Sunteți pe pagina 1din 53

1

John Strickler (order #3700643)

Space Mafia!

A Galaxy Command Sourcebook


Written by Chris A. Field
Cover Art by Sphere Productions
Interior Art Courtesy Anthony Cournoyer, Shamans Stock Art, Action RPG Counters, Black Hand Stock,
Cogwork Creations, Louis Porter Jr. Image Portfolio, Sphere Productions
Some artwork taken from Sci-Fi Clip Art Collections 1 and 3, copyright Phillip Reed and Christopher
Shy. Used with permission. To learn more visit www.roninarts.com.
Planetary Artwork 2009 Wydraz, aka Anthony Affrunti

Space Images courtesy www.nasa.gov


Copyright 2010, Otherverse Games
WWW.OTHERVERSEGAMES.BLOGSPOT.COM
Requires the Use of the D20 Modern Core Rulebook
and D20 Future Sourcebook
Published by Wizards of the Coast

John Strickler (order #3700643)

The war between Galaxy


Command and the relentless forces
of the WARSTAR Empire may be
the universes biggest conflict, but
its far from the only one. And as
Galaxy Commands famous
Galactic Marshals and other heroes
are occupied by the conflict, forms
of crime long thought eradicated
flourish. An entire shadow
economy, one based around
murder-for-hire, weapons smuggling, trade in xeno-slaves and
exotic chems, blockade running and
high piracy, has emerged from the
shadows.

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

John Strickler (order #3700643)

rejected Galaxy Commands aid and assimilation,


can range from libertarian paradises with their own
kind of honor to violent hell-pits where only the
strong survive, and gangers thrive.
Behind
WARSTARs iron curtain of space, criminals may be
freedom fighters, or they can be greedy opportunists
looking to make a credit off others misery.
The galaxys criminals are well organized,
though not as monolithic as most Galaxy Command
operatives would have you believe. The criminal
community is organized into a loosely aligned
federation. The major galactic crime families,
respected independents and pirate gangs have a seat

at this Council of Crime. The Council of


Crime meets under the dark light of the
Black Sun of Crime, a dying grey-dwarf
star deep within the Prison Zone.

Once or twice a year, the Black


Suns radioactive corona dims, as some
system deep within the electronic star fails
for the umpteenth time. The Council of
Crime meets there, on the barren world
New Montanya, which is bathed in lethal
radiation 8-10 months of every Galactic
Standard year. Those unable to attend the
conclaves in person appear as flickering
blue holo-wave ghosts. Each council
meeting is a chance to air grievances and
settle territorial disputes, set prices for the
next quarter and decide new strategies to
be used in the constant struggle against
Galaxy Command cops.
The Black Sun of Crime
The Black Sun of Crime is an
artificial AI-operated sun created millions of
years ago, and exiled to the Prison Zone for
its atrocities. Originally intended to warm
the outer planets of a Proximite colony
system, the Black Sun instead bathed the
worlds in lethal radiation storms, killing
millions and demanding the worship of its
creators. Only heroic intervention was able to
deactivate the Black Sun of Crime long enough to
arrange its permanent exile to the Prison Zone. Over
the next few million years, the Black Sun of Crime
languished in obscurity, its systems failing one by one
until it is the stellar wreck known today.
The Space Mafia and most of the senior
members of the Council of Crime have learned how
to extract energy from the dying star. This energy
gives Council members and Silencer enforcers vast
psychic power. Upon their induction into the Space
Mafia, a young soldier swears an oath of loyalty to
the Black Sun of Crime, promising to uphold the
Mafias honor and follow the Code of Omerta.

John Strickler (order #3700643)

Impossibly ancient and frail, the Black Sun


of Crime no longer dreams of being a living stellar
god. Today, its only ambition is to hire the best startechs it can afford, buying whatever replacements
and upgrades it can find to stave off its eventual
demise. The sentient sun is the aging don of the
Space Mafia, a respected and almost feared figurehead, but forced to leave the day to day operations
of the Space Mafia to its capos. Even in its weakened and decrepit state, the Black Sun can expect
to endure for another hundred thousand years, or
more. As one of the galaxys most ancient superintelligences, the Black Sun has little nice to say
about the universes other immortals: to the Black
Sun, the Adam Intelligence is just a little punk, and
the majestic Quith are just a bunch of damn bugs.

The Code of Omerta


The Space Mafia has its own code of honor
and conduct, one dating back to Earths prespaceflight era. Though criminals, the men, women
and things of the Space Mafia arent animals, and
have their own strange laws. Loyalty and silence are
the organizations foremost virtues. Ratting out a
fellow made-sentient to the Command is punishable
by death, and any friendly contact with a Galaxy
Command agent is frowned upon. The Space Mafia
upholds traditions thousands of years old, renitence
and xenophobia foremost among them.
Most Space Mafia families are insular and
paranoid, protected from Command incursion by
their asteroid-palaces security screens. Many
Space Mafiosos distrust everything about Galaxy
Command, rejecting every aspect of the culture,
even the most benign parts of Command life out of
hand. Space Mafia children will never set foot in a
Command Academy, and are instead educated by
Mafia tutors and slave-AI. Knowing nothing else,
these Mafia-born kids eventually follow their fathers
into the family business, and on their 21st birthdays,
take the Oath of Crime.
Once a sentient takes the Oath of Crime he,
she or it is made and is considered a full member
of the Space Mafia, with all the privileges that
entails. Made-sentients are allowed access to Mafia
safehouses and pleasure-dens across the galaxy,
allowed to become Silencers or Shipbreakers, and
given the respect that is their due. On Mafia-run
worlds, disrespecting a made-sentient is a death
sentence for the offender, and even the
unmadesons and daughters of senior Capos must
defer to made-sentients. Characters can only take
the Oath of Crime during a Council of Crime
conclave, and must directly address their oath to the
Black Sun of Crime. In a strange way, towards the
end of its impossibly long existence, the Black Sun
finally has the worship it demanded during its
infancy.

Starting Occupation: Space Mafioso


You grew up hard and strong on a Mafiaowned planet or habitat. Instead of a conventional
education, you learned how to fight, to crack a safe,
to shakedown a merchant freighter at a specialized
Crime Academy. When you were old enough to
take your oath, childhood was over and you followed your father and older brothers into the family
business, and your loyalty to your crew is unquestioned.
Prerequisite: Age 21+
Skills: Choose two of the following skills as
permanent class skills. If a skill you select is already
a class skill, you gain a +1 competence bonus on
checks using that skill.
Bluff, Demolitions, Escape Artist, Intimidate,
Knowledge (business, streetwise), Move Silently,
Sleight of Hand
Preselected Feat: Oathbound (Space
Mafia). All made-sentients must declare their loyalty
to the organizations immortal capo, the Black Sun
of Crime.
Bonus Feat: Select either Black Marketer,
Brawl, Combat Reflexes, Confident, Exotic Melee
Weapons Proficiency, Personal Firearms Proficiency
or Toughness
Wealth Bonus Increase: +2
Reputation Bonus Increase: +1

Starting Occupation: Psych-Reformed Criminal


Galaxy Command does not execute conventional criminals, and their prison planets are small,
humane places run by efficient AI wardens, exclusively for the most hardened criminals. Instead of
punishment, the Adam Intelligences government
focuses on rehabilitating young offenders through
psyhic reconditioning and job training. Minor
criminals often serve a sentence of psycho-rehab
from home, rather than a term of imprisionment,
while others young offenders might be inducted to a
Command Academy, where they learn a Command
approved profession while completing the rehab
program.
Once released from a psycho-reform
program, former criminals often find work aboard
Galaxy Commands ships and stations, and many

John Strickler (order #3700643)

find their old criminal skills and contacts make them


useful adventurers and police themselves, now that
theyre on the right side of the law. A few manage to
overcome their mental reprogramming, returning to a
life of crime with a new knowledge of their
adversarys culture and tactics.
Prerequisite: Age 16+
Skills: Choose three of the following skills
as permanent class skills. If a skill you select is
already a class skill, you gain a +1 competence
bonus on checks using that skill.
Bluff, Craft (electronics, mechanical) Disable
Device, Disguise, Drive, Hide, Intimidate, Knowledge (streetwise, technology), Move Silently, Pilot,
Repair
Bonus Feat: Select one of the following
feats: Brawl, Deceptive, Confident, Educated,
Lightning Reflexes, Low Profile, Oathbound (Galaxy
Command), Planetary Adaptation, Personal Firearms Proficiency, Vehicle Expert
Wealth Bonus Increase: +1
Special: The psycho-reconditioning is as
humane as 35th century psi-science can make it, but
it leaves some psychological scars. Characters from
this starting occupation can never receive the Iron
Will feat.
In Mafia-controlled space, crime is a
respected way to make a living, and knowing how
to shim a lock or pick a pocket is a viable study
path for young sentients. The Blue Collar, Criminal,
Gladiator, and Heir occupations are extremely
common. Heirs are the privileged children of Space
Mafia capos and under bosses, who are better
educated than their Space Mafioso counterparts,
and are expected to branch out into legitimate
business and galactic politics, to better serve their
familys interest. Gladiators and Blue Collar characters are usually slaves forced to labor for Mafia
overlords. Many lower-class citizens of Mafiaworlds dream of becoming soldiers to improve their
lot in life, and many of the most desperate become
Gladiators in hopes of changing their lives with the
prize money.

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,

John Strickler (order #3700643)

Bonus Feats: At 2nd, 4th, 6th and 8th level, the


Silencer receives a bonus fear, which must be
chosen from the following list.
Advanced Combat Martial Arts, Armor
Proficiency (any), Black Marketer, Boarding
Expert, Brawl, Canny Smuggler, Combat Martial
Arts, Drive By Attack, Exotic Firearms Proficiency,
Improved Combat Martial Arts, Low Profile,
Starship Operations, Toughness, Two Weapon
Fighting, Unlikely Escape, Weapon Focus, Windfall, Zero-G Commando, Zero-G Training

Bold feats are described in the Galaxy


Command campaign setting.
Frightful Presence (EX): A first level Silencer
receives Frightful Presence as a bonus feat, even if
he doesnt meet the prerequistes. If the character
already has this feat, the save DC to resist the
Silencers frightful presence is increased by +4.
Legbreaker (EX): Silencers prefer victims that
cant run away. Anytime the Silencer successfully
confirms a critical hit with a melee attack, in addition
to the normal effect of the hit, the victims base land
speed is reduced by 5 ft for 24 hours. The effects of
this ability stack with themselves and other effects
that slow the target.
Expert Intimidator (EX): At 3rd level, a Silencer
really learns how to throw his weight around and get
what he wants. When the Silencer uses Intimidate to
change a targets attitude, the target remain intimidate for at least a number of days equal to your
Silencer Class level, and remains intimidated even
when out of your presence.

technology) (INT), Move Silently (DEX), Pilot


(DEX), Read/Speak Language, Spot (WIS)
Skill Points at Each Level: 4 + INT Modifier

John Strickler (order #3700643)

Code of Silence (SU): Starting at 5th level, the


Silencer gains specialized psychic talents to help him
enforce the harsh code of Omerta. The Silencer can
invoke this mind-affecting ability a number of times
per day equal to 3 + his CHA modifier, as a standard action.
By locking gazes with any creature within 30
ft who can clearly see and hear the Silencer, the

C lass
Level

Base
Attack
Bonus

FO RT
Save

REF
Save

WILL
Save

Special

Defense
Bonus

1st

+0

+1

+1

+0

Frightful Presence, Legbreaker

+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

Track and K ill

+5

character may attempt to impose psychic silence on


the target. If the target fails a WILL Save (DC 10 +
the Silencers class level + his CHA modifier), the
target becomes unable to speak, write or otherwise
communicate about a specific topic, chosen by the
Silencer. If the target attempts to communicate
information about this forbidden target, he or she
suffers 3d6 points of psychic-based subdual
damage.
This Code of Silence remains in effect for a
number of days equal to the Silencers class level
plus his CHA modifier.
Action Enhancement: By spending an action point
after successfully affecting the target with this ability,
the Silencer can transform the psychic damage
inflicted into lethal damage.
Silenced Hostages (SU): At 7th level, the
Silencers psychic talents become even more cruel.
Now, when he affects a target with his Code of
Silence talent, the Silencer may name or otherwise

John Strickler (order #3700643)

Reputation
Bonus
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

clearly identify one additional character, who is allied


with the initial target. This additional target also
suffers damage if the target violates the Code of
Silence, regardless of distance, so long as both initial
and secondary targets are on the same plane of
existence.
Relentless Pursuit (SU): Silenced victims cant
run, cant hide from a 9th level Silencer. The Silencer gains an infallible psychic insight into the
current location of any creature he has ever successfully used his Code of Silence class ability on.
The Silencer knows the current location, the
locations name, and the distance and direction to
any Silenced target, current or past. It requires a full
round action to get a lock on a specific target.
Targets on another plane of existence, or traveling
through hyperspace at the time of the lock-on
attempt cant be tracked.
Track and Kill (SU): At 10th level, the Silencer
gains major combat benefits against any creature it

has ever successfully used the Code of Silence class


ability on. The Silencer automatically confirms
critical hits made against these targets, and the
critical threat range of any weapons used against
Silenced targets is increased by one.
The Silencer receives a +2 competence
bonus on Bluff, Sense Motive, Intimidate and

The Techno Samurai


Advanced Class
The old Yakuza clans bred into the Space
Mafia centuries before, bringing their own traditions
and sense of honor to the Council of Crime. Techno
Samurai are the sword and fist of the Space Mafia,
killing with specially designed blades, and acting as
guards for both senior Capos and veteran Silencers.

