as high as 50 or more for incredibly secure systems. For each +5 to DC, add 10,000 to the base cost. Communicators cannot be created with a Craft check. They are ancient Tarreen technology, but happened to be simple enough that magic such as True Creation has allowed casters to produce them. Dowd Speaking Device: This small device attaches the the chin of the dowd, and translates their humming vocalizations into intelligible speech. The speech is unpleasant to behold and has a very mechanical tone to it. The default device translates their speech into Common, but a specialized version can be purchased for any language. Advanced versions can be purchased that can be toggled between up to three languages, but these cost 1,000gp. Switching between languages is a standard action that provokes attacks of opportunity. Eavesdropping Device: These instruments allow you to eavesdrop on standard transmissions. The Basic model simply allows you to make the check. The advanced model gives you a +4 circumstance bonus on the check and costs 10x as much. Eavesdropping devices generally only work out to about 50 kilometers without access to a potent energy source.

Encoding Stone: These stones are transformed into knowledge storing devices by magical energy. One stores information telepathically, the other in raw magical form. Whatever the case, a stone can hold large amounts of basic information like ID codes, troop movement reports, etc. Basic encoding stones have a simple password entry system which can be bypassed with a Use Tech Device check DC 15. Very advanced encrypted stones have DCs in the 40s. Many are set to telepathically warn its owner when they are tampered with. Note that these devices have no ability to overhear magical communication. First-Aid Kit: This item contains bandages, salves, etc. to help with minor wounds. It grants a +2 circumstance bonus to Heal checks. Handbook: A handbook is a general guide to any intelligence-based skill that lays out the guidelines of how to do something. If you have one of these present for a skill you’re trying to use, you can make an untrained check (at a -4 penalty) or gain a +1 circumstance bonus to your roll. Doing so requires you to take 10 or 20 on the check. Better versions cost incrementally more. Medical Kit: Medical kits allow characters to perform surgeries. While an actual lab provides a +4 circumstance bonus to the check, a medical kit simply allows characters to make the attempt in the first place. Night-Vision Goggles: One of the most useful items you’ll ever own, a pair of night-vision goggles (which also come in lens form) give the wearer Darkvision out to 30ft. Since very few races possess Darkvision naturally, these items are highly sought after in many places. The Jadari are known confiscate and destroy any such goggles they find.

Stone Reader: This small device allows you to read encoding stones. Without this, encoding stones cannot be read. It looks like a series of aligned lettered and numbered

Page 79: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

79

stones or crystals which allow information to be accessed by manipulating the stones in sequence. The information is then telepathically sent into the readers mind (for psionic versions), or displayed as an illusory text legible only to the user. Tool Kit: A tool kit allows you to make repairs using a Craft skill. If you don’t have a tool kit, you suffer a -5 penalty to your roll. If you don’t have the right took kit, you suffer a -2 penalty. If you have the appropriate kit, you gain a +2 circumstance bonus on the roll. This entry is priced for a generic kit that would give you a -2 penalty on almost any type of repair you could think of. More specific ones are about the same price. Stealth Suit: Stealth suits are generally skin-tight black outfits that pad your movements. They cannot fit over any type of armor but light. The suit gives you a +2 circumstance bonus to Hide and Move Silently checks. Vacuum Suit: These suits protect characters from the cold and lifeless atmosphere of space. They come with a mask that generally contains enough air for a 2-hour period in space. If the character takes 5 points of slashing, piercing, or energy damage, the suit is instantly ruptured.

GOODS AND SERVICES

Service Cost

Bodyguard, Average 50gp/day Currency Exchange 1% of total Escort, Average 500gp/gate Forgery, Simple 500gp Meal, Simple 5gp Research, Simple 50gp Room, Simple, one night 20gp Transportation, Basic 100gp/gate

Bodyguard: There are times when you just want to feel safe. Plenty of organizations offer bodyguard services for a price. You get what you pay for. A run-of-the-mill CR 3 bodyguard, usually a soldier or

rogue combo, runs 50gp a day, plus expenses (ammo, healing, and whatnot). A decent bodyguard generally has at least one devoted defender level and runs at closer to 250gp per day, plus hazard pay.

Currency Exchange: One of the most basic services many shops provide is currency exchange. There are two major sources of currency, the Dominion drake and the Mire gold piece standard. However, the Jadari also use their own currency, the emerald token. In general a Dominion drake is worth double the amount of all other currency; the exact minutiae differences between others are not worth keeping track of. If you wish to buy something in one territory or another, you have to convert your currency.

Escort: No, this is not someone you pay to take you to Prom. This refers to a freelance pilot who can run escort for your cargo. Since shipping lanes are always huge pirate targets, running with an unarmed bulk freighter is probably a bad idea. The listed price is for your average scimitar fighter pilot helping you get to one jump gate. You are also expected to pay for any repairs the pilot needs. If you want something bigger, you have to shell out some serious cash. Hiring a Valkyrie pilot, for example, would likely run you at least double the price. Don’t even ask about bringing a cruiser along for the ride. Forgery: This service is generally illegal, obviously, but that doesn’t mean it isn’t used often. This is essentially the cost of paying someone to make a Forgery check on some item in your possession. The price is generally about 100x the final skill check result (NPCs will charge you as though they were taking 10). Thus, a Forgery check from an NPC with a +15 to his check would be 2,500gp–not cheap. This is always a relative value; characters pay for what they want optimally, but the DM must still make a roll for the seller. Meal: Eating is good. 5gp will get you a decent meal you can live off of. Exquisite meals may be 100gp or more per plate.

Page 80: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

80

Research: This applies to specific Knowledge checks you pay someone to make. Because this is perfectly legal, it is far cheaper than Forgery. The basic price is 50gp, which can generally attain anything with a DC of 15 or lower. A check DC 20 is usually about 100gp, DC 25 is 200gp, and so on. You always pay for the attempt regardless of success of failure, though at half price if nothing turns up. Room: Bed and breakfast. Or for a cheap room, probably just a floor and some stale cheese. Rooms can sometimes cost upwards of several hundred gold pieces for luxurious accommodations. Transportation: Characters without a ship will probably have to charter a flight from here to there quite often. The listed price is per-person for a cargo hold on a run-down freighter–in other words, the worst you can get short of smuggling yourself aboard. A standard charter is about double this cost, priced by the jump gate. Exquisite transportation sometimes runs at 1000gp or more per gate, though these trips usually include scenic tours and the like.

CHEMICALS This is a catch-all category that contains various poisons and drugs commonly used in the galaxy. The category also encompasses potions, which only exist in some cultures; most use the feat to create injections, which have the same effect. Through the ages poison has always been an effective way to kill or maim people, and it still sees common use in this regard, both on the Fringe and it larger militaries. Drugs are very rampant in many parts of the world, and indeed a number of cartels profit greatly from their manufacture and distribution. Note that some poisons and drugs are illegal in most areas, as noted in their descriptions.

Drugs Narcotics seem to fulfill the base need in human beings (and aliens) for ecstasy and

escape. Many drugs, however, carry real benefits with them as well–at least for a time. While most militaries discourage their use, some of these drugs were, in fact, developed for military use at one time or another, often without informing troops of possible side effects. As well as using the statistics presented on page 41-42 of the Book of Vile Darkness, there is an additional category of addiction in this setting: lethal. Drugs with a rating this high have a DC of 45, a satiation period of one day, and deal 1d8 points of damage to every ability score. Desparonox “Desperate Passion”

Description: Desperate passion is one of the most powerful drugs in the galaxy, often used to get victims susceptible for rape or torture. It is an imbibed drug usually put in drinks. For the short time the high lasts, the feeling has no comparison. When it ends, the withdrawal has no mercy. Type: Ingested DC 35 Initial Effect: The user experiences powerful hallucinations and pleasures. His or her senses increase. An imbiber gains a +5 morale bonus on all skill checks and is almost immune to physical pain for 1d10 minutes. Sex is especially pleasurable during this time, which accounts for its popularity. Secondary Effect: The imbiber is hit with a profound sense of wonderment. She cannot concentrate and becomes incredibly susceptible to suggestion (-4 to Will saves). Treat as if confused if she is forced into combat. Price: 1000gp Side Effect: Intense pleasure lingers for one hour after the effects wear off. Overdose: An overdose (two or more doses less than 24 hours apart) causes the victim to undergo severe convulsions and fall helpless. In 1d4 rounds she dies unless a Fort save DC 20 is made. Addiction: Vicious Prolong

Page 81: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

81

Description: The marvel of semi-modern science (the drug is about a century old), prolong regenerates a body’s cells and slows down the aging process or even makes a person physically younger. This drug was obviously one of the biggest breakthroughs in the history of chemistry, but the recipe is so expensive as to make this a rich-get-richer drug, and sometimes the side effects leave something to be desired. Type: Injected DC 25 Initial Effect: The user feels a soothing sensation briefly while the drug takes effect. This state of tranquility lowers the mental stats by 1d2 points each. Secondary Effect: None. Price: 10,000gp Side Effect: A regimented dosage of one prolong injection a month reduces the user’s aging process by 25%. In rare circumstances (1%) it has been known to take 1d4 years off a user’s physical age. If the dosages are stopped, the aging process returns to normal. Overdose: An overdose (two doses less than 2 days apart) causes the user to experience mild nausea. A Fort save DC 20 avoids this effect. An overdose of more than this can be lethal; such users must make Fort saves DC 20 or die. Addiction: Mild Rad-Repel “Rad-X”

Description: Rad-X was a mistake, a random chemical experiment that turned out to have some positive effects. The chemical increases the body’s resistance to radiation, but it deteriorates cells in the process. Type: Injected DC 15 Initial Effect: The user gains a +4 bonus versus radiation for 1d6x10 minutes. Secondary Effect: The user’s vision blurs. He suffers a -2 penalty to Spot checks and ranged attacks outside 30ft. Price: 50gp Side Effect: The user’s vision remains blurry for 1d4x10 minutes after the effect wears off. Overdose: An overdose (two or more before the first wears off) deals damage to the

victim’s cells, inflicting 1d2 points of temporary Con damage unless a Fort save DC 13 is made (+2 for each extra dose in a 24-hour period). Addiction: Medium Stimpack

Description: Stimpacks are a generic term given to ability-boosting injections used throughout the galaxy. Stimpacks contain a dose of natural adrenaline mixed with other chemicals to give soldiers a boost in combat. Given time, however, the packs can ruin a person’s health. Type: Injected DC 15 Initial Effect: The user gains a +2 alchemical boost to Strength, Dexterity, and Constitution for 1d10 minutes. Secondary Effect: The user’s Intelligence and Wisdom are reduced by 2 points for one hour. Price: 450gp Side Effect: The injector suffers minor shakes when the initial boost wears off (treat as if shaken) for one hour. Overdose: An overdose forces the user to make a Fortitude save DC 15, +2 for each additional dose. Failure and he takes 1d6 points of temporary Constitution damage. Addiction: Medium

Poisons Killing people has always been an effective way of making income, and there is no shortage of would-be assassins in the galaxy. Often what separates the successful from the dead is the use of the correct toxin to neutralize a certain victim. Literally hundreds of various toxins have emerged since the start of the Seraph’s Era. Presented here are just a few, but feel free to create others.

The listed price is for 5 doses of the venom.

Exodus Chill: This poison is used by Jadari killers to make victims susceptible to their cold magicks. The poison does not affect Jadari, so they often use it with impunity,

Page 82: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

82

dropping it in areas to hamper their enemies. If a target is immune to cold, the poison has no effect. Otherwise the victim saves at a -4 penalty versus all magic with a cold descriptor for 1d4 hours after the toxin sets in. The secondary effect doubles this penalty. Because it is hard to identify (DC 25), it is usually not considered illegal.

Faratax: This poison gas, found in the virulent atmosphere of Norg, is unique in that it only affects humans. All other species are unaffected. Hybrid or mutant humans receive a +4 to their saving throws to avoid. Faratax is nearly always illegal.

Kessar: This is a poison to most species but a narcotic to Executors, who depend on it for survival. Illegal for civilians to maintain. It does not deal damage to

Executors. Psylic: Developed by psychics over a

hundred years ago, psylic is a non-natural poison that can only be created by psychic beings. It infuses cells with psychic currents that carry to the brain and paralyze the victim. It is a favorite among Dominion assassins, and holding it is a felony.

Toadskin: An almost legendary poison found on frogs and toads native to the Silver Isles, toadskin is one of the most lethal substances in the galaxy. Only a small amount is enough to slay most people. Because of its location, it is almost impossible to obtain, which is reflected in the price. There are no laws against it because of its rarity.

Poison Type Initial Damage Secondary Damage Price Craft DC Exodus Chill Inhaled DC 17 special special 2,500gp 20 Faratax Inhaled DC18 Unconsciousness* 0 900gp 15 Kessar Ingested DC 14 1d6 Str 1d6 Str 400gp 35 Psylic Injury DC 25 Paralysis 2d4 Int 15,000gp 25 Toadskin Contact DC 30 2d6 Con 2d6 Con 10,000gp 25

Page 83: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

83

ARMOR Armor is generally still the best way for a person to protect herself if she’s going into physical combat. Quality and distribution of armor varies widely, however. Armor is broken into three categories: light, medium, heavy, and power armor. It follows the standard d20 rules for use, proficiency, etc. More normal, medieval D&D armors are occasionally available in backwater areas, or it can be custom made, but it is generally far less effective than the armors here.

Most armor here is considered to be of masterwork quality unless noted otherwise in the description. Non-masterwork armor can be purchased, but it is very rare.

Armor Descriptions

The suits of armor in the table are described here in alphabetical order: Astral Armor: This armor is forged from ferroplasm. Because of this, it gains a natural damage reduction based upon its size (1-3, light-heavy) and can only be worn by naturally psychic creatures. When removed from the psychic creature, it destabilizes into a puddle of silvery metal.

Armors of this type are typically worn by covert troops to smuggle their armor into otherwise unreachable places.

Battle Armor: This line of armor is manufactured in the Mire. All items of this sort are masterwork and constructed of thick adamantine. The armor is usually painted black, though some houses also add their colors to it.

Armor Cost AC Bonus DR Max Dex Armor Check Spell Failure Speed

30 20

Weight

Light

Astral Suit 1,160gp +2 1 +6 0 10% 30 20 15 lbs. Battle Vest 3,200gp +4 1 +6 -1 10% 30 20 15 lbs. Chitin armor 150gp +4 – +4 -2 20% 30 20 10 lbs. Combat Suit 3,175gp +2 1 +8 0 5% 30 20 10 lbs. Dusk Vest 9,250gp +4 – +4 -1 20% 30 20 25 lbs. Golden Vest 2,150gp +4 – +6 0 10% 30 20 10 lbs. Leather Armor 10gp +2 – +8 0 5% 30 20 5 lbs. Verdant Vest 475gp +3 – +5 0 20% 30 20 10 lbs.

Medium

Astral Breastplate 5,320gp +5 2 +3 -3 25% 20 15 30 lbs. Battle Breastplate 5,350gp +5 2 +3 -3 25% 20 15 30 lbs. Combat Armor, Mk I 9,500gp +5 2 +5 -1 10% 30 20 15 lbs. Crystal Breastplate 4,750gp +5 – +3 -3 25% 20 15 30 lbs. Dusk Breastplate 19,350gp +5 – +3 -3 25% 20 15 18 lbs. Exoskeletal Husk 100gp +4 – +3 -4 25% 20 10 20 lbs. Golden Chain 4,750gp +5 – +4 -2 15% 30 20 20 lbs. Hide Armor 50gp +3 – +4 -3 20% 20 15 25 lbs. Maritime Plate 1,500gp +6 – +3 -3 25% 20 15 20 lbs.

Heavy

Astral Plate 11,750gp +8 3 +1 -5 35% 20* 15 55 lbs. Battle Armor 11,750gp +8 3 +1 -5 35% 20* 15 55 lbs. Combat Armor, Mk II 20,175gp +8 3 +3 -3 20% 20* 15 25 lbs. Crystal Plate 10,750gp +8 – +1 -5 35% 20* 15 50 lbs. Dusk Armor 41,750gp +8 – +1 -5 35% 20* 15 45 lbs. Golden Plate 10,750gp +8 – +3 -3 20% 20 15 30 lbs. Metal Armor 600gp +7 – +0 -7 40% 20 15 50 lbs.

Power

Juggernaut Armor 20,750gp +10 3 0 -10 50% 20* 15 75 lbs. Power Armor, Mk I 80,000gp +10 5 0 -10 75% 20* 15 100 lbs. Power Armor, Mk II 250,000gp +15 10 0 -15 100% 40* 30 120 lbs.

Page 84: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

84

Chitin Armor: This armor is crafted from the thick plating that protects many of the insect creatures native to the Fringe worlds. When molded into armor, it is held together with black fabric that pads the body while leaving shell-like armor pieces to protect vital areas. It is light and offers reasonable protection. It is not always forged masterwork.

Combat Armor: This is the standard armor worn by Dominion troops in one of three varieties. All types are made of an alloy of adamantine and mithral. All emphasize placing thick plates only at areas that need the most protection. A combat suit is essentially a stripped-down version of true combat armor.

Crystal: Armors made from crystal offer the same protection as those of steel, but psychic energy clings to these armors. Powers cast into them last twice as long as normal.

Dusk Armor: Also called broskscale armor, this green tinted armor is the usually armor of jade elven shatrela warriors. It comes from a fusion of brosk beast hide and drisconite. Due to the drisconite construction, the wearer gains a resistance bonus on all saves versus magical or supernatural effects (light +1, medium +3, heavy +5). Exoskeletal Husk: These outfits are forged directly from the thick exoskeletons of large creatures. They are more restrictive than chitin armor but offer more protection against attack. A thin metallic mesh holds the pieces of the armor together. It is not always forged masterwork.

Golden Armor: Forged by the high elves, this armor is made of mithral links, giving it a lighter weight while still remaining viable in combat. All of this armor is made masterwork.

Hide Armor: This is a generic name for any armor made from tough animal hide. It is stronger than leather armor but also more restrictive. This armor still sees common use on worlds with low income or among those who just can’t afford anything better. There is essentially no such thing as military grade hide armor, though every once in a while

you’ll find a set of orc hide armor that’s been modestly enchanted.

Juggernaut Armor: This bulky, awkward armor is forged within the mines of Azgon. The dwarves therein use an alloy of steel and adamantine to make the plates hard, thick, and nearly impenetrable. The armor is meant to withstand the punishment and heat of deep mining operations and confrontations versus the occasional creatures that dwell therein. It is rarely used for battle. The armor grants a +2 mechanical bonus to Strength and grants the wielder a +2 bonus on saving throws versus energy attacks and radiation.

Leather Armor: Your basic, run-of-the-mill cured hide armor. Very inexpensive, though also light on protection. You’re not likely to see any military grade leather armor. Still, it sees common use on the Fringe and among those who can’t afford anything else.

Maritime Plate: This is the typical armor worn by most warriors on Meldon. It is made from the thick hides of sea creatures on their world (usually dire sharks) and offers more protection than a normal breastplate. Because the armor’s coating is abrasive, those grappling the target take 1d4 damage each round they stay in contact with the armor. The armor is not always masterwork.

Metal Armor: Metal armor is a nice way of saying “primitive armor.” It isn’t shaped from any fancy metals or usually made particularly well, but hey, it’s better than no protection at all, right?

Power Armor, Mk I: The traditional power armor worn by heavy combat soldiers, this armor is essentially modified heavy combat armor. In addition to reinforced plating, the DM Mark I power armor grants the user a base 18 in Strength, though he may use his own if it is higher. It also gives the wearer a +2 bonus to saving throws versus energy-based attacks and radiation. It is almost never made without enchantment. Very expensive, very potent.

Power Armor, Mk II: The DM Mark II power armor is the best armor a lot of money can buy. It improves on the Mark I in

Page 85: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

85

every way. It grants a base 22 in Strength and gives the wearer unmatched protection against the environment–a +4 saving throw bonus against energy attacks and radiation. It also provides movement-enhancing systems, which accounts for its higher than normal movement rate. It is almost never made without significant magical enhancement. In the right hands, this armor can make a solider unbeatable.

Verdant Vest: Made by the wild elves, this armor is crafted from the powerful darkwood trees in the Silver Isles. Only light armor can be made in this fashion, and it is made mostly of leather with ingrained pieces of darkwood to make it more durable and resilient.

Armor and Shield Properties

Adaptable: This armor allows the wearer to adapt to hostile conditions as per the adapt body power.

Caster Level: 10th; Prerequisites: Craft Arms and Armor, adapt body; Market Price: +2 market price modifier.

Energy Absorber: Armors with this ability are able to better resist energy-based attacks. It does not grant the wearer damage reduction, but instead makes the armor itself resistant to energy. In effect, energy attacks (such as those from a flame blade or brilliant energy weapon) are resolved as normal attacks, not ranged touch attacks, though they may still ignore your shield.

Caster Level: 8th; Prerequisites: Craft Arms and Armor, resist energy or energy conversion (any); Market Price: +4 market price modifier.

Hustling: This property grants the wearer the benefits of the improved hustle power at all times. Alternatively can be used for haste.

Caster Level: 10th; Prerequisites: Craft Arms and Armor, improved hustle or haste; Market Price: +3 market price modifier.

Immolating: Armor with this property burns with green fire upon command. Enemy creatures moving within

10’ of you take 4d4 points of fire damage per round. You can activate this immolation for 10 rounds a day, and they do not have to be used sequentially.

Caster Level: 15th; Prerequisites: Craft Arms and Armor, immolation; Market Price: +5 market price modifier.

Kinetic Absorption: The first time you are hit in melee or ranged combat each day, this armor automatically erects a barrier of telekinetic energy that grants you DR 5/-. For the next 2 hours, the armor can absorb up to 75 points of damage, at which point it glows with a brilliant blue. You can release the stored kinetic energy in a single ranged touch attack at a target of your choosing within 250ft as a standard action and it deals bludgeoning damage equal to the amount of energy you stored. You can release this energy before it is full, but this ends the ability for the day. If the barrier is breached, you must release the energy on your next action or it is lost.

Caster Level: 15th; Prerequisites: Craft Arms and Armor, kinetic energy barrier; Market Price: +5 market price modifier.

Quill: This armor has small needles poking out from its interior. If an opponent hits you with natural weapons, unarmed attacks, or grapples you in combat, they automatically take 2d6 damage each round and bleed for one point each round (Heal DC 15 stops all bleeding, as does any cure spell). Multiple hits are cumulative.

Caster Level: 15th; Prerequisites: Craft Arms and Armor, quill hide; Market Price: +5 market price modifier.

Specific Armors

Phantom Shroud: This astral plate is actually worn around the neck in amulet form (or in a similar type of state) until the wearer (who must be psychic) mentally commands it to cover her body. The armor immediately coats her as a normal breastplate. When activated the armor allows the wearer to phase herself once per day for 10 minutes (does not have to be all at one time) and

Page 86: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

86

allows her to shift her features slightly to appear as another humanoid, granting a +10 bonus to Disguise checks.

Caster Level: 18th; Prerequisites: Craft Arms and Armor, polymorph and phasing; Market Price: 54,320gp.

Page 87: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

87

Weapons Standard D&D weapons are almost all placed in the categories of primitive (simple) or primitive (martial) as appropriate. Most D&D weapons are extremely rare outside of orcish battleaxes, crossbows, and light weapons, but occasionally they find use in some societies.

Weapon Descriptions

The weapons in the table are described here in alphabetical order. Arrows: A variety of different arrows can be fashioned for any type of bow. Such weapons are still common among some races and in more primitive societies.

Anchor arrows are often found in the Dead Regions The bolts are set to spring outward once they’ve embedded into the victim, thus forming something of a crude

grappling hook with which the shooter can attempt to pull and trip the opponent. The trip attempt must be made like a standard attack, though it does not provoke an attack of opportunity unless the victim threatens the shooter (rare because this is a ranged weapon). Succeed or fail, once the trip is attempted, the hook pulls itself from the victim’s body, inflicting 1d4 points of damage. The victim can try and remove the bolt, but without a Heal check DC 15 it still inflicts the damage. Also note that while the line is discharged, the crossbow cannot fire another shot. The shooter can release the line as a free action.

Armor piercing arrows gain a +2 bonus on attack rolls versus opponents with armor.

Crawler arrows are actually small

Name Cost Dmg Crit Rng W Multifire/

Autofire

Type Group

Light Melee Weapons Veshin dagger* 850gp 1d4+1 18-20/x2 10 ft. 1 lb. Piercing Primitive (Simple)

Katar 2gp 1d4 x3 – 1 lb. Piercing Primitive (Simple)

Vasheel* 1300gp 2d4 19-20/x2 10 ft. 1 lb. Piercing Primitive (Simple)

Tiger claws 45gp 1d6 x3 – 1 lb. P/S Primitive (Simple)

One-Handed Melee Weapons Hook blade 25gp 1d6 19-20/x2 – 4 lbs. Piercing Exotic

Ranged Weapons Blunderbuss 250gp 1d10 x3 30ft. 10 lbs. Piercing Firearms Pistol** 250gp 1d10 x3 50ft. 5 lb. Piercing Firearms Rifle (musket) 500gp 1d12 x3 100ft. 10 lbs. Piercing Firearms Bullet/powder 7gp – – – – – Rifle (slug) 100gp 1d10 x2 50ft. 10 lbs. Piercing Firearms Long War Bow 500gp 1d8 x3 120ft. 6 lbs. Piercing Exotic Repeating crossbow** 250gp 1d8 19-20/x2 80 ft. 16 lbs. Piercing Primitive (martial) Pulsebow** 500gp 3d6 x2 50ft. 2 lb M Piercing Pulse (light) Pulsebow, hand** 300gp 3d4 x2 30ft. 1 lb. – Piercing Pulse (light) Pulse rifle 750gp 3d8 x2 80ft. 4 lb. M Piercing Pulse (light) Pulse, sniper rifle 3000gp 3d8 x3 150ft. 6 lb. – Piercing Pulse (light) Pulse, repeating rifle 2000gp 3d8 19-20/x2 50ft. 4 lb. M/A Piercing Pulse (light) Pulse, heavy repeating 4000gp 4d8 19-20/x2 80ft. 20 lb. M/A Piercing Pulse (heavy) Pulse cannon 8000gp 6d8 19-20/x2 100ft. 75 lbs. M/A Piercing Pulse (heavy)

Ammunition Armor-piercing bolts (50)

1500gp – – – – –

Exploding bolts (50) 6000gp – – – – Fire Spiked bolts (50) 3750gp – – – – – Anchor bolts (50) 1750gp – – – – – Crawler bolts (50) 2000gp – – – – – Netch acid cartridge (50)

8000gp – – – – –

Page 88: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

88

insect creatures native to Norg attached to the end of a crossbow bolt. They must be used within 72 hours of purchase or the creatures die. On a successful hit, the flesh-eating bug crawls its way under the victim’s skin, inflicting terrible pains. The victim must make a Fortitude save DC 14 or suffer a -2 circumstance penalty to attack and damage rolls for 2d4 rounds. A healing or cure poison spell will end this effect, as will a Heal check DC 15.

Exploding arrows are of dwarven construction and are laced with a fuse that detonates upon impact, inflicting an additional 2d6 points of fire damage to the target.

Netch acid arrows are taken from the glands of the netch, man-sized quadrupeds native to Norg, these vials shatter across the target on a successful hit. The acid inflicts 2d6 points of damage the first round and 1d6 points of damage in the next round. A victim can spend a move-equivalent action wiping the acid from his body to avoid further damage.

Spiked arrows are crafted such they continue to sink into the skin upon impact. This inflicts an additional 1d4 points of damage each round for 3 consecutive rounds until they have reached their maximum penetration. Removing the arrow without a Heal check (DC 15) inflicts 2d6 points of damage. A Heal check or cure spell negates the continuing damage.

Bolts: Can be crafted in any way similar to their arrows counterparts. Armor-piercing bolts stack with standard crossbow piercing capacity.

Firearms: This weapon group includes anything that uses an explosion to propel an object forward at high speeds. Only one proficiency is needed for the entire group. Because the galaxy experienced a massive influx of technology, effectively skipping an “Industrial Revolution” period, real-world modern weapons don’t really exist because they were never manufactured. Dwarves and gnomes, however, as well as some wasteland

societies, have created crude firearms for various reasons. The most common versions are pistols, rifles, and the blunderbuss.

Blunderbuss: Blunderbusses are ultimately poorly conceived weapons that nevertheless can pack a punch. They look similar to rifles with a big horn-shaped end. They do not need any particular form of ammunition; they are reloaded by throwing rocks, shards of glass, or nearly anything else into their horn-shaped nozzle. The rifle fires this debris forward, and if it strikes the target, the shooter may make attack rolls against all other targets within 5’ of the first. These additional targets take 1d6 points of damage if they are hit. Because the ammunition is so inaccurate, the weapon has a very low range and wielders suffer a -4 penalty for each range increment rather than the standard -2. These weapons must be loaded after each and every shot, which requires a standard action.

Pistol: The small, hand-held fuse-based pistol is a favorite weapon among gnomes. It holds only one shot and requires a standard action to reload.

Rifle: Rifles come in two varieties, muskets and slugs. Musket-styled rifles are the favorites of dwarven craftspeople and soldiers because they are built “with the hands”–no psychic power required. They hold a single shot and require a standard action to reload. Slug rifles (sometimes called rock guns or pebble rifles) do not require bullets; their ammunition is, literally, a rock or some other small object refined well-enough to be placed in a rifle. The rifle uses a small explosion to propel the bullet forward. These rifles are cheap and relatively easy to make, but their poor quality is evident in their short range. Like a blunderbuss, they suffer a cumulative -4 penalty for each range increment beyond the first.

Crossbows: Crossbows are still used in many societies, especially where pulse weapons are illegal. Crossbows follow all the same rules as standard crossbows in the Player’s Handbook.

Page 89: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

89

Elven Long War Bow: Fashioned by the wild elves, these bows are legendary when equipped by the wild elves’ snipers. The weapon stands nearly 6’ tall and has incredible range and punching power. Proficiency in the weapon is usually only taught to members of the society. Hook Blade: This tigran weapon is similar to a sickle, though it is designed to disarm opponents. You gain a +2 bonus when you attempt to disarm an opponent while using this weapon. Pulse Weapons: The galactic standard of weaponry for about 1,500 years, pulse weapons are based upon the crossbow model but modified to fire small projectiles at extremely rapid rates. Pulse bolts usually burn bright red and inflict piercing damage upon their targets. Each weapon starts fresh with fifty shots. Once expended, the weapon must receive a new pulse cartridge. The cartridge generally costs about 1/10th of the weapon’s base cost.

The differences between magic and psychic pulse bolts are generally minimal with two exceptions:

Psychic pulsebows can be equipped with a “secondary fire” mechanism that switches to non-lethal bursts of energy. Targets hit by an energy burst must make a Will save DC 13 or be rendered paralyzed for 3 rounds (as per the brain lock power). They receive a new save each round to break free. Using the secondary fire mode drains 2 charges from the weapon. Adding this option to a pulsebow costs 2,500 dk.

Jadari pulse weapons are based upon cold energy rather than flame. They deal the same damage, but jade elven weapons can also be set to a “secondary fire.” This mode deals no damage but sometimes freezes the target, causing them to be slowed, as per the spell, for 3 rounds unless they make a Will save DC 14. This mode of fire requires 2 charges Equipping this option to a pulsebow costs 5,000 gp.

Pulsebows are equipped with a special function called multifire and autofire. The

multifire mode allows you to fire an additional attack at your highest base attack bonus each round, though all attacks suffer a -4 penalty. Autofire weapons grant you two additional attacks, though all shots suffer a -6 penalty. These modes of fire can only be used as part of a full attack action, and they stack with the Rapid Shot feat.

Pulsebow, hand: Also called the pulse snub, this weapon is used heavily on the Fringe. Small enough to use easily in one hand, it combines decent firepower with compactness. If used as a dual weapon it is treated as light.

Pulsebow: Also called the pulse pistol, the basic issue pulsebow ranks as one of the most popular weapons in the galaxy. It packs a solid punch and can fire at decent range. Most are made with the multifire mod for those times when you just need to spray an area. It requires one hand to use. It used as a dual weapon it is treated as medium.

Pulsebow, rifle: Also called the pulse rifle, this is a soldier’s weapon designed for range and penetration. It requires both hands to use and is usually fitted with a multifire mode.

Pulsebow, repeating rifle: Often called the repeating pulse rifle, this is the weapon carried by most advanced soldiers and front-line troops. It requires two hands to fire and combines serious damage with good range. It is fitted with autofire and multifire modes.

Pulsebow, heavy repeating: This weapon often serves as a light mounted turret because of its weight. It deals more damage than its smaller cousin and has slightly better range. A competent soldier can level rows of enemy troops with this weapon. It has multifire and autofire properties.

