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Space Mafia!
Even a star-spanning
organization like Galaxy Command
cant be everywhere, and with an
entire universe available as boltholes, clever galactic racketeers
can stay a few light-years ahead of
the law. Unafraid of the
Commands psycho-rehabilitation
programs and hardened to life on
some forgotten prison asteroid, the
galaxys worst criminals run rampant. The toughest, most daring and
most violent criminals swear the
Omerta Oath of the Space Mafia,
and draw their power from the
Black Sun of Crime!
Law of the Galaxy
Galaxy Commands Galactic Marshals,
Adorable Avengers and other heroes act as traveling
law-bringers, solving crises beyond the capabilities
of planetary law enforcement agencies. The year
3476 is a time of peace, and for the vast majority of
the Milky Ways trillions of citizens, a time of plenty
and prosperity. Old crimes and the old hopelessness
of the pre-starflight era have all but vanished on
Command worlds, though many of the smaller and
less prosperous fringer worlds have their own
problems. Outlaw worlds, which have utterly
The Silencer
Advanced Class
Silencers are the Space Mafias most elite
enforcers. They are trusted underbosses and prospective capos allowed to lead teams of junior
Space Mafiosos and hired thugs. Silencers are
responsible for ensuring client worlds pay their
protection fees on time, and dont rat to the Command. When somebody finally gets up the courage
to talk to the Galactic Marshals, a Silencer is
dispatched to eliminate the witness, the Marshals
involved, and even the entire hemisphere if necessary. Bloodthirsty in the extreme, Silencers are
coldly professional, and are equipped with some of
the most frightening weapons the Mafia has to offer.
Requirements:
To qualify to become a Silencer, a character must
fulfill the following criteria.
Base Attack Bonus: +5
Skills: Intimidate +8, Knowledge (Streetwise) +4
Feats: Oathbound (Space Mafia)
Starting Occupation: Space Mafioso
Class Information
The following information pertains to the Silencer
advanced class.
Hit Die
The Silencer gains d8 hit points per level. The
characters Constitution modifier applies. Silencers
are tough and battle ready, but they lack the discipline of true soldiers.
Action Points
The Silencer gains a number of action points equal
to + one-half of his character level, rounded down
every time he attains a new level in this class.
Class Skills
The Silencers class skills are as follows.
Bluff (CHA), Climb (STR), Demolitions
(INT), Escape Artist (DEX), Gamble (CHA),
Intimidate (CHA), Knowledge (streetwise, tactics,
C lass
Level
Base
Attack
Bonus
FO RT
Save
REF
Save
WILL
Save
Special
Defense
Bonus
1st
+0
+1
+1
+0
+1
2nd
+1
+2
+2
+0
Bonus Feat
+1
3rd
+2
+2
+2
+1
Expert Intimidator
+2
4th
+3
+2
+2
+1
Bonus Feat
+2
5th
+3
+3
+3
+1
C ode of Silence
+3
6th
+4
+3
+3
+2
Bonus Feat
+3
7th
+5
+4
+4
+2
Silenced Hostages
+4
8th
+6
+4
+4
+2
Bonus Feat
+4
9th
+6
+4
+4
+3
Relentless Pursuit
+5
10th
+7
+5
+5
+3
+5
Reputation
Bonus
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
10
Hit Die
The Techno Samurai gains d8 hit points per level.
The characters Constitution modifier applies.
Techno Samurai train every bit as hard as their Edoperiod ancestors, but they are slightly weakened by
the drugs, sex, and good booze of todays Mafia
pleasure domes.
Action Points
The Techno Samurai gains a number of action points
equal to 6 + one-half of his character level, rounded
down every time he attains a new level in this class.
Class Skills
The Techno Samurais class skills are as follows.