You call yourself samurai; you live by a code


of strength and honor, of stoic murder and obedience to those above you in the Space Mafia. Your
code demands substance: you must be willing to die
for the gang, to take a 9,000 year sentence to the
Wraith Zone with a smirk and never speak a word
of who gave you your orders. It also demands style:
you must be a consummate lover, a gangster in
thousand dollar silk, able to swing a katana with
enough skill to put the swordplay in Old Terran
legends to shame.
Youre a genetically engineered Neo-Yakuza
gangster, wearing your dueling scars and rainbow of
tattoos as both armor and uniform. Youre a Techno
Samurai, the last bastion of honor and strength left in
this sadly fallen Galaxy and let your enemies piss
themselves at your approach.
The fastest path into the Techno Samurai
Advanced Class is through the Dedicated Hero
basic class, though other paths are possible At least
on Dreadnaught Level is required to become a
Techno Samurai.
Requirements:
To qualify to become a Techno Samurai, a character
must fulfill the following criteria.
Base Attack Bonus: +3
Skills: Knowledge (history) 4 ranks; Knowledge
(popular culture) 4 ranks; Knowledge (streetwise) 4
ranks; Speak Language: Old Terran (Japanese)
Feats: Exotic Melee Weapon Proficiency (katana),
Oathbound (Space Mafia)

John Strickler (order #3700643)

10

Dreadnaught Class Feature: Fearless. Techno


Samuari must be without fear, and young swordwarriors turn to genetic engineering to remove their
flight instincts completely.
Special: The prospective Techno Samurai must
swear allegiance to the Neo Yakuza and the Space
Mafia and its ruling Council of Crime.
Most Samurai must undertake a mission,
murdering an enemy of the Yakuza with Hit Dice or
levels equal 1.5 x to the characters own and
bringing back photos when the deed is done. The
prospective Samurai must make the killing blow, but
may be aided by allies and other gangsters.
Class Information
The following information pertains to the Techno
Samurai advanced class.

John Strickler (order #3700643)

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

Artist (DEX), Forgery (INT), Gamble (CHA),


Gather Information (CHA), Hide (DEX), Intimidate
(CHA), Jump (STR), Knowledge (history, popular
culture, streetwise, tactics) (INT), Listen (WIS),
Move Silently (DEX), Read/Write Language, Speak
Language, Spot (WIS), Tumble (DEX)
Skill Points at Each Level: 4 + INT Modifier
Bonus Feats: At 3rd, 6th and 9th level, the Techno
Samurai may choose a bonus feat, which must be
selected from the following list.
Acupuncture, Agile Riposte, Acrobatic,
Archaic Weapons Proficiency, Atemi Gunman,
Atemi Mastery, Atemi Strike, Blind Fight, Body
Hardening Defense, Combat Martial Arts, Combat
Reflexes, Confident, Deceptive, Dodge, Double
Tap, Far Shot, Frightful Presence, Heroic Surge,
Improved Initiative, Lightning Reflexes, One Inch
Punch, Personal Firearms Proficiency, Point Blank
Shot, Quick Draw, Samurai Resolve, Stranglehold, Snakefinger Jab, Two Weapon Fighting,
Weapon Focus (katana), Windfall

Italicized Feats originally presented in another


Otherverse Games product
35th Century Bushido (EX): The Techno Samurai
has adapted the ancient teachings of bushido to the
modern world, and blended them with the equally
ancient traditions of the yakuza. The Samurais code
emphasizes honor, personal responsibility and
trustworthiness within the gang, and resolute silence
when dealing with outsiders. A Samurai may brag of
his exploits, but will never testify to his crimes in
court.
Each day, the Samurai receives a pool of
bonus points equal to the number of enemies (with
CR/levels equal to his own) he has personally slain
on the gangs orders. The maximum bonus pool is
20 + the Techno Samurais class level.
The Samurai may spend any amount of
bonus points, up to his current class level, to improve the result of any of the following checks:
Diplomacy, Gather Information, Intimidate,
Listen, Sense Motive, Spot and all WILL saves.

C lass
Level

Base
Attack
Bonus

FO RT
Save

REF
Save

WILL
Save

Special

Defense
Bonus

1st

+0

+1

+1

+0

35th C entury Bushido, C rime


Blade, Effortless Sword

+1

2nd

+1

+2

+2

+0

Atone in Hatred

+1

3rd

+2

+2

+2

+1

Bonus Feat

+2

4th

+3

+3

+2

+1

Blade of the O ni or N eo Samurai

+2

5th

+3

+3

+3

+1

Resolve or Sword Meditation

+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

John Strickler (order #3700643)

11

Reputation
Bonus
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4

The Samurai may spend bonus points after


rolling the check, but before the results of the check
are revealed.

12

Upon their first level in this class, Techno


Samurai are issued a High Frequency Sword styled
after a traditional katana. The Techno Samurai can
use all features which require the use of a katana
with this specialized High Frequency sword as well.
Traditionally, Techno Samurai carry their HF Katana
into battle, and reserve their traditional samurais
katana for ceremonial use.
Effortless Sword (EX): Techno Samurai are
expected to train with the katana until their hands
tremble with exertion and their muscles scream with
torment. To do anything less dishonors not only
them, but the gang and the obyan they serve.
Each day, the Samurai receives a pool of
bonus damage points equal to his CHA modifier
plus his Samurai class level (minimum two points).
When attacking with a katana, the Samurai can add
any number of bonus damage points to any successful attack roll. The Samurai decides to add the
bonus damage after the attack roll is resolved;
allowing the Samurai to slice through an adversary
with seemingly no effort. The bonus damage is
added in, not multiplied on a critical hit.
Crime Blade (SU): The Techno Samurai can
manifest a crimson version of the standard Galaxy
Command cosmic blade. The Techno Samuari may
select Blade of the Cosmos and any feats in the
Cosmic Blade feat tree even without meeting the
allegiance requirements. These feats are considered
Bonus Feats for the Techno Samurai.
The Techno Samurai can use any class
ability which requires a katana with a Cosmic Blade
instead.
Atone in Hatred (EX): When the Samurai fails,
when his dishonor becomes great, he atones in the
traditional way: he severs one of his fingers and
presents the bloody offering to his lord as a token of
shame. If the Samurai is ever defeated in battle,

John Strickler (order #3700643)

surrenders to, or is humiliated by any one he or she


considers a worthy enemy (always someone of
equivalent CR/level), he must perform a bloody
ceremony of atonement.
The ceremony takes at least 30 minutes to
perform, and requires the removal of one of the
Samurais finger joints. Each time the ceremony is
performed, the Samurai permanently sacrifices 1
rank in any skill involving manual dexterity.
Once completed, the ceremony refocuses
the Samurais mind and stokes the fires of hate in
their breast. The Samurai receives a +1 morale
bonus on attack and damage rolls against the enemy
named in the ceremony from that point on. The
ceremony can only be preformed once in reference
to any specific enemy.
Blade of the Oni (EX): Techno Samurai fight as
fearsomely as any dog-faced demon, and with their
swords, send the enemies of the gang screaming
towards Hell. The Samurai receives a +4 bonus on
all Sunder and Disarm attempts he makes when
wielding a katana.
Neo Samurai (EX): The Techno Samurai is bound
by tradition, but not blinded by it; he wields 35th
century weapons as adroitly as he wields his blade.
The Samurai may choose any specific ranged
weapon he is proficient in the operation of. Any
Techno Samurai class abilities that would apply
when he wields a katana also apply when he wields
his chosen ranged weapon.
Resolve (EX): The Techno Samurais soul is as
strong and unbreakable as a Samurais lacquered
armor, and allows him to push his body on past the
point of failure. Once per day, the Samurai can delay
the damage dealt by a single attack or effect for a
number of rounds equal to his Samurai class level.
Sword Meditation (EX): The Samurai has made
his sword the center of his being, meditating on the
perfection of the steel and the union of muscle and
blade. The Samurai receives a +2 insight bonus on
all WILL saves and Initiative checks made when he
holds his unsheathed blade in his hand.

Undefended Sword (EX): The Samurai can focus


his mind, clearing it of all distractions, and slice
cleanly through even the most powerful opponents
defenses. Once per day, prior to making an attack
roll against a specific target, the Samurai can declare
that he is using this class ability. When he does so, all
attacks made against a specific foe during that round
ignore natural armor and equipment bonuses to
Defense.
When using this ability against a foe with any
form of Damage Reduction, the Samurai ignores a
number of points of DR equal to one plus his WIS
modifier (minimum two points).
Recitation of Honor (EX): By reciting his name,
the name of his obyan and the fearsome deeds of his
gang, the Techno Samurai can strike terror into
cowardly hearts. As a standard action, the Samurai
can declare his allegiance and brag about his prowess as a killer.
Any sentient creature within 30 ft who hears
the recitation must succeed at a WILL Save (DC 15
+ the Samurais CHA modifier) or become shaken
for 2d4 rounds. Any creature with 5 HD/levels or

The Family Business


The Space Mafias primary concern is
making money, and the criminal cult has no concern
about how it makes a credit. The Mafia doesnt care
how the citizens on its world live, so long as they
pay up on time. The Space Mafias major business
is smuggling- brining proscribed chemicals, weapons
and technologies to client worlds, usually right under
Galaxy Commands nose. Prostitution, gambling and
the galactic slave trade are also big business. The
Space Mafia also shakes down planetary business
owners and major shipping companies, forcing them
to pay protection or face a squad of Shipbreaker
thugs.

13

Capricorn Station: This ultra-plush orbiting


habitat is located a few parsecs from the major
shipping lanes running between Earth and Alpha
Centuari, right in the heart of the galaxy. One of the
Space Mafias most legitimate ventures, Capricorn
Station is a mecca for gamblers and tourists across
the cosmos. One of the most expensive hotels in
known space, nearly twenty square miles of station

fewer becomes frightened instead.


John Strickler (order #3700643)

14

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.

Variant Rules: Characters with a DEX


score of 15+ receive a +1 synergy bonus on
Gamble checks made when playing Holo Chess.
Orbital Roulette
This high-tech roulette variant is designed to
be played even in zero-g and is popular in older and
poorer space habitats, where artificial gravity is kind
of erratic. The playing board is decorated with a
space theme, and the board is divided into Command (Blue) and WARSTAR (Red) spaces, and
instead of numbers, slots depict planets and moons.
An unhackable randomizer circuit in the roulette
wheel uses random magnetic surges to pull the
ferrous ball into the winning slot.
Variant Rules: The randomizer chip cant
be hacked, but it can certainly be sabotaged. A
cheater with a penny-sized hand magnet can attempt
to influence the balls drop with a successful Sleight
of Hand check, opposed by the dealers Spot
check. Success grants the gambler a +1d6 circumstance bonus on his or her next Gamble check at this
game. Failure gets the gambler tossed out an
airlock
Shooter
This holographic strategy game is popular with
spacers. Players are dealt holographic cards depicting a mix of famous and fictional military units,
Planetary Champions and infamous WARSTAR
generals. The object of the game is to assemble the
best hand, taking into account all the thousands of
variant rules and special abilities of the cards, and
Shooter plays like a mix of Texas Hold Em and a
modern CCG.
Variant Rules: Use INT as the Key Ability
for Gamble when playing Shooter.

