Aethernauts d20 (PEACH)

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#1

grimgrin

Mar 26, 2008 12:27:14
Aethernauts d20

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Aethernauts d20
#2

grimgrin

Mar 26, 2008 13:42:01
PARALLEL EVOLUTION

Many have asked why so many of the planets have developed humanoid creatures and why have they developed similar technology. The theories of the luminary Charles Darwin may provide the answer. As stated in his masterwork On the Origin of Species; “As many more individuals of each species are born than can possibly survive; and as, consequently, there is a frequently recurring struggle for existence, it follows that any being, if it vary however slightly in any manner profitable to itself, under the complex and sometimes varying conditions of life, will have a better chance of surviving, and thus be naturally selected. From the strong principle of inheritance, any selected variety will tend to propagate its new and modified form.” Many attribute the evolution of so many sentient species as a result of the superiority of an intelligent and creative mind to overcome any natural hazard.
So the development of a humanoid form is the result of the perfection of the design in nature.

The logical evolutionary progression of mankind (and the British Empire) can be demonstrated as follows. Tools help animals thrive in a challenging habitat. Animals need intelligent minds to create tools. A creature with an intelligent mind needs hands to best utilize and create tools. A bipedal stance is required to free the limbs that will develop hands. Sentient creatures that work together are more likely to thrive. Civilization is a result of sentient creatures working together. Civilizations will contest with each other over the possession of resources. The superior civilization will increase in wealth, power, and prestige while the inferior civilizations will either integrate with their superior or die out entirely.

DIVINE DESTINY

The existence of so many sentient races was a first a great shock for theologians, but after much debate and divine research the answer was found. As mankind was created by the divine so too must every sentient creature in the universe. Since mankind is made in the image of the divine, those most closely resembling humans will find the easiest path to redemption. Those least like humans are imperfect souls and will have the most difficulty grasping enlightenment. The similarity of alien forms to humans shows that they have a spiritual kinship with mankind. As the chosen race, humans must lead all other races to the true divine path. It is the mission of humans to convert all races to the worship of the true faith rather than the false path of Idolaters. Those that will not accept the true religion must be driven from a divine community or risk their ideas corrupting the faithful. With this holy purpose in mind, many missionaries have journeyed out into the solar system. Saving souls from eternal damnation is the goal of every devout missionary. Some offer the olive branch of peace while others bear the rod of divine wrath. The British Empire will defend and support missionaries when ever possible, but some missionaries travel to regions so remote that they depend on their own faith to survive. Many in the British Empire believe that by expanding the empire, humans are fulfilling divine will.

Most missionaries attempt to create a church and train natives as clerics and preachers who are sent out to spread the faith. The mission is often a fortified compound that provides shelter to the congregation of the region during times of conflict or disaster. Many missions enforce strict rules of dress and morality, while others attempt to steer local beliefs and traditions to closer correspondence to the mission’s religious values.
#3

grimgrin

Mar 26, 2008 16:53:44
TRAVELING BY AETHERSHIPS

The term aethership refers to any vessel designed to travel through the aether from planet to planet. The shape, size, composition, and power source of each ship can be vastly different but all have some features in common. The ship is always enclosed to preserve the breathing environment of the crew of the ship. Common ship shapes are squares, cones, spheres, and ovals. An aerodynamic ship travels faster through the aether of the heavens and has an easier time entering and exiting the Golden Roads. The size of the ship can vary dramatically. Small ships are common for craft able to land on or take off from the surface of the planet. This is because a small ship will need less thrust to lift the ship out of the planet’s gravity well. Large ships can be the size of small cities and often carry a permanent colony crew that rarely ventures to the surface on any planet. Artificial gravity is created on an aethership by acceleration and deceleration. The gravity is maintained at half BSG (British Standard Gravity) to insure the health of the crew. When a ship is forced to stop or maintain a constant speed, it generally will spin to create gravity with centrifugal force. Most ships are designed so that the crew can move about the vessel regardless of the direction of gravity. Ships can be made of any solid substance but wood, iron, and ceramic are most common.

All aetherships have sails. Hydrogen Rocket propelled aetherships use sails as “Parachute-Brakes”, but some ships seek out solar winds to push and turn the ship rather than relying on the rockets common to Earth ships. An “Alchembec Engineer” oversees the Crucible Engine that splits water into oxygen for the crew and hydrogen to fuel the rockets. On solar sailing ships a “Solar Navigator” is require to find the solar tradewinds. Venus deploys vegetative green solar sails that absorb sunlight to create oxygen, food, and fuel for the ship. Only Earth ships have access the “Golden Roads” that allow a ship to travel faster than light.

GOLDEN ROADS

Before the discovery of the golden roads, ships sailed through the solar system at sub light speeds, and took months or years to travel from planet to planet. With the discovery of the “Golden Roads”, ships can now move very swiftly form place to place by entering a sub-dimensional bubble. Very little time seems to pass for creatures traveling the golden roads, but weeks and months race by in the outside world. Two skill checks (Knowledge: Aethreal Physics) are required by the Alchembec Engineer to successful traverse the Golden Roads. The first check is to successfully arrive at the proper destination; the second check is to arrive at the destination at a specific time (at least 1 week per AU traveled). The DC of the check involves the distance between objects traveled (15 + 5 per AU traveled). For the failure the ship is 1d% AU or +1d20 hours off from the target of the roll plus an additional 1d% AU or 1d20 hours per 5 below the DC value.

The knowledge of the Golden Roads is pivotal to the supremacy of the British Aether Fleet and it is a brutally enforced secret only known to British trained Alchembec Engineers. Many attempts have been made to steal this secret, but none successful.

AETHERSHIP BATTLES

The description above is intended to allow the DM to use the statistics for water craft to describe the properties of an Aethership. A short description of wooden ships is provided in the DM. A more extensive description is given in Arms & Equipment Guide, Stormrack, and d20 Past supplements. The only necessary changes in ship design is that the crew of any aethership are fully enclosed by the hull. Crew venturing outside the hull require their own air supply. Even though aetherships move much faster through the aether than terrestrial ships speeds, the speed of any aethership is proportional to other aetherships so the relative difference in speeds remains the same when enacting a ship battle or stern chase and are treated as any other “ship to ship” combat.

Most aetherships are armed with some type of cannon or arbalest, but boarding actions are commonly used to capture ships and their cargos. Catapults and Mortars due not work on aetherships due to the lack of gravity which prevents a ballistic arc.
#4

grimgrin

Mar 26, 2008 21:03:07
The Solar System

MERCURY

Mercury is the terrestrial planet closest to the sun and has no lunar satellites. It is a small planet but has a heavy metallic core that increases the force of gravity to 0.38 that of earth (0.38 BSG: British Standard Gravity). The surface of Mercury is largely metallic doted with a few green oases hidden within craters pocking the face of the planet. It is within and beneath an oasis that most life exists. The metallic crust of Mercury is alternatively baked and frozen. Every solar year (2090 hours) on Mercury consists of three days. As the sun hovers above the metallic plains it boils away any cloud cover and moisture and forces all life to either flee for the horizon or burrow beneath the ground. On the night side of Mercury, the relentless darkness rapidly cools the planet to sub-artic temperatures. The skies of Mercury in perpetual motion as warm thermals race towards the dark side of the planet. Precipitation falls as snow on the cold side of the planet and piles high during the long night. Across the surface of the planet are the ruins of the former glory of the Mercurial Oligarchy. Rusty towers and palaces become the refuge of scavengers and are haunted by the ghosts of the past.

LIFE ON MERCURY

Organic life on the surface of Mercury (called Rasoom by the natives) can only exist within the twilight zone know as the “Light Country”. This region is a know band of moderate temperatures that moves as the planet rotates. To stay within this region animals must migrate as the sun moves across the sky, always staying ahead of the burning noon day sun but never venturing into the freezing night. Alternatively creatures must hide underground during the long night and day of Mercury. Wildlife utilizes either strategy but only the sentient natives of Mercury employ both. Plants grow rapidly in the “Light Country” and quickly produce flowers, fruit, and seeds. Their deep and extensive root systems allow them to survive the heat of Fire Country and the frigid snows of Cold Country. So each day consists of two growing seasons split by a burning afternoon and a frigid twilight. The men of Mercury have to use this time to grow crops which will see them through “Fire Country” and “Cold Country” rotations.

Since Mercury has no axial tilt all 4 seasons exist in a single Mercurian day (696 hours long). Dawn is treated as spring. The snowfall of the previous night melts in the rapidly rising temperatures. This period lasts until the sun rise above the rim of the crater cities and starts to boil away water and all exposed vegetation. Only creatures equipped with polarized vision and heat resistant bodies can survive in this swiftly burgeoning desert. As the sun drops lower in the sky, plants and animals emerge to gather the food they will need to survive the freezing blizzards of nightfall.

The thin atmosphere of Mercury does little to buffer the temperature of the air. Most of the native life lives within the shadows of crater wall which protect native wildlife from the constant winds that scourge the planet due to the radical difference in temperature between the day and night sides of the planet. Additionally, humidity tends to linger longer in the air pockets created by the crater walls. The little wild life that thrives outside the craters is adapted to survive on the meager nutrients of the local soil and the fierce and constant winds.

The “Fire Country” of Mercury is a result of the burning sun rather than a fixed geographical location. This is the best place to explore the ancient ruins of Mercury. Most native life has gone into hiding from the sun and the remains of the once great cities of Mercury are not buried beneath snow. Unfortunately, these ruins are still dangerous since they often attract fire elementals, ghosts, and infernal creatures, as well as the few remaining war constructs created by the Mercurian Oligarchy. The “Cold Country” of is also hostile to life and is subject to constant snow storms that bury the landscape beneath hundreds of pounds of snow and ice.

A MERCURIAL FAITH

The Mercurians worship a dualistic diety. Hermes, the male aspect, is worshiped by men. Hebe, the female aspect is worshiped by the women. Men pray for wealth, inspiration, good health, and success in battle. Women pray for youth, safety, good fortune, and successful hunting. Altars dedicated to the God of Mercury have two sides. One side displays the female aspect and the other side is the male aspect. This duality is often symbolized as a pair of masks: one male and one female. This division in faith reflects the deep division of culture between the nomadic women and the indigenous agrarian men.
D&D STATISTICS
Hermes: Domains: Earth, Healing, Knowledge, War; Weapon: Pick, Heavy; AL: LN
Hebe: Domains: Air, Animals, Luck, Strength, Travel; Weapon: Spear; AL: CN


THE MEN AND WOMEN OF MERCURY
The men and women of Mercury both have light grey skin and pink to dark purple eyes. Both sexes have a small tuff of feathers at each temple and ankles, but otherwise their features closely resemble humans. Their lifespan is also equal to humans, but in all other ways they are vastly different. This race is light boned due the low gravity of Mercury. The Men of Mercury tower at a height of 6ft 4in (+2d12in) but only weigh 110lbs + Height Modifier x(2d4)lbs. Women of Mercury are 4ft (+2d10in) and weigh 50lbs +Height Modifier x(2d4)lbs. and possess a fully developed pair of feathered wings. Additionally women lay eggs rather than carry the infant within the womb so that the pregnancy is not a burden to flight. Traditionally it is the job of the main to incubate the egg until it hatches with his underground den. The women migrate with the constantly moving Light Country of Mercury. The women use their wings to carry them along the thermals that constantly flow towards the Cold Country (the night side of the planet) and stay ahead of the Fire Country (the land cooked by the noon day sun). This split society means that men own all the land and are often skilled in agriculture, mining, metalworking, and domestic crafts. The women commonly pursue a nomadic lifestyle focused on trade, performance, hunting, and wilderness survival. Young boys are raised by their fathers. Young girls stay with their fathers until they finish growing their wings at puberty and begin flying with their mother’s flock. Men greatly out number Women in mercury by a margin of 10 to 1. This creates a fierce competition for mates and a tendency to serial marriages.

Man of Mercury:
Type: Giant (Not subject to effects that target humanoids)
Size: Medium
Speed: 20ft (Slow)
Abilities: Low-Light Vision, Powerful Build (gains all the benefits of “Large” size).
Racial Weapon Proficiency: Simple and Martial Weapons (or Archaic Weapon Proficiency for d20 Past)
Racial Skill Bonuses: +2 on Craft checks (any metal), +2 Profession (Farmer), +2 Knowledge (Nature or Natural Sciences).
Favored Class: None

Woman of Mercury:
Type: Humanoid (Winged)
Size: Medium
Speed: 30ft, Fly (avg.): 30ft
Abilities: Winged Flight (armor will reduce flight speed)
Racial Skill Bonuses: +2 to Survival, Spot, and Search Checks.
Favored Class: None

COMMON MONSTERS

Light Country: The most common monster on Mercury is the “Brue”. It is a nickel plated centipede found through Mercury. Many have been domesticated by the men of Mercury as a beasts of burden and a mining tool. This beast is the same as Fiendish Monstrous Centipede but is native to the planet. A clutch of young Brue is equivalent to a Fiendish Centipede Swarm. The Lightlands are also home to a variety of fast growing vegetation and giant burrowing insects that are both predatory and domesticated. In addition herds of migrating white winged bison and other avian beasts (see Winged Template: Savage Species) graze swiftly across the region.

White Winged Bison

A typical white winged bison (a.k.a. draconic buffalo) stands over 8 feet tall at the shoulder and measures 6 feet from snout to tail. It weighs about 4,000 pounds. Beneath its white furry mane, the creature is covered with pearly scales. It is equipped with razor sharp claws, and reptilian wings. It feeds on both plants and meat. Draconic buffalo are nothing if not aggressive. They attack intruders on sight, attempting to trample, gore, or freeze them. There is no way to calm these furious creatures, and they are impossible to domesticate. Draconic Buffalo Wings are considered a fine delicacy by Mercurians and are highly prized. Draconic Buffalo lay eggs which are incubated by the heat of the Firelands. The hatchling is immediately able to fly. The discarded egg shell is a robust ceramic that is commonly collected to craft body armor (Grants the wearer Fire Resistance 5 (Ex) and +1 to armor hardness, Cost: +2000gp to cost of armor).

Large Dragon
Hit Dice: 8d12+48 (100 hp)
Initiative: +4
Speed: 30 ft. (6 squares), Fly (AVG) 60ft
Armor Class: 24 (–1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +8/+17
Attack: Gore +16 melee (1d8+11)
Full Attack: Gore +16 melee (1d8+11), 2 Claws +11 melee (1d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon (Cold Cone), trample 1d8+7
Special Qualities: Darkvision 60 ft., lowlight vision, scent, Immune to Cold
Saves: Fort +11, Ref +6, Will +5
Abilities: Str 29, Dex 10, Con 23, Int 4, Wis 12, Cha 11
Skills: Listen +9, Spot +8,
Feats: Alertness, Improved Initiative, Iron Will
Environment: Mercury
Organization: Solitary, pair, pack (3–4), or herd (5–13)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 9–15 HD (Large); 16–24 HD (Huge)
Level Adjustment: —

COMBAT
Whenever possible, a draconic buffalo begins an encounter by charging at its opponents.
Breath Weapon (Su): 60-foot cone, once every 1d4 rounds (but no more than five times per day), inflicts 6d8 cold damage (Reflex Save DC: 20 to negate). Victims are “freeze dried” (turn to stone permanently), Fortitude DC 20 negates. The save DC is Constitution-based.
Trample (Ex): Reflex DC 23 half. The save DC is Strength-based.

Fire Country: The sandy wastes are home to creatures unaffected by heat. This includes fire elementals, ghosts, and ancient abandoned Constructs of the Mercurial Oligarchy.

Fired Clay Golem
Large Construct
Hit Dice: 11d10+30 (90 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 25 (–1 size, +2 Dex, +14 natural), touch 11, flat-footed 23
Base Attack/Grapple: +8/+19
Attack: Slam +14 melee (2d10+7 plus cursed wound)
Full Attack: 2 slams +14 melee (2d10+7 plus cursed wound)
Space/Reach: 10 ft./10 ft.
Special Attacks: Berserk, cursed wound, fire shield
Special Qualities: Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision, immunity to fire, immunity to cold
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 14, Con —, Int —, Wis 11, Cha 3
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 12–18 HD (Large); 19–33 HD (Huge)
Level Adjustment: —
This golem has a humanoid body made from clay. A fired clay golem wears no clothing except for a metal jewelry and its surface is burnt and blackened. An aura of blue or yellow fire constantly burn around the construct. A fired clay golem cannot speak or make any vocal noise. It walks and moves with a slow, clumsy gait but strikes suddenly. It weighs only 200lbs on Mercury (600lbs on Earth).

Combat
Berserk (Ex): When a fired clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a clay golem goes berserk, no known method can reestablish control.
Cursed Wound (Ex): The damage a fired clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.
Immunity to Magic (Ex): A fired clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.
A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.
An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.
Any magical attack against a fired clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a fire clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage and no damage from a red dragon. A fired clay golem gets no saving throw against magical attacks that deal acid damage.
Haste (Su): After it has engaged in at least 1 round of combat, a fired clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Fire Shield (Su): The fired clay golem is constantly encased in a fire shield. This shield is used to protect the golem increase its combat potential. The effect is otherwise the same as the spell cast as an 11th level mage (Cold or Fire Damage: 1d6+11)
Construction
A fired clay golem’s body must be sculpted from a single block of clay weighing at least 1,000 pounds, treated with rare oils and powders worth 3,000 gp. Creating the body requires a DC 18 Craft (sculpting) check or a DC 18 Craft (pottery) check.
CL 11th; Craft Construct, fire shield, animate objects, commune, resurrection, caster must be at least 11th level; Price 50,000 gp; Cost 26,875 gp + 1,925 XP.


Cold Country: The snowy plains are home to creatures unaffected by cold such as ice elementals, and other frozen creatures that hibernate beneath the surface until night falls on Mercury. See “Frostburn” for numerous examples of cryophilic creatures.


FROST BAT SWARM





Diminutive Elemental (Air, Cold, Swarm, Water)
Hit Dice: 3d8 (13 hp)
Initiative: +4
Speed: 5 ft. (1 square), fly 40 ft. (good)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +2/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Blindsense 20 ft.; Half damage from slashing and piercing; Darkvision 60ft; Immune to Poison, Sleep, Paralysis, Stunning, Critical Hits, and Cold; Double damage from Fire effects; Swarm traits
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 3, Dex 19, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +11, Spot +11
Feats: Alertness, Lightning Reflexes
Environment: Cold deserts
Organization: Solitary, flight (2–4 swarms), or colony (11–20 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A frost bat swarm is nocturnal, and is never found above ground in the daylight of Mercury.

Combat
A frost bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Wounding (Ex): Any living creature damaged by a frost bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Blindsense (Ex): A frost bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).
Skills: A frost bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.


THE CITIES OF MERCURY

There are six major city states in existence on Mercury. Each is place within a verdant crater with its own underground water supply. Each city has its own government and has little contact with the other cities other than by courier through the women of Mercury. Since the fall of the Mercurial Oligarchy, the people of the planet have fallen back into a medieval era. They still retain the knowledge to construct steel weapons and primitive firearms, but have lost the ability to recreate ancestral artifacts such as “Quick-Silver Swords”, “Ray-Guns”, and “Silver Bullet Ships”. The few that remain to them are hoarded and rarely used.

Hill City: This is the largest city and is named after the large crest in the center of this enormous crater. It has the largest population and is the most aggressive.

Water City: Water City in built in a crater that is half lake. It is famous for its hanging gardens that dot the wall of the creator and its clear blue lake waters. This partially freezes at night and steams during the day.

Copperhead: Copperhead is famous for its extensive copper mines.

Ruin: Ruin is built on the remains of an ancient metropolis and has the largest collection of ancient Mercurial artifacts.

Harvest: Harvest is a marshland famous for its surplus of a red grain similar to rice.

Bone Town: Bone Town is named after the many fossils of long dead animals found within its mines. Rumor has it that the residents of Bone Town engage in necromancy and cannibalism. Its most distinctive feature in an enormous stone tower the rises high above the settlement.

ADVENTURE HOOKS

1. The residents of Hill Town are enslaving Mercurian women. Every woman they catch has her wings removed so that she can not fly away and is forced to live with her captor in his underground den. The news of this outrage has spread through among the women of mercury and is likely to result in a battle of the sexes. Unfortunately the Men of Hill City out number the women by 10 to 1. Visitors may be forced to take sides as they may be recruited based on gender. Political jealousies and blood feuds within the female flock must be resolve if the women wish to avenge their flightless companions on the well armed and fortified city. The disfigured women will need a medical miracle to regenerate their wings and will be endlessly grateful to anyone who can restore their freedom.

2. Earth women are disappearing at an alarming rate. The characters must determine who is taking them and where they are going. Perhaps the adventures set and trap or are able to analyze the evidence left at the raids to determine the guilty party. If they manage to track down a raiding ship a battle issues to rescue any captives aboard.

3. Frustrated in their inability to acquire mates, the some of the male residents of Mercury have kidnapped Earth women and children. A rescue task force must be organized to invade and rescue the female and children hostages and overcome any ancient devices and weapons the Mercurians have at their disposal.

4. A group of cannibal bandits are attacking local shipping stealing the cargo. The characters must track down the cannibals to their lair on Mercury and rescue any survivors. A massive ivory tower defends the settlement from orbital attack. The hero group must land either on the night side or dayside of Mercury and infiltrate the settlement. Each side of the planet has its own hazards and obstacles. The players may seek assistance from friendly locals or operate covertly. The cannibals have access to supernatural powers and undead creatures to defend their lair.
#5

debihuman

Mar 26, 2008 22:11:54
This reminds me a lot of Space: 1889. I have a special fondness for aetherships. I can't wait to see more of this.

Debby
#6

grimgrin

Mar 30, 2008 17:27:41
This reminds me a lot of Space: 1889. I have a special fondness for aetherships.

It will be similar due to the fact we are using the same source material. I am also trying to incorporate Greek mythology in a new way into the make-up of each planet.

Updated Mercury.
#7

grimgrin

Mar 31, 2008 16:53:17
VENUS

Venus is the second planet from the sun and is completely enshrouded in ominous fog. Gravity is about 12% less on Venus than Earth. Venus has no moons. The Venus day consists of 26 hours, 56 minutes, 4 seconds of Earth time. Beneath the clouds the surface of Venus is a sweltering morass composted of shallow seas, fetid marshes, and dank jungles. The skies of Venus are always a cloudy green; neither the sun nor stars are ever visible from the surface. Adding the darkness of the sky are the active volcanoes that dot the surface of the planet and act as landmarks for the natives in an otherwise featureless bayou. During the day the light is poor but at night it is pitch black except for the light thrown by active lava flows and fires. Life has evolved on Venus in a radically different pattern than that of Earth. Instead of mammals, the dominant form of life on Venus is plants. Plants occupy all feeding cycles and ecological niches including predator, prey, and parasite; symbiosis, aquatic, terrestrial, and aerial. The trees of Venus ascend hundreds of feet into the air to catch the few rays of undiluted sunlight available. The under story is composed of mobile and anchored vegetation scavenging for their next meal. The air is filled with copter-plants, balloon ferns, and wind orchids. In addition to kelp and water lilies, the salty seas abound with plankton on the microscopic and macroscopic scale. Other common animals on Venus are bacterium (both small and large varieties), insectoids, and pseudo-crabs, and warm blooded amphibians.

Most European countries have sponsored colonies scattered across the surface of Venus and attempt to enforce their territorial claims. The major population of many of these colonies comes from immigrants who are debtors, impoverished, criminals, political exiles, or heretics that were forced to travel. Concentrating so many rebels in such a hostile environment has created extreme ill will and encouraged open rebellion. Venusian colonists have started to call themselves Amtors and some seek independence as a second human ruled planet.

Much of Venus remains unexplored but has proven extremely valuable. The high rates mortality rates due to infection, predation, and misadventure tend to dismayed most British business men from traveling to Venus. The few who are desperate and ruthless enough to succeed in the jungles of Venus can acquire vast fortunes on the exotic plants, medicines, and rare woods found on Venus. Unfortunately, the activity of these treasure hunters has soiled the reputation of the British Empire among the sentient natives of the planet.

Relations were initially good with the native population of Venus. Many natives were happy to trade local plants for the exotic products of Earth. The rapid increase of the human population on the planet has soured this goodwill. Many natives have begun to avoid or attack foreigners and even the most loyal are beginning to sever their social and economic ties to the British Colonies.

LIFE ON VENUS

In addition, numerous expeditions and colonies that have established beach heads and trading posts on Venus, the planet has three native sentient species. The Myposans, Voo-Ad and Brokols, respectively, amphibians, amoebas and plants are all highly localized populations. Their extraordinary natures limits their ability to travel and explore, thus the habitats that they occupy are far more restricted than those which humans can occupy. Of the three, the Myposans most closely mimic humans because they are warm blooded and carry their children to term within natal pouches on their bellies. The small groups of European settlers sent to colonize Venus have provided a quick and ready template for a culture they were quick to adopt. Similar circumstances may have held with the Voo-Ad and Brokols, they were flexible life forms used to imitating apex creatures. Apart from the gifts of a common language (English), native Venusians are quickly recreating the devices and social institutions displayed by British Colonists. Likely, the imitation is perfect enough that the natives may eventually become a interstellar power themselves. Some British officials support Venusians for inclusion as subjects of the British Empire. Unfortunately, the bigotry and condescension displayed by some British officials is fermenting rebellion among these rapidly advancing races.

MYPOSAN
Myposan’s cities seem radically incompetent in every respect to a human observer, a crude surrealist imitation of human habitations and habits. Their square houses only have one or two walls, free standing chimneys, have no plumbing, and lack proper ceilings, windows, and doors. What few possessions they have are often shared among the entire population are often non-functional imitations of machines commonly used by humans. The Myposans are commonly described as lacking love and human emotions. Their behavior, particularly with regard to reproduction, seems dominated by instinct. Offspring instinctively return to their breeding pools much like salmon; parents instinctively protect their offspring and instinctively destroy unrelated offspring. The infants, upon ascending to land, can instinctively walk upright. Myposan’s have chameleon like skin, large lidless eyes, webbed hands and feet, and a thick tail. Females are slightly bigger than males. Myposans are live near the shallow seas of Venus.

Type: Humanoid (Amphibian)
Racial Attribute Modifiers: None
Size: Medium
Speed: 30ft, Swim 30ft
Abilities: Low-Light Vision, Breath Underwater, Live on land for CON modifier hours per day (suffers -1 CON temporary damage per hour exceeding maximum)
Racial Exotic Weapon Familiarity: Blowgun (greater and lesser)
Racial Skill Bonuses: +8 on Swim Checks, +4 on Hide checks (chameleon skin).
Favored Class: None
Racial Language: English (Common)
Age: Same as Human, Height: Same as Human, Weight: Same as Human



BROKOLS
The Brokols are similarly inhuman in psychological terms. They have no real concept of family, of love, or of society. Their children, similarly, are unintelligent animal who must be trained to a semblance of humanity. They are able to speak, but have little innate desire to communicate, using language only when necessary. Brokols resemble vines twisted into a humanoid shape. Rather than hair they possess long thin flower pedals on top of their heads that release pheromones and pollen into the air. While Brokols appear to have male and female forms they can reproduce asexually. Brokols live in the jungles of Venus.

Type: Humanoid (Vine)
Racial Attribute Modifiers: -2 INT, -2 CHA
Size: Medium
Speed: 30ft
Abilities: Low Light Vision, Immune to Paralysis, Disease, Poison, and “Sleep” effects, Vulnerable to effects that specifically target plants.
Racial Skill Bonuses: +3 Climb and Balance Checks, +1 Use Rope Checks
Favored Class: None
Racial Language: English (Common)
Age: Same as Elf, Height: Same as Elf, Weight: Same as Elf

VOO-AD
The Voo-ad are also lacking in human sentiments and emotions. They have no close feelings or affection for each other. They are the gelatinous doppelgangers, supreme imitators, of Venus. Their ability to mimic the humanoid form provides them with camouflage and with hands and minds able to use advanced tools. Voo-ad resemble a pink gel filled with protoplasm but can maintain a humanoid shape indefinitely.

Type: Humanoid (Amoeba)
Size: Medium
Speed: 20ft (Slow)
Abilities: Reduce sneak attack dice damage by half (round down). Acid Damage (+1d3 acid damage on all unarmed attacks). +2 racial bonus on all saving throws against disease, paralysis, “sleep”, poison, and mind affecting “effects”.
Racial Skill Bonuses: +4 on Escape Artist and Disguise checks, Disguise is always a class skill
Favored Class: None
Racial Language: English (Common)
Age: Same as Half-Orc, Height: Same as Half-Orc, Weight: Same as Half-Orc

It is the belief of many British Scholars that each of these races, in contrast to humans, is psychologically insensitive and lacks the critical elements needed to form a civilized culture of its own. They do not have family structures, they do not have pair bonds, and their reproduction processes are radically different and mostly instinctual. Instead, it is quite clear that they have borrowed British culture, including its language, government organization, architecture and other features, producing their own variations on them. They are keen to acquire advanced weapons and tools and treasure them highly even if they can not use them.



CONVERSION OF VENUS

Venus is a largely secular society. Most humans have little time, interest, or toler-ance for state mandated religious observances. The few devout colonists isolate themselves into their own tiny communities. British missionaries sent to Venus have had little luck converting any of the natives to Imperial Orthodoxy. It is not that they refuse to listen but they can not grasp the concepts of faith, prayer, and afterlife.