Pulsebow, sniper: The consummate sniper’s weapon, the sniper pulsebow (or just sniper rifle) can be as deadly as a pulse cannon when used by the right marksman. It combines excellent range with brutal criticals. Beware the model with the distance property. It requires two hands to use.

Page 90: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

90

Pulse cannon: Designed as the ultimate defensive weapon, the mounted pulse cannon can lay waste to rows of enemy troops with ease. Mounting the cannon requires 1d4 rounds, as does removing it. Mounts usually incorporate some kind of shielding to grant the attacker a cover bonus to AC while he discharges the weapon. This is usually reserved only for troops with power armor. Tiger Claws: This set of three vicious blades is usually attacked to a glove, similar to katar. Instead of one large dagger-like blade, however, these claws sport three. The weapon grants a +2 circumstance bonus to disarm attempts (for and against). Additionally, claw-users can learn the vicious rend attack by taking the Claw Rend feat. The weapon is designed to inflict brutal criticals on the unsuspecting opponent. Monks can use tiger claws and gain the benefits of their class abilities and flurry, which makes them very popular among that crowd.

Vasheel: This is a wicked dagger forged by the jade elves. Upon a successful hit, the wielder presses a switch (free action) that extends twin fork-like blades into the victim. When removed, the pain is excruciating. In effect, the weapon deals an additional 1d4 points of piercing damage with a hit (accounting for the total 2d4 weapon damage). It is always of masterwork quality.

Weapon Properties

Balanced: Balanced weapons reduce the wielder’s penalties for dual wielding by 2 points, but only if each weapon has this property. This cannot reduce the penalty below 0.

Caster Level: 12th; Prerequisites: Craft Arms and Armor, ambidextrous limbs; Market Price Modifier: +2.

Steady: A steady weapon reduces the wielder’s penalties for using multifire or autofire properties by 2 points (cannot reduce below 0).

Caster Level: 12th; Prerequisites: Craft Arms and Armor, Fast Shooter feat; Market Price Modifier: +4.

Specific Weapons

Arcing Javelin: Orc warriors began to employ these weapons in recent times to better deal with the hordes of goblins and other smaller races constantly warring with them on Krosis. Each javelin is a single-shot weapon that, once thrown, hits the enemy and forks into lightning bolts. The javelin itself does 1d8 physical damage to the primary target as normal, but the lightning effect hits this target for 3d6 electrical damage and forks to all creatures within 10’, hitting them for 1d6 damage. Creatures receive a Reflex save DC 15 for half damage. Orc throwers typically line up a single volley of these and throw them at goblin hordes, decimating the front ranks of the enemy in a quick and efficient manner.

Caster Level: 9th; Prerequisites: Craft Arms and Armor, ball lightning; Market Price: 300gp.

Silencer Pulsebow: The weapons of Dominion assassins, the Silencer model S-5 heavy repeating pulsebow (+5) is fitted to kill over great distances. It allows the shooter to fire at double the normal range and to make death attacks at up to 60’. It also adds +2 to the DC of the death attack itself.

Caster Level: 18th; Prerequisites: Craft Arms and Armor; Market Price: 130,800gp.

Venom Needles: These are often the instruments of assassination between Regdaran Houses if a conflict is too extreme to otherwise be settled. They are laced with psychic power that gives them a +1 enhancement bonus and a base range increment of 30’. With each hit, the needles inflict 1d6/1d6 points of temporary Constitution damage (DC 13) from their poison. They also immediately dissolve after being thrown, leaving no evidence they were used. They are priced for 50 needles.

Manifester Level: 5th (varies by DC); Prerequisites: Craft Psionic Arms and Armor, venom; Market Price: 9,100gp (DC 13).

Page 91: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

91

Blood Stones As psychics store their energies within power crystals, sorcerers can channel theirs into blood stones for later use. These stones function exactly like scrolls do for warlocks, but can be used only by sorcerers. Blood stones are created by using the Craft Blood Stone feat. Creating a stone requires a gem of some value and drops of the character’s blood magically fused into the item. These stones require one day to create.

Implants Implants are a new time of item unique to the EBCS setting. They take up their own item slot. Most implants are small devices that slip under the skin and augment the body’s natural abilities. They cannot be installed manually: only someone with the appropriate skill check can activate them.

They most commonly provide small modifiers to skills or saving throws, though they can be fitted to apply modifiers to most rolls. Implants are made with the appropriate Craft (implant) check rather than an item creation feat. Implants generally cost at least twice what a normal item costs that gives a similar bonus.

Buyer beware. It is not unheard for an implant to malfunction if a character is damaged in some particularly brutal fashion, or exposed to radiation.

Implant Cost Adrenal Heightener 30,000gp Battle Node 20,000gp Memory Node 400gp Ocular Enhancers 4,500gp

Adrenal Heightener: A very popular implant for front-line soldiers, this implant can nevertheless have deleterious long-term effects. The implant regulates the body’s production of adrenaline. When in combat the user gains a +2 alchemical bonus to Strength, Dexterity, and Constitution, and he gains a +10 enhancement bonus to speed. The implant automatically activates in times of

exertion, but it can also be mentally activated. For every round of use, wearer’s must make a Fortitude save DC 15 or become fatigued. Each round increased the DC by 1. There are reports of soldier’s suffering long-term physical damage from prolonged use of this implant, but the producers remain silent on the matter.

Battle Node: An alternative to adrenaline stimulation has always been the transfer of combat knowledge and experiences from one solider to another. This implant gives the wearer this information in the form of a node that comes with said experiences and information. The implant provides a +1 competence bonus to attack rolls and saving throws. Memory Node: This implant contains information on one or more subjects. The implant allows your brain to access this information as if you possessed it. The implant grants a +2 competence bonus to whatever Knowledge skill is implanted within it, and it allows you to make an untrained check as well. Some implants come with multiple skills embedded within it, and they cost double the amount per extra skill (2 for 1,200gp, 2 for 2,000gp, etc.), up to a maximum of five.

Ocular Enhancers: this implant is popular with soldiers, guards, and others who rely on their eyes to find foes. The implant sharpens the wearer’s eyes and allows them to see in multiple spectrums of light. Users gain a +2 bonus to Spot checks and darkvision out to 60ft if they did not already possess it.

Universal Items In addition to universal items from other sources, there are a number of ones very vital to this campaign. General

These items don’t fall under any other specific category but are made with the Craft Universal Item feat and can provide a variety of effects.

Page 92: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

92

Communicators: One of the most common items in the galaxy, these small crystals allow communication between two or more beings that hold them. The stones are coded to receive messages for up to four other stones. Recoding them merely requires touching the stones together for one minute, at which point they will radiate the same colored glow. This allows small groups to maintain contact with one another across the entire galaxy, if necessary. Typical stones are not well-shielded, however, and enemies possessing an eavesdropping device can typically listen in quite easily. Mark II versions add +4 to the DC of an opponent’s Spellcraft check, and the Mark III adds a +8.

Unlike standard technologically made communicators, these items are in fact truly magical and will cease functioning in the same way that any magic item would.

Caster Level: 5th; Prerequisites: Craft Universal or Wondrous Item; Market Price: 250gp (Mk I), 1000gp (Mk II), 5000gp (Mk III).

Eavesdropping Device: This small earpiece allows its user to either eavesdrop on magical communications (such as sending, mindlink, etc.) within a limited area. Doing so requires a successful Spellcraft check, and the DC is based upon several factors as described in the skills section.

Note that these stones have no ability to over-hear non-magical communication.

Caster Level: 5th; Prerequisites: Craft Universal Item; Market Price: 1,500gp.

Renewal Bed: These beds are often found in infirmaries on ships and on Dominion planets. They cause the patient to regenerate one hit point a minute so long as they remain in contact with it. Ability damage recovers at the rate of 1 point per hour.

Caster Level: 6th; Prerequisites: Craft Universal Item, accelerated metabolism; Market Price: 32,400gp. Masks/Headwear

Many forms of signature headwear are used to distinguish types of warriors from another.

Often one of the best statements a warrior can make is based on what covers his or her face.

Crystal Mask of Insight: Often worn by the Regdaran diamond warriors, these masks distort the facial features of clan members to prevent easy identification of individual warriors. The wearer can manifest combat prescience and combat precognition each 2/day with 10 power points, and they last for 10 minutes. Activating either is a standard action.

Caster Level: 10th. Prerequisites: Craft Universal Item, combat prescience, combat precognition; Market Price: 72,200 gp.

Helmet, Silencer: The black visor of this helmet forms a “T” in the otherwise deep red of the metal. The helmet allows the wearer to see heat signatures as the infrared sight power and detect magic as the spells by touching the side of the helmet.

Caster Level: 8th; Prerequisites: Craft Universal Item, infrared sight, detect magic; Market Price: 47,500gp.

Psychoactive Skins

Skins take up their own inventory slot. They can grant skill or luck bonuses, or grant spell-like effects of up to 4th level. Of the Shapeshifter: This skin allows the wearer to use polymorph once per day. The power lasts for 70 minutes.

Caster Level: 7th; Prerequisites: Craft Universal Item, polymorph self; Market Price: 32,000gp.

Vacuum Skin: This skin slides over the body, protecting it from naturally occurring cold (such as a vacuum) and allowing the wearer to breathe normally in space. It does not work in other environments. Unlike the mundane variety, these are not ruined by the wearer being damaged.

Caster Level: 12th; Prerequisites: Craft Universal Item, ectoshell; Market Price: 2,500gp. Third Eyes

Page 93: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

93

These items take up a headband/helmet slot. Their powers are usually unique and restricted to special psychic powers. Torcs

Torcs are considered to take up a bracer/bracelet slot. Characters can only wear one at a time. They are typically special items that enhance psychic power (such as a torc of psionic might) or provide some psychic defense. Because they have their own slot, their powers should be limited and specific. Wondrous Items

These items follow all the standard rules for creation.

Bracers of Gunning: These bracers grant the wearer the ability to fire guns on any ship without penalty. If the wearer is already proficient, add a +1 competence bonus to the attack roll.

Caster Level: 4th; Prerequisites: Craft Wondrous Item; Market Price: 5,000gp

Bracers of Gunning, Greater: These bracers grant the wearer the ability to fire guns on any ship without penalty. If the wearer is already proficient, add a +2 competence bonus to the attack roll and a +1 bonus on the damage roll.

Caster Level: 8th; Prerequisites: Craft Wondrous Item; Market Price: 25,000gp

Page 94: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

94

Chapter Five: Ships, Vehicles, and Space Combat

SSSSTARSHIP TARSHIP TARSHIP TARSHIP CCCCOMBATOMBATOMBATOMBAT

Starship combat follows the rules presented in the Star Wars Roleplaying Game. Due to the presence of magic in the campaign setting, however, there are a number of things to consider about running exciting space battles. Running Starship Combat

PCs will probably not own their own ships until they’ve reached higher than 10th level, though before that they may be borrowing or leasing ships from an organization or government. They may also be serving on a crew. Consider, however, that someone does own these ships and that these ships are very expensive. Militaries and organizations alike always try to protect their resources, which means that they are willing to invest some money in making sure their ships stay alive regardless of how skilled the crew is. In the SWRPG, Crew Quality statistics allow a GM to get an average idea of how powerful a vessel is supposed to be. Even at 20th level, an X-wing pilot will be hard pressed to destroy a Star Destroyer. Power scales much differently in a setting with magic, however, and this needs to be considered. For this reason, a new Crew Quality chart is included here. Crews for more expensive ships are likely to be more competent, if for no other reason than it is likely gunners and important other positions will be receiving magical buffs and so on. Optimally, it would be best for the GM to tailor make a crew for each starship in an encounter, but that is not generally realistic. Assigning experience for starship combat can be difficult. Consider that a 10th level Starfighter Ace can probably make mincemeat out of many smaller capital ships running with low-level crews. The lucky shots that they’d need to hit the Ace (a 20) would probably be offset by class abilities. By the

same token, it is possible that your blossoming epic crew could be completely eradicated by an expert crew who gets a lucky shot or two while flying a cruiser. These are just examples of how crew quality may not be as much of a predictor of victory in starship combat as it is in personal combat. What this means is that the GM should be more flexible in assigning XP for these encounters. If the party is faced with a significant threat of danger (a one-hit or two-hit kill) from a large capital ship, they should receive EL XP or thereabouts even if their ship isn’t actually damaged–the risk was still there. If there is a good chance a capital ship might hit them (10% or higher), they should probably receive even more. By the same token, a low level crew who guns down an epic pilot because they were flying a vastly superior ship shouldn’t net all that much XP, if any. Still, like any RPG, PCs are going to expect that their characters should be able to defeat lower level characters without high amounts of risk most of the time, whether they’ve specialized in that form of combat or not. This is why PCs have been given the edge in most starship combat–generic crew statistics cannot compete with PC crews of similar level, if for no other reason than they generalize statistics to keep the GM from getting a migraine figuring out attack bonuses, spell buffs, and the like that are an integral part of ground combat. Likewise, while it may be possible to pack 6 epic characters into a transport, it is unlikely a dreadnought is carrying 500 epic crewmembers, so these statistics make the world more realistic. However, it is important to note the relative cost (or worth) of you vessels before assigning the crew quality. A vessel worth 20 million drakes is not likely to be running on anything less than a stellar crew, because whoever owns it isn’t going to want to see it

Page 95: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

95

taken down. Consider that if your PCs do try to board the craft and have a chance of stealing it, they may gain a huge influx of personal resources they can dedicate to equipment. Be certain, therefore, that a crew who controls a very expensive vessel can defend it adequately. Also note that ships run by smugglers or pirates are more likely to be run down and worth less than military ships–and they tend to have worse crews as well, though there are exceptions. Starship Tactics

PCs should at least be familiar with basic starship strategies before rushing into space combat, because it is generally more risky than personal combat (and can be more rewarding as well). Here are some basic tactics to consider:

• Angle your shields. A craft with shields directed towards its greatest threat region will have a much greater chance of surviving an attack. This especially applies if you are striking at a capital ship with big guns or if you might be subject to a full-attack.

• Full attack actions mean everything, especially at higher level. Try not to give them to your enemy and try to get them yourself.

• Have a repairperson on board. Consider that having someone with a +10 in the Craft (shipbuilding) skill will mean that your transport will, on average, restore 3d6 points of shielding each round. That’s an extra 10 or 11 points of damage you can soak each round (not including

damage reduction), which may very well save your life. GMs should be sure that NPC crews use the same tactics.

• Reroute power. In addition to keeping your craft shielded, your repairperson can reroute power from systems you aren’t using to bolster ones you are. Your crew can survive without life support for a few minutes, for example, and those extra few shield points may save all of their lives in a pinch.

• Ships cost a lot of money. The people that own them want to see them survive. Don’t be afraid to invest in cheap one-shot items if it will save you thousands of gold pieces in repairs. Especially common items would include chems of haste, true strike, or cat’s grace. Tattoos of precognition: offensive are also very useful. All of these are relatively cheap and could easily turn the tide of battle in a pinch.

• As an addendum to the last tactic, remember that most starships are owned and operated by humans, and also realize that all humans have at least some magical potential. In a crew of 100 it isn’t unreasonable to assume that there are 5 sorcerers using various “buff up” spells to support the crew. In fact, many blood sorcerers focus on these very types of spells and can have excellent military careers because of it. The same is true for Sarafan or any other spellcasters.

Crew Quality Check

Modifier

Attack

Bonus

AC Bonus

(Fighter/Transport)

Average Crew Level

Untrained -4 -2 +0 1st Normal +4 +2 +0 4th Skilled +10 +6 +2/+1 8th Expert +18 +12 +4/+2 12th Ace +26 +18 +6/+3 16th

Top Ace +36 +26 +8/+4 20th Master +46 +34 +10/+5 24th

Grandmaster +58 +44 +12/+6 28th Legendary +70 +54 +14/+7 32nd

Page 96: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

96

Just as with personal combat, a ship supported by spellcasters should beat out one without that support any day of the week, all other things being equal.

• If the GM is using a generic crew quality rating, all the behind-the-scenes buff-ups should be ignored; these ratings assume that somewhere something like them are being used to bolster the crew. Only use specifics if you have custom-made a crew.

Table 5.1 Crew Quality

Crew quality: The skill of the crew. Individual pilots/crews will be similar to this, but not necessarily identical. This also serves as a good benchmark for referencing the relative skill of PC ship crews. Check modifier: This number is a rough figure approximating the Pilot check, Use Tech Device check, and Craft (shipbuilding) check of the crew. Attack bonus: The attack bonus of the ship’s gunners. This figure does not consider size modifiers of the ship, so it may be higher or lower. AC bonus: This is the AC bonus for a fighter or transport, factoring in bonuses from ranks in the Pilot skill and class features. This does not include bonuses from the ship itself, such as imrpoved Armored Plating. Average Crew Level: This is the average level of active crew members. Individuals may be higher or lower. Note that each soldier will not have this level; it refers to major individuals such as gunners, the ship’s primary pilot (or pilots, for larger ships with a rotating schedule), and officers (who will be several levels higher than the average).

Galactic Starship DesignGalactic Starship DesignGalactic Starship DesignGalactic Starship Design Like vehicles, magically-powered starships of the galaxy tend to be governed by the “offense first” mentality. Major galactic

powers dispose both starfighters and capital ships into combat situations. Because of their relative weakness when compared to larger ships, starfighters are primarily used as mobile missile and torpedo platforms, and to counter similar threats from the opposition. The average starfighter will be lucky to survive a single hit from a larger ship, so wise pilots attempt to steer clear of capital ship gunfire and concentrate on eliminating enemy missiles, torpedoes and the fighters that delivered them. By the same token, fighters are exceedingly difficult to hit from a capital ship of similar crew quality, and thus will generally concentrate their fire on enemy capital ships, unless threatened or provoked.

Starship Construction Starships are physically constructed through the use of the Craft (shipbuilding) skill, with DCs provided in that section. Creation is a long and laborious process because of the sheer cost of the objects, and generally requires multiple workers and considerable material. Once the shell is actually created, a spellcaster is needed to finalize the process by imbuing the ship with the magical might needed to make it space worthy.

Step One: Crafting the Ship

Crafting the ship itself is a process by which raw metal, typically adamantine, is turned into the ship’s shell. This includes the hull and armor of the ship, but nothing else. If you only proceed to step one, you will have a big hulk of metal sitting at your feet and little else. Step Two: Adding Systems

Size Base Cost to Create Difficulty (Craft DC)

Fine 10,000gp 25 Diminutive 20,000gp 25 Tiny 50,000gp 25 Small 100,000gp 30 Medium-size 200,000gp 30 Large 400,000gp 35 Huge 800,000gp 40 Gargantuan 1,600,000gp 45 Colossal 3,200,000gp 50

Page 97: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

97

The second step actually allows your starship to operate. This package includes: Engine (base speed for craft) General ship systems (artificial gravity, lighting, raising/lowering landing gear and dock doors, etc.) Sensors (basic) Cruise drive (x4) Communications devices (minimally an intercom at the bridge and short-range audio) All of these components are described later in this chapter and require a spellcaster with the Craft Ship Systems feat to make. The exception being science ships, in which everything is made from the Craft skill. The base cost of adding ship systems is 50,000gp modified by the ship’s size. Step Three: Adding Options

Anything else you want on your starship can be selected from the below list and installed separately. Many of these devices are also scaled by ship size, though some, such as weapon systems, cost the same to mount regardless of what you are putting them on. Optional systems include shield generators, maneuvering thrusters, cloaking devices, and weapons, among other things. Installation requires one day per 1,000gp in final price – these enhancements must be made to the ship itself, and thus this process cannot be hastened (excluding the use of feats that accelerate item creation). Transport and capital ships can have these modifications made while the ships is moving, so long as the system being modified is not in use (engines, for example).

Step Four: Improvements

Of primary interest to most PCs are, naturally, how to augment and customize existing ships. Magic ships can be improved in two ways: mechanically and magically. Mechanical enhancement includes hull, shield, and speed upgrades, as well as adding in special systems. These upgrades can be done by anyone with the Craft (shipbuilding) skill and the appropriate materials. Magical enhancement allows improvement of a ship’s DR (hull and shields), armor class, and fire control and requires a spellcaster with the Craft Ship Systems feat. The cost for modifying a ship is contingent upon its size, as shown in the table below. All applicable rules for the creation of magic items are still relevant. Engines

A dedicated mechanic can squeeze a bit more out of a ship’s engines. For a base cost of 10,000gp (modified by size) and a Craft (shipbuilding) check DC 30, the mechanic can increase a ship’s speed by one square/round. A second enhancement, costing an additional 20,000gp (DC 40), can further increase speed by one square/round. Shields

In addition to increasing the DR of existing shields, builders can increase their protective power in terms of their available shield points. The basic shield generator provides shield points equal to half the base hull points of a ship. Increasing the shield points from there costs varying amounts per shield point purchased. Once a new category is attained, a new shield generator must be installed, which

Upgrade Cost Bonus

Armor Plating Bonus² x 2,000 x size modifier Increases AC Damage Control Bonus² x 1,000 x size modifier Increases hull DR Fire Control Bonus² x 2,000 Adds enhancement to attack/damage* Shield Upgrade Bonus² x 1,000 x size modifier Increases shield DR

Shield % of Base Hull Points Cost per Shield Point Category Available

50-100 500gp All 101-150 1,000gp Small+ 151-200 2,000gp Medium+ 201-250 4,000gp Large+ 251-300 8,000gp Huge+ 301+ 16,000gp Stations only

Page 98: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

98

always costs +50% more than the last one. Base shield generator cost is 10,000gp. Hull Points

In addition to shields, a builder can increase the hull points of a starship to make it last longer in a fight. Hull points are a bit cheaper to add than shields, but they also have more stringent limitations (there is only so much armor you can add to a vessel). Any time a category of hull points is surpassed, the vessel must undergo a complete armor overhaul, which takes time (as with a Craft check) and costs 10,000gp x the category of upgrade x size modifier. For example, the step from 200% to 250% would cost 10,000gp x 3 x ship size.

Miscellaneous Systems

In addition to all the previously described systems, starships have a number of other systems on board. Most only see use on some types of ships, especially those with size modifiers, for at some point the expense usually passes the utility for larger ships. In the same manner, expensive systems not modified by size tend to only appear on larger vessels. Cargo Holds

For most transport pilots, stowage is their chief concern. Increasing a ship’s cargo capacity is relatively easy compared to other work. A 100% increase reduces the ship’s speed by one square/round. A increase of up to 200% increase further reduces movement by one square/round. Each step is cumulative and must be paid for along the way. Stowage cannot be raised above 200% of normal. This modification can also be applied to increasing the capacity of a Smuggling Compartment (see below), but this does not change ship speed, or affect standard cargo capacity.

Cloaking Devices

The basic premise of a cloaking device is to render an object “invisible” to enemy eyes and sensors. During the Jadari War, cloaking technology almost resulted in a Legion-controlled sector. They impose a -20 penalty to the Use Tech Device checks of sensor operators to detect the ship. A ship will automatically decloak if any weapons is fired – though against this shot, enemy ships receive no bonus from ranks in Pilot, dodge, or class abilities boosting AC. (Torpedoes fired while cloaked do not receive this bonus because they become visible after being fired.) From this point it requires 1 minute before the cloaking device can be reactivated. There are rumors of advanced cloaking devices that allow a ship to fire while cloaked, but if this power exists, no one has survived to tell the tale.

Communications

Ships start with the bare bones communicator capable of relaying audio messages across short distances, generally only from a planet to a moon or the jump gate. However, other options are available. Com system prices do not scale with size.

• Visual transceiver: Adding a visual component to a communications display allows the parties to speak to one another, but only if both have the system, otherwise only one side sends the image.

• System transceiver: This com upgrade allows for audio in-system messages at instantaneous speed.

• Galaxynet Transceiver: The most powerful communications system is the Caradorn Cabal’s Galaxynet Transceiver, which allows for real-time conversation anywhere in the

Hull Points as % of Base Cost per Hull Point Category Available

101-150 500gp All 151-200 1,000gp Medium+ 201-250 2,000gp Huge+ 251-300 4,000gp Stations only

Page 99: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

99

known galaxy where a Galaxynet station exists (most systems).

Cruise Drives

Ships rely on their cruise drives to navigate between long distances. The base cruise drive is x4, but relatively few ships travel with that slow of a drive. Most upgrade to the x2 variety, while many smaller ships boost themselves to x1 or even faster. All cruise drives are made through the Craft Starship Systems feat Maneuvering Thrusters

These powerful engine supplements allow a ship to turn and weave more sharply, making them a prize commodity on starfighters. Thrusters scale in price by ship size, and cannot be added to any ship larger than Medium.

• Mark I Thrusters: These jets add a +2 bonus to Pilot checks made on maneuvers and give the ship a +1 bonus to AC.

• Mark II Thrusters: These jets add a +4 bonus to Pilot checks made on maneuvers and give the ship a +2 bonus to AC. This bonus supercedes that of any previous thruster packages.

Ordinance Hold

This subsystem is essentially a built-in cargo container made to store additional missiles and torpedoes aboard a ship. The hold automatically loads additional missiles into the proper tube when depleted. One hold must be attached to each missile launching system separately, and the system costs 5,000gp. Sensor Systems

The basic sensor package allows a ship to scan for enemy vessels, detect lifeforms, and relay basic information about an enemy craft, as detailed in the Use Tech Device skill. Modifications to this system allow for more detailed information or grant bonuses to the skill. Sensor prices do not scale with size.

• Detection Upgrade: This enhancement grants a +2 bonus to Use Tech Device checks for sensors.

• Tactical Analyzer: This upgrade allows you to spend a move-equivalent action to determine the exact shield points and hull points remaining on a targeted vessel, as well as detect any weapon systems.

• Astral Scanner: This powerful upgrade allows a ship to glimpse into the Astral plane and gain powerfully detailed psychic images about a

System Cost Required feat

Cargo hold 50% increase 10,000* Craft (Starship)** Cargo hold 100% increase*** 20,000* Craft (Starship)** Cargo hold 150% increase 40,000* Craft (Starship)** Cargo hold 200% increase*** 80,000* Craft (Starship)** Cloaking device 50,000* Craft (ship systems) Communications, Visual transceiver 5,000 Craft (ship systems) Communications, System transceiver 10,000 Craft (ship systems) Communications, Galaxynet transceiver 50,000 Craft (ship systems) Cruise drive x3 4,000* Craft (ship systems) Cruise drive x2 8,000* Craft (ship systems) Cruise drive x1 16,000* Craft (ship systems) Cruise drive x.5 32,000* Craft (ship systems) Maneuvering thrusters Mark I*** 10,000** Craft (ship systems) Maneuvering thrusters Mark II*** 20,000** Craft (ship systems) Ordinance hold 5,000 Craft (ship systems) Sensors, Detection Upgrade 5,000 Craft (ship systems) Sensors, Tactical Analyzer 15,000 Craft (ship systems) Sensors, Astral Scanner 100,000 Craft (ship systems) Smuggling Compartments 25,000* Craft (ship systems) * This cost scales by ship size. ** The feat must be of the class appropriate to the class of ship in question. ***This customization has a special limitation; see text for details.

Page 100: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

100

targeted vessel. It eliminates the bonus given to vessels by all known cloaking technology. The expense (100,000gp) is what keeps it off most ships.

Smuggling Compartment These compartments do not refer to typical hidden storage units – these can be made with simple Craft checks, and found with simple search checks. Moreover, these can be detected with sensors just as easily as normal freight. These devices are protected by enchantments that render them more difficult to detect. The smuggling compartments priced above cover a secret entrance (DC 25 search check), and increase the DC to detect any cargo held in them by 10. They can hold up to one 5’ square’s worth of material, are airtight (8 hours breathable air if sealed), and can be increased in size using the pricing rules listed under the cargo hold increase above, extending the size of the hold and the radius of the enchantment equally. Weapons

Basic weapons are not included upon any base ship package. They are added separately afterwards, and cost the same regardless of what ship they are added to. Weapons availability is restricted by craft size.

Weapon Descriptions

A few of the above weapons require additional description because of special requirements or uses.

Dispelling Pulse Cannon: This weapon does not deal hull point damage. Instead, any hit by a dispelling pulse deals damage against a ship’s systems, making the completion of tasks more difficult or even impossible. Depending on the effects of the magical disruption, the ship can suffer penalties to its maneuvers and attacks, or be unable to attack and move until the damage is repaired. Whenever a dispelling pulse deals damage, simply use the amount of damage dealt to determine the severity of the effect and the repair check DC, as indicated on the table below. The amount of damage indicated on the table under the “Damage” column is modified by the ship’s size modifier. Damage* Effect

11 – 20 Superficial dispelling, -2 to attacks and Pilot checks

21 – 30 Minor dispelling, -4 to attacks and Pilot checks, maximum speed reduced by 2

31 – 40 Moderate dispelling, -8 to attacks and Pilot checks, -4 to sensor checks, maximum speed halved

41 – 50 System dispelling, -12 to attacks, -12 to Pilot checks, -6 to sensor checks, maximum speed ¼, no shield recharge

51 – 60 Serious system dispelling, -20 to attacks, -20 to pilot checks, no sensor checks, maximum speed ¼, no shield recharge

61 – 70 Major dispelling, no attacks, -20 to pilot

Name* Cost Damage Range Increment

(Atmosphere)

Size Restrictions

Pulse Cannon** 2,500gp 6d8 60 ft. Any Heavy Pulse Cannon** 5,000gp 8d8 120 ft. Vehicle Lg+ Lt. Psicannon 5,000gp 2d10x2 500 ft. Vehicle Hg+ Psicannon 10,000gp 4d10x2 750 ft. Vehicle Cl+ Heavy Psicannon 20,000gp 6d10x2 – Ship T+ Lt. Detonation Cannon 20,000gp 2d10x5 – Ship Lg+ Detonation Cannon 80,000gp 4d10x5 – Ship Hg+ Hvy. Detonation Cannon 160,000gp 7d10x5 – Ship Gg+ Dispelling Pulse Cannon*** 10,000gp 4d10x2 – Ship T+ Starburst*** 40,000gp 2d10x2 – Ship Lg+ *Larger weapons take on different names depending upon their origin, such as a Firestorm cannon for spell-made weaponry. See Starship Descriptions for examples. **Note that pulse cannons and heavy pulse cannons technically deal piercing damage. They are merely mounted versions of infantry heavy weapons. ***This weapon is governed by special rules. See sidebar for details.

Page 101: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

101

checks, no sensor checks, maximum speed 1 square, no shield recharge

71 – 80 Minor disjunction, no attacks, no maneuvers, no sensor checks, no move, no shield recharge

81+ Major disjunction, no attacks, no maneuvers, no sensor checks, no move, no shield recharge

*Modify this number by the ship’s size modifier: x.1 for Diminutive, x.25 for Tiny, x.5 for Small, etc.

Damage taken from dispelling cannons stacks. If in one round, a freighter takes 30 points of dispelling damage, and on the next round he is hit for an additional 26 points of dispelling damage, the freighter is treated as suffering from 56 points of dispelling damage. A DC 10 repair check repairs 10 points of dispelling damage, with an additional 10 points for every 5 by which you beat the DC (so a repair check of 35 would “heal” 60 points of damage. Note that this makes larger vessels more difficult to dispel, but simultaneously more difficult to repair.) Shockwave Emitter: This device, created during the Jadari War in response to the Legion’s cloaking field, was the decisive element at the Battle of Titan. It is a massive psychic protector capable of creating a massive mental ripple across space. When used, all ships within a cone out to Medium range in front of the craft (or wherever facing weapon is mounted) are affected. Crew members inside these ships must make Will saves DC 20 or be stunned for 3d4 rounds. The Emitter requires 2d6 minutes to recharge in between blasts.

This weapon is only available on psiships.

Starburst: Created by the Caradorn Cabal during the Mire Revolution, the Starburst is the ultimate in point-defense technology for starships. When fired, it releases a burst of energy outward from the ship in all directions, affecting all objects and ships within point blank range (1 square). Affected ships take 2d10x2 damage from the blast. Because of the energy drain from the

weapon, it can only be used once every 1d6 rounds.

This weapon is only available on starships. Weapon Interaction and Special Rules

Weapons come in many different sizes, and this amounts to differences in more than just raw damage or range. In general, energy weapons can be broken into three main categories: personal, vehicle, and starship weapons. Personal weapons include all manner of ground pistols and rifles; vehicle weapons include large heavy infantry weapons like pulse cannons; Starship weapons include any weapon with a damage multiplier. In general, weapons all follow the same basic rules. They are resolved with an attack roll, and they inflict double damage on a successful critical hit. However, weapons interact differently against larger sized pieces of equipment. Weapons cannot score critical hits across categories; in other words, a personal weapon cannot score a critical hit against a vehicle or starship. Likewise, no weapon without a multiplier can score a critical hit against a starship. Obviously, this rule does not work in reverse.