Balance (DEX), Climb (STR), Diplomacy
(CHA), Disguise (CHA), Drive (DEX), Escape
C lass
Level
Base
Attack
Bonus
FO RT
Save
REF
Save
WILL
Save
Special
Defense
Bonus
1st
+0
+1
+1
+0
+1
2nd
+1
+2
+2
+0
Atone in Hatred
+1
3rd
+2
+2
+2
+1
Bonus Feat
+2
4th
+3
+3
+2
+1
+2
5th
+3
+3
+3
+1
+3
6th
+4
+3
+3
+2
Bonus Feat
+3
7th
+5
+4
+4
+2
Undefended Sword
+4
8th
+6
+4
+4
+2
Recitation of Honor
+4
9th
+6
+5
+5
+3
Bonus Feat
+5
10th
+7
+5
+5
+3
Unseen Blade
+5
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Reputation
Bonus
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
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habitat is given over to luxury casinos, where millioncredit bets are the norm, and more than one scruffy
nerf herder has walked away with the pinkslip to a
former buddys smuggler-ship. The rest of the
station is given over to restaurants, bars, theaters,
luxury accommodations, zero-g spas and sports
arenas, and other high-credit luxuries.
Capricorn Station isnt officially on Galaxy
Commands list of forbidden establishments, but
Command officers frown on young adventurers
spending too much time there. A weekend leave to
Capricorn Station is usually overlooked as a rite of
passage, though, provided everyone makes it back
to their Command Academy in time.
Gambling on the Future
Characters with a few ranks in Gamble
might want to try their luck at some of the 35th
Centuries most popular games. High stakes games
can be found at Capricorn Station and the best
Mafia pleasure-domes, but lower stakes pots can be
found any where bored spacers congregates, even
Galaxy Command barracks.
Frak
Frak is a card game similar to Poker, and is
played with triangular cards. Each card has a unique
point value for each of its three sides. Deciding how
to hold your hand of four cards to maximize points is
the games hardest to learn stragety, though bluffing
and drawing are major aspects of the game as well.
Other similar games include Sprock, a three card
variant, and Nass, played with two decks.
Variant Rules: Players with 4 or more ranks
in Bluff receive a +1 synergy bonus on Gamble
checks made when playing Frak.
Holo Chess
One rule. Always let the big furry guy win.
This game plays like a traditional game of Terran
chess, but the playing pieces are named for various
galactic monsters. When pieces clash, while their
relative value usually determines who is captured, a
skillful player can sway the holographic contest with
some deft button mashing.
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staffer hostage or
commandeering one
of the visitors shuttles
are all challenges, but
not impossible ones.
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The
Commands military
prisoners, especially
those in the brig for
shorter sentences or
for minor infractions
are usually sent to a
cell at an X-series.
Space Mafia capos
can usually bribe or
connive their way into
a cell at an X-series
pen, if they cant
avoid imprisonment
entirely. Finally,
prisoners requiring
specialized medical
care, as well as those serving out the last year or
two of a longer sentence usually do their time at an
X-series penal colony.
Red Max
Ventura is a desert world balanced precariously in a triple solar system. The three competing
stellar gravities and high radiation make navigation
virtually impossible. Ventura is famous for two things:
Red Max, one of the hardest maximum security
prisons in the galaxy, and the Venturan Thermo-Med
Center, a xeno-medical center specializing in the
treatment of aliens who need an intensely hot or
irradiated environment to survive.
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New Species
The new races have all ended up involved in
the Command Penal system in one way or another.
Orpaks are born criminals, canny, cruel and treacherous. Gravoks are a former slave race, often used
as brute labor by the Space Mafia and freed by
Galaxy Command. Seductive Demoks still struggle
in bondage, and often turn to crime for survival.
Monasists are a race whose forefathers were the
worst criminals Old Earth had to offer, whose
descendants have evolved past violence. Reptids are
mercenary cannibals, and doing time is a natural
state of being for these monsters. Sethzinians, well,
those idiots just like violence. And Argonites
theyre the universes most merciless jailers.
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Reproduction: Argonite reproduction, like everything else about the species is tightly regulated by the
Science Council. The species has no conception of
romance. Marriages are initiated or dissolved for the
good of the species as a whole, and children are
raised communally. Argonites have no interest in sex
for pleasure, and no concept of love. The average
Argonite adult will mate with several different mates
over the course of his or her fertile period, in hopes
of breeding genetically superior and diverse offspring. Unauthorized breeding or romances are both
crimes that carry a long sentence in the Wraith Zone.
Wraith Crystal (SU): This unique bioimplant is hardwired into the Argonites
neurology and ceases to function when the
alien dies. As a full round action, similar to a
coup de gras, the Argonite can displace an
unconscious, dying or helpless defender of
Size Large or smaller into the Wraith Zone.