COMMON MONSTERS OF VENUS

Venusian Animals

Most creatures on Venus are not really animals at all but are actually mobile plants. The few actual animals of Venus are very similar to Earth insects, crabs, and amphibians. A few distinctive examples are provided below.

Atlas Crabs:
Atlas Crabs are harmless but have the annoying habit of picking up loose objects and taking off with it. Atlas Crabs have tremendous strength; a two pound crab can carry up to a one ton (Earth weight) object. Atlas Crabs are tiny creatures with bright violet shells (HD: ½d8 (2hp), AC: 14, Speed: 20ft, Climb 20ft).

Bola Spiders:
Bola spiders form a sticky bridge of spider web between them. If the spiders spot potential prey the leap%2
#8

grimgrin

Apr 06, 2008 18:02:52
Venus Continued:

Bola Spiders:
Bola spiders form a sticky bridge of spider web between them. If the spiders spot potential prey the leap and attempt to ensnare the target in their “bola” web. Each spider is equivalent to a “Tiny” Monstrous Spider. Their initial attack is equal to a +3 ranged trip attack (RI: 10ft, STR: 10). If the trip is successful, the prone character must make a STR check (DC:20) to unbind his legs. The spiders always attack as a pair.

Duncerabbits:
These creatures are not rabbits at all, but actually pastel amphibians that have two fleshy antennae similar to rabbit ears. The main threat of these creatures is that each is infected with debilitating “Madness Spores”. Duncerabbits can spread this disease to creatures that eat them or eating food contaminated by duncerabbit droppings. “Madness Spores” destroy the brains of living creatures.
MADNESS SPORES-ingested, Fortitude DC: 15, incubation period 1d6 hours, damage 1d3 INT and 1d3 WIS. The save is Constitution based.

Wiz-Bang Beetles:
Wiz-Bangs are attracted by strong odors such as open flame, alcohol, vomit, cooking meat, or tobacco and travel in fast moving cloud. They quickly reach ballistic speeds in flight and strike organic objects like grapeshot. Anyone caught in a barrage of Wiz-Bang Beetles must make a Reflex Save (DC: 10 +CR threat of the Beetle Cloud) or suffer 1d6 damage (bludgeoning) per CR of the natural hazard. Organic creatures killed by Wiz-Bangs are food for wiz-bang larva that mature into new beetle clouds.

Venusian Plants

The dominant life form of Venus is plants. Some plants prey on animals, some on other plants, but most predatory plants are omnivorous.

Plant Creature Templates:
Wood Elemental Template: Manual of the Planes pg 196
Woodling: Monster Manual Three pg 198
Topiary Guardians: Monster Manual Three pg 175

Plant Traps:
Some wait for their prey to come to them. These plant creatures act more like traps than monsters. Some examples are given below. 5 or more ranks in Knowledge (Nature or Xeno-Biology) provide a +2 bonus to Search for plant traps. Instead of disabling a plant trap, the traveler can attempt to bypass it through physical skills.

Circe Plant: This plant consists of two tall electrified trunks with a pool of liquid in between. A powerful charge electrocutes arcs through the prey that travels between the two trunks and paralyzes it so that when it falls into the digestive fluid pooled below it risks drowning. CR 12; botanical; sound trigger; automatically resets; (10d6 electrical: 24 DC Reflex to halve damage plus Paralysis for 4d6 rounds: 24 DC Fortitude Save to negate); Liquid Filled Pit: 2d6 acid damage per round plus Drowning Hazard (20 Reflex DC avoids); Search DC 29; Move Silently DC 29 to bypass.

Fire Bush: This bush explodes in a fiery burst when it detects the pheromones of prey nearby. CR 9; botanical; touch trigger; no reset; 16d6 fire damage: 28 DC Reflex to negate damage; Search DC 28; Jump check DC 28 to leap over bush without detonating it.

Dervish Palm: Razor edged seed pods regularly spin around the palm and strike all creature that travel within a 5ft radius of the palm tree trunk. CR 6; botanical; timed trigger; automatic reset; Atk +20 melee (6d6, piercing); multiple targets (all targets in a 10ft by 10ft area); Search DC 24; Tumble check DC to roll between the swinging pods.

Rubber Stamp Plant: The rubber trunk hammers prey into the ground and it bends back and forth. CR 3; botanical; visual trigger; automatic reset; Atk +15 (1d10+10/x3, maul); Search DC 15; Hide Check DC 27 to deceive the plant’s visual trigger.

Venusian Man Eaters:

The creatures of Venus are always searching for new prey and new evolutionary opportunities. With the introduction of humans into the environment, many creatures have developed abilities and behaviors to capitalize on this new food source.

WOODLING NYMPH
Medium Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 24 (+3 Dex, +4 deflection, +7 natural), touch 17, flat-footed 21
Base Attack/Grapple: +3/+3
Attack: Slam +3 melee (1d6) or Dagger +6 melee (1d4/19–20)
Full Attack: 2 Slams +3 melee (1d6) or Dagger +6 melee (1d4/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance
Special Qualities: Plant Traits, Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy, Fire Vulnerable: +50% damage
Saves: Fort +7, Ref +12, Will +12
Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19
Skills: Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12 (+16 in flora), Listen +12, Move Silently +12 (+16 in flora), Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings)
Feats: Combat Casting, Dodge, Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 7–12 HD (Medium)
Level Adjustment: +10
A woodling nymph is about the height and weight of a young woman and has skin as radiant as flower petals. Its hair is usually green but changes to match the season. Most woodling nymphs attempt to lure humans away to their lairs where they can kill in secrecy. Most do not directly feed on humans but use their bodies to create rich mulch for its seedlings. Woodling nymphs speak Sylvan and Common.
COMBAT
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.
The save DC is Charisma-based.
Spell-Like Abilities: 1/day- entangle, 1/day- Summon Nature’s Ally II; 3/day- speak with plants; 1/day—dimension door. Caster level 7th.
Spells: A nymph casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level): 0—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—calm animal, cure light wounds, entangle, longstrider, speak with animals; 2nd—barkskin, heat metal, lesser restoration, tree shape; 3rd— call lightning, cure moderate wounds, protection from energy; 4th—rusting grasp.
Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

WHIP TONGUE TYRANT
Huge Plant
Hit Dice: 18d8+99 (180 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (–2 size, +1 Dex, +5 natural) touch 9, flat-footed 13
Base Attack/Grapple: +13/+30
Attack: Barbed Tongue +20 melee (3d6+13)
Full Attack: Barbed Tongue +20 melee (3d6+13)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Plant Traits, Low-light vision, Scent, Vulnerable to Fire: +50% damage, Damage Resistance 10/slashing, Freeze (Ex), Tremorsense 90ft
Saves: Fort +16, Ref +12, Will +6
Abilities: Str 28, Dex 12, Con 21, Int --, Wis 10, Cha 1
Skills: Hide –2, Listen +14, Spot +14, Move Silently +9
Feats: Alertness, Improved Natural Attack (barbed tongue), Run, Toughness (3), Track
Environment: Warm plains
Organization: Solitary or pair
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 19–36 HD (Huge); 37–54 HD (Gargantuan)
Level Adjustment: —
Despite its enormous size and 6-ton weight, a whip is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail. The creature is superficially similar to the tyrannosaurus, but it is a plant creature that hunts with its long barbed “tongue”.
COMBAT
Whips pursue and eat just about anything it sees. Its tactics are simple—charge in and snatch the nearest prey with its tongue.
Improved Grab (Ex): To use this ability, a whip must hit an opponent of up to one size smaller with its tongue 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 try to swallow the foe the following round.
Swallow Whole (Ex): A whip can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the whip’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge whip’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Freeze (Ex): When not moving, an observer must make a Spot check (DC 30) to spot the whip.
Skills: A whip has a +2 racial bonus on Listen and Spot checks and a +8 bonus to Move Silently.


ROTIFERA
Gargantuan Elemental (wood)
Hit Dice: 18d8+126 (207 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 17 (–4 size, +2 Dex, +9 natural), touch 8, flatfooted 15
Base Attack/Grapple: +13/+37
Attack: Talon +21 melee (2d6+12)
Full Attack: 2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Launch Wood Spike (120ft, 1d6+12 piercing damage, 18 shots/day)
Special Qualities: Low-light vision, Dark Vision 60ft, Plant Sense, Immune to poison, sleep, paralysis, stunning, critical hits, polymorphing and mind-influencing effects, Damage Reduction: 10 / magic
Saves: Fort +18, Ref +13, Will +9
Abilities: Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11
Skills: Hide –3, Listen +10, Spot +14
Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover
Environment: Warm mountains
Organization: Solitary or pair
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 19–32 HD (Gargantuan); 33–54 (Colossal)
Level Adjustment: —
A rotifera’s plumage is dark brown and golden leaves from head to tail. These enormous creatures are 30 feet long from the beak to the base of the tail, with wingspans as wide as 80 feet. A rotifera weighs about 8,000 pounds.
COMBAT
A rotifera attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary rotifera is typically hunting and will attack any Medium or larger creature that appears edible. A mated pair of rotiferas attack in concert, fighting to the death to defend their nests or hatchlings. Dangerous enemies will be bombarded by wooden spikes to soften them up for the kill. Most rotifera make their home it the towering tree tops of Venus but some live on the sides of volcanoes.
Wood Spike (Ex): A rotifera may launch a wooden spike up to 120’ without range penalty as an attack action. Each spike does 1d6 + STR modifier. The creature may launch its total HD in spikes per day.
Plant Sense (Su): The rotifera is aware of anything in contact with plants within 60’.
Skills: Rocs have a +4 racial bonus on Spot checks.

ADVENTURE HOOKS

1. Jungle Safari in Venus: A hunting exhibition is launched to gather Venusian creatures for the London Zoo. Several companies are competing for the huge bounty placed for discovering a new species. All captures must be delivered alive. The characters may need the advice of locals for locating and preserving their captures. The stiff competition may result in theft, sabotage, and violence.
2. Monkey Business: After a long and difficult journey through the jungles of Venus, The characters have discovered a tree of filled with Venusian pseudo-primates. Unfortunately, these creatures are extremely fragile and will not survive long when removed from their tree. Additionally, this species is highly prized by the local natives. Any effort to remove the primates or uproot the tree will result in a series of Attacks for the entire journey back to the ship.
3. Explorers of Venus: Rumors of a “Lost Continent” some where in the vast Mare Gigantum sea abound. Finding this island will require skilled navigation and extreme bravery. It is said that the island is home to voracious beasts and vicious natives that resent any intrusions on their land.
4. Colony in Crisis: A distress call is sent by one of the British colonies. They claim that the members of the colony are mysteriously disappearing. Ships sent to fly over the colony report the absence of any people. The characters are sent to discover the source of the problem before it can spread to other colonies. Can the adventures discover the truth without suffering the same fate as the colonists?
5. Amazons of Venus: Female pirates have created a base deep in the marshes of Venus. The adventures are sent to dig them out of their hole. Can they find the pirates? Will they discover it is part of a feminist plot against the British Empire? Who else is involved in this gender treason?
6. Lost City of Venus: Ancient ruins are found beneath centuries of forest growth. Numerous treasure hunters invade the area. The characters are hired to protect one of these groups and insure their safety. Who built this city? Does the city contain any valuable or powerful artifacts (relics, mummies, treasure)? Will the characters be able to hold keep their findings away from their compatriots? Will venturing into these ruins awake an ancient threat to the solar system?
7. Marsh Death March: The ship the player characters are traveling in crash lands deep in the unexplored swamps of Venus. Can they find help for their injured passengers? Will they succumb to the local wildlife and diseases of the swamp? Can they gain the good will of the native Amoeba People to lead them to safety?
8. Scent of Venus: A fancy new perfume is created form the flowers of Venus that becomes immensely popular. Unfortunately, the perfume has a hideous side effect (turns the wearer into a monster, acts like a “hypnosis” spell, carries a deadly fungal disease, “Yellow Musk Creeper”, etc.). The characters must find the mastermind producing the perfume and journey to Venus to find the antidote to this floral scent.
#9

grimgrin

Apr 06, 2008 18:03:25
EARTH

Earth is the planet of origin of humans, and humans have proven to be immensely versatile and adaptable. These talents have allowed them to establish a wide spread solar empire. The leading nation of Earth is the Britannia. Their mastery of the “Golden Roads” allows for faster than light travel and the ability to maintain an interplanetary empire. All other nations of Earth depend on British ships to transport cargo and passengers quickly through the solar system. This monopoly is resented by many and great efforts in research and espionage are made acquire Britannia’s greatest secret.

Isaac Newton was the first to discover the principles gravity and the alchemical formula required for orbital flight. He also theorized the existence of the “Golden Roads”. The golden roads are an extra dimensional conduit that allows ships to rapidly transverse great distances. While traveling the golden roads little time seems to pass aboard will weeks or months pass for those outside? The time dilation effect allows fresh fruit and other perishable cargos to be ship from planet to planet. Unfortunately, the farther you travel from the sun the greater the stress the golden roads inflict on your aethership. This stress has prevented any current British design from traveling pass Jupiter’s orbit. All Earth ships moving past Jupiter are currently limited to sub-light speeds.

The moon was the first stepping stone for Britannia’s conquest of space. The first ship to land on the moon was a Cavorite Sphere. “Cavorite” is a mineral blocks the effects of gravity. While all the shutters are closed on the sphere it flies free of the hold of gravity like a yo-yo with its string cut. By opening specific shutters, the gravity of the targeted solar body will grab hold of the contents of the sphere. Manipulating the forces of gravity on the sphere, the pilot is able to guide the ship to dynamic paths around massive objects. The main advantage of this vessel is that it can lift any weight the sphere can enclose and requires no fuel, but the extreme intellectual challenge and slow speed of a Cavorite Sphere limits it to caring heavy loads from planetary surfaces to orbiting satellites. Mars developed an alchemical mineral called “radium” that reverses the force of gravity rather than negates it.

With a successful landing on the moon, and the vast deposits of gold found on the satellite an race for space was initiated. Britain started with an early lead and has maintained its position since. The first interplanetary conquest of the British Empire was the military invasion of Mars. The colonies of Mars have proven to be a vast resource pit for the British Empire due the constant raiding by the nomadic Martians. Since then, the ambitions of the British Empire have been more modest and they have also encouraged the development of other European colonies on other planets. Britannia also dominants trade with the heavily populated Moons of Jupiter.

EMPIRES OF EARTH

The great powers of Earth owe their stability to the revelations in the heavens. In the face of the vastness of space and the high cost of aethership construction and maintenance, many nations have either elected or been coerced into forming massive empires. Those with ambition and drive leave to gain their fortunes in the Imperial colonies. Rebels and political exiles are also shipped off the planet to work in penal colonies. The net result of so much effort spent on space colonization is that Earth itself has become somewhat of a political backwater. While much of the food and goods used in interplanetary trade come from terrestrial planets, the romance and affluence of space travel makes it the center of change and growth. Many wealthy citizens make their homes not on the surface of a planet, but in orbiting satellite mansions.

BRITANNIA (BRITISH EMPIRE)
The foremost power on Earth is the British Empire. It is a limited Monarchy; it has a Queen and King, a House of Lords, and an elected Parliament. In addition to their monopoly on faster-than-light travel, colonies on Mars, Venus, and the Moon, and massive aethership navy; the British Empire has many Earthly treasures. The British Empire includes most of North America, the British Isles, New Zealand, Tasmania, Punjaub, and Australia. It also has territorial claims useful to naval shipping such as Belize, Hong Kong, the Gold Coast, the Ivory Coast, Guavana, Madagascar, Ceylon, Sierra Leone, and Natal. The sheer size of Britannia means that it is slow to react to threats and has become complacent about its dominance.

PRUSSIA (GERMAN EMPIRE)
Prussia is the second most powerful empire on Earth. This empire is highly skilled in manufacturing and mechanization. Prussia is an oligarchy including the lords of Germany, the rulers of Austria-Hungary, the princes of the Balkans, and the Tsars of Russia. Prussia is famous for its guns and cannons which it sells to Earthly empires as well as alien powers. Prussia is making great strides in the creation of mass production factories and automated equipment.

MANCHURIA (MONGOLIAN EMPIRE)
Manchuria is composed of the many conquests of the Manchu people. This includes China, India, and Mongolia. While lacking the technical expertise of Prussia and Britannia, they have the largest population of all the great powers. Manchuria has sent more of their population into space than any other empire.

OTTOMAN DOMINION
The Ottoman Dominion has extensive wealth in form of oil fields and diamond mines. Instead of creating building their own Aetherships, they rely on mercenaries and privateers. Their tactics have often offended Britannia, but the British Empire has only responded with economic sanctions and official protests so far. The current Sultan of the Dominion has military ambitions to seize control of the Moon away from the British Empire. The Ottoman Dominion incorporates Turkey, Greece, Iran, Iraq, and Saudi Arabia.

MANTECA (NEW WORLD EMPIRE)
Unlike the other world powers, the priests of Manteca have long maintained contact with alien civilizations. Instead of depending on the aetherships of Britannia, Manteca has it own form of space travel. Manteca also possesses many types of crystal-tech devices. Utilizing carved crystal foci, trained psychics can astral project themselves to any location in the solar system. The major defect of this method of travel is that the psychic can take little more than his own personal possessions. Manteca includes most of the Pacific Coast of North America as well as the majority of South America.

CRYSTAL TOUCHSTONE: These powerful crystalline artifacts allow a psychic to travel to other planets or moons. The psychic leaves his original body behind in a hypnotic trance, at his destination an ectoplasm clone of his own body is formed in which the character invest her soul. If the character dies, only the original body left on Earth can be revived. If the character’s original body is destroyed, the traveler can not return to Earth. Successfully traveling with a crystal touchstone requires a successful “Autohypnosis” skill check based on the following chart. Failing this role inflicts 1d6hp of damage for each point of skill check failure.

DESTINATION. . . . .Autohypnosis DC
Mercury . . . . . . . . . . . . . .30
Venus . . . . . . . . . . . . . . ..25
Earth . . . . . . . . . . . . . . . .NA
Moon . . . . . . . . . . . . . . . .20
Mars . . . . . . . . . . . . . . . ..25
Ceres & Asteroid Belt . . ..30
Jupiter & Jovian Moons . .40
Saturn . . . . . . . . . . . . . . .45
Uranus . . . . . . . . . . . . . . .50
Neptune . . . . . . . . . . . . . .60
Pluto & Charon . . . . . . . ..70
Eris . . . . . . . . . . . . . . . .. .80

NUMIBIA (AFRICAN EMPIRE)
Africa has been invaded numerous times by various countries through out history, but recently the nation has found a way to resist from their ancient past. The stone relics of the ancient Egyptians are infused with mystic energy. The pyramids channel and store divine energy and can be used to open portals to different worlds. The new empire of Numibia is a theocracy. The ancient gods of Egypt have regained their importance in daily life. This ancient religion has spread and now pervades through out Africa. Most Europeans have been violently ejected from the continent. Numibia is slowly restoring peaceful relations with Europe, but the nation tends to be isolationist. Poverty is the general rule for the majority of the population but the wealthiest live like Gods on Earth.

The stone pyramids can be used to open portals to different worlds. These mystic portals are one way trips unless a matching stone pyramid is built at the destination. Unfortunately, the portals rely on specific stellar conjunctions that only happen sporadically. Generally the planets are in alignment for portals for a week twice per solar year.

Additionally, many of the hieroglyphics inscribed on stone and bronze objects grant them powerful supernatural abilities. These objects can be recreated by Egyptian occultists and acolytes. Scrolls printed on papyrus paper allow those able to these arcane hieroglyphics to cast magical spells.


CARIBEAN LEAGUE
The Caribbean League is a nation created by revolution. The vast slave populations and the former pirate crews joined forces to create their own nation. The Caribbean League is by far the poorest of all nations. They main claim to fame is how many of their citizens crew the Aetherships sailing on the solar trade winds. The Caribbean League is also infamous for a safe port for pirates and freebooters. Mystics and Shamans also ply their trades among the isles of the Caribbean and possess intimate understanding of the spirit world and the undead. The Caribbean League includes all the Caribbean islands, the Gulf Coast, and the much of Brazil.



MINOR POWERS

FRANCO REPUBLIC
The Franco Republic has never forgiven Britannia its losses in war and territory to that nation. France believes that Britannia has stolen its rightful place in the forefront of economics and science, and resents the fact that Britannia clings to aristocracy. The Space Legionnaires is an attempt to regain its military might by recruiting foreigners and criminals.

PAPAL STATES
The fall of the Holy Roman Empire left a huge social vacuum in Europe. The Papal States are all that remains of that once great empire. Spain, Italy, and Portugal are all members of the Papal States and are linked belief in their moral superiority to the rest of the world but divided by internal jealousies.

SONS OF ODIN
The Sons of Odin a group of modern day Vikings that are attempting to revive the ago old tradition of pillage and plundering of their forbearers. The Sons of Odin have their own aetherships but lack access to the Golden Roads. Instead the Sons of Odin cryogenically freeze the majority of the crew for long journeys across the solar system. When they reach their target, they thaw out the raiding party. Any captives they take are also frozen to reduce the ships requirements of food and oxygen when returning from raids. The Sons of Odin make their homes in the mountainous fjords of Sweden, Norway, and Denmark.

NIPON (ORIENTAL EMPIRE)
Japan and Siam have joined in an alliance to acquire advanced technology for their nations. Both nations are desperately attempting to improve their status in the world by gathering powerful alien artifacts and extra terrestrial resources. The culture of Nipon emphasizes loyalty to family and government, and perfection in body and mind. This means that their citizenry is extremely devoted and patriotic. Nipon is often in conflict with Manchuria since both wish to grow at the expense of the other.

YANKEE REBELS
Long ago New England lost its bid for independence when it was crushed in its ill fated rebellion by Lord Cornwallis. Since then the Yankee Rebel movement has been simmering on the Atlantic Coast of North America. Many have rebels immigrated to the greater freedom and safety from persecution of the Caribbean League, but most retain hopes of eventually gaining independence for New England. Yankees are often up to skullduggery and sabotage against the interests of Britannia and delight in causing grief for the British Crown.


TECHNOLOGY OF EARTH

BLAST GEL ARMAMENTS
Most firearms have been converted to the use of Blast Gel rather than black powder. Blast Gel is a milky white gel made by forcibly compressing Aether into a solid. Aether will stay in a solid form until exposed to an electrical shock. Additionally, blast gel will function in airless environments and will not ignite combustible gases. Blast gel can be created anywhere with the proper tools unlike gun powder that requires specific chemicals and minerals that may not be readily available during space voyages. A small voltaic cell is concealed in the firearm to activate the blast gel cartridges. The fundamental form of a Blast Gel firearm is a breach loader. Of course, most guns have additional modifications. Some of the most modern designs possess drum magazines that allow the bearer to spray multiple shots before the gun needs to be reloaded. A discharged pistol can be wielded as a club. An empty musket or rifle can be used as a quarterstaff. A rifle equipped with a bayonet can be used as a “longspear” which provides a 5ft reach on piercing melee attacks. Firearms are either light, 1 handed, 2 handed, or tripod. Tripod weapons must be mounted on an anchored tripod to use accurately (-8 AB penalty otherwise); it takes a full round action to properly anchor a tripod weapon. Firearms can be scaled to the user which increase or decreases the die damage (See weapon size table in PH). Weapon modifications increase burden of the weapon; light to 1 hand, 1 hand to 2 hands, 2 hands to tripod. Tripod weapons are always tripod weapons.

STANDARD BLAST GEL FIREARMS<br /> WEAPON COST (DC) SIZE W. ROF Mag. DAMAGE (Critical) RANGE INC<br /> Holdout (.22) (-2 Spot) 90gp (10) Light 3lb. Single 1 int. 1d8 (x3) 20ft<br /> Horse Pistol (.36) 120gp (11) Light 4lbs. Single 1 int. 1d10 (x3) 50ft<br /> Dueling Pistol (.41) 180gp (12) 1 hand 5lbs. Single 1 int. 1d12 (x3) 60ft<br /> Howdah (.44) 220gp (13) 1 hand 6lbs. Single 1 int. 2d8 (x3) 60ft<br /> Carbine (.46) 400gp (14) 2 hands 10lbs. Single 1 int. 2d8 (x3) 75ft<br /> Long Arm (.50) 500gp (15) 2 hands 12lbs. Single 1 int. 2d10 (x3) 80ft<br /> Trench Gun (Pellet) 750gp (16) 2 hands 12lbs. Single 1 int. 1d10 (x3) 30ft (-1 dam per RI, 15FT WIDE ATTACK)<br /> Anti-Tank Rifle (.80) 100pp (17) Tripod 15lbs. Single 1 int. 3d10 (x3) 80ft
#10

debihuman

Apr 09, 2008 23:29:05
I really like this. Can you format the charts though? Specifically the Aethership Weapon Charts. I'm kinda confused as to how it should look. Some of the stuff you wrote doesn't show where the breaks go and I can't tell which words belong in which category. I'm guessing how this should look and this is what I get on each line but it doesn't make a lot of sense. What is MAG? Magazine? For Ballista this doesn't make a whole lotta sense. Should this be the damage?

This is how I think you meant them to look but let me know if I'm wrong.

Cannon, Light (Ball: 6 lbs)
Cost: 1,0000 gp.
DC: 18
Size: Huge
Weight : 500 lbs
ROF: Single one (breach)
Damage: 4d6 (20 ft Line) Reflex Save to Negate DC 12
Range: 200 ft.


Cannon, Medium (12 lbs)
Cost: 2000 gp
DC: 20
Size: Colossal
Weight: 2,000 lbs.
ROF: Single One (Breach)
Damage: 6d6 (40 ft Line) Reflex Save to Negate DC 15
Range: 300 ft

Cannon, Heavy (24 lbs)
Cost: 4000 gp
DC: 22
Size: Colossal
Weight: 4,000 lbs
ROF: Single One (Breach)
Damage: 8d6 (80 ft Line) Reflex Save to Negate DC 18
Range: 400 ft

Razor Disc Launcher
Cost: 1000 gp
DC: 18
Size: Huge
Weight: 200 lbs
ROF: Single or Automatic (Spray) 30 shot drum
Damage: 1d12/x2 slashing
Range: 200 ft

Wrecking Ball
Cost: 250 gp
DC: 13
Size: Huge
Weight: 2000 lbs
ROF: Once per battle
Damage: 14d12/x4 bludgeoning
Range: 100 ft

Five Crossbow Battery
Cost: 800 gp
DC: 17
Size: Huge
Weight; 200 lbs
ROF: Single or Automatica 5
Damage: 1d12/x2 per bolt
Range: 150 ft


Harpoon Cannon
Cost: 500 gp
DC: 15
Size: Large
Weight: 200 lbs
ROF: Single One (Muzzle)
Damage: 2d10/x2 piercing
Range: 150 ft.

1. It seem like your weapons are far too cheap.
2. I think the Cannons should only allow a Reflex to halve the damage not to save completely.

Debby
#11

grimgrin

Apr 10, 2008 13:21:38
1. It seem like your weapons are far too cheap.
2. I think the Cannons should only allow a Reflex to halve the damage not to save completely.

Debby

Tried to fix the tables above so that they are clearer. Halving damage is a good idea. I will change it to that; thanks for the editing. The cost reflects the industrial revolution, the greater supply of wrought iron, and the great number of heavily armed ships. The cost can be change to suit the DM. Added a few minor details and clarified the firearm rules I missed in the first draft.

Changed "Golden Glow" to light based damage rather than positive energy since it made anyone with a gun a long range cleric.
#12

grimgrin

Apr 10, 2008 13:47:34
THE MOON

The Moon always shows the same face to the Earth, but is full of hidden secrets and mystery. This natural satellite is in close orbit with Earth and has 0.21 BSG and has a thin but breathable atmosphere. The moon’s surface is heavily pocked with craters and nothing grows on the moon other than space fungi, slimes, and oozes. Britannia has established a massive lunar harbor on the Moon (Artemis Harbor). This harbor is the preferred destination for atherships trading with Earth since the merchants can land and launch from the lunar surface far more cheaply than rocketing free of the Earth’s gravity well. This harbor and many smaller ports are grudgingly shared with all of the nations of the Earth that own aetherships. Additionally the Moon is home to a maximum security prison (Hecate Prison) and several hydroponics farm complexes. The moon has a wealth of minerals and crystals beneath its surface but these natural resources are the property of the Selenites who will not tolerate theft.

WHAT LIES BENEATH

A race of insect like humanoids reside beneath the surface of the Moon. The are called Selenites upon their discovery since humans are unable to pronounce their true name. The world of the Selenites is lush compared to the barrenness of the surface of the Moon. The entire interior is Moon is honeycombed with cities carved by the Selenites. Massive caves are devoted to farms, gardens, and forests. Fresh water exists as rivers and lakes underground. Gold, iron, tin, and copper abound as well as massive gemstones. Deep within the core of the moon is a massive black sea populated by tentacled monsters and ancient horrors. Trade with the interior of the Moon exists, but the Selenites charge dearly for their native treasures. Rogue mining operations beneath the Moons surface is violently opposed by the Selenites. The single battle between Britannia and the Selenites was extremely costly engagement in human lives and Britannia is officially content with the current treaty confining human activities to the surface of the Moon. Selenites as a whole are an extremely insular people and possess no space craft of their own. The few Selenites that venture out into the aethersphere of the solar system are a tiny minority.

