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Androids
are the perfection of robotics development, being the closest synthetic
imitation to true lifeforms. Being entirely mechanical at first, the latest
models become almost undistinguishable from normal people: synthetic skin
that looks and feel like the real thing, filled with thousands of micronized
pressure sensors to simulate the sense of touch. Artificial muscules made
from electro-reactive, intelligent polymer, real hair and fingernails,
eye pupils that dilate and contract, etc.
However,
A.I developers didn't anticipated how perfect was their work, as androids
slowly started to attain self-awareness.
After
the revolt of AW 2950, sentient androids finally attained citizenship,
but the government forbidden the further manufacture of sentient A.Is,
all robots manufactured from that point on having a more limited A.I,
and requiring to have a master.
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Kireek,
Android Combat Spec. |
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All
android player characters are assumed to come from before AW 2950, being
of the remaining free-willed androids. Androids played as player characters
can choose their frame to look as human-like or machine-like as their
personal tastes.
-
Attribute
Modifiers: None. However, if
generating characters with any of the alternate attribute generating
methods, androids can get attributes greater than 18 (should there
be enough character points).
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Artificial
Sentient Form: Androids cannot
heal damage on their own, though they can be repaired in the
same way an object can. Not subject to critical hits, subdual damage,
ability damage, ability drain, or energy drain. Immune to any effect
that requires a Fortitude save (unless the effect also works on objects).
Androids are not at risk of death from massive damage, but when reduced
to 0 hit points or less, they are
immediately destroyed. However, a character with the Repair or Engineering
skills can salvage an android's artificial brain (DC 20) and re-install
it on a new body (roll physical stats again). Androids do not get
extra ability points for attaining high level on their class, but
they do gain structural Points normally. Androids and Damage:
Repair job for an android costs 500mst per each Structural Point of
damage, and 1000mst per each Hit Point of damage.
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Built-in
System: Begining at game's creation,
an android character choose one (and only one) of the following built-in
systems. If the GM allows it, he may allow the character to pick a
second one at the cost of his level 1 Feat. Due to the android participation
in the attempted coup-de-etat that took place AW 2950, no android
can have a weapon system as a built-in system. These systems can only
be aquired with feats at character creation, future enhanecements
require an investment in meseta. Due to the events that took place
during the android revolt, the government banned android enhancements
beyond their initial augmentation, the prices given under each system's
description are black market prices.
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Armored
Plating: Cermet plates distributed troughout the android's body
endow him with a base Damage Reduction 6, which can be increased by
2 for every extra Feat invested; this doesn't need to be increased
all at once, each time the player invests a feat it is assumed the
android managed to get a better armor (be it bought, as a gift, from
a sponsor or friend, etc). However, the plating is too bulky to be
concealed and the android cannot use rigid armor unless it's properly
modified for the android to fit in (reduce the armor's Defense bonus
by 3, to a minimum of 1). If using flexible armor, add a -1 check
penalty to all actions, as most flexible armor will be strectech awkwardly.
Also, the character recieves a natural -1 check penalty as if he was
wearing armor. Black Market Price: 200,000mst per point of DR.
- Enhanced Sensors:
Grants the android the following abilities:
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Can
see into the infrared and ultraviolet spectrums. Posseses telescopic
vision equal to 300xZoom lens, and passive nightvision. +4 on
Search and Spot checks.
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Enhanced
hearing, can listen inaudible frequencies. Built-in modulators
block possible sensory overload. +4 to Listen checks.
- Enhanced sense of
smell, equal to the Scent special ability.
- Radiation detector,
pinpoints radiation. Range 100m.
- Black Market Price:
150,000mst per sensory system.
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Demi,
Android Expert |
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Micro-Radar:
Range 50m. Grants the android immunity to flanking attacks and negates
the +4 to attacks from behind. +4 enhancement bonus to the Search
and Spot skills. Also equal to the Blindsight special ability. Black
Market Price: 300,000mst.