Doing so requires the targeted creature to
succeed at a WILL Save (DC 12 + the
Argonites INT modifier) or be banished to the
Astral Plane.
The Argonite can use this ability at will. An
Argonite may also release any creature it has
personally banished to the Wraith Zone. Doing so is
a full round action, and the creature returns to
ordinary space/time in the nearest open square to
the Argonite. What condition (mentally and physically) the creature is upon re-emergence is at the
gamemasters discretion. Some creatures may
reemerge from the Zone in the same wounded
condition they went in, others may emerge at full
strength physically (though who knows what condition mentally) and others may have devolved into a
fearsome Argonite Wraith Zoner, hungry for vengeance.
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Demoks have a
base land speed of 30
ft. Their bat-like wings
give them a Flight
Speed of 30 ft (average). They can only fly
when unarmored or
lightly armored, and
when carrying a light
load or less. Assuming
the Demok is conscious
and capable of flapping
her wings, she never
takes damage from a
fall, regardless of
distance, even if she
cant truly fly.
Ability Score
Modifiers: -2 STR,
+4 CHA. Demoks are
frail but stunning- their
sex linked traits are
selected for attraction, not upper body strength or
cardiovascular endurance. Their body has evolved
(perhaps artificially) along lines that most humanoid
males find attractive.
Enhanced Senses: Demoks possess the scent
special quality. A Demok who learns the Track feat
may track by scent alone.
Demoks can communicate among themselves silently through scent cues alone. Demoks
must be within 100 ft of one another to communicate
through scent cues, past that distance, messages
become muddy and indistinct.
These scent messages can convey information just as complex as spoken language, and the
Demok native tongue is purely scent based. NonDemok cannot speak this language without some
kind of technological assistance, though other
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Appearance:
Reptids stand about
seven foot tall and are
a wall of dense
muscle sheathed in
rough, diamond
shaped scales. The
hulking creatures are
crocodile like, with
low sloping brow
ridges, and mouths
filled with multiple
rows of serrated
teeth.
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Sethzinians (PL 7)
Medium Humanoid
Sethzis is one of those worlds nobody in
their right mind ever visits. A sandpit with no planetary industry to speak of, government that consists
of a bunch of local warlords and strongmen playing
with fusion bombs. Post-apocalyptic describes the
world nicely, and to the native humanoids, its a
paradise. Sethzis is a place where the strong survive,
the strong thrive, the strong party hard, and everyone else either submissively pours beers or stays the
frak outta the way. Sethzis has made a name for
itself as a rest and refuel stop for the pirate crews
brave enough to step on planet. Its a free port, one
of the best places in the galaxy to get lost, but its
also a damn good place to get your throat slit.
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Seemingly ludicrous but amazing in a dogfight, the Space Hawg is a unique Sethzinian invention, the iconic vehicle of their race. Hordes of
Sethzinian raiders descending on an unprepared
world on their Space Hawg
ultralights is a fearsome and unforType: Ultralight
gettable and terrifying sight.
The Space Hawg is a single
person, ultra-light starship that
resembles an enormous, heavybodied Old Terran motorcycle.
Handcrafted with obvious love and
a depraved creativity, each Space
Hawg is unique, and boasts gothic
decorations like huge fusion rods
resembling exhaust tubes, skullthemed handlebar arrays, and
naked spacer girl art on the polished
fuel tank. Like everything else about
the Sethzinian race, the Space
Hawg embraces campy sleaze.
Subtype: Fighter
Defense: 19
Autopilot Defense: 16
Length: 15 ft Width: 5 ft
Hardness: 20
Hit Dice: 6d20 (65 hp)
Initiative Modifier: + 6
Cargo Capacity: 500 lbs
Grapple Modifier: +4
Size: Huge
The Best
Weapons Are
Illegal
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Radion Rifle
This sleek black plastic rifle is used for
sniper duty and assassination. It is highly accurante
and has amazing range. The radioactive microreactor that powers the weapon gives it effectively
unlimited fire power.