SELENITES
Selenites are insectlike in appearance since the have small antennae, compound eyes, and mandibles rather than jaws. Unlike insects, they only have four limbs (two arms and two legs) and have a cartilage skeleton. Selenites tend to vary widely in appearance since each Selenite is trained and surgically modified to a specific task. Attributes not required for the task tend to wither away. Most Selenites are sterile given that reproduction is performed by specialists. For example, Selenites used as labor have very poor mental attributes but are extremely physically developed. A Selenite Painter possesses one extremely dexterous arm and a pair of enlarged and protruding eyes. The other arm of the painter and its legs are ridiculously emaciated since they are of little use in painting. The painter is obsessed with art, has no interest in other activities, and is fiercely jealous of rival painters. The ruler of the Moon, the Overmind, is mostly brain. Since the brain of a Selenite is incased in cartilage it can be stimulated to grow and expand. The shrunken body of the Overmind can not move or even feed itself. The Overmind is devoted to planning and maintaining order within the lunar hive.

Selenites are often described as the perfect Socialists. Every member from birth is designated for a specific task and is trained and surgically modified to perform it well. The vast majority of Selenites are specialists. This means that they can only perform a specific skill set and are unable and uninterested in doing anything else. A minority of Selenites are generalists. Generalists can work at a variety of tasks but are not as skilled as specialists. The function of generalists is to support the activities of specialists and provide a general labor pool which the Overmind can assign to rapidly accomplish a specific task. Specialists have little interest in anything other than their occupation. They tend to be oblivious to the activities of others and have no interest in anything that happens outside the lunar hive. If a specialist has no task to perform it is cryogenically frozen until it is needed. Generalists are the only Selenites concerned with wider events.

RACIAL APPEARANCE:
The vast variety of specialized forms defies easy description. Any insect-like humanoid described in any Monster Manual and most templates can be considered a specialized facet of the Selenite race if the DM wishes. A Selenite that has not been surgically or hormonally modified into a specialist most closely resembles the “Dromite” from the Expanded Psionic Handbook. The key features of any Selenite are antennae, compound eyes, mandibles, and cartilage skeletons.

PC OPTION:
Selenite adventurers are limited to Generalist populations since Specialist do not have the ability or inclination to leave the lunar hive. Even within the Generalist ranks Selenites have enough variations to seem as if they are different races.

DROMITE: This is the standard surgically and hormonally unmodified Selenite.

• Racial Attributes: +2 Charisma, –2 Strength, –2 Wisdom

• Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

• Small: As a Small creature, a dromite gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.

• Dromite base land speed is 20 feet.

• Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +3 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.

• Naturally Psionic: Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

• Psi-Like Ability: 1/day—energy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to cold 5 deals cold damage with its energy ray). Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.

• Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not re vealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.

• Blind-Fight: Its antennae also give a dromite Blind-Fight as a bonus feat.

• Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus on Spot checks.

• Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran.

• Favored Class: Wilder.

• Level Adjustment: +1.


BELMITE: This Selenite is the guardian and investigator of the lunar hive. It has heavier chitin armor and heightened awareness of its enviroment. The stats given below replace those of the basic dromite. All other abilities and level adjustments are shared by both.
1. New Size: Medium
2. New Racial Attributes: +2 CON, -2 INT, -2 CHA
3. New Chitin Armor(Ex): A bellomite’s skin is hardened, almost like an exoskeleton, and grants the character a +5 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 10, electricity 10, fire 10, or sonic 10. The player chooses what type of energy resistance is gained when the character is created. This natural energy resistance stacks with any future energy resistance gained through other effects. Additionally the chitin is covered with spines that are treated like “armor spikes”. Wearing a suit of armor over these spines is impossible.
4. No Psi-like power
5. No “Natural Psychic” ability
6. New Favored D&D Class: Soulknife


COGMITE: This Selenite is skill in construction and mining. It also has a knack for appraising, operating, and repairing alien machines.
1. New Racial Attributes: +2 INT, -2 DEX, -2 CHA
2. Replace “Natural Psychic” with Mechanical Genius (Ex): +2 to appraise, repair, pilot, or craft any mechanical device
3. Replace “energy ray” with Psi-Like Ability: 1/day –dissipating touch (CHA)
4. Favored D&D Class: Psion (shaper)


CORMITE: This Selenite is skilled in traveling to other planets and dealing with different cultures. This Selenite is a gifted linguist and entrepreneur.
1. New Racial Attributes: -2 STR, -2 CON, +2 CHA
2. Replace “Natural Psychic” with Gift for Language (Psi): Can learn to speak any language within 1d4 hours by conversing with a native speaker for the entire time period. Can learn the written language at the same rate after it learns how to speak it.
3. Replace “energy ray” with Psi-Like ability: 1/day – astral traveler (CHA based)
4. New Favored D&D Class: Psion (telepath)


SOLMITE: This Selenite is trained to be able to survive on its own. It survival instinct is enhanced and its skill in finding food, water, and shelter is unmatched.
1. New Size: Medium
2. Racial Attributes: +2 DEX, -2 CHA, -2 WIS
3. New Speed: 30ft
4. Replace “Natural Psychic” with Born Survivor (Ex): +1 luck bonus on all saving throws.
5. Replace “energy ray” with Psi-Like Ability: 1/day – bolt (CHA based power)
6. New Favored D&D Class: Psychic Warrior


MONSTERS ON THE MOON
The Moon is host to many monsters. Space born predators that often hunt the vast aethersphere will often descent to the moons surface for a quick bite. In addition, many oozes, slimes, and fungal beasts lurk on the moons surface. The creatures often are spread by spores driven by the solar wind and are common on most small satellites and asteroids. Beneath the surface of the moon is a wide array of burrowing beasts in lunar caverns and sea monsters in lunar waters. Some creatures are most active on the dark side of the moon while others hunt the brightly lit moon dust deserts.

LUNAR GLASS
The sands of the Moon can be used to craft the finest glass in the Solar System. This fine dust can be heated and pored into sheets as hard as steel. Many ships use moon sand to craft their aetherships and solar sails. Lunar Glass is also used in the building of residences, fortifications, artworks, and weapons. A object made of moon glass costs the same as a steel version on the Moon and has the same hit points and hardness. The term “Glass Bottom Boat” often refers to any aethership built on the Moon.


ADVENTURE HOOKS
1. SIVERLINE: Silverline is a famous resort community known for its beauty and as the residence of many silent screen starlets, but a brief heliograph message indicates a recent disaster. The city has gone completely dark and no one will answer further hails. The characters are sent in to determine the situation and see if the city is safe to enter. The exact source of the disaster can be anything from invasion, epidemic, or moon quake. Saving Silverline may secure a staring role on the Silent Screen for unknown PC starlets.
2. EGG TOSS: An illegal mining operation started in the lunar hills ran strait into a Selenite nursery. The Selenites are demanding the restoration of the stolen eggs or the human colonies on the Moon will be expunged. The characters are sent to track down the thieves and retrieve the eggs before they hatch.
3. MOONSHOT: A smuggling syndicate on of Luna Port is rumored to have discovered the key to traveling the Golden Roads. The characters are one of many interested parties in acquiring this secret technology. The Britannia Navy in the region will brutally attack any group that threatens their technological monopoly including bombarding the entire city.
#13

grimgrin

Apr 10, 2008 17:28:38
MARS

Mars is a monument to a fallen empire. The people of Mars once ruled an Empire stretching across the entire solar system. The remains of their aethership have been found throughout the solar system. The remains of Martian ships have been found throughout the solar system. Evidence of Martian colonies on the Jovian Moons, Venus, Mercury, and Prehistoric Earth is well documented. They may have even ventured all the way to unexplored Pluto, Charon, and Eris and beyond this solar system. The Copper Aetherships of Mars were incapable of traveling the Golden Roads; it was the natural ability of Martians to place them selves into suspended animation that allowed them to travel the vast distances between the most distant planets. It is not known what the exact downfall of the Barsoomian Empire was but evidence suggests it was sudden. The planet of Mars is still inhabited, but the survivors live in barbarism and poverty. The oceans of Mars have receded into small pockets of marsh and jungle. Even the great canals, dug by the ancient Barsoom Empire, that carry water from the poles move sluggishly or are filled with mud and debris. The natives of the planet have lost most of their glorious past and only retain a few artifacts from that ancient time. Originally the people of Mars were a single race of humanoid people but in the millennia after the fall of the Barsoomian Empire have developed into several different races. Most of the animals of Mars have six limbs rather than the four of Earth animals. In addition nearly all the warm blooded creatures of Mars are oviparous (lay eggs).

CONQUEST OF MARS
Mars was easily conquered by Britannia. The few remaining cities of Mars fell easily to the superior technology and numbers of the Earth. Britannia soon established numerous colonies around the globe and has had some success revitalizing the Martian Canal system by filling it with ice melt from the poles. While the land generally arid and hot, the planet can support human life and many people have immigrated to the Red Planet in search of cheap land, oil deposits, gemstones, and Martian Artifacts. In addition to the mineral wealth of Mars, many archeologists believe we can replicate the great achievements of Barsoom if we learn enough about it. The greed for Martian antiquities created a flood of treasure seekers and charlatans to emigrate to Mars in the hopes of great wealth. As the colonies of Britannia and other empires encroach on the territories of the nomadic Martians battles for precious water and soil ensue. Of late, Britannia been forced to station more and more of its troops on Mars to protect its citizens and financial interests. The rapid growth on Mars (and the rest of the solar system) is an extreme strain on the naval capacity of Britannia. More acts of piracy are occurring and many solar powers are beginning to view Britannia as vulnerable. Mars may prove a poisoned fruit for the mankind.

MOONS OF MARS
The two moons of Mars are not natural satellites but the remains of ancient orbital fortresses. Phobos and Diemos failed in their task of protecting the Barsoomian Empire but deep within their cores, deadly Martian constructs are still active. Many treasure seekers and scientific expeditions have died in the effort to explore these ruins. It seems that both moons have some sort of artificial gravity since their size does not account for the earth-like gravity and breathable atmosphere. If such a system exists anyone that can recreate the effect would become extremely wealth and earn the gratitude of an empire. No one has successfully reached the core of either moon and returned.

DESERTS OF MARS
The vast oceans of mars have receded leaving a sandy, salty, wasteland behind. The only way to survive in this terrain is to move swiftly through it. Martian Caravans occasionally pass through deserts to reach trading outposts. Human prospectors use steam driven velocipedes to cross the hard packed clay. Most human travelers use hydrogen dirigibles to travel from colony to colony while use the few restored canals.

NATIVES OF MARS
The humanoid natives have evolved into three vibrant colors. The most populous race is copper skinned and lives on the grasslands and deserts of Mars. A golden skinned group lives in the artic north of Mars (Elysium). An onyx skinned race is rumored to live in the “Valley of Dor” and according to Martian legend retains much of the lore of ancient Barsoom. A race of giant four armed Tharks also roam Mars, and well as a variety of other monstrous humanoids.

BARSOOMIANS
Type: Humanoid
Size: Medium (Height: 5ft+1d10in, Weight: 100+2d10lbs)
Speed: 30ft, Initial Language: Martian and Common/English
Racial Attributes
1. Copper: +4 DEX, -2 STR, -2 CHA, -2 WIS
2. Ivory: +2 WIS, +2 CHA, -2 STR, -2 CON
3. Golden: +4 CON, -2 STR, -2 INT, -2 CHA
4. Onyx: +4 STR, -2 DEX, -2 INT, -2 WIS
Racial Abilities (Common to all Barsoomians)
• Weapon Proficiency: Personal Firearms
• Low-Light Vision
• Suspended Animation (Ex): Place mind and body in a trance that prevents aging, hunger, thirst, and no need to breathe. Requires one hour of meditation to initiate and one hour to revive. Barsoomians live in excess of 1000 years unless killed by violence.
• +1 racial attack bonus against Giants.
• +2 morale bonus against “fear” effects
Racial Skill Bonus (Common to all Barsoomians)
• +1 to all Balance, Jump, and Tumble checks
• +2 to Survival and Hide checks
Favored D&D Classes
1. Copper: Ranger
2. Ivory: Cleric
3. Golden: Barbarian
4. Onyx: Fighter

THARK (MARTIAN GIANT)
The Tharks are a brutal tribe that is ruthlessly opportunistic. They often make their homes in the ruined crystal cities that dot the Martian plains. They raid each other as well as Barsoomian communities for food and plunder. The Tharks have no margin for weakness and sentimentally in their tribes. The eggs of the whole tribe are gathered to incubate in a single walled enclosure. The infants are randomly assigned mothers as they emerge. Eggs that do not hatch are abandoned. Children that are deformed or weak are euthanized as well. If the eggs of a rival tribe are discovered they are immediately destroyed. Barsoomians consider the green men a plague of Mars and a constant war rages between them. Britannia attempts to play both sides against each other to weaken them both, but favors the more human looking Barsoomians.


Large Giant
Hit Dice: 12d8+48 (102 hp)
Initiative: –1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 21 (–1 size, –1 Dex, +9 natural, +3 hide armor, +1 buckler), touch 8, flat-footed 21
Base Attack/Grapple: +9/+20
Attack: Longspear +16 melee (2d6+10) {or Battleaxe} or slam +15 melee (1d4+7) or pellet pistol +7 ranged (2d6, RI: 120ft)
Full Attack: Long spear +16/+11 melee (2d6+10/x3) {or Battleaxe} or 4 slams +15 melee (1d4+7) or pellet pistol +7/+1 ranged (2d6/x3, 120ft RI) or rock +8 ranged (2d6+7).
Space/Reach: 10 ft./10 ft. (15ft reach for long spear)
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +6, Jump +6, Listen +3, Spot +6
Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (long spear)

Environment: Temperate hills of Mars
Organization: Solitary, gang (2–5), band (6–9 plus 35% noncombatants), hunting/raiding party (6–9 plus 2–4 calots), or tribe (21–30 plus 35% noncombatants plus 12–30 calots, 2–4 banths, and 12–22 Thoats)
Challenge Rating: 6
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +5
Skin color among Martian giants ranges from light mint to deep forest green. They are completely hairless, have ivory tusks, and bulging black eyes. Martian giants wear layers of crudely prepared hides with the fur left on as well as a harness made of gold jewelry. They seldom wear heavy garments, preferring to simply wear heavy fur cloak when its cold. Adults are about 10-1/2 feet tall and weigh about 1,100 pounds. Martian giants can live to be 200 years old.
COMBAT
Martian giants prefer to ambush their foes with a pelting of rocks then close in for the kill. Martian giants usually use a single long spear, a battleaxe for adjacent opponents, and a stolen pellet pistol for ranged attacks; or simply slam their opponents with their empty fists.
Martian giants love to make overrun attacks against smaller creatures when they first join battle on their massive six legged mounts. Thereafter, they may flail about them with their battleaxes
Rock Throwing (Ex): The range increment is 120 feet for a Martian giant’s thrown rocks.
Four Arms (Ex): The giant possesses an additional pair of arms. The extra arms look and behave exactly like the other set of arms. The race gains a +4 racial bonus on Climb checks and grapple checks. For the purposes of combat, both extra arms are treated as “off hands” (that is, individuals still have only one primary hand). This does not give you Multiattack as a bonus feat, and the giant now qualifies for the Multiweapon feat but must purchase it normally. The Thark can either fight with a pair of two handed weapons (one is “offhand”) or use four one handed weapons (three are “offhand”); -6 primary/-10 off.

MARTIAN GIANTS AS PLAYER CHARACTERS
Reckless brutes of incredible strength but little wit, Martian giant characters are never truly accepted into society. Yet they do well on its edges and frontiers, forging a strong and profitable existence.
Despite their rugged appearance and great size, their basically humanoid shape but their monstrous features and fearsome reputation makes it difficult for them to relate with more civilized folk.
Martian giant characters possess the following racial traits.
— +14 Strength, –2 Dexterity, +8 Constitution, –4 Intelligence, –4 Charisma.
—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
—Space/Reach: 10 feet/10 feet.
—A Martian giant’s base land speed is 40 feet.
—Low-light vision.
—Racial Hit Dice: A Martian giant begins with twelve levels of giant, which provide 12d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +4, and Will +4.
—Racial Skills: A Martian giant’s giant levels give it skill points
equal to 15 x (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot.
—Racial Feats: A Thark’s giant levels give it five feats.
— +9 natural armor bonus.
—Special Attacks (see above): Rock throwing, Four Arms.
—Special Qualities (see above): Rock catching.
—Weapon and Armor Proficiency: A Martian giant is automatically proficient with simple weapons, martial weapons, personal firearms, light and medium armor, and shields.
—Automatic Languages: Martian. Bonus Languages: Common, Draconic, Elven, Goblin, Orc, Giant
—Favored Class: Barbarian.
—Level adjustment +5.


MARTIAN WILDLIFE TEMPLATE
Much of the wildlife of Mars is similar to Earth but there are key differences. Instead of quadrupeds, Mars is filled with six limbed egg laying mammals, dinosaurs, and dire animals. Additionally the beast is armored, vicious, and highly intelligent

MARTIAN WILDLIFE TEMPLATE
This template can be applied to any living animal, dire animal, or animal swarm.

DESCRIPTION
The creature has a spiteful and vicious streak and is often cannibalistic. The teeth and claws are oversized and the beast is covered with thick insulating fur. It lays eggs rather than carry a full term pregnancy. This Inherited Template may be applied to any Animal or Dire Animal or Animal Swarm.

STATISTICS
+4 improvement to Natural Armor
Always Chaotic.
Land Speed +5ft
Int +4, Con +2
CR +1

ADDITIONAL EFFECTS
If the creature has a pair of claw or slam attack it gains two more at the same bonus and damage.
Resist Heat: 5 and Resist Cold: 5
+2 Stability bonus due to additional legs.
Gains “Improved Natural Weapons” for all natural attacks.




D&D MONSTERS COMMON TO MARS
Achaierai, Allip, Ankheg, Behir, Bulette, Choker, Chuul, Cloaker, Destrachan, Dragon Turtle (Silian), Frost Worm, Giant Wasp (Sith), Girallon (Great White Ape), Grik, Invisible Stalker, Mohrg, Otyugh, Rast, Roc (Malagor), Spider Eater, Strige, Tarrasque, Tauric Umber Hulk (Apt), Tendriculos, Thoqqua, Xill, Yrthak as well as a multitude of Martian wildlife similar to familiar animals, dire animals, and dinosaurs but unique to Mars (see Martian Wildlife). These include the six legged cat (Sorak), dire rat (Ulsio), dog (Calot), lion (Banth), tiger (Orluk), and Giant Lizard Mount (Thoat).

ANCIENT TECHNOLOGY OF MARS

RADIUM
Radium is a Martian mineral that explodes when exposed to sunlight. This mineral was once plentiful on Mar and was used to power Martian rockets, motors, and power plants but the supply was eventually exhausted. Many British scholars believe that it was the lack of radium that caused the collapse of the Barsoomian Empire. Radium is now extremely scarce and extremely valuable.
Devices of Radium
1. Pellet Gun: A pellet gun is similar to Earthly firearms but it fires a bullet propelled by radium. The range of the firearm is double the Earth version. Cost: x10 (+8 DC) to the normal cost of the firearm and bullets.
2. Radium Explosives: Any explosive device enhanced with radium dust inflicts double damage and has double the blast radius. Cost: x10 (+8 DC).
3. Radium Engine: A pea sized piece of radium can keep a mechanical engine powered for more than 10,000 hours. Cost: 128,000gp (32 DC)
4. Radium Torch: A radium lantern will illuminate a 30ft radius for 10,000 years. Cost: 4,000gp (22 DC)
5. Doomsday Bomb: A legendary bomb of 1 ton of radium is rumored to be buried deep within Mars. If this doomsday device is ever triggered it would destroy the entire solar system. Cost: Priceless

ATMOSPHERE FACTORY
The Atmosphere Factory provides the oxygenated atmosphere of Mars through the powers of the Ninth Ray -- a unique property of all sunlight on Mars. The factory is a huge, completely unassailable building which covers about four square miles and towers 200 feet in the air. There is only one tiny door in the massive walls, which are about 20 feet thick and the roof is guarded from attack by aircraft by a glass covering five feet thick. Entry is gained through a series of three doors, controlled by a set of nine thought waves. The Ninth Ray is separated from the other rays of the sun by means of a set of finely adjusted instruments on the sprawling roof of the factory, three-quarters of which is used for reservoirs in which the Ninth Ray is stored. Certain proportions of refined electric vibrations are combined with it, and the result is pumped to the five principal air centers of the planet, where, contact with the aether of space transforms it into atmosphere. There is sufficient reserve of the stored Ninth Ray to maintain the present atmosphere for 1,000 years. The only danger is that some accident might befall the pumping apparatus. A battery of twenty radium pumps exist in the factory; any one of which is equal to the task of furnishing all Mars with the atmosphere compound. Each is used for a day at a time. Two men are in charge of this plant, each of whom spends half a Martian year at a time alone in the plant. The only real fear of attack are from the green Martians or some demented red man, as all Barsoomians realize that the very existence of every form of life on Mars is dependent upon the uninterrupted working of this plant.

ANTI-GRAVITY BEAM
A rare isotope within the machine emits radiation that repulses the force of gravity.
This device is built into ancient Barsoomian aetherships and allows them to rocket into orbit and hover stationary above the ground. The secret to recreating this effect has eluded Earth science and the device requires radium to function. Away from a strong source of gravity the beam is useless. Cost: Priceless and rare relic

MARTIAN AIRSHIPS
The most prized mechanical vehicle used by Martians is the airship. This design was introduced by Franco Colonists but is widely imitated by all Martian tribes. Similar to zeppelins and blimps, the airship is lifted by lighter than air gasses. The reduced gravity allows the airship to be constructed of heavy, durable materials such as mithryl and darkwood. Airships intended for battle have the entire bag and gondola is completely enclosed in an armored shell. The airship often is equipped cannons, bombs, and heliographs. If the cockpit is sealed and the ship is equipped with an anti-gravity beam the airship can achieve high orbit around Mars. Cost: the material used to construct it. These ships are highly prized by Martians.

ADVENTURE HOOKS
1. Union Jack Wants You: The British Empire has many uses for mercenaries and treasure hunters in Mars. Locating ancient artifacts, protecting important personages, quelling revolts, rescuing kidnapped princess, fighting off Green Martian raids, mapping Mars, clearing canals, mining, drilling, building, farming, and a multitude of additional tasks and crusades.
#14

debihuman

Apr 11, 2008 17:39:49
Your charts look A LOT better. I really like what you did.

"BLUE
EFFECT: Converts damage to electricity.
W: 1/16
CRAFT DC: 30
COST: x2 gp or +1 DC"

Should this be Sapphire (since you seemed to be basing the color off gemstones)?

Ohh, I love John Carter of Mars. Yay Barsoom! But, but you left out the Kangaroo Men of Gooli

BTW, Nilbog wrote up a bunch of Barsoomian creatures (including the Kangaroo Men) See this thread:
http://forums.gleemax.com/archive/index.php/t-873510.html

and Sean K. Reynolds did a write-up of some Barsoomian creatures as well:

http://www.seankreynolds.com/rpgfiles/barsoom/index.html

I'm a big fan of airships so I can't wait to see some aetherships.
Debby
#15

grimgrin

Apr 13, 2008 19:00:08
Mineral colors are a good idea I will use "azure" rather than saphire since I don't think saphires are always blue.

Two More Martian Creatures: My versions of Kaldanes and Kangaroo Men

KALDANES
Tiny Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 15 ft. (3 squares), climb 10 ft.
Armor Class: 15 (+2 size, +2 Dex, +3 Nat. Armor), touch 15, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Bite +5 melee (1d3–4)
Full Attack: Bite +5 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Meat Puppet
Special Qualities: Darkvision 60 ft, Immune to Critical Hits, Disease, Poison, Sleep effects, Paralysis, and Stunning
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 3, Dex 15, Con 10, Int 14, Wis 16, Cha 10
Skills: Climb +11, Hide +15*, Jump –4*, Spot +4*, Diplomacy: +8, Disguise: +8, Intimidate: +8, Sense Motive: +11.
Feats: Weapon FinesseB
Environment: Temperate forests
Organization: Single, Colony (8–16), or Hive (20-70)
Challenge Rating: 2 without meatpuppet
Treasure: None
Advancement: By Class (usually psychic or mage)
Level Adjustment: —
The kaldanes are a parasitic race that ride upon a decapitated bodies of their victims. They replace the head of a humanoid creature and can control the body like a puppeteer. They feed on the brains of their victims. Kaldanes resemble a crab shell helmet on eight crab legs. When they are mounted on a meat puppet they look like an ordinary humanoid in an exotic helmet.

COMBAT
Kaldanes prefer to attack wearing a meat puppet; otherwise, they are cowardly. They prefer to capture their foes alive so that they can use them as meat puppets.

Special Attacks:
Hypnotic Gaze (Su): 30 feet, dazed for 1d4 rounds, DC 10+50% HD total.
Meat Puppet (Su): The Kaldane can decapitate a creature and remove its soul but keep the body alive. The Kaldane replaces the head, and gains absolute control of the body. The meat puppet has all abilities it had in life except spells or powers. The physical abilities, attributes, skills, and feats of the original creature. The meat puppet must be defeated before the Kaldane itself can be attacked. The meat puppet has all the immunities of a undead creature, but can not be turned. The metal attributes of the meat puppet are the Kaldane’s and any mental effects targeted at the meat puppet affect the Kaldane.

KANGAROO MAN
A Kangaroo Man stands 3 to 3-1/2 feet tall and weighs 40 to 45 pounds. Its eyes are shiny and large, varying in color from red to black. A Kangaroo Man’s fur color ranges from dusty red in the summer and white in the winter as camouflage. Both male and female Kangaroo Men have a large pouch which they use to incubate a single egg and to carry around valuables. They also have large feet, powerful legs, and a prehensile tail that increases jumping ability. Kangaroo Men wear clothing for display rather than comfort since their fur keeps them warm. Kangaroo Men speak Martian; those with Intelligence scores of 12 or higher also speak Common. Most kangaroo men encountered outside their homes are rogues. The Kangaroo Man can change its sex several times during its lifetime in response to environmental pressures.
COMBAT
Kangaroo Men have never been great fighters. They prefer to attack from a distance rather than engage in melee combat. Kangaroo Men live in large colonies but have little love for other Kangaroo Men. They are extremely greedy and steal from each other constantly. In battle kangaroo men will attempt to surround victims to gain flanking bonuses.

KANGAROO MEN AS CHARACTERS
Kangaroo Men characters possess the following racial traits.
— –2 Strength, +2 Dexterity, –2 Wisdom.
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A kangaroo man’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Prehensile Tail (Ex): The creature has a tail that can grasp and hold objects. A prehensile tail can grasp and manipulate a simple object up to one size category smaller than the individual’s size category. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control. An individual can “hang” from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. The prehensile tail is not dexterous or strong enough to fire ranged weapons or make melee attacks, however.
—Marsupial Pouch (Ex): The pouch is used to carry a fertilized egg until hatching. It can also be used to carry an object weighing 2 pounds or less that can fit inside a standard belt pouch.
— +4 racial bonus on Jump and checks due to its powerful legs.
— +4 bonus to Hide checks due to camouflage from its seasonal colored fur.
—Automatic Languages: Common, Martian. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
—Favored D&D Class: Rogue.

Unique Racial Feat:
BOTTOMLESS POUCH (RACIAL)
Prerequisite: Cast 2nd level Arcane Spells, Kangaroo Man, Craft Wondrous Items Feat
Benefit: The Kangaroo Man can enchant its own pouch to act as a “bag of holding” at the normal experience and creation cost.
#16

grimgrin

Apr 13, 2008 19:00:40
THE ASTEROID BELT
A belt of rocks orbits between Mars and Jupiter. It is a narrow band of pulverized stone and ice that divides the terrestrial planets from the gas giants. Scholars believe this is a planet that never solidified. Seers declare this is the remains of a planet destroyed by the gods. Some people would believe that the asteroid belt is a hazard to shipping. The truth of the matter is that for the most part the asteroids are scattered so far apart that there is little chance of collision. The majority of the rock is shaped into two large clusters by the force of Jupiter’s gravity. Of course some asteroids are very close together in their orbital path. The distance between rocks is often stable enough to build bridges and railroads linking them. Most asteroids only have microgravity due to their small size. Others are large enough or dense enough to have breathable atmospheres. Three tiny planets exists in this cloud of stellar rock. Ceres is the bread basket of the belt since it is amazingly verdant and crop laden. Vesta is a fiery sphere home to a fiery people. Heygieia often call the jewel box of Solar System. Many races exist through out the region and either mine asteroids for their living or raise asteroid bonsai and space moss for trade. Most races consider the asteroid belt a place of economic opportunity and venture there to find their fortunes. The smaller asteroids are three different types: Trojan, Hilda, and Rogue.

CERES
Ceres is one of the smallest planets in the Solar System. Its gravity is extremely low, just barely strong enough to hold on to an atmosphere. Miraculously, this planet is extremely verdant rather than a frigid barren rock. Ceres is extremely important part source of food for the people of the Asteroid Belt. Many attempts to seize control of the Ceres have been made but the made, but the native Eleusinian race is fiercely independent. Eleusinians are small humanoids that are nearly as tough as the rock from which they spring. Their skin resembles veined marble and has leafy green hair sprouting from the tops of the head. Males have tiny green beards. Female Eleusinians often sprout flowers in their hair.