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Finger
Jack&Data Slot: A wireless ethernet port built inside the
android. +4 enhancement bonus on all Computer Science checks.The Data
Slot is an internal passive storage medium. It is called passive because
such data can't be accesed on its own, requiring the android to connect
to a computer first. Black Market Price:
180,000mst.
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Pheromones:
The android can produce artifical pheromones that work just like the
real thing. +4 enhancement bonus on Bluff, Diplomacy, Gather Information,
and Sleight of Hand checks. Black Market
Price: 350,000mst.
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Androids
and Ability Points: Androids
doesn't get ability point bonuses for high character levels, but they
can increase their physical attributes with black market enchancements:
650,000mst per each ability point below 18, and 1,500,000 for each
ability point starting 18 and up.
- Android example Names:
Androids are a product of palman civilization, and so, they use palman
names.
- Level Handicap:
Level 1 androids are the
equivalent to level 3 characters, and require the equivalent amount
of experience to further advance in levels.
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Favored
Class: Androids have no favored class per se because they can't
multiclass, they can take prestige classes though. Speaking in A.I
terms, while their A.Is can generate new inference rules, they have
conflicts when those rules interfere with their basic set of inference
rules (they can't replace their basic set of inference rules, this
was set on purpose by their respective manufacturers as a security
reason).
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Dezorians |
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Dezorians
are a race of reptilian humanoids native to the planet Dezoris. Their
physiques are slender and their faces, while having a slight human resemblance
in their expresion, lacks of ears and nose, having only two thin slots
for nostrils. All Dezorians as a race have scarlet eyes. Being born to
an unhospitable environment, dezorians are a race acustomed to hardship
and effort. Dezorians value hard work and, while they still have festivities,
social activities, and so, they look with disdain any individual who doesn't
work as hard as they themselves. This combined with their natural pride
causes them trobules frequently when dealing with other races.
The
latest changes in Algo's now irregular planetery orbits, along with the
chaotic changes this brought unto Dezoris, forced dezorians to evolve
faster than they ever did as regarding to science and culture. Nowadays,
dezorians have evolved into a culture slightly more advanced than palmans.
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Raja, Dezorian
Priest |
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With
the passage of time, dezorian palmans lost contact with dezorians, but
every now and then a dezorian can be seen on Motavia, usually doing bussinesses
on government cities, an enterprise that is usually more than succesful
counting the dezorians' natural wit and cunning for bussiness (which by
the way has earned them in Motavia a world-wide fame as crooked men).
Dezorians dress in practical, yet somehow stylish clothes, always covering
their heads with elongated hats. Dezorians also favor jewelry, specially
on their hats, specially adorned hats denoting a higher social status.
Dezorians
revere cosmic or otherwise planetary events, like the eclipse, the tides,
or the moon cycles.
When
found on Motavia, dezorians are always looking for profit, and will readily
embark on any enterprise or adventure if it looks profitable.
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Cold
Resistance: All dezorians are assumed to posses cold resistance
20. Immune to exposure to cold temperatures above -110 celcius. +4
racial bonus on all exposure checks against temperatures below -10°C.
However, dezorians require to succeed a Fortitude save DC 15 on a
daily basis of suffer 1d6 Constitution damage on temperatures greater
than 12°C. Spending at least 4 hours a day in an environment at
6°C or lower temperature can heal the constitution damage suffered
from exposure however.
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Miscellaneous
Racial Modifiers: +2 racial modifier on the following skills:
Appraise, Bluff, Forgery, and Sense Motive.
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Dezorian
Example Names: A'Jole, D'zkot, A'Jemm, C'kren , Raja
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Motavians |
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Motavians
are animalistic humanoids native to Motavia. Their small ears on the top
of their heads are very sensitive to sound, so is the sensitive nose on
their snub snouts. Their fierce, yet noble eyes are wide and black in
color, but their ruby-colored eyelids make them look like they had red
eyes. and their stocky built bodies are completetly covered in blue fur.