Butcher Queen-4000
The Butcher Queen-4K is a heavy plastseel
butcher knife capable of altering its balance to
provide maximum cutting force on the fly. The
weapon is governed by a cheerful, chirpy AI in the
hilt, which rhapsodizes about the cut of meat it is
currently cleaving off a target, even in the heat of
combat. This blade is popular among Sethzinians,
Reptids and Serial Killers, which means that every
sane sentient in the galaxy is terrified of it.
Atom
Cracker
Heavy Rifle
(PL 7)
Deckard- 74 O rpak
Mutagen
Ion Pistol
Gun (PL 6)
(PL 6)
O rpak
O rpak
Pollution
Skinbuster
Pistol (PL 6) (PL 6)
Proximite
Radion
Geriatri- Pistol Rifle (PL
(PL 7)
7)
Damage
2d10 ballistic
2d4
electrical
2d6 acid
1d4+1 acid
2d4 fire
Aging
3d6
force
Critical
20/x2
20/x3
20/x2
20/x2
19- 20/x2
N one
19- 20/x2
Range
Increment
50 ft
20 ft
30 ft
15 ft
50 ft
10 ft
250 ft
RO F
Single &
Semi Auto
Full Auto
Single
Single
Single
Single
Single
Magazine
12 Cell
12 Cell
12 Cell
8 Cell
8 Cell
8 Cell
Size
Large
Medium
Medium
Small
Small
Tiny
Large
Weight
22.5 lbs
5 lbs
8 lbs
4 lbs
4.5 lbs
1.5 lbs
12.5 lbs
Purchase
DC
23
19
30
27
26
28
28
Restriction
Rating
Military (+3)
Military
(+3)
Illegal (+4)
Illegal (+4)
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Unlimited
Military
(+3)
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Psycho-Kutter
This massive double bladed war-axe has a
shaft nearly six foot long, and weighs almost as much
as the thug swinging it. A micro-nuclear power pack
is built into the weapons textured steel shaft. Many
scientists dont believe the Sethzinians actually
invented this amazing weapon, since it is much higher
technology than anything else they have managed to
invent.
Most believe the original designs for this
weapon were recovered from a crashed or captured
starship, and are possibly of Argonite designs.
Nevertheless, this fearsome weapon is often seen in
the hands of Sethzinian bounty hunters and especially among Sethzinian members of the Legion of
Serial Killers.
Special: In addition to using the PsychoKutter as a standard melee weapon, the welder can
also use it to cut through universal forces, disrupting
the laws of physics in the immediate range. The
Psycho-Kutter has enough power to disrupt the
laws of physics up to 8 times in a 24 hour period
before its micro-nuclear power cells need to recharge. As a full round action, the Psyco-Kutters
wielder can cut through a physical force, resulting in
the following effects:
Cut through Light, creating darkness in a
30 ft radius. Not even darkvision can see
through this darkness, which lasts for 1
minute.
Cut through Gravity, creating a low
gravity environment in a 60 ft radius. This
effect lasts for 1 minute.
Cut through Time, which slows all creatures within a 60 ft radius for 1d4 rounds,
with the exception of the character wielding
the Psycho-Kutter.
Cut through Hyperspace, which prevents
a specific starship which is within 2 space
scale squares(1000 ft) and visible to the
Psycho-Kutters wielder from entering
Melee Weapons
Damage
Critical
Range
Increment
Size
Weight
Purchase
DC
1d6 slashing
20/x2
SPECIAL
5 ft
Small
2 lbs
26
Illegal
(+4)
1d12
slashing
20/x3
Med
6 lbs
14
Military
(+3)
Powered Vorpal
(PL 7)
2d6 slashing
20/x2
Vorpal
Large
19 lbs
25
Military
(+3)
20/x3
Large
22 lbs
35
Illegal
(+4)
19- 20/x2
Tiny
1 lb
16
Restricted
(+2)
2d6 fire
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Once a character
begins a Grunt regimen, he
or she must breathe a
constant stream of Gruntlaced atmosphere. The
user can only survive in a
pure-oxygen atmosphere
for a number of hours
equal to his (un-enhanced)
CON modifier. After this
time, the Grunt user must
succeed at a DC 14 FORT Save each hour or suffer
1d3 points of CON damage. This damage will
continue until the user dies- effectively through a
slow form of suffocation- or finds a new Grunt
supply.