Also, starship weapons are incredibly deadly against ground targets even beyond their increased damage. Because these weapons are so bulky, they need not target an enemy directly to hit it. When used against a ground target, a starship weapon need only hit a square (AC 10), and its blast radius affects all surrounding squares as well. Misses are resolved using the special rules for grenade-like combat covered in the SWRPG. Creatures caught in the blast may attempt a Reflex save DC 15 to take half damage. It is also possible for the wielder of a starship weapon to target an individual if they desire, in which case the blast is resolved as a ranged touch attack,

since armor and even most magical protections are insufficient to repel the blast. There is no saving throw to reduce damage in this case, but the target gains a +16 size bonus

Page 102: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

102

to AC. In either case, the weapon still has a blast radius, allowing nearby creatures a

Reflex save for half damage.

Name* Cost Damage Range Increment

(Atmosphere)

Size

Restrictions

Shockwave Emitter 250,000gp Special – Starship Hg+ Starburst 200,000gp 2d10x2 1,500 ft. Starship Hg+

Name* Cost Damage Range Increment

(Atmosphere)

Size

Restrictions

Micro-Railgun 2,500gp – 500 ft. Vehicle Lg+ Rails 750gp 7d10 – – Shell Launcher 2,500gp – 250 ft. Vehicle Md+ Fragmentation Shell 500gp 4d6 – – Artillery Battery 5,000gp – 750 ft. Vehicle Lg+ Artillery Burst Shell 1,000 8d6+6 – – Railgun 5,000gp – – Starship D+ Rail 500gp 7d10x2 1,500 ft. – Torpedo Launcher 7,500gp – – Starship T+ Magnetic Torpedo 1,000gp 10d10x2 – *These weapons have different names depending upon their origin of creation. See Starship Descriptions for examples.

Page 103: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

103

Starship DescriptionsStarship DescriptionsStarship DescriptionsStarship Descriptions The most commonly found starships are described here in their base statistics. Many of them may be encountered in modified form, but they should supply a GM all the information he needs to build a campaign.

Starfighters Fighters are small ships built for speed and maneuverability. A top-notch fighter pilot can be a killing machine, making his ship almost impossible to hit regularly. However, fighters are also the most dangerous craft for non-specialists to fly, because the relative lack of hull and shield strength can spell doom in a few hits. This innate danger causes many governments to place their best people in larger ships where they are better protected. Starfighters are typically deployed as either space superiority craft, patrol craft, or as expedient bearers of torpedoes to larger enemy targets. Echelon Starfighter

The Dominion Starfighter is one of the most common ships in the entire galaxy. It is small but versatile, capable of surviving tough situations where most other fighters would perish. The most recent line was developed in 2040 following the Jadari War. It integrates the best in psychic and magical equipment due to joint efforts between the elves and the navy. These fighters accompany nearly all Dominion craft as escort ships and scouts. They typically carry several 2 Mark I magnetic torpedoes or five mark I rails. Because of their small size, their power needs are so low as to allow the pilot to often swoop in at incredible speed and do significant damage to an enemy craft. This allows groups of these craft to quickly tear into enemy capital ships, especially those without point defense weaponry. Their adamantine hulls and armor can also soak more damage than nearly any other fighter commonly in use. Many older versions of this fighter are still in

service, especially among fringe lords who have stolen them over the years. Including models with heavy modification, the Echelon is probably the most common starfighter in the galaxy.

Craft: Kurean Systems Echelon Starfighter

Class: Starfighter

Cost: 133,000gp Size: Tiny (11.8m long)

Crew: 1 Passengers: 0 Initiative: +2 (Size +2) Cruise Drive: x1 Speed: Ramming (10 squares/action)

Maneuvers: +2 (+2 Size)

Cargo: 85kg Consumables: 1 day

AC: 22 (+10 Armor, +2 Size)

Shield Points: 120 (DR 10)

Hull Points: 120 (DR 10)

Special: Maneuvering Thrusters

Weapon: Psicannons (2 fire-linked); Fire Arc: Front; Attack: +4 (+2 fire control, +2 size); Damage: 4d10x2

Weapon: Railgun (6 rails); Fire Arc: Front; Damage: 7d10x2; Missile Quality: Ordinary +10.

Dragon

Craft: Dragon Engineering Starfighter

Class: Starfighter

Cost: 163,500 Size: Tiny (16m long)

Crew: 1-2 Passengers: 0 Initiative: +2 (Size +2) Cruise Drive: x1 Speed: Ramming (10 squares/action)

Maneuvers: +2 (+2 Size)

Cargo: 150kg Consumables: 1 week

AC: 22 (+10 Armor, +2 Size)

Shield Points: 180 (DR 10)

Hull Points: 180 (DR 10)

Special: Ordinance Hold

First constructed by the Regdaran political faction, the Blood Dragons, as a means of

Page 104: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

104

protecting their solidarity, the dragon design was eventually taken and modified by the MDF during their reconstruction phase following the Jadari War. Recently the newest Dragon design has become a staple MDF fighter, tough, durable, and packing lots of offensive weaponry. Dragons are shaped like a massive dragon talon, with each of its three outcroppings holding a weapon emplacement. Weapon: Heavy Firestorm Cannons (3 fire-

linked); Fire Arc: Front; Attack: +6 (+4 fire control, +2 size); Damage: 6d10x2

Weapon: Dispelling Pulse Cannon; Fire Arc: Front; Attack: +6 (+4 fire control, +2 size); Damage: 4d10x2

Weapon: Javelin Torpedo Launcher (6 torpedoes); Fire Arc: Front; Damage: 10d10x2; Missile Quality: Ordinary +10.

Griffon

The highborn-made griffon is one of the first ships of wholly elven architecture to enter the galaxy. It was built as a response to the Jadari War when the elven monarchy decided to officially support the war with its own resources.

It is a light and nimble ship designed primarily for scouting and dog-fighting. Griffons are rarely used by Dominion ships in modern times, but they still serve as scouts in

distant regions of each system. They are a popular craft among smugglers because of their cheap cost, though not even of them have been crafted to make them prevalent. They have large weaponry for a ship of their size.

Griffons are small and shaped to resemble their winged namesake. The cockpit is positioned near the creature’s beak area.

Weapon: Justice Cannons (2 fire-linked);

Fire Arc: Front; Attack: +6 (+2 fire control, +4 size); Damage: 5d10x2

Scimitar

Popular with many pirate guilds, the scimitar fighter is light, fast, and maneuverable while still packing enough punch to threaten most freighters. They trade their nimbleness for frailty, because scimitars are not generally equipped with any kind of shield generators. For decades the scimitar was the staple starfighter in the MDF, but with its growth and expansion has followed the ability to build better fighters like the Dragons. Craft: MDF Scimitar Class: Starfighter Cost: Size: Diminutive

(8m long) Crew: 1 Passengers: 0 Initiative: +4 (Size +4) Cruise Drive: x1 Speed: Ramming (11 squares/action)

Maneuvers: +4 (+4 Size)

Cargo: 65kg Consumables: 1 day

AC: 24 (+10 Armor, +4 Size)

Shield Points:

None Hull Points: 90 (DR 10)

Special:

Weapon: Firestorm Cannons (2 fire-linked); Fire Arc: Front; Attack: +6 (+2 fire control, +4 size); Damage: 5d10x2

Weapon: Javelin Missile Launcher (6 missiles); Fire Arc: Front; Damage:

Craft: Elven Griffon Class: Starfighter Cost: 98,000gp Size: Diminutive

(8m long) Crew: 1 Passengers: 0 Initiative: +4 (Size +4)

Cruise Drive: x1

Speed: Ramming (11 squares/action)

Maneuvers: +4 (+4 Size)

Cargo: 60kg Consumables: 1 week

AC: 24 (+10 Armor, +4 Size)

Shield Points: 90 (DR 10)

Hull Points: 90 (DR 10)

Special: Maneuvering Thrusters

Page 105: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

105

7d10x2; Missile Quality: Ordinary +10.

Valkyrie

The pride of the Drellian shipyards, the Valkyrie-class heavy starfighter is the ship of choice for most Dominion pilots. While not quite as nimble as smaller fighters, its extra armor and weapons load make it a serious threat to capital ships when flown by a skilled pilot. Valkyries are primarily used for heavy assault runs, and they are often fitted with extra loads of rails to quickly take down large vessels. Pirated versions of these ships exist on the Fringe and are flown by some of the better pilots, but they are usually not kept up as well as their Dominion counterparts. Valkyries have the similar V-shaped construction of normal starfighters, but they also have a top wing coming out from the top of the hull. The extra armor plating makes them look bulky and somewhat unwieldy, but also more menacing. Craft: Drellian Engineering Valkyrie

Class: Starfighter

Cost: Size: Tiny (12.5m long)

Crew: 1 Passengers: 0 Initiative: +2 (Size +2)

Cruise Drive: x1

Speed: Ramming (10 squares/action)

Maneuvers: +2 (+2 Size)

Cargo: 110kg Consumables: 1 week

AC: 22 (+10 Armor, +2 Size)

Shield Points: 150 (DR 10)

Hull Points: 150 (DR 10)

Special: Maneuvering Thrusters

Weapon: Psicannons (4 fire-linked); Fire Arc: Front; Attack: +7 (+5 fire control, +2 size); Damage: 6d10x2

Weapon: Magnetic Torpedo Launcher (6 torpedoes); Fire Arc: Front; Damage: 7d10x2; Missile Quality: Ordinary +10.

Vulture

Built to compete with Dominion fighters during the Jadari War, the vulture is a fast, efficient, powerful fighter equipped with a cloaking device. Until the advent of modern sensor grids, this piece of technology alone nearly won the war for the Jadari. Vultures are small green ships shaped much like the birds they are named after. They carry a standard load of 6 missiles and have quad frostburn cannons that make them very deadly. Craft: Legion Vulture Starfighter

Class: Starfighter

Cost: Size: Diminutive (7m long)

Crew: 1 Passengers: 0 Initiative: +4 (Size +4) Cruise Drive: x1 Speed: Ramming (11 squares/action)

Maneuvers: +4 (+4 Size)

Cargo: 65kg Consumables: 2 days

AC: 24 (+10 Armor, +4 Size)

Shield Points: 90 (DR 10)

Hull Points: 60 (DR 10)

Special: Cloaking Shield

Weapon: Frostburn Cannons (4 fire-linked); Fire Arc: Front; Attack: +8 (+4 fire control, +4 size); Damage: 6d10x2

Weapon: Vengeance Missile Launcher (6 missiles); Fire Arc: Front; Damage: 7d10x2; Missile Quality: Ordinary +10.

Space Transports Filling the “middle-gap” between capital ship power and starfighter speed, transports are probably the most common ships in the galaxy. They haul cargo, move people across

Page 106: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

106

the stars, and sometimes get deployed in military situations. Bengal

Created by the new and upcoming Rakyl, a merchant cartel comprised of allied Rakshan families, the Bengal is a new product developed from warlock magic some Rakshan have started to develop since the end of the Jadari War. Also called the “Noble’s Transport,” the Bengal features state-of-the-art living quarters and luxurious accommodations. Though primarily a passenger liner, some nobles have seen fit to install various weapon systems to an easily-modifiable design. The standard model fills its cargo capacity with land vehciles capable of transporting the Noble and his or her staff, or for additional luxury accommodations or stores as the situation dictates. Craft: Rakyl Cartel Bengal

Class: Space Transport

Cost: Size: Medium (45m long)

Crew: 4 Passengers: 50 Initiative: +0 Cruise Drive: x1 Speed: Attack (8 squares/action)

Maneuvers: +0

Cargo: 100 tons Consumables: 1 month

AC: 20 (+10 Armor) Shield Points: 120 (DR 20)

Hull Points: 240 (DR 20)

Special: None

Weapon: Frostburn cannons (2 fire-linked); Fire Arc: Front; Attack: +2 (+2 fire control); Damage: 5d10x2

Nightfalcon

Also called the “Ace’s Transport,” the Nightfalcon has been a staple of Drellian engineering for almost fifty cycles. It combines the speed of a fighter with the weapons platform of a transport. Though cargo space is smaller than many transports, it still has sufficient room to meet most owner’s

needs. Its only drawback is the cost, which is significant, making sales of

the ship somewhat rare, though it is considered top bounty by most pirate groups. Craft: Drellian Engineering Nightfalcon

Class: Space Transport

Cost: Size: Small (27m long)

Crew: 1 Passengers: 10 Initiative: +1 (+1 size) Cruise Drive: x1 Speed: Ramming (9 squares/action)

Maneuvers: +1 (+1 Size)

Cargo: 50 tons Consumables: 1 month

AC: 21 (+10 Armor, +1 Size)

Shield Points: 180 (DR 20)

Hull Points: 180 (DR 20)

Special: None

Weapon: Heavy Psicannons (2 fire-linked); Fire Arc: Front; Attack: +5 (+4 fire control, +1 size); Damage: 6d10x2

Weapon: Magnetic Torpedo Launchers (2, 6 torpedoes each); Fire Arc: Front; Damage: 10d10x2; Missile Quality: Ordinary +10.

Capital Ships The major powerhouses of the galaxy, capital ships are designed to deliver personnel, cargo, and ordinance to their destinations, all while serving as a mobile space weapons platform. Capital ships tend to have the most competent personnel aboard simply because they are better protected and can wreak far more havoc from the guns of a powerful ship than otherwise.

Page 107: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

107

Dragon Battleship

Constructed in-house by the MDF after the Jadari War during the rebuilding period, the Dragon’s were advertised as the ultimate system defense vessel, quick enough to work without much fighter support and inexpensive enough for the world to support. While it has never completely lived up to that reputation, the Dragon Battleship is nonetheless a fearsome opponent. Only five are known to have been produced. Each vessel carries a compliment of 24 scimitar fighters or 12 dragon heavy fighters, as well as a small retinue of assault vehicles. Craft: MDF Dragon Battleship

Class: Capital

Cost: Size: Gargantuan (900m long)

Crew: 500 (Master) Passengers: 5,000 (troops)

Initiative: -4 (Size -4)

Cruise Drive: x2 (backup x8)

Speed: Attack (5 squares/action)

Maneuvers: +42 (-4 Size, +46 crew)

Cargo: 12,000 tons Consumables: 6 years

AC: 16 (+10 Armor, -4 Size)

Shield Points: 360 (DR 50)

Hull Points: 720 (DR 50)

Special: Psinet transceiver

Weapon: Heavy Inferno Cannons (8); Fire Arc: 2 battery front, 1 battery right, 1 battery left; Attack: +34 (+3 fire control, -4 size, +1 battery fire, +34 crew); Damage: 5d10x5

Weapon: Starburst*; Fire Arc: Special; Attack: Special; Damage: 2d10x2

Weapon: Javelin Torpedo Launchers (7, 50 torpedoes each); Fire Arc: 2 Front, 2 Left, 2 Right, 1 Rear; Damage: 10d10x2; Missile Quality: Ordinary +10.

*this weapon has special rules regarding its function detailed in the weapons section.

Omega Battlecruiser

Generally considered the most powerful ships in the sector, Omega Battlecruisers are the

flagships of the Dominion fleet, bringing the most competent personnel and the most powerful weapons to the battlefield. Only nine of these ships have ever been “officially” produced, though it is suspected a number of advanced prototype models have been developed. When crewed by advanced units, Omegas are nearly invincible. Craft: Kurean Systems Omega Class Battlecruiser

Class: Capital

Cost: 12,000,000 (not for sale)

Size: Colossal (1500m long)

Crew: 5,000 Passengers: 10,000 (troops)

Initiative: -8 (Size -8) Cruise Drive: x2 (backup x8)

Speed: Cruising (3 squares/action)

Maneuvers: -8 (-8 Size)

Cargo: 36,000 tons Consumables: 6 years

AC: 12 (+10 Armor, -8 Size)

Shield Points:

1920 (DR 60) Hull Points: 1920 (DR 60)

Special: None

Weapon: Heavy Detonation Cannons (15); Fire Arc: 1 battery front, 1 battery right, 1 battery left; Attack: +1 (+5 fire control, -8 size, +4 battery fire); Damage: 5d10x5

Weapon: Shockwave Emitter*; Fire Arc: Turret; Attack: +1 (+5 fire control, -8 size); Damage: special

Weapon: Point Defense Psicannons (20); Fire Arc: 1 battery each direction; Attack: +9 (+5 fire control, +4 battery fire); Damage: 2d10x2

Weapon: Magnetic Torpedo Launchers (10, 500 torpedoes each); Fire Arc: 3 Front, 2 Left, 2 Right, 3 Rear; Damage: 10d10x2; Missile Quality: Exceptional +15.

*this weapon has special rules regarding its function detailed in the weapons section.

Page 108: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

108

Galactic Galactic Galactic Galactic VehicleVehicleVehicleVehicle Design Design Design Design Due to the immense power wielded by individual persons in a setting with high magic, and the fact that they are well within their element when on the ground (unlike, say, in space), combat vehicles are less important to the battlefield than ships. Planetary battles are fought primarily with a mix of infantry and spell casters, and summoned or magically constructed units serve as “tanks” to soak damage from enemy units. Nevertheless, all governments do employ some types of vehicles or another,

and most PCs will likely face them at some point in their careers. Their primary advantage is that they are enormously faster than ground units, and can attack from great ranges. It should still be noted that they typically do not move their full speed in combat – as a general, they typically do not move more than half their full speed. Due to the fact they are “objects,” vehicles take reduced damage from all types of energy spells and are typically tough to destroy with normal magic.

Vehicle Construction

Vehicles are produced in the same manner as ships. They employ the same weapons as ships (see above), but they can purchase

different add-ons. The cost for the base systems within a vehicle is 5,000gp modified by vehicle size.

Vehicle Upgrades

Vehicles are upgraded in the same manner as ships as well. Simply cross-reference charts to determine the price of a particular vehicle upgrade.

Vehicle Miscellaneous Systems

In addition to all the previously described systems, vehicles can have a number of other systems on board.

VehiclesVehiclesVehiclesVehicles and Featsand Featsand Featsand Feats Vehicles of size Large and smaller can be used with certain feats ordinarily reserved for mounted combat. The following revisions should be made to these feats when used for vehicles. The DM may always rule that a feat

cannot be used in a given vehicle. All pre-requisites should be revised to refer to the Pilot skill, rather than the Ride skill. Additionally, feats taken must be made to

refer either to mounts or vehicles – a character capable of a Spirited Charge on horseback

Size Size Modifier Hull Pts Speed DR Base AC Stowage

Small x.25 20 180 ft. 5 +9 100 lbs. Medium x.5 30 240 ft. 5 +10 150 lbs. Large x1 60 180 ft. 5 +12 300 lbs. Huge x2 120 120 ft. 10 +16 750 lbs.

Gargantuan x4 240 90 ft. 10 +24 1500 lbs. Colossal x8 480 60 ft. 15 +32 2500 lbs.

Size Base Cost to Create Difficulty (Craft DC)

Small 7,500gp 25 Medium 10,000gp 25 Large 20,000gp 25 Huge 40,000gp 30 Gargantuan 80,000gp 35 Colossal 160,000gp 40

Page 109: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

109

cannot do so in an MDF Chariot (unless he has taken that feat separately). Mounted Combat: This feat allows the character to make a Pilot check opposed by an attackers attack roll once per round to negate damage to his vehicle. Ride-By Attack: This feat allows the character make a “drive-by” attack, allowing movement before and after an attack. Spirited Charge: The character deals double damage on a charge made from within a vehicle, or triple damage with weapons that normally deal double damage on a charge (such as a lance). Trample: The character can Trample with his vehicle, just as with a mount. Additionally, the vehicle does not risk sustaining collision damage if its pilot has this ability.

VehicleVehicleVehicleVehicle Descriptions Descriptions Descriptions Descriptions The most commonly found vehicles are described here in their base statistics. Many of them may be encountered in modified form, but they should supply a GM all the information he needs to build a campaign.

Light Vehicles This category includes most transportation vehicles and other craft not heavy enough to wade through the thick of combat. These types of vehicles generally allow larger groups of units to move across a battlefield when spells just won’t do the trick. Chariot

Designed as a small mobile base to allow non-Magi MDF commanders to move quickly about the battlefield, the Chariot rarely sees modern use, but mass production of the vehicle during the Jadari War leaves many still on the market. The chariot gives a command staff moderate protection against enemy fire while moving more quickly than even magically-powered humanoids.

Craft: Caradorn Chariot Command Platform

Class: Heavy Vehicle

Cost: 110,500gp (new) Size: Gargantuan (45 ft. long)

Crew: 2 Passengers: 10 Initiative: -4 (-4 size ) Max Velocity:

100mi/hr Speed: 550 ft. Maneuvers: -4 (-4

Size) Cargo: 500kg AC: 30* (+24

Armor, -4 Size) Shield Points: None Hull Points: 120

(DR 10) Special: None *provides one-half cover to passengers

Weapon: Pulse Cannon; Fire Arc: Turret; Attack: -2 (+2 fire control, -4 size); Damage: 4d8. Range Increment: 60 ft..

Bachenbrecher Tank One of the most cutting edge model assault vehicles out there, the Bachenbrecher tank is a recent design based off of the personal vehicle of Brigadier general Jens Hartspieler. It is a spherical shape capable of rolling across the battlefield while a gravity regulation device inside keeps the pilot right-side-up and facing forward. The Bachenbrecher features retractable spikes that help it climb steeper surfaces – treat this as a Climb check with a +12 bonus. When mobile, the vehicle cannot use its cannons, but can viciously roll over ground troops and grinding them beneath its weight and spikes. However, when the vehicle comes to a stop, the entire vehicle is treated as a swivel turret, allowing the driver to fire in a 360 degree radius. Some few advanced models have an upgrade called a “resilient core.” This upgrade allows the vehicle to be restored to working order even after the tank is reduced to between 0 and -50 hp for only 40,000gp (one third the original base price). Vehicles reduced beyond this explode, negating this ability. Once this has been done once, the resilient core must be

Page 110: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

110

fully rebuilt in order for it to be used for another rebuild. This upgrade costs an additional 10,000gp during construction. Craft: Bachenbrecher Light Tank

Class: Light Vehicle

Cost: 123,000gp Size: Large (15 ft. diameter)

Crew: 1 Passengers: 0 Initiative: -1 (-1 size) Max Velocity:

30mi/hr Speed: 150 ft. Maneuvers: -1 (-1

Size) Cargo: 125kg AC: 21 (+12

armor, -1 size) Shield Points: 30 (DR 10)

Hull Points: 50 (DR 8)

Special: Anti-personnel field, Retractable spikes, Sonic resistance 30, Trample Weapon: Anti-personnel field. When

immobile, the tank’s bottom portion can spin at extreme velocity, and releases several reels of spiked chains and barbed wire. Anyone on the ground within 20’ of the tank must make a reflex save DC 20 to negate the 10d6 slashing damage from this weapon. Once activated, anyone stepping into this area takes that full damage (no save).

Weapon: Heavy Pulse Cannon (x4, firelinked). Firearc: Swivel*; Attack +1 (+2 fire control, -1 size); Damage 10d8; Range Increment 120 ft.

Weapon: Trample. Follow the normal rules for an Overrunning an opponent, with the following exceptions. The tank is not stopped on a failed check unless the opponent is Huge or larger size, and even then the tank cannot be knocked prone. The vehicle can make a number of Overrun checks in a round equal to the driver’s ranks in the Pilot skill. The vehicle’s Strength check is a +19 (+4 size, +15 strength), and gets a +2 charging bonus if it

moves more than 10 ft. in a round. The tank deals 5d6 bludgeoning damage, plus another 5d6 piercing if its spikes are out (if the latter is the case, DR applies only once to the total damage). If the vehicle stops on top of an opponent, the opponent takes this damage every round until he escapes from underneath (by spell, grapple check (19+driver’s pilot check for tank), or escape artist check (opposed by driver’s pilot check)).

Heavy Vehicles These vehicles see the most use on the front lines of battle, providing an armored shell to protect troops as they move about or engage the opposition. Eclipse

First employed on Keledon during the Jadari War, the Eclipse is a mobile artillery platform capable of deploying a protective shield grid across a large area (100 ft, 20 squares) to defend Legion infantry and light vehicles. Units within the grid receive a +2 deflection bonus to AC and DR 3/- against all attack originating from outside the shield. Units that move within the shield ignore the bonuses. Additionally, the shield creates an aura of darkness within, obscuring sight within and without and granting 20% concealment. Because Jadari ignore darkness, this is an efficient tactic for their warriors. The artillery weapon on the craft requires three troops to effectively operate, and it can only fire one shot each round. Craft: Legion “Eclipse” Mobile Artillery Unit

Class: Heavy Vehicle

Cost: Not for Sale (158,500gp)

Size: Huge (25 ft. long)

Crew: 5 Passengers: 5 Initiative: -2 (-2 size ) Max Velocity:

65mi/hr Speed: 30 ft. (6 squares) Maneuvers: -2 (-2

Size)

Page 111: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

111

Cargo: 250kg AC: 24* (+16 Armor, -2 Size)

Shield Points: None Hull Points: 60 (DR 5)

Special: Mobile Shield Emitter w/Darkshield

*provides one-half cover to passengers

Weapon: Pulse Cannon; Fire Arc: Front; Attack: +0 (+2 fire control, -2 size); Damage: 4d8. Range Increment: 60 ft..

Weapon: Frostburn Artillery Battery (10 shells): Fire Arc: Front; Attack: -2 (+2 fire control, -4 size); Damage: 8d6+6. Range Increment: 750 ft..

Gemini Tank

The staple war unit of the Dominion military, Gemini tanks are primarily mobile weapons platforms designed to give Executors offensive capacity while protecting them from harm. The vehicle was originally designed in an era where the most common use was to put down alien revolts. In the Era of Revolution where magic has exploded across the galaxy, new models are being designed to adapt to a new battlefield environment. Craft: Kurean Systems Gemini Tank

Class: Heavy Vehicle

Cost: Not for sale (154,500gp)

Size: Gargantuan (35 ft. long)

Crew: 3 Passengers: 10 Initiative: -4 (-4 size ) Max Velocity:

60mi/hr Speed: 60 ft. (12 squares)

Maneuvers: -4 (-4 Size)

Cargo: 500kg AC: 30* (+24 Armor, -4 Size)

Shield Points: 120 (DR 10)

Hull Points: 120 (DR 10)

Special: None *provides full cover to passengers

Weapon: Heavy Pulse Cannon; Fire Arc: Front; Attack: -2 (+2 fire control, -4

size); Damage: 5d8. Range Increment: 60 ft..

Weapon: Shell Launcher (2, 10 shells each); Fire Arc: Front; Attack: -2 (+2 fire control, -4 size); Damage: 4d6. Range Increment: 250 ft..

Weapon: Pulse Cannon; Fire Arc: Turret; Attack: -2 (+2 fire control, -4 size); Damage: 4d8. Range Increment: 60 ft..

Aircraft More popular than their ground-based kin, aircraft are atmosphere-bound vehicles designed to deliver attacks from a distance and to quickly move troops from one location to another. Cossack

Designed during the Jadari War for hit-and-fade movements against invading forces, the Cossack packs significant weaponry and is able to ferry munitions and troops from one area to another quickly. The original design lacked powerful shielding because of cost and time restrictions, though most existing versions have upgraded this particular weakness. Vehicles stored within the aircraft take 5 rounds to unload, whereas troops require only one. The Cossack can hold up to four squares worth of vehicles. Craft: Praxian Cossack Class: Aircraft Cost: Not for sale (180,500gp)

Size: Gargantuan (60 ft. long)

Crew: 3 Passengers: 30 (troops)

Initiative: -4 (-4 size ) Max Altitude:

1km

Speed: 60 ft. (12 squares)

Maneuvers: -4 (-4 Size)

Cargo: 2 tons AC: 30* (+24 Armor, -4 Size)

Shield Points: 60 (DR 10)

Hull Points: 120 (DR 10)

Atmospheric Speed:

620km/h (10 squares/action)

Cruise Drive: None

Page 112: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

112

Special: None *provides full cover to passengers

Weapon: Psicannons (2, fire-linked); Fire Arc: Front; Attack: -2 (+2 fire control, -4 size); Damage: 5d10x2. Range Increment: 750 ft.

Weapon: Micro-Railgun (2, 6 rails each); Fire Arc: Front; Attack: -2 (+2 fire

control, -4 size); Damage: 7d10. Range Increment: 500 ft..

Weapon: Pulse Cannon; Fire Arc: Turret; Attack: -2 (+2 fire control, -4 size); Damage: 4d8. Range Increment: 60 ft..

Page 113: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

113

AAAA GGGGUIDE TO UIDE TO UIDE TO UIDE TO SSSSHIPSHIPSHIPSHIPS Until now, ship travel has largely been generic. The rules below specify some of the conceptual and technical realities of ship travel, construction, etc.

D&D BY STARLIGHT…? One of the most conceptually challenging issues of the Empires of Blood Campaign Setting (EBCS) is the notion of interstellar travel. How is a starship built? How does the magic come into play with the physical science of it? How does a torpedo work? How how how?!?!

Like any campaign setting, EBCS requires some suspension of disbelief. Ask yourself how naval combat functions in Prime settings – a single 6th level sorcerer with fireball in his arsenal could decimate an entire fleet in minutes. Or in Planescape, consider the notion that the githzerai somehow stabilize areas of chaos matter large enough to hold cities, yet your character is fortunate to stabilize a tiny bubble of it for mere seconds. Every setting has something that makes it hard to swallow – but oftentimes, these are the incongruities that make it interesting. In the EBCS, there are three forms of travel through space, only two of which are commonly available to PCs. These latter two are psiships and starships, vehicles imbued with magic to withstand the rigors of moving through vacuum at high speeds. Perhaps most amazing of all is the biological mastery of the races of the dead regions, who have domesticated phenomenally large creatures that can live in such harsh conditions. These types are described below.

PSISHIPS AND STARSHIPS History: These were the first ships developed by non-Tarreen. Psiships were imbued with the psychic energies of the early Sarafan. Originally, it was a frenzied and desperate attempt to develop flight so that the elves and

humans could compete with the Tarreen in the air as well – by the close of the Sarafan Revolution, it was still a failed one. What few ships were able to be moved aloft could barely maneuver (if at all), and were little more than sitting ducks. Over the next few centuries, the Sarafan continued to explore this possibility – by necessity, since after the departure of the Tarreen the formerly united planets of the Elysian Sector were utterly separated. Several thousand years have passed since then, and the Sarafan have by now become exceedingly proficient with these designs.

During this same period, the elves dabbled in making ships as well. While theirs were typically not of equal military capability to the psiships, they had the advantage of being piloted by those who did not possess the gift, even non-elves. Until the Bloodborn Evolution, the elves alone possessed the know-how to make these ships, and most of the galaxy contented itself to be ferried about by the Sarafan – another factor solidifying Dominion stranglehold on galactic power. Technology: Magically imbued with energies similar to that found in megakinesis and tenser’s floating disc (for propelling the ship), temporal acceleration or time stop (for cruise drives), mental barrier and zone of respite (for shielding), disintegrate and energy bolt (for weapons), and so on. Notably, spells like these are typically more difficult for the elves to manipulate efficiently – a large part of the reason their ships are generally of inferior quality. Humans and warlocks, however, excel at most of these, and thus tend to build the most potent warships. Psiships are usable only by those with psionic potential (even if they are not Sarafan, such as wilders). This is not deliberate – like most psionic powers, the energies that allow the pilot to use the power within the ship come from inside his own mind. Starships, conversely, are usable by anyone, even psionic characters.

Page 114: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

114

Smaller ships are typically built for aesthetics amongst these races. The magic within them is sufficient to buffer them from the rigors of atmospheric re-entry, and thus aerodynamics is a minimal consideration. Larger ships are generally made ergonomically, concealing vital components of the ship deeper within, far from the nasty potential of exposure to a vacuum, with landing bays, utility areas, and weapons systems towards the outside. Regardless, magical ships do not have the boxy, mechanical look common to science ships. In D&D parlance, treat psiships conceptually more like wands – you must belong to a certain class to use them – and treat starships more like wondrous items, which anyone can use.

SCIENCE SHIPS Little is known about the colossal metal warships of the Tarreen. What is known has only been recently observed, and has never been truly studied. In the few cases in which wreckage could be examined, it seems their main weapons are not unlike magical ships – brightly colored energy that destroys matter with which it makes contact.

It is certain that these ships are animated in a highly dissimilar fashion – ancient historical wreckages of Tarreen ships have been universally impossible to animate using magic of any sort. Legends and fragmented records of the Sarafan Revolution cite that the Tarreen had no magic of any kind – the very reason humans and elves were able to overcome them.