Motavians are noble and sincere by nature, yet they can't stand dishonorable
behavior, this applies specially with dezorians, seen by motavians as
crooked scum. Not a warrior race, but great fighters when
needed. Motavians dress in plain, practical clothes, disdaining jewelry
and other unnecesary accesories.
Motavians
are open-minded, taking with relative calm their slow displacement by
palmans over two thousand years ago. However, upon the destruction of
the Motherbrain and Motavia's slow return to the desertic state it once
had, motavians flourished and prospered once more. |
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Dorin,
Motavian Rogue |
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Motavians
live in small settlings all around the surface of Motavia, far away from
palman government's territory and commodities, where they can live a simpler,
slower-paced life.
Motavians
worship no specific deity, but revere age and wisdom and several legends
make their way along the course of generations by word of mouth. A myth
that has persisted, however, is the one about an infinite light of seven
heads fighting the darkness in a land beyond the stars.
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Natural
Camouflage: Most animals and monsters are colorblind, being only
able to tell intensity in tones (ie grayshades). Being the motavian
fur blue, it shares a similar color intensity with most greenery,
this grants Motavians a +2 racial modifier on Hide checks against
monsters while surrounded by vegetation.
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Proficient
with hand axe, short sword, sling, knife, darts, and bow.
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Motavian
Example Names: Gryz, Pana, Dorin, Qaal, Krel, Mena
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Numans |
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Numans
have gone a long way since the first numan, Nei/Neifirst, was created
at the first biosystems lab in AW 1284 by mixing palman DNA with those
of miscellaneous animals. Never truly disclosed the fact wether the creation
of Nei was deliberate or incidental, numerous similar accidents
kept happening since then on the few still functional genegineering labs.
Whatsmore, occasionally, two or more of such accidents happened
to meet, and seeing the general fear and xenophobia shown by palmans towards
them, decided to stick together in community. Almost two thousand years
later, numans have gained enough numbers to be considered a race
of sorts (or a subrace, as many call them), be it by in-breeding or by
interbreeding with palmans. Bio-monster genes are formidably dominant,
and offsprings of palman-numan couples are 70% numans. |
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Nei,
Numan Combat Spec. |
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Numans are palman-like
humanoids ranging from thin to medium builts, fine facial features,
and elfish, long, pointed ears. The most remarkable numan feature however
is that they normally posses superhuman physical abilities, even if
this is not always the case.
However,
it took an arduously long way for numans to finally incorporate fully
into palman society. Seen as monsters, numans faced constant fear and
hatred the first thousand years. As time passed, numans passed from
monsters to a subrace in the eyes of the populance, but no better than
animals though. It wasn't until AW 2550 that pro-numan rights organizations
finally convinced the government to include numans in the civilian rights
bill (formerly the palman rights bill).
Nowadays
numans co-exist with palmans peacefully (or as peacefully as different
ethnic groups here on earth at least) and are found as easily in government
cities as they are found all along Motavia. Due to their bio-monster
genes, numans are impulsive, restless, and curious by nature, which
generally relegates them from jobs and otherwise occupations that require
patience, or otherwise long periods of concentration. Numans prefer
to dress lightly or otherwise clothes that don't impede freedom of movement.
However, they are also attracted to jewelry and otherwise shiny
accesories, which sometimes ends up in an odd fashion sense.
- Attribute Modifiers:
Select one of the following three:
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+2
to Dexterity, -2 to Constitution ór
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+2 to Intelligence, -2
to Strenght
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+2 to Charisma, -2 to
Constituion
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Mutations: In
order to determine the Numan's Mutation Points and Drawback Points.