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.

John Strickler (order #3700643)

15

Freebooters Asteroid: This well defended


raider hideout is basically an enormous starship
carved from an asteroid that dwarfs the Martian
object Ceres. Equipped with its own propulsion
systems, the Freebooters Asteroid prowls the
border between Galaxy Command space and the
frontier. Criminals, terrorists and space pirates of
every breed are welcome here, and the
Freebooters Asteroid is usually the only port of call
where spaces most wanted can rest, repair and
resupply.
However, the Asteroids owners, the
Nova-Swarm Cartel, one of the larger Space Mafia
families, knows it has a monopoly on starship repair
and resupply, so prices (for everything, right down
to oxygen rations!) are at least twice as high as they
are anywhere else in the galaxy. Slaves often end up
doing time here, especially if they have even basic
mechanical skills, while the sleazy Romance Alley
always needs bar girls and xeno-prostitutes.

John Strickler (order #3700643)

Many Demok adventurers have escaped


from the Asteroid, and have damn good reason to
never want to go back. Several families of Proximite
technicians, especially those exiled from their arkships for experimenting with antisocial or forbidden
technology, have set up shop on the Freebooters
Asteroid. These curt little techno-paths can rebuild
or modify anything, from starship warp drivess to
combat mecha to just putting a new scope on your
blaster. The waiting list for a Proximite techie
stretches into years, but a substantial bribe (usually
3-4 times what the repair would cost elsewhere) can
move a client to the front of the line.
Knox-17: Security? Andromeda VII
doesnt have this good of security. This enormous
space vault is located somewhere deep in the Prison
Zone, and like the Freebooters Asteroid, is capable
of spaceflight and even warp-travel. Anything
coming within a parsec of Knox-17 is blasted into
space dust, and for good reason. The space vault is
the size of a small moon and holds centuries worth

of ill-gotten wealth. Gold coins, pressed latinum


strips, even Thomite and enough good Spice to turn
every eye in the Western Spiral Arm bright blue all
fill the planetary vaults coffers in numbers big
enough to tempt even saints to crime.

16

Finding the vault is almost impossible, as the


planetoid is protected behind dense, multi-layered
stealth screens. Its rumored that the Space Mafia
has reverse engineered Argonite Wraith Zone
technology, allowing the planetoid to zip away to an
other dimensional sanctuary in an instant if it is ever
truly threatened. Only the Black Sun knows where
the vault is in at any given time, thanks to a real time
ansible link between the stellar AI and the vault. Its
control over the Mafias wealth is the Black Suns
true power.
The Lightspeed Pipeline: An illegal
shipping trade ensures that the Mafia remains well
supplied. Space Truckers in over their head in
gambling debts, down on their luck or just deperate
for some quick credits ply the Lightspeed Pipeline,
ferrying cargo and passengers anywhere theyre not
wanted. The Lightspeed Pipeline transports drugs,
proscribed technologies, weapons and people from
place to place without ever seeing a Command tax
station or inspection crew if everything goes right.
The Pipeline can smuggle people into or out of a
closed world- useful for getting criminals or spies off
planet in a hurry, or helping illegal refugees settle on
a new planet.
The Pipeline is naturally a pure-profit
operation, and its only concern is the bottom line,
but occasionally, the Pipeline can serve Galaxy
Commands altruistic interests. Galaxy Command
isnt averse to using the Pipeline to smuggle weapons, literature and military aids to planets behind
WARSTARs Iron Curtain of Space, nor are civilian
organizations dedicated to freeing oppressed
planets. The Pipelines agents are fairly trustworthyfor spacer scum. The Pipeline Runner code of honor
means that dumping a load in anything but the most
extreme circumstances, or selling out a passenger or
client are death sentences. Silencer assassins are
usually dispatched to terminally punish cowardly or

John Strickler (order #3700643)

treacherous Pipeline Runners, making the Pipeline a


more reliable cargo-carrier than the Galactic Post
Office!
Neo-Italy: This once pristine farming world
has been taken over by Space Mafia thugs and
turned into a sanctuary for the Mafias senior capos.
Locals are bullied by the Space Mafia thugs at every
turn, and are kept techno-starved. Local technology
resembles 1950s earth, except for the Capos
estates, which have the nastiest security features 35th
Century technology can provide. The planets
peasant population toils to feed and clothe the
Space Mafia, and can only wait for a hero to appear
and finally free them Go for it!
New Montanya: This blasted world
resembles scalding Mercury, but has even less to
recommend it as a tourist destination. At least
Mercury has some nice beaches for UV-rad immune
aliens. The heavily fortified world is home to the
Crime Council, and meets under the light of the
ancient Black Sun of Crime. The surrounding system
is studded with space-mines, fleets of mercenary
starships and dangerous kill-bots, all ready to
respond to an invasion with lethal results.
The Galactic Kill-Brawl Championships are
held on New Montanya every third Council meeting.
The deadliest gladiators and kill-bots from a 212
worlds or factions converge on the blasted world.
Each crew is escorted by a squad of Black Sun
Elites, and is kept under heavy security. The Championships last nearly one month, as brackets of
fighters are winnowed down to a final four gladiators, who must face each other on a specially
designed, lethal field designed by the Black Sun
itself. The contests single survivor wins a prize purse
of nearly billion credits! Surviving competitors (if
there are any) are usually find positions as Space
Mafia thugswhether or not they want them.
Especially valiant slain competitors are resuscitated
by Space Mafia cyber-surgeons, transformed into
tech-laced monstrosities, and unleashed on the
universe.

17

Rigel II Theta: Another world in the


populous and multiply colonized Rigel system is
known as the Dirt Market. This rainy, humid world
has been converted into low rent open-air market
where anything is for sale. Need slaves, combat
drugs, a new kill-bot or just a fusion initiator for a
07 Starbomber? You can probably find it among
the tin-roofed stalls and merchant tents of the Dirt
Market. Dont expect any real order, decent customer service or safety though. Anyone who doesnt
come armed rarely leaves the planet, and either they
or their component organs end up on the auction
block themselves.
Doin Time in the Zoritum Mines
Galaxy Command maintains a few prisons
for those too dangerous for conventional psychoreform programs, or for those (like CrimeWire
Cultists) who simply cant be reformed. The Prison
Zone is reserved for the worst of the worst, for stardevouring ameobeas, pirate gods, and other epic
level threats, while ordinary, humanoid criminals are
sent to one of the Commands other penal institutions. In some cases, Galaxy Command is reluctant
to send a particularly dangerous threat to the Prison
Zone and is forced to devise other incarceration,
because they know once within the Zone the creature will likely be recruited directly into WARSTAR

John Strickler (order #3700643)

and become an even bigger threat.


The following galactic prisons are described
in their order of sadism, with the worst coming
towards the end of the section. Dont drop the
space-soap.
Penal Colony X-1, X-2 and X-3
Penal Colony X-1 through X-3 are located
at the outer edges of the Earth, Andromeda and
Centuari systems, relatively close to the major
settlement zones. These colonies are usually located
on one of the outer worlds of the system: the Jupiter
moon, Ganymede in the case of Penal Colony X-1.
These large and spartan facilities are supervised by
android jailers, and actual human staffers are rare
and usually limited to psi-capable counselors and
rehabilitation specialist.
X-series Penal Colonies are reserved for
relatively non-violent offenders, and kept close to
human-controlled space to allow for relatively easy
visitation. Those serving their time at an X-series pen
are usually first time offenders, or habitual criminals
undergoing psycho-rehab. Given the relatively low
security nature of an X-series pen, a hardcore
criminal incarcerated in one might have an easy time
breaking free. Hacking the guard-bots, taking a psi-

staffer hostage or
commandeering one
of the visitors shuttles
are all challenges, but
not impossible ones.

18

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.

probationary status. If a prisoner (even one with a


four millennia sentence) does well, he or she can
return to the fleet in as little as three years.

The Black Brig

Red Max

The Black Brig has been retrofitted from an


orbital starship drydock orbiting Neptune. This
aging, juryrigged institution is home to Galaxy
Commands military prisoners. Discipline is harsh,
boot camp all over again (only worse), and all
military prisoners are expected to complete psychorehab with exemplary scores. Galaxy Commands
meanest drill instructors all rotate through the Black
Brig for a tour of duty.

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.

The Black Brigs goal is to return military


troublemakers to the fleet in a minimum amount of
time. Galaxy Commands military sentences are
unbelievably long, with sentences of more than
2,000+ years being all too common. However, the
Brigs staff can commute or shorten these sentences
as a reward for good behavior, completion of drills
and training, or performing missions while on

Red Max is often used to incarcerate energy


casters and psychics, because its specially designed
cells can withstand, or even absorb exotic energy
discharges. The Red Max facility is strangely beautiful, compared to the stark grey ulitarian designs of
other penal facilities. The entire structure is composed of crimson and violet crystal and is semitranslucent from the outside. Guards patrol the outer

John Strickler (order #3700643)

perimeter and are constantly on watch for escape


attempts or smuggled weapons. The gigantic prison
covers several square miles, and glistens brightly in
the sun. At Highest Noon when all three of the
systems suns align, the facility is a blazing beacons.
Guards and prisoners alike are dependant on
specially tinted goggles to preserve their eyesight.

RAGE-666s bowels. Many prisoners have slipped


away from their mining gangs in search of this fabled
escape route, and maybe, just maybe some of the
disappearances mean that the prisoner found the
stargate instead of ending up in some creatures
stomach.
Argonite Wraith Zones

19

Correctional Mining Facility RAGE-666


The Galaxy Commands prison mine,
RAGE-666 was unfortunately named by an untested
AI with a penchant for the dramatic, who had
watched way too many cheesy sci-fi movies. Also
unfortunately, the facility lives up to its intentionally
ominous name. Especially dangerous humanoids are
incarcerated here, watched over by a full time staff
of Galactic Marshals, a battalion worth of combat
drones and a fierce unit of specially trained Urlok
riot-troops.
Only male humanoids incapable of undergoing psycho-rehab are incarcerated at RAGE-666.
Each of the miners are serving an average 250 year
hard labor sentence, and most have ties to
WARSTAR or are high level killers working for the
Space Mafia. Prisoners rarely escape the facility, but
disappear with alarming regularity. The mines are a
dangerous place, and the equipment is substandard,
at best. Monstrous xeno-predators swarm the
deeper tunnels, killing at will and dragging off
unlucky convicts to serve as incubators for their eggs
(which are inserted in some very, very uncomfortable places).
RAGE-666 is located deep within the Algol
System, which accounts for the fearsome predators
on-site. There is evidence of prior colonization by
some alien race that used the distant, darkling world
as a prison thousands of years before Galaxy
Commands formation. Some of the deepest tunnels
extend down into ancient alien complexes, some of
which contain as-yet-uncatalogued threats. Occasionally, one of these tunnels leads to an armory,
which a canny prisoner can use to mount an escape
attempt. There is a persistent but unproven rumor of
an ancient and still functioning star-gate deep within

John Strickler (order #3700643)

The Argonite civilization does not imprison


its criminals in this reality. Instead, it uses a specialized dimensional gate system to deposit its prisoners
on the Astral Plane. With the destruction of Argos,
many portals to the Wraith Zone were lost forever,
potentially trapping thousands of Argonite convicts
in the endless white nothingness of the Astral Plane.
The government of New Argos does not believe in
rehabilitation of criminals, simply warehousing them
in another reality until their long sentences are up.
Since time does not pass on the Astral Plane,
Argonite convicts can have centuries measured in
millennia, even longer.
Argonite judges usually decide their sentences based upon the lifespans of the victims, and
often keep a convict in the Wraith Zone until his
victim (and an extra generation or two) has died of
old age, to prevent retaliation. Once in the Wraith
Zone prisoners have only minimal contact with their
jailers, since they have no real physical needs on the
Astral Plane.
Sensory deprivation, boredom and a rare
few Astral predators are the inmates only concern,
but these threats claim a majority of prisoners before
their long sentences are up. Those who survive to
their release date receive a specially tailored nutrient
pill through the same gateway that deposited them
on the Astral Plane. This pills purpose is to make up
for the years (or centuries) of missed meals, so the
prisoner simply doesnt die of starvation upon their
return to normal space-time. Prisoners can only be
released from the same space-gate that brought
them to the Astral Plane, meaning that millions of
prisoners are stuck in the Astral Plane for eternity.