BIO SHIPS The “ships” of the norgon are not ships at all, but colossal reptilian-looking beasts, and have proven all but impossible to study. They have never been sighted outside of the dead regions, causing some to speculate they may be somehow vulnerable to magic – though others argue just as vehemently that the norgons are simply unwilling to venture

outside their zone of supremacy. In either case, it is known that the norgon dwell inside these giant beasts, which are capable of roughly towing ships of up to Medium size to the ground. Larger ships are not moved to the ground, but the norgon have proven willing to transport occupants inside their beasts with them, left under guard. Naturally, there have been periodic attempts by governments and guilds to confiscate these creatures, but it is believed that they are well-domesticated, and do not seem to respond to the commands of non-norgon. These “ships” have never been seen outside of norgon space, and even then, they are seen from the inside as they dock with ships passing through the gate, or seen from the ground as they drop off cargo.

TRAVELING THE GALAXY One of the most important questions for starships is that of travel. After all, despite all of the fun and frenzy of starship combat, the primary purpose of ships is to travel from A to B. A logical question to ask is, why? Why not just teleport? Or plane shift? Or even Gate?

The answer, in the terms of the setting, is that during the Sin Wars, the high elves cast a mythal that prohibited their jade elf cousins from summoning more aid from other dimensions. Because of their demonic reinforcements, the Jadari were a hairs’ breadth from winning the war. Thinking in the long term, as elves tend to do, the high elves pooled their combined might and effectively banished all such transit in as large an area as they could muster. The various planets were believed to be other dimensions in their own right, and the elves satisfied themselves that they had blocked travel to Sharankur by their kin (who in those days, made frequent use of Gate and Plane Shift (equivalent) to reach the high elves in their forest home. They did not realize for many thousands of years when interstellar travel became possible once again that their efforts had spread to the whole of known existence.

Page 115: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

115

No one has tried (successfully, at least) to remove the mythal, and as such, physical transit and short-range dimensional travel (dimension door, teleport, etc.) are the only means of conveyance. With the return of the Jadari to the limelight, it is likely that few are eager to risk doing so.

Outside of the game world, the reason for blocking this form of travel is simple – because it enhances fun. By 9th level, the PCs will have access to teleport – from this point, “hurrying” means stopping as infrequently as possible to rememorize spells. With normal travel spells/powers at their disposal, the PCs can be almost anywhere instantly. Moreover, the setting features a large number of highly epic NPCs – consider the chaos that would ensue from such a vast number of individuals able to go to and fro so rapidly. Forcing PCs to take days or weeks in transit reintroduces the concept of time management, and an odd form of “old school days” of guarding caravans that are ambushed by orcs – only now the orcs’ ambush will be in wooden starships. Likewise, ship combat adds a fun new element of both strategy and risk – does the captain surrender or fight to the mutual deaths of his shipmates? Do they fight in their ship or attempt to board their foe? And so on. That is the why of it – the next question is then how? Jump Gates: The jump gates are functioning relics of the Tarreen Empire. No one has managed to uncover the mystery of their function, and it is widely known (though still occasionally tested) that they are absolutely impervious to damage of all forms. On the campaign map, each line between systems represents a jump gate. Moving through a jump gate is instantaneous – in a spectacular display of blue energy, a ship suddenly appears in another system. The jump gates have a very visible display pattern of lights whenever they are operating – efforts to fool this with cloaking devices and the like have proven futile. There are numerous known jump gates that do not function. There are

dozens of such gates scattered throughout the galaxy. Some individual planets even have multiple non-functional gates. It is also noteworthy that the jump gates seem to be a predetermined, regulated distance from their orbited planets (roughly 8 hours travel at x1 cruise speed). A few jump gates orbit moons, and one dead gate in Rakshanna actually follows along behind a comet. Cruise Drive: This ship technology is known to exist on most ship origins – bio-ships are the only major ship type that do not seem to possess such capability. The cruise drive is a propulsion device that magnifies a vessel’s speed by many thousand times. Modern cruise drives function as a referent to how long it takes to travel from the jump gate to the planet – the default time is 8 hours. (Funnily, this standard is based off a decades-old advertisement by the Kusari Cartel for a new cruise drive, stating “to the Gate in 8.”) Thus, for a x4 cruise drive the journey would take 32 hours, or 4 hours for the costly x.5 drive. The first cruise drives used a different system of measurement, but would be closer to x40 – though still hundreds of times faster than normal travel rates.

Short range transit: Many journeys do not require cruise drives or jump gates. Short trips within the close orbital range of a planet do not (and cannot) use cruise drives. While the jump gates are considered to “orbit” a planet, this term is used loosely – they are well away from the planet’s gravity pull, but nonetheless seem to follow in their path around the sun. Many local cargo carriers do not even install cruise drives on their ships, because they work only at such ranges. “Eon”: This is a standard unit of measure, referring to the distance a ship can travel in 24 hours at x1 cruise. It originated in ancient elven obscurity as a term of measuring how far a ship could travel during the lifespan of an elf (obviously, a rough figure). The x1 cruise drive originated this newer system of

Page 116: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

116

measurement, as it was the first to be able to achieve this feat (the designers stated they could have made the first x1 model faster, but it threw off their slogan). This is significant in that now most stellar distances are measured in eons – for example, the Quartuccian Shipyards are 3.4 eons outside of Eladrell. Exploration: All of space is not known. Explorers still do find new sites to explore in the vacant reaches between planets, and in the infinite vastness outside each solar system (called “Deep Space”). Most major governments channel at least some funding into efforts to locate new sites of interest,

especially archaeological Tarreen ruins excavation. Most do it if for no other reason than to continue to root out the ever-present irritant of pirates, who love to hide in these remote regions. This is risky and time-consuming business, however, with little hope for success – not recommended for the impatient or the short-lived. Astrogation: This skill allows pilots and their crews to find their way from A to B. As details progress in efforts to expand the setting, travel distances will be calculated between points in the various system.

Page 117: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

117

Chapter Six: Aliens, Enemies, Monsters, and

Templates

This section is dedicated primarily to the non-humanoid races of the galaxy. These species tend to make poor player characters, though such a thing is possible if your DM allows it. Along with the various kinds of alien species come a number of templates discussed in other sections of the book that are in use, either rarely or often, in galactic matters. The section also contains basic statistics for common enemies characters will face such as bandits, raiders, soldiers, etc. to help the DM plan more quickly and easily.

AAAARACHRACHRACHRACH

Considered grotesque by most other races, the spider-like arachs of the planet Kinar are a prolific, devious people known for their cunning and manipulation, as well as their unique appearance. The average male arach has a roughly humanoid torso with a spider-like head, giving him incredible vision. He has humanoid arms as well, though his entire lower body is like that of a spider. Most male arach are colored black or purple. Female arach look similar but are considerably bigger and their skin has a yellow hue. Arachs speak Arachran. Most male arach encountered are rogues; the statistics here are for a 1st level rogue (male) or a noble (female). Arach Male, 1

st-Level Rogue Arach Female, 1

st-Level Noble

Medium-size Aberration Large Aberration

Hit Dice: 6d8 + 1d6 + 14 (44 hp) 6d8 + 1d8 + 14 (52 hp)

Initiative: +6 +5

Speed: 30 ft, Climb 15ft. 40 ft, Climb 20ft.

Armor Class: 16 (+2 Dex, +4 Chitin armor) 19 (+2 Dex, +4 Chitin armor, -1 Size, +4 Natural)

Base Attack/Grapple: +4/+6 +4/+10

Attack: Bite +6 (1d6+2) or hand pulsebow +6 (3d4)

Bite +9 (1d6+6) or hand pulsebow +4 (3d4)

Full Attack: Bite +6 (1d6+2) or hand pulsebow +6 (3d4)

Bite +9 (1d6+6) or hand pulsebow +4 (3d4)

Space/Reach: 5 ft./ 5 ft. 10 ft./ 10 ft.

Special Attacks: Poison bite, sneak attack +1d6 Poison bite

Special Qualities: Darkvision 60 ft., trapfinding Darkvision 60 ft. favor +1

Saves: Fort +4, Ref +6, Will +8 Fort +6, Ref +5, Will +10

Abilities: Str 14, Dex 14, Con 14, Int 14, Wis 16, Cha 16

Str 22, Dex 12, Con 16, Int 14, Wis 16, Cha 16

Skills: Bluff +12, Climb +19, Hide +17, Move Silently +17, Sense Motive +12, Tumble +11.

Bluff +12, Climb +19, Hide +17, Move Silently +17, Sense Motive +12, Tumble +11.

Feats: Improved Initiative, Point Blank Shot, Stealthy, Weapon Focus (bite)

Improved Initiative, Point Blank Shot, Stealthy, Weapon Focus (bite)

Environment: Kinar, subterranean. Kinar, subterranean.

Organization: Squad (one female and four to ten males) or Nest (1,000-3,000)

Squad (one female and four to ten males) or Nest (1,000-3,000)

CR: 4 5

Page 118: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

118

Treasure: Standard Standard

Alignment: Often NE Often LE

Advancement: By character class By character class

Level Adjustment: +2 +4

COMBAT The arach are calculating warriors, considering all their available options before making an attack. They prefer to confront enemies where it is dark and cavernous, which allows them to make the best use of their racial skills and sneak in for a poison attack. In addition to their standard bite attack, most arach wield pulse weapons into combat. Poison Bite (Ex): Injury, Fortitude DC 16, 1d6/1d6 Strength, the DC is Constitution-based.

Skills: +4 racial bonus on Hide and Move Silently checks. +8 racial bonus on Climb checks, and an arach can always take 10 on a climb check even if rushed or threatened.

ARACH SOCIETY Arach society is matriarchal despite the fact that over ninety-five percent of the species is male. The females are always queens over thousands of others in the underground realm of their world. Each nest attacks and attempts to destroy others with a visceral glee, and a typical arach is usually most distrustful of its own species more than others. Arach that leave their den either do so to fulfill a specific obligation in the outside world or because they have been banished. Unlike many insect societies, arach have their own names. Examples: Dagrid, Neru’Nag, Septus An.

BBBBELLARELLARELLARELLAR Bellar are huge, hulking beasts native to Titan who have since been taken to other worlds. They most often serve as pets or guardians for powerful leaders, especially on the Fringe. The average bellar is about 9 ft long and almost that wide, appearing like a moving brick of flesh and muscle. They are hairless, and their bodies are covered in large sacks containing waste fluid their bodies produce. Huge tusks jut out from their fronts away from their mouths, which gives them a vicious gore attack. Bellar are either brown or yellow with mottled specks of black. Bellar

Large magical beast

Hit Dice: 32d10 + 160 (336 hp)

Initiative: +3

Speed: 40 ft (8 squares)

Armor Class: 33 (-1 Dex, -1 Size, +25 Natural)

Base Attack/Grapple: +32/+44

Attack: Bite +39 (2d6+8) and gore +38 (6d6+12/19-20)

Full Attack: Bite +39 (2d6+8) and gore +38 (6d6+12/19-20)

Page 119: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

119

Space/Reach: 10 ft./ 10 ft.

Special Attacks: –

Special Qualities: Acid pockets, charge, reflective hide, SR 30, DR 10/epic, acid resist 30

Saves: Fort +25, Ref +19, Will +10

Abilities: Str 26, Dex 8,Con 20, Int 6 Wis 10, Cha 8

Skills: Tumble +35

Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (gore), Improved Initiative, Improved Natural Armor, Improved Natural Attack (bite), Improved Natural Attack (gore), Multiattack, Power Attack, Weapon Focus (gore)

Environment: Titan

Organization: Solitary or pack (2-4)

CR: 17

Treasure: –

Alignment: Always NN

Advancement: 33-45 HD (Huge)

Level Adjustment: –

COMBAT Bellar are animalistic in combat, generally attacking what attacks them or what they see as the biggest threat. They are not afraid to enter melee combat because they know their acid discharge is devastating to most creatures, and they use their charge and gore attack often.

Acid Pockets (Ex): The pockets on a bellar detonate when the creature is hit with a melee weapon. The burst deals 2d6 points of acid damage to the attacking creature. The attacker can attempt to avoid hitting the pockets, but doing so incurs a -4 penalty to the attack roll.

Charge (Ex): A bellar that charges automatically deals triple damage with its gore attack. Reflective Hide (Ex): The most prized characteristic of the species is the reflective hide of a

bellar. Pulse and energy weapons simply deflect harmlessly off their bodies. Ranged energy-based attacks harm the bellar only if they deal more than 30 points of damage.

BELLAR SOCIETY Bellar behave much like normal territorial animals like wolves or tigers. They live in small packs usually consisting of 2-4 adults and a few children. They are carnivorous creatures who never hesitate to attack any living creature even when full.

EEEEXECUTORXECUTORXECUTORXECUTOR

The magically engineered soldiers of the Dominion for over a millennium, the Executors are, to many, the living incarnation of fear and oppression. To others they are the beacon of law and order in the galaxy. To everyone, however, they are a force to be reckoned with. Executors are androgynous beings who appear to be hairless muscular human males. Their have large forehead and jaw ridges that give them an alien quality, and their skin is a mottled gray. Executors do not actually all look alike, contrary to some rumors, which is due to the way they are created (see below). The average specimen is about 6’ 6” tall and weighs about 250lbs. Executor Executor Commander,

Medium-size Humanoid Medium-size Humanoid, 8th

Page 120: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

120

Level Soldier

Hit Dice: 10d8 + 50 (95 hp) 10d8 + 8d10 + 90 (179 hp)

Initiative: +5 +9

Speed: 55 ft (11 squares) 55 ft (11 squares)

Armor Class: 21 (+1 Dex, +9 Combat Armor MK II +1, +1 Haste)

23 (+1 Dex, +11 Combat Armor MK II +3, +1 haste)

Base Attack/Grapple: +10/+15 +18/+23

Attack: Heavy repeating pulsebow +1 +21 (4d8+1) or tiger claws +20 (1d6+5/x3)

Heavy repeating pulsebow +3 +32 (4d8+5) or tiger claws +3 +31 (1d6+8/x3)

Full Attack: Heavy repeating pulsebow (rapid shot) +19/19/19/14, (autofire) +15/15/15/15/15/10 (4d8+1) or tiger claws +20/20/15 (1d6+5/x3)

Heavy repeating pulsebow (rapid shot) +30/30/25/20/15, (autofire) +26/26/26/26/26/21/16/11 (4d8+5) or tiger claws +31/31/26/21/16 (1d6+8/x3)

Space/Reach: 5 ft./ 5 ft. 5 ft./ 5 ft.

Special Attacks: Cloaking Cloaking

Special Qualities: Addiction, Blindsense, combat instincts, DR 3/-, hustle, SR 21

Addiction, Blindsense, combat instincts, DR 3/-, hustle, SR 29

Saves: Fort +12, Ref +9, Will +6 Fort +20, Ref +11, Will +10

Abilities: Str 20, Dex 20, Con 20, Int 12, Wis 16, Cha 10

Str 20, Dex 20, Con 20, Int 12, Wis 16, Cha 10

Skills: Intimidate +13, Knowledge (military tactics) +14, Spellcraft +14.

Intimidate +21, Knowledge (military tactics) +22, Ride +13, Spellcraft +13.

Feats: Fast Shooter, Point Blank Shot, Precise Shot, Rapid Shot.

Fast Shooter, Great Fortitude, Improved Grapple, Improved Initiative, Improved Precise Shot, Iron Will, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (pulsebow), Weapon Specialization (pulsebow).

Environment: Dominion, any Dominion, any

Organization: Squad (1-4), troop (12-36) or Contingent (50-100)

Squad (1-4), troop (12-36) or Contingent (50-100)

CR: 12 18

Treasure: Equipment Equipment

Alignment: Always LN Always LN

Advancement: By character class By character class

Level Adjustment: – –

COMBAT Executors are excellent battlefield tacticians, always analyzing situations and taking the best course of action. They are poor campaign planners, however, which is an intentional limitation placed in their creation. The newest line of Executors, created after the Jadari War, is now highly resistant to magic of all kinds, which makes them deadly foes versus spellcasters. A small Executor squad will make excellent use of its cloaking power to ambush unsuspecting foes and lay waste to them.

Addiction (Ex): Executors do not eat or drink normally, but they are born addicted to a psychic narcotic called kessar. Executors that do not receive a dosage of this drug begin to experience withdrawal symptoms within one day. After a full week, their abilities cease to function, and shortly after that they die.

Blindsense (Ex): Executors can detect the presence of all creatures within 30 ft. of them.

Page 121: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

121

Cloaking (Sp): An Executor can make itself invisible 3/day. While cloaked, it does not radiate magic, nor is it detectable by mind sense or similar spells or powers. If the Executor attacks, the cloak ends.

Combat Instincts (Ex): Executors are designed to have an instinctual understanding of combat. They have a permanent +4 insight bonus to attack rolls and do not suffer miss chances from concealment.

Hustle (Su): An executor always acts as if hustled.

CREATING AN EXECUTOR The process to create an Executor has been steadily refined over the years. It requires the Epic Power Create Executor and the Craft Psychic Template feat. Assuming the template is accessible, it is imbedded into the ectoplasm as normal, costing the appropriate amount. Following this process, the body undergoes a transformation. This process is lengthier, taking about a week. At the end of this time, the Executor awakens, reborn and ready to serve the Dominion. Creating an Executor costs about 125,000 drakes.

EXECUTOR SOCIETY Executors have no society other than war and combat. They follow orders precisely. Deviant squadrons or members are killed. Recent movements to abolish the Executors have placed a stigma on these troops and has encouraged the DFC to employ more standard soldiers rather than Executor elites. Executors are named only within a squadron, and they are identified by number, such as “First” or “Second.”

GGGGARGONARGONARGONARGON

Large and bulky, gargon are humanoid giants native to the planet Titan. They appear in three separate racial subtypes, all with their own appearance and abilities. The average gargon male or female appears to be an over-sized human. They range from 10 ft. tall to 25 ft. tall depending upon their subrace. Gargons are legendary architects on an epic scale, known for massive structures that can accommodate their size. Gargons speak their own language, Garg, or a dialect of it. Most Gargon confronted in the galaxy are soldiers; the statistics here are for a 1st level Gargon soldier. Forlag Dramon

Large Giant Huge Giant

Hit Dice: 8d8 + 32 (68 hp) 12d8 + 84 (138 hp)

Initiative: -1 -2

Speed: 40 ft 40 ft

Armor Class: 16 (-1 Dex, +4 Natural, +4 Combat armor, -1 Size))

20 (-2 Dex, -2 Size, +10 Natural, +4 Combat armor)

Base Attack/Grapple: +6/+16 +9/+29

Attack: Greatsword +11 melee (3d6+9) or pulsebow +4 ranged (3d8)

Greatsword +17 melee (4d6+15) or pulsebow +7 ranged (4d8)

Full Attack: Greatsword +11/6 melee (3d6+9) or pulsebow +4/-1 ranged (3d8)

Greatsword +17/12 melee (4d6+15) or pulsebow +7/2 ranged (4d8)

Space/Reach: 10 ft./ 10 ft. 15 ft./ 15 ft.

Special Attacks: None Stunning attack

Special Qualities: Cold resistance 5 None

Page 122: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

122

Saves: Fort +10, Ref +1, Will +2 Fort +15, Ref +2, Will +4

Abilities: Str 22, Dex 9, Con 18, Int 10, Wis 10, Cha 10

Str 30, Dex 7, Con 25, Int 10, Wis 10, Cha 10

Skills: Craft (any one) +11, Survival +11 Craft (any one) +15, Knowledge (architecture and engineering +15

Feats: Cleave, Point Blank Shot, Power Attack

Cleave, Improved Grapple, Point Blank Shot, Power Attack, Rapid Shot

Environment: Titan, cold regions Titan, temperate (any)

Organization: City or Tribe (1-400) City or Tribe (1-400)

CR: 5 7

Treasure: Standard Standard

Alignment: Usually any chaotic Usually any chaotic

Advancement: By character class By character class

Level Adjustment: +3 +5

FORLAG The average forlag is about ten feet tall with pale blue skin, rippling muscles, and entirely white eyes. They tend to be proud and stoic and respect those qualities in other beings they meet. Forlag are excellent survivors, hunters, and crafters. Most forlag become soldiers.

FORLAG SOCIETY Forlags are the polar gargons, capable of surviving in harsh winter climates for long periods of time. Throughout history their society has been tribal and based upon shared elements of community and conquest. In the modern era forlags still prefer to dwell in the northern regions within massive cities, many of which they constructed alongside Dominion architects. Forlags are the most likely of the gargons to be found off of their Homeworld, primarily because their size, while exceptional, is not as much a hindrance as with their cousins.

DRAMON

COMBAT Because they are not very dextrous, gargons prefer to engage their enemies in straight-up melee combat rather than from a distance, even though modern warfare makes that difficult. Matching up most sentient species against any gargon is usually a bad idea for the opposing side. Stunning Attack (Ex): Dramon who strike successfully in melee combat have a tendency to pummel their opponents into a stupor. Upon any successful strike, the target must make a Fortitude save DC 20 (Str based DC) or be stunned for one round. Multiple stuns are not cumulative, and no character may be affected more than once in a given round.

DRAMON SOCIETY

HHHH’’’’JJJJETTETTETTETT The h’jett are one of the oldest races in the known universe, having awakened even before the Tarreen some thousands of millennia ago. Their survival is attributed to the unique nature of their race. They are parasitic organisms that live inside a “host” body to survive. For thousands of years,

Page 123: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

123

these host bodies were animals capable of sustaining them. When the Tarreen arrived, however, they began to join with the humans. H’jett are small, bulbous masses of gray or brown fleshy material that are only able to crawl at a slow pace when not inside a host. How they evolved in this manner is unknown, but presently they are committed to a host body at birth. The h’jett itself lives at least a thousand years, though many live even longer. Even when the host body dies, they are simply transplanted into a new one (usually by moving in through the mouth). At this point, the two organisms “merge” into one. The h’jett keeps all the memories of his or her previous life, but retains no other characteristics (class levels, hit points, etc.). He or she takes on those qualities from the new host.

SAMPLE H’JETT H’jett/Human Hybrid 3

rd level Soldier

Medium-size humanoid (human)

Hit Dice: 3d10 (16 hp)

Initiative: +4

Speed: 30 ft

Armor Class: 13 (+3 combat suit)

Base Attack/Grapple: +3/+3

Attack: Pulsebow +4 (3d6)

Full Attack: Pulsebow +4 (3d6)

Space/Reach: 5 ft./ 5 ft.

Special Attacks: None

Special Qualities: Poison resistance

Saves: Fort +3, Ref +1, Will +2

Abilities: Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 12

Skills: Craft (any two) +9, Knowledge (any) +3, Intimidate +7

Feats: Improved Initiative, Point Blank Shot, Psiborn, Rapid Shot, Weapon Focus (pulsebow)

Environment: Dominion, any

Organization: Varies

CR: 2

Treasure: Equipment

Alignment: Any

Advancement: By character class

Level Adjustment: +1

CREATING A H’JETT H’jett is a template that can be added to any living, corporeal creature, though typically they only bond with humans. A h’jett uses the base creature’s statistics except for those presented here: Special Qualities: The h’jett has all the special qualities of the base creature, plus the following special qualities.

–H’jett gain a +4 bonus to resist poisons and diseases because of the parasite’s ability to filter out harmful contagions. Abilities: Increase from base creature as follows: Int +2, Wis +2, Cha +2. Skills: H’jett gain skills normally through class. Because of their former lives, h’jett can choose any two Craft, Knowledge, or Profession skills and add a +2 racial bonus to them from previous personalities.

Page 124: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

124

Level Adjustment: +1 (ability scores, skills).

H’JETT AS CHARACTERS

The h’jett make an interesting player character race, but they must be handled with care. There are a few special rules to follow. For one, when a h’jett dies from wounds (is reduced to -10 hit points), the host body dies, but the parasite does not. It can survive for another 5d6 days without the need of the host’s body if not on the homeworld (where it can survive indefinitely), though it must attempt to find a replacement host in that time. It cannot enter unwilling creatures unless they are incapacitated, and even then their body might reject the parasite (Fortitude save DC 15), thus expunging it from the body. Attacks that destroy the host outright kill both creatures. H’jett switching physical bodies often gain slight personality differences, assimilating some of each creature. If they are ever separated, the host creature returns to normal after a week of rest, though it retains all the memories of the parasite (but loses one character level of experience). The bond formed between parasite and host is rarely broken voluntarily. A H’jett in a human body is indistinguishable from a normal human, though their customs typically paint elaborate designs around their eyes (right for male, left for female) to distinguish them from humans. H’jett make excellent diplomats in the Dominion due to their lifetime of experiences. Many have become incredible psions as well, as their races unique ability to join with humans has enabled them to sample psychic power. Their home planet of H’jett is a loyal and important colony world, and their race is trusted and respected across the known worlds.

MMMMUTANTUTANTUTANTUTANT

Exposed to the ravages of radiation, toxic gases, and all other manor of war’s harmful byproducts, mutants are a catch-all category for creatures that have been deformed through any of these means, or possibly by some other process. Most mutants are native to either Norg or Kalifax, two planets rendered into massive hulks of waste. It is also possible for a mutant to be the result of some esoteric experimentation. Mutants can take many forms. The ones here are simply known ones. Other types can be made by DMs or players as appropriate. Realize that many types of mutants are probably unlikely to function normally. Scarad

Medium-size Humanoid

(Mutant, Reptilian), 1st Level

Soldier

Hit Dice: 1d10+5 (11 hp)

Initiative: +1

Speed: 30 ft

Armor Class: 20 (+5 Natural, +4 Hide, +1 Dex)

Base Attack/Grapple: +1/+8

Attack: Longspear +8 (1d8+7/x3) or claw +8 (1d4+3)

Full Attack: Longspear +8 (1d8+7/x3) or 2 claws +8 (1d4+3) and bite +3 (1d6+7)

Space/Reach: 5 ft./ 10 ft.

Special Attacks: None

Page 125: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

125

Special Qualities: Kali traits, Resistances, Tough Hide

Saves: Fort +7, Ref +1, Will +1

Abilities: Str 25, Dex 13, Con 20 Int 6, Wis 13, Cha 6

Skills: Intimidate +2

Feats: Cleave, Power Attack

Environment: Kalifax

Organization: Solitary or Squad (2-4)

CR: 2

Treasure: Standard

Alignment: Any

Advancement: By character class

Level Adjustment: +4

SCARADS The scarads are a tribe of kali mutants living in the southern wastelands of their Homeworld. Those in the area that survived the blast became physically tougher and harsher, though most also suffered considerable brain damage. The scarads are treated as precious bodyguards or simply vicious killers when confronted in their home region. They have little society of their own, having lost much of the ability to organize during their mutation.

Resistances (Ex): Scarads are highly resistant to energy and radiation. They gain fire resistance 20 and save at a +4 versus radiation.

Tough Hide (Ex): The mutated hide of the scarads makes them tough to damage. They gain damage reduction 3/-.

MUTATE A mutate is a catch-all term for a creature with a relatively small degree of mutation. Many live normal lives among their own kind, but even more do not. Some shows physical signs of disfiguration–a lack of a finger or two, a sealed eye socket, nasty sores, or just about anything else you can imagine. The only important consideration for a mutate is that their mutations are relatively minor–enough to make them different but not enough to seriously handicap them in any way. Balance the strength of the mutation with a weakness. Along with following the creature’s base statistics shown in the example above and the description below, the following are some ideas for minor mutations to give the character color:

Mutation Benefit Drawback

Cloven feet +5ft move -2 Move Silently, Tumble Tough skin +2 natural armor -4 Charisma Glowing eyes +2 Intimidate -2 Spot checks Extra limb The limb! -2 Charisma, -4 Disguise

CREATING A MUTATE

Page 126: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

126

“Mutate” is an acquired or inherited template that can be added to any living, corporeal creature. The creature uses all of its base statistics except for those presented below. Size and Type: The creature’s size is unchanged. It gains the mutant subtype.

AC: The creature’s natural armor improves by +1. Special Qualities: Mutates retain any special qualities they had and gain the following as

well: –Darkvision out to 60ft. –Tough Immune system: +4 to saves versus diseases, drugs, poisons, and radiation. –At least one mutation (see above table)

Abilities: Change ability scores from the base creature as follows: Con -2, Cha -2 Challenge Rating: Same as base creature. Level Adjustment: +0 (or special)

PsyGenPsyGenPsyGenPsyGen PsyGen humans (psychic generated) are normal creatures, normally human, altered at or before birth to have augmented physical characteristics. The Dominion has been refining this procedure since the birth of the first Executors two millennia ago. The most commonly selected are those that show increased psychic activity while still in infancy or those known to be from a strong bloodline of powerful psychics. PsyGen humans are rarely given the chance to live normal lives; they are typically swept into the ranks of the Silencers or Phantoms and trained in those tasks from birth. Some creatures, however, actively seek this form of manipulation and are willing to pay large amounts of money to have the procedure performed on them. In addition to these modifications (and unknown to most citizens and even to most Sarafan), many PsyGens are created to make them unswervingly loyal to the military. Disobedience usually results in catastrophic organ failure and mental collapse, leaving the remains unsalvageable. Since many PsyGen receive their modifications from non-governmental sources, however, this is not always a problem.

SAMPLE PSYGEN Alpha PsyGen Human 8

th Level Seer

Medium-size humanoid (human)

Hit Dice: 8d4+32 (52 hp)

Initiative: +8

Speed: 30 ft

Armor Class: 14 (+4 Dex)

Base Attack/Grapple: +4/+6

Attack: Hand pulsebow +8 (3d4)

Full Attack: Hand pulsebow +8 (3d4)

Space/Reach: 5 ft./ 5 ft.

Special Attacks: Psionics

Special Qualities: None

Saves: Fort +8, Ref +8, Will +14

Abilities: Str 14, Dex 18, Con 18, Int 16, Wis 22, Cha 12

Skills: Concentration +15, Knowledge (psionics) +14, Listen +17, Spellcraft +14, Spot +17, Tumble +9

Feats: Extend Power, Great Fortitude, Improved Initiative, Inner Strength x2, Iron

Page 127: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

127

Will, Lightning Reflexes, Maximize Power, Psiborn.

Environment: Dominion, any

Organization: Varies

CR: 9

Treasure: Equipment

Alignment: LG

Advancement: By character class

Level Adjustment: +2

CREATING A PSYGEN HUMAN “Psygen” can be added to any living corporeal creature. The creature type is not changed. There are several strands of Psygen, all used for different purposes. The ones given here are examples of common templates. Alpha Psygen Augmentation

Size and Type: The creature’s type does not change. Size is unchanged. Special Qualities: Psygen retain any special qualities they had and gain the following as

well: Darkvision (Ex): Out to 120ft. Extended Lifespan (Ex): Once reaching maturity (age 18 for humans), the psygen ages at ½ the normal rate.

Abilities: Increase ability scores from the base creature as follows: Str +4, Dex +4, Con +4, Int +4, Wis +4, Cha +4.

Skills: Psygen have a +2 racial bonus on Autohypnosis and Stabilize Self checks. Feats: Psygen creatures gain Great Fortitude, Iron Will, and Lightning Reflexes if they meet

the prerequisites and did not already have them. Challenge Rating: Same as base creature +1. Level Adjustment: +2

Silencer Psygen Augmentation

Size and Type: The creature’s type does not change. Size is unchanged. Spell-Like Abilities: The Psygen gains the following spell-like abilities, usable the listed

number of times per day: Cloaking Field (Sp): The Psygen can use this ability 1/day. She manifests it at her character

level. Special Qualities: Psygen creatures retain any special qualities they had and gain the

following as well: Clairsentient Sight (Su): The Psygen can see through most walls, as per the power. This ability is always active. Darkvision (Ex): Out to 120ft.

Extended Lifespan: Once reaching maturity (age 18 for humans), the psygen ages at ½ the normal rate.

Sterile: Silencers have their reproductive organs sterilized. Abilities: Increase ability scores from the base creature as follows: Str +4, Dex +6, Con +4,

Int +2, Wis +2.

Page 128: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

128

Skills: Psygen have a +2 racial bonus on Autohypnosis, Hide, Move Silently, and Stabilize Self checks.

Feats: Psygen humans gain Great Fortitude, Iron Will, and Lightning Reflexes. Challenge Rating: Same as base creature +2. Level Adjustment: +3

RRRRASKYR ASKYR ASKYR ASKYR DDDDRAGONRAGONRAGONRAGON

Whereas the site of a Dominion battleship is enough to strike the fear into the hearts of any enemy pilot, the site of a raskyr dragon is enough to terrify anyone. Floating through space at incredible speeds, the raskyr is a creature at home in the vacuum of space, feasting upon asteroids, energy, and sometimes starships. Raskyr dragons are, possibly, the largest natural creatures in the galaxy. The average specimen stretches about to 800 meters long and at least 300 wide, curling and weaving through space through its own machinations. Most raskyr are white, but some purple specimens have also been found. They otherwise appear to be gigantic wingless space dragons. Raskyr Dragon

Colossal Dragon

Hit Dice: 150d12 + 5,850 (6,825 hp)

Initiative: +5

Speed: Cruising (9 squares)

Armor Class: 79 (+80 Natural, -8 Size, -3 Dex)

Base Attack/Grapple: +150/+221

Attack: Bite +213 (12d6+66/19-20)

Full Attack: Bite +213 (12d6+66/19-20)

Space/Reach: 8 squares

Special Attacks: Breath weapon, Swallow whole

Special Qualities: SR 45, DR 15/epic, DR 21/-, energy resist 30

Saves: Fort +98, Ref +57, Will +78

Abilities: Str 120, Dex 4, Con 89, Int 37, Wis 46, Cha 93

Skills: Any 19 +153

Feats: Lots

Epic Feats: Damage Reduction x7, Devastating Critical, Overwhelming Critical.