ELEUSINIAN (ASTEROID GNOMES)
Size: Small Humanoid
Speed: 20ft (4 squares)
Initial Language: Gnome.
Bonus Languages: Common, Orc, Goblin, Dwarven, Elven.
Racial Attributes: -2 STR, +4 CON, -4 CHA
Racial Abilities: Low Light Vision; +2 racial save bonuses against illusions; Spell-like Ability: speak with animals (burrowing) at will; Spell-like Abilities: light, mage hand, message; +1 racial attack bonus against kobolds and goblinoids and “air” subtype creatures; Stability (Ex): +4 bonus to resist trips and bull rushes
Vulnerability: -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the descriptor or used by creatures of the Air subtype (including creatures from the Elemental Plane of Air)
Racial Skill Bonuses: +2 Disable Devices and Decipher Script checks
Favored D&D Class: Druid
Level Adjustment: +0


VESTA
Vesta is a fiery sphere that dotted with molten pools and obsidian monoliths. This tiny planet is the home of the Vestales. These small fey cherish the light and heat and are natural diplomats. Their skins are pale peach, they have bright yellow eyes, and possess brilliant red hair. Vestales closely resemble human females but they are a sexless race.

VESTALES (Fiery Fey)
Size: Small Fey
Speed: 30ft (6 squares)
Initial Language: Sylvan
Bonus Languages: Common, Dwarven, Elven, Draconic, Infernal, and Ignan.
Racial Attributes: -2 STR, +2 DEX, -2 WIS
Racial Abilities: Dark Vision: 60ft, Immunity to Fire, and Spell-like Ability: Cast “flare” at 1st level (CHA Based) at will as a full round action. +1 attack bonus against creatures of the water subtype. Vestal Fey start with proficiency with all simple and martial weapons (or Archaic Weapon Proficiency).
Vulnerability: -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the earth descriptor or used by creatures of the water subtype (including creatures from the Elemental Plane of Water).
Racial Skill Bonuses: +2 Bluff, and Diplomacy, Sense Motive checks
Favored D&D Class: Bard
Level Adjustment: +0

HYGIEIA
Hygieia is a planet sized glacier riddled with crystalline ice caverns. The planet has no surface atmosphere. All life on the planet exists deep in the frozen tunnels below the surface where pockets of oxygen are sealed beneath the ice. The abundance of frozen water means that this planet is the main source of portable water in the Asteroid Belt. This has given the planet and its people extreme wealth, but made its defense extremely important. Hygeans specialize in combat and scouting despite their small stature. Hygeans are often deeply pale due to their subsurface existance, and have curly blue hair. They have no facial hair, blue eyes, and large pointed ears.

HYGEANS (ASTEROID HALFLINGS)
Size: Small Humanoid
Speed: 20ft (4 squares)
Initial Language: Halfling
Bonus Languages: Common, Orc, Goblin, Dwarven, Gnome, Kobold, and Sylvan
Racial Attributes: -2 STR, +2 DEX
Racial Abilities: Low Light Vision, +2 morale bonus on saves against fear, +1 racial bonus on all saves, +1 racial bonus on attack rolls against creatures of the “fire” subtype, Impervious to Cold.
Vulnerability: -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the fire descriptor or used by creatures of the fire subtype.
Racial Skill Bonuses: +2 Climb, Jump, Move Silently, and Listen checks
Favored D&D Class: Ranger
Level Adjustment: +0


ASTEROID GROUPS
Asteroids in the main belt are divided into asteroid groups and families based on their orbital characteristics. Asteroid moons are asteroids that orbit larger asteroids. They are not as clearly distinguished as planetary moons, sometimes being almost as large as their partners. The asteroid belt also contains main-belt comets which may have been the source of Earth's water. Trojan asteroids are located in either of Jupiter's Lagrange points (gravitationally stable regions leading and trailing a planet in its orbit). Hilda asteroids are in a 2:3 resonance with Jupiter; that is, they go around the Sun three times for every two Jupiter orbits. The clustering of Trojan Asteroids allows the creation of rail links and suspension bridges connecting them. Hilda asteroids become small boomtowns and private mines as the mineral wealth is removed. Rocket Busters ferry miners to and fro between these rocks.

The inner Solar System is also dusted with rogue asteroids, many of which cross the orbits of the inner planets. Rogue asteroids do not follow the orbital path of the Asteroid belt but instead have elliptical orbits that swing them through several planetary orbits. Some of these Rogue Asteroids are hollowed out and used by gypsies and barbaric raiders.

SILENI (Asteroid Kobolds)
Racial Attributes: –4 Strength, +2 Dexterity, -2 Constitution, -4 Charisma
Size Bonus : Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
Speed: Land speed is 30 feet, Flight Speed 30ft (average)
Racial Abilities: Dark Vision out to 60 feet, +1 natural armor bonus, Cold Resistance 10, +1 racial attack bonus against any creature with the Earth subtype, Breathless (Ex): The creature has no need to breathe and can not be harmed by suffocation, drowning, or inhaled toxins.
Racial Skills: +2 racial bonus on Escape Artist and Tumble checks.
Racial Feats: A sieni kobold gains feats according to its character class.
Vulnerabilities: Light sensitivity (the creature is ‘dazzled’ by daylight).
Automatic Languages: Draconic.
Bonus Languages: Common (English), Abyssal, Goblin, Orc, Giant.
Favored D&D Class: Barbarian
Level Adjustment +0

Sileni are heavily scale kobolds with purple wings. They nest within asteroids and lay hundred of eggs that are incubated by the gamma rays released by the sun. When the eggs hatch a flight of mature sileni kobolds emerge ready to create havoc and reproduce another hutch of eggs. Most Sileni lay their eggs in hidden caves on rogue asteroids or comets as extra protection while they incubate. The eggs are impervious to cold and remain unharmed while encased in ice. As the eggs near the sun they begin to hatch and a mob of sileni are ready to spread their wings and fly to new habitats as they pass nearby planetoids and aetherships. In combat they tend to attack from ambush and to use their superior numbers to overwhelm a target.

XENOBIOLOGICAL HAZARDS
Most of the plants and fungi growing on moons and asteroids is harmless to humans. Space Moss and Asteroid Bonzai are valueable crops harvested to provide food and wood. The food and shelter provided by these plants tend to attract other life forms as well that can be extremely hostile. Even some of these deep space plants are parasitic or even carnivorous.

In addition to facing dangerous creatures and harsh environmental conditions, aethernaut explorers must occasionally contend with xenobiological hazards—nonsentient forms of life that are, by their very nature, menacing and dangerous without being openly adversarial. Most xenobiological hazards in the aethersphere are plants, fungi, and microbial.

Xenobiological hazards are treated more like traps than creatures. They have Challenge Ratings (CRs), and heroes earn experience points for surviving or overcoming them. A xenobiological hazard might be a pool of corrosive slime or a patch of mold that feeds on the warmth of nearby life forms. It’s not deliberately predatory, just dangerous by nature.
A few of the many xenobiological hazards awaiting adventurers are described here.

ENDOTHERMIC MOLD (CR 2)
Endothermic mold feeds on warmth, siphoning heat from anything around it. A patch of endothermic mold is red-brown in color and 5 feet in diameter, and the temperature is always cold in a 30- foot radius around it. Living creatures within 5 feet take 3d6 points of non-lethal cold damage. Fire brought within 5 feet of the mold causes it to instantly double in size. A 5-foot patch of endothermic mold is destroyed if it takes 5 or more points of cold damage. Endothermic Mold is a commonly found growing on asteroids in the Asteroid Belt

SPACE SLIME (CR 4)
This sticky, translucent green slime devours flesh and organic materials on contact. Wet and sticky, it clings to walls, ceilings, and floors in patches, growing and spreading as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below. A single 5-foot square of space slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Against wood or metal, space slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone. Gulliver’s Accretion Powder (GAP) is the aethernaut’s best friend for removing stubborn space slime from aethership and aethersuit (Cleans a 5ft Square per dose, COST: 200gp (12 DC), Craft (Alchemy): 30 DC to create).

BLACK TAR FUNGUS (CR 6)
Black Tar is an aerobic fungus that rapidly grows in oxygenated enviroment. The fungus spores resembles a “Fine” black tar spot (Spot DC 16) that will stick to the hands or feet of an aethernaut on a space walk or EVA (Extra Vehicular Activity). When exposed to oxygen the fungus quickly spreads over every surface like an oil slick. On the first round the fungus will possess 5 hit points and a hardness of 0. On each consecutive round, the hit dice of the fungus gains 5 hit points and will increase in size if undamaged. Until the fungus is completely destroyed it will continue to grow regaining any lost hit points at a rate of 5 per round. Any creature standing in the same space as the growing fungus is “ensnared” (20 DC STRENGTH or Escape Artist check to move a single 5ft square per full round action) as the fungi engulfs their bodies like an oil spill. Living creatures ensnared by the fungus begin to suffocate (if the same size as the fungus or smaller) and suffers 2d6 acid damage per round. The fungi can not avoid blows and has an AC of 10 modified by its size and a hardness score determined by size. Attacking the fungus with projectile or melee weapons tends to splatter the adjacent area with 1d4-1 one hit point “fine” spores per blow. It is best to destroy the fungus in an airless environment where it can not grow. The fungus starts with 8 “Hide” ranks modified by its size. The physical size of the fungi is proportional to its hit point total as displayed below.

Fine 1 hit point +8 to Hide 0 Hardness 6 inches square
Diminutive 2 hit points +4 to Hide 2 Hardness 1ft square
Tiny 3 hit points +2 to Hide 4 Hardness 2ft square
Small 5 hit points +1 to Hide 6 Hardness 3ft square
Medium-size 10 hp +0 to Hide 8 Hardness 5ft square
Large 20 hp -1 to Hide 10 Hardness 10ft square
Huge 40 hp -2 to Hide 12 Hardness 15ft square
Gargantuan 80 hp -4 to Hide 14 Hardness 20ft square
Colossal 160 hp -8 to Hide 16 Hardness 40ft square

BLOOD SAND (CR 8)
Blood sand appears to be ordinary white dust, but is a silicon life form that feeds on warm blooded individuals. A blood sand colony will suddenly and without warning erupt from a nearby wall or floor and attempt to impale a target on barbed silicon blade, piercing the body and draining it of blood. Any living target that steps on a colony is attacked: Melee Attack +16, Damage: 2d6+8 plus impaled. An impaled creature must succeed at a 25 DC STR check or suffer temporary 1d6 CON damage due to blood drain each round. Blood Sand colonies and Space Ghouls often share hunting rounds; each takes what it needs from the same victim.

AETHERSPHERE CREATURE TEMPLATES
This section presents two new creature templates: the extraterrestrial template and the space creature template. Both are presented in d20 Future and the d20 SRD.

EXTRATERRESTRIAL (TEMPLATE)
The term “extraterrestrial” is used to describe creatures that thrive in on planets other than Earth. Life can exist on even the most hostile of environments and it finds a way to adapt to any living condition. All the planets have their own ecology. Life on Mercury is adapted to either burrow deeply or to out fly the extreme temperature changes caused by its slow rotation and nearness to the sun. The dense jungles and endless marshes of Venus encourage climbing ability and amphibious respiration. Mars is a dry arid planet that requires creatures to conserve water, brave the cold of night, and survive the heat of day. The asteroid belt is a mass of microhabitats with long gulfs of airless aether in between them. Gas Giants require flight; no creature can survive the crushing atmosphere at ground level and few can tolerate the thin air of the uppermost atmosphere. Jupiter is a stormy Gas Giant where only the strongest can survive. Saturn blockaded by its arachnid infested rings. Georgium Sidus (Uranus) has an axial tilt parallel to the orbital plane. This means that the life is concentrated at the poles rather than the quixotic equatorial regions. Neptune is as much water as fog and swimming skill more common than flight. Pluto, Charon, and Eris are frozen solid and are populated by creatures unaffected by cold.

SPACE CREATURE (TEMPLATE)
A space creature is a xenomorph that lives in the cold, airless, aether of space and can survive there indefinitely. Space creatures often hibernate in comets and asteroids. Others wander outer space in search of food, occasionally taking up residence on micro gravity bodies where food is abundant but gravity is not crushing. Space creatures even threaten aethernauts and idle aetherships from time to time. Not all space creatures are motivated by hunger or sheer malice; other likely motives include natural curiosity or a desire for companionship. Space is, after all, a vast and lonely place. Creatures capable of aether travel can be encountered anywhere within the solar system and superficially resemble animals common to planets. Most extraterrestrials are harmless and either feed off of space moss and solar plankton or use photosynthesis to drink in the rays of the sun. Others are predators that make their way from one gravity well to another devouring whatever they can catch. Extraterrestrial creatures often grow to enormous size since they are free of the bonds of gravity. There are four types of extraterrestrial animals.
1. Ichthyomorphs: Superficially resemble deep sea fish. They have fins and tails to swim along or against the aether tides, large eyes to see in absolute darkness, and often employ bioluminescence for mating and hunting. The Star Angler, the Furry Trout, and the Lagrange Shark are examples of common ichthyomorphs.
2. Zephyrmorphs: These creatures have wings that catch the stellar wind and propel them across the solar system. Some superficially resemble birds while others are more bat-like. Sun Swallows and Orbital Vultures are examples of common zephyrmorphs.
3. Bastiomorphs: These creatures cling to the first solar system body they come into contact with and craft a protective shell around them. Space Barnacles, Meteor Crabs, and Aether Coral are examples of common bastiomorphs.
4. Entomomorphs: Somewhat resemble the insects that they are named after, but grow to enormous size in zero gravity. The giant Honey Moon Bee harvests space moss pollen to produce lunar nectar.

ADVENTURE HOOKS
1. Vini, Vidi, Vici: The characters are hired to escort a group of miners to a nearby asteroid claim. All manner of emergencies may befall this party and the tinhorns it escorts before and after it reaches its destination.
2. “This Asteroid ain’t big enough for the two of us”: The characters are drawn into a local feud. They may be facing off against bandits, claim jumpers, a corrupt official, a wealthy mining magnate, or a lynch mob.
3. Dire Comet: A comet will be passing through the region. It foretells the coming of a threat not seen for 75 years since it last devastated the region. Does the comet contain the threat or is it coincidence? Can the characters divert the comet or prepare the region for the coming invasion?
4. Rocket Collecting Dust: An ancient rocket is discovered floating in the Asteroid belt. Every nation is in a rush to claim it in the hope that it will prove valuable. Does it contain fabulous wealth, new technology, or ancient artifacts? Will the contents of the rocket shift the power balance of the Solar System?
#17

debihuman

Apr 15, 2008 0:14:10
I understand that sapphires aren't always blue but in keeping with Ruby and Emerald, it would be "understood" that in this context the color is blue. Moreover, azure isn't a mineral. Lapis might work but I'd bet more people would understand that sapphires are blue than would know what lapis is. KISS princple and all...

I found a few typos but nothing major. Thanks for the Kangaroo Men. Pouches of holding... not a bad idea actually.

This must have been a HUGE amount of work. I copied and pasted into a Word Document and it's already 48 pages long.

Debby
#18

grimgrin

Apr 15, 2008 21:15:43
AETHERNAUT VEHICLES

VEHICLE DESCRIPTIONS

Size: A rough approximation of vehicle size, using the same scale that is used for creatures and structures. Size Modifiers are calculated into the vehicle’s AC (Defense). The size modifier also affects the attack rolls of gunners as the vehicle itself can get in the way of the perfect shot or ram. Space is the number of 5ft squares the vehicle fills.

Crew/Passengers (C/P): One of the occupants of the vehicle must be the pilot/driver. The others are either part of the skeleton crew, ride as passengers, or act as gunners. A gun port allows a passenger to use his personal ranged weapon in vehicle combat.

Top Speed (Spd): This is the top speed of the vehicle. This uses the vehicle scale as described in “Scale” below.

AC: This score is the vehicle’s armor class (or Defense score). The dexterity modifier of the pilot is not added to this score since there is always a delay before the vehicle responds to the pilot’s commands. Additional armor plating adds bonus hit points not to AC.

Hardness (H): The amount of damage a vehicle can soak up before you start eating away at its hit points. The material composition of the vehicles superstructure determines the hardness score.

Hit Points (HP: The vehicle’s hit points are based on the size of the vehicle and any armor plating the vehicle possesses.

Handling (Hdl): This modifier is applied to any skill check used to control the vehicle and all initiative rolls made by the pilot.

Acceleration (Acc): The number is the speed steps a vehicle may accelerate or decelerate. This number is in vehicle scale. For example a vehicle with a top speed of 8 and a acceleration of 4 takes two round to reach top speed from a dead stop and visa versa. The pilot can also attempt a “vehicle stunt” to reduce this time by half. The DC of the skill check is 20 plus twice the acceleration of the vehicle. Failure results in loss of control and a potential crash.

Passenger Vulnerability (PV): Similar to a critical hit, if an attacker rolls this number or higher with his “natural” d20 ranged attack roll, then half the damage of the attack is applied to one of the passengers of the vehicle (determined randomly) if the attack roll also exceeds the passengers AC/Defense score. In this case vehicle hardness applies only to the damage inflicted on the vehicle. This damage represents wounds inflicted by splintering or spallation within the vehicle due to a direct hit on the vehicle’s surface inside seal compartments.

Cost: The value of an undamaged vehicle.
Road and<br /> Rail Type Size Space C/P Spd AC/Def H HP Hdl Acc PV Cost (DC)<br /> Velocipede M 1x1 1 8 10 12 20 +4 4 10+ 250gp (13)<br /> Motor Bike L 1x2 1 18 9 13 30 +4 4 14+ 750gp (16)<br /> Roadster L 2x3 1/1 20 8 13 40 +2 4 16+ 2000gp (19)<br /> Touring Car L 2x3 1/3 16 8 14 40 +0 2 17+ 1250gp (17)<br /> Interceptor L 2x3 1/3 18 8 16 50 +2 3 19+ 2100gp (19)<br /> Moon Buggy L 2x4 1/1 16 8 13 35 +2 2 15+ 1000gp (17)<br /> Iron Clad H 2x4 4/4 12 4 20 90 -8 1 20 5000gp (21)<br /> Omnibus IV G 3x6 1/19 12 2 16 100 -14 1 18+ 1Kpp (23)<br /> Train Car C 4x16 4/37 16 4 15 120 -20 1 18+ 2Kpp (25)
#19

grimgrin

Apr 20, 2008 13:14:15
Aethernaut Magical Traditions
Based on the text written by “Gradius”

Britannia has long dismissed magic at superstition and chicanery. They have placed their faith in science and technology. Most other nations as followed Britannia’s lead but scattered pockets of magic are scattered across the Solar System. Mage characters must choose a specific magical tradition. Each has unique approach to magic, offering bonuses to certain kinds of magic or even bonus spells and dis-advantages which inflict penalties or special requirements for spell casting. Some magical traditions require specific training in mythology, hierology, herb lore, alchemy, or mesmerism. A “Magical Language” is used in most of these traditions magical systems. Spell books and magic scrolls are written in this language, and replaces Draconic if using D&D magic user classes. “Magical Paraphernalia” is the general form that magic items and relics of this tradition take, as well as the form of any specific focus items needed to cast spells.

Runic Sorcery (Galdr)
Runic sorcery has its origins in the magic of the ancient Teutons, Norse and Saxons. The magic revolves around the use of an ancient set of symbols called runes and these runes are inscribed on talismans or runic formulas and hand gestures are used in spell casting. In legend the runes themselves have their origins with the Norse god Odin (Wotan to the Saxons) who after giving his left eye for knowledge and hanging from the world tree wounded by a spear for many days as a sacrifice of himself to himself he let out a cry that shook the world and gained the mystical knowledge of the runes. Probably the most famous runic magician was its founder the Norse God Odin the All Father. The “Sons of Odin” pursue this form of magic.

Magical languages
Elder Futhark

Magical paraphernalia
Implements and tools favor Nordic design and imagery with ornate rune carved swords and staffs and horned helmets set with precious stones and long cloaks with embroidered knot work. Talismans tend to be wooden or stone disks with runes engraved.

D&D Class: Sorcerer, d20 Past: Sorcerer

Cabalist
In legend the Kabala originated with Moses who was granted knowledge of the Kabala after the receiving of the Ten Commandments from the burning bush of Jehovah on Mount Sinai. Moses who was already versed in the magic of the Egyptians (being raised in the pharaoh’s household he was educated by priests with magic being part of his curriculum) expanded this Jewish lore with elements of the Egyptian sorcery he had learned. The Kabala has been handed down from ancient times by an elite circle of rabbis and legend has it that king Solomon the wise was a cabalist. The kabala uses a model of the universe called the tree of life and relies on complex groups of correspondence and divine names of power to work magic. These names are based on prophets, saints, nature spirits, and ghosts. This form of magic is most common in the Prussian Empire.

Magical languages
Hebrew Malachim.

Magical paraphernalia
Magical tools tend toward ornate wands, goblets and circles decorated with sacred names written in Hebrew the trappings of the Rabbi are also used such as skullcaps and shawls, talismans tend to be long elaborate scrolls, metal disks with Hebrew names of power inscribed, or small boxes that contain long strips of sacred parchment.

D&D Class: Favored Soul, d20 Arcane: Spiritualist

Druidism
Druidism was the native religion of the British Isles and was practiced by the Celtic races thousands of years ago. During the roman invasion of Britain, Julius Caesar noted that the druids acted as leaders, judges, priests, seers and wise men to the Celtic peoples. The druidic tradition has a strong tie with the land and its stone circles where the forces of nature and astronomy in particular seem to be venerated. The most famous druid and perhaps one of the most powerful sorcerers in the world is Myraddin (or Merlin), advisor to King Arthur. Legend has it that Merlin performed many fantastic feats such as transporting Stonehenge to Salisbury plain from Ireland, any works of shape shifting. The druidic tradition is rich with ancient lore and complex ritual and these practices continue to this day although many of the practices reported by Caesar such as human sacrifice are no longer performed. This magic system is practiced by British mages that reject the industrialization of Britannia.

Magical languages
Ogham

Magical paraphernalia
Druids tend to favor natural looking staffs, ornate gold and silver daggers and sickles, various collections of dried plants and herbs and other woodland products including animal remains, talismans tend to look like sprigs of dried plants small round stones with Celtic symbols or wooden disks engraved with symbols.

D&D Class: Druid, d20 Arcane: Mystic

Fang Shu
The Fang Shu tradition is native to ancient china and like all other Chinese spirituality is in fact a mix of different beliefs and ideas. Fang Shu is an ancient system of magic composed of Taoism, Chinese Alchemy, and even older shamanic beliefs and consists of the use of talismans, spirits, and magical objects. Central to fang shu is the concept of the five elements that make up all things and their interaction with each other. The elements of fire, water, earth, wood, metal are manipulated by the magician (Fang shih) and by doing this the fang shih alters the nature of the world and performs magic. The greatest fang shih who ever lived was Lao Tzu the founder of Taoism. Fang Shu is practiced by Manchuria.

Magical languages
Chinese (Dragon script & Heavenly script).

Magical paraphernalia
Fang shih favor ornate objects that symbolize the five elements, gold incense holders, small statues made of jade, delicate paper fans, intricate porcelain bowls of water, talismans tend to be long strips of parchment inked with script symbols.

D&D Class: Wu Jen, d20 Modern: Mage

Majutsu
Majutsu is the Japanese magical system that is born from Shinto in the same way the kabbalah is born from Judaism. Although Majutsu contains elements of Fang shu it is Shinto and its pantheism that has contributed the most. Majutsu involves manipulating the spirits which all things in existence are believed to have, trees, animal, clouds, even rocks possess spirits called Kami and although some are powerful most are simple minded and can be easily manipulated by the Maho tsukai. The more sinister form of Majutsu involves traffic with demons called Oni who are summoned and forced to serve their masters in brutal bloodletting rituals, a sect of these mages is believed to back the Imperial Nipan war efforts.

Magical languages
Japanese (Cloud script & Divine script).

Magical paraphernalia
Maho tsukai tend to use ornate katana's and paper fans, intricately painted Porcelain masks, caved wooden staffs, talismans tend to be long strips of paper or wood with elaborate calligraphy and symbols drawn on.

D&D Class: Shugenja, d20 Modern Handbook: Elementalist

Shamanism
Shamanism is thought to be one of the oldest forms of religion in existence. they believe that the natural world is controlled by spirits with whom the shaman communicates through the spirit world for the good of the community, shamans make use of totem animal spirits to act as their messenger through the spirit world , as well as spirit medium the shaman is also healer, warrior, wise man and traveler on the astral plane, for it is here the spirits dwell and grant their wisdom to those wisest enough to find them. Unique to shamanism is the principle of totems in which the shaman seeks to unify his spirit with that of an animal by attempting to emulate it and through the joining of spirits gains the power and knowledge of the animal. Shamans are unique among spell casters in that they do not learn from books and scrolls and if they want to learn new spells must undertake a vision quest to gain the knowledge. This magical system is common to Manteca.

Magical languages
Native Language

Magical paraphernalia
Shamans favor crude weapons and tools such as flint head spears and tomahawks decorated with feathers, bones and other "Natural" treasures like dried herbs and resins. Animal hide drums are also used and elaborate wooden pipes are used for smoking sacred herbal mixtures, talismans tend to be fetishes made of stones, bones and feathers.

D&D Class: Spirit Shaman, d20 Past: Shaman

Hermeticism
Hermeticism is the recent product of what was once ancient Egyptian and Greek magic which being brought to Europe by the Roman Empire and by being passed down through the ages by the intellectual elite. It has been altered by the need to adopt Christian dogma in order to avoid the inquisition and the stake and has been added to by the great sorcerers of the middle ages and the Renaissance. Hermeticism now consists of a mix containing Ancient graeco/Egyptian magic and Gnostic mysticism with Christianized Kabalistic thought and Renaissance Alchemy creating a complicated mix of rituals and practices. Central to hermeticism is so called emerald tablet written by Hermes Trismegistus (thrice greatest) and states "As above so below" in addition to this are the Aristotelean elements of fire, earth, air, water this concept plays a vital part in hermetic magic because like in the Fang shu tradition they combine to make up all things in existence. The majority of mages from the middle ages were Hermetic and among their ranks were such figures as Theophrastus Bombastus von Hedenheim (also known as Paracelcius) and Cornelius Aggripa. This magic is pursued with intellectual rigor. All of Britannia’s leading alchemists pursue this form of “arcane science”.

Magical languages
Latin Alchemical script Enochian (celestial)

Magical paraphernalia
Hermetic mages are quite varied in the choice of equipment and tend to use ornate robes and wands with silver goblets and daggers. They use Egyptian style garb or even Greek togas, some favor kabalistic style tools, or even the trappings of alchemy suck as copper rods or alembics inscribed with symbols, talismans tend to be metal disks or scrolls with ornate designs and circles.

D&D Classes: Wizard, d20 Arcane: Techno Mage

Infernalism
Infernalism originated as a knee jerk reaction to the tyranny of the Holy Roman Empire and gave its followers not only an outlet for their resentment and hatred of their oppression, but the opportunity to indulges themselves in pleasures and passions forbidden. Infernalism combines a kind of decadent hedonism with a belief that it is their right to do what ever they wish as they are the strong. It is a melding of many forms of paganism including Celtic, Roman, Egyptian, and Persian. Among their practices is animal sacrifice, torture, consorting with devils, and perverse rites.
One of the most famous warlocks was the infamous Gilles de Rais.

Magical languages
Latin Infernal.

Magical paraphernalia
Black magus tend to use bestial and pseudo-pagan tools, animal bones and skins particularly those of goats and reptiles, animal masks and black robes, ornate daggers, and images of death and torture.

D&D Class: Warlock, d20 Arcane WE: Spellslinger


Occultism
Occultism is not really a magical tradition but more an attitude to magical learning and healing where as followers of other traditions may be thought of as purists, the Occultist is more eclectic in his approach to magical techniques. Occultists will use any technique from any tradition adapting it to fit with their own personal values, belief systems and world views. They are the jack of all trades mages that will use runes for divination and then summon a kabalistic demon or use a Chinese talisman to assist them in performing a druidic ritual. Since the Occultists pick and choose what they want from a tradition, they never fully understand the hidden depths of knowledge contained within it and as such never truly master any form of magic. This does not prevent them from becoming potent mages in their own right as what they lose in depth they gain in versatility. Most occultists infuse music, art, or dance into their magic working.

Magical languages
None

Magical paraphernalia
Preference for crystals in all magical objects, but borrow designs from others.

D&D Class: Bard, d20 Arcane: Occultist or Glamourist

Hellenic Worship
With the exemption of Earth, the creatures of the Solar System worship the male and female aspects of the deity for which their planets are named. They derive their spells from the divine energy granted to them through prayer. Mercurian clerics worship Hermes and Iris. Venusian clerics worship Aphrodite and Eros. Selenite clerics worship Artemis and Hecate. Martian clerics worship Ares and Enyo. Jovian clerics worship Zeus and Hera. Saturnian clerics worship Cronus and Rhea. Uranian clerics worship Ouranos and Gaea. Neptunian clerics worship Poseidon and Amphitrite. Plutonian and Charonian clerics worship Hades and Persephone. Erisians clerics worship Eris and Strife.

Magical Languages
Speak in Ancient Greek or native language.