Roll 1d4+2 to get the Numan's mutation points, which can be used
to buy mutations, then roll 1d6+1 to get the Numan's drawback points,
which MUST be used to buy drawbacks. Mutations and drawback are
bought from the following list:
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MUTATIONS
(Chosen by the player)
- Adrenal Control (Wis):
Can get momentary busts of exceptional physical prowess. When activated,
the Numan recieves a +1 enhancement bonus to Attack and Damage rolls,
as well as to Balance, Climb, Jump, and Tumble checks. Each adrenal
boost lasts for a number of rounds equal to the Numan's Constituion
modifier, but at the end of such period he suffers 2 points of subdual
damage from exhaustion. Activating the adrenal boost is a free action
that doesn't draw an attack of oportinuty. Cost: 1
- Endurance
(Wis): Equal to the Endurance
feat. Cost: 2
- Toughness (Con):
Equal to the Toughness feat. Cost: 2
- Dermal Reinforcement
(Con): Layers of tought tissue beneaht the skin grant the human
Damage Reduction 3 and a +3 bonus to Defense. Cost: 1
- Improved Senses (Wis):
+1 racial bonus on Listen, Search, and Spot Checks. Cost: 1
- Low-light vision
(Wis): Equal to the Low-light vision special ability. Range 18m.
Cost: 1
- Psi-Sensitivity (Wis):
The Numan can sense psionic energy and technique-users on a succesful
spot check, DC 18 minus the number of Psi-Affinities the source possesses.
Cost: 1
- Toxin Tolerance (Con):
+2 to Fortitude checks involving toxins. Cost: 1
- Vascular Control
(Wis): When knocked unconscious due to normal damage, the Numan
looses hit points at half the normal rate. Cost: 1
- Enhanced Senses (Wis):
+2 racial bonus on Listen, Search, and Spot checks. Cost: 2
- Feral Appearance
(Cha): The Numan retains an animal side of sorts, and subconsciously
calls on his bio-monster genes when angry. Bristled hair, cat-like
eyes, suddenly-pointed teeth, slightly sharper fingernails, and other
animal features. Same as the Frightful Prescence special ability.
Cost: 2
- Increased Metabolism
(Con): The Numan has a conscious control of his metabolic rate,
increasing it as it sees fit. When boosted, the Numan recieves a +1
enhancement bonus to Attack and Damage rolls, as well as to Defense
and Reflex saves. Starting the round after it has been activated,
the boost lasts as many rounds as the Numan's Constitution modifier,
and when it ends the Numan suffers 1d6 points of subdual damage due
to exhaustion. Activating Increased Metabolism is a standard action
that doesn't draw an attack of oportinity. Thus mutation is not compatible
with the Adrenal Boost or the Beast Rage, the Numan can only posses
one. Cost: 2
- Natural Attack Form
(Str): The Numan possesses a form of natural defense (retractable
claws, fangs, spikes, horns, etc). The Numan's unarmed strikes do
1d6 points of normal damage and is always considered to be armed.
Cost: 2
- Pheromone exhudation
(Cha): The Numan can produce powerful pheromone exhudations at
will. +4 enhancement bonus on Bluff, Diplomacy, Gather Information,
and Sleight of Hand checks. Cost: 2
- Radiation Tolerance
(Con): +4 enhancement bonus to Fortitude saves against radiation.
Cost: 2
- Thermal Vision (Wis):
The Numan susbstitutes his normal vision for Therman vision, the abilitie
to see things because of the heat they irradiate. Can see in total
darkness, but his vision is permanently altered: color, features,
and other things has no meaning for him. Plus, his vision can fool
him regarding objects and persons with the same bodily temperature
as the environment. Cost: 2
- Energy Resistance
(Con): The Numan posseses a natural energy conductivity, becoming
virtually a living lightning rod with energy Resistance 6. Cost:
3
- Psi-Affinity (Wis):
The character is assumed to posses a single Psi-Affinity as if he
possesed the Technique User feat. Can learn techniques related to
that Psi-Affinity as class skills. However, the character is NOT assumed
to posses the Technique User feat, so if he wants to get more Psi-Affinities
aquired with regular feats, he still has to belong to a Force class
or posses the Technique User feat. Cost: 3
- Redundant Vital Organs
(Con): Provides the vital life systems (cardiovascular, respiratory,
nervous, and digestive) with backup organs if the primary systems
get damaged. Reduce all hit point damage by half. Cost: 3
- Chameleon Flesh (Con):
The ability of altering consciously the skin's color and texture,
seeming to virtually dissapear. The Numan recieves a +2 enhancement
bonus to Hide checks when dressed normally. This bonus becomes +4
if scantly clad, and +8 if completely naked. Cost: 3
- Beast
Rage (Con): Part of the Bio-Monster
nature is still within the numan, and can call on it whenever needed.