20

A few Wraith Zoners have found ways out


of their misty imprisonment over the years, usually
exploiting short-lived wormholes created by atomic
explosions, but now, an entire army of disgruntled
and possibly insane convicts stands poised to
rampage across the galaxy. if they can just figure
out an escape method..
WARSTAR Prisons
WARSTAR is a criminal regime and usually
prefers to execute threats rather than imprison them.
Whole worlds have been turned into charnel houses,
and Galaxy Commands military has sent several
missions deep into the Prison Zone to liberate
planets transformed into apocalyptic concentration
camps. WARSTAR only keeps prisoners alive if
they have something it wants: a set of harvestable
organs, a strong back for slave-mining or information.
WARSTARs hostages and prisoners of war
are shuttled to inhospitable and highly defended hellworlds deep within the Prison Zone. These prisons
are guarded by legions of Omegan war-bots, who
cant be bribed or pleaded with. The most notorious
is EVEN-WORSE-THAN-RAGE-666, a hellish
prison located deep within a red giant system. The
prison is run by an AI of the same unimaginative
make and model as RAGE-666, and desperately
wants to achieve the fearsome reputation of its
predecessor.
The AI Warden finds out everything it can
about other prisons and tries to incorporate these
fact into building the cruelest and most sadistic
prison in the Galaxy. The Blackstar Tyrant fully
approves of the Warden AIs hobby, even if the
results are sometimes more comedic than threatening, especially when the computer adopts a Southern accent and recites lines from old Terran crime
movies which it does incessantly.

John Strickler (order #3700643)

WARSTAR gladiators are often convicts,


forced to fight for survival. The best gladiators arent
given their freedom after a final climactic bout:
instead, theyre press ganged into service with the
Empires military. Those too stupid or savage for
traditional military service are warped, body and
mind, into fearsome beasts used as shock troops.
Cult of the Crime-Wire
Some criminals hate and fear the idea of
being psycho-rehabed into becoming good citizens
far more than they fear conventional incarceration.
The Cult of the Crime-Wire is a cybernetic terrorist
cult which offers career criminals a way to keep their
minds their own. Funded by Space Mafia dollars,
the cult leaders have invented a cybernetic brainimplant that keeps Galaxy Command psions out of a
criminals thoughts, one which they sell for high
dollars.
Crime-Wire implants are a growing scourge
within the Command, a new illegal technology that
the Galactic Marshals cant intercept fast enough.
The devices are used by Space Mafia criminals,
small time free-booters and WARSTAR agents
alike, and even the Commands under classes are
becoming device users. The Cult of the Crime-Wire
has had great success marketing the illegal bioimplant to fringers concerned about Galaxy
Commands rising and unchecked power. Possession of Crime-Wire implants is highly illegal, but that
doesnt stop would-be revolutionaries on a dozen
worlds from owning them.
The Cult of the Crime Wire began on spacepirate cutters, a cobbled together religion based on
half remembered Space Mafia doctrines,
WARSTAR propaganda and selfish rationalization.
The Cult is popular among career criminals, because
it justifies theft and murder as the privileges of the
strong and cunning. Anyone brave enough to be a
criminal deserves their victories. The Cult views
Galaxy Command as a bunch of self righteous thugs,
that the only difference between them and the Mafia
is that the Mafia doesnt care if you believe its Code
of Omerta or not, as long as you pay up. Cult
members are taught that the Commands idealistic

The Legion of Serial Killers


The Legion of Serial Killers is the driving
force behind the Cult of the Crime Wire. A selection
of thugs, misanthropes and stone-cold sociopaths
from twelve dozen worlds, the LoSK is one of the
most feared (and most reclusive) organizations in the
galaxy. The LoSK is headquartered on the dead
world, Styx, located deep within the prison zone.
This world was once a prosperous inhabited moon
in the system the Black Sun of Crime was eventually
banished to. The long-extinct Stygian natives wiped
themselves out in a genocidal war so barbaric the
eco-system never recovered, even uncounted
millions of years later. To the monsters of LoSK,
walking through the ruins is a rare pleasure, because
the ruins represent an entire species and culture lost
to death.

21

LoSK members are nihilists, cruel sadists


and blood-thirsty thrillseekers. Only the
organizations stringent by-laws prevent the members from turning their blades and nerve-blasters on
one another. Instead, LoSK members compete
amongst themselves to build the most impressive
roster of kills. One of the Council of Crimes regular
duties is to assign the monsters of the LoSK new
targets.

and merciful nature are weaknesses to be exploited,


and its their divine duty as Cultists of Crime, to take
full advantage of those weaknesses.
The Cult of the Crime-Wires favorite
targets are reformed criminals now serving within
Galaxy Command. Cultists will attack former
criminals in preference to other targets. Reformed
criminals are sometimes kidnapped, forcibly implanted with a Crime-Wire and forced into service
on a pirate vessel. The Cult of the Crime-Wire views
these pressgangings as liberation, regardless of what
the unfortunate former crook thinks of the matter.

John Strickler (order #3700643)

On one hand, the Council knows that


unleashing the Serial Killers against a target sends a
powerful message, and is occasionally even successful, as hordes of crazed killers can eventually wear
down even the most determined defense. On the
other hand, the Space Mafia is careful never to
attract too much attention by allowing the Serial
Killers too much leeway. The gory, high profile
violence of a Serial Killer is seen as a poor substitute
for the subtle violence of a Silencer or Techno
Samurai. The Council of Crime knows the Serial
Killers will rampage and murder in any case, and try
their best to steer the mad-sentients towards annoyances, and use the cult as a distraction while saner
agents conduct the Space Mafias real business.

22

Even though the Space Mafia is reluctant to


become too dependant on the Serial Killers, the
mere threat of their involvement can often shut up a
stubborn witness or convince a reluctant space
trucker to part with his cargo. Left to their own
devices, the LoSK would murder entire worlds,
using everything from forbidden bio-nukes to their
bare hands and filed-down teeth and a lot of time
and malice. WARSTAR often hires Serial Killer
mercs as assassins and shocktroops. The
Blackmoon Tyrant enjoys their madness, and
appreciates their high art- a well put together
massacre brutal enough to shock the entire galaxy.
Crime-Wire Implant (PL 7)
This implant is surgically installed in a
cyborgs brain and protrudes through skull just a few
centimeters as a visible pattern of metallic wires and
circuit components. A cyborg can easily conceal the
device under long hair.
Benefit: Creatures with this implant cannot undergo
Galaxy Command psycho-rehab. They receive a +4
equipment bonus on any WILL save made to resist
alignment or allegiance change.
Drain: 0.5
Type: Internal
Hardness/Hit Points: 0/5
Base Purchase DC: 18
Restriction: Illegal (+4)

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.

John Strickler (order #3700643)

The Argonites (PL 8)


Medium Humanoid (Psionic)
The destruction of their homeworld has
hardened the Argonite species. Once a peaceful and
scientific race, the Argonites in exile have become
pragmatic to the point of cruelty. The species has
always placed the letter of the law above emotion,
valuing logic and legalism far above individual
feeling. The Argonites fearsome Wraith Zone is the
ultimate symbol of the race and its almost mechanical detachment the invention of a prison crueler
and more remote than anything a WARSTAR tyrant
could ever conceive.
Todays Argonites survive on orbital stations
orbiting their homeworlds star, and harvest valuable
minerals from the ruin of their birth-world. Their
devotion to law and obedience has only been
strengthened due to the rigors of station life. Everything is regimented and rationed aboard an Argonite
station, from food and consumable gases to degree
of affection. Argonites rarely show emotion, and the
stoic species can accept the judgment of its government even when the Science Councils judgments
are monstrous. Argonites who embrace emotion, or
reject the wise ruling of the Science Council are
criminals, and on New Argos, there is only one way
to deal with criminals.
Appearance: Argonites are tall, slender humanoids
with slick, plasticine blue skins. They stand a little
taller and weigh a bit less than humans, because
before its destruction, Argos gravity was only 0.6
Earth standard. Their elongated skulls hint at the
races cold intellect, as do their silvery, strangely
reflective eyes.
Upon reaching the age of majority at 190
Terran solar years, Argonites have a Wraith Crystal
implanted in the back of their hand. All surviving
Argonites are expected to serve the cause of cosmic
justice, and prevent tragedies like the death of their
home world. These strange crystalline implants serve
as a portal to the Wraith Zone, a way to exile
criminals beyond reality.

Size: Argonites are medium humanoids, and


as such receive no special bonuses or penalties
due to their size. Their base land speed is 30 ft
Argonites have the Psionic Subtype and may
select freely from Psionic Precursors and
Psionic Feats, described fully in Psi-Watch.

23

Ability Score Modifiers: -2 STR, +2 INT,


+2 WIS. Argonites are physically frail, thanks
to the low gravity conditions they exist in, but
are quick witted and pragmatic. Stupidity is a
crime on New Argos, one which can be
punished by Wraith Zone exile, so Argonites
make it a point to be keenly intelligent.
Racial Feats: All Argonites are trained to
accept their station in life from an early age,
and are trained in a useful life-skill from
infancy. Argonites receive one of the following
as a racial bonus feat, which determines their
caste: Educated, Gearhead, or Medical
Expert.

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.

John Strickler (order #3700643)

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.

24

Restricted Starting Occupation: Argonites


tolerate no dissent or deviation from societal norms.
An Argonites starting occupation is based upon the
racial feat he or she selected. An Argonite who has
chosen Educated can only be a Student or White
Collar. Those choosing Gearhead can only select
Technician as their starting occupation, while those
who have chosen medical expert can only be
Doctors or Emergency Services.
Favored Classes: Smart Hero, Dedicated Hero
Demoks (PL 6)
Medium Monstrous Humanoid
Demoks are probably the most seductive
species in the galaxy, and thats where their troubles
began. Demoks are in great demand as prostitutes,
and where willing Demoks cant be found to work
the Space Mafias pleasure domes, slavers are more
than willing to satisfy the demand for these attractive
xeno-forms. The Demoks home world deep in the
LeVay Nebula hasnt been truly free in three millennia. Their home system has been carved up by a
consortium of competing business interests and lowrent imperialists. The Space Mafia, unaligned
slavers, WARSTAR garrisons, even the occasional
Galaxy Command humanitarian team have all staked
out their own claims and run their own little fiefdoms.
In disgust, the majority of Demoks have
utterly abandoned their world, trying to survive a
galaxy that just wants to exploit them. Some make a
living manipulating their exploiters- its easy for a
psi-capable prostitute to turn blackmailer, after all.
Others have become angry, intent on finally freeing
their world from all external influence, and scour the
space-ways in search of the fire power needed to
do the job. Some Demoks are able to call themselves truly free but the vast majority are slaves of
one extent or another. A few have settled on the
utopian Pacifica, where they fit in with the lusty

John Strickler (order #3700643)

natives, but many Demoks wonder if theyre trading


obvious bondage for a gilded cage by settling among
that worlds hedonists.
Appearance: Demoks resemble extremely attractive humanoid females, as a single gendered species,
there are no males of their kind. Their bodies are
evolved to attract the widest possible array of
humanoid mates, and beauty is genetically encoded
into the xeno-species. Demoks have enormous bat
like wings protruding from their shoulder blades. At
full extension, these leathery wings have a span that
rivals even the biggest Tal-Anon, and the Demoks
boast similar in-air maneuverability. A small, spadetipped tail gives them a little bit extra stability when
in flight.
Demoks have curling ram-like calcium horns
in place of hair. Their horns grow constantly, and
most young Demoks spend at least an hour a day
filing down their horns. Demok matrons stop filing
their horns when their childbearing years are done,
and some of the eldest boast impressive crowns.
Many xeno-anthropologists believe that
early contact with Demok slaves aboard alien
starships and pre-spaceflight humanity gave rise to
legends of succubi, angels and other supernatural
beings. The fact that many Demoks have given
names taken from ancient Terran cultures gives
credence to this theory.
Reproduction: Demoks are an all female species.
They are born pregnant, with a near-clone of their
mother, and give birth to a single infant during their
late teens or early twenties. Demoks raise their
young communally. After giving birth to a clone off
spring, Demoks can mate and bear viable young
with any male of any humanoid species The offspring
is always a full blooded Demok girl, though she may
bear some cosmetic traces of her fathers genome.
Demoks enjoy sex for pleasure, but probably not
the extent that galactic rumor would have you
believe.