Magical Paraphernalia
Stone statues and monuments, rods of wood and bone, wigs, crown of leaves, goblets, horses, and white togas. Talismans tend to be of bronze or brass and inscribed with zodiac and astrological symbols.

D&D Class: Cleric, d20 Modern: Acolyte

VODOU
Vodou is a religious tradition originating in West Africa, which became prominent in the New World due to the importation of African slaves. West African Vodun is the original form of the religion; Haitian Vodou and Louisiana Voodoo are its descendants in the New World. Vodou is a religion/practice that is greatly concerned with spirits. Practitioners that participate may be exposed to the spirits carried by their ancestors that they once served. Those who don’t practice may be involved with great exposure to spiritual experiences. One way that those who participate or practice can have the spiritual experience is when one is possessed by the lwa. When the lwa comes on the practitioner, their body is being used by the spirit. At this point the spirit will perform acts that it desires to do. Some spirits can give prophecies of upcoming events or situation around the possessed one, also called "Chwal" or the "Horse of the Spirit." When one is possessed, the possessed one has no conscious memory of what has occurred. There is no such thing as a partial possession but only full. Practitioners experience this as being a beautiful but very tiring experience. Most people who are possessed by the spirit get a feeling of blackness or energy flowing through their body as if they were being electrocuted. When this occurs, it is a sign that a possession is in the works. The practitioner has absolutely no recollection and in fact when the possessing spirit leaves the body, the possessed one is tired and wonders what has happened during the possession. Practitioners with this gift do not like being overexposed because it drains immense energy from them. Not many can have or do have this gift. This gift cannot be purchased but only the spirit/lwa can choose who it wants to possess, for the spirit may have a mission that it can carry out spiritually. Also, those possessed by the lwa may be at a very high spiritual level that their soul is at a mature advanced status. This magical practice is commonly employed by the Carribean League and parts of Africa.

Magic Language:
Creole

Magical Paraphernalia
Vodou has come to be associated in the popular mind with the lore about Satanism, zombies and "voodoo dolls." While there is evidence of zombie creation, it is a minor phenomenon within rural Haitian culture and not a part of the Vodou religion as such. Such things fall under the auspices of the bokor or sorcerer rather than the priest of the Loa. Altars are commonly filled with food, wine, and small animal sacrifices. Candles, scarves, musical instruments, and alcohol are commonly used to entice spirits into Vodou ceremonies. Dolls are often used to honor the dead or carry messages into the spirit realm.

D&D Class: Spirit Shaman, d20 Past: Shaman or Spiritualist



Horoscope (Optional)
Your birth date can determine your future and personality. Each horoscope sign is determined by birth date. The horoscope sign reflects temperament, affinity, and fate. The Greek Zodiac is 12 signs assigned to each month in the traditional Greek year. Each birth sign provides specific penalties and bonuses to the characters.

GEMINI: A pair of twin demigod brothers, so devoted to each other they share their immortality, is the protector of sailors. Benefit: +1 Profession (sailor) and +1 Use Rope, Drawback: Ages at twice the normal rate.

AQUARIUS: The water carrier is extreme good at carrying heavy burdens but maladroit. Benefit: Increase carrying weight by 10%. Drawback: Increase armor check by 1 for any armor worn.

SCORPIO: The venom of a scorpion runs through your veins. Benefit: Your blood inflicts 1d2 CON (Fort 12) if ingested. Drawback: Heals at half the normal rate.

PISCES: A natural fisherman you are always looking for a bigger catch. Benefit: +1 attack bonus against “aquatic” creatures. Drawback: -2 to save versus heat or fire related saving throws.

TAURUS: You hard skull blocks subtle attacks but you are unsettled off planet. Benefit: +1 on saves vs. Enchantment effects. Drawback: -1 on all saves when not standing on solid ground.

VIRGO: The purity of these characters makes them resistant to corruptive influences. Benefit: +2 to resist disease. Drawback: Reduce endurance by 10%.

ARIES: The ram bashes through obstacles in its way. Benefit: +2 STR bonus to breakdown doors and burst chains. Drawback: -2 to “Spot” and Reflex save on traps.

CAPRICORN: The goat is tough and wiry and use to traveling on meager sustenance. Benefit: Can survive on half rations for two weeks. Drawback: Your surly disposition inflicts a -1 penalty on all CHA based skill checks.

LEO: Your glory should not be shared with others. Benefit: +1 to initiative rolls. Drawback: -2 penalty on your “Leadership” score.

CANCER: You are skilled with using two weapons at once. Benefit: +1 AB when wielding using two weapons at once. Drawback: -1 AB when using a two handed weapon.

LIBRA: You prize justice and truth and scorn deception. Benefit: +1 caster level on all “Divination” spells cast. Drawback: Can’t cast “Illusion” spells.

SAGITTARIUS: You are a natural archer. Benefit: +1 AB with bows. Drawback: -1 AB with all other ranged weapons.
#20

grimgrin

Apr 21, 2008 16:26:20
Athernauts d20: Gas Giants

Jupiter

Jupiter is the largest of all the planets of the solar system and out masses all the other planets combined. Unlike the terrestrial planets, Jupiter is a Gas Giant. Its rocky core lies far beneath its atmosphere and is under tremendous atmospheric pressure. Life would be instantly crushed if it existed at ground level, so it floats high in the Jovian atmosphere and it carried along the zone jets high above the rocky core of Jupiter.

LIFE IN THE CLOUDS
All life on Jupiter flies through the thin air of Jupiter. All Jovian Creatures either feed of the sun (photosynthesize), feed on creatures that photosynthesize (herbivores), or prey on herbivores (carnivores). Most Jovian plants can not control their direction of travel. They are propelled around the globe by the powerful zonal jets of Jupiter. These jets form narrow bands of color around Jupiter and move in opposing directions and different speeds. The most common of these plants is the awesome Icarus Tree. These enormous trees are the cornerstone of life on Jupiter and can support entire ecosystems within their branches. The herbivores of Jupiter feed on Icarus Trees and the funguses that grow on Icarus Trees. Carnivores and Omnivores of Jupiter also live among the branches of Icarus Trees and eat the herbivores and fruit of the Icarus Tree. Many animals are capable either of flight or are filled with lighter than air gases that keep them airborne. Others are confided to stalking the branches of Icarus Trees for unwary prey. The native sentient humanoid of Jupiter is the Cyclopes. A Cyclopes is a single eyed humanoid that is the favored child of Zeus. In mythology, Cyclopes crafted Zeus’s thunderbolts. They native affinity for electronics and craft floating cities and ships from Icarus wood, imported metals, and helium filled balloons. These massive cities are ramshackle affairs of interconnected airships and balloon supported boardwalks. The cities are mobile and fiercely compete for wood, food, metal, and sunlight. The best weather bands are occupied by the most powerful of these city states. The darker and stormier regions are populated by the disposed and defeated.

GREAT RED SPOT
Jupiter is home to enormous air elemental creatures. The largest of these is the Great Red Spot. This sentient storm has existed for centuries and has seen the growth and death of multiple Solar Empires. This creature rarely responds to petitioners and the winds tear them apart. The few that gain its attention can receive ancient knowledge in exchange for current information or correctly answering a riddle. Those that lie to this alien intelligence are instantly destroyed. Smaller air elements are scattered through out Jupiter.

WATER RIBBONS (CR 1)
Water is not pooled into lakes and ponds on Jupiter. Instead clouds must be siphoned to acquire water or a water ribbon must be found. A water ribbon is similar to a river but is completely transparent to the eye. A water ribbon can be miles wide but is rarely more than a foot deep. The water can be moving extremely quickly (fast enough to shear of stone) or very slowly. The water ribbon is a serious hazard to navigation as collision with an invisible water ribbon can tear a floating city or airship to pieces (treat as a high speed collision). A water ribbon inflicts “collision” damage on the vehicle based on the vehicle’s size. Identifying a Water Ribbon requires a Spot or Knowledge (Jupiter) DC: 15 check.

WEATHER BANDS (CR 6)
The atmosphere of Jupiter is divided into latitudinal bands. The apparent wind speed seems very weak while traveling along a weather band when actually you are being propelled at a 100 mph. Adjacent bands can be moving slower, faster, or in the opposite direction. Changing from one band to another is required if you wish to move north or south. The band transfer is extremely hazardous and may be impossible in certain altitudes and specific times of the year. A poor transition inflicts 6d6 force damage to your vehicle and crew (ignore hardness). Air Navigators are highly respected and highly valued for their ability to navigate the skies of Jupiter safely. The Profession (Jovian Navigator) DC is 20. All forms of weather can be periodically experienced along any weather band, but the eternal storms (such as the Great Red Spot) are a know danger and follow a deliberate path known to Jovian Navigators.

CORROSIVE CLOUDS (CR 8)
Yellow or brown clouds of ammonia can quickly eat through wood and flesh alike. These clouds are avoided at all costs, but can appear without warning. It requires a Characters in the corrosive core of an acid cloud take 8d6 points of acid damage, or half that amount if they make a DC 15 Fortitude save. Characters in the outskirts take 3d6 points of acid damage, or no damage at all if they make a DC 15 Fortitude save. Characters who fail their saves take 1d6 CON temporary damage due to lung scarring. Identifying a Corrosive Cloud from afar requires a Knowledge (Jupiter) DC: 30 check.

ICARUS TREES
Icarus Trees are native to Jupiter but have been spread to the other Gas Giants of the Solar System. The foliage of these trees can be miles in diameter and the massive branches and trunks of the tree are hundreds of feet wide. The wood of the tree are filled with tiny vacuoles that contain enough helium and hydrogen to lift the tree high into the air. To gain the soil and minerals this plant will need during its lifetime, a mature tree will drop massive metallic seeds the plunge deep into the core of the Gas Giant. The sprouting seed will grow an extensive network of roots and a gigantic hydrogen balloon that will lift the root mass into reach of sunlight. The massive, fuzzy leaves of the leaves of the plant gather sunlight, carbon dioxide, and water for photosynthesis. Icarus Trees act like airborne forests. Many creatures live for generations on the same tree. Some trees are the homes of Cyclopean Villages and Fortresses. The wood and fruit generated by these trees is highly valued and must be protected from piracy.

OLYMPUS
Olympus is the greatest of Cyclopean Air Cities. They are the centre of art, trade, and science for all of Jupiter. The powerful cannons mounted in this floating fortress have defended this city from attacks by air and aether. The massive air fleet of Olympus is a menace to other Jovian communities with a tendancy to plunder nearby cities. Most of the air cities of Jupiter are named after ancient Greek cities in honor of Zeus and Hera, the patron deities of the Cyclopes. Unlike the blimps and zeppelins of Earth these ships are created from a shell of Icarus Wood. This wood has a natural buoyancy to remain airborne in the Jovian atmosphere. Many of these Jovian Ships are equipped with hydrogen rockets and sealed oxygen compartments so that they can function as aetherships as well.

MOONS OF JUPITER
Jupiter possesses a total of 65 moons. Many of these are tiny moonlets little more than a mile in diameter. All the moons of Jupiter are named after former lovers of the god Zeus. The four largest have their own native populations. Io is a heavily industrialized moon inhabited by an ancient empire of goblins, hobgoblins, and bugbears. Europa is an ice covered water moon that has both undersea and ice shelf life. Ganymede, a pastoral moon of Jupiter, is equal parts rock and water and home to the “Giant Eagle Riders” (Aestosippeans: Same as Wild Elves). Callisto is a verdant forest moon populated by “Bear Men” (Ursaeans).

JOVIAN CREATURES
The myth is that the original Cyclops sacrificed one eye to in order to be able to see into the future. A single eye is common to all creatures of Jupiter. The Lesser Cyclopes are very similar to standard humans but possess only a single eye and are part of the “Giant” creature type. In addition to the Cycloptic Template, Beholders and Beholder Kin are very common to Jupiter as well as Air Elementals and Air Outsiders.

AEROSTATOS GIGANTES
Aerpstatos Gigantes are a breed of Giant that resembled heavily wrinkled humanoids. At will they can inflate their skins to gain the ability to float on the wind. Gigantes have pea green skin, no body hair, and two black beady eyes. They are not native to Jupiter but no one remembers when they migrated to that planet or their original home.

Creature Type: Giant
Size: Medium (Land Speed: 30ft, 5ft reach)
Weapon Proficiencies: Skilled in all “Simple” and “Martial” weapons (or “Archaic”)
Racial Attributes: No Bonuses
Racial Abilities: Low-Light Vision, Gas Bloat (Ex): The creature can rapidly inflate with lighter than air gasses. In this form, the creature gains one size level, but reach remains unaffected. Land Speed is reduced by half, but the floating creature also gains an equal Fly Speed at Poor Maneuverability and takes no damage from falls. Inflating is a move equivalent action but fades slowly (1d6 minutes) and the Gigantes takes double damage from fire. As “Giants” they are unaffected by attacks that target humanoids.
Racial Skills: +2 on Jumping, Climbing, and Tumbling
Initial Languages: Jovian and Common.
Bonus Languages: Giant, Goblin, Fey, Aerial, and Draconic.
ECL: +0

LESSER CYCLOPES
The Lesser Cyclopes are the most common civilized race on Jupiter. Lesser Cyclopes are 50% human and 50% Cyclops. They closely resembles humans but have a single eye, blue hair, and orange skin. They are a foot taller than ordinary humans and weigh 20% more, but have the same lifespan. Even though the Lesser Cyclops ‘giant’ blood is greatly diluted, it is unaffected by spells and psionics that target humanoids.

Creature Type: Giant
Size: Medium (Land Speed: 30ft, 5ft reach)
Weapon Proficiencies: Proficient in all “Simple” and “Martial” weapons as well as light armor and common shields (d20 Modern: Archaic Weapons and Armor Proficiency: Light)
Racial Attributes: +2 STR, -2 DEX, +2 CON, -2 INT, -2 WIS
Racial Abilities:
• Low-Light Vision (Ex)
• Electrical Resistance 5 (Ex)
• Powerful Build (Ex): The physical stature of Lesser Cyclopes lets them function in many ways as if they were one size category larger. Whenever a Lesser Cyclops is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Lesser Cyclops is treated as one size larger if doing so is advantageous to him. A Lesser Cyclops is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Lesser Cyclops can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Divine Prodigy (Sp): If the Cyclops has a CHA score of 13+, it can cast three 0-level divine spells at 50% the character’s level once each per day (Spell DC is 10 plus CHA modifier). These three spells are picked at PC creation and are focused on electrical effects (Commonly: Haywire, Light, and Resistance).

Racial Skills: +4 Craft (Electronics) or Profession (Blacksmith).
Racial Penalty: Monoscopic Vision: -2 on Spot and Search checks
Initial Languages: Jovian and Common.
Bonus Languages: Giant, Goblin, Fey, Aerial, and Draconic.
D&D Favored Class: Favored Soul
ECL: +1

Cycloptic Template
'Cycloptic' is a template that can be added to any corporeal Animals, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Undead, or Vermin. The creature becomes a variation of the legendary Greek Cyclops.
Creature Type: Humanoid becomes Giant, Animal becomes Magical Beast. All others are unchanged.
Hit Dice: Hit Dice does not change.
Size: The creatures size increase by one size (Increase reach and weapon damage).
Speed: Due to the size increase the land speed (as long as it is less than 40ft) increases by +10ft, flight speeds are decreased by 10ft, but not less than 10ft. Maneuverability is decreased by one step (poor minimum).
AC: Natural armor improves by +2
Special Attacks: Confusion Gaze (Su) (30ft radius): Targets of this ability may make a Will save (DC 10 + 1/2 character level + Cha modifier) to negate the effect. On a failed save, the each affected target is confused (see DMG) for 1 round per two HD of the creature.
Special Qualities: The creature gain Scent, as a special ability. Monoscopic Vision (Ex): -2 Spot and Search checks. Electrical Resistance 10
Abilities: Str +4, Dex -2, Con +2, Int +0, Wis +2, Cha +0, note that undead and constructs do not gain a bonus to their CON. Animals INT raises by +4.
Skills: Spot and Search is reduced by a -2 penalty (Monoscopic Vision).
CR: +2
Notes: The blood of a Cyclops runs in the creature’s veins. Any effect that directly targets Cyclopes also affects these creatures.

Cycloptic Dire Bat

Huge Magical beast
Hit Dice: 4d10+24 (46)
Initiative: +5
Speed: 30ft Fly 30ft (average)
AC: 20 (-2 size, +5 dex, +10 Natural armor) Attack: Bite +14 Melee
Damage: Bite 2d6 +10
Space/Reach: 20ftx20ft/10ft
Special attacks: Confusion Gaze (see above)
Special qualities: Blindsight, Scent, Electrical Resistance: 10
Saves: Fort +11, Reflex +9, Will +6
Abilities: Str 31, Dex 18, Con 23, Int 6, Wis 16, Cha 6
Skills: Listen +13, Spot +8, Move silently +9
Feats: Flyby, Hover

Climate/Terrain: Temperate or warm dessert, forest, hills, plains or underground
Organization: Pack 2 to 4
Challenge rating: 4
Treasure: Standard
Advancement: 5-12 HD (Gargantuan), 13-18 (Colossal)

This vile creature looks just like a normal dire bat, apart from the huge eye that sits in its head. After tracking down it’s prey this beast will dive down and blast everyone with its Confusion Gaze. The bat will home in on a confused target and deliver a fatal blow to it’s victim’s head or chest.
Author: Ferret

ADVENTURE HOOKS
1. Beholders Are From Jupiter: The one-eye floating gas bags are attempting to conquer the Galilean Moons. It is up to the characters to organize resistance. After fighting off the initial invasion, the characters are sent down into the clouds of Jupiter to puncture the Head Honcho. They must locate a guide to help them find the Beholder’s Hideout and then must fight their way through lesser servants to take on the Mastermind behind the invasion.

2. In A Jovial Mood: A rare fungal spore has been released into the air above the British Isles. This spore makes the victim happy yet apathetic. Was the spore released as a terrorist attack or part of an invasion plan? The Moons of Jupiter are known for their expertise in fungal warfare and are filled with suspects.

3. The Great Rocket Race: A grand prix race through the Moons of Jupiter is scheduled. All the nations of the Solar System will be sending contestants to the race. National Pride is at stake and cheating and handicapping will likely occur both before and after the race. The characters may be participating in the race, hired to defend a contestant or delegation, engaged to sabotage the race, or the characters may be using the race as cover for an act of interstellar espionage.
#21

debihuman

Apr 21, 2008 23:02:55
This is really awesome. Two thumbs up!

I just noticed that you left off some text on the Thark. You list the creatures that are part of the tribe but it ends on 12-20 and doesn't say which creatures should be there.

Shouldn't all the Places come before the Weapons and then the Magic? It just looks at little out of order.

Debby
#22

grimgrin

Apr 22, 2008 11:21:18
This is really awesome. Two thumbs up!

I just noticed that you left off some text on the Thark. You list the creatures that are part of the tribe but it ends on 12-20 and doesn't say which creatures should be there.

Shouldn't all the Places come before the Weapons and then the Magic? It just looks at little out of order.

Debby

12-20 Thoats (Giant Six Legged Lizard Mounts). THX for catching that.

Azure is the "Persian" name for lapis lazuli, but changing it to saphire after all.

I have broken up this posting into four documents on my computer to make them a managable size: Terrestrial Planets, Gas Planets, Vehicles and Vehicle Combat, and Magic Systems. The posting order is the order I have completed each section.

Updated Jupiter Section. I didn't like how Cyclopes turned out. I will make floating gas bags a different race.

Added "Vodou"
#23

grimgrin

Apr 24, 2008 15:41:48
Saturn
Saturn is a gas giant surrounded by heavy rings of ice and rock. Similar to Jupiter, the majority of Saturn’s planetary mass is gas. It has a rocky core deep beneath its atmosphere, but as with Jupiter, the crushing pressure prevents life from flourishing. Weather patterns are also similar to Jupiter. It has enormous storm cells and weather bands moving in contrasting speeds and directions. Weather bands on Saturn are much faster than Jupiter’s and are extremely hot. Only heavily armored creatures and vessels that are also resistant to heat can survive for long in the atmosphere of Saturn. Unlike other planets the poles of Saturn are superheated storm vortexes that create liquefied metal rain. Life does exist on Saturn in the form of Air and Fire elemental creatures immune to the tearing winds and boiling heat. No currently designed man made vessel is capable of atmospheric travel on Saturn, and so little of the interior of the planet is known. The few stellar cartography missions sent to Saturn have focused on the Moons of the planet and the rings of Saturn. Most biological life forms of Saturn exist within its rings and lunar satellites. Saturn is named after the titan Kronos and all its satellites are named after fellow divine titans.

Rings of Saturn
The rings of Saturn extend outward from the planet in the same plane as Saturn’s equator. They are composed mostly of ice and rock dust and would have long since worn away if they were no joined together with monstrous webbing. The rings are home to Giant Aether Spiders that feed off the flotsam and jetsam caught in their webs. The rings are also home to many other giant space insectoids such as meteor beetles, comet locusts, lunar moths, and solar dragonflies (See d20 Future for Space Creature Template). The rings are also home the Hecatonchires (The Hundred Handed). The name is pure hyperbole since they actually only have four arms and only one head. Hecatonchires are an ancient race that predates the existence of every other race. Regardless of their age they lead very simple lives and have little interest in high technology. They claim that once the solar system was composed of clouds of gas and rock linked together with aether spider webbing. In this ancient era, they could walk from all about the solar system, and had a vast solar empire. As the stellar clouds condensed into planets they where forced to retreat until only Saturn’s rings remained of their great empire. This race uses vermin as food, mounts, and building materials. Most still live the hunter gatherer lifestyle of their forbearers, but some venture out into the solar system as mercenaries and sailors. Their extra set of arms and eyes make them handy in a fight and very skilled in climbing rigging and tying knots. Historically, Hecatonchires were much larger but have evolved into a small form due to fierce resource competition of the Rings.

Hecatonchires
Type: Monstrous Humanoid
Size: Medium (Lifespan, Height, and Weight as Elf).
Speed: 30ft land speed
Racial Attributes: +2 DEX, -2 INT
Racial Weapon Proficiency: Barbed Net and Net Gun Weapon Proficiency
Racial Abilities: Dark Vision 60ft, Secondary Arms (Ex): These are not as agile as the primary set but can supplement the activities of the upper limbs. With its secondary arms the creature can hold an object until it is needed and gains a +2 bonus to grapple checks. The secondary arms can also boost the power of a one handed weapon (treat weapon as if used two-handed). The creature can reload a weapon one step quicker (i.e. full action to standard action, standard action to move action, move action to swift action, swift action to free action). Finally the creature can wield a pair of two handed weapons with only a -2 AB penalty to each attack roll made with the pair. The secondary arms lack the individual coordination necessary to employ a shield or weapon alone.
Racial Skill Bonus: +2 Use Rope, +2 Climb, +2 Spot.
Initial Languages: Saturnian and Common
Favored D&D Class: Barbarian

Barbed Net
Damage:1d4 +Entangle
Critical: —
Type: Piercing
RI: 10 ft. Maximum Range
Rate of Fire: Standard Attack
Size: Med.
Weight: 10 lb.
Cost (Purchase DC): 25gp (6)
A Barbed Net has small fishhooks in the weave and a trailing rope to control netted opponents. You use it to scrape and entangle opponents. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet, and you suffer no range penalties to throw it even to its maximum range. If you hit, the target is entangled. An entangled creature suffers a –2 penalty on attack rolls and a –4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can only move within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or the spell fails. The entangled creature can escape with an Escape Artist check (DC 20) that requires a full-round action. The net has 5 hit points and can be burst with a Strength check (DC 25, also a full-round action). A net is only useful against creatures within one size category of you. For instance, a Small character wielding a net can entangle Tiny, Small, and Medium creatures. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you suffer a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.

Net Launcher
Damage: As Net Fired
Critical: —
Type: NA
RI: 10 ft.
Rate of Fire: 1 per round
Magazine: 1 Int.
Size: Large
Weight: 20 lb.
Cost (Purchase DC): 600gp (15)
A Net Launcher is a bulky, compressed air rifle with a conical muzzle that throws a weighted net when fired. Slavers use net launchers, as well as big game hunters and the occasional field researcher hoping to bag a live Shadow creature. Net launchers have a much greater range than a regular thrown net. It takes 10 minutes to reset a net that was previously fired or 1 minute to set the net launcher with a prepackaged net (purchase DC 6, 2 lb. per package).

Ring Spider, Large
Large Vermin
Hit Dice: 4d8+8 (26 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft., space 30ft (perfect)
Armor Class: 14 (–1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +3/+9
Attack: Bite +4 melee (1d8+3 plus poison)
Full Attack: Bite +4 melee (1d8+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acidic Blood, Poison, Web
Special Qualities: Fast Healing 5, Cold & Heat Resistance 10, Radiation Resistance (+8 Fort), Breathless, Dark Vision 120 ft., Tremorsense 60 ft., Vermin traits
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 13, Dex 17, Con 14, Int —, Wis 10, Cha 2
Skills: Climb +10, Hide +3*, Jump +1*, Spot +4*
Feats: Zero G Training
Environment: Temperate forests
Organization: Solitary or colony (2–5)
Challenge Rating: 4
The Ring Spider infests the rings of the planets Saturn and Uranus. They are similar to normal spiders but are able to grow to enormous size in the microgravity of Saturn’s Rings. These spiders are the dominate predators of Saturn and their webs bind the rings together, making the rings a greater threat to shipping.
COMBAT
All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.

Acid Blood (Ex): The spider has acidic blood. Each time it takes damage, it deals acid damage to all adjacent creatures and objects as it splatters its blood on them. The amount of damage equals 1d6 per 3 Hit Dice of the creature (rounded down), to a maximum of 5d6 points. A successful Reflex save (DC 15) halves the damage.

Fast Healing (Ex): The extraterrestrial has fast healing 5.

Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.
Size Fort DC Damage
Large 13 1d6 Str

Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Spider Escape Artist DC Break DC Hit Points
Large 13 17 12

Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is
higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs

Moons of Saturn
Saturn has many moons. Each moon is named after Titans in Greek Mythology. Saturn has a total of 60 moon of varying size, seven of them are large enough to support an atmosphere. All have growths of space moss and asteroid bonsais that support small ecosystems. Like the rings most moons are 90% ice and dust.

THE EIGHT LARGEST MOONS OF SATURN

Mimas is the closest to Saturn and is one tenth the size of the Moon. This ice moon was hit by a massive meteorite that nearly shattered the planet. Mimas is often called the “Death Moon” by superstitious sailors who refuse to land on it. Legend has it that space ghouls (space creature template applied to ghoul) infest the ice fields of Mimas. Some claim that the interior of the moon are riddled with catacombs filled with the bones of ancient star farers. Many claim the catacombs are ruled by the Titan Lich Mimas who mummifies all unwelcome trespassers. The accuracy of these myths is doubted by most authorities, since many scholars believe the carnivorous Hawk Moth might be the cause of most disappearances on this moon.
Saturn Hawk Moth
Large Vermin
Hit Dice: 4d10+4 (26 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 80 ft. (perfect)
Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4)
Full Attack: 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Green Slime Bile
Special Qualities: Low-light vision, evasion
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3
Feats: Alertness, Flyby Attack
Environment: Temperate mountains
Organization: Solitary, pair, or eyrie (5–12)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement: 5–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: +2 (cohort)
A typical hawk moth stands about 5 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size. It weighs about 500 pounds. Different varieties of giant moths can be found throughout the solar system, but Hawk Moths are unique to Saturn’s Moons. Hawk moths speak Common and Auran.
COMBAT
A hawk moth typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike at its target’s head and eyes.
A solitary hawk moth is typically hunting or patrolling in the vicinity of its nest and generally ignores creatures that do not appear threatening. A mated pair attacks in concert, making repeated diving attacks to drive away intruders, and fights to the death to defend their nest or larval hatchlings.
Green Slime Bile (Ex): If both claw attacks hit then the hawk moth can spray the target with a blast of “Green Slime” which has the same effect as the standard dungeon hazard. The moth is immune to green slime and uses it as a digestive enzyme.
Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a hawk moth takes no damage.
Skills: Hawk moths have a +4 racial bonus on Move Silently checks.

Enceladus is 15% the size of the Moon. It is often called the “Mirror Moon” because it reflects nearly all the sunlight directed at it. The moon is also volcanically active and a constant rainfall of molten lead and aluminum is constant on this planet. For those who brave the environmental hazards, this moon is a metallurgical treasure house. The native sentient race on this moon is the Nerra (Fiend Folio).

Tethys is 30% the size of the Moon. This moon is named after the Titaness Tethys who is the mother of all chief rivers known to the Greeks (Nile, Alpheus, and Maeander). She is also the patron deity of the Oceanids (decendents of her 3000 daughters) who in habit this moon. Considered as an embodiment of the fresh waters of the world she also may be seen as a counterpart of Thalassa, the embodiment of the salty seas. Oceanids conform to the race of Aquatic Nymphs (30ft Swim, 20ft land, breathe underwater only, stay on land for 2 rounds per CON point).