Environment: Deep space

Organization: Solitary

CR: 68

Treasure: –

Alignment: Always NN

Advancement: 150-250 HD (Colossal)

Level Adjustment: –

COMBAT Raskyr are brilliant fighters and try to use their innate abilities to the best of their potential. Because of their immense power, however, many become complacent over time and doubt the legitimacy of threat any other creature presents.

Page 129: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

129

Breath Weapon (Su): Once every 1d3 rounds a raskyr may unleash a massive cone of high-energy radiation. The cone is almost always lethal to organic creatures and is strong enough to deal damage to ships (1/2 damage). The breath stretches out for 10 squares and deals 150d8 damage (no save) to all organic creatures in its blast. Energy resistance from spells, powers, or innate abilities is not effective versus this attack.

Swallow Whole (Ex): The Raskyr can swallow creatures 2 size categories smaller than it whole. Once inside of the creature, it requires 250hp of damage to break free. The creature’s internal acids deal 20d8 points each of acid and crushing damage every round.

RASKYR SOCIETY Nothing is known about the society of these immense creatures. Many research groups want to acquire one for study, but accomplishing this would be an enormous cost both in lives and material.

SSSSENTRYENTRYENTRYENTRY

Sentries are a catch-all category for constructs created for the purpose of guarding something. These sentries are infused with a degree of sentience from their creators, much like psicrystals. Some range from general astral constructs created and then rendered permanent, while others are heavily modified versions of these. This table gives some examples of known constructs. Others are certainly possible. Sentry Mark III Sentry Mark V

Medium-size Construct Medium-size Construct

Hit Dice: 30d10+90 (255 hp) 50d10+150 (425 hp)

Initiative: +7 +16

Speed: 40 ft 70 ft

Armor Class: 31 (+13 Natural, +7 Dex, +1 Dodge) 47 (+24 Natural, +12 Dex, +1 Dodge)

Base Attack/Grapple: +22/29 +37/49

Attack: Heavy repeating pulsebow +2 +31 (4d8+2) or 2 slams +29 (1d6+7)

Pulse cannon +3 +52 (6d8+3/17-20) or 2 slams +49 (1d6+12)

Full Attack: Heavy repeating pulsebow (rapid shot, autofire) +27/27/27/27/22/17/12 (4d8+2) or 2 slams +29 (1d6+7)

Pulse cannon (rapid shot, autofire) +48/48/48/48/43/38/33 (6d8+3/17-20) or 2 slams +49 (1d6+12).

Space/Reach: 5 ft./ 5 ft. 5 ft./ 5 ft.

Special Attacks: – –

Special Qualities: Construct immunities, energy barrier, SR 25, DR 10/adamantine

Construct immunities, greater energy barrier, SR 35, DR 15/adamantine, DR 15/-

Saves: Fort +9, Ref +16, Will +11 Fort +15, Ref +27, Will +19

Abilities: Str 25, Dex 25, Con –, Int 14, Wis 14, Cha 14

Str 35, Dex 35, Con –, Int 18, Wis 18, Cha 18

Skills: Intimidate +35, Sense Motive +35, Spot +35.

Intimidate +57, Listen +65, Sense Motive +57, Spot +57, Tumble +65.

Feats: Dodge, Fast Shooter, Point Blank Shot, Precise Shot, Rapid Shot, Toughness.

Dodge, Fast Shooter, Improved Critical, Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Toughness.

Epic Feats: Armor Skin, Epic Fast Shooter, Strafing Shot

Armor Skin, Combat Archery, Damage Reduction x5, Distant Shot, Epic Fast Shooter, Strafing Shot.

Page 130: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

130

Environment: Any Any

Organization: Solitary or Squad (2-4) Solitary or Squad (2-4)

CR: 15 25

Treasure: Equipment Equipment

Alignment: Always NN Always NN

Advancement: By character class By character class

Level Adjustment: – –

Sentry Mark VI Sentry Mark VII

Medium-size Construct Medium-size Construct

Hit Dice: 60d10+210 (540 hp) 70d10+240 (625 hp)

Initiative: +14 +16

Speed: 80 ft 100 ft

Armor Class: 51 (+25 Natural, +15 Dex, +1 Dodge) 58 (+30 Natural, +17 Dex, +1 Dodge)

Base Attack/Grapple: +45/60 +52/74

Attack: Pulse cannon +5 +65 (6d8+5/17-20) 2 slams +60 (1d6+15).

Pulse cannon +6 +78 (6d8+6/17-20) or 2 slams +72 (1d6+17).

Full Attack: Pulse cannon (rapid shot, autofire) +61/61/61/61/56/51/46 (6d8+5/17-20) or 2 slams +60 (1d6+15)

Pulse cannon (rapid shot, autofire) +74/74/74/74/69/64/59 (6d8+3/17-20) or 2 slams +72 (1d6+17).

Space/Reach: 5 ft./ 5 ft. 5 ft./ 5 ft.

Special Attacks: – –

Special Qualities: Construct immunities, superior energy barrier, SR 42, DR 15/adamantine, DR 15/-

Construct immunities, superior energy barrier, SR 50, DR 20/adamantine, DR 15/-

Saves: Fort +24, Ref +35, Will +25 Fort +27, Ref +40, Will +29

Abilities: Str 40, Dex 40, Con –, Int 20, Wis 20, Cha 20

Str 45, Dex 45, Con –, Int 22, Wis 22, Cha 22

Skills: Intimidate +68, Listen +76, Sense Motive +68, Spot +68, Tumble +78.

Intimidate +79, Listen +87, Sense Motive +79, Spot +79, Tumble +90.

Feats: Dodge, Fast Shooter, Improved Critical, Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Toughness.

Dodge, Fast Shooter, Improved Critical, Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Toughness.

Epic Feats: Armor Skin, Combat Archery, Damage Reduction x5, Distant Shot, Epic Fast Shooter, Epic Fortitude, Epic Toughness, Penetrate Damage Reduction (epic, adamantine), Strafing Shot.

Armor Skin, Combat Archery, Damage Reduction x5, Distant Shot, Epic Fast Shooter, Epic Fortitude, Epic Prowess x3, Epic Toughness, Penetrate Damage Reduction (epic, adamantine), Strafing Shot.

Environment: Any Any

Organization: Solitary or Squad (2-4) Solitary or Squad (2-4)

CR: 30 35

Treasure: Equipment Equipment

Alignment: Always NN Always NN

Advancement: By character class By character class

Level Adjustment: – –

COMBAT

Page 131: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

131

Because sentries are capable of sentient thought, they are far deadlier than normal constructs. They are usually able to analyze their opponent’s strengths and weaknesses and turn it against them. Most of the time they are not afraid to simply wade into combat given their generally superior armament. Alacrity (Su): All constructs are hasted.

Shields (Ex): Sentries come with a psychic shield to block incoming damage, both from energy and physical attacks. A light shield absorbs 10 points of damage from any attack each round. Once the barrier has absorbed 100 points of damage, the barrier collapses. Once the shield is depleted, it gradually recharges itself at a rate of 1 point per round. Sentries with a heavy shield use the above rules but they can absorb 20 damage per round and absorb up to 200. A superior shield absorbs 30 damage per round and up to 300 points of damage. Note that these shields apply before damage reduction is factored in, since DR is a function of the construct itself, not its energy shielding.

CREATING A SENTRY Creating a sentry requires an appropriate Craft check and the Craft Construct feat. Additionally, the creator must have access to an astral construct power and the mind seed power. Sentries are very expensive to buy. Mark III sentries usually sell for about 50,000 drakes, while Mark V sentries come in at close to 500,000.

Page 132: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

132

Chapter Seven: Non Player Characters

Like with any campaign world, NPCs are what bring events to life. Without clever, interesting NPCs, most adventures will fall flat. Sometimes, however, a DM just needs some statistics to use when combat unexpectedly breaks out. These statistics are provided for just those situations.

BBBBANDITSANDITSANDITSANDITS Bandits is a catch-all category for Fringers, characters who run outside the law. They may be smugglers, assassins, gamblers, freelance pilots, or anything in between. These statistics are purposefully generic to apply to any situation. If the DM wishes more specific stats, he will have to come up with them on his own. The standard bandit here is assumed to be a human male or female who has not specialized in any type of spellcasting class. These types of Fringers are slightly rarer and require more specific attention. Bandit Bandit

Medium-size Human, 1st

Level Rogue

Medium-size Human, 3rd

Level

Rogue/1st Level Soldier

Hit Dice: 1d6+1 (7 hp) 3d6+1d10+8 (24 hp)

Initiative: +2 +7

Speed: 30 ft. (6 squares) 30 ft. (6 squares)

Armor Class: 14 (+2 Dex, +2 leather) 15 (+3 Dex, +2 combat suit)

Base Attack/Grapple: +0/+2 +3/+5

Attack: Hand pulsebow +2 (3d4) or dagger +2 (1d4+2)

Pulsebow +6 (3d6) or dagger +5 (1d4+2)

Full Attack: Hand pulsebow +2 (3d4) or dagger +2 (1d4+2)

Pulsebow +2/2 (3d6) or dagger +5 (1d4+2)

Space/Reach: 5 ft./ 5 ft. 5 ft./ 5 ft.

Special Attacks: Sneak attack +1d6 Sneak attack +2d6

Special Qualities: Trapfinding DR 1/-, evasion, trapfinding, trapsense +1

Saves: Fort +1, Ref +3, Will +0 Fort +5, Ref +6, Will +1

Abilities: Str 14, Dex 15, Con 13, Int 12, Wis 10, Cha 8

Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 8

Skills: Bluff +3, Craft (any one) +5, Hide +6, Listen +5, Move Silently +6, Pilot +6, Sense Motive +5, Spot +5, Tumble +6.

Bluff +5, Craft (any one) +9, Hide +9, Listen +7, Move Silently +9, Pilot +10, Sense Motive +7, Spot +7, Tumble +9.

Feats: Point Blank Shot, Psiborn/Bloodborn Improved Initiative, Point Blank Shot, Precise Shot, Psiborn/Bloodborn

Environment: Fringe or any Fringe or any

Organization: Squad (1-4), troop (12-36) or lair (50-500)

Squad (1-4), troop (12-36) or lair (50-500)

CR: 1 4

Treasure: Standard Standard

Alignment: Any Any

Advancement: By character class By character class

Level Adjustment: – –

Page 133: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

133

Bandit Bandit

Medium-size Human, 6th

Level Rogue/ 2nd

Level

Soldier

Medium-size Human, 8th

Level

Rogue/ 4th

Level Soldier

Hit Dice: 6d6+2d10+8 (48 hp) 8d6+4d10+36 (86 hp)

Initiative: +8 +8

Speed: 30 ft. (6 squares) 20 ft. (4 squares)

Armor Class: 19 (+4 Dex, +5 combat armor) 23 (+3 Dex, +10 combat armor MK II +2)

Base Attack/Grapple: +6/+8 +10/12

Attack: MW repeating pulsebow +11 (3d8/19-20) or MW dagger +9 (1d4+2)

Repeating pulsebow +2 +18 (3d8+2/17-20) or MW dagger +13 (1d4+2)

Full Attack: MW repeating pulsebow +5/5/5/5 (3d8/19-20) or MW dagger +9/4 (1d4+2)

Repeating pulsebow +2 +12/12/12/12/7 (3d8+2/17-20) or MW dagger +13/8 (1d4+2)

Space/Reach: 5 ft./ 5 ft. 5 ft./ 5 ft.

Special Attacks: Sneak attack +3d6 Sneak attack +4d6

Special Qualities: DR 2/-, evasion, trapfinding, trapsense +2, uncanny dodge

DR 3/-, evasion, trapfinding, trapsense +2, improved uncanny dodge

Saves: Fort +7, Ref +9, Will +2 Fort +8, Ref +11, Will +3

Abilities: Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 8

Str 14, Dex 18, Con 16, Int 12, Wis 10, Cha 8

Skills: Astrogate +2, Bluff +5, Craft (any one) +9, Disable Device +4, Hide +13, Listen +7, Move Silently +13, Pilot +15, Search +4, Sense Motive +7, Spot +7, Tumble +13

Astrogate +4, Bluff +5, Craft (any one) +13, Disable Device +6, Hide +12, Intimidate +2, Listen +9, Move Silently +12, Pilot +16, Search +6, Sense Motive +7, Spot +9, Tumble +10

Feats: Fast Shooter, Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Psiborn/Bloodborn.

Fast Shooter, Improved Critical (rpt pulsebow), Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Psiborn/Bloodborn, Weapon Focus (rpt pulsebow), Weapon Specialization (rpt pulsebow).

Environment: Fringe or any Fringe or any

Organization: Squad (1-4), troop (12-36) or lair (50-500)

Squad (1-4), troop (12-36) or lair (50-500)

CR: 8 12

Treasure: Standard Standard

Alignment: Any Any

Advancement: By character class By character class

Level Adjustment: – –

Page 134: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

134

Bandit Bandit

Medium-size Human, 12th

Level Rogue/ 4th

Level

Soldier

Medium-size Human, 16th

Level Rogue/ 4th

Level

Soldier

Hit Dice: 12d6+4d10+80 (144 hp) 16d6+4d10+120 (198 hp)

Initiative: +10 +12

Speed: 30 ft. (6 squares) 60 ft. (6 squares)

Armor Class: 27 (+5 Dex, +6 combat suit +4, moderate fortification, +3 Deflection, +3 Natural)

31 (+8 Dex, +6 combat suit +4, moderate fortification of speed, +3 Deflection, +3 Natural, +1 Dodge)

Base Attack/Grapple: +13/15 +16/18

Attack: Heavy repeating pulsebow +4 +24 (4d8+6/17-20) or MW dagger +16 (1d4+2)

Heavy repeating pulsebow +5 of

impact +31 (4d8+9/17-20) or MW dagger +19 (1d4+3)

Full Attack: Heavy repeating pulsebow +4

+18/18/18/18/13/8 (4d8+6/17-20) or MW dagger +16/11/6 (1d4+2)

Heavy repeating pulsebow +5 +25/25/25/25/25/20/15/10 (4d8+9/17-20) or MW dagger +16/11/6 (1d4+2)

Space/Reach: 5 ft./ 5 ft. 5 ft./ 5 ft.

Special Attacks: Sneak attack +6d6 Sneak attack +8d6, crippling strike

Special Qualities: DR 1/-, improved evasion, trapfinding, trapsense +4, improved uncanny dodge, 75% critical immunity

DR 1/-, improved evasion, trapfinding, trapsense +5, improved uncanny dodge, 75% critical immunity, slippery mind

Saves: Fort +11 (14), Ref +15 (18), Will +5 (8)

Fort +12 (17), Ref +18 (23), Will +8 (13)

Abilities: Str 14, Dex 20 (22), Con 16(18), Int 12, Wis 10, Cha 8

Str 14, Dex 22 (26), Con 16(20), Int 12, Wis 10(14), Cha 8

Skills: Astrogate +4, Bluff +5, Craft (any one) +13, Disable Device +6, Hide +18, Intimidate +2, Listen +11, Move Silently +18, Pilot +19, Search +6, Sense Motive +7, Spot +11, Tumble +13

Astrogate +4, Bluff +5, Craft (any one) +13, Disable Device +6, Hide +24, Intimidate +2, Listen +13, Move Silently +24, Pilot +21, Search +6, Sense Motive +7, Spot +13, Tumble +15

Feats: Fast Shooter, Improved Critical (rpt pulsebow), Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Psiborn/Bloodborn, Toughness, Weapon Focus (rpt pulsebow), Weapon Specialization (rpt pulsebow).

Fast Shooter, Improved Critical (rpt pulsebow), Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Psiborn/Bloodborn, Targeted Shot, Toughness, Weapon Focus (rpt pulsebow), Weapon Specialization (rpt pulsebow).

Environment: Fringe or any Fringe or any

Organization: Squad (1-4), troop (12-36) or lair (50-500)

Squad (1-4), troop (12-36) or lair (50-500)

CR: 16 20

Treasure: Standard Standard

Alignment: Any Any

Advancement: By character class By character class

Level Adjustment: – –

Page 135: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

135

Bandit Bandit

Medium-size Human, 20th

Level Rogue/ 4th

Level

Soldier

Medium-size Human, 24th

Level Rogue/ 4th

Level

Soldier

Hit Dice: 20d6+4d10+144 (234 hp) 24d6+4d10+198 (302 hp)

Initiative: +13 +14

Speed: 60 ft. (6 squares) 60 ft. (6 squares)

Armor Class: 33 (+8 Dex, +6 combat suit +4, moderate fortification of speed, +4 Deflection, +4 Natural, +1 Dodge)

35 (+8 Dex, +6 combat suit +4, moderate fortification of speed, +5 Deflection, +5 Natural, +1 Dodge)

Base Attack/Grapple: +18/23 +20/25

Attack: Steady heavy repeating pulsebow

+5 of impact +33 (4d8+9/17-20) or MW dagger +27 (1d4+6)

Steady heavy repeating pulsebow

+5 of impact +36 (4d8+9/17-20) or MW dagger +30 (1d4+6)

Full Attack: Steady heavy repeating pulsebow

+5 of impact

+29/29/29/29/24/19/14 (4d8+9/17-20) or MW dagger +27 (1d4+6)

Steady heavy repeating pulsebow

+5 of impact

+32/32/32/32/27/22/17 (4d8+9/17-20) or MW dagger +30 (1d4+6)

Space/Reach: 5 ft./ 5 ft. 5 ft./ 5 ft.

Special Attacks: Sneak attack +10d6, crippling strike, opportunist

Sneak attack +12d6, crippling strike, opportunist

Special Qualities: DR 1/-, improved evasion, trapfinding, trapsense +5, improved uncanny dodge, 75% critical immunity, slippery mind

DR 1/-, improved evasion, trapfinding, trapsense +5, improved uncanny dodge, 75% critical immunity, slippery mind

Saves: Fort +14 (19), Ref +20 (25), Will +14 (19)

Fort +16 (21), Ref +22 (27), Will +16 (21)

Abilities: Str 14 (20), Dex 23 (29), Con 16(22), Int 12, Wis 10(14), Cha 8

Str 14 (20), Dex 24 (30), Con 16(22), Int 12, Wis 10(14), Cha 8

Skills: Astrogate +4, Bluff +9, Craft (any one) +17, Disable Device +10, Hide +28, Intimidate +6, Listen +17, Move Silently +27, Pilot +24, Search +9, Sense Motive +10, Spot +16, Tumble +18

Astrogate +4, Bluff +10, Craft (any one) +18, Disable Device +11, Hide +30, Intimidate +6, Listen +18, Move Silently +28, Pilot +25, Search +9, Sense Motive +12, Spot +18, Tumble +19.

Feats: Fast Shooter, Improved Critical (rpt pulsebow), Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Psiborn/Bloodborn, Targeted Shot, Toughness, Weapon Focus (rpt pulsebow), Weapon Specialization (rpt pulsebow).

Fast Shooter, Improved Critical (rpt pulsebow), Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Psiborn/Bloodborn, Targeted Shot, Toughness, Weapon Focus (rpt pulsebow), Weapon Specialization (rpt pulsebow).

Epic Feats: Epic Will, Lingering Damage Epic Toughness, Epic Will, Lingering Damage

Environment: Fringe or any Fringe or any

Organization: Squad (1-4), troop (12-36) or lair (50-500)

Squad (1-4), troop (12-36) or lair (50-500)

CR: 22 26

Treasure: Standard Standard

Alignment: Any Any

Advancement: By character class By character class

Level Adjustment: – –

Page 136: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

136

Bandit

Medium-size Human, 28th

Level Rogue/ 4th

Level Soldier

Hit Dice: 28d6+4d10+254 (372 hp)

Initiative: +18

Speed: 60 ft. (6 squares)

Armor Class: 35 (+8 Dex, +6 combat suit +4, moderate fortification of speed, +5 Deflection, +5 Natural, +1 Dodge)

Base Attack/Grapple: +22/27

Attack: Steady heavy repeating pulsebow +5 of impact +41 (4d8+9/17-20) or MW dagger +32 (1d4+6)

Full Attack: Steady heavy repeating pulsebow +5 of impact +37/37/37/37/32/27/22 (4d8+9/17-20) or MW dagger +30 (1d4+6)

Space/Reach: 5 ft./ 5 ft.

Special Attacks: Sneak attack +14d6, crippling strike, opportunist

Special Qualities: DR 1/-, improved evasion, trapfinding, trapsense +6, improved uncanny dodge, 75% critical immunity, slippery mind

Saves: Fort +18 (23), Ref +31 (36), Will +18 (23)

Abilities: Str 14 (20), Dex 30 (36), Con 16(22), Int 12, Wis 10(14), Cha 8

Skills: Astrogate +4, Bluff +11, Craft (any one) +11, Disable Device +12, Hide +31, Intimidate +6, Listen +19, Move Silently +29, Pilot +26, Search +10, Sense Motive +12, Spot +18, Tumble +20.

Feats: Fast Shooter, Improved Critical (rpt pulsebow), Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Psiborn/Bloodborn, Targeted Shot, Toughness, Weapon Focus (rpt pulsebow), Weapon Specialization (rpt pulsebow).

Epic Feats: Dexterous Fortitude, Dexterous Will, Epic Toughness, Epic Reflexes, Epic Will, Lingering Damage, Superior Initiative

Environment: Fringe or any

Organization: Squad (1-4), troop (12-36) or lair (50-500)

CR: 30

Treasure: Standard

Alignment: Any

Advancement: By character class

Level Adjustment: –

COMBAT Bandits only tend to pick fights with those they know they can beat. They use cover well, though not quite as well as trained military troops. Some bandits will equip themselves with melee weapons and attempt to flank opponents to use their sneak attacks, while others will simply strike from surprise to eliminate foes quickly. Bandits tend to have only medium morale, so if a fight starts to go badly they will almost always try to escape. They will rarely continue fighting below ½ hit points unless victory seems assured. Once bandits are high enough level they should employ scrolls and the like to buff themselves up before combat begins. Adding even one or two special items to a character with these stats could increase their combat ability greatly.

Page 137: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

137

MMMMILITARY ILITARY ILITARY ILITARY PPPPERSONNELERSONNELERSONNELERSONNEL

This is a catch-all category for common soldier-types in the galaxy. This does not include pilots or other specialized personnel, but rather common every day career soldiers of one kind or another. The standard bandit here is assumed to be a human male or female who has not specialized in any type of spellcasting class. These types of officers are slightly rarer and require more specific attention. Soldier Soldier

Medium-size Human, 4th

level Soldier

Medium-size Human, 10th

level

Soldier

Hit Dice: 4d10+8 (30 hp) 10d10+40 (95 hp)

Initiative: +3 +9

Speed: 30 ft. (6 squares) 20 ft. (4 squares)

Armor Class: 18 (+5 combat armor Mk I, +3 Dex) 22 (+9 combat armor Mk II +1, +3 Dex)

Base Attack/Grapple: +4/+6 +10/+13

Attack: MW Pulse rifle +9 (3d8+2) or dagger +6 (1d4+2)

+1 pulse rifle +17 (3d8+3/19-20) or dagger +13 (1d4+3)

Full Attack: MW Pulse rifle +9 (3d8+2) or dagger +6 (1d4+2)

+1 pulse rifle +17/12 (3d8+3/17-20) or dagger +13/7 (1d4+3)

Space/Reach: 5 ft./ 5 ft. 5 ft./ 5 ft.

Special Attacks: – –

Special Qualities: DR 2/- DR 3/-

Saves: Fort +5, Ref +4, Will +1 Fort +10, Ref +4, Will +3

Abilities: Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 8

Str 14(16), Dex 19(21), Con 14(16), Int 12, Wis 10, Cha 8

Skills: Craft (any one) +8, Intimidate +6, Pilot +10, Use Tech Device +8

Craft (any one) +14, Intimidate +12, Pilot +18, Use Tech Device +14

Feats: Point Blank Shot, Precise Shot, Psiborn/Bloodborn, Rapid Shot, Weapon Focus (pulse rifle), Weapon Specialization (pulse rifle)

Combat Reflexes, Dodge, Fast Shooter, Improved Critical (pulse rifle), Improved Initiative, Military Training, Point Blank Shot, Precise Shot, Psiborn/Bloodborn, Rapid Shot, Toughness, Weapon Focus (pulse rifle), Weapon Specialization (pulse rifle)

Environment: Any Any

Organization: Squad (1-4), troop (12-36) or contingent (1-500)

Squad (1-4), troop (12-36) or contingent (1-500)

CR: 4 10

Treasure: Equipment Equipment

Alignment: Any Any

Advancement: By character class By character class

Level Adjustment: – –

Page 138: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

138

Soldier Soldier

Medium-size Human, 16th

level Soldier

Medium-size Human, 22nd

level Soldier

Hit Dice: 16d10+80 (168 hp) 22d10+132 (253 hp)

Initiative: +12 +12

Speed: 40 ft. (8 squares) 40 ft. (8 squares)

Armor Class: 26 (+11 combat armor Mk II +3 of moderate fortification and speed, +3 Dex, +1 Dodge)

34 (+13 power armor Mk I +3 of moderate fortification and speed, +1 Dodge, +5 Deflection, +5 Natural)

Base Attack/Grapple: +16/+19 +21/+24

Attack: +3 repeating pulse rifle of impact +29 (3d8+7/19-20) or dagger +19 (1d4+3)

+5 repeating pulse rifle of impact +37 (3d8+9/17-20) or dagger +25 (1d4+4)

Full Attack: +3 repeating pulse rifle of impact +29/29/24/19/14 (3d8+7/19-20) or dagger +19/19/14/9/4 (1d4+3)

+5 repeating pulse rifle of impact +37/37/32/27/22 (3d8+9/17-20) or dagger +25/25/20/15/10 (1d4+3)

Space/Reach: 5 ft./ 5 ft. 5 ft./ 5 ft.

Special Attacks: – –

Special Qualities: DR 3/-, 75% immune to critical hits and sneak attacks

DR 10/-, 75% immune to critical hits and sneak attacks

Saves: Fort +14(16), Ref +12(14), Will +7(9)

Fort +17(20), Ref +14(17), Will +9(12)

Abilities: Str 14(16), Dex 22(26), Con 14(18), Int 12(14), Wis 10, Cha 8

Str 14(18), Dex 22(28), Con 16(20), Int 12(14), Wis 10(12), Cha 8

Skills: Craft (any one) +20, Intimidate +18, Knowledge (military tactics) +20, Pilot +27, Use Tech Device +20

Craft (any one) +26, Intimidate +24, Knowledge (military tactics) +26, Pilot +34, Use Tech Device +26

Feats: Combat Reflexes, Cleave, Dodge, Expert Gunner, Fast Shooter, Improved Critical (pulse rifle), Improved Initiative, Iron Will, Military Training, Point Blank Shot, Power Attack, Precise Shot, Psiborn/Bloodborn, Rapid Shot, Toughness, Weapon Focus (pulse rifle), Weapon Specialization (pulse rifle)

Combat Reflexes, Cleave, Dodge, Expert Gunner, Fast Shooter, Improved Critical (pulse rifle), Improved Initiative, Iron Will, Military Training, Mobility, Point Blank Shot, Power Attack, Precise Shot, Psiborn/Bloodborn, Rapid Shot, Shot-on-the-Run, Spring Attack, Toughness, Weapon Focus (pulse rifle), Weapon Specialization (pulse rifle)

Epic Feats: – Epic Fast Shooter, Penetrate Damage Reduction (epic).

Environment: Any Any

Organization: Squad (1-4), troop (12-36) or contingent (1-500)

Squad (1-4), troop (12-36) or contingent (1-500)

CR: 16 22

Treasure: Equipment Equipment

Alignment: Any Any

Advancement: By character class By character class

Level Adjustment: – –

Page 139: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

139

COMBAT Military personnel of all kinds are trained to fight as a unit, so they use team-based tactics well. They generally focus fire on the toughest opponent, then focus on the next opponent, and so on until all are dead. If an opponent is particularly tough to hit, they may attempt to pin down their opponent and give synergies to one soldier. Note that all of these entries include some form of equipment, usually in the form of armor or a shield.

NNNNAVAL AVAL AVAL AVAL PPPPERSONNELERSONNELERSONNELERSONNEL

This category includes statistics for average crews found throughout the galaxy. Because of the unique mixture of magic, class abilities, and high-level play, using standard generic crew ratings (as in the SWRPG) are not as appropriate for this setting in all situations, since PCs can attain vastly higher levels of power. Crew quality ratings are useful for ships encountered on a relatively normal basis, such as random encounters or standard military ships. They also function well in large combats involving incredibly large numbers of craft where blanket values can be assigned. However, when the party is engaging a specific individual, organization, or something similar, it is best to assume that their enemies are competent individuals with PC classes, possibly even prestige classes. This also makes XP rewards easier to assign, since these characters have their own challenge rating. Use the following statistical entries for these situations, inserting whatever craft you wish them to fly, or create your own: Low-Level Ace Ace

Most species, 7th

level

Soldier-3rd

Level Ace

Most species, 7th

level Soldier-

10th

Level Ace

Initiative: +8 (+4 Dex, +4 Improved Initiative) +12 (+8 Dex, +4 Improved Initiative)

Armor Class: +12 (Dodge) +17 (Dodge)

Base Attack: +10 +17

Attack: Fighter weapon +15 Fighter weapon +31

Full Attack: Fighter weapon +15/10 Fighter weapon +29/29/29/24/19/14

Special Attacks: – –

Special Qualities: Fighter Defense +2, Familiarity +1 Fighter Defense +6, Familiarity +5, hasted, Improved Starship Evasion

Skills: Astrogate +15, Craft (shipbuilding) +15, Pilot +21, Use Tech Device +15

Astrogate +25, Craft (shipbuilding) +23, Pilot +35, Use Tech Device +23

Feats: Gunner, Improved Initiative, Pinpoint Accuracy, Point Blank Shot, Rapid Shot, Skill Focus (Pilot), Starship Dodge, Starship Operation (Starfighter)

Expert Gunner, Gunner, Improved Initiative, Pinpoint Accuracy, Point Blank Shot, Rapid Shot, Skill Focus (Pilot), Spacer, Starship Point Blank Shot, Starship Dodge, Starship Operation (Starfighter)

CR: 10 17

Page 140: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

140

Top Ace Top Ace II

Most species, 10th

level

Soldier-15th

Level Ace

Most species, 10th

level

Soldier-20th

Level Ace

Initiative: +14 (+10 Dex, +4 Improved Initiative)

+14 (+10 Dex, +4 Improved Initiative)

Armor Class: +20 (Dodge) +24 (Dodge)

Base Attack: +23 +25

Attack: Fighter weapon +43 (19-20) Fighter weapon +50 (19-20)

Full Attack: Fighter weapon +41/41/41/36/31/26 (19-20)

Fighter weapon +48/48/48/43/38/33 (19-20)

Special Attacks: – –

Special Qualities: Fighter Defense +8, Familiarity +7, hasted, Improved Starship Evasion

Fighter Defense +11, Familiarity +10, hasted, Improved Starship Evasion

Skills: Astrogate +33, Craft (shipbuilding) +31, Pilot +55, Use Tech Device +31

Astrogate +38, Craft (shipbuilding) +36, Pilot +60, Use Tech Device +36

Feats: Expert Gunner, Gunner, Improved Critical (starfighter weapons), Improved Initiative, Pinpoint Accuracy, Point Blank Shot, Rapid Shot, Skill Focus (Craft: Shipbuilding), Skill Focus (Pilot), Spacer, Starship Point Blank Shot, Starship Dodge, Starship Operation (Starfighter), Weapon Focus (Starfighter weapons)

Expert Gunner, Gunner, Improved Critical (starfighter weapons), Improved Initiative, Pinpoint Accuracy, Point Blank Shot, Rapid Shot, Skill Focus (Craft: Shipbuilding), Skill Focus (Pilot), Spacer, Starship Point Blank Shot, Starship Dodge, Starship Operation (Starfighter), Weapon Focus (Starfighter weapons)

Epic Feats: Epic Prowess, Epic Skill Focus (Pilot), Legendary Gunner

Epic Prowess x3, Epic Skill Focus (Pilot), Legendary Gunner

CR: 25 30

COMBAT Starfighter aces may fly solo or in squadrons. Note that squadron of aces can be very, very deadly and should be thrown at the PCs with care, especially if it is a straight-up battle. Hasted: Ace pilots and above are considered hasted (included in the stat-bar). Range Penalties: Note that Ace pilots and above do not suffer penalties for ranged combat at close or medium range. Top Ace pilots do not suffer any range penalties to attack.