Size: Demoks are


medium monstrous
humanoids, as such
they have no special
bonuses or penalties
due to their size. As
monstrous humanoids,
Demoks are immune to
effects which specifically target humanoids,
such as Charm
Person.

25

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.

John Strickler (order #3700643)

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

creatures with the scent quality can learn


to understand the language.

26

Attractive Pheromones (EX):


The Demoks body naturally secretes a
pleasant, sexually appealing chemical.
She receives a +4 bonus on Bluff,
Diplomacy and Gather Information
checks made against anyone who would
normally be sexually attracted to her.
This bonus is increased to +6 if
the Demok make skin to skin contact
with the subject; this additional bonus
lasts for 2 hours after the exposure ends.
This effect is useless against anyone
wearing a gas mask or CBR gear, or any
creature magically protected from toxic
gases, as well as most forms of mechanical and Silicon Based life.
Favored Classes: Charismatic Hero,
Personality, Swindler
The Gravocs (PL 6)
Large Humanoid
The Gravocs are a bulky race of
genetically engineered laborers, originally
created as a slave species. The Gravoc
genome has passed through so many
hands and batches of the super-strong
clones have been grown on so many
worlds, its all but impossible to determine who
really invented the bulky humanoids. By longstanding
Galaxy Command law, Gravocs within its territory
are free sentients. However, the clone species finds
the past difficult to shake.
WARSTAR and the Space Mafia alike still
breed Gravocs into slavery in incredible numbers.
Free Gravocs within Command Space often have to
contend with old prejudices and stereotyping as
dimwitted, machine-like thugs. Their frustration often
forces Gravocs into a life of crime, and those born
within Mafia Space or the WARSTAR Empire know
nothing other than brutality and service. Free

John Strickler (order #3700643)

Gravocs within the Command often become infantry


troops- theyve got no taste for space combat, and
most are too big to fit into the cockpit anyway. They
excel in their chosen role, demonstrating the strength
and endurance their species was bred for.

Appearance: Gravocs are humanoids adapted to


survive on high-G planets and have incredible
strength and endurance. Even the smallest stand
over seven feet tall and weigh as much as a hoverbike. Gravocs of both genders are completely
hairless and densely muscled. Gravoc skin is usually

pale, though on many worlds the creatures are


designed with pale blue or dingy grey skin. Gravocs
of both genders are completely hairless, for better
hygine in water-rationed environments, such as
starships and low-tech space habitats.
Reproduction: Though Gravocs can enjoy sex for
pleasure, they are sterile and created only in laboratories. Gravocs in Command Space are allowed to
adopt humanoid children to begin their families.
Size: Gravocs are Large humanoids. As large
creatures they suffer a -1 size penalty on attack rolls
and their Defense score, a -4 size penalty on Hide
checks, but receive a +4 size bonus on grapple
checks. A Gravocs base land speed is 30 ft, and
this land speed cannot be reduced by encumbrance
or by wearing heavy armor.
Ability Score Modifiers: +6 STR, +2 CON, -2
INT, -2 WIS. Gravocs are designed for strength,
durability and hard labor. Their intelligence and will
power is intentionally reduced to make them more
controllable.
Racial Feats: Gravocs receive Endurance as a
racial bonus feat, thanks to their enormous, efficient
lungs and circulatory systems.
Racial Skills: Gravocs are taught from an early age
how to repair and modify starship components,
because they are needed as high-G mechanics,
despite their relative dullness. Training makes up for
lack of raw brain power, and Gravocs receive a +2
racial bonus on Repair checks.
Enhanced Senses: Gravocs receive lowlight
vision.
High G Adaptation (EX): Gravocs are
designed for service in intense gravity wells. They
suffer no penalties to skills, attack rolls, carrying
capacity or land speed reduction when in a High G
environment.

John Strickler (order #3700643)

Simple Pleasures (EX): Gravocs are


hardwired to find satisfaction and take pleasure in
doing their assigned work. A Gravoc who rolls a
natural 20 on any STR based skill check or any
Craft, Profession or Repair check, or who takes 20
and succeeds on a check, receives a +1 morale
bonus to their WILL Save for 24 hours.

27

Favored Classes: Strong Hero, Tough Hero,


Bodyguard, Helix Warrior
The Monasists (PL 5)
Medium Humanoid
The Monasists are an evolved human subrace hailing from the barren world of Point Promise.
The Points first colonists were exiled Terran soldiers
and terrorists, hawkish warmongers exiled from
Earth during the mid 2800s, as the culture attempted
a clean break with its warlike past. Unlike many
other prison colonies, the men and women of Point
Promise evolved past the attitudes and crimes that
lead to their imprisonment, and today Point Promise
is a peaceful and prosperous member of Galaxy
Command.
The Monasists have earned a reputation as
some of the Milky Ways best martial artists- a
highly trained Monasist warrior is one of the few
humanoids who can go toe-to-toe with a Trius black
belt (Free20: Threeway, 2009 Otherverse
Games). The men and women of Point Promise
practice martial arts as a tribute to their warlike past,
but themselves are one of the most non-aggressive
species in the galaxy. For Monasists, martial arts is a
way of passing down important cultural lessons,
remaining fit and able to defend themselves from
outside threats, and an important way of learning
control of both body and soul.
Appearance: Monasists resemble humans of
indeterminate racial origin. Their homeworld is
demographically mixed, as the original colonists
hailed from every country and tribe 29th Century
Earth had to offer. All Monasists are lean and fit,
and are capable of acts of amazing physical control.
By the time she is eight or nine, a Monasist child has

been studing the martial arts for more than five


years, and is the equal of a veteran human black
belt.

28

Reproduction: Monasists reproduce identically


to their human cousins, and this fit and confident
subspecies is interfertile with humans born on
other worlds.
Size: Monasists are Medium humanoids, and as
such receive no special bonus or penalty due to
their size. A Monasists base land speed is 40 ft,
due to generations of selective breeding and
incredible physical training.
Ability Score Modifiers: +2 DEX. Monasists
are incredibly fit, and their physical prowess
expresses itself through a dancers lean, graceful
physique.
Racial Feats: All Monasists are taught the basics
of unarmed self defense, especially judo and
akido, from infancy. All adult Monasists receive
Defensive Martial Arts as a racial bonus feat.
Enhanced Senses: Monasist eyes arent any
keener than human eyes, but the rigorous mental
training the aliens receive provides them with
lowlight vision.
Superior Training (EX): Monasists are
masters of most known forms of galactic martial
arts. They receive a +1 competence bonus to
melee attack rolls and their Defense score when
engaged in melee combat with any character with
either the Defensive Martial Arts or Combat
Martial Arts feature. Their familiarity with various
martial arts styles allows the Monasists to exploit
weaknesses built into traditional fighting styles.
Favored Classes: Fast Hero, Martial Artist, Field
Officer, Xenophile

John Strickler (order #3700643)

Embracing chaos and evil


seemingly for its own sake,
the Orpaks were responsible for hundreds of
atrocities, each of which
released more and more
life-giving pollution. Each
fusion plant or recyc-center
they destroyed, more of
their own twisted species
were created. Eventually,
the Syrions drove off their
bastard cousins, but the
planet was almost uninhabitable when all was said
and done. The Syrion
population migrated off their
world, and the Orpaks scattered to the
stars, their enraged cousin-species hot on their
heels.

The Opraks (PL 6)


Small Humanoid (Psionic)
The stunted and ugly Opraks have earned a
reputation as galactic scavengers, a dark reflection
of the Syrion species. Like the Syrions, the little
thugs hail from the long-abandoned Sirius III, but
unlike their cousin species, the Opraks didnt live
willingly. Several millennia ago, a subspecies of
Syrions were born in the polluted depths of the
worst ancient cities. Lacking the usual psionic gifts
and twisted by pollution, the Orpaks became an
unwanted undercaste.

John Strickler (order #3700643)

29

Today, the war between Syrion and Orpak


has dwindled to brutal back-alley brawls. The two
species despise each other, and the thuggish, simpleminded Orpak are one of the very few species
absolutely unwelcome in Galaxy Command space.
The species are more welcome in WARSTAR
territory, because the Blackstar Tyrant likes nothing
better than exploiting the little gremlins penchant for
sabotage.
Appearance: Orpaks stand just under four feet tall,
and are wiry, dangerously muscled thugs. The
creatures have elongated ape-like arms and comically stubby legs. Their skins are an ugly sewage
green or mottled brownish-orange. They look like
devils or goblins right of old Earth myth, complete
with thick calcium horns rising from their apelike
skulls.
Orpaks are lewd creatures, and take great
pleasure in displaying their long, prehensile tongues.
Theyre among the most profane creatures in the
galaxy, and spend most of their time thinking up new
ways to offend and horrify other humanoids. Orpaks

stink, and like their obscenities, they take great pride


in their foul, rotting cabbage stink.

30

Reproduction: Orpaks breed fast, like rapid,


mangy rabbits, and are cross fertile with almost
every humanoid species. Pregnancies always result
in Orpak births, a little of little bruised-devil bastards, regardless of the mothers species. The foul
little things only understand the concept of consent
when its backed up with firepower.
Size: Orpaks are Small humanoids. As such, they
receive a +1 size bonus to their Defense score, a +4
size bonus to Hide checks, but a -4 size penalty on
grapple checks. Orpaks are fast little bastards, and
have a 30 ft base land speed.

Lesser Swarm-mind (SU): The little


monsters are pack hunters and bullies, who only
attack when they outnumber an adversary four to
one, and six to one is way better. The creatures from
a rudimentary hivemind when near members of their
own species. If two or more Orpaks are within 60 ft
of one another, all Orpaks receive a +2 morale
bonus on WILL saves, and cannot be considered
flanked unless all Orpaks within range are.
Favored Classes: Tough Hero, Fast Hero,
Engineer, Spacemonkey
The Reptids (PL 6)
Medium Humanoid

Reptids mercenaries have worked for every


two
bit
dictator,
Mafia capo and space pirate crew
Orpaks have the Psionic Subtype and may
in the known galaxy. These reptilian bullies value
select freely from Psionic Precursors and Psionic
strength above all else, ut money is a damn close
Feats, described fully in Psi-Watch.
second. Reptid culture is warrior based, with the
higher caste red Reptids spending their lives in brutal
Ability Score Modifiers: +2 DEX, +4 CON, -2
military training, while green scaled Reptids work to
INT, -2 CHA. Fast and agile as a sewer rat, the
maintain the culture. Red Reptids consider themlittle mutants are all but impossible to kill. The
selves the highest form of life in the cosmos, and
monsters are dimwitted and simple-minded in the
while they view Green Reptids as second class
extreme, and take pleasure in repulsing other
citizens, they consider all other sentient lifeforms little
species.
better than livestock. Reptid theology teaches that
Racial Skills: Orpaks may be total idiots, but they the only way for other lifeforms to reach heaven is in
the belly of a Red Reptid, giving their cannibalistic,
have a knack for breaking things. The more expensive and high tech the better. Orpaks receive a +2 crocodile-like hunger a nasty theological spin.
racial bonus on Disable Device and Demolitions
Reptids work closely with WARSTAR and
checks.
the Space Mafia, and ambitious young males are
always willing to prove themselves on the battlefield.
Enhanced Senses: Orpaks posses darkvision
They are not loyal troops, though. The Red Reptids
with a 60 ft range.
will turn on and devour any commanding officer who
shows weakness, and make no secret of this facet of
Pollution Immunity (EX): Orpaks can
their culture. Their enlistment contracts with
survive and thrive in the most polluted hell-pits, and
WARSTAR even specify that their preference for
seem to enjoy black skies and oily water. Orpaks
cannibalism and fratricide. Since such unchecked,
are immune to radiation and receive a +4 racial
bloody amibition keeps senior officers on their toes,
bonus on FORT saves made to resist mutation or
the Blackstar Tyrant allows, even encourages Red
inhalation toxins. The Mutation Point value of any
Reptids to rid the fleet of weak, merciful and incommutations they gain is always reduced by one
petent officers.
(minimum 0 MP), allowing them to select more
mutations with slightly fewer drawbacks.