It requires a DC 40 Treat Injury check to
wean a Grunt user off the drug. During this time,
the treating physician gradually steps down the
users dosage of Grunt. This treatment requires at
least a week- the Grunt user is nauseated and
effectively helpless during this period.
A recovered Grunt user can never safely use
the drug again; upon breathing the chemical he or
she must succeed at a DC 18 FORT Save or suffer
1d4 points of temporary CON damage; the DC
increases by +1 per each minute of exposure.
No Gas Grenades
A basic delivery breather holds an independent 2-hour oxygen supply, which is mixed with a
Grunt vial (sold separately). In most situations, the
Grunt user can simply draw upon external atmosphere. Grunt breathers include an integrated,
professional quality walkie-talkie.
A Type II grunt delivery breather includes an
integrated set of nightvision goggles, providing the
wearer with darkvision. These helmets are often
modified to include additional devices; cellular
phones, targeting assist lasers and HUDs are the
most common additions.
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Grunt Vial
Small
6.5 lbs
22
Illegal
(+4)
Grunt Vial
Dim.
0.25 lbs
16
Illegal
(+4)
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Monsters Uncaged
Some of the worst monsters in the known galaxy
cant be contained in ordinary prisons. As the
Argonites have learned to their dismay, even the
most secure prison can be breached, and some
criminals are clever enough, or savage enough never
to be caught. A new assortment of monsters for
your Galaxy Command campaign is presented
below.
1.
2.
3.
4.
5.
6.
7.
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Black Mercy
(EX): Black Sun Elite
commandoes are trained
to finish off wounded foes,
since a wounded man with
a gun can kill you just as
easily as a healthy man
can. The Elite receives a
+2 competence bonus on
ranged attack and ranged
weapon damage rolls made against a creature at less
than half its maximum HP total.
Stun Knuckles (EX): A system wired into
the Elites gauntlets inflicts a taser-like electrical
charge on a successful punch. In addition to damage, any creature struck by the Elite must succeed at
a DC 14 FORT save or be stunned for 1d4 rounds.
Close Barrage (EX): Using the laser
pistols built into his Combat Gauntlets, the Elite can
unleash an omni-directional barrage against all
enemy creatures within a 30 ft radius that inflicts 4d6
points of fire damage (REF DC 16 half).
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Improved
Grapple: If a Spinegrinder
hits with both its claw
attacks, it may attempt a
grapple as a free action
without provoking attacks of
opportunity. The
Spinegrinder must drop its
weapons to do so.
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Grind! (EX):
Grappled creatures automatically suffer 3d6 points of
slashing damage per round
they remain grappled. Guess
how the Spinegrinder got its
name.
Spacehulk Raider (CR 6)
Large Monstrous Humanoid
Init +0; Senses Darkvision
60 ft
Aura Chain Lash 5 ft (2d6
slashing, DC 12 REF
negates)
Languages Galactic Common and one other
AC 17, touch 9, flatfooted 17 (-1 size, +8 equipment)
hp 8d8+36 (84 hp); DR 5/Immune Suffocation, Hard Vacuum, Radiation
Resist Fire 10
Fort +12, Ref +2, Will +3
Speed 40 ft Flight 40 ft (clumsy) or Flight 70 ft
(average) in zero gravity
Melee +14 melee (1d8+8 bludgeoning, slam)
Melee Space 10 ft x 10 ft.; Reach 5 ft.
Base Atk +6; Grapple +18
Atk Options +14 melee slam(1d8+8 bludgeoning)
Or Skinbuster Blast +6 ranged (2d8 fire +
2d6 CHA Damage, FORT DC 18 half)
Abilities STR 26 DEX 11 CON 23 INT 8 WIS 12
CHA 7
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The Shipbreaker receives a +10 competence bonus on Grapple checks when engaging a
spacecraft of any size. While grappled by a
Shipbreaker, an ultralight starfighter drops out of its
wing and cannot grant or receive wing benefits.
Cyber Repair (EX): Shipbreakers are designed for
easy field repair. Their systems can absorb technology from a captive starship to repair itself when
damaged. Each round the Shipbreaker maintains a
grapple on a captive starship or station, the ship
suffers 5 points of damage, and the Shipbreaker
recovers 1d4 HP. This self repair system cannot
bring the Shipbreaker beyond maximum HP total,
excess healing is simply wasted.
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