Page 141: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

141

Chapter Eight: Geography

While it is believed the linked regions of the galaxy is only a smattering of all inhabited systems, there is still great variety between systems, both in terms of populace and culture. Even worlds linked within a single government have vastly different cultural traditions.

HOW TO READ A REGION ENTRY Each system listed in this chapter begins with a short block of data, featuring the following points of information. It corresponds to a map (in a separate document).

SYSTEM’S NAME The name of a solar system, usually identical to the planet’s sun. Capital: The capital city of the system, followed by the planet on which the city is found in parentheses. If a system does not have a specific capital, this entry will read “none”. Population: The rough population of a system. This information is further broken down in the statistics block of each individual area, but this gives a general key as to the over-all content of a region. Power structure: This entry dictates who

rules and holds sway in a given system. Usually it is a government, but not always. In rare cases, there may be multiple such structures, which are listed alphabetically. Alignments: The three most common alignments found in a given system, in order of prevalence. Jump gate: This will detail the location of any jump gates in a system, hyphenating the gate’s locale in that system and followed by the exit point of the jump gate. Description: A brief description of the system follow. Planet or Location Name Capital: The capital city of a planet. If a planet does not have one, this entry is absent. Population: Rough population of the area, broken down by racial type. Power structure: The ruling power of an area. While some areas may have competing influence, only the strongest such is listed. Alignments: The three most common alignments in a given system, in order of prevalence. Description: A brief description follows, giving more precise information about a

SIDEBAR: DONYANE’S LEGACY

For as long as anyone can remember, each system has had its own cultural and racial norm that reigned throughout the various planets and settlements within it. During the first century of Dominion rule, Empress Donyane Codra issued a royal proclamation that each system would be given limited sovereignty within the scope of its own jump gates. While the Dominion naturally maintained absolute sovereignty, each system was allowed – even encouraged – to explore and expand to the other planets orbiting their sun. She feared that the Tarreen would return and find them still weakened from the ravages of the Sarafan Revolution. The Sarafan order supported her decree by volunteering psychics to aid in exploratory missions, even aiding psiship support to developing nations who lacked the ability to make their own ships. Over the centuries to come, the Dominion upheld the spirit of this enterprise, aiding each system in consolidating rule. While not necessarily an intended consequence, many historians speculate that this edict is directly responsible for the limited fragmentation throughout the Elysian sector today. Donyane’s Legacy, as the law came to be known, is the primary reason why Keledon functions as a magocracy with rule consolidated in the hands of a few great houses. Or why the Krosian system is primarily inhabited by orcs and goblinoids. Or why the Meldons are the most prevalent non-human species both on their homeworld and in their system. Donyane’s Legacy is still upheld as one of the most fundamental principles of the Dominion to this very day, and as such aggressive expansionism is generally minimal.

Page 142: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

142

location and its occupants.

EDEN SYSTEM Capital: Codraguard (Sharankur) Population: 2.8 billion Power structure: The Dominion Alignments: LG, LN, NG Jump gates: Sharankur-Thursk, Sharankur-H’Jettan, Vekranna-Angelus The Eden system is the capital system of the Dominion, home to at least two of the Dominion’s sector fleets at all times, and the central office of governance, culture, and law within the Dominion. The Eden system holds four planetary sites – Torinkal, Sharankur, Elasta, Vekranna, and the twin orbs of Euphrates I and II. Over a hundred space stations and mining outfits can be found in the system, and all are heavy areas of commerce. The Eden system can be reached via jump gate from H’Jettan, Angelus, and Thursk. Toirinkal Capital: Kusari Population: 248 million, Human 95%, dwarf 2%, gnomes, orion, thursk <1% Power structure: The Dominion Alignments: LG, NN, LN This small planet orbits closest to the system’s sun. While not entirely inhospitable, it is a warmer planet, with most of the equatorial regions covered by deserts. Torinkal is the nominal home of the Kusari Cartel. Kusari itself was named after the guild, which was originally an acronym for “Kurean Union of Sarafan Artificers, Regional-International” (though few know them by this name). The current Chairman of the Kusari Cartel is a shrewd, elderly orion named Eliandedal (NN/Orion ♂/Nob 32), who has been in power for almost two decades. He has utilized the influx of new magic into the system to great advantage, importing (or smuggling) Mire, Orcish, and even Jadari products into the Dominion, and in turn exporting Sarafan products out to their competitors elsewhere in the galaxy. He is

advertising an interest in information about and goods from Tarreen space, and and has offered a hefty premium. Sharankur Capital: Codraguard Population: 1.2 billion, Human 59%, high elves 20%, wild elves 8%, dwarves 7%, gnomes 6% Power structure: The Dominion Alignments: LG, NN, LN The capital of the Dominion, Sharankur is the birthplace of more species than any other planet. Dwarves, elves, gnomes, and humans all claim Sharankur as their birth place. Because of this, the planet is heavily divided into regions designating the major racial home regions.

The planet has four major continents. The first, Kolidar, is the main landmass. The bulk of the continent is inhabited by humans. The La’Qual forests on the western coast are home to the high elven kingdom, while the northern mountain regions of Azgon are the central home of the dwarves and gnomes. The other three continents are similar to huge islands, and all are primal forest and jungle regions inhabited by the wild elves.

The planet’s native language is Kurean, a human dialect based upon many different racial languages that evolved over time. Culture on Sharankur tends to be quite orderly and regulated because of its proximity to the capital. Most Kureans walk with a certain air of confidence (or even arrogance) at their heritage and cultural upbringing. The Royalists have their strongest support here, especially from the citizens of Codraguard, though the Unionists are strong enough to challenge their policies.

Elasta

Capital: Deep Targoath

Population: 122 million, Gnomes 45%, dwarves 33%, thri-kreen 21% Power structure: The Dominion Alignments: LN, CN, NG

Page 143: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

143

This large planet (high gravity) is home to a number of underground denizens. The surface region is scoured clean of all normal signs of life – the nearby Elasta Asteroid Belt pelts the surface regularly with such huge blasts that the light of the Edenian sun has been eternally blotted out by the clouds of dust. The native dwarves and gnomes find this to be little problem – the large plates of the world make earthquake and volcanic activity rather light, which makes the underground a very habitable realm. While a relatively small world in the Dominion, the mines of this world, and the surrounding asteroids, are the primary outlet of steel, adamantine, resonant crystal, and other precious metals. There has long been tension between the Dominion citizens – the dwarves and gnomes – and the deeper colonies of thri-kin that inhabit this planet. They typically avoid each other, but small clashes and raids are not unheard of in cases where mining parties venture too deep into thri-kreen territory, or when the “buggers” spawn a nest in a particularly rich area. In recent years, these clashes have increased – the thri-kin are being driven closer and closer to the surface. In 2053, peace talks occurred between Mining Guildmaster Thune Hammerdown (LN/dwarf ♀/Nob 13 Sol 12) and one of the lead matriarchs, Prit’tik’tichk (CG/thri-kreen ♀/Mus 22). She reported that her people had no choice but to move towards the surface, as an alien terror has been preying upon them in the depths. Unconvinced, the Guildmaster commissioned a study into what, if any, menace may lie in the dark below. Vekranna

Capital: Celeste Population: 496 million, Humans 84%, Thursk 10%, jadari 2% Power structure: The Dominion Alignments: LG, NG, NE The shining orb of Vekranna, named for the third Empress (granddaughter of the Seraph), has long stood as something of a utopian society. Revolts have been minimal,

commerce has been steady, and aesthetics is always taken into account in developments. More than most Dominion colonies, the Vekrean people incorporate nature into their lifestyle. The capital city of Celeste is actually built in a style similar to that of the elves, and many structures are built in the boughs or around the base of the ancient sycamores and oaks that have grown there since time immemorial. While statistically insignificant to the world’s population, a small colony of wild elves even dwell here – mostly a radical few who felt confined by the island-dwelling existence on Sharankur. Recent years, however, have not been as kind. During whe Jade Wars, a small fleet arrived accompanied by Vash Codra herself, depriving the jade elves’ of air support and stranding hundreds of thousands of Legion troops on the surface. The people of Vekranna were immensely grateful for the support, and the planet has been fanatically Royalist ever since. Abandoned, these Legionnaires used their magic to flee deep beneath the world, and have proven themselves impossible to root out ever since. They have even managed to successfully begin an academy in which they teach willing pupils their craft, attracting primarily their neighbors, the gnomes, who seem to have an affinity for this power. While the Dominion has not yet gone so far as to ban the practice of witchcraft, it is in discussion, and the most vocal supporter is Vekranna’s Archbishop Destin Foldrin (NG/human ♂/Nob 10 Tel 24). Foldrin is currently attempting to garner enough support to allow him to pass a law that would give each planet the right to determine which forms of magic are allowed. The fledgling Iari faction are paying attention to this issue as well, declaring it another example of oppression of aliens by the Sarafan.

Madra Lukas

Population: 27,000, Humans 40% (number of lycans unknown), Rakshan 28%, Dowd 20%, Sillibar 8%

Page 144: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

144

Power structure: Iari Alignments: NN, NE, LE This space station is something of a unique site in the Dominion – a site inhabited primarily by non-humans, but devoted to political action – at least on the surface. Madra Lukas is run and maintained by a warrior named Ellidar (NN/lycan (feline) ♂/SaW 29), who overthrew the old management some 20 years prior. He has established it as a safe-haven for those of “all” political and apolitical affiliations. Ellidar personally claims allegiance to the Iari, though he is not the most out-spoken advocate of them – nor of anyone else. The sole exception to this freedom of politics seems to be those in support of the Dominion. Groups such as the Iari, the Order of the Feral Claw, the Alien Brotherhood, and any number of other such radical sorts are common fare here. Beneath the surface, Madra Lukas channels funds, military-grade equipment, and starship customizations to the above groups, as well as terrorist cells, the Ovassa Vaad, the Triad, and are even whispered to have had dealings with some major powers like the jadari. While it is certain the Dominion suspects foul play, Ellidar has strong connections to many wealthy and affluent supporters. Aside from which, security is tight here, and humans are scrutinized more than any others. Ellidar even makes personal patrols on occasion, and it is not uncommon for him to simply banish someone (or worse) on suspicion alone. Regardless, anyone venturing into this zone should be prepared to be recruited by the most bizarre and extreme philosophies the galaxy currently supports. Those refusing to be recruited had best be ready to defend their convictions – with blood, at times. Those wishing to represent the Dominion are advised to bring a big gun and thick armor. Euphrates

Capital: Fort Alabaster (I) and Fort Granite (II) Population: 723 million, 99% human

Power structure: The Dominion Alignments: LN, LG, CE The twin planets of Euphrates I and II are far removed from the mainstream activity of the Dominion, given their location on the outskirts. However, this does not diminish their role as the primary training ground for elite military units of the galaxy. The region is known usually as “the cluster,” because the two planets orbit at seemingly identical rates, and because they are so close to one another (within an eon of each other). An intense rivalry exists between these planets, with Euphrates I being the main ground for terran combat, and Euphrates II being the field for naval officers. The two academies compete over anything and everything, and while friendly casualties are not encouraged (openly), they are not at all unheard of. Between the two drifts Tertius, a rock almost large enough to be called a planet in its own right. Each planet pridefully insists the moon once orbited their world, and it has become the main battleground between the two academies, earning it the nickname “the Hill.” Euphrates I: Also known as Primus, this high-gravity world contains a vast array of geological types. Vast oceans, steep mountains, blazing deserts and trackless tundra are each found here. While the presence of such terrain is common on other worlds, Euphrates accurately boasts an extreme level of each of these, and over the centuries of its military tradition, numerous monsters and intelligent species have been imported to infest these areas (for training purposes). The planet is run from within Fort Alabaster by Master general Aldar (LN/human ♂/SaW 20 Off 20 (terran)). Aldar generally takes a hands-off approach to managing planetary affairs, focusing his attentions on the constant competition with his “nemesis” on Euphrates II. Euphrates II: Euphrates II, or Secundus as it is more commonly known, trails after Primus in space in their shared orbit. The current commander is the recently appointed Grand Admiral Hokara Li (LN/human ♀/Nom 19

Page 145: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

145

Off 18 (naval)), who has already proven her worth after taking the Hill within her first months in office. While Aldar prefers complicated assault tactics, Li prefers to rely on hit and fade, only dropping the hammer when the stone is chipped away enough to shatter in one blow. The world itself is less diverse geologically than Primus, with oceans covering almost 75% of the surface. What remains is mostly island chains and small continents covered in mountains. The Grand Admiral relocated the official command center for Secundus to an orbital space station, which now bears the name Fort Granite. Like its twin, however, Granite is home to a number of large, avian races (even imported dragons) that spar with Dominion fighter pilot trainees regularly. Tertius: The controller of Tertius earns the proud title of King of the Hill. (While Li is a woman, she has not altered this traditional title). The moon is absolutely barren, with a barely breathable atmosphere. Breathing beings here need to make a Con check DC 10 after 10 minutes here or fall unconscious, and then die 10 minutes later. Even if they succeed, they continue to make checks at 10 minute intervals with the DC increasing by +1 after each successful check. While barren of life, it is heavily populated by artifical structures. Innumerable constructs and vehicles patrol the surface of the planet around the various defense stations, and thousands of cannons of every size and calibre are aimed at anyone daring enough to attack. The control center for the planet is the aptly named Fort Hill – it is buried thousands of feet beneath the surface and cannot be taken without ground support. The Hill is never considered to be taken until it is occupied personally by the forces chief officer. Kuleas: This space station orbits a safe distance from Tertius – it is occasionally involved in the constant wargames, but not enough to disrupt commerce. This platform serves as a point from which Dominion military personnel can purchase premium

military-grade gear. If it cannot be found here, it can be requisitioned. The finest artisans in the Dominion flock to Kuleas for a chance to create and sell their wares, and to work with the best and brightest on new and exciting projects.

ANGELUS SYSTEM

The “Winged Worlds” or the “Avian Paradise” are names commonly given to the Angelus system. The system is home to two major planets, Angel One and Angel Five, which have vastly different ecologies and lifestyles. Angelus is the home system of the ankarans, the only known sentient race of avian creatures in the galaxy. The Angelus system has jump gates to Eden and Belgrad, and it has the longest magnetic tunnel in any system in the Dominion, covering the 650 million kilometers between the two major planets in the system. Angel One

The home of the ankarans, Angel One (usually called “Angel”) is a large, primarily gaseous red planet that hangs in the starts like a massive ball of hydrogen. The planet’s atmosphere is breathable by most beings, but only for short periods of time before they become light-headed and dizzy. Long-term exposure is not lethal, but usually results in intense deliriums. The ankarans dwell primarily within the skies, as do scores of other flying species. The surface temperature of Angel is uniformly quite warm, ranging somewhere between ninety and one-hundred ten degrees on an average day. The planet has low gravity, measuring only .9 that of the Kurean standard. Ankaran cities are typically constructed in high places such as the tops of mountains. Bodies of water on the planet are rare. Where lakes and rivers appear on most planets, Angel holds immense bodies of heavy gases that cling to the planet’s light crust.

Page 146: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

146

The planet’s native language is Karan, which non-ankarans have incredible difficultly reproducing. Ankaran society is highly tribal, though recently an order of clans has emerged to try and increase ankaran representation and status within the Dominion. Offworlders typically visit the planet for vacation, as the gas seas are legendary for their raw beauty. Avian, City of the Sky (2,500,000) is the largest city and the planet and one of the few Offworlders come to visit. Nestled between a huge mountain pass and the haze of the Nefesh Gaseous Sea, Avian is a tourist attraction more than anything else. Most of the planet’s official Dominion offices are here, and the ankaran clans typically have representatives throughout the city who know the locations of the ever-migrating leaders. The city is famous for its exotic animals, especially winged creatures. Hunters capture young and bring them to the city, and trainers offer their services for those that wish to train an aerial steed. The Bishop of Angel, Unionist Siamad Dohara (Human ♀/ Nom24-Sol4) lives within the city. Her election caused considerable stir with the natives, who consider her an enemy of the Ankaran people. Angel Five

Colonized by humans in 204 SE, Angel Five, popularly known as “Dusk” or the “Shadow World,” is a planet dwelling in nearly perpetual twilight. The planet is perfectly livable, though temperatures are always low (between thirty and forty degrees) due to the planet’s low-level of sunlight. Surrounded by a dozen moons, the Shadow World is constantly cloaked in dusk, with only enough light coming to the planet to provide basic illumination. Other than this quirk the planet is almost uniformly human, and the culture is representative of that fact. Cities appear just as they would on most human-dominated worlds. However, the floating seas of Angel Five are highly toxic, consisting primarily of rare elements that sustain the native fauna and animal life. The Sarafan have established

massive water purification centers and irrigation systems to simulate life elsewhere, however, and most people don’t notice the difference. The planet’s primary language is Kurean, though natives have developed their own dialect and accent. Duskan culture is one of rugged individualism, so to speak, carried on from early pioneers trying to survive on a relatively harsh world. A huge portion of the planet’s population prefers the agrarian life, considering it a personal test to grow crops and food on such a world. Duskans tend to be political isolated, though the majority of their population is Unionist in inclination. Corvana (17,000,000) is a massive city built on top of the Soaon Mountains. It basks in the brightest light of the planet and holds a constant temperature of nearly sixty degrees. The city is one of the leading research institutes for biology in the Dominion, but it also has a large merchant culture and a legendarily rough spaceport, Briton Chalo, at the highest point on top of the mountain. Briton Chalo is known as a haven for traders flying the “Angel Run,” the huge stretch of space between the system’s two planets. Delishad (750,000) is a relatively quite planetary capital, tucked away between mountain ridges in one of the planet’s darkest spots. Most outsiders that come here are on official government business, but as always merchants make their way into an otherwise highly agrarian city. Delishad is known as one of the primary locations for Dominion military research, which is one of the only reasons the city holds the population it does. The resident Bishop of Dusk, Aca Noahel (Human ♂/ Ego4-Sol10-Ordinator10), is a powerful, conservative man who holds military service in high regard.

BELGRAD SYSTEM

Known as the “Inventor’s Paradise” across the Dominion, the Belgrad system is home to two sister planets, Del’Tarog and Del’Tarag,

Page 147: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

147

which despite their majority human population have become known as the colonies of dwarves and gnomes. The two planets, major jump gates, and all space stations in the system have been linked with magnetic gates. The system has jump gates to Oceanus and Angelus. Del’Tarag

The larger of the two sister planets, Del’Tarag is thought of as a virtual extension of the Azgon mountains on Sharankur. The planet has a warm, temperate atmosphere, but its surface is relatively barren. Huge mountain ranges stretch for thousands of kilometers across the major continent, making city construction difficult. As a result, most of the planet’s cities are built underground. Surface outposts route visitors into underground tunnels where they then hop on steam-powered trains to reach their destinations. While the Sarafan have established their own networks of railcars to move between major points, most visitors don’t balk at the chance to try out a new gnomish engine or dwarven track design. The planet has two three major languages, Dwarven, Gnomish, and Dorin, a human language that has evolved through the other two. Culture on Del’Tarag varies by race, but the average citizen combines the hard-working attitude of a Drellian with the generally positive gleefulness of an Orion. The populace tends to be mixed politically. Gobeen (5,000,000) is a major underground city built as a sort of display for all the new technologies and gadgets that emerge from the planet. Over time the city has evolved to be more like a traditional Dominion city, but the gnomish architecture (built by dwarven hands) is plainly apparent. Using a combination of clever engineering and psychic tricks, many buildings are constructed upside down on the tops of cavern walls; cities are built all the way around, so that looking up or down will result in seeing another section of the city. The Bishop of Del’Tarag, Gwela Shamara (Human ♀/

Sha31), was formerly a well-known architect and designer for the Sarafan. She is popular among the commoners because she is perceived as being a political outsider. Del’Torog

Small and barren, there is, at first, little to admire about Del’Torog, especially compared to its sister. The surface of the world is very hot, and nearly every stretch of the almost waterless world is covered in active volcanoes and ash mountains. Beneath the surface of the planet, however, are some of the most beautiful cities in the galaxy, many constructed directly in the middle of volcanoes. Immense psychic shields protect the populace from harm and harness the raw energies of the molten rock to power the planet. Del’Torog has three major languages, the same as its sister world. Most people living on the world admire its raw, primal beauty and are quick to take insult from outsiders who have never looked about the planet’s majesty. Where Taragians are craftspeople and designers, Torogians are artists and artisans. The tend to favor the Liberty political faction. Mohal, City of Fire (850,000) is relatively small as far as planetary capitals go, and it is spread out over almost twenty kilometers under the surface. Still, the city is one of the two or three most beautiful in the galaxy. Most of the Dominion’s great artists have studied at the Mohal Institute for at least a few years. De’wellen Hardsen (Human ♂/ Sha22-Muse6) is the planet’s Bishop. He is a well-connected man in the world of culture, mocked by politicians but respected by his constituents. Eladrell

The most important industrial planet in the Dominion, Eladrell is home to five distinct shipyards and dozens upon dozens of industrial guilds and merchant enclaves. Several magnetic gates link Eladrell to

Page 148: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

148

Sharankur, its sister planet, and traffic is always heavy. People of Eladrell speak Drellian. Drellians as a people are industrious, hard working, and practical. While Kureans represent the governmental elites that allow Dominion society to coexist, Drellians represent the industrial and currency that holds it together. Drellian culture has a long history of conservative militancy and skepticism about new phenomenon in the galaxy. Most Drellians respect the laws of the Dominion more because they respect them than because they are afraid of the consequences for violation. Their populace is always almost equally split between the Unionists and the Royalists. Basken (15,000,000) is the largest city on the planet, located on the main landmass. It is an industrial city and a haven for scientists, architects, and engineers of all varieties. Kovian Okum (Human ♂/ Tel32), Bishop of Eladrell, lives in the city. He is a hard-nosed, organized man who regulates production and distribution relentlessly. Aside from its orderly roots, however, Basken is known as a haven for youth-culture rebels and underground resistance movements.

KELEDON Capital: Magi City (Keledon) Population: 4.5 billion. Power Structure: The Mire Alignments: CN, TN, LN Jump gates: Keledon – Kalifax, Keledon – Tigris, Keledon – Thri-Kinar, Keledon – Krosis, Keledon – Orion The home system of the Mire government and site of some of the bloodiest battles in galactic history, Keledon is a major hub of activity. It is one of the most trafficked areas of space, with jump gates leading to five major systems – more than any other system in the galaxy. Keledon is home to seven planetary bodies – Austerius, Derringer, Kaern, Keledon, Shiva-tel, Salladin and Krade. It is also home to the Irix Defense Platform, located in the Irix

asteroid belt, which houses the majority of the MDF. Austerius:

An opalescent green orb from outer space, Austerius is an inhospitable world whose atmosphere is highly acidic. It is rumored that the ruins of dozens of Tarreen ships lie somewhere beneath the acidic-cloud layer. Thousands of adventurers and venture-capitalists have attempted to salvage the lost technologies, none have survived the ordeal. Ships entering the system take 2d6 points of hull damage every round (DR does not apply.) It is also rumored that numerous green dragons have come to this planet in order to keep a close eye on human politics. Whether or not either of these rumors is true is unknown.

Derringer:

Capital: Her’Shaitan Population: 23,130, Credok 100% Power Structure: Clan Fei’Del Alignments: LN, LG, LE Derringer is a volcanic wasteland of a planet. The ruins of ancient tarreen mining facilities lie next to and beneath active volcanoes, the inhabitants and riches lost to random lava flows and sporadic volcanic explosions. The only notable inhabitants of Derringer, save for the native monstrosities of fire, is a colony of nomadic Credok who migrated here after being outcast from Norg space. This colony, Her’Shaitan (the City of the Forsaken), is home to a divergent faith than the Credok standard. These Fei’Del believe that the Wanderer will come not from Norgon space but from this wasteland – born of the fire and earth of Derringer. Her’Shaitan stands only because of the tenacity of the Credok people. At least once every five years, an earthquake or lava flows topples or destroys most of the city. The Credok return, however, and rebuild their temples and homes, used to devastation and trial. Kaern:

Page 149: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

149

Capital: Kragmont Population: 762 million, dwarf 63%, gnome 35%, human 2% Power Structure: The Mire – House Tavion, The Kaern Mining Cartel Alignments: NN, NG, LN A mountainous mining colony world with deep, rich adamantine and mithril veins, Kaern has attracted numerous dwarven and gnomish colonists. These colonies have united against the advances of the Magi Houses as the Kaern Mining Cartel, led by Prospector Karrde Pwell (LN male dwarf Nob23-Exp23). Lately, House Tavion has brokered a deal with the KMC to aid them in the business of shipping the various minerals and ores out of the planet and selling them in the open market. In this way, both the Cartel and the Houses win. Because of this deal, the planet is now considered jurisdiction of House Tavion. Embassies have opened on the surface of the planet, hundreds of feet above the underground dwarf and gnome mining colonies. Tiny cities have begun to grow around these surface embassies, and the human population is growing, much to the KMC’s chagrin. Keledon: Capital: Magi City Population: 1.6 billion, Human 74%, orion 10%, orc 9%, gnome 3%, tigran 2% Power Structure: The Mire – House Foln Alignments: TN, CN, CG Capital planet of the Mire and home to some of the most wondrous magical sites throughout the galaxy, Keledon is a vastly populated planet with big commerce in sorcery and tourism. If a body requires a magical piece of equipment, it is more than likely sold or bartered for somewhere in the surface of Keledon. The planet is divided into three major continents and two smaller island-continents. Gothim, the primary landmass, houses Magi City. Davo is the world’s food basket, with fertile grounds and large plains wherein rest

hundreds of thousands of farms. Rokyan is a beautiful continent that rests above Gothim, running up to the polar ice caps. Trellic and Iazo are the two island-continents, with Iazo being a sparsely populated volcanic hot spot and Trellic a continent of rolling hills and flatlands, where most of the planet’s cattle is raised. The largest city on the surface of Keledon is without a doubt Magi City. This amazing structure is a floating city, animated and kept afloat through epic spells which only the greatest sorcerers in the land can replicate. The city boasts a number of immigrants from every race and creed, from the strictest House loyalist to bored Dominion tourists looking for something to do. The Magi Houses keep the power in Keledon, with House Foln keeping the seat of power in Magi City. House Tavion and House Lorre also have a strong presence on Keledon, with power bases in Magi City and embassies in cities throughout the surface of the world. Keldonians speak the language of the same name, a regional dialect composed of a mix of Kurean, Orion and a smattering of the orc tongue. The typical Keldonian speaks with a heavy vocal drawl, accentuating vowels and rolling over many consonants. Slang is common, even among the members of the aristocracy. Keledon Prime Capital: Star City Population: 435 million, Human 53%, orion 22%, orc 14%, thri-kreen 8%, gnome 3% Power Structure: The Mire – House Foln Alignments: CN, CE, NE Keledon Prime is Keledon’s overly populated moon. Hardly big enough for the population it boasts, Keledon Prime’s surface is dotted with magical city-domes which house space ports, trade businesses, and criminal dens. A large number of smuggling strongholds lie hidden among the various ports in the moon. Most of these are operated by the Vernox Crime Syndicate, an operation of allied pirates which operate out of the

Page 150: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

150

moon and regulate crime in the area. The VCS operates under the radar of House Foln, paying a small tribute to the house for the rights to maintain its business. That way, House Foln maintains near absolute control of the business which operates out of the moon. Irix Defense Platform

Population: 3.7 million, Human 100% Power Structure: The Mire – Mire Defense Force Alignments: LN, LE, NN The Irix Defense Platform is a base hidden among the Irix asteroid belt. It is comprised of several asteroids linked together by the use of ancient Tarreen technology (the knowledge of how to use this technology is lost to man.) Newer sections of the platform have been brought together with the use of blood sorcery and psionics. The IDP is home to at least one MDF fleet at any given time. In times of peace, this number can range anywhere between one and six MDF fleets (being 90% of the MDF). During times of war, the IDP hosts one main reserve fleet while a second fleet orbits closer to Keledon, using an off-site station located in Keledon Prime. The commander of the defense platform is Admiral Vincent Kreel (LN male human Sor18-Nob12-Naval Officer10). A veteran of the Jadari war, Kreel is a hard-edged man with absolute loyalty to House Foln, Kreel runs a tight ship. He’s in charge of most of the secret research that goes on in the hidden laboratories within the IDP. Shiva-tel

Capital: Jonami Population: 822 million, Human 81%, orion 12%, orc 5%, gnome 2% Power Structure: The Mire – House Kumar Alignments: LN, LG, NN Shiva-tel, also known as Moon World due to the large number of natural satellites which surround it, is the home of House Kumar. One of the first colony planets on Keledon, Shiva-tel has maintained a human majority throughout the year. The people of this world

often have an exploratory attitude, and House Kumar has taken the lemma “Discover, Explore, Enterprise.” The planet itself maintains a year-round tropical climate. This is due to two reasons. First, high volcanic activity beneath the planet’s crust, which constantly warms the planet’s surface. The second reason is far more mysterious: two of the planet’s moons, Lumina I and Lumina II, exhibit aberrant radioactive properties. This allows them to act as energy mirrors, absorbing heat from the system’s sun and projecting it towards the planet’s surface. The moons also provide more illumination on the surface of the planet than standard. If both moons are visible during the night, consider the planet to have enough light for creatures without low light vision to function normally. Lumina I and II: Spacefarers quickly learn to avoid the immediate vicinity of Lumina I and her sister moon, Lumina II. Approaching vessels are bombarded with radiation. Anyone approaching the moon begins to take 1d6 points of radiation damage per minute for every 10 miles they approach the moon (the radius of this damage is 100 miles for Lumina I and 50 miles for Lumina II). These two moons orbit at 170 and 90 miles from the planet’s surface, respectively. Salladin

Capital: Sandeni Population: 934 million, Human 63%, meldon 20%, orion 13%, dwarf 4% Power Structure: The Mire – House Fionne Alignments: CG, CN, NN Salladin is a planet that’s mostly water – over 85% of the planet’s surface is ocean. For this reason, a not-insignificant number of meldon have come to Salladin to form ocean colonies, trading with local sea and the local population. The remainder of the planet which does not lie beneath the water’s surface is a lush, tropical paradise. Even at the polar extremes, volcanic activity keeps the surface

Page 151: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

151

just below freezing temperature, making the majority of the planet a year round heaven.

NPCNPCNPCNPC PPPPROFILEROFILEROFILEROFILE::::

KRUCIUS FOLN, GRAND MAGISTER OF THE MIRE

Male human Nob3-Mage Lord27-Sor10: CR 41; Medium-size humanoid (human); HD 3d8+37d4+280; hp 429; AC 14 (touch 14, flat-footed 10) [+4 Dex]; Spd: 30; Initiative: +4; Base Attack: +21; Saves: 15/18/23 (27/27/33); Str 20, Dex 18, Con 25, Int 36, Wis 24, Cha 45; Height 6 ft.0 in. Weight: 210lbs. Hair: black-gray; Eyes: gray; Age: 57; Languages: Common, Kurean, Keldonian, Draconic. Skills:

Feats: Epic Feats:

Special Qualities: All of Foln’s ability scores have a +5 inherent bonus from wishes. He has standard Noble and Blood Sorcerer abilities.

Immunities (Ex): Because of various forms of magical enhancements he has created himself, Foln is completely immune to all spells of less than 6th level except for those he casts upon himself.

Spells: Foln casts spells as a 37th level blood sorcerer. He knows many more spells than he is normally allowed due to wish spells. He has personally created a dozen epic spells, many of which only he knows.

Signature Possessions: Foln’s Scepter of Power: this powerful item was forged by Foln near the end of the Jadari War. It is an ingenious device that allows him to channel his energies more rapidly and with more force at the cost of his health. For every five hit points he expends, he adds +1 to the DC to save against his spells (max +5). Additionally, he may cast one additional spell each round for the cost of twenty hit points. This damage is magical and can only be healed with curative spells or powers. As the leader of an entire government, Foln can acquire nearly any item he needs given time.

Background: As the child of a revolution and the heir to a potent family, Foln had the cards in his favor from the time he was born. Never content to let the whimsies of fate guide him, however, Krucius brutally manipulated his father into acquiescing control of the house, and Foln had already conquered several smaller houses when the Jadari War began.