John Strickler (order #3700643)

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.

31

The creatures have


no obvious secondary
sexual characteristics,
and make no real
division of gender
roles, which makes it
hard for most humanoids to even guess as
to a Reptids gender.
Reptid skulls are
decorated by short,
blunt spines, like their
tines of some crude
crown.
The monsters
are segregated into
two sub-species,
which is passed along
the fathers line in the
case of hybrids. Red
Reptids are more
aggressive, and are
the dominant force in Reptid culture. Green Reptids
are a little smaller, and are forced into technical
support roles, and serve as slaves, while their Red
brethren win glory in combat. Only Red Reptids are
allowed to own property, with Greens being treated
only a little bit better than livestock. Which they
tend to become when times are lean.

John Strickler (order #3700643)

Reproduction: Reptids are egg laying near-reptiles.


Clutches of 8-12 eggs hatch after about four months
of incubation, but only one or two of the strongest
Reptid newborns survive their first weeks of life. The
rest become snack food. Yummy.
Size: Reptids are medium humanoids. As such, they
receive no special bonus or penalty due to their size.
A Reptids base land speed is 30 ft.

32

Ability Score Modifiers: Red Reptids receive +2


STR, +2 CON, -2 INT. Green Reptids receive +2
DEX, +2 INT, -2 CHA. The species is divided
along scale color, with the slightly smaller Greens
being more intelligent and a little bit quicker than
their larger and more violent Red brethren.
Enhanced Senses: All Reptids receive lowlight
vision and possess the Scent special quality.
Reptids with the Track feat can learn to track by
scent alone.
Racial Skills: Reptids are taught their dark theology from the moment they burst from their eggs, and
are utterly convinced they are the smartest, most fit
creatures in creation. Reptids receive a +2 racial
bonus on Knowledge (theology & philosophy) and
Intimidate checks. The also receive a +2 bonus on
Profession (chef) checks; the species may be
cannibals, but theyre damn fine chefs. You gotta
give em that.

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.

The native Sethzinian species are a motley


assortment of rowdy sociopaths and thrill seekers.
Space piracy is the races chief export. Pillage and
plunder are planetary sports. Every young Sethzinian
Natural Weapons (EX): Reptids have a
dreams of one day owning his or her own pirate
nasty bite attack, which they are always considered cruiser, prowling the spaceways and raining nuclear
armed and proficient in when using. Their bite inflicts death on every scumbag in his home village that ever
1d6+STR modifier points of slashing damage, and
bullied or tormented him. This hypothetical
threatens a critical hit on a natural 19-20 (x2).
Sethzinians one fear is that one of his neighbors,
who hates him as much as he hates them, will
Genetic Slayer (EX): Reptid warriors exist achieve nuclear capability first and than. KAonly to kill. The cannibalistic impulses barely conBOOOM! Sethzinians arent known for keeping
tained in the rest of the species are on full display in
their feuds subtle.
the Reptid. The monster feels a surge of power and
vigor each time it kills. Each time the Reptid reduces Appearance: Sethzinians are tall and muscular
a living creature of the Humanoid, Monstrous
humanoids who closely resemble Terrans, but are
Humanoid, Animal, Giant or Dragon type to 0 HP
much more massive. Their bones and musculature
or fewer, it recovers 2 HP. If at full health, it retains
are much denser than human tissue, giving them
these hit points as temporary HP for one round.
great strength and a giants mass. Most stand just
under seven feet tall. A Sethzinians skin is a dingy,
Favored Classes: A Reptids coloration detercorpse-like grey and hard as Kevlar, and most of
mines its favored class and social role.
the humanoids decorate their bodies with artistic
acid etched scars and deep crimson tattoos.
Red Reptids: Strong Hero, Soldier, Bodyguard, Helix Warrior
The aliens dress in whatever motley armor
Green Reptids: Smart Hero, Fast Hero,
theyve managed to scrounge up. They prefer heavy
Techie, Spacemonkey
leathers to the poly-cloth unisex jumpsuits favored
by the rest of the galaxy, and have a flair for the
theatrical. Chrome spikes, screaming skull belt

John Strickler (order #3700643)

33

buckles, chains and handlebar mustaches on the men


are all common affectations. Offering mustache
rides to pretty xeno-babes is probably the only
friendly gesture that Sethzinian males are known for.

Ability Score Modifiers: +2 STR, +2 DEX, -2


INT. Sethzinians are able to fight like a Martian
wildcat and are good with a blaster, but theyre
dumber than a bag of hammers.

Reproduction: Sex is good. Beer is good. Drunken


beer-stinkin sex is best. The Sethzinians are only
fertile with their own species, but in their romances,
as in everything else, too much is never enough.
Sethzinians only give birth to single off spring.

Enhanced Senses: Sethzinians possess low light


vision.

Size: Sethzinians are Medium humanoids, and as


such, they receive no special bonus or penalty due
to their size. A Sethzinians base land speed is 30 ft.

John Strickler (order #3700643)

Racial Feats: Sethzinians arent great fighters.


Theyre undisciplined and chaotic and way too
arrogant. All Sethzinians receive Power Attack as a
racial bonus feat, but the aliens must always use
Power Attack for at least -1 to hit and +1 to melee
damage.

Natural Armor (EX): A Sethzinians dense


tissues provide the humanoid with a +2 natural
armor bonus to Defense.

34

Hard Drinker (EX): Sethzinains have cast


iron stomachs and incredible tolerance for even the
most rotgut alien booze. The aliens receive a +4
racial bonus on FORT Saves made to resist ingested
toxins.
Bullys Confidence (EX): Sethzinian
culture praises foolhardy confidence and brute force.
Anytime the Sethzinian uses the Power Attack feat,
he receives a morale bonus to WILL Saves equal to
the melee damage bonus provided.
Favored Classes: Strong Hero, Martial Artist,
Dreadnaught
The Space Hawg

adjacent to the vehicle. In this bubble, the pilot and


passengers are protected from the effects of both
normal and hyperspace. This allows the Sethzinian
pilot to cruise the stars unencumbered by bulky life
support gear and still look appropriately badass.
The Space Hawg doesnt mount any
weapons, but does come standard with a Stealth
Screen (PL 6) and a Tractor Beam, even though it is
only a Huge craft.
Attack: Personal Hand Weapons only
Attack of Opportunity: None
Standard PL 7 Design Specs:
Engines: Twin Ion Engines, Thrusters
Armor: Polymeric
Defense Systems: Damage Control System
(1d10)
Sensors: Class III Sensor Array
Communications: Laser Transceiver, Radio
Transceiver
Weapons: None Standard
Grappling Systems: tractor beam emitters (+8
grapple)

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

Tactical Speed 2,000 ft. (4


sq.)

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

The Space Hawg extends a


forcefield containing a livable Earth
normal atmosphere to all squares

John Strickler (order #3700643)

Size: Huge

Base Purchase DC: 40

Flat- footed Defense: 13


Crew: 1 (ace +12)
Passenger Capacity: 1
Pilots Class Bonus: +7
Pilots Dex Modifier: +6
Gunners Attack Bonus: N A
Restriction: Illegal (+4)

The Best
Weapons Are
Illegal

35

The Space Mafia


makes its biggest credits
dealing black market arms.
Stealing Galaxy Command tech
and reselling it to the highest
bidder is a great racket, but
most of the Space Mafias
repeat customers think that
Galaxy Command is just too
damn NICE to make good
guns. These guys want the
really scary, bizarre, rip your
eyeballs out and feed em to
you kinda guns that the
Command tries to eradicate
wherever they are invented.
Some of the best (worst) illegal
guns in the galaxy are described
below.
Atom Cracker Heavy Rifle
This massive device is
only used by the strongest,
genetically engineered troops.
The device resembles an old
combustion more than a
modern energy weapon, with
four piston-like devices, two on
either size of the barrel, which
pump in and out as the weapon power cycles.
Special: This armor is designed to unleash
the atomic energy stored within heavily armored
targets. The weapons target suffers damage equal
to its Natural Armor or Equipment bonus to defense
on a successful hit. This weapon is usually only
deployed to take down mecha, constructs, armored
vehicles and other such technological adversaries.

John Strickler (order #3700643)

Deckard-74 Ion Pistol


This heavy, long barreled pistol was designed by android-hunters long before the Great
Robot Liberation. Though an older model, and much
heavier than modern weapons, it still does its job
well.
Special: This weapon does double damage
to Constructs, Full Conversion and Light Reconstruction Cyborgs, as well as any character with
more than five cybernetic implants of any type.

36

Orpak Mutagen Gun


This deadly weapon is banned in all Galaxy
Command jurisdictions, but is a favorite terror tool
for Orpak criminals, who delight in ruining alien
victims by transforming them into their own loathsome image. This bulky weapon resembles a large
shotgun. A drum of vile glowing fluid encased in a
durable alloy magazine sits just forward of the trigger
and provides the weapon with ammunition.
Special: A target struck by the Mutagen
Gun is slimed with mutagentic chemicals. In addition
to damage, the victim must succeed at a DC 18
FORT Save or begin mutating into an Orpak. The
creature loses previous all racial traits and gains
Orpak racial traits. This effect is permanent unless
treated with Anti-gen
Related Gear: The antidote for this
mutagen is commonly available. A vial of Anti-gen
agents has a Base Purchase DC of 14 , treats one
subject afflicted by the Mutagen Gun, has negligible
weight and is a Licensed (+1) chemical
The Orpak invented this technology, but
other races often use it to transform victims into
slaves of whatever species they need, or feel they
control. Variant mutagen guns transform victims into
other humanoid species. These modified weapons
can only transform a target into one specific species,
chosen when the gun is made. These weapons have
Base Purchase DC of, if they transform the target
into a +0 ECL species. If the gun will transform the
target into a species with an ECL adjustment, add
that adjustment to the Base Purchase Price.
Orpak Pollution Pistol
This bulky pistol is fueled by a liquid-filled
ammo clip which plugs into the weapon just under
the barrel. This weapon is basically a Mutagen Gun
miniaturized for use as a machine pistol.
Special: This weapon inflicts a minor
amount of acid damage, and the concentrated
pollutants and mutagens fired by the acid beam inflict
painful, dehibilitating genetic damage on the target.
Fortunately, the target eventually recovers from the
mutagenic effects of this weapon.

John Strickler (order #3700643)

Anytime a victim is struck by this weapon,


he or she gains a number of Mutation Drawbacks,
chosen randomly from Table 12-2: Drawbacks in
the D20 Future core rulebook equal to the hit
point value of the damage inflicted. These mutations
fade 1d4 days after the injury, returning the creature
to normal.
Orpak Skinbuster
The Skinbuster is a nasty, nasty weapon.
The weapon uses lasers specifically targeted to the
resonanting frequency of human adipose tissue. It
vaporizes fat and skin tissue, literally ripping the flesh
away from a victims body at the same time the
plasma cannon burns tissue into superheated charcoal. Yes, it hurts as much as it sounds.
Special: A target struck by the Skinbuster
suffers 2d6 points of CHA damage (FORT DC 14
for half damage). The target is considered shaken
by the pain of these massive sores until all CHA
damage inflicted by the weapon is completely
healed. Constructs, inorganic creatures and beings
with the Silicon Based feat, as well as characters
fully enclosed in any airtight structure or armor when
struck are immune to the secondary effects of this
weapon.
Proximite Geriatri-Pistol
The Geriatri-Pistol is a handheld blaster
weapon, which resembles a bunch of plastic bulbs
arranged in a roughly gun-like shape. The weapon is
decorated with short, blunt chrome fins and a
glowing targeting recticle.
Special: A target struck by a Geriatri-Pistol
suffers no hit point damage. Instead, if the target fails
a DC 18 FORT Save, he moves to the beginning of
the next age category, immediately suffering the
physical ability score penalties associated with aging.
A target moved past Venerable dies of old age. This
weapon cannot affect anyone who is not in the Adult
age category or older, firing it at an Infant, Child or
Young Adult has no effect.