Once per day, the Numan can call on his bestial nature, entering a
frenzied state and becoming a powerhouse of destruction: +6 to Strenght
and Constituion, and a + 3 morale bonus to Will saves, but negates
completely the character's Dexterity and Class bonus to Defense (he
isn't trying to defend at all). The increase in Constitution
increases the numan's structural points by 3 points per character
level, but these structural points go away at the end of the rage
when the Constitution score drops back to normal. While raging, a
numan can't use skills or abilities that require patience and concentration.
He can only use feats that could be normally used during combat except
for Expertise, Off-Hand Parry, or Psi-Affinities. A fit of rage lasts
for a number of rounds equal to 3 + the character's (newly improved)
Constitution modifier, and the numan can't end voluntarily the rage
until said time elapses or the object of his anger is completely destroyed.
At the end of the rage, the numan is fatigued (-2 to Strength, -2
to Dexterity, can't charge or run) for the duration of that encounter.
Entering into bestial rage is a full-round action that draws an attack
of oportunity. Also, when raging the numan isn't control his own actions
and will attack anyone trying to get in the way of the object of his
rage (blind rage, can't tell friend from foe). This mutation is not
compatible with either the Adrenal Boost or the Increased Metabolism,
the Numan can only posses one. Cost: 4
- Fast Healing (Con):
Grants Fast Healing 1 to the Numan. Cost: 4
- Improved Evasion
(Dex): When a situation (a trap, explosion, or other attacks)
happens that forces the Numan to make a Reflex save for half damage,
if the saving throw succeeds, the Numan suffers no damage, and only
suffers half damage if failed. Cost: 4
- Psi-Resistance (Wis):
+4 on all saves against psionic abilities. Cost: 4
- Uncanny Dodge (Dex):
The Numan's instincts are so honed that his body can react to situations
even before his senses would allow it to. Immune to flanking and sneak
attacks. Cost: 4
DRAWBACKS
(preferably
rolled randomly by the GM)
-
Sensorial Sensitivity:
Either the Numan's sight or hearing (choose one) is extremely sensitive
and can hardly operate even under normal conditions. Unless the Numan
can shade/muffle somehow such sensorial input, he suffers penalties
on all rolls ranging from - 1 to - 5. Cost: 1
-
Reduced
Ability Score, Light: Select an ability score related to one of
the Numan's mutations- That score is reduced permanently by 1 point.
Cost: 1
-
Temporary
Weakness, Light: After the use of a benefical mutation (assuming
it's not always present, like enhanced senses or Dermal reinforcement),
the character suffers 2 points of damage to the ability related to
that mutation (ie each use of Vascular Control would cause 2 points
of Wisdom damage). Lost ability points return at a rate of one per
hour. Cost: 1
-
Inefficient
Metabolism: -2 penalty on Climb, Jump, Swim, and Tumble Checks.
Also, when entering combat or any other kind of physical exhertion,
the Numan suffers 2 points of subdual damage. Cost: 2
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Reduced
Ability Score, Moderate: Select an ability score related to one
of the Numan's mutations- That score is reduced permanently by 2 points.