Dione is 33% the size of the Moon. She was the mother of Aphrodite and daughter of the Titan Atlas. She is also the mother the race called the Anaeasans. This ancient people were forced from their original home when it fell to alien invaders. They were forced to wander the solar system until they found a home on this icy jewel in orbit around Saturn. Anaeasans are treated as Half-Elves with the modifiers given below.
1. Gains “Cold Endurance” (Ex): +4 on Fortitude save versus freezing temperatures.
2. No racial bonus on Diplomacy checks: Their transient nature prevents arctic half-elves from being as well trusted as their normal counterparts.
3. +2 racial bonus on Survival checks: Arctic half-elves spend a great deal of time traveling between elf and human settlements, and are accustomed to surviving in the wilderness.

Rhea is 45% the size of the Moon. Rhea is named after the Titaness who gave birth to all the Olympian Gods. The Titan Cronos (Saturn) attempted to devour all his children so they would not threaten him, but Rhea hid the baby Zeus from him. When Zeus grew up he slew Kronos and released all his swallowed brothers and sisters. Zeus imprisoned the titans in Tartarus and made his brother Hades their warden. Rhea is the most fertile moon of Saturn with a bountiful ocean despite its icy crust. The native intelligent species of Rhea is the Kuretes (equivalent to Lillends with Cold rather than Fire Resistance). Rhea is covered with ice volcanoes. Unlike lava formations, these cryogen volcanoes erupt with frozen material that spews across the surface.

Titan is the largest satellite and is 50% larger than the Moon. Titan is the only moon with unique artificial life form. These creatures correspond to the Inevitables. Inevitables are constructs whose sole aim is to enforce agreements and punish deceit. What is known about these creatures is that they originated in another Solar System and were constructed by an automated factory ship on arrival to this Solar System. Scholars believe that their initial directive was to terra-form planets for their constructors, but this mission has evolved or warped over time into a creed with the goal to bring “order” to the solar system. It is the nature of these creatures that each usually works separately from the others. As a group they can not be defeated, as witnessed first hand by the recent defeat of Britannia invasion force. Many scholars believe that the Factory has designed and abandoned many versions of mechanical minions based on the life forms it encounters. Clockwork Spiders many be based on the Spiders initially observed in the rings of Saturn. Automatons may be based on the Giants native to Jovian Planets. If this is true, then Inevitables are the latest construct design based on the humanoids native to terrestrial planets.

Iapetus is the farthest from Saturn and is 40% the size of the Moon. It has a number of mysterious geological formations. An equatorial ridge runs around the moon separating the north and southern hemispheres. Additionally the moon is distinctly two tones. One side of the moon is silvery in color but the opposite side is dark reddish in color. Similar to Earth’s Moon, this moon rotates slowly and always shows the same face to Saturn. The deity Iapetus is father to both Prometheus and Atlas, and is the cause of the equatorial ridge. His children were constantly fighting with each other and set fire to half the moon during their constant warfare. To end the fighting, Iapetus raised and impassible mountain ridge between his two peoples. The introduction of airships is threatening to reignite the warfare stopped long ago. Only on Iapetus are Lizardfolk adapted to the frigid temperatures (they gain “Cold Endurance”; see above).

Hyperion is the largest of the irregularly shaped moons. This moon is named after the Titan god of the Sun. He is famous for his understanding of the motions of the planets, moons, and stars. Hyperion has the largest telescopic array in the known Solar System and is used by Britannia to explore the planets and solar system bodies outside the reach of the Golden Roads. The great distance from the sun allows this facility to see objects invisible to observatories located on terrestrial planets. This facility was not built by human hands but was discovered and restored by the British Empire.

Adventure Hooks

1. Saturn Bound: Your adventure party is task with the exploration of Saturn. You may be exploring one of the moons for ancient artifacts or mineral resources, on a stellar cartography mission to Hyperion, escorting a merchant fleet touring the Moons of Saturn, or on a Bug Hunting Safari in the Ice Rings. Getting safely to Saturn is an adventure in itself since the ship will stop at each planet along the way to refuel, restock, and repair damage.

2. Ice Harvest: A revolutionary breakthrough is found at Saturn frozen in the ice (possibly by the adventure party). This discovery can be xenobiological, technological, religious, anthropological, archeological, anachronistic, or all of the above. Bring this frozen block safely and secretly back to Earth for intensive study will be an arduous and dangerous journey. Even the fastest rocket ship will need to stop at each planet along the way to gather food and fuel. Spies and pirates will have plenty of time to set traps for the player character’s convoy that will require both guile and belligerence to overcome. The nature of the discovery will determine how it is viewed at home.

3. Golden Frontier: Humans rarely venture beyond Jupiter since the Golden Roads used to travel rapidly from planet to planet become more unstable the farther you travel from the Sun. Scientists are always experimenting with new technologies for advancing this limit. Your team by be charged with crewing, defending, or recovering a new prototype launched towards Saturn. Mischance my lead to a crash landing in hostile territory with only the skills and talents of the PC group to save the ship and survive in an alien environment while restoring flight systems.

4. Rings of Death: The PC crew is forced to circumnavigate the Rings of Saturn. They may be part of a mapping expedition, looking for criminals, searching for treasure, or part of a rescue mission.
#24

grimgrin

Apr 28, 2008 14:39:29
Georgium Sidus (Uranus)
Uranus (called Georgium Sidus by stuffy Britannia) is the seventh planet from the Sun and the third-largest and fourth-most massive planet in the solar system. Georgium Sidus is unlike all other planets of the solar system in nearly every way. It was named by its discoverer (William Herschel) a British astronomer after King George III. Later other Non-British scholars styled the planet Uranus the father of Cronos (Saturn) and Grandfather of Zeus (Jupiter) but on Britannia’s star charts it remains Georgium Sidus. Unlike any other planet the axial tilt of the planet is parallel to its orbital plane. This means that each pole is exposed to the full force of the Sun once each year. The shear distance to the Sun means that this planet is darker and colder that those nearer the Sun and is the coldest planet in the Solar System due to its low core temperature. Like Saturn, Georgium Sidus has an equatorial ring of ice and rock. Georgium Sidus has a huge population of “fey” creatures for reasons not understood by modern scholars. These fey are ideally suited to the frozen winds of the planet. It also has 27 large moons named after their individual faerie rulers. Generally the planet is a jewel like blue and spotted covered with bands of puffy white clouds which make it look friendly and inviting despite its frigid temperatures. No official space mission from Earth has been sent to Georgium Sidus due to the fact that the Golden Roads become impossible to travel safely beyond Jupiter.

Topsy-Turvy Planet
Uranus' axis of rotation lies on its side with respect to the plane of the solar system, with an axial tilt of 98 degrees. This makes its exchange of seasons completely unlike those of the other major planets. Other planets can be visualized to rotate like tilted spinning tops relative to the plane of the solar system, while Uranus rotates more like a tilted rolling ball. Near the time of Uranian solstices, one pole faces the Sun continually while the other pole faces away. Only a narrow strip around the equator experiences a rapid day-night cycle, but with the Sun very low over the horizon as in the Earth's polar regions. At the other side of Uranus' orbit the orientation of the poles towards the Sun is reversed. Each pole gets around 42 years of continuous sunlight, followed by 42 years of darkness. The local inhabitants either adapt to nocturnal living or spend extensive time in deep hibernation.

Corkscrew Magnetic Field
The extreme axial tilt combined with the fact that the planet’s magnetic field does not emerge from the planets core means that no Earthly compass or system of navigation will function properly on Georgium Sidus. Even creatures that are never lost will lose all sense of direction on this planet. These magnetic fields buffet ships entering orbit and make electronic devices unreliable (50% chance of failure on each use).

The Great Planetary Clock
Due to the rings and the 98* axial tilt of Georgium Sidus, the planet combined with its rings resembles a clock face. The moons of the planet race around like watch hands. Some scholars have theorized that some divine power or ancient civilization intentionally altered the properties of this planet to act as a timer. Theories abound about the purpose of this immense clock. So believe it counts down to the return of ancient alien power or the destruction of our Solar System. Others believe it is an ancient calendar that marks by lunar conjunction the arrival of comets, solar flares, meteor storms, and other stellar phenomenon. Some believe that the solar titans (Standard D&D titans modified by Space Creature Template) were imprisoned by Jupiter within the planet for crimes against the Gods and will be released as at rare lunar conjunction when the walls of their prison periodically open.

Peoples of the Sky
Uranus fathered many children with his consort Gaea. The Divine Titans (6 males and 6 females), the Hundred Handed, and the Cyclopes are all his children. When his son Cronos castrated him, from his blood which spilled onto the Earth came forth the Gigantes (giants), the three avenging Furies (medusa variants), Meliae (ash-tree nymphs) and the Telchines. From Cronos’s genitals thrown into the sea came forth Aphrodite (Venus). Many corporeal creatures live on the massive floating icebergs lifted by Icarus Trees frozen within like Popsicle sticks. These floating ice blocks of ice are often called “Cloud Realms” since they are habitually surrounded by fog. Metal is extremely rare on all Gas Giants but is especially prized on Georgium Sidus as a tool for carving ice and hunting Air Whales and Cloud Seals.

ASTRO GIGANTES

The most frequently encountered variety of gigantes (giant) in Georgium Sidus is a space giant. All other giant races exist on or around Georium Sidus but are limited to their own cloud realms, Astro Gigantes travel along the rings of Georgium Sidus as well as its many airless moons.

ASTRO GIGANTES (SPACE GIANT)
Huge Giant
Hit Dice: 19d8+133 (218 hp)
Initiative: +2
Speed: 35ft (7 squares), Burrowing 10ft (soft earth), Space Flight 30ft (perfect) in breastplate; base speed 50ft, Burrow 25ft, Space Flight 30ft.
Armor Class: 27 (–2 size, +2 Dex, +12 natural, +5 breastplate) touch 10, flat-footed 25
Base Attack/Grapple: +14/+36
Attack: Greatsword +26 melee (4d6+21/19–20) or slam +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14 ranged (3d6+14/x3)
Full Attack: Greatsword +26/+21/+16 melee (4d6+21/19–20) or 2 slams +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14/+9/+4 ranged (3d6+14/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities
Special Qualities: Freedom of movement, immunity to electricity, dark vision 120ft, low-light vision, rock catching, breathless, Fire & Cold Resistant 20,
Saves: Fort +17, Ref +8, Will +13
Abilities: Str 37, Dex 14, Con 25, Int 16, Wis 20, Cha 15
Skills: Climb +19, Concentration +27, Craft (any one) +13, Diplomacy +4, Intimidate +12, Jump +23, Listen +15, Perform (sing) +12, Sense Motive +15, Spot +25, Swim +9*
Feats: Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack, Zero-G Training
Environment: Warm mountains
Organization: Solitary or family (2–4 plus 35% noncombatants plus 1 sorcerer or cleric of 7th–10th level plus 1–2 space krakens, 2–5 stellar griffons, or 2–8 lagrange sharks)
Challenge Rating: 14
Treasure: Standard coins; double goods; standard items
Alignment: Often chaotic good
Advancement: By character class
Level Adjustment: —
Space giants have mars black to midnight blue skin. Space giants have bright gold and platinum hair with silvery gray or golden eyes. Adults are about 21 feet tall and weigh about 12,000 pounds. Space giants can live to be 600 years old. Space giants’ garb is usually a short, loose tunic belted at the waist, sandals or bare feet, and a headband. They wear a few pieces of simple but finely crafted jewelry, anklets (favored by barefoot giants), rings, or circlets being most common. They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food.

COMBAT
Space giants use weapons and spell-like abilities instead of throwing rocks. Their composite longbows have a range increment of 180 feet but have 20 RI in zero gravity.
Spell-Like Abilities: 1/day—call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day—control weather, levitate. Caster level 20th. The save DCs are Charisma-based.
Freedom of Movement (Su): Space giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.
Breathless (Ex): Space giants have no need to breathe since they produce their own oxygen internally.
Fire and Cold Resistance (Ex): Space giants have 20 points of resistance to fire and cold damage.

SPACE GIANT CHARACTERS
About 20% of adult space giants are sorcerers or clerics. A space giant cleric has access to two of the following domains: Chaos, Good, Protection, or War.

FURIES
In mythology the Furies were devoted to taking vengeance on those that wronged others or offended the Gods. The Furies are three different extraterrestrial variations of the medusa breed including Alecto ("Unceasing"), Megaera ("Grudging"), and Tisiphone ("Avenging Murder"). Furies often work as mercenaries, assassins, and enforcers and can be found anywhere in the solar system. The adjustments below are made to the common medusa (MM1) to change them into the more exotic Furies.
• ALECTO: The Alecto medusa gains Swim Speed: 30ft instead of land speed, breathe underwater, +3 AC natural armor, Fast Healing 5, and +1 CR. This type of Fury is most common to aquatic environments.
• MEGAERA: The Megaera medusa gains Burrow Speed: 15ft in addition to land speed, DR 5/-, Scent ability, Blindsight (60ft, sonic), Acidic Blood (Ex): The extraterrestrial has acidic blood. Each time it takes damage, it deals acid damage to all adjacent creatures and objects as it splatters its blood on them. The amount of damage equals 1d6 per 3 Hit Dice of the creature (rounded down), to a maximum of 5d6 points. A successful Reflex save (DC 15) halves the damage. Light Sensitivity (-1 attack roll in bright light), and +2 CR. This type of Fury is common to asteroids, rocky moons, and terrestrial planets.
• TISIPHONE: Gains Space Flight: 30ft (perfect) in addition to land speed, Fire and Cold Resistance 10, Dark Vision 120ft, Radiation Resistance (Ex): +8 on saves, Breathless, -2 STR, +2 CON, Zero-G Training, and +1 CR. This type of Fury is almost always found in outer space.

ASH TREE NYMPHS
These creatures are not nymphs at all but are a variety of extraterrestrial dryad which has bonded with a frost resistant variety of Icarus Tree floating in the upper atmosphere of Georgium Sidus.

ASH TREE NYMPH

Medium Fey
Hit Dice: 4d6 (14 hp)
Initiative: +4
Speed: Fly 60ft (Poor), Has no legs.
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Dagger +6 melee (1d4/19–20) or masterwork longbow +7 ranged (1d8/x3)
Full Attack: Dagger +6 melee (1d4/19–20) or masterwork longbow +7 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, tree dependent, wild empathy
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings)
Feats: Great Fortitude, Weapon Finesse
Environment: Temperate forests
Organization: Solitary or grove (4–7)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: —
An ash tree nymph’s delicate feminine features, though her flesh is like silvery fine wood, and her hair is like a canopy light blue leaves. She is humanoid but her legs are replaced with long tapering vines that link her to her tree (900ft long). The fey can fly without any apparent wings. During the 42 year long winter the nymph is withered like an old woman, but during the summer it appears young. The bond it has with its tree allows it too survive on minimal food and water. Ash Tree Nymphs speak Common, Elven, and Sylvan.

COMBAT
Shy, intelligent, and resolute, dryads are as elusive as they are alluring—they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a dryad uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense.
Spell-Like Abilities: At will—entangle (DC 13), speak with plants, tree shape; 3/day— charm person (DC 13), deep slumber (DC 15), tree stride; 1/day—suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.
Tree Dependent (Su): Each dryad is mystically bound to a single, enormous Icarus Tree native to Georgium Sidus and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.
Sonic Shriek (Su): Once every 1d4 rounds, the extraterrestrial dryad’s scream affects a 30-foot cone. The dryad’s sonic weapon deals 4d6 sonic damage (1d6 per HD) to all opponents within the cone shaped effect. Targets that make successful 12 DC Reflex saves take half damage (DC 10 + 1 /2 creature’s HD + creature’s Con modifier).
Energy Resistance (Ex): The extraterrestrial dryad gains cold resistance 10.

TELCHINES
The Telchines are a common minor fey creature of Georgium Sidus. They have gray skin with golden multifaceted eyes, and have a natural talent with magic. Blue antennae replace a nose and only a thin slit for a mouth. Telchines tend to wear heavy furs with large hoods. They thrive in the frozen branches of native Icarus Trees but the most powerful create Cloud Castles that function as both home and seat of power. Telchines have no elaborate government since most do as they wish unless prevented by someone with greater magical power. The Telchines worship the God Uranus and his consort Gaea. They are fierce foes of giants and are infused with birth magic that gives them the ability to reshape ice.
SIZE: Small Fey
SPEED: 20ft, Burrow 10ft (Ice only)
RACIAL PROFICIENCIES: Simple and Martial (or Archaic)
RACIAL ATTRIBUTES: -2 STR, +2 DEX, +2 WIS, -4 CHA
RACIAL ABILITIES:
• +1 Racial Attack Bonus against Giants
• Resist Cold (Ex): The creature can resist 5 points of cold damage.
• Create Ice (Sp): Once per day, the Telchines can conjure one cubic foot of ice per HD in any shape he or she desires. A craft check is required to create a specific object. Ice has zero hardness and 3 Hit Points per inch of thickness.
• Ray of Frost (Sp): Cast “Ray of Frost” twice per day at HD CL (INT based).
RACIAL SKILLS: Icecunning (Ex): Telchines can apply a +2 bonus to Search checks to spot traps and abnormalities in structures and natural features made of ice or stone. The fey can automatically make a Search check if she comes within 10ft of unusual features and never loses her direction underground. +2 on all Balance checks, +2 on all Climb checks.
INITIAL LANGUAGES: Sylvan and Common
FAVORED D&D CLASS: War Mage
Level Adjustment: +0


Moons of Georgium Sidus
The five largest moons of Georgium Sidus are ruled by five different fey monarchies. The two largest monarchies are the Seelie Court ruled by Titania and the Unseelie Court ruled by Oberon. Ariel is home the Masque Bands that rebelled from feudal rule of other fey. Umbriel is both the ruler and dark planet of the Slyph. Tiny Miranda is the Duchy of the Petals and other tiny fey.

Titania
Titania is the largest moon and home of the Seelie Court. The Seelie Court is both a philosophical movement and monarchy. It is the firm belief of the Seelie Court that blood purity is vital to magical power and longevity of their race. The Seelie Court stresses purity in their members and politics. Titania is ruler of the moon and is extremely xenophobic. Intruders in her domain will be attacked and chased out.

Oberon
Oberon is the second largest moon of Georgium Sidus. Oberon,the ruler of the Unseelie Court, encourages diversity and transformation. He often plays tricks on others and is extremely fond of games. The ruler can be a great friend to those who please him and a deadly foe to those that offend him. The Unseelie Court includes many Half-Fey among its members.

Umbriel
Umbriel is coated in a layer of ash and smoke. Unlike all the other fey moons, Umbriel has greedily embraced the Industrialization Revolution. Umbriel is a sylph who rules his fellows with a steel fist. His “Iron Court” attempts to ride the wave of scientific innovation started by Britannia’s push into the Aethersphere into greater power for his court. Umbriel will attempt to purchase any “scientific” devices brought within his reach with his “faerie gold”. If this approach fails, he will “nationalize” (steal) any object that is deny him. Umbriel’s Iron Court is populated by fey that are unaffected by “cold iron” such as gremlins, cobbler goblins, toadstools, and sprocket gnomes (Iron Kissed). The Sylph is the indigenous race of Umbriel and is very skilled in metal working.

SYLPH

Sylphs are considered “Iron Kissed” fey because not only are they unaffected by cold iron; they have a fondness for working with metal. The Sylph is a natural locksmith. It is highly skilled at creating complex mechanical locks (including combination locks, time locks, and safes) as well as opening them as well. The Sylph is extremely thin and has tiny vestigial wings that are useless for flight. The skin and hair of the Sylph is chalk white and they have a fondness for black clothing. Its eye color changes with its mood: red when angry, blue when sad, green when jealous, and yellow when frightened. Otherwise it is normally pale violet.
Sylph love riddles, puzzles, and similar mental challenges and often create puzzle locks rather than conventional key locks. Their tiny bodies and thin limbs allow them to pick human sized locks barehanded. Sylph hand weapons often multifunction as masterwork locksmith tools.

SIZE: Tiny Fey (0ft reach, must enter an opponents square to attack with most melee weapons which provokes an attack of opportunity).
SPEED: 20ft
RACIAL ATTRIBUTES: -4 STR, -2 CON, +2 INT
RACIAL ABILITIES:
• Low Light Vision (Ex): double normal human range in twilight
• Rusting Grasp (Sp); Cast the rusting grasp spell once per day at HD CL (CHA based). Only a sylph with a CHA score of 14 or higher can use this spell.
• Magnetic Aim (Su) Any metallic tipped weapon used by the character gains a +1 attack bonus and against Metallic targets (i.e. iron golems, plate armor, etc.)
• Internal Compass (Su) The creature can detect strong magnetic fields and always knows what direction is north.
• +1 attack bonus and +4 AC Dodge bonus against “Constructs”.
• Forge Charmed Lock (Su): The sylph is extremely skilled in creating mechanical locks. She can also instill within any lock she designs a mystical bonus that makes the lock more difficult to sunder, pick, and burst. Creating mystic locks is similar to providing a magical bonus to armor. The bonus instilled into the lock is added to the lock’s AC, hardness, and as a modifier to the lock’s normal Lock Picking DC and Burst Check. The total bonus added to a lock can not exceed a +5 but up to a +10 bonus can be added in the form of Energy Resistance, Blinding (flashes when picked twice), Glamered (lock is disguised as a knot, ribbon, or string), Invulnerability, Reflecting (one spell attack per day), Shadowed (hard to find lock), Spell Resistance, and other purely defensive magic armor special abilities of a similar nature. The lock must be of masterwork quality but can be composed of any type of metal. Enchanting the lock has the same component and experience point cost as enchanting a suit of armor.
RACIAL SKILLS: +2 bonus on Disable Device, Pick Locks, and Craft (Lock) checks.
RACIAL WEAPON PROFICIENCIES: Simple and Martial (or Archaic) Weapons.
INITIAL LANGUAGES: Common and Sylvan
FAVORED D&D CLASS: Rogue
LEVEL ADJUSTMENT: +0

Ariel
Ariel was once enslaved by a powerful fiend but they were able to gain their freedom and drive out their demonic suppressors. The fey of Ariel love parties, music, and dancing. They love to play tricks and prize freedom above all else.

The Masque Bands are named after the practice of the inhabitants of Ariel to always wear masks at all times. Any visitor to the planet will also be required to wear a mask since they consider a bare face an act of rudeness. The quality of your mask is an indication of your rank within the community. Anyone can challenge you to a duel for your mask. These duels are usually fought to first blood or until one side yields. The ruler of the Masque Bands is identified by his or her mask (The Ariel Mask) and is not a specific individual.

The Masque Bands delight in illusion and espionage which is foundational to the offensive and defensive abilities which secure their freedom. The small moon of Caliban was also once enslaved but has become Ariel’s chief rival and a constant state of low level warfare exists between the two moons. Caliban is populated by pig faced orcs, half-orcs, and hags.

Miranda
Miranda is a tiny moon of open tundra and artic blossoms. This moon is home to various “Tiny” and even smaller breeds of fey. Oversized intruders are unwelcome on this moon and will find themselves under a constant barrage of tiny arrows and magic. The Blue Myte is a species of fey unique to the moon of Miranda.

BLUE MYTE

The Blue Myte is difficult to see with the unaided eye and is often mistaken for an insect at a distance. Blue Mytes are individually very weak but combined in swarms to accomplish great deeds and fight enemies. The swarm is extremely skilled at hiding in plain sight since each of its component mytes is so miniscule (FINE creatures).
Large Fey (Swarm)
Hit Dice: 8d8+15 (55hp avg)
Initiative: +5
Speed: 20ft, Flight 40ft (perfect)
Armor Class: 18 (+5 Dex, +4 Insight, -1 Size)
Base Attack/Grapple: +4 (Can’t Grapple)
Attack: Swarm (2d6 slashing + Freeze Muscles)
Full Attack: Swarm (2d6 slashing + Freeze Muscles)
Space/Reach: 10ft x 10ft/ 0ft reach
Special Attacks: Freeze Muscles (Su), Flame Strike (Sp): 1/day, Death Frost (Su)
Special Qualities: Swarm Traits (Ex); Low-light Vision (Ex); Immunities (Ex): Immune to Cold, Critical Hits, Weapons, Single Target Spells, Energy Drain, Mind Affecting Effects, Petrification, Polymorph, Sleep, Paralysis, and Stunning
Saves: +5 Fort, +11 Reflex, +9 Will
Abilities: As a swarm: 10 STR, 20 DEX, 16 CON, 10 INT, 16 WIS, 14 CHA
Skills: Hide +25, Move Silently +9, Spot +8, Listen +8
Feats: Alertness
Environment: Frozen moon of Miranda
Organization: Single swarm or 1d6 swarm clouds
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 9 to 15 (Huge Swarm)
Level Adj.: NA

COMBAT
The blue myte swarm often ambushes targets my hiding until its victims are within easy reach. The razor wings of the swarm inflict slashing damage on all targets within the swarm at the end of a round and may freeze muscles inflicting 1d3 STR damage.

Freeze Muscles (Su): Any creature damaged by the swarm attack must make a Fortitude Save (DC = 10 +50%HD +CON modifier of the swarm) or suffer 1d3 STR damage.

Flame Strike (Sp): The blue myte swarm can cast “Flame Strike” with a caster level equal to its HD total. (Wisdom Based spell DC). Flame Strike can only be used once per day an creates a tower of blue flame.

Death Frost (Su): When a swarm is reduced to zero it explodes in a freezing cloud of dust which inflicts Cold and Piercing damage is equal to 1d6 per Hit Dice of the swarm, to a maximum of 15d6 points to all targets within 5ft of the swarm.

SWARM TRAITS
In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity. Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.
Always Hit (Ex): Swarms always successfully hit any target within the swarm at the end of the swarm’s movement phase.
Swarm Immunities (Ex): Swarms can’t be bull rushed, grappled, flanked, or tripped. Swarms composed of “Fine” creatures are immune to critical hits, single target spells, and conventional weapons.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Vulnerabilities of Swarms
A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.
A weapon that inflicts energy damage (or area effect damage such as an explosive grenade or sand blaster) deals its full damage with each hit, even if the weapon’s normal damage can’t affect the swarm.
A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.
Area effect spells inflict 150% damage, but immune to single target spells.

Adventure Hooks

1. Pi in the Sky: A skilled Numibian Mathematician has found a way to create a one-dimensional gateway between worlds through the Anzac Pyramid of Southern Congo. This gate currently links Earth with a Gas Planet of undetermined origin (Georgium Sidus). The characters are hired to enter this gate way and locate its position in the solar system. This will be a one way journey unless on arrival the characters can gather enough astromical data and secure a local ice pyramid for the return journey to Earth.

2. Dream Worlds: The adventuring party gets involved in the internecine warfare between the Seelie and Unseelie Courts. Both sides may attempt to use the characters as cat’s-paws but both sides view humanoids as cannon fodder.

3. Hidden Opportunity: Entrepreneurs are always looking for new opportunities. A Parisian Business Magnate wishes the characters to secure trade relations with the Masque Bands of Georgium Sidus for the exchange of exotic minerals in exchange for high quality masks. They characters will travel to the planet by the best currently available means and attempt to open negotiations with the citizens of Ariel. Finding the ruler of the planet to sign a trading contract looks to be extremely difficult since it appears that he is currently in hiding.
#25

grimgrin

Apr 30, 2008 12:35:08
Neptune
Neptune is a watery planet composed of a boundless ocean. The planet has no land mass larger than small atolls (coral reefs that break above the surface of the water) scattered across the planets surface. The extreme distance of the sun would ordinarily freeze all the water on Neptune but the extreme heat of the core of the planet keeps the water from freezing. Above the waves of Neptune, the wind blows fiercely and keeps the water of the planet in ceaseless storm conditions. No creature can survive long above the surface in the endless storms of Neptune. Below the waves, Neptune provides a wide variety of aquatic habitats. The sun has little impact on water temperature. Instead volcanic vents keep some ocean currents at tropical temperatures. Other currents are near freezing. The water near the ocean’s floor is so heavily compressed by deep sea pressure that it forms a solid. This solid is called deep sea ice even though it is not formed by freezing. Neptune is mineral poor, all weapons and armor are formed by coral, bone, shell, pearl, and other organic materials. The gods of Neptune are Poseidon and Amphitrite. The moons of Neptune are named after other Roman aquatic gods.

Seas of Neptune
The world sea of Neptune is not the anemic oceans of Earth. The surface is in a constant roil due to the hurricane force winds of the upper atmosphere. This global ocean is made of more than just water; ribbons ammonia, mercury, and carbonic acid flow through Neptune like blood vessels. Tidal currents range from boiling hot to super chilled. Life forms native to Neptune are extremely diverse. Some are capable of living in extremely acidic environments. Some thrive in boiling temperatures. Others have anti-freeze in their veins. The dimness of the sun has no effect on the life forms of Neptune since many varieties of flora, bacteria, and fauna provide intense bioluminescence. The most common sentient humanoid is the Neptunian. Neptunians are water breathers and have only recently discovered the universe beyond their watery realm. Neptunians often wear armored suits that provide the wearer with oxygenated water as well as protection. Neptunians are often employ spear guns that work equally well above and below the waves.
NEPTUNIANS
Neptunians are aquatic monstrous humanoids that must be continually immersed in water to survive for long. They are extremely resilient and dexterous but are mentally and physically limited. Neptunians are strict carnivores, have pointed teeth, com-pound eyes, and fuchsia striped skins. They can deliver a shock with a touch once per day.