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.

Sethzinian Melee Weapons


The Sethzinians prefer to feel their enemys
blood on their hand and have little patience for
ranged combat. These savage space rednecks have
invented some of the weirdest, deadliest and most
terrifying melee weapons in the cosmos. Other
xeno-cultures have invented some impressive hand
weapons, but for sheer odd ingenuity, nobody beats
a Sethzinian armorer.

Special: A target struck by the Radion


Rifles beam is considered to have been exposed to
a Highly Irradiated area for one round. If the
weapon is destroyed, its onboard reactor detonates
inflicting 6d6 points of fire damage to a 10 ft radius
area. The blast crater is a severely irritated area for
1 hour after the detonation.

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)

Illegal (+4) Illegal (+4)

John Strickler (order #3700643)

37

Unlimited

Military
(+3)

38

Special: The Butcher Queen-4000s critical


threat range increases by +1 for each successful hit it
lands during an encounter, to a maximum threat
range of 15-20. Once the wielder successfully
confirms a critical with the weapon, it returns to its
default critical threat range.
The onboard AI is happy to offer cooking
tips and has a Profession (butcher) skill modifier of
+8. The onboard AI speaks Galactic Common,
Reptid, Sethzinian and a few other ominous languages.
Chain Axe
Sethzinian killers who cant afford a true
Psycho-Kutter love this weapon. This short-shafted,
single edged battle axe includes a thick diamondtipped chainsaw blade on the cutting edge. Powered
by a high velocity motor, the Chain Axe can easily
cut right through starship armor. Sethzinians like their
Chain Axes loud, and the noisier and more intimidating the engine roar, the better.
Special: The chain axe ignores up to 5
points of Hardness or non-magical Damage Reduction when used.
Powered Vorpal
The Powered Vorpal is a specially designed
chain weapon, which offers a 10 ft reach, and which
can also target adjacent opponents. This heavy chain
extends nearly 25 ft when fully extended, and its
titanium/duralloy construction makes it extremely
heavy. A scythe like blade on one end is crowned
by micro-jet thrusters, which accelerate the blade to
nearly supersonic speeds as the wielder whips the
chain around. Micro fusion-reactors are studded
throughout the length of the chain.
Upon a roll of natural 20 (followed by a
successful roll to confirm the critical hit), the Powered Vorpal severs the opponents head (if it has
one) from its body. Some creatures, such as many
aberrations and all oozes, have no heads. Others,
such as golems and undead creatures other than
vampires, are not affected by the loss of their heads.
Most other creatures, however, die when their heads
are cut off.

John Strickler (order #3700643)

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

hyperspace for 1 minute. This ability can


only be activated in hard vacuum.

Grunt CV-5 Aerosol

Cut through Dimensions, which has a


25% chance of releasing a random prisoner
from the Argonite Wraith Zone. If a prisoner
is released, there is a further 25% chance
that it is an Argonite Wraith Zoner, not a
living creature. In either case, the initial
attitude of the freed prisoner is helpful
towards the person who freed it.
Thermo Blade
A Thermo-Blade work knife is also an
advanced and highly destructive hand weapon. The
Thero-Blade projects a thin sheet of stellar-temperature plasma contained within a multi-layered
magnetic containment field designed to resemble a
knife blade.
The weapons power supply, field
projector and the super cooling systems that allow it
to be wielded safely are stored within the cylindrical,
grip-textured hilt The Thermo-Blade is equipped
with a dead-mans switch, and will not ignite if
constant pressure is not maintained on the hilt,
preventing accidental ignition or injury. This weapon
is extremely common among spacers of all kinds,
often tucked into a boot as a back up weapon or
multi-tool.

Grunt CV-5 is a strength enhancing gas


invented by Sethzinian berserkers centuries ago.
Every nation on Sethzis fields huge armies of Gruntenhanced killers. The chemical is a potent mix of
aerosol steroids, synthetic opiates, painkillers,
testosterone and slow acting mutagens. The deadly
gas is equally popular among the chaos-worshipping
Cult of the Crime-Wire, especially among the Serial
Killers, whose only concern is racking up an impressive body count, not long term health.
To ensure a continual feed of oxygen/Grunt
mix, users wear specially designed, full face helmets
at virtually all times, removing these breather helmets
only to eat or bathe. Potentially lethal withdrawal
symptoms set in within hours of removal from a
Grunt-impregnated atmosphere, forcing chronic
Grunt-users to great lengths to maintain a constant
supply of this toxic, highly illegal drug.
A user must be exposed to an oxygen/Grunt
mixture for at least 24 hours before showing any
changes. After a day on the mix, the users body
changes dramatically, usually adding up to a hundred
pounds of muscle and gristle within a week of
beginning therapy.
Restriction

Melee Weapons

Damage

Critical

Range
Increment

Size

Weight

Purchase
DC

Butcher Q ueen4000 (PL 7)

1d6 slashing

20/x2
SPECIAL

5 ft

Small

2 lbs

26

Illegal
(+4)

Chain Axe (PL 5)

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)

Psycho- K utter (PL


2d8 slashing
8+)

20/x3

Large

22 lbs

35

Illegal
(+4)

Thermo Blade (PL


6)

19- 20/x2

Tiny

1 lb

16

Restricted
(+2)

John Strickler (order #3700643)

2d6 fire

39

A Grunt user suffers


a 3 penalty on all CHA
based skill checks except
for Intimidate. If the Grunt
user engages in meleecombat with anyone he or
she would find sexually
attractive, the user must
succeed at a DC 15
WILL Save to retreat
from combat, strike to
wound, or break off from
attacking a downed or
incapacitated foe.

40

While breathing the Grunt mixture, the user


receives a +4 enhancement bonus to STR and a +2
enhancement bonus to CON. The users lifting and
carrying limits are double those of a non-drug
enhanced character of their size. While breathing the
Grunt mixture, the user gains the benefit of the
Endurance feat.
However, Grunt increases aggression and
causes serious psychological problems, including
sadism, violent thoughts and extreme paranoia. The
Grunt user is always considered to be Power
Attacking to the maximum extent possible, with the
users rage increasing his damage output but lowering precision.

John Strickler (order #3700643)

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.

Grunt Delivery Breather

No Gas Grenades

This durable, full-face helmet is designed to


deliver a regulated mixture of Grunt and oxygen.
Grunt helmets are designed to be worn for days at a
time in relative comfort, and are styled for intimidation and combat effectiveness. The Grunt helmet
includes an integrated micro-oxygen cell and atmosphere scrubber in the face plate; a Grunt vial is
plugged into a service port at the rear of the helmet
and mixes internally.

No Gas is a psychoactive greenish mist


developed by Cult of the Crimewire scientists. Its
stated purpose is to teach the galactic sheep the joy
of crime but is used more commonly as a distraction to cover their get away.

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.

41

No Gas grenades function identically to a


tear gas grenade, but instead of spraying
irritating chemicals, the No Gas fills a 10 ft area and
makes those within more hostile to law enforcement
agents. NPCs affected by No Gas have a starting
attitude of unfriendly to all Galaxy Command agents
for 1 hour after exposure, and Galaxy Command
agents cannot flash their badge to receive a circumstance bonus on Diplomacy checks made to improve their attitude during this time.
A No Gas grenade is a small black and
green sphere the size of a fat marble, it has negligible
weight. It has a Purchase DC of 17 and is an Illegal
(+4) item.
Bat Bomb

Grunt Vial

Bat Bombs are genetically engineered living


weapons. Highly volatile chemicals are naturally
When mixed with oxygen, a single Grunt vial secreted by the tiny mammals, which mix explosively
provides enough mixture to sustain a user for 24
when the creature catches the scent of its prey. Bat
hours. Each vial is roughly the size of a D battery,
Bombs are carried in a mini-stasis tank, about the
and is designed to snap into a service port on the
size of a soda can. Opening the can (a full round
back or side of a Grunt delivery breather. Changing action) frees and awakens the little firebomb. The
a canister is a standard action, which provokes
Bat Bomb is programmed with a specific target in
mind by exposure to the targets DNA or scent on
attacks of opportunity.
an article of clothing.
The Bat Bomb can
Purchase
Restriction
Device
Size
Weight
also be directed to fly
DC
Rating
towards any visible
Grunt
Illegal
target within 100 ft
Delivery
Small
6.5 lbs
20
(+4)
and detonate.
Breather
Grunt
Delivery
Breather,
Type II

Small

6.5 lbs

22

Illegal
(+4)

Grunt Vial

Dim.

0.25 lbs

16

Illegal
(+4)

John Strickler (order #3700643)

If a Bat Bomb does


not find its target
within five minutes of
awakening from biostasis it detonates

explosively at whatever its current


location happens to be.

42

Bat Bombs have statistics


identical to an ordinary bat, but
also posses the Scent special
quality and the Track feat, which
allows them to track prey by
scent. When a Bat Bomb detonates, it inflicts 4d6 points of fire
damage to a 10 ft radius (DC 15
REF half). Bat Bombs are illegal in
the Command, but are occasionally used by the Commands worst
prisons to track and eliminate
escapees, in defiance of Command
law.
Species Traits
Blindsight (Ex): Bats can see by
emitting high-frequency sounds,
inaudible to most other creatures, that
allow them to locate objects and
creatures within 30 feet. Ultrasonic
noise forces the bat to rely on its weak
vision, which has a maximum range of 5
feet.
Skill Bonuses: Bats receive a +4
species bonus on Listen and Spot
checks. These bonuses are lost if the
bats blindsight is negated.
Bat: CR 1/10; Diminutive animal; HD 1/
4 d8; hp 1; Mas 10; Init +2; Spd 5 ft., fly
40 ft. (good); Defense 16, touch 16, flatfooted 14 (+4 size, +2 Dex); BAB +0;
Grap 17; Atk none; Full Atk none; FS
1 ft. by 1 ft.; Reach 0 ft.; SQ blindsight
30 ft.; AL none; SV Fort +2, Ref +4, Will
+2; AP 0; Rep +0; Str 1, Dex 15, Con 10,
Int 2, Wis 14; Cha 4.
Skills: Listen +9, Move Silently +6,
Spot +9.
Feats: None.
Advancement: None.

Bat Bombs have a Base Purchase DC of


18, and are Illegal (+4) items.

John Strickler (order #3700643)

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.