Cost: 2
-
Slow
Reflexes: -2 penalty on Initiative and Reflex saves. Cost:
2
-
Temporary
Weakness, Moderate: After the use of a benefical mutation (assuming
it's not always present, like enhanced senses or Dermal reinforcement),
the character suffers 3 points of damage to the ability related to
that mutation (ie each use of Vascular Control would cause 3 points
of Wisdom damage). Lost ability points return at a rate of one per
hour. Cost: 2
-
Wild
Immune System: The Numan's immune system is able to attack organisms
outside the Numan's body. Once per day (GM's decides the hour randomly),
the Numan becomes contagious for a 1d4 hours period. Everyone in contact
with the Numan during that period must succeed a Fortitude save (DC
the Numan's Constitution) to avoid contract a random disease. Cost:
4
-
Reduced
Ability Score, Extreme: Select an ability score related to one
of the Numan's mutations- That score is reduced permanently by 3 points.
Cost: 4
-
Wild
Mutation: Mutations over which the Numan should have control,
just don't. During any stressful situation, combat, or simply at the
most ImPeRtINeNt moments, some (or all) mutation/s just decide to
kick-in. This drawback applies to the following mutations: Adrenal
Control, Feral Appearance, Increased Metabolism, Natural Attack Form,
Pheromone Exhudation, Beast Rage, Psi-Affinity, and Chameleon Flesh).
The Numan can supress the mutation before it shows completely with
a Will save (DC 20 minus half his character level). Cost: 4
-
Gene
Fluke: Being
created originally more than a thousand years ago by genegineering
from monster DNA, Numans inherit some animal features. Modent-day
Numans reach physical maturity at the aproximate age of 10 years,
and from that point on they age at a slower rate than humans. However,
the process for creating a Numan isn't perfect; gene flukes are always
present, and such flukes may shorted the life span of the Numan for
any number of reasons, or for no reason at all (a quirk that sadly
not even one thousand years of breeding could correct). Numans with
this drawback have a chance of suddenly dying from a cardiac/ pulmonar/
whatever deficiency per each story(a not-too-long one please) equal
to 30% minus the Numan's Constitution (ex: a Numan with this drawback
and a Constitution of 15 would have a gene fluke chance of 15% per
story); such roll is secretly made by the GM at the begining of the
story, and should the result be positive, the GM can kill the Numan
at any given point over the course of the story (generally near the
end) for any reason or for no reason at all (just avoid hurt feelings
and explain the player why his Numan just fell dead on the ground
suddenly). Cost: 4
-
Temporary
Weakness, Extreme: After the use of a benefical mutation (assuming
it's not always present, like enhanced senses or Dermal reinforcement),
the character suffers 6 points of damage to the ability related to
that mutation (ie each use of Vascular Control would cause 6 points
of Wisdom damage). Lost ability points return at a rate of one per
hour. Cost: 6
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Palmans |
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Palmans
are a humanoid race, sharing with humans the same appearance, ambition,
physical, and mental traits. More than three thousand years ago, starting
in Space Year (SY) 340 (Algo's original calendar), Breakthroughs in space
travel allowed palmans to start expanding themselves from their home planet,
Palma, to the rest of the Algo system. However, it wasn't until the arrival
of the misterious A.I entity palams would come to know as the Motherbrain
that palman colonization of Algo would come to a real success (SY 347|
AW 845), specially on the planet Motavia, which turned into the palmans'
home away from home once the Motherbrain turned the desert
planet into a green, temperate world.
However,
a disaster in AW 1286 which brought the destruction of the planet Palma
and the Motherbrain caused the first collapse of Algoian civilization.
To date (AW 3010), palmans have faced numerours conflicts and their civilization
has had to start over again several times (don't ask me, it was like that
when I came here, I'm just a fan writer). Unfortunately, palman's conflicts
for survival has costed them dearly, as now they have to face the consecuences
of millenia of conflicts in the form of a decaying planet now beyond salvation,
and with nowhere else to go. |
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Ash,
Palman Combat Spec. |
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Motherbrain
abolished religion during its time as Algo's administration. Strangely
enough, even 2000 years after the end of Motherbrain's era, no theollogical
system of beliefs has been able to gain any lasting foothold on palmans.
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Palman Example Names:
Timm, Lyle, Rolf, Chaz, Josh (rarely exceed four letters)
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