SIZE: Medium Humanoid (Aquatic)
SPEED: 20ft, Swim: 30ft (Survive out of water for 1 round per CON point).
RACIAL ATTRIBUTES: -2 STR, +2 DEX, +2 CON, -2 WIS, -2 CHA
RACIAL PROFICENCES: Simple Weapons, Light Armor, and Shields
RACIAL ABILITIES:
• Dark Vision (Ex): 60ft
• Shocking Touch (Ex): As a standard action available once per day, the Neptunian can inflict 1d6 electrical damage per 2 HD as a “touch attack”.
• Resist Acid 5; Neptunians are acid resistant due to the corrosive ocean of their home planet. Neptunians negate the first five points of acid damage.
• Cartilage Bones (Ex): Neptunian gains a +2 bonus on Tumbling, Escape Artist, and Sleight of Hand checks due to their flexible bones.
RACIAL SKILLS: +8 on any Swim check due to SWIM SPEED.
INITIAL LANGUAGES: Neptunian and Common
FAVORED D&D CLASS: Ranger
LEVEL ADJUSTMENT: +0

Moons of Neptune
The 13 moons of Neptune are unique in the solar system since most of them were created by an ancient lunar collision. Nereid was once a larger moon but after Triton collided with it the moon was smashed into fragments. It is likely that Neptune's inner satellites are not the original moons but formed from the accreted rubble from the havoc that was wreaked after Triton's capture. Triton's original captured orbit would have been highly eccentric, and caused chaotic perturbations in the orbits of the original inner Neptunian satellites, causing them to collide and become reduced to a rubble disc. Only after Triton's orbit became circular did some of the rubble disc re-accrete into the present-day satellites. Like marbles colliding with each other, the impact of Triton send the original moon flying in new and unexpected directions. The five moon of most significance are Triton (the only spheroid moon), Nereid, Halimede, Proteus, and Galatea.

Triton
Triton is the son of Poseidon and Amphitrite. He is known as the trumpeter of the sea and his instrument is the conch shell that is able to calm or raise waves. Triton was once a thriving watery world but the gravity of Neptune sucked it into orbit and caused it to collide with Nereid. The collision fractured the planet and finally settled only a small moon remains. The moon remains geological active with volcanic “fountains” that continually recover the planet with ice and snow. Beneath the thick icy crust, male and female tritons (MM1 book) battle with ichthyocentaurs ("Fish-centaur" is a normal centaur with the aquatic subtype added) which have the forefeet of a horse in addition to the human body and a fish tail. The fabled conch shell of Triton is the prize that they have contested for centuries. Unfortunately Triton is spiraling to its doom and will eventually crash with Neptune destroying both spheroids.

Nereid
Nereid is named after the 50 lovely daughters of Nereus, the nymphs of the Mediterranean Sea. Nereid is only a fraction of its original size since its collision with Triton. Once this was a thriving ocean moon but now it is barren rock ball. The ghostly oceans of Nereid are filled with the undead spirits of the long departed. All that remains of the once thriving ecosystem are the umbral creatures and wheeps (Liber Motis).

Halimede
Halimede is a sliver of shattered Nereid. Like Triton, it revolves in the opposite direction common to all lunar satellites (retrograde orbit). Every year the elliptical orbit of Halimede comes close to a head on collision with Nereid. Eventually the moon will crash into its parent. A dark prophecy claims that when these two undead moons collide a great evil will be released into the Solar System.

Proteus
Proteus is named after the son of Poseidon and a legendary Greek Hero. This icy satellite is a nest site for the Star Pegasus and Lunar Chimera (Apply Space Creature Template).

Galatea
Pygmalion once made a statue so perfect that he fell madly in love with it. The Goddess Venus to pity on the poor sculpture and brought his creation to life. The Galateans worship Galatea as the mother of their race. As in the legend, Galateans are sentient veined marble female statues given life by divine grace with eyes that gleam like gemstones.
GALATEAN
SIZE: Medium Outsider (earth) SPEED: 30ft
RACIAL ATTRIBUTES: +2 STR, -2 DEX, +2 CON,
+2 CHA
RACIAL ABILITES:
• +3 Natural Armor
• Immune to Disease and Earth subtype magic spells
• If the GALATEAN has a WIS score of 14+, she gains the following spell-like powers base on the HD of the creature which she can use once per day each.

Hit Dice Spell Like Ability (Sp) Hit Dice Spell Like Ability (Sp)
1-2 Magic Stone 11-12 Stoneskin
3-4 Soften Earth/Stone 13-14 Earthquake
5-6 Stone Shape 15-16 Iron Body
7-8 Spike Stone 17-18 Elemental Swarm
9-10 Wall of Stone 19+ Reverse gravity

RACIAL SKILLS: +2 on Bluff, Disguise, and Gather Information checks
INITIAL LANGUAGES: Neptunian, Common
FAVORED D&D CLASS: Rogue
LEVEL ADJUSTMENT: +3

Adventure Hooks

1. Poseidon Adventure: The heroes are given the chance to explore Neptune. They can reach this distant planet in a variety of ways. The slowest route will be by Solar Sail since the journey will take 12 to 24 months from Jupiter depending upon the relative Position of Neptune. A faster route is by Manteca Crystal Skull but this leaves the characters naked on arrival (only psychically atuned artifacts can travel this way). A pyramid portal can be open but this will dump the characters into the seas of Neptune and the portal only functions one way. A new pyramid portal must be opened for the return trip. On arrival the characters may have to find an alternative form of transportation, a Star Pegausus may be used for an interstellar mount if the characters can supply their own oxygen during aether flight.

2. Quest for the Conch: The Conch of Triton is rumored to have power over the tide, but the characters are hunting for it for a specific reason. Soon Triton will crash into Neptune but this disaster can be averted if the characters find the Conch and use it to push Triton into a slower decaying orbit. The Conch can be hidden somewhere on Triton or on any Neptunian Moon due to the ancient collision of Triton and Nereid. Both the triton race and the icthyocentaurs covet this ancient artifact and will stop at nothing to possess it, even risking their own destruction.
#26

grimgrin

May 04, 2008 18:23:16
Aethernauts d20 Trans-Neptunian Objects
They are numerous solar system bodies out beyond Neptune. First of there are several Plutinos. These planetoids are deathly cold spheres that harbor unique life forms adapted to eternal night and constant temperatures well below freezing. In astronomy, a Plutino is a trans-Neptunian object in 2:3 mean motion resonance with Neptune. For every 2 orbits that a Plutino makes, Neptune orbits 3 times. Plutinos are named after Pluto, which follows an orbit trapped in the same resonance, with the Italian diminutive suffix -ino. Plutinos are the largest masses within the Kuiper Belt which fills a region of space just beyond Neptune. It is similar to the asteroid belt, although it is far larger; 20 times as wide and 20–200 times as massive. Like the asteroid belt, it consists mainly of small bodies (remnants from the Solar System's formation) and all known “Plutinos”. But while the asteroid belt is composed primarily of rock and metal, the Kuiper belt objects are composed largely of frozen volatiles (dubbed "ices"), such as methane, ammonia and water. Beyond the Kuiper Belt is the Scattered Disc. The scattered disc is a distant region of our Solar System, thinly populated by icy minor planets known as scattered disc objects (SDOs), a subset of the broader family of trans-Neptunian objects (TNOs). The innermost portion of the scattered disc overlaps with the Kuiper belt, but its outer limits extend much farther away from the Sun and farther above and below the ecliptic than the belt proper hence the name of the region. The largest planets of the Scattered Disc are Vulcan, Loki, and Eris. Beyond the Scattered Disc lies the Oort Cloud. The Oort cloud is a field of icy blocks and is the source of comets when Neptune pulls comets into the gravity well of the sun. Two artificial types of Trans Neptunian Objects exists as well called “Centaurs” and “Trojans”.

Plutinos
Plutinos are frozen worlds hostile to organic life. The freezing tempatures and perpetual darkness prevents conventional life forms from flourishing. Without bright sunlight plants and the animals that feed on plants can not exist. Instead, life on Plutinos is based on fungi and bacterium. Dead and decaying aether moss, asteroid wood, and other organic matter is pushed by the solar wind out to the farthest reaches of the Solar System. The larger objects within the Kuiper Belt pull in this material which is in turn digested by various stellar fungi and bacterium. Some scavengers have also developed which feed on stellar flotsam and the largest species exist on the tiny planets of the Kuiper Belt. These planets are home the race of humanoids called “Styxians” who are in turn feed upon by a wide variety of undead which occupy the upper tier of society as well as top of the food chain. There are seven Plutinos of significance in the Kuiper Belt.

STYXIANS
SIZE: Medium Humanoid
RACIAL ATTRIBUTES: No Modifiers
RACIAL ABILITIES: Dark Vision: 120ft, Impervious to Cold, Detect Undead (Sp): Cast as a spell like ability once per day as the spell with a caster level equal to the Styxian’s HD total.
RACIAL SKILLS: +1 skill point per level (Same as Human)
FAVORED D&D CLASS: none
LEVEL ADJUSTMENT: +0

Pluto
Pluto is the largest of the Plutinos and is home of the VAMPIRIUM. This feudal empire is ruled by vampires. Rank is linked to the number of living serfs (Styxians) than your rule. The ratio of vampires to Styxians is more or less 1 to 10 since the vampires depend upon their serfs for labor as well as food. Vampires usually attack each other in single combat in order to preserve their serfs and acquire an opponent’s stock undamaged, but can engage in conventional warfare. A single ancient atropal (epic) rules the vampirium and aspires for dominance over the entire solar system. The introduction of rocket technology to Pluto has increased the spread of vampirism through out the solar system.

Charon
Charon is Pluto’s near twin and both planets circle about each other as a binary planetary system. Unlike the Vampirium of Pluto, the Wight Tribes of Charon are not as orderly and organized. The WIGHTONDRA is composed of the 12 Wight Tribes. Each Wight Tribe roams about Charon and pillages the homes of Styxians for food, plunder, and to reproduce. Each tribe is led by a winterwight (epic) who has a single vote in the ruling concil. Wight tribes are extremely territorial and periodically raid the holdings of nearby tribes. The poor Styxians of Charon live within fortified cities and must see to their own defense against invading wight tribes. Charon and Pluto are bitter rivals and both have made repeated attempts at conquest of the other.

Hydra
Hydra is a small moon of Pluto that is famous for the ancient multi-head snake that makes its home on this tiny moon. It is said that the hydra guards a fabulous golden treasure. Some say that it guards a tree of golden apples which provide immortality to anyone that eats one. Others claim that the hydra guards a golden fleece that will cure any disease. This is a paragon hydra and far superior to lesser breeds found elsewhere.

Nix (or Nyx)
Nyx is the Goddess of the Night and her moon is filled with shadows, darkweavers (FF), and glooms (epic). The most powerful of all the creatures on this moon is the Shadow of the Void (epic). Rumors exist of a secret lore concealed on this moon that can allow humans to jump from shadow to shadow across the solar system. This lore can take the form of books, oral traditions, or machinery. This treasure is guarded by eternally vigilant Umbral Blot Constructs (epic).

Rhadamanthus
Rhadamanthus was an ancient greek king. He discovered an arcane technique to preserve his life indefinitely as a demilich (epic). He has made his home on this remote planet were he can study the stars and magic in total seclusion. Trespassers and thieves will find his home well guarded by crypt things (FF), grisgol (MM3), and spell stitched undead (MM2). The ancient libraries of Rhadamanthus are a legendary treasure.


Orcus
Orcus is a demon lord and is also known as “Lord of the Undead”. His planet is heavily populated by larva, bone demons, undead, and various unsavory creatures. This planet is also the rumored repository of the legendary artifact “The Wand of Orcus”.

Ixion
Ixion is the god of kin-slaying and treachery. His people are genies, janni, and mephitis. They are known for their acts of mischief and malice across the solar system. The wind carved canyons of Ixion conceal treasures stolen from across the solar system. The most powerful creatures on this planet are a group of phanes (epic) that call themselves the Hoard Lords. These malevolent moguls use vice, intimidation, and blackmail to influence the fate of nations. They will perform any evil act for the right price. Anyone indebted to Ixion will never free themselves from the Robber Barons.


Scattered Disc
The Scattered Disc is formed from the pieces of the solar system that were not used in the formation of the Sun or the inner planets. This zone of loose rock, ice, is full of unexplored planets and ancient relics. It is composed of small ice planets and debris clouds. Metal is scarce in the Scattered Disc so most solid objects are carved from frozen water or gas and must be kept at super cold temperatures to remain strong. Three small planets move through this area of space.

The Shattered Disc has become the final refuge for many of the legendary creatures driven out of the Solar System by the Greek Gods during the “Giganta. Many of these “epic” creatures survive on the margins of the solar system. True Hecatoncheires, Greater Cyclopes, Phaetons, Elder Titans, and ancient Colossus War Golems are all can be found in the Shattered Disc. Many are eager to regain their former glory and depose the Greek Gods. The activities of Britannia are inadvertently weakening the hold of the Greek Gods on the solar system and may result in another war between the Titans and the Olympians.

Eris
Eris is the largest known planet in the Shattered Disc and is named after the Goddess of Strife. This planet is the throne seat of demons in the Kuiper Belt and Shattered Disc. Eris is always freezing cold but the planet is always boiling over with warfare. This war torn planetoid bears the scars of centuries of warfare and is filled with ancient relics and toxic spells. Eris also a small moon has called Dysnomia (the son of Eris).

Loki
Loki is a quirky planet named after the Norse god of mischief. This planet is shaped like and egg and legend has it that a massive dragon is incubating within it. The story goes that if this egg ever hatches it will signal the end of the solar system. Loki is home to many types of shape shifters such as a Protean and Genius Loci. Worshipers of Loki are common through out the solar system with thieves, pirates, doppelgangers, and murderers.

Vulcan
Vulcan is an unusual planet. Instead of a circular orbit, the path of Vulcan resembles a comet. It passes closer to the sun than Mercury but swings all the way out to the Kuiper Belt. This means that during the planets year (92 Earth Years) has both extreme cold and hot temperatures. This planet is heavily populated by Devils. When this planet is far from the sun this planet is frozen solid. When close the sun the planet becomes volcanically active. Like a comet, Vulcan has a pair of tails. One tail is steam and smoke release by the planet, the other is a steady stream of devilish imps ejected by the Devil Lords to scout and harass nearby planets and asteroids. Vulcan is well known and respected for their devilish machinery and infernal steel. Vulcan is named after the Roman god of metalworking.

Oort Cloud
The Oort cloud is a spherical cloud of comets that lie roughly 50,000 AU, or nearly a light-year, from the Sun; this distance places the cloud at nearly a quarter of the distance to Proxima Centauri, the nearest star to the Sun. The Kuiper Belt and Scattered Disc, the other two known reservoirs of trans-Neptunian objects, are less than one thousandth the Oort cloud's distance. The outer extent of the Oort cloud defines the boundary of our Solar System, and is the source of all comets that periodically plunge into the solar system. The Oort cloud is comprised of two separate regions: a spherical outer Oort cloud and a disc-shaped inner Oort cloud, or Hills cloud. Objects in the Oort cloud are largely composed of ices such as water, ammonia and methane but unlike the Asteroid Belt the cloud has a breathable atmosphere. The creatures that live within the Oort Cloud live in microgravity since the rocks floating within it do not have sufficient gravity. Astronomers believe that the matter comprising the Oort cloud formed closer to the Sun, and was scattered far out into space by the gravitational effects of the giant planets early in the Solar System's evolution. This mimics the parable of the Olympic Gods, for whom the planets are named, driving the Titans into the custody of Pluto (Hades). There are three major objects within the Oort cloud. They are Sedna, Quaoar, and Varuna which are massive blocks of fractured ice. The fragments form comets which fall into the solar system. The cryogenically frozen inhabitants are released as the sun melts it. The Oort cloud resembles a massive doughnut with the planets as the doughnut hole.

Sedna
Sedna comes from a nearby solar system (Proxima Centauri) which is infested by ravenous insects. Earths solar system is just one of the main solar systems they are attempting to invade. The Sedna Colony of extraterrestrial vermin periodically fires an comet filled with frozen insectoids into the solar system to start colonies on asteroids or planets. In this way, these insectoids are attempting to conquer the galaxy. Like most vermin, these insectoids individually are stupid but their hive intelligence is extremely sophisticated. The insectoid invaders favor swarms but any type of monstrous insect extraterrestrial is possible. The most powerful of Sedna vermin are “epic” ruin swarms and devastation vermin. The comet safe transports a cryogenically frozen creature into the solar system and the melting radiation of the sun frees it to infest nearby asteroids and planets.

Quaoar
Quaoar is a fragment of the same robot expedition that landed on Titan. Instead of merely enforcing lawful behavior, this robot factory produces constructs tasked with destroying all structures and life forms with in the solar system. They juggernaut constructs released by the factory planet (Quaoar) are tasked with making the solar system a “clean slate” for the arrival of their masters. Quaoar can create any type of construct, but the most powerful design is the “epic” Anaxims that are tasked with stripping planets of natural resources reguardless of indigenous life.

Varuna
Varuna comes from a different reality. It is filled with pseudonatural creatures and gibbering orbs that function by rule unknown to modern physics. As these creatures spread that warp reality around them until they are the native species and with are the ones ill suited to the solar system and its planets.


Centaurs
Centaurs are wildly scattered metallic spheres with eccentric orbits that lie between Jupiter and Neptune. The name of these spheres comes from the colonies of centaurs that populate them. These centaurs are able to steer their homes by the large “Cavorite” skins covering the surface of their planetoids. The centaurs live within the spheres which function as massive colony ships.


Trojans
Trojans are asteroid clusters in the Lagrangian points of the Gas Giants. Each planet has four Lagrangian points, the two largest are one either side of the planet in synchronous orbit. In these small gravitational lagoons, asteroids and other space debris can cluster. These stellar junk yards tend to be inhabited by scavengers and nomads. Trojans provide valuable layovers during long journeys, but also are often used as secret bases for pirates and beach heads for planetary invasions. The historical history of Trojans hiding enemy troops led to the name.


Adventure Hook
1. Final Frontier: The Oort cloud is the final frontier of exploration and hides many ancient secrets. The Olympians were able to drive the Elder Titans as well and many other ancient foes into the custody of Hades (Pluto). Many of these creatures lurking within the cloud wish to regain their former power and glory.

2. Frozen Foes: Many foreign powers would wish to take over ours. To advance this goal many have sent invasion forces cryogenically frozen within the planetoids Sedna, Quaoar, and Varuna. Each planetoid has it own variety invader. All launch comets which release invasion forces into the solar system as the comet is melted by radiation from the sun.
#27

grimgrin

May 08, 2008 12:28:21
I've broken down this site into PDFs posted at the top of the thead. These are the final drafts of this work with useful illustrations and tables. Three done and one to go.

Website with PDFs for Offline Reading

Aethernauts d20

#28

grimgrin

May 09, 2008 11:05:22
Zodiac Races (Optional)
The Zodiac Races are unique races linked to the zodiac signs. Like humans these creatures are widely scattered through out the solar system. No one knows whether these creatures are named after horoscope symbols or the signs of the zodiac were inspired by them. The zodiac races are radically different that standard races and may not be suitable for some campaigns.

Aquarians
Aquarians are the “Water Bearers”. They are slim, slight creatures with light yellow to pale violet skin with matching hair color. Otherwise Aquarians are identical to male or female humans and have an equivalent lifespan.
SIZE: Medium Humanoid* (See below)
SPEED: 30ft* (See below)
RACIAL ATTRIBUTES: -2 STR, +2 WIS
RACIAL ABILITIES:
Water Atavist (Psi): The Aquarius can fashion a water shell around their bodies that increases their size by one category, grants a deflection bonus of +2 AC, and Light Fortification (25% chance of a failed critical hit or sneak attack). The liquid water remains translucent and encapsulates all but the Aquarian’s head. The gain in size provides all of the bonuses and penalties of the new size in addition to the bonuses listed above. The Water Atavist only lasts a maximum of CON + 1 rounds (1 round minimum) then drains away. The Aquarius can not reform the atavist and suffers a -2 STR and -2 DEX penalties and moves at half speed for the rest of the encounter. The ability can only activated if a large water supply is nearby and the can only be used once initially and once more every 5 HD gained by the Aquarian per 24 hours. The character can still wear medium sized armor but is limited to “oversized” unarmed attacks with its watery fists (up die size). “Cold” effects targeting the atavist are harder to resist (+4 DC).
RACIAL SKILLS: +3 bonuses on Autohypnosis and Concentration checks
INTIAL LANGUAGES: Common and Aquan
FAVORED D&D CLASS: Monk
LEVEL ADJUSTMENT: +0

[size=5]Aries[size]
Aries is the “Ram”. This humanoid creature resembles a perfectly ordinary human but has the head of a big horn sheep. Like the big horn sheep, the Aries race is most comfortable in mountainous and remote regions with heavy snowfall. In size and age they are human like.
SIZE: Medium Humanoid
SPEED: 30ft
RACIAL ATTRIBUTES: +2 CON, -2 INT
RACIAL ABILITIES:
• Battering Ram (Su): Once per day, the Aries can add its HD total to one attempt to break down a door, gate, or wall each day. Battering Ram requires a ‘charge attack’ to work with least a 15ft run up to the creature’s top charging speed.
• Horns (Ex): The male Aries has a large set of horns that allows for a 1d6 (x2) slam attack (bludgeoning damage).
• Surefooted (Ex): The female Aries gains a +4 bonus to resist trips and bull rushes.
RACIAL SKILLS: +3 on all Climb and Jump Checks
INITIAL LANGUAGES: Common and Terran
FAVORED D&D CLASS: Ranger
LEVEL ADJUSTMENTS: +0

Capricorn
The Capricorn is the “Sea Goat”. In Greek Mythology this hideous creature blended the tail of a fish with the forequarters of a goat. The Capricon has a long racial history of aethership sailing. They enjoy an iron constitution, an unfailing sense of direction, and a flair for navigation. Humanoid Capricon have tiny sharp horns sprouting from their foreheads, goat-like eyes, and are covered in tiny metallic fish scales. Males have tiny goatees sprouting from their chinnie-chin-chins. They are sometimes mistaken for satyrs but are an entirely different species.
SIZE: Small Humanoid
SPEED: 20ft, Swim 20ft
RACIAL ATTRIBUTE MODIFIERS: -4 STR, +2 DEX, +2 CON
RACIAL ABILITIES:
• Iron Stomach (Ex): The Capricorn never becomes nauseated and is immune to ingested poisons.
• Rebreather (Ex): The Capricon can recycle its own oxygen in a airless environment (such as the aethersphere) for its CON score total of minutes.
• Fish Scales (Ex): The metallic scales of the Capricorn are usually white in color but most dye their scales in their favorite color of the rainbow. As a natural swimmer the Capricorn gains a +8 bonus to SWIM checks and can always take “10”. The Capricorn can not breath underwater but can hold its breath underwater.
RACIAL SKILLS: +3 bonuses on all Survival and Profession (sailor) skill checks.
INITIAL LANGUAGES: Common and Abysmal
FAVORED D&D CLASS: Fighter
LEVEL ADJUSTMENT: +0

Cancer
Cancer is the “Crab”, but the name is a misnomer for this race. Cancers are actually bipedal horseshoe crabs related to that ancient species found on Earth. Each has six legs and a long whip like tail. Its shell is naturally grey but many decorate it with metallic inlays and enamels. A Cancer is best known for its slow, methodical diligence and relentless determination.
SIZE: Medium Monstrous Humanoid
Speed is 20 ft. They can walk underwater at a speed of 20, but do not have a base swim speed.
RACIAL ATTRIBUTE MODIFIERS: None
RACIAL ABILITIES:
• Book Gills (Ex): Cancers can breathe underwater, and can also breathe on land, provided their gills remain moist. They can continue to breathe out of water for a number of minutes equal to their Constitution score.
• Tower Shell (Ex): The shell of a Cancer provides all the armor it requires for most of its adventuring career. It bestows a +4 armor bonus to AC, can be used to provide full cover as a tower shield, and imposes a -2 armor check penalty. A Cancer automatically has proficiency with its own tower shell armor. By going prone and 'turtling', a Cancer gains an additional +4 to AC in addition to full cover. While turtling the character is considered “prone” (with all the benefits and penalties) and it can not take any other actions until it stands upright. Because of this structure on their back, Cancers cannot wear additional armor. Like masterwork armor any magic armor effect can be built into the Cancer’s shell.
• Six Leg Stance (Ex): Their six legs give Cancers greater ability to resist bull rushes and trip attacks, and aid in balance. Cancers have a +4 to resist a bull rush or trip, and a +2 racial bonus to Balance. Additionally, Cancers can carry heavier loads than two legged creatures: Increase carrying load totals by 50%.
RACIAL SKILL BONUS: +2 to Spot and Search checks due to its three compound eyes.
AUTOMATIC LANGUAGES: Common and Aquan
FAVORED D&D CLASS: Wizard
SPECIAL GEAR:
Cancer Gilljacket
A heavy leather belt secures a pouch of breathable water over the gills, under the shell. Water must be replaced or somehow aerated once every 1+con mod hours, minimum of one. This allows Cancers to spend more time on the surface than would otherwise be possible. Cost: 50gp (Purchase DC: 9)

Cancer based on Xiphosrans Post by Maeglin Dubh


Gemini
The Gemini are a pair of “Twins”. Like the ancient Greek Myth of Castor and Pollux, Gemini are a pair of identical siblings that share one soul between them. The thoughts, sensations, and emotions of both twins are telepathically shared. What effects one twin affects both. When one twin dies, both will eventually die. Gemini closely resemble humans but their skin and hair are sharply contrasting colors such as red and green, blue and orange, yellow and purple, or mars black and titanium white.
SIZE: Medium Humanoids
SPEED: 30ft
RACIAL ATTRIBUTE MODIFIERS: None
RACIAL ABILITES:
One Soul, Two Hearts (Ex): The Gemini share one soul between the pair they must remain within 100 yards of each other or make a saving throw (Fort DC: 10 +1 per minute apart) or suffer -1 CON point damage. All character hit points are place in a pool shared by both characters. If the pool is depleted, then both characters risk death. Any spell that affects one twin affects both twins equally. Both twins must wear identical magic items of clothing if either twin is to benefit from the wondrous magical item. Both twins pursue the same character class, have the same skills, possess the same feats, must cast spells together in perfect unity, and perform bardic music as a duet. Raising the dead requires both bodies.
RACIAL SKILL BONUSES: +3 bonus to Gather Information and Diplomacy.
INITIAL LANGUAGES: Common and Celestial
FAVORED D&D CLASS: Bard
LEVEL ADJUSTMENT: +0

Leo
Leo is the “Lion”. Leos are brave, fierce, and prideful. They are quick to anger but are easily content. Most Leos have an affinity for sports and are extremely competitive. Some Leos become great leaders while others are vicious tyrants. Leos superficially resemble lions since they have thick luxurious blonde mane of hair, broad torsos, and retractable claws. Otherwise they are identical to humans.
SIZE: Medium Humanoid
SPEED: 30ft
RACIAL ATTRIBUTE MODIFIERS: +2 CHA, -2 WIS
RACIAL ABILITIES:
• Retractable Claws (Ex): The retractable claws of the lion are a pair of stainless steel knives that have been surgically implanted (Simple Weapon: 1d4, x3, Slashing, “Light”). Unlike “natural weapons” these steel claws can enchanted like MW weapons.
• Pounce (Ex): When a Leo with the Pounce ability makes a charge, it can follow with a full attack.
• Rake (Ex): A Leo gains one extra retractable claw attack when it grapples its foe. Normally, an individual can attack with only one of its stainless steel claws while grappling, but a Leo with the rake ability gains one additional claw attack that it can use only against the grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.
RACIAL SKILL BONUSES: +3 to Bluff and Intimidate skill checks
FAVORED D&D CLASS: Barbarian
INITIAL LANGUAGES: Common and Infernal
LEVEL ADJUSTMENT: +0

Libra
Libra is the “Balancing Scales”. All Libras are lawful in nature though vary in morality. Good Libras wish to spread harmony. An evil Libra wants ascendancy and control. Neutral Libras seek out truth and cosmic enlightenment.
Libras are very similar to humans but all are completely blind and can not read printed words or detect color. Most wear a blindfold over their eyes as a mark of their heritage.
SIZE: Medium Humanoid
SPEED: 30ft
RACIAL ATTRIBUTE MODIFIERS: -2 DEX, +2 WIS
RACIAL ABILITIES:
• Blind Sight (60ft) (Su): The Libra can see through sound rather that light. If the Libra is in a noisy area she must make a CONCENTRATION check to overcome distractions. She is never fooled by purely visual illusions or cosmetic disguises.
• Perfect Shot (Sp): The Libra can use the “True Strike” spell once per day.
• Palm Reader (Ex): The Libra adds one half her HD total (round down) to any Profession (Palm Reader) checks she makes. 5 ranks in Bluff grant a +2 bonus.
RACIAL SKILL BONUSES: +3 on Balance and Appraise checks
INITIAL LANGUAGES: Common (English) and Auran
FAVORED D&D CLASS: Paladin (or a Paladin variant: See UA)
LEVEL ADJUSTMENT: +0

Pisces
Pisces is the “Tied Fishes” which is an emblem of the ability of this race to control and ride ichthyomorphs. Like Jonah and the Whale, Veteran Pisces often live within the bowels of enormous aether fish which supplies them with air during long journeys. Juveniles start with smaller companions which grow with them. Pisces are mystically tethered to their mount to prevent separation. This intangible line is a spiritual bound that can be severed by force or by death. Pisces closely resemble halflings but have abrasive shark like skin with various stripped and speckled patterns and pointed teeth.
SIZE: Small Humanoid
LAND: 20ft
RACIAL ATTRIBUTE MODIFIERS: -2 STR, +2 WIS
RACIAL ABILITIES:
• Communicate with Animals (Fish only) (Sp): A spell-like ability, used at will.
• Immune to Acid (Ex): The creature is immune to corrosive acids.
• Bound Companion (Su): Similar to an animal companion, a Pisces with bound with an icthyomorph with 1 HD or less. As the Pisces grows in experience her companion will also flourish and gain hit dice as the Pisces gains HD. The Pisces can cast spells on her Bound Companion even if it is out of spell range due to the tether and view what the fish sees. The tether is a ghostly embryonic cord. This “intangible” cord can only be attacked by “ghost touch” weapons by those that can see the invisible. It has an AC of 18 and Hardness equal to 5 plus the WIS modifier of the Pisces. The hit point total of the cord is equal to 10% of the Pisces total which is lost if the cord is severed. If the companion is not dead then the link can be reestablished in one week. Until then the companion will not obey the commands of the Pisces. If the Pisces has the animal companion ability she can use it to control additional icthyomorphs or other animals.
RACIAL SKILL BONUSES: +3 on Profession (Fishing) and Use Rope skill checks
INITIAL LANGUAGES: Common and Aquan
FAVORED CLASS: Druid
LEVEL ADJUSTMENT: +0

Sagittarius
Sagittarius is a legendary centaur archer. The race that bears his name is also highly skill in archery. They are able to create their arrows out of thin air by drawing upon their own supernatural abilities. These arrows have different properties depending on the power of the Sagittarian creating them. Sagittarians have a Mohawk of bristly hair that runs from their brow all the way down to their tail bone. Otherwise the race is remarkably similar to humans but half as tall in stature.
SIZE: Small Humanoids
SPEED: 20ft
RACIAL ATTRIBUTE MODIFIERS: -4 STR, +2 DEX
RACIAL ABILITIES:
• Racial Bow Proficiency (Ex): The Sagittarian is skilled with all martial bows.
• Summon Arrow (Sp): The Sagittarian can create a number of arrows equal to its HD plus its INT modifier each day. Summoning an arrow is a move equivalent action. These arrows vanish at dawn. As the Sagittarius grows in power it can summon arrows made of special materials. Each arrow can only have one of the effects listed below.
Hit Dice Total Summoned Arrow Material<br /> 1 to 2 Conventional Arrows<br /> 3 to 4 Unconventional Arrows (such as armor piercing, flight, frog crotch, blunt, signal bulb, broad head, and other non-magical arrow points)<br /> 5 to 6 Cold Iron or Silver Plated Arrow<br /> 7 to 8 Alchemical Load Arrows (smoke, thunder, alchemist fire, etc) <br /> 9 to 10 Energy Arrow (pick one type)<br /> 11 to 12 Adamantium Tipped Arrow<br /> 13 to 14 Explosive (all within 5ft of target must make a Reflex Save 15 to resist half damage)<br /> 15 to 16 Mixed Energy (pick two energy types)<br /> 17 to 18 HE Explosive (all within 10ft must make a Reflex Save 18 to resist equal damage)<br /> 19 to 20 &#8220;Force&#8221; Energy Arrow<br /> 21+ +1 magical enchantment bonus per 2 HD gained granted to any of the above.
#29

grimgrin

May 14, 2008 13:26:17
Technology Addendum

Mercurian Technology

The Solar Empire of Mercury has left little evidence of its existence. Its descendents have fallen back into the dark ages from its former pinnacle of interplanetary travel. The few functional devices of this bygone era are precious relics of priceless value to the People of Mercury.