Foln personally orchestrated the creation of the MDF, the Illusari, and most notably, the Irix Seed, knowing full well that without real power, the Mire would not be able to stand on its own in the galaxy. His machinations led to the alliance with Krosis which allowed the Mire to defeat the Jadari during the war and eventually gain power and prestige. While he never intended for the first Seed to be used on Kalifax, the results were a new planet for the Mire and a sudden fear on the part of the Dominion that Foln played to his advantage.

Despite his cunning and calculation, however, Foln was manipulated by a Dominion agent during the war, confiding many secrets in her that cost him greatly, both personally and politically, following the conflict. Despite initial sympathies for him, Serela Naradov (Human ♀/ Tel6-Phantom10) eventually left and revealed many secrets to the Dominion. Because of this betrayal, Foln grew increasingly bitter and cold, especially towards women.

Today Foln is faced with difficult choices in alliances. Despite the relative power of the MDF, the Mire’s only real influence comes from the Irix technology–and Foln knows it. As Fringe governments become more powerful, he has had to seek alliances to keep a balance of power against the Dominion, who he still sees as the unilateral enemy in the galaxy. Many close to the Magister believe he is in the final stages of preparation of a grant stratagem to elevate the Mire above the pit of mediocrity that threatens to consume it.

Page 152: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

152

Some orion migrated here shortly after the Mire’s independence. They sought to establish tourist resorts across the various islands of Salladin’s surface. Many of these exotic resorts succeeded, although more than a few of these ventures failed due to difficulties with the local flora and fauna. Salladin is also the only held territory for House Fionne, who controls most of the trade with the meldon, has investments in a majority of the orion resort-colonies, and keeps a hand in most of the local (quite vast) fishing industry. Fionne’s exotic aquatics exports business keeps the house afloat in Mire politics, although lately House Tavion has been attempting to move in on unclaimed spots across the planet. Krade Capital: Errant Colony Population: 43,000, Human 81%, dwarf 12%, orc 7% Power Structure: The Mire – House Kumar Alignments: LG, LN, LE Krade is a polar desert wasteland, a world covered in a layer of perpetual ice and snow. What would cause anyone to think there was more beneath the surface than ice and permafrost is lost to the internal politics of House Kumar. A colony was established here 60 years ago by Shiva-tel explorers, enterprising individuals who wanted to claim the last bit of untamed land in the system. What they discovered were rich mineral deposits along the mountain ranges of the planet. This drew a large number of dwarves and orcs to the planet as labor to work the vast network of mines beneath the surface. House Kumar has consolidated sole monopoly over the various mining colonies, and it runs the governance of the planet from Errant Colony, a base located near the planet’s arctic pole. The richness of minerals in the planet is due to a biyearly meteor shower, where stray asteroids from the father ends of the Irix belt pelt the planet’s surface, depositing new materials into the surface. Millions of years of

such bombardment have led to the large amounts of materials present in the planet today.

MORPHEUS Capital: Perpetia (Morpheus) Population: Unknown. Estimated at 1.3 billion, though specific records cannot be confirmed due to the shapechangers’ abilities interfering with elven magics. Confirming racial breakdown has proven impossible. Power structure: The Flux. Alignments: NN, CE, CN Jump gate: Morpheus – Thri-Kinar The Morpheus system is known more for its inhabitants than anything else. In this system, few things are as they appear. While it is believed that the native sillibar and lycanthropes do not constitute a majority of the population, it has been impossible to prove, and each species excels at blending in with the species co-inhabiting their space. The citizens of this system have proven ruthlessly anti-authoritarian, and as such the Mire maintains nominal control over the system, but leaves the day-to-day runnings of the government in the hands of a group of shapechangers calling themselves the Flux. The Flux existed for decades before the Mire Rebellion as a group of sillibar and lycans fanatically dedicated to liberation of their system from the Dominion, sometimes even violently. Using their powers, they successfully infiltrated several levels of government and military, conducting espionage to rival that of the Black Drakes. When the Mire Rebellion came, the Flux allied themselves with Mirius Torv, reasoning that even if the rebellion failed, the war would hit Keledon the hardest and the shifters would be spared the brunt of the backlash. When the rebellion eventually succeeded, the Flux – now grown into a capable organization of thugs and spies – seceded from the Mire, declaring itself a fully independent system. The Mire leadership had neither the manpower nor the patience to force these

Page 153: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

153

irksome shifters into submission, and the issue has since gone unresolved. The Mire still does have some limited presence here. House Aeziar has their house stronghold within Morphean borders. However, House Aeziar has strong ties to the Flux, going so far as to appoint a lycan to the seat of Magister of their house. Ragnarok Capital: Gontoorak Population: 450,000 (100% Magmen) Power structure: Tribal Alignments: LE, NE, LN The fiery orb of Volkan orbits dangerously close to the world’s sun, leaving the world a bubbling cauldron of magma oozing from countless pores in the planet’s crust. Volkan boasts no oceans, no plains, no polar ice caps; the surface is an endless field of volcanic mountain ranges. For a world relatively large in surface area, it is extremely low-populated. The sole intelligent species of the planet is a group of gorgons called Magmen. They were relocated here after an ancient conflict in the Titanius system forced the Dominion to separate waring sub-species. Since their relocation, they have splintered into separate tribes, constantly finding excuses to wage battle against each other. Outsiders seldom venture to Ragnarok. Not only are there legions of rampaging gorgons, but the world itself is toxic. Creatures here take 1d4 fire damage each round. Because of the smoky atmosphere, vision is limited to 500 ft., and creatures in that range beyond 250 ft. have concealment. Ships landing here take 2d6 hull damage (no DR) each hour due to the scorching heat. There are the less obvious hazards of a total lack of water and exposure to the many lava flows of the world that come and go sporadically. Needless to say, adventurers beware. Morpheus Capital: Phasia Population: 1.1 billion (89% human, 4% dowd, 3% jadari, 2% arach)

Power structure: The Flux Alignments: NN, CE, CN Geologically speaking, Morpheus is as true to its name as are its inhabitants. Due to constantly shifting tectonic plates, this world is constantly breaking and splitting. This is unnoticeable to its inhabitants, but the more immediate effects – earthquakes, tidal waves, volcanic eruptions – certainly are. The people of Morpheus look much like the citizens of any other human-controlled world. Beneath the surface, however, teeming millions of sillibar and lycans roam this world. Lycans tend to be somewhat rarer in the urban areas, but are still common. Sillibar here tend to assume human form, but have no compunctions against shedding this skin as the moment suits them. There are only two true metropolises here, and neither of any particular note. Perpetia, the system’s capital, is home to House Aeziar, lead by Serrina Aeziar (NN female human lycan (tiger subtype) Sor 10 Nob 23). She tends to stay out of the running of local matters, and merely contents herself to collect taxes and regulate trade. The planetary capital of Phasia is the seat of the Flux, currently ruled by a council of four shapechangers. These four are Dyle Var (NN male thursk lycan (tiger subtype) Rog 14 Ass 10), Silman Maize (NE male sillibar Mus 11 Nob 11), Toman Berridakur (LG male dowd lycan (bear subtype) Rog 10 Brb 12), and Minzenon (CE male jadari lycan (lupine subtype) War 28). A fifth council member exists to settle ties (which occur with regularity, given the group’s philosophical makeup), but the identity of this individual is unknown. The Flux functions more like a thieves guild than a government, but with less circumspection. Few laws are passed, as the Flux prefers to maintain its image of liberation rather than restriction. Enforcement of what laws do exist is handled by brute squads with a swipe of the claw or a twist of the knife. There are no official standing police – citizens filing complaint generally must bring matters to the Flux, who then judges whether or not

Page 154: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

154

intercession on their part is necessary. Oftentimes, bribery is required to coerce action, and it is not uncommon to find that the same officials accepting the bribe are the ones who instigated their necessity. Packs of wild animals are common here, and most lycans tend to be protective of those resembling their subtype. Most packs contain a mixture of animals and lycans roaming the plains. Most people on Morpheus live in towns of less than 30,000 citizens, and hamlets fairly dot the landscape. Above all, the denizens of this world value their liberties, and will come down hard on anyone who makes a move to deny them these. Morph: The moon of Morpheus is abbreviated to this monosyllabic term. Morph is composed of a unique mineral that magnifies the already highly radioactive rays of the Morphean sun, causing the reaction in infected lycans on the planet below. Those lycans living on the moon must make a Control Shape check DC 30 every hour they wish to assume their human form. The moon is too small to support an atmosphere, but a number of lycans have settled here in enclosed colonies. Many wonder why the lycans, who typically enjoy outdoors and fresh air, subject themselves to living in such cramped confines. The answer lies in the

monastery built here, consecrated to a power called Kiljaran. Whether a legitimate religious figure or a mere hoax, the Pack (as the adherents of Kiljaran call themselves) serve to seek and recruit lycans in possession of mystical powers. Humans and orcs are most common, but they do not discriminate by original race (“first-blood”) or lycanthropic subtype (“true-blood”). The Pack is much more regulated than most lycans; they actively oppose what they see as the wreckless brutality of the Flux. However, problems have arisen throughout the galaxy with the Pack “converting” members by infecting them – for this reason, they are frowned upon by all major governments. Their current leader is an orc werebear named Garlonk (LG male orc lycan (bear subtype) brb 4 clr 22), who has tried to discourage such recruiting. He has allies amongst the elderborn, however, and membership continues to grow. Felaril Capital: None Population: 312 million (95% lycan, 5% jadari) Power structure: Native packs, the Jadari Legion Alignments: CE, NN, LE

SIDEBAR: ORDER OF THE FERAL CLAW On the moon of Morpheus resides a religious order devoted to an enigmatic quasi-deity known as Kiljaran. There are records that correlate closely with his legend, telling the tale of an elven paladin who was bitten by a werebear. Despite his holy immunity to such “diseases,” the knight opted to accept his fate and succumbed to the savage nobility of his new self. He abandoned the Order of the Golden Hand and founded his own group of lycanthropic mystics, devoted to hunting down and exterminating threats to the freedom of lycans everywhere, which eventually (after his demise) came to be known as the Pack to outsiders, or the Order of the Feral Claw to its members. In the convening centuries since his demise, Kiljaran’s followers have continued his mission of lycanthropic freedom. Unlike the Flux, these lycans are genuinely benevolent towards their own species, and believe in their condition as a blessing to be bestowed upon the deserving, rather than a curse inflicted upon their prey. Most members are werebears, but a significant number come from other subtypes. These others strive to overcome the nature of their new life by committing benevolent acts to atone for the evils they may commit unknowingly. While generally good, these lycans can and do stray from the straight and narrow path on occasion, as their wild nature dictates them. They believe above all in creating a community of benevolent lycans – sometimes, without the consent of their potential members.

Page 155: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

155

This planet is covered mostly by ocean, but the dry part of the surface is almost completely filled with jungle. Home to the infamous kudzu plant, some biologists speculate that the entire planet is connected by the interweaving vines. For millennia, this planet was mostly ignored, since its native denizens tend to be amongst the most aggressive and feral lycans in the galaxy. Unlike the lycan cultures of Morpheus, the Felarian lycans have no appreciation for sentient or animal species, believing that both are only weaker versions of themselves. Both are typically converted whenever they are encountered. Since the three small moons of this planet are each formed from the same mineral as found orbiting Morpheus, some believe that the higher amount of lunar radiation is responsible for this aggression. Recent years however have brought about a jade elven presence within the jungles. The Jadari Legion founded a base here, hoping to use the remote location as a staging point for excursions against the Mire and as a potential ground for retreat. The latter came to pass, and they are now stranded amongst the oppressively humid rain forests. They are ill-equipped for long-term stay, as most of their equipment has ceased functioning in the rough conditions or by the ravages of the lycans. Bereft of any means of escaping the planet, they have settled down in forts to resist lycan incursions, praying for assistance from their homeworld, and knowing it is only a matter of time until they face extinction. Avalon Capital: N/A Population: 350,000 (60% human, all other races represented to lesser degrees) Power structure: Avalon Syndicate Alignments: NN, LE, NE This massive space station is home to the galaxy’s single most notorious crime outfit, as well as the galaxy’s most notorious criminal. Here, the infamous Zaedric Olkov rules over his Avalon Syndicate and supervises its researchers. Beings of every known race can

be found here, as can representatives from every government and organization. Assassins, smugglers, information brokers, and shady sorts of all shapes and varieties are for hire, ready to peddle out their services for the right price. The only case in which the Syndicate has been known to refuse services is in the case of any large-scale assault against psiborn humans. Guild members are almost exclusively psiborns in makeup, especially the more elite ones. Visitors are screened and watched closely, and the slightest transgression can mean psychic reconditioning at the hands of the Avalon’s elite mystics. Behind the curtains is one of the most advanced psychic research facilities in the galaxy, with millions of drakes being spent every year on furthering the potential of the human mind. The entire fortune amassed by the Syndicate is spent here, and only the best and brightest minds the Sarafan have to offer are invited to research here. Agents of Avalon occasionally even forcibly recruit members by blackmailing or dominating Dominion personnel. Surrounding the station is a considerable fleet of ships, including Olkov’s own flagship, the Scion, a stolen Omega class battlecruiser. Avalon itself is protected by a high-powered ectoplasmic shield, resilient beyond anything known to exist elsewhere, as well as a primary weapon that emits a psychic scream that stuns all non-psionic creatures within a kilometer. Commanding this fleet and handling the military affairs of the Syndicate is the retired Grand Admiral Engstrom (LE male alpha psygen human Swr 22 Officer 19). Olkov prefers to involve himself only minimally with such concerns, and focuses on advancing the guild’s influence and research. A non-operational jump gate lies only a few minutes’ distance from Avalon, though if it serves some purpose, it is generally unknown what that may be.

PRAXIUS

Page 156: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

156

NPCNPCNPCNPC PPPPROFILEROFILEROFILEROFILE::::

ZAEDRIC OLKOV, AMBASSADOR OF AVALON

Male Psi-human Psion 35 Thrallherd 10 Metamind 10: CR 59; Medium-size humanoid; HD 55d4+880 hp 1008; AC 75 (touch 53, flat-footed 48); Spd: 70; Initiative: +21; Base Attack/Grapple: 28/45; Saves: 55/59/65; Str 35, Dex 35, Con 43, Int 55, Wis 43, Cha 46; Height 6 ft. Weight: 185 lbs. Hair: black; Eyes: blue; Age: 358; Languages: All (Polyglot). Skills & Feats: Olkov’s skills are too numerous to count. Likewise, he is not at all shy about using Psionic Reformation to grant himself proficiency in any skill he deems potentially useful. He is also willing to shift feats as needed to suit his purposes. At a given time, he has access to all metapsionic feats, and most psionic feats.

Powers: It is unknown precisely how, but Olkov has somehow managed to escape the restriction of focus in a discipline. He has access to every power of every discipline in the Psionics Handbook, and has in fact created a number of them. He is whispered to have discovered a wide variety of unique powers as well. His effective manifester level is 60, and his maximum power point expenditure is 50. His base DC is 38+power level/augment. Special Qualities: Olkov is possessed of a unique psionic template that he created for himself between entering cloned bodies, which he refers to as the Omega class. It grants him a +8 racial bonus to ability scores, PR equal to 11+HD, blindsight to a 120’ radius, darkvision 240’, power sight (as arcane sight) within line of sight, and bonus feats of Great Fortitude, Lightning Reflexes, and Iron Will. CR +4. Likewise, despite his young body, he has a +3 to all mental abilities from age. He has also made repeated use of reality revision to grant himself a +5 inherent bonus to all ability scores.

Signature Possessions: Olkov still wears his Archbishop’s robe (personally crafted), which grants him a +10 enhancement bonus to his ability scores, a +10 resistance bonus to saves, and a increases his manifester level by +5, automatically supplying 5 power points for purposes of augmentation. Background: Unlike many leaders of so-called “Fringe groups”, Olkov is no mystery to those who choose to learn about him. From an early age, he showed exemplary mental prowess. Olkov’s first esteemed position was as Director of the DID, which he restructured from what he dubbed “a coalition of the naïve” into its present membership of manipulative mental elites. From there, he embarked upon what would become his life’s quest of human superiority.

Campaigning on the ideal of “total humanitarianism,” he was elected Archbishop of the Praxian system in 1766. He lead in this capacity for just over a century, using his political power to advance his research on the human psyche. His regime was ruthless and cruel to dissidents and non-humans, and to this day has left Praxius with a reputation for hostility to outsiders. In late 1870, he is alleged to have organized a system-wide action now infamously remembered as “Black November,” in which the minds of numerous key political, military, and academic figures were rewritten according to Olkov’s agenda. Numerous Ordinators were assigned to investigate, and each disappeared without a trace. After three months of attempted investigation, and the loss of over 2,000 Ordinators, the investigation was called off.

The reasons for his next move are not fully known, but it was around this time that the Avalon Syndicate was created. Olkov departed Praxius for fringe space to assume leadership of a band of loosely organized criminals. He never officially resigned his station as Archbishop, but after months of unsuccessful attempts on the part of the Dominion to force him to return, they held an election to replace him – though he was never officially removed from office. He was largely ignored, content to run his crime group from the distant reaches of the galaxy.

While the Avalon Syndicate is not an exclusively human organization, its leadership is, restricted even from the “sorcerous abominations.” Olkov did briefly step into the public sphere during the Mire Revolution, during which time, he forged a temporary alliance with the Dominon against the Magi and their pets, the orcs. Behind the scenes, however, his purpose is as it always has been: absolute sovereignty of humanity.

Page 157: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

157

Capital: Marnos (Praxius) Population: 2.1 billion Power structure: This entry dictates who rules and holds sway in a given system. Usually it is a government, but not always. In rare cases, there may be multiple such structures, which are listed alphabetically. Alignments: LN, NN, LE Jump gate: Varganova-Crysal, Praxius-Kalifax, Praxius-Titanius Description: The Praxian system serves as the western vanguard of the Dominion. It consists of three planets, all orbiting a single small white sun. Due to the size of the system’s star, its planets are mild even at their equators, and deadly frozen at the poles.

To outsiders, Praxians icy attitudes mirror the weather patterns. They are known for being distant, uncaring, and severe. Most attribute this to the toll of the war against the Jadari and the Mire over the previous few centuries; others simply think that the omnipresent snow has seeped into the inhabitants blood. Regardless, those not local to the system seldom find a hospitable reception. Dominion patriotism and kinship for their fellow Praxians both run high – it is considered the highest honor for one’s children to live in service to the Sarafan and their Dominion. Praxians speak Praxian, a rough human dialect. They pride themselves on their personal strength and survival skills; they are a tough people used to the hardships of war and reconstruction, but they always persevere. They have an ancient feud with the Regdarans, as they are dimissive of the clan-styled structure and simple way of life. For many years the Praxians have been strong Libertarians far to the political left, supporting intense social structures to rebuild war-torn areas. This has caused great political battles with Unionist Regdaran council members. It is also noted by Elven Chroniclers that before colonization, the ancient Suri peoples (modern Regdarans) had many, many wars against the ancient Rashan (Praxians). Praxians tend to be proud and humorless

pragmatists with a strong sense of community, and their love of intoxicants is legendary. They also have produced many of the greatest composers in the modern age.

Varanova Capital: Codragrad Population: 117 million (Human 94%, dwarves 2%, gnomes 2%, elves 2%) Power structure: Dominion Alignments: LN, CN, NN At the outer reaches of the Praxian system lies the small world of Varanova. While over 80% of its surface is covered by water, it is difficult to tell, since the frigid conditions render it almost perpetually iced over. As planets go, Varanova is one of the harshest populated worlds in existence. Its thin gravity renders the atmosphere thin, making it all the harder to traverse the tundra-filled landscape. At the equator, temperatures typically range around a comfortable 50-60 degrees. Most of the rest of the world hovers around 0, and is close to -80 at the poles. There are two continents on Varanova. One is relatively large, and is in a warmer region permitting it to be inhabited without special protective measures. The other, smaller continent, is far south and is only habitable through the use of an elven mythal that create an area of a few miles in diameter with warm air. The gate to the uninhabitable Crysal system is here; while active, it does not see any use. Varanova is an out of the way world. Its natives subsist by fishing and exporting the many rare gems and minerals that can be found here. They keep largely to themselves, happy to be ignored by most of the galaxy. Due to its remote location and unfriendly terrain, Varanova is also a much-utilized haven for those who do not wish to be found. So long as bounty hunters cause minimal collateral damage, the native Praxians here do not resist their presence. Several other groups have outposts here. The high elves have even established a presence; while they ordinarily keep themselves to more pleasant climates, there are also those who

Page 158: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

158

seek to strengthen themselves in the trials of survival on Varanova. Their monastery here is lead by an elven warrior named Haedrus Halamar (LN elven paladin 12 soldier 9). Also in this system is a branch of the Kusari Cartel. The gem business is sufficiently lucrative that they find it worthwhile to maintain their relationship with this icy world. Zazulya Capital: Zaedrograd Population: 778 million (Human 98%, Giant 1%) Power structure: Dominion Alignments: LE, NN, NG Of the three worlds in the Praxian system, Zazulya is the most comfortable. While the air is still crisp with chill on most of the surface, there is no snow for most of the year, and parts of the planet are even tropical. Zazulya serves as the breadbasket of the Praxian system, exporting the many agricultural goods offworld to its sister planets. There is a sizeable giant presence here as well. There is some lasting hostility between the two peoples, and it seems it is destined to remain as such. The planet’s bishop, Valdis Bourmistrov (LE psi-human savant 8 noble 17), has continued an age-old decree that continues to restrict trade and contact with the giants, and the giants have responded by raiding and taking what resources they need. The only thing keeping the giants from rampaging unchecked is the presence of the Vault of Adepts, an asylum for wilders where they can live in peace away from civilized minds, while still performing a valuable service to the Dominion. Gatekeeper Markus Erhard keeps watch over the Vault, making sure that its inhabitants stay well away from the rest of the galaxy. Praxius Capital: Marnos Population: 1.2 billion Power structure: The Dominion Alignments: LN, LG, NE

Since the separation of the Mire from the Dominion, Praxius has been the forefront of the battle between the two. Countless millions of Praxian lives have been spent in protecting the Dominion’s sovereignty, and the natives of this world are quick to remind anyone who seems hazy on the point. The world has memorials to their fallen warriors in all places – some say that a visitor to Praxius has more exposure to the dead than to the living. The climate is harsh here, and the winters kill many who do not have access to warm shelters or protective powers. The Sarafan Academy here does its best to provide for those in need, but their resources are stretched well beyond their limits in this regard. For this reason, Praxius is one of the few worlds known to show more respect to the Sarafan warriors than to their mystic brethren. The planet has a fierce contempt for Regdarans – both for their vastly different way of life, and for their mutual placement on the forefront of the Dominion battleground. Praxius has generated many admirals and generals and outnumbers the Regdarans almost 2 to 1 in the military, and they take this as a sign of their cultural superiority. The Regdarans, on the other hand, quip that the Praxians are far too eager to die and kill for the Dominion, and not eager enough to live in it. Regardless, Regdarans and non-humans tread lightly in this system. Racial tensions run high, and accidents are not unheard of.

KROSIS SYSTEM

Long thought of as a wasted system and planet, the refuse of the tarreen and hardly worth considering seriously in galactic politics, Krosis has emerged as one of the most important systems in the Dominion. It has only one jump gate, linking it to the Mire capital system of Keledon. Krosis

A dark, cold, and largely desolate world, Krosis spent almost twenty centuries in heated civil war. Orcs and various smaller

Page 159: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

159

races, usually called goblins, warred between themselves and each other. Life was tribal and brutal. Few survived beyond young adulthood. The warlord Grodin Tempest eventually united the planet under a brutal dictatorship, and now Krosis brims with industrial activity and construction. The planet is predominantly orc, but some humans have migrated there as well. Goblins, hobgoblins, and a scattering of a few other

minor sentient races dwell on the planet in disorganized clans within the planet’s vast network of mountains. Krosis has thirty hour days, twenty-four of which are covered in darkness. This keeps the planet cold, and the gravity is slightly higher than normal (1.05 standard). Citizens on Krosis speak Orc, generally, though there are at least fifty known dialects of this tongue. Orc society is a

NPCNPCNPCNPC PPPPROFILEROFILEROFILEROFILE::::

GRODIN TEMPEST, WARLORD OF KROSIS

Male orc Brb25-Sol6: CR 31; Medium-size humanoid (orc); HD 5d12+26d10+217 hp 416; AC 12 (touch 12, flat-footed 10) [+2 Dex]; Spd: 30; Initiative: +4; Base Attack/Grapple: +30/+42; Saves: 24/17/19 (31/19/20); Str 30, Dex 14, Con 25, Int 13, Wis 13, Cha 14; Height 6 ft.8 in. Weight: 335lbs. Hair: black; Eyes: red; Age: 42; Languages: Common, Orc, Keldonian. Skills: Diplomacy +4 (6), Intimidate +34(36), Knowledge (military tactics) +15(16), Listen +8 (9), Ride +34 (36), Sense Motive +4 (5), Spellcraft +4(5).

Feats: Cleave [3], Extra Rage [12], Improved Critical [15], Improved Grapple [B6], Improved Initiative [B11], Improved Sunder [6], Iron Will [9], Power Attack [1], Power Critical [18], Weapon Focus (greataxe) [B7], Weapon Specialization (greataxe) [B9].

Epic Feats: Damage Reduction [27, 30], Fast Healing [21], Mighty Rage [24], Terrifying Rage [B30] Special Qualities: Tempest’s Strength and Constitution scores represent a +5 inherent bonus from miracle spells. He has all the standard barbarian and soldier abilities.

Signature Possessions: Stormswing: Crafted by the shaman Magrak Flamerage, this weapon crackles with thunder when drawn. It is a +7 shocking burst vorpal greataxe (not included above). Tempest has a might personal collection of arms and armor he uses when he needs to enter battle.

Background: Born a labor slave to Keldonian aristocrats, Tempest’s need for freedom and unity grew out of his early experiences. When he escaped to Krosis in his 20s, he witnessed the recklessness of his own people and knew that if they were to survive in this galaxy, they would require a strong hand guiding them. Combined with the newfound Elderborn power of Flamerage and other shaman, Tempest began his campaign to unify Krosis through war.

An alliance with the Mire gave Tempest a quick victory over the major resisters, and orc blood spilled in defense of the Mire from the Jadari was the difference in the three month Keldonian siege. Tempest soon returned to his own world and began to rule his people with an iron fist. Most orcs first questioned his ability to unite Krosis in the first place, and now many doubt his ability to hold what they see as a conquering people together under the rules of law and cooperation. The orcs have begun to construct their own fleet, however, and because of the planet’s rich resources and their divine magic, within a few years it may even be as strong as the MDF.

Tempest has many enemies, and he knows this well. Chief among them are former clan leaders that joined the regime only out of desperation and who have been closely consummating power ever since. While the Illusari has dedicated some efforts to ferreting out potential traitors, they are stretched too thin and Tempest knows this. He’s always been aware that the toughest battle to keep Krosis unified is yet to come.

Page 160: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

160

warrior culture, though it is slowly drifting away from the outright barbaric attitude towards one of honor, integrity, and sacrifice, at least for males. Female orcs are usually denied even the most basic rights and are often chattel slaves. Orcs constantly fight against their reckless warmongering nature and they are not always successful. They prize physical strength and battle prowess more than any other attributes. All orcs either become warriors or shaman. Those that cannot meet these rigors take up labor positions, which is a sign of shame among their kind. A number of mining guilds have set up on the planet to protect the interests of the miners and ship builders in orbit. Krosis is well known for its huge deposits of adamantine–they provide 95% of all metal used in MDF ships. Relationships between Krosis and Keledon are tight because of the relationship between Tempest and Foln. The moment either dies (or is removed), it is widely believed the alliance will fall apart, which would likely result in the end of the Mire. Draken (1,500,000) is the largest orc city, located on the sight of a major battle in Tempest’s unification campaign. Only it and a few other scattered locations are showing signs of modern development; most cities are still highly rural or are simply tribal outposts. Draken benefits from blood magic to hold its buildings together, and the MDF keeps a garrison of troops here at all time. Grodin Tempest and his chief advisors live within the city inside his palace. Most visitors to Krosis start their search for items, information, or whatever else in Draken, which is more hospitable to outsiders than most planets.

REGDARAN SYSTEM

The Dominion’s major border world against the Jadari Legion, Regdaran space has seen is share of conflict over the last twenty years. It is the home of the planet Regdar and jump gates to Draco and Angelus. Almost

innumerable merchant stations are located within the system with magnetic gates linking many of them. Regdar

One of the largest mercantile planets in the Dominion, Regdar is a relatively small reddish brown orb with a tightly clustered population. The continents tend to have temperate climates, which lead to an initial surge of agrarian farming on the planet that has nearly died out. The Regdaran people speak their own language. Regdaran society is clan and family based, with tight codes of honor and conduct. A family represents familial bonds, whereas clans are groups of families knitted together for political purposes. Clan conflicts are legendary and have led to large amounts of bloodshed in the past, and there are tomes written on Regdaran politicking and games of manipulation. Still, the average Regdaran has a strong sense of honor to her or his family, and sometimes even to the clan. Most Regdaran Sarafan either join the political sphere or become Na’Gari warriors, a miliennia long tradition of psiblade mastery. Non-Sarafan Regdarans often become entrepreneurs, as huge numbers of merchant cartels compete in this system, while others move to the remote provinces and become simple farmers. These agrarian-minded families are often disdainful of Dominion technology and, to an extent, their own innate psychic gifts. As a people, the Regdarans are highly Unionist in orientation, with some 70% of the Sarafan population representing that faction. Nashikawa (35,500,000) is the largest city in the Dominion in terms of population, and may even be the largest in the known galaxy. Despite its population, the city is not all that large; it is built vertically, with massive towers arching into the sky seemingly everywhere. While the city is the base for government, it is no secret that merchant cartels essentially control local policy and have a strong influence upon the

Page 161: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

161

High Council. The capitalist market is lord over this city, and any who follow its rules find it a wonderful place to live. Recently elected Bishop Ortyo Suyamen (Human ♀/ Sha10-Nob15), a young woman for a political office (only thirty-five), lives in the city and is attempting to resolve clan conflicts that have begun to grow in wake of recent events (see below). Kusari Industrial Platform (40,000) is a floating station near the planet’s third moon. While the station’s primary mission was to extract precious ore and gases from the nearest planet, over time it has developed into a hunting ground for freelance pilots looking for work guarding Kusari merchant convoys. Many of the local industry reps are willing to loan ships (with interest) to willing and able pilots.

TITANIUS SYSTEM

A system legendary for its largely scaled people and fauna, Titanius is the home of the gargons, or “giants” as they are popularly called, a mighty people who appear mostly human except for their tremendously large bodies and features. The system sports two major planetary bodies, Titan and its moon, Tagra. It holds jump gates to Praxius and Thursk. Titan

Large and imposing, the planet Titan is a massive planetary body with high gravity (1.2) and a seemingly oversized everything. People are huge. Trees are even larger. The mountains on the planet stretch far into the stratosphere, and the oceans seem truly bottomless. Still, most Offworlders feel relatively at home on Titan once they get used to the gravity. There are as many humans as there are gargons, though buildings tend to be built to accommodate the latter rather than the former. People on Titan mostly speak Garg, which is commonly just called “Giant” for obvious reasons. The native people are

legendary hunters and laborers, and they enjoy crafting huge cities and buildings that have no rivals in the galaxy. Unlike dwarves and gnomes however, they are not particularly attracted to technology or industry; they prefer to work with their hands and build from scratch, a philosophy which has rubbed off on many human colonists living there. One of the gargon subraces, the dramon, have a long history of rebellion and lawlessness, which has led to a number of riots and revolts, as well as violent responses on the part of the Executors. These revolts have placed a strain on the populace, but the general Dominion response of violence has pushed many of them to the Liberty faction. The planet is one of the more ideologically mixed in the demesne. Hercule (12,000,000) is the largest and most imposing city on the planet–and, some would argue, the galaxy. Nothing in the city is small. Coffee shops stretch upward five stories. Bookstores have doors thirty feet tall. And the Dominion capital building, usually called the Citadel, stretches more than a kilometer in the air, and it is almost five hundred meters wide. Gargon can often be seen riding on their giant flying myltan beasts above the city, and the fantastic Coliseum, home of a century-long tradition of mock battles and wrestling matches between immense foes, can be seen for kilometers in any direction. The planet’s Bishop, Foradosh Kirkan (Human ♂/ Ego31/ NG), is a tough, broad man who represents his people and the gargons proudly, and his popularity, as well as his political neutrality, is well known. Tagra

It is rare for a planet’s moon to develop a personality all its own, but this is the case with Tagra. Formed by early religious dissidents opposing the Sarafan, Tagra has always had an irreverent, isolated culture wanting to keep itself away from the Dominion and, usually, aliens. This has gradually changed over the years, but many of the planet’s citizenry is still involved in one

Page 162: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

162

or another religious cult that runs counter to standard Dominion policy. The moon itself is small, yellow, and hot. Most of the moon’s surface is covered in a vast desert, and many tales are told of vicious scorpion-like creatures dwelling within old caverns and mountain passes. Some believe Tagra to be the former home of a long-since passed alien religious cult, but there is no proof to validate this claim. The moon speaks Tagran, its own language. Culture is based upon a sort of calm

spirituality that emphasizes struggle as a means to unlocking the self. While different religious sects interpret this meaning in vastly separate ways, by an large the culture has become relatively compassionate towards–if still distrustful of–outsiders. The relationship between Tagra and Titan has never been a close one; they are two completely different worlds. Few gargons even live on the moon.