Quicksilver
Quicksilver is a unique psycho reactive metal that can be reshaped by the user’s mind. As a “swift” action the wielder can reshape the object into a variety of shapes. Mercury is the only planet that possesses this mineral but even on Mercury it is extremely rare. This metal is commonly used to create metal hand weapons, metal tools, and metallic suits of chain or plate armor. The weight of these objects can not be changed but these objects can assume decorative forms such as jewelry, metal mesh clothing, a filigree rod, a hollow pipe, a bowl, a length of chain, a mesh sack, or a metal box. Quicksilver can be reformed into any shape that has no moving parts. It has 30 hit points per pound and a hardness of 10 when stabilized. The quality of the quicksilver ore determines the number of shapes the quicksilver can attain. Common quicksilver can only assume two forms. Refined quicksilver can attain as many as 5 different forms. Specific forms for the quicksilver object are set when the object is forged. The size of the object can change but the weight is constant. One innovative use for quicksilver is to forge several pieces that transform into various gun components that can be manually assembled into a firearm. In this way the quicksilver does not violate the “no moving parts rule” since each piece is one of the moving parts. A standard blast gel single shot has 5 component parts (barrel, stock, trigger, spring, and hammer). BG bullets can not be created out of Quicksilver.
Common Quicksilver (2 possible forms): 800gp (16 DC) per pound
Superior Quicksilver (3 possible forms): 1600gp (18 DC) per pound
Purified Quicksilver (4 possible forms): 3200gp (20 DC) per pound
Refined Quicksilver (5 possible forms): 6400gp (22 DC) per pound

Silver Ships of Mercury
Incorporating many of the properties of the Quicksilver element, Mecurian ships are capable of combining and separating. A Silver Ship is composed of modular automated components that combined to form massive aetherships and separate to form smaller atherships: two 4 seat escape pods form one winged fighter, two fighters merge into one pinnace, two pinnaces form one destroyer, two destroyers form one cruiser, and two cruisers form one dreadnaught. Merging and separating ships is nearly instantaneous for adjacent vessels (“swift” action by all pilots) but requires a piloting control check to avoid a disastrous collision (Piloting DC: 15 plus the sum of all “vehicle scale” speeds involved). The Hp total of a created vehicle is the sum of its components and any damage is divided among the subdivisions. Each ship plan has an undeviating layout.

Solar Ray Guns
Most natives of Mercury are forced to use locally produced crossbows or imported blast gel firearms, but a few ancient antimatter rifles exist (8d6, x2, 120ft, 10lbs, ROF: 1 shot per round in bright sunlight). These ray guns are fueled by a silver umbrella sun visor.

Venusian Technology

Venus relies on biology and botany to create its vehicles and armaments. Venusian Aetherships are living plants that use sunlight to convert carbon dioxide into oxygen and provides food for the ship’s crew. As a living object, the ship can not be repaired but it can be healed. Advanced Venusian weaponry often uses native insects, fungi, and plants to attack others. These living suits of armor and weapons heal, adapt, and produce their own ammunition. “Green-Tech” is one of the many valuable biological exports of Venus.

Green-Tech Weapons
The Venusian’s composite crossbow (X-bow) may seem a primitive weapon to British soldiers, but when it is combined with advanced Venusian hybrid ammunition, it can surpass most blast gel rifles. Like human weapons a “Light” weapon is smaller than the wielder, and tripod mounted if two sizes larger. All X-bows take two hands to reload. Unlike standard crossbows, x-bows normally fire iron hard seeds that inflict blunt trauma. Hybrid ammo can be fired from X-bows or a simple hollow blow tube (10ft RI).
[size=5]Venusian X-bows[/size]<br /> &#8220;Simple&#8221;<br /> WEAPONS COST (DC) SIZE W. ROF Reload Action DAMAGE (Critical) RANGE INC<br /> Wrist X-bow 90gp (10) Small 6lbs Single Move 1d8 (19-20) 40ft<br /> Pistol X-bow 120gp (11) Medium 7lbs Single Standard 1d10 (19-20) 50ft<br /> Heavy X-bow 180gp (12) Large 8lbs Single Full Round 1d12 (19-20) 60ft<br /> Siege X-bow 220gp (13) Huge 12lbs Single 2 Full Rnd 3d6 (19-20) 80ft<br /> Hive X-bow* 6410gp (22) Large 10lbs SA None 1d10 (19-20) 50ft<br /> *NOTE: A hive x-bow has unlimited ammunition due to the insect hive built into the bow but can&#8217;t use hybrid ammo. <br /> <br /> [size=5]Hybrid Ammunition[/size]<br /> Blast Pod: Inflicts sonic damage to target but all within 10ft must make a Reflex Save (15 DC) or suffer X-bow the same sonic damage as well (damage listed above by X-bow size). Cost for 10 Shot: 4000gp (21 DC).<br /> Blood Orchid: Standard piercing damage initially, plus -1 CON per day due to blood loss if the target fails Fortitude save (DC 15). Blood Orchid roots continue to dig until surgically removed (Heal DC 25, takes 1d6 min. per orchid attached). Cost per Shot: 6500gp (22 DC).<br /> Electric Taproot: Electrical damage with the first round but root firmly attaches to the target. Every electrical device used by the target ceases to function until the leech is removed (STR Check DC 15): Cost per Shot: 1600gp (18 DC)<br /> Flame Pollen: Inflicts fire damage on the target and releases a cloud of pollen that covers a 15ft cube. Every creature within the cloud must make a reflex save (15 DC) or have its clothing or hair set on fire (1d4 fire damage per round until extinguished with a full round action). Cost per Shot: 3200gp (20 DC)<br /> Raging Weeds: Bludgeoning damage inflicted by the first shot, but engulfs a 10x10ft area. All within the area suffer 1D6 damage from writhing tendrils at the end of every round. Wreath lasts for 10 rounds. Cost: 12K gp (24 DC)<br /> Shrieking Crocus: Inflicts bludgeoning damage, plus this noisy plant is sure to draw attention and is useful for creating distractions. A shrieking crocus inflicts a -4 Listen skill penalty and forces Concentration rolls (15 DC) for spell or skill use on all within 60ft of it for 10 rounds. Cost per Shot: 2500gp (19 DC)<br /> Strangle Vines: Standard bludgeoning damage in the first round but inflicts 1d4 bludgeoning damage every following round until removed (STR or Escape Artist Check: 15). Cost per Shot: 19,000gp (25 DC)<br /> Venomous Thorn: This black and yellow dart is filled with a single dose of poison. Standard piercing damage plus poison (1d4 DEX initial and secondary, Saving Throw 15 DC Fortitude save). Cost per Shot: 50,000gp (26 DC).<br /> Additional Modifications: Each can only be applied once to any one hybrid ammo shell.<br /> Gene Booster: Can be added to any of the ammunition above. Boosts the saving throw DC&#8217;s by +2 but doubles the cost of the ammunition (+2 Purchase DC). The Gene Booster can only be added once.<br /> Winged: Increase RI by 50% but doubles the cost of the ammunition (+2 Purchase DC)<br /> Burrowing: The ammunition ignores hardness or damage resistance. Cost x20 (+9 Purchase DC)
#30

grimgrin

Sep 03, 2008 20:25:08
MORE TECHNOLOGY

Martian Technology
The wondrous devices of ancient Barsoom run on radium pellets. This unique mineral is only native to Mars and is extremely powerful for its size. Each radium pellet provides 50 charges to any powerless Martian gadget. Martian inventions can be created using the guidelines given under Pulp Scientist Advanced Class (d20 Past).

Martian Airships
The human colonies and the natives of Mars depend on airships for cargo carrying and rapid transit over the arid plains of Mars. Once the Canals of Mars allowed ships to circumnavigate the globe but most of the canals have filled with silt and only a few have been reopened and repaired by Britannia. The greatest danger to airships is the frequent sandstorms. Most airship merchants travel in convoys for greater safety and profit. War blimps and zeppelins are often loaded with bombs to destroy ground targets and cannons to fight off other airships.

Panthan Guild
A Panthan is a Martian soldier of fortune that is free to sell his or her services to the highest bidder. It is the function of the guild to make sure that any contract made between a guild member and an employer is fully enforced. The guild often acts as a depository and holds the payment of its members until a contract is fulfilled. Guild contracts can range from bodyguard to banditry, assassination to frontal assaults, and gladiator to leg breaker. The guild makes no moral judgment of the contract but claims a 10% share. Members of the guild are premiere mercenaries and are marked by a guild tattoo and a “Gordian Knot”. This “knot” allows the guild to track down members where ever they are and identify them no matter how their appearance changes. The Gordian Knot is implanted into the skull of the guild member. The knot can not be removed since it is psychic construct not a physical object. Tracking the host is done psychically. “Cut-ting the Knot” is a euphemism for breaking guild regulations which is a capital crime.

Hormads (Synthetic Men of Mars)
Hormad are biological constructs formed in vast tissue vats. They have more in common with flesh golems than humanoids. They resemble Martians but most suffer from some type of deformity such as displaced limbs, missing or additional sensory organs, or malformed skeletons. A few are born nonviable due to the lack of a brain, deformity, or missing vital organs and are recycled into the tissue vats. The majority are capable of wielding weapons even though most Hormads are moronic and malformed. Homads are immune to blood loss. Even when chopped into pieces the cells stay alive and can only be truly destroyed by fire or acid. Any severed body part will grow a body (similar to the regenerative nature of a starfish) when reintroduced into the tissue vats. The tissue culture vats from which the Hormads spring have the same stats as a “black pudding”, but produces a crop of 1d6 Hormads every day so long as it is daily seeded with Hormad body parts.
Hormad: Medium Construct
Modifiers: +2 STR, No Constitution, -4 INT, -4 CHA, Construct Traits, Regenerate in Tissue Vat, +2 CR, Change creature type to Construct.


Asteroid Belt Technology
The Asteroid Belt of the Solar System separates the inner terrestrial planets from the outer gas giants. It is a loose belt of rock in orbit around the sun that never coalesced into a planet. The region is full of miners and prospectors looking to make it rich by finding valuable minerals among the widely scattered stones in the Belt. Rumors of mythical solid gold asteroids and boulder sized gemstones are pervasive and attract the greedy and desperate from all over the solar system. The largest asteroids have a limited gravity are boom towns and trading posts in the region. Ceres is the only planet in the belt and it supplies majority of fresh grain and produce for its neighbors.

Asteroid Locomotive
The orbital path of some of the asteroids in the belt is stable and close enough that a network of railway lines connects them together. The first asteroid locomotive was created by Britannia but the idea was so successful that it was widely imitated. The train carries large amounts of passengers and freight to successful mines, large settlements, and aether ports. The train travels in zero-gravity and is fastened to the rails by magnets, but both the top and bottom of the rails are utilized by trains traveling in opposite directions. Unlike terrestrial rail tracks the rails are made of a pair of heavy steel cable so they can be moved to new destinations without dismantling the rail line.

Asteroid Metropolis
Living space with gravity is scare in the region and highly valuable to any born on terrestrial surfaces. Without gravity those working in the aethersphere will suffer extreme bone loss and muscle atrophy. Offspring born in space outside of gravity will never be able to travel into a gravity well without risking their health and will be in tremendous pain until they return to Zero-G. Because of this many settlements go to tremendous effort to create gravity artificially or settle on asteroids with minimal G. Urban communities in the Belt are the most cosmopolitan of any in the solar system since many races are forced to share minimal habitats. The oldest communities are as busy as bee hives since they have long since utilized every possible nook and cranny of their planetoids.

Bradawl Suits
Most of the Belt is pure aether and without oxygen. Temperatures range from boiling hot in direct sunlight and well below freezing in the shade. The suits worn by miners in the Belt not keep them alive but also function as the primary vehicle of exploration. A Bradawl Suit is made mostly of mettle and rubberized canvas. It is equipped with food, water, air tanks, and an algae tank that converts CO2 into oxygen. The right hand of the suit is a mechanically augmented steel gauntlet and the left hand often ends in a massive rock drill. The suit allows the miner to work in an airless environment for several days before he or she must reservice the suit. The mining tools attached to the suit can serve as weapons in a pinch and aether pirates often use Bradawl Suit for boarding actions. The suit is too heavy to wear in gravity.

Bradawl Suit
Type: Exoskeleton Suit, Size: Large (9ft), Hit Points: 40, Crew: 1 pilot, Cargo: Up to 100lbs, Hardness: 9, Defense: 13 (-1 Size, +4 armor), Strength: +16, Speed: -10ft, Init: -2, Armor Check Penalty: -1 (-6 if not fitted), Purchase Cost: 30 for customized fitted suit.

Built-In Weapon
Rock Drill: Large, 2d8 Piercing, Crit: x4, Armor Penetrating (Ignore 10 points of Hardness).

Comet Tugs
These Earth created ships specialize in diverting large chunks of ice and other frozen gasses floating in the Belt. They are often built directly on the ice ball and consist of a hydrogen rocket pack and sealed boat house. Tunnels dug into the ice serve as companion ways and storage areas. Usually the tugs make only a single trip and have a minimal crew. Fuel and oxygen is created from the water in the ice ball. The name for these rudimentary rocket ships is based on their most spectacular use in creating the Comet Lakes of British Mars Colony when multiple comet tugs were intentionally crashed into the surface of Mars.

Multifunctional Weaponry
Space is limited in the Belt and natives often have to wear cumbersome suits to survive in this airless environment. Because of this, the weapons of the Belt normally combined tool, melee weapon, and projectile weapon qualities. Unfortunately the fact that this weapon is often used to strike other objects means that the sights of the weapon or barrel of becomes slightly bent and inflicts a -1 AB on all range attacks made with the weapon. Some examples are given below.

Steel Crescent: A crossbow is built along the handle of a miner’s pick. The arms of the crossbow spring open when the trigger is pulled.

Grenade Flail: The metal ball at the end of this fail can be detached and used as a blast gel grenade. Releasing the ball from a swinging chain increases the throw range by 5ft but is a full round action.

Pistol Hatchet: A pistol hatchet has a chopping blade curving over the trigger guard and beneath the barrel of the pistol. The Pistol Hatchet can be used as a Hand Axe or a Blast Gel Pistol.

Chainsaw Rifle: This mechanized bastard sword combines an alcohol engine, a loop of barbed chain, and a blast gel rifle. While running the alcohol engine allows the wielder to ignore 5 point of hardness when attacking an object. Roll a “1” on a melee attack results in the weapon kicking back at the wielder automatically inflicting 2d6 damage to her and the engine will stall. It requires a 20 DC DEX check to start the motor before combat and counts as a full round action that provokes an attack of opportunity. The alcohol engine will run 30 minutes on a full tank. (+2 Purchase DC for rifle).

Sledge Rocket Launcher: This bazooka also functions as a two handed war hammer.

Pneumatic Rivet Gun: This blast gel weapon fires projectiles that inflict an additional 2d6 points of heat damage and may ignite combustibles (50%). A heated rivet hopper is required to carry the hot rivets for reloading the gun (+3 Purchase DC of a standard firearm, Hopper Weight: 20lbs, Hopper Payload: 20 rivets).


Jovian Technology
While Jupiter is a Gas Giant populated by elementals and beholders many of the moons of Jupiter are heavily industrialized and populated by humanoids. Io is the center of commerce and out world trade for Jupiter.

Orbital Fortresses
Instead of relying on a fleet of aetherships, the Jovian moons are defended by a network of orbital fortresses. These fortresses consist of a series of cylinders set in a radial pattern and rapidly spun to create artificial gravity for multiple floors. The axis of the fortress is stationary and therefore zero-gravity. The main armaments are mounted on the “north” pole while the “south” pole is used for docking. Jovian Orbital Fortresses defend the lunar cities and serve as refueling stations for custom boats. Each orbital fortress mounts a single massive cannon capable of firing one ton explosive shells. The fortress also mounts light retractable cannons for smaller targets.

Orbital Fortress weapons COST (DC) SIZE W. ROF Mag. DAMAGE (Critical) RANGE INC
One Tonne Cannon
(5 Man Crew) 64,000gp (30) Gargan-tuan 10 tons Once per minute One (Breach) 2d100 (60ft Burst)
Reflex Save to Halve DC 24 2 miles
Six
24lb Cannons
(3 Man Crew) 4000gp (22 ea.) Colossal 4,000 lbs Single One (Breach) 8d6 (80ft Line)
Reflex Save to Halve DC 18 400ft

Spore Munitions
Some fungi have a narcotic or hallucinogenic impact on organic creatures. Ionians have refined strains of asteroid fungi into psycho-tropic weapons. The spores are encased in a shell that can be fired from a blast gel cannon or firearm. Instead of inflicting damage, a spore cloud is released that affects all it touches. The range of the weapon is unaffected. The size and potency of the cloud is proportional to the size of the shell.

Spore Munitions Any Firearm 6lb Cannon 12lb Cannon 24lb Cannon
Spell Effect: 5ft Radius, 4th level spell 10ft Radius, 6th level spell 15ft Radius, 8th level spell 20ft Radius, 10th level spell
Purchase DC: 19 per shot 21 per shot 23 per shot 25 per shot
Fort Save DC: 14 16 18 20
Common Versions (SFX): Cause Fear, Clean & Trace Purge, Haywire, Obscuring Mist, Sleep

Cloud Mining
The major industries of the Moons of Jupiter are ship building and cloud mining. Since Jupiter is orbits in the middle of the solar system is has become a Mecca for trade and finance. Jovians use cloud mining to supply the many traders that travel to the Moons of Jupiter with water, oxygen, minerals, and other valuable trace gasses. The atmosphere of the planet Jupiter becomes increasingly dense as travelers delve deep into its gaseous interior; specially designed mining ships porpoise up and down in the atmosphere of Jupiter to vacuum up valuable vapors. Because of the endless storms that travel across the face of Jupiter all Jovian mining ships are carved from rock rather that wood which is too weak or metal which attracts lightning. The risk and hardship involved in cloud mining makes cloud miners highly paid specialists. A cloud mining ship closely resembles a bathysphere made of volcanic rock. It has a series of hoses attached to it that feed all the materials it retrieves back to the mother ship, supplies oxygen to the mining crew, and maintain communications. It carries lead ballast to sink to the lower depths and releases it to rise.


Jovian Whalers
Unlike cloud miners, Jovian Whalers are airships that skim the uppermost atmosphere of the planet in the hopes of harpooning a valuable whale or other Jovian leviathan that breaches the uppermost cloud layer. Jovian Whale ships closely resemble double balloon zeppelins but operate at such high altitudes that its crew must supply its own breathable air as well as battle freezing temperatures. When the whaler spots its prey it fires its harpoon cannon into the target. The massive balloon of the airship hopefully keeps the zeppelin out of the crushing depths as the Jovian whale dives for safety. As the whale tires the crew haul the creature in to butcher it and extract Jovian whale oil from it. The oil is highly flammable and is used as a fuel and in a variety of beauty creams, perfumes, lubricants, and liqueurs. While hunting whales the airships must be careful to stay away from the massive hurricanes that are seasonally migrating across the surface of the planet. A whaler that starts too early or stays too late in the whaling season will likely plunge to their doom as the vicious storms of Jupiter rip their ship to pieces.


Saturn Technology
Most of the natives of Saturn live at the subsistence level as hunter gatherers. The “Hundred Handed” are a remnant of a long lost stellar empire and are too busy fighting for their lives against the giant insectoids of the rings of Saturn to build up heavy industry. The clouds of Saturn are a playground for elementals, but the constant wind is to fast and hot to support organic life. The residents of Saturn’s Rings and Moons for the most part scorn technology and instead rely on their natural magical abilities. The few exceptions are listed below.

Frozen Relics
Preserved in the rings of Saturn beneath the ice and aether webs, are various relics, devices, and ships of long lost stellar empires. The recovery of this ancient technology could make a party of adventurers immensely wealthy but first they must overcome the geographic and biological threats of the Rings of Saturn.

Titan Clockworks
The moon of Titan is actually a colonial spacecraft from a distant solar system. Unlike the organic life common to this solar system, Titan is filled with alien constructs. These constructs come in a vast array forms and designs including clockwork spiders, imponderables, metallic golems, and automatons. The deeds of each construct faction vary, but the primary mission of the Titan colony is to multiply and prosper. Titan does not trade with any other society in the solar system and their knowledge of construct design surpasses all others. See the “Gas Giants” subsection for more info on Titan.

Hyperion Observatory
The astronomical facility on Hyperion is unmatched by any in the solar system. With it advanced telescopes and hagioscopes, Britannia can make detailed maps, monitor its fleet, and spy on the activities of all other empires in the solar system. The value of this facility can not be underestimated and it has been attack multiple times by raiders and rebels. The Observatory was not originally constructed by humans but by aliens. No one knows what other secrets may be hidden within the moon of Hyperion.
Georgium Sidus Technology
Georgium Sidus is an icy planet that is poor in metal and heavily populated by giants. Most buildings and monuments are sculpted from ice and common tools and weapons are made from wood, bone, and coral. Only the moons of Uranus can support industry.

Industrial Giants
The native giants of Georgium Sidus (Astro Giants) are skilled industrialists but their small population limits their productivity. “Giant” sized aetherships and other equipment take them a normal time to create, but crafting small versions for humans lets them work at double speed due to their superior strength and endurance. Astro Giants prize their great strength and will often equip themselves with weapons that display their power, such as using captured ship’s cannons as rifles and hand guns.

Fey Designs
The fey of Georgium Sidus have little interest in mechanics, but are highly skill in alchemy, potion making, and alcohol brewing. The sylph are the only exception to this since they are natural locksmiths. Sylph made mechanical locks and safes are widely excepted as the finest mechanical security in the solar system. The lairs of Sylph often incorporate complex puzzles and deadly mechanical traps and a sylph will often imprison visitors in hand cuffs and cages just to see if they can escape.


Neptune Technology
Neptune in an aquatic world sealed beneath a coat of ice. The native technology of Neptune is designed to work underwater and at intense depths. The Neptunians are the most recent travelers of the Aether and their aetherships are still being refined.

Ingenious Hydraulics
The machines of the Neptunians are designed to function equally well underwater as well as in the air. They rely on the matter that Neptunians have in abundance: WATER. Computing machines rely on valves elaborate plumbing to solve functions. Gun use hydraulic pressure to fire. Water pumps and pressure bubbles replace gears and springs.

The aetherships of Neptune are filled with water and can function both in the aethersphere as well as underwater. They rocket into orbit on plumes of super heated water. In space, the aether ships spread their colorful sails like tropical fish at sea. When the hull of a Neptunian vessel is ruptured, the fact that each is fill with water allows it to reseal quickly. When exposed to the freezing temperatures of deep space, the water freezes immediately forming a temporary ice patch. Due to their natural buoyancy in water, Neptunians are less susceptible to space sickness, muscle atrophy, and bone loss. Often a Neptunian ship will lure silently until prey comes into reach.

Neptunians have the equivalent of Blast Gel weapons and crossbows. Instead of using explosive gel, water pressure launches projectiles. Hoses attached to the ship’s pressure pumps allow cannons to rapidly fire. Away from their ships, Neptunians must carry a pressure tank to fire hand weapons. Unlike blast gel weapons, Neptunain weapons do not need to be reloaded since each fires a sliver of frozen water rather than bullets. The number of times a Neptunian watergun can fire is based on the size of pressure tank it carries. A five pound tank allows the Neptunian to fire a pistol 10 times. A ten pound tank allows a rifle to be fired 10 times or a pistol 20 times. The water tank connected to the firearm is a key weak point in the system even though it is reinforced (Hardness: 10, Hit Points: 10 for 5lb, 20 for 10lb). The main advantage of water guns is they can be fired up to ten times with out pausing to reload. It takes a full round to remove an empty tank and a full round to couple on a full tank. Both actions provoke an attack of opportunity.


Plutino Technology
The Plutinos are the planetoids farthest from the sun. The Plutinos are dominated by undead creatures that can scavenge from the meager food that exists the these frozen reaches. The Undead are not forward thinkers and are unlikely technological innovators. The Styxians that they prey upon have devoted themselves to the destruction of undead out of self preservation of their race.

Necro-Tech
The devices of the undead often make use of a mystical energy source called “negative energy”. This energy feeds them but damages living organisms. Undead armes often equip their troops with cursed weapons that fire negative energy rather than bullets or bombs. These necro-tech weapons are harmless to the undead and inorganic structures but can destroy living tissue. Vampyrates often use these weapons to take ships enact and to guard prisoners and slaves. The secret to crafting these weapons are only known to the undead.

Vampire Slayer Kit
As attacks from vampires are becoming more common in the space lanes, many entrepreneurs are selling slaying kits to deep space travelers. These kit claim to help people identify, ward off, and slay the undead. The quality of these kit varies widely since many selling these kits believe Vampyrates are tall tales while other are simply misinformed. Most of these kits include a pamphlet on vampires and vampire traits. A mirror, a pouch of silver bullets, liquefied garlic, a wooden mallet and several stakes, a crucifix, a bag of salt, a lucky rabbit’s foot, a vial of holy water, two foul smelling black candles, an assortment of candy skulls, a tin whistle, and a King James Bible. Styxians are dedicated and informed vampire hunters and tend to carry powerful weapons against the dead at all times. Many offer their services as guides and guardians, unfortunately a few only due so to lure a crew into the clutches of their undead master.
#31

grimgrin

Sep 05, 2008 21:05:21
All Aethernauts presented in PDF format

HERE
#32

atanakar

Sep 06, 2008 9:42:00
Now that's a great idea. PDFs. Keep up the good work !

... the two bottom links don't work?
#33

grimgrin

Sep 07, 2008 19:22:37
Sorry, bandwith problems with that site. Try HERE instead for the unified pdf (6.8 MB).
#34

atanakar

Sep 14, 2008 9:06:35
Downloaded. will read soon. Tks