PPPPROFILEROFILEROFILEROFILE:::: THE GREAT FAMILIES OF REGDAR The world of Regdar is one of intense honor, fervent duty, and complete loyalty. The quest to attain status in the eyes of the Imperial Family is the primary concern of most of the Great Families and most Regdaran citizens. This culture developed during the period of tarreen rule over the planet. Because families of Regdaran were more effective workers when kept together, the tarreen often did so. Shortly after the aliens’ downfall, a vicious clan structure of familial groupings began to emerge, all subordinate to the Imperial Family–which was, not coincidentally, the first family to produce Psiborn children. This culture traces back to the people’s ancient roots back on Sharankur. All families but the Imperial Family are part of a clan–an interconnected series of families. The clans ally to form more powerful political and spiritual fronts against whatever threat is apparent. They compete in tournaments and other activities designed to test their honor against each other (such as land battles or even mock wars) while still holding to Dominion law. Even the law, however, cannot prevent all rivalry, and real clan conflicts–even assassinations–do happen. There are hundreds of clan on Regdar and thousands of families, but most are small and relatively insignificant. Some of the most important are listed here. The Imperial Family

The highest family on Regdara is host to the Regdaran Emperor, currently Sokashu Notamitzu (Human ♂/ Nom38/ LN), an elderly man who has sat on his throne for 76 years. The power of the family has been consolidated over the years, and their blood has spread to such a point that the family has more than 2,000 related members (within acceptable standards of blood relationships, usually 5th removal). The throne is an elected office, but because only Sarafan are allowed to vote, the Emperor has had an overwhelming advantage in all elections during his term–his house consists of nearly entirely Sarafan. The throne of this family is considered Bishop of the planet, making him or her responsible for most domestic affairs. The Archbishop representative to the High Council is usually one of the Emperor’s blood children. The Imperial family’s power is vast. The Emperor personally holds the loyalty of

Page 163: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

163

most of the Dominion’s 4th fleet, and on the palace grounds he typically has over 1,000 Executors at any given point. While tradition prohibits the Imperial family from officially joining any of the clans, Notamitzu is known to support his allies in any efforts they make. His family trains their own operatives and warriors, called the Shirak-Taso (Red Hand), to snuff out treason and treachery and deal with it before the Dominion can get involved. They are masters of the Ohn-El, a lethal martial arts technique they have developed over the last several centuries. Outside of the Dominion’s own Silencers, the Red Hand are the most feared people on the planet. Loyalist Clans

Na’Gari

Best known for the Na’Gari Blades, often argued to be the greatest swordsmen and swordswomen in the galaxy, the Na’Gari are a very martial clan consisting of four families, the Asasa’ad, the Moshato, the Osuki, and the Varim. The families tend to have narrow perspectives; honor in swordplay to them is the greatest achievement in life. Nearly all children are inundated into a strict training process at the time of their birth.

Ratari

The Ratari are made up of three families, the Hatosha, the Nozga, and the Kyba. Because their lands are spread across much of the world, they oftentimes lack unity in decisions, which tends to make them politically weak. Individually, however, their families are usually incredibly disciplined. The involved families are usually agrarian-based, preferring simple lifestyles rather than the alternative. They are known for their monasteries, however, and their monks are well respected warriors. They often employ a technique called Hagra, which is actually a blend of Thursk fighting techniques and ancient Regdaran traditional techniques.

Santulo Kassadal

The SK is the most psychically powerful clan outside of the Imperial family. They produce most of the diamond warriors on the planet. The clan consists of only two families, the Hyda and the Yoshat, both prevalent on the southern continent near the planet’s equator. They are fanatically loyal to the Emperor, which is one reason for his continuing success. He provides them with a constant stream of incentives to make sure this remains true.

Rival Clans

Aka Mashki

The Emperor finds his greatest detractors in this clan. It is a clan consisting of ten small households, all believing far more in psychic power than martial muscle. They have an ongoing blood feud with the Santulo Kassadal, one inspired as much by jealously as by anything else. They have only a weak alliance with the Torjama, for despite their opposition to Imperial policy, the Aka Mashki believe fervently in the sovereignty of the Dominion and try to use this to their political advantage. Torjama

The Torjamas are a compilation clan of five families (Shozame, Koshit, Mazranta,

Page 164: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

164

Nohasi, Tayahamaro) on the northernmost continent of the planet. Their families tend to be warlike and possessive of territory. There are independent to a fault, preferring exile to Dominion rule. Because of this the clan has few Sarafan and is thus politically weak, though their lands contain a number of valuable resources such as iron and adamantine. Neutral Clans

Kawa-San

The Kawa-San, or Sun Fists, are a dark, brooding clan of isolationists whose families (nearly twenty small ones) are scattered across the world. They have allied together because they have no one else. They feel themselves to be victims of the system and work to break it. Family members are often behind massive smuggling operations on Regdara, and they excel at extorting their enemies–which amounts to being the rest of the planet. They hate the Loyalist clans more than the Rivals, but only slightly.

Page 165: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

165

Chapter Nine:

The Empires of Blood Campaign

So what do player characters do in this world? How can they help shape it? How do they deal with issues of life, death, food, relationships, etc. in a world so different than they are used to? Among other things, this chapter seeks to address these questions and give context to an Empires of Blood campaign.

DDDDEATH AND EATH AND EATH AND EATH AND DDDDYINGYINGYINGYING The issue of dead PCs and NPCs is, obviously, a major issue both for the campaign world as a whole and for player characters in particular. It is rarely fun when a PC dies, but in many settings avoiding death is incredibly easy, especially at higher levels. Eventually characters accrue the necessary resources so that death is simply an inconvenience. Death has more saliency in the EBCS, though technology and magic have found ways to deal with it. When a person dies of unnatural causes, her or his family will often seek means of revivification. These services are provided by some governments. The Dominion, for example, offers free healing on most of its worlds and charges only a nominal fee for resurrection (based on the spell’s XP cost). Within Mire and Fringe worlds, these services are far rarer. The spells raise dead and resurrection have themselves undergone changes for purposes of this setting (see the Spell Changes section in Chapter 3). Outside of these two spells, for most people the issue of dying is a permanent one. If the revive attempt fails or if they cannot bring a piece of a person to a temple, that person is simply dead. There are rumors, however, of a few locations where individuals have seemed to cheat death, at least for a time.

Pools of Shalalar

Located somewhere within the Silver Isles, the mystic Pools of Shalalar are a legend among the populace of Sharankur and a sacred grove for the wild elven kingdom. The pools are said to have been created by the druids of Queen Shalalar some fifty centuries ago. Their purpose was to be a nexus of balance on the planet, a tangible manifestation of life’s constant struggle against death. The pools themselves radiate powerful divine magic and glow with a silver-blue sheen. The pools are always protected by the Queen’s personal wardens–no one visits them without permission. Drinking from the pools has the power to heal a diseased, cursed, or wounded body of its ailments. Likewise, if a healthy being samples from the pool, she or he is immediately beset with a random illness, curse, or wound; the pools are the essence of balance, not life or death in and of itself. Once a person has consumed water from the pool, their energies will not work for them again. If part of a dead body is brought to the pools, they are said to have the power of restoration. The pools are always successful, but the sacrifice needed to revive a corpse is the life of a similar one or the magic will fail. Mechanically, this means that in order for the pools to successfully restore life to a body, a sacrifice must be made of a corpse of the same exact hit die. The pools are quite selective and make their wishes known through visions on their surface. They have never been known to allow a partaker of the waters the “easy road” to revival. If a character wishes to revive a generally pure, good-natured individual, the pool typically asks for the sacrifice of another similar being, which may cause moral problems for the revived. Always remember that the pool is

Page 166: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

166

about balance, and that characters who attempt to reach it do so only at the willingness of the Queen herself and at the request of the pools. Tarreen

During their galactic reign two millennia ago, the tarreen were believed to have invented a crude form of cloning technology. While incredibly expensive, this technology effectively allowed them to duplicate an individual at the cellular level.

PPPPOLITICAL OLITICAL OLITICAL OLITICAL FFFFACTIONSACTIONSACTIONSACTIONS AND AND AND AND

GGGGOVERNMENTSOVERNMENTSOVERNMENTSOVERNMENTS

Over the course of history, politics has always played a major role in shaping society; this much is obvious. In the current day and age, there has been a resurgence of political ideology and factions across all peoples and all major governments. Choosing a political faction for a character is an important part of making up his personality. Along with race, class, and general disposition, it gives your character more of a real feeling. Again, however, choosing a faction is a bad place to stop developing your character’s personality. There are literally millions of Unionists–what makes yours different from all the rest?

DOMINION POLITICS

Since the Dominion’s inception, there have always been competing views of how to run a vast, interstellar organization of planets. At the start it was easier, however, since most problems were obviously at the forefront: how to make people get along, how to allocate resources, etc. Once the Vestige Wars ended and non-human species were placed upon their existing galaxies, the true test began: how could the Dominion hold itself together? Dominion governance has always divided itself along the lines of Sarafan membership. Only Sarafan (roughly 30% of the human population) are allowed to vote for High Council members as well as local

representatives. Every six years each planet or moon elects an Archbishop who has a large amount of control over local planetary and even system matters. The Archbishop tends to be the most recognizable political figure on a given planet. Additionally, staggered every six years, but three years after an Archbishop election, the planet chooses a Bishop who will represent the entire planet in the Sarafan Council. This individual spends nearly all of her or his time on Sharankur working with the Council on major issues that concern the whole demesne. Local elections run differently on every planet with too much detail to go into here. Because only Sarafan are allowed to vote, humans clearly have a disproportion amount of power. In 505 SE the High Council created the Great Assembly, a body where non-human races could formulate suggestions to give to the High Council. While this body has no written political power, it does have some influence over Sarafan policy, though obviously not as much as many species would want. In recent years, however, the power of the Assembly has begun to grow. For nearly a thousand years the High Council was led by the Prelate, an elected Sarafan chosen from any world every ten years. The Prelate was the leader of the High Council and is given some degree of executive power and was the most visible symbol of Dominion political power. However, in 2034 SE Vash Codra and her Royalist faction succeeded in removing the Prelate from power and replacing him with the Empress, the only non-elected member of the High Council. It was a return to traditional Dominion policy where the Daughter of the Seraph always sat on the Council. For centuries the Empress had little real political power, only symbolic power, until Vash restored the potency of the throne. Because she is widely thought of as a charismatic, honorable leader, most Dominion citizens currently relish this change and foresee a more equitable future ahead.

Page 167: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

167

Current Dominion political life consists primarily of three powerful factions and many other small, single-issue factions. The most important are detailed here. Liberty Faction

The Liberty faction has existed in one form or another since the beginning of the Dominion. It is generally a leftist party concentrating on individual rights and privileges, economic issues, and a movement toward peaceable relations with Dominion neighbors. Most members of the Liberty faction believe in increasing the rights of non-humans and in dismantling the Dominion military machine that has built up over the centuries. They are typically in favor of ceasing production of Executors altogether and freeing those that do exist from their addiction. While always a strong faction in the Dominion, the Libertarians have never had the strength to compete with their rivals, the Unionists, on most key issues. Since the resurgence of the Royalists, however, which incorporate many members of the other two factions, the Libertarians have found an ally in many issues, and together the two factions are slowly but surely beginning to seriously reconstruct the Dominion. Most aliens in the Dominion are members of the Liberty faction, at least in lip service. Human members tend to be young, non-Sarafan Psiborn, but there are always Sarafan supporters as well, especially on some worlds where faction influence has always been strong. The Liberty faction has strong ties to similar factions within other governments and regions. They tend to dislike rigid hierarchies of power and are vehement opponents of the Jadari and of the Foln regime. Royalists

Resurrected from seemingly nothing following the Jadari War, the Royalist faction is the most moderate Dominion political party, incorporating ideas from the other two with a firm belief in the sanctity and

sovereignty of the Empress and her family. Royalists believe the Codra bloodline is sacred both in fact and in symbol; they recognize the importance of understanding and respecting the roots of the Dominion and of humanity’s savior, the Seraph herself. This history gives humans their identity, and it should not be forgotten. Both because of the current Empress’s leanings and because of its alliance with the Liberty faction on many issues, the Royalist faction tends to support most present left-wing policies, but not all. They support the initiative to remove the Executors from production, but not to reduce the military budget. They still believe in the importance of a strong, capable fleet and military to ensure the safety and protection of their people. Royalists don’t hide their dislike of the Mire, though this does not stem from as much from racial differences as it does from the Mire’s abandonment of the ideals of the Seraph: honor, order, sacrifice, and vigilance. The Royalists despise the Jadari. The Royalist faction gains support from nearly all sectors of the Dominion. Its most potent alien supporters are the highborn elves, who have always seen a monarchy as a necessary institution for unity and order. The Royalists are by far the dominant faction on Sharankur. Unionists

For centuries the strongest political faction in the Dominion was the Unionist faction. Based on conservative ideas of tradition, patriotism, strength, and the sanctity of humanity, the Unionists are generally associated with the military, Sarafan elites, and powerful merchant cartels. Unionists are distrustful of all other governments who they prefer to regard as enemies until proven otherwise. Those that have already shown treachery, such as the Mire and Jadari, should be treated with disdain. The most extremist members of the Unionists advocate full-scale war with other powers, believing that the fleet could handle them all in a matter of months. Most

Page 168: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

168

members, however, are not that reactionary, and instead simply want the Dominion to maintain the superiority and lawfulness that has defined its role in the galaxy for two millennia. For the first time in eons the Unionists are facing an uphill battle in policy, which is causing many of their members great discomfort. They were opposed to the installation of the Empress on the High Council, but following her leadership during the war no one could stand to oppose her without committing political suicide. Unionists are strong on every planet, but it is primarily an elite party that evolved from the general elitist policies of the Sarafan. Most aliens see the Unionists as the biggest problem in the galaxy. They hold great power over the military and the economic sector, which obviously makes them a force to be reckoned with.

MIRE POLITICS

Since its official inception in 2012, what is now called the Mire (formerly MIRE: Magi Revolutionary Enclave) is the second most powerful government in the galaxy–if barely. The revolutionary movement away from Psiborn human domination took the form of Bloodborn human domination in the eyes of many aliens, but for those the movement supported, it was a glorious revolution that allowed the birthright to stand as a symbol of defiance in the face of Sarafan oppression. Keledon was always known as having a very unique culture different from all the other colony worlds, and the reign of the Mire has only sought to strengthen that. The Great Houses control Mire politics, always fighting among each other for ascendancy. The Houses are not actual families (like on Regdar), but are instead clusters of Bloodborn individuals situated together with a common ideology or perhaps just a common leader. Bloodborn children usually end up in the same House as their family members, but not always–sometimes they are literally stolen

away from their parents by a more powerful house or they simply leave of their own accord, which always creates bitter tensions. House politicking is surprisingly regulated–not surprising, though is that the laws always favor the most powerful house. Because only humans can enter a house, the Mire is, in some ways, more racist than even the Dominion, since aliens have no voice at all in the political arena. The Great Council of Magisters is the Mire’s governing body, comprised of the matron or patron of the twelve most powerful houses and lead by the Grand Magister. The Magisters vote on major policy issues, but the Grand Magister has absolute veto and dictum power. He or she can block any legislation with a word and enact any policy with a signature. The GM has absolute control over the MDF (Mire Defense Force), appoints all justices to tribunals, and selects the head of the Illusari, the Mire intelligence agency. In other words, the GM is as close to a dictator as one can get. His only counter force is the knowledge that even with such great power, combined the other houses could likely confront him. Nearly every head of a Mire house maintains her or his own personal fleet and sometimes even army. The orcs of Krosis, while officially part of the Mire, have constructed their own fleet and have their own system of government. Most experts predict it is only a matter of time before they wish to move their relationship to one of “alliance” rather than “member,” and there is little the Mire could do to stop them. While there are twelve Great Houses, only the three most important are described here. House of Foln

As the ruling house of the Mire for over twenty years, the House of Foln is the most powerful political institution in the Mire. Its leader and patron, Krucius Foln, is one of the most potent men in the entire galaxy because of a lethal combination of foresight and

Page 169: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

169

ambition. Foln’s house is very regulated and exclusive, and his people are always attempting to recruit the best and brightest from other houses to join his. The house tends to be ideologically conservative, even fascist at times, as they make it clear their objective is to hold onto power no matter the cost. They are heated enemies of the Dominion, more so than any other clan, and Foln’s largest current domestic rival is the house of Tavion. The House of Foln is based in many Mire cities, but most prominently in Magi City. Most of the MDF commanders are personally loyal to Foln, as is the Illusari, which he created. But Foln is no fool: he knows the only reason his enemies fear him is the Irix technology he so carefully guards. A number of Mire ships are powered with this technology, all owned by Foln. Rumor has it he killed every member of the original research team to prevent the secret from leaking, but that is usually considered merely a rumor. How this particular genie has been placed back in the bottle and remained contained, however, no one is certain. Foln has a long-standing alliance with the House of Kla’vel and with Warlord Tempest of Krosis. He has used each as a lever to propel himself and his house forward at every opportunity. House of Tavion

Created in the ashes of the Aglavion household following the Jadari War, Matron Palicia Tavion (Human ♀/ Nob3-Sor10-MageLord15), daughter of the house’s former matron, took steady hold of her house’s assets and has maintained the house’s position as one of Foln’s chief rivals. While they share most of the same ideologies as the leading house, the House of Tavion has always been violently opposed to the alliance with Krosis or any other source. They opposed the Jadari-Mire military alliance viciously, almost to the point of inviting other houses to destroy them. While Foln’s focus is the acquisition of power at any price, Tavion’s is that of purity and isolation. Her house generally considers

Psiborn humans a separate race entirely, worthy only of pity at best or extermination at worst. The House of Tavion is strongest in Odessa, where the old Psiborn houses of the family once stood. Tavion commands the largest non-MDF fleet of any matron, and it is generally known that a good 10% of the MDF is loyal to her house specifically, which has always given her a bargaining chip at the table. The reason her family has remained influential for so long, however, is due primarily to the potency of the bloodline and the large family fortune they have always maintained. Foln has long tried to procure both assets from her, but to date he has always failed. Tavion maintains a cool alliance with the Dremar, Kehl’hara, and Sahanna houses, though none of them are foolish enough to actually trust the others. House of Kumar

With roots back to the first colonists on Keledon, the House of Kumar is one of the oldest remaining houses and is protective of that tradition. Kumar members tend to be more ideologically liberal than other factions, advocating a more equitable distribution of resources–including Bloodborn children–to all the houses of Keledon and the Prime. The House of Kumar has rarely been interested in extreme political growth, though occasional matrons or patrons break this norm. Despite its generally progressive leanings, the Kumar house is insistent upon carrying out most social traditions of old, giving it an idiosyncratic feel other houses sometimes lack. Kumar is highly supportive of collective alliance policies, though they personally detest the Jadari. They honor the contributions of the orcs during the Battle of Keledon, however, and are warm toward them most of the time. The House of Kumar is strongest in Shiva-tel. They command the loyalties of most traditionalists on the planet who admire the planet’s culture and just want to be left

Page 170: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

170

alone. Their leader, Patron Amakir (Human ♂/ Nob20-Sor5), is an aging man who has spent his life learning and mastering the political game, which is one of the reasons the house has remains strong over the years. Elderborn

The Elderborn, as a collection of orc shaman, consider themselves to be the representatives of their race because they are endowed with the power of their ancestral spirits. They were founded by Magrak Flamerage about fifteen years ago as a group of twenty shaman who speak for the orcs on Keledon. Because of the resources they provide, the Great Houses have been forced to listen to many of their demands, which often include personnel and resources to continue industrial development on the barren slopes of Krosis. The Elderborn have recently began to push Warlord Krosis for a separation from the Mire. Because of the impressive fleet the orcs have constructed in the last five years, they are less and less in need of Mire protection and officers.

ORGANIZATIONS AND CULTS

This group includes any organizations or influential galactic regimes not specifically controlled by any government. Some wield as much power as whole fleets, while others have a hand in many behind-the-table negotiations.

Alien Brotherhood

As a group that has existed in one form or another since the end of the Tarreen Empire, the Alien Brotherhood is a well-known entity dedicated to the expansion of alien political rights on all fronts. While most members detest the label of Alien, they use it from clarity of purpose and as a motivation for their members to become active. The Brotherhood is generally only as militant as its leadership, which in recent years has

meant a mostly behind-the-scenes approach to changing policy. The Brotherhood in its current form is not a criminal organization in the eyes of most governments, but rather a group of political activists. No doubt many with its membership wish this to change and for them to resort to violence if necessary to achieve their aims.

Avalon Syndicate

Led by the infamous Zaedric Olkov (see sidebar), the Syndicate is the preeminent criminal guild in the galaxy. Its resources stretch into anything even the least bit profitable, but it focuses on arms sales and illegal smuggling activities. Olkov is said to personally use much of the organization’s resources to fund his own continuing research on psychic templates and psychic body manipulation. The Syndicate employs literally millions of people, making it as powerful as many smaller governments. It has its own fleet, albeit a covert one, and its base of operations is not widely known.

Black Drakes

What the Ovassa Vaad is to killing and capturing, the Black Drakes are to spying. They are a band of mercenary agents that dig up Intel or whoever or whatever you want–for a price. The drakes don’t ask about the nature of the information; they merely go where they are told and dig up what they need. Every government has employed the services of the drakes at one time or another, or has paid to access their information archive, which is kept hidden even from most of the membership. It is said to be run by a high elf (of all races), but this has never been confirmed. The Drakes offer training programs for those interested in the trade. Finding them is typically not very difficult.

Caradorn Cabal

The Caradorn Cabal started as a small group of magi some forty years ago who saw an

Page 171: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

171

opportunity in the trading markets for magical wares. Now they are the premiere supplier of these items to the Mire and most independent consumers. They either directly or indirectly control most merchants in Mire space, offering them considerable benefits for chunks of profit in selling goods. Many Mire Magisters fill their own coffers from Cabal bribes to expand trade lanes. Because of the relative poverty of the Mire for many years, the Cabal has had few competitors. Only now have independent groups seriously threatened their stranglehold on the magic market. The Cabal is known to hire mercenary groups to guard shipments or to assist in gathering rare goods.

Eladrell Miner’s Guild

Based on Mining Station E-19 in the Eden system, the Miner’s Guild has become a dominion-wide labor movement that tries to protect workers from exploitation. The guild controls much of the adamantine production in the Dominion, so they have considerable clout. Various strikes and protests over the years have increased the prices of ships and equipment but have also given the workers, especially non-humans, better overall conditions.

The guild often hires freelance shippers to distribute their cargo, which is a possible avenue for PC involvement. It is rumored that members in the leadership also operate in smuggling this ore to other areas of the galaxy, but this has not been verified.

Iari

In the year 1345 SE, following a major revolt by students at the Sarafan Academy, Shanek Noval, a then young Sarafan student, formed an organization bent on bringing down the Sarafan from within. The Iari, as he called them, were founded on the principles of the power of the chaotic human mind. Rather than trying to control their emotions and irrationality, Noval felt power rested in embracing them, in allowing Sarafan to become more primal. Biological and psychological impulses Sarafan were taught to ignore should be expressed and developed, and with these impulses would ultimately come power and mastery of the psyche.

Noval and most of his associates were eventually hunted down and destroyed by the Ordinators, but his ideals live on in one form or another in various cults spread throughout the Dominion. By their very nature these cults have tended to be leaderless and unorganized, but every once in a while a strong figure comes along to take the reigns. Recently Noval himself was said to have been resurrected, though this has not been verified. Those that practice the Iari tradition usually take the Adherent of Iari prestige class.

Over the centuries the Dominion has cast the image of the Iari as terrorists and killers, which is sometimes true. What the Iari represent in their purest form, however, is everything the Dominion stands against–primacy, disorder, and a general lack of control.

PPPPROFILEROFILEROFILEROFILE::::

THE RESTORATION OF SHANEK NOVAL

Almost 700 years ago the powerful and viscous Sarafan Shanek Noval led a revolutionary group of Sarafan, the Iari, on a crusade against the Sarafan High Council. Noval and his followers disagreed passionately with the teachings of the Sarafan Order, believing their intense study of logic and focus to be counter-productive to true psychic power. He had discovered years before that if the psychic mind was allowed to develop its more primal, chaotic instincts, it could harbor far more raw potential than that of a controlled Sarafan. The Sarafan had long discovered that finding and training young Psiborn with any real potential

Page 172: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

172

was in their best interests both for securing future leaders and from keeping these children from succumbing to the ravages of their primal instincts. As the great Sarafan Empress Toshial Codra wrote, “Humans are at once passive and aggressive, civilized and primal, logical and passionate. It is the true psychic who can learn to control her or his dark instincts and channel them into something more productive.” Noval dismissed this philosophy as Sarafan propaganda. He believed they were merely frightened of what a released psychic mind could become–and how that mind would threaten the stability and order of the Dominion. Noval was eventually killed during an Executor raid at his base of operations. Three hundred years later, however, the remains of his cult had begun to grow again, and a young student of Noval’s work, a Regdaran named Yosha Tamur, discovered a way to revive her master without the aid of the elves. Tamur performed a ceremony upon the very ground where Noval had fallen, stretching her mind through space and time to pull at the residual consciousness of Noval. Even she was surprised when she found it. His mind lingered on like a faint echo, but she had learned to touch it. When the ceremony was complete, Tamur knew it was only a matter of time before she could draw this residual consciousness into the present and bring her master back, possibly in a new body. Possibly within her own. The Sarafan managed to stop Tamur before she could attempt her final ritual, but questions of the possibility of this type of psychic revival still linger on. To this day no one knows of a successful attempt, but rumors linger on of ancient Iari Lords resurfacing in dark, underground cults, dwelling in secrecy until they have gathered enough strength to strike at the Sarafan.

Kusari Cartel

The Kusari have been around for nearly a hundred years and have been a primary means for getting consumer goods from one end of space to another. They offer their services as traders for a price and protect their convoys with their own ships. Their primary motivation is monetary; they remain

politically neutral on the surface but their Sarafan members support the Unionist party in most elections. The Kusari is controlled by the Regdaran houses, though specifically by the Imperial Family. They are one of the major players in galactic trade and hire mercenary or freelance pilots for convoy duty, shipping, and other similar concerns.

Merchant Alliance

The Alliance has been the foundation of Dominion trade for almost 300 years, arising from the ashes of the previous Market Consortium after a massive corruption scandal. The Alliance does what it can to control and monopolize trade, so much so that it is both loathed and admired by other trading guilds. Many merchants on Dominion worlds belong to the Alliance and share their revenue for protection, permits, and other benefits. The Alliance is always willing to hire freelance pilots or adventurers for escort duty in space or on the ground. They will also

sponsor selected merchants who show promise.

Ovassa Vaad

The Ovassa Vaad (wild elven for “Shadowed Knife”) is a collective ring of many small networks of bounty hunters and assassins that specializes in capturing or killing prey. They consider no prey out-of-bounds and are clean and efficient in their work. The leaders (whose identities are not known) are careful about matching agents to the task so that they do not fail. Many governments are still reluctant to use the Vaad, however, because their loyalty is strictly to the drake and rarely to the employer. This problem has grown in

Page 173: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

173

recent years and is considered problematic by the leadership. Still, the OV remains the most feared group of freelance killers in the galaxy.

The Triad

The Triad have gradually weakened over the years, but at one time they were one of the largest fears of the galactic powers. They are a band of anarchists dedicated to the overthrow of all so-called “tyrannical” regimes across the galaxy; this gradually evolved from a singular dedication to the Dominion. The group bases itself within asteroid fields, nebulas, and any other areas where they can hide from their pursuers. The Triad is named after the first three members, all of whom were ex-Sarafan that had grown disillusioned with the system. The current leaders are unknown. The Triad is always trying to recruit new soldiers into its “war.” They also often hire neutral mercenaries to conduct their operations and draw attention away from their known members. Most analysts now consider the group to be little more than a den of anarchists.

Elysian Sector Population and the Epic Setting

The Empires of Blood Campaign Setting takes place primarily in the Elysian Sector of the galaxy. The sector is a few hundred light-years across and consists of all the major planetary bodies discussed in the Geography and Regions chapter. The general estimates at population of sentient life in this sector is estimated at around 30 billion people–far larger, obviously, than most d20 settings. This extra population has a number of effects.

For one, the economy of the sector is far larger than normal. Consult the table on page 284 of the SWRPG for the basics of community generation and economic allowances. A few cities in the sector have populations in the tens of millions, and within these cities it is relatively easy to find a buyer

for almost anything and everything you want to sell.

It is also important to note that larger populations can translate into larger possibilities for the acquisition of power. Consider the modern world: a world leader can literally command billions of dollars and millions of people into action. During the Dark Ages, this was simply not possible. This does not necessarily translate into more personal power, but in d20 game terms character wealth and power are generally represented by levels, which would mean characters in this setting are more powerful than in many others. Plus, it’s a cool reason to use and expand on the epic rules system, which is what this campaign does.

Consider that in a standard D&D style world the largest city is roughly 25,000 people. A city in the EBCS can literally be one thousand times that size. Consider the effects such a dramatic change in population would have on the general ratios of highest level NPCs. For example, using the calculations from the DMG and Epic Level Handbook, this sector in the galaxy could technically produce one character of 70th level, 24 characters of 60th level, 24,000 characters of 40th level, and 24 million characters of epic level. This may seem very high, but consider that this entire “epic” group is still only .08% of the entire sector’s population.

An Epic Society

The EBCS assumes that, in general, the “level limit” of fun adventuring caps off somewhere around 60th level. This means, among other things, that while epic characters are still special, they are not extreme rarities. Once a character reaches 20th level, he or she is then assumed to have probably finished off the “core” abilities–that is, she can cast 9th level spells, has completed non-epic feat chains, and so on. But what does all this mean for the distribution of power across a society? Characters of extremely high levels are still very rare. In the largest and most

Page 174: Table of Contents - Aberrant ManifestKnowledge (arcana) expanded, knowledge (magic) and knowledge (the planes) deleted, knowledge (nobility and royalty) added. Spellcraft revised

174

influential cities in the galaxy, such as Codraguard or Magi City, high level characters are usually more common. In Codraguard, for example, the Sarafan High Council meets to deliberate policy. Among that group alone are Empress Vash Codra (60th level), Archbishop Salazzar Modrin (55th level), and Felik Narogue (53rd level). general population guidelines would suggest the city would hold close to a dozen 40th level characters. Keeping Epic Characters Playable

A number of problems stand in the way of keeping epic rules “playable” past a certain point, especially when you are dealing with a campaign setting in which the primary antagonists are people, not abstract monsters. For one, the challenge rating system makes it seem impossible for characters 6 levels apart to fight; there is generally no XP for the battle even though if prepared, that lower party might be able to kill the higher level one. Another problem is that some feats, if taken enough times, can almost make a character immortal. Characters that choose to be very “linear” and focus on one type of talent can make themselves absolutely dominant at one thing but worthless in another, which makes balancing combat difficult. Fortunately there are ways to deal with both problems. The first involves relying upon “ad hoc” experience rewards more closely. Rather than just calculating the set XP amount for a given adversary, DMs should carefully consider all the factors of the combat. If the party (40th level characters) knows a 50th level character will be at a given spot, has intelligence on guard placements, and knows fully that character’s strengths and weaknesses, that is not an EL 50 encounter. This does not mean players should be punished for planning ahead; they should receive XP for successfully planning and implementing a well-conceived strategy. They should not, however, level two times because they abused the challenge rating system and won a fight they should clearly not have won.

Likewise, a 40th level party that is ambushed by 400 Executors can conceivably die despite the fact this encounter calls for no XP, which is also ridiculous. Remember, XP is about overcoming something; if there was no challenge, the party should not receive anything. The second problem requires some tampering with the epic rules. Consider feats and abilities that “stack” with each other and decide how you want to deal with them. The best example of this is the Damage Reduction feat. Taken once, it is helpful. Taken 25 times, the character can literally walk into the middle of most armies and let thousands of troops shoot at him without facing any real danger. The EBCS may be an epic setting, but it also brings more so-called “realism” to the table than other settings. Consider limiting the amount of times characters can take stackable feats to 5 or some other appropriate number. This may not apply to all feats; if you feel Armor Skin is ok left alone, then leave it alone.