43

Argonite Wraith Zoner (CR 8)


Black Sun Elite (CR 4)
COP-Bot 35X (CR 6)
MURDER-Bot 2727 (CR 12)
Orpakan Spinegrinder (CR 5)
Shipbreaker (CR 10)
Spacehulk Raider (CR 6)

Argonite Wraith Zoner (CR 8)


Medium Undead (Incorporeal)
Init +3; Senses Darkvision 60 ft
Aura Chilling Aura 10 ft
(1d6 Cold damage, no save)
Languages Argonite
AC 18, touch 18, flat-footed 15 (+3 DEX, +5
Deflection)
hp 8d12 (52 hp)
Immune Undead Immunities, Physical Damage
(Incorporeal)
Fort +6, Ref +5, Will +7
Speed Flight 40 ft (perfect)
Melee +7 melee touch (1d6 slam plus energy drain)
Melee Space 5 ft x 5 ft.; Reach 5 ft.
Base Atk +4; Grapple: n/a
Atk Options +7 melee touch (1d6 slam plus energy
With the destruction of the planet Argos,
drain) or
most portals to the Wraith Zone were lost forever,
+7 ranged touch (2d6 (3d6 in shadow) fire
trapping thousands of criminal souls on the time lost
damage, 60 ft max range, Black Laser Vision)
void of the Astral Plane. Trapped in a prison from
which there is no escape, these dangerous alien
Abilities STR - DEX 17 CON - INT 12 WIS 15
criminals eventually succumbed to madness, evolving
CHA 18
into some new form of existence.
Feats Point Blank Shot, Combat Reflexes
Skills Hide +20, Move Silently +22, Intimidate
+12, Knowledge (technology) +6

John Strickler (order #3700643)

44

Only the strongest willed Wraith Zoners are


able to manifest fully in our reality, and only then as a
ghostly visitor. They resemble an Argonite, but are
translucent, like a hologram. As the Argnoites
typically exiled their criminals in the nude, so as not
to waste even the most minor resources, their nude
bodies are wreathed in shadows. Parts of their flesh
seem to distort, shot with static or distorted like a
low rez hologram. Argonites move jerkily, as if
creatures in real-space are only seeing half of every
movement. A Wraith Zoners eyes are horrible,
blank pinpricks in their maddened faces.
Energy Drain (SU): Deprived of normal
sources of cellular energy, a Wraith Zoner who
escapes dimensional confinement feeds on the life
energy of living creatures to survive. A creature
damaged by the Wraith Zoners slam gains one
negative level, and the character must succeed at a
DC 16 FORT Save 24 hours later to regain the lost
level. Unlike traditional forms of energy drain, a
Wraith Zoners energy drain can affect Constructs,
such as Manifold and Star Droid player characters,
not to mention most forms of combat robot.
Each level drained allows the Wraith Zoner
to instantly recover 1d6 HP.
Techno Drain (SU): A Medium or smaller
non-sentient mechanical device touched by the
Wraith Zoner must succeed at a DC 16 FORT save
or have its fuel supply or batteries consumed.
Mechanical devices with regenerating or unlimited
power supplies are shut down for 1d4 minutes after
being touched by a Wraith Zoner. The creatures
typically use this ability to drain lasers and other
energy weapons to prevent their prey from fighting
back.
Black Laser Vision (SU): A Wraith Zoner
can fire a beam of black lightning from its eyes. As a
ranged touch attack, the Wraith Zoner can target
any creature within 60 ft, inflicting 2d6 points of fire
damage on a successful hit. If the Wraith Zoner is an
area of poor or worse illumination when firing the
laser, the damage inflicted is 3d6 points of fire
damage on a successful hit.

John Strickler (order #3700643)

Black Sun Elite (CR 4)


Medium Humanoid
Init +3; Senses Darkvision 60 ft, lowlight vision,
Blindsense 60 ft
Languages Galactic Common, Reptid, one other of
choice
AC 21, touch 13, flat-footed 18 (+3 DEX, +8
equipment)
hp 5d8+10(33 hp)
Fort +3, Ref +6, Will +3
Speed 40 ft
Melee + 6 melee (1d6+3 bludgeoning + stun 1d4
rounds, DC 14 FORT negates)
Melee Space 5 ft x 5 ft.; Reach 5 ft.
Base Atk +3; Grapple +6
Atk Options + 6 melee (1d6+3 bludgeoning + stun
1d4 rounds, DC 14 FORT negates)
Or +6 ranged Radion Rifle (3d6 force +
heavy irridation/1 round, 250 ft range increment, 1920)
Or Close Barrage (4d6 fire, 30 ft radius,
REF DC 16 half)
Abilities STR 16 DEX 17 CON 14 INT 12
WIS 14 CHA 13
SQ Black Mercy
Feats Personal Firearms Proficiency, Advanced
Firearms Proficiency, Heavy Armor Proficiency, Far
Shot, Point Blank Shot
Skills Hide +8, Knowledge (business) +2, Knowledge (tactics) +3, Intimidate +6, Move Silently +8
Possessions Nightvision Goggles, Tactical Armor,
Radion Rifle, 2-3 energy pistols of choice
Black Sun Elites are mafia super-soldiers
bred specifically for combat and trained since
infancy to protect the Council of Crime. These elite
soldiers have had all human emotion beaten out of
them and replaced with cold professionalism.
Instantly recognizable in their sleek brown and
ebony armor, Elites are equipped with the best
weapons blood-money can buy. Elites are always
drawn from humanoid stock, and are cloned from
the genetic material of the Space Mafias most
notorious capos. Off duty, they are allowed the run

Sensor Cowl (EX): An


advanced sensor system is
built into their uniform,
providing the Elite with
Blindsense in a 60 ft
radius. He does not have
to make Spot or Listen
checks to notice concealed adversaries within
this radius.

45

The Sensor Cowl also


visually indicates how
much damage a creature in
his field of vision has
sustained, and the
creatures remaining HP
total. The Elite will always
concentrate firepower on
wounded adversaries,
trying to finish them off.

of any Mafia pleasure dome in the cosmos, but are


always ready for action at a moments notice.
The Black Sun Elite presented here is the
weakest version of the class, suitable for a junior
fire-team member, fresh from the clone banks. Older
and more experienced Elites usually chose Strong
Hero, Fast Hero, Gunslinger, Soldier, Helix Warrior
and Silencer levels, and many of the oldest can
boast shockingly high total character levels.

John Strickler (order #3700643)

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).

46

Galaxy Command COP-Bot 35X (CR 6)


Large Construct
Init +0; Senses Darkvision 60 ft
Languages Understands Galactic Common
AC 19, touch 9, flat-footed 19(-1 size, +10
natural)
hp 6d10 +20 (53 hp); DR 5/Immune Construct Immunities, Electricity
Fort +2, Ref +2, Will +3
Speed 50 ft
Melee +10 melee (2d4+6 bludgeoning, stomp)
Melee Space 10 ft x 10 ft.; Reach 5 ft
Base Atk +4; Grapple +14
Atk Options +10 melee (2d4+6 bludgeoning,
stomp)
Or Glue Gun +4 ranged touch (10 ft reduction in landspeed)

John Strickler (order #3700643)

Or two Pain Laser +4 ranged (1d6 fire plus


nausea (DC 12 + damage inflicted) negates 100 ft
max range)
Abilities STR 22 DEX 10 CON - INT - WIS 14
CHA 1
SQ Construct Immunites
COP-Bots are large, nonhumanoid walking
tanks used as prison guards and crowd control
devices by Galaxy Command. They are a common
sight on X-Series Penal Colonies and at the Black
Brig, where they patrol the grounds and interact
directly with prisoners. The main body of the droid
is the size of a small hovercar, and it walks on a
nimble pair of chicken-like artificial legs.
A pair of spindly robotic arms protrude from
its thorax. A trio of cameras set into its upper torso
plating give the droid a friendly appearance, which

its designers consider an advantage for keeping


prison populations calm.
Glue Gun (EX): A COP-bots primary
weapon is its adhesive polymer sprayer. By striking
a Large or smaller target with a ranged touch attack,
the sticky polymer reduces its base land speed by
10 ft. The effect is cumulative with itself and other
reductions to base land speed. A creature reduced
to 0 ft land speed is immobile and helpless. Once
struck, a target remains slowed for 1 minute, or until
the chemicals are washed away with industrial
solvent.

Pain Laser (EX): The laser sytems built


into the COP-bots optics are designed to inflict
painful but relatively non-fatal burns, which can
easily be treated in a prison infirmary. A creature
struck by the lasers must succeed at a WILL Save
(DC 12 + damage inflicted) or become nauseated
for 1d4 rounds.

47

The COP-bot can fire two pain lasers


simultaneously, at either the same target or two
targets which cannot be more than 30 ft apart.
Doing so is an attack action for the robot.
Space Mafia MURDER-Bot 2727 (CR 12)
Huge Construct
Init -1; Senses Darkvision 60 ft
Aura Automatic Kill-Cluster Bombs
(4 independently targeted bombs,
automatic hit 1d6 fire, 60 ft max
range, released as a free action)
Languages understands Galactic
Common
AC 25, touch 7, flat-footed 25(-2
size, -1 DEX, +18 equipment)
hp 10d10+ 40 (95 hp); DR 10/Immune Construct Immunities
Resist Fire 20, Cold 10
Fort +3, Ref +2, Will +7
Speed 50 ft
Melee +17 melee (2d6+10 bludgeoning, stomp)
Melee Space 5 ft x 5 ft.;
Reach 5 ft.
Base Atk +7; Grapple 25
Atk Options +17 melee (2d6+10
bludgeoning, stomp)
Or +7 ranged touch (4d6 fire, 500 ft
max range, Fusion Torch)
Or +7 ranged (6d6 ballistic, 19-20/
x2, 100 ft range increment, Gauss
Rifle)
Abilities STR 30 DEX 8 CON INT -WIS 18 CHA 1
SQ Construct Traits, Self Destruct

John Strickler (order #3700643)

48

The MURDER-Bot 2727 is an old military


model which has been part of the Space Mafia for
centuries, and has seen service on dozens of worlds.
This metal and plas-steel behemoth is larger than a
two story building, and strong enough to crush a
tank underfoot. The MURDER-Bot is painted in a
simple, drab gunmetal grey accented with crimson
warning hi-lights. Mostly humanoid, the gigantic
mecha can clamber over rubble with ease. Its
impressive fusion cannon, mini-missile launchers and
sheer physical presence make it a match for more
modern Omegan models. In fact, the Space Mafia
has often used the mecha to defend their worlds
from Omegan incursion.
Automatic Kill-Cluster Bombs (EX): The
launcher on the MURDER-Bots left shoulder
constantly fires off miniature munitions. Each round,
the MURDER-Bot can launch up to four cluster
bombs as a free action, which automatically strike
any target within 60 ft who does not have total
cover. Each bomb inflicts 1d6 points of fire damage.
The MURDER-Bot can choose to target a single
adversary with all four bombs, or up to four different
opponents within range.
Fusion Torch (EX): The nuclear flame
thrower built into the MURDER-Bots right shoulder
fires a superheated ball of nuclear plasma with
uncanny accuracy. Attacking with this weapon is a
ranged touch attack with a 500 ft maximum range
and inflicts 4d6 points of damage on a successful hit.
Self Destruct (EX): When reduced to 0
HP, the MURDER-Bot self destructs, inflicting
10d10 points of damage, half slashing, half fire, to
everything within a 20 ft radius (REF DC 18 half).
The blast radius is considered severely irradiated for
1 round.

John Strickler (order #3700643)

Orpakan Spinegrinder (CR 5)


Large Construct
Init +4; Senses Darkvision 60 ft
Aura Heavily Irritated Area 5 ft radius around the
construct
Languages Orpak
AC, touch , flat-footed (-1 size, +4 DEX, +6
equipment)
hp 6d10+10 (43hp); DR 5/Immune Construct Immunities
Fort +2, Ref +2, Will +2
Speed 30 ft
Melee +6 melee (1d8+2 bludgeoning warhammer)
Melee Space 10 ft x 10 ft.; Reach 5 ft.
Base Atk +4; Grapple +
Atk Options +6 melee (1d8+2 bludgeoning
warhammer)
Or two +6 melee (1d6+2 slashing, claws)
plus grapple
Or +10 ranged (2d4 force, 50 ft range
increment, basic laser pistol)
Abilities STR 14 DEX 18 CON - INT 3 WIS 14
CHA 2
SQ Construct Traits, Grind!
Spinegrinders are crude cybernetic juggernauts constructed only by the dimwitted and brutal
Orpak species. Taking the brain and spinal column
of one of their own and basically stapling it to a
junk-built robot body, the Orpaks have constructed
their own version of a kill-bot.
These twitching, spasming bronze and steel
robots belch pollution into the atmosphere from their
dirty power plant, which was likely salvaged from a
crashed starship. Whirring blades cover the
Spinegrinder, and the ugly robot carries a massive
war hammer that it wields with a disturbing, distinctly
non-robotic relish. A Spinegrinder can speak, and
even reason to a very basic, animalistic extent, but
its vocabulary is limited to a set of preprogrammed
insults and taunts.

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.

49

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

John Strickler (order #3700643)

Feats Zero G-Training, Zero-G Commando, Power


Attack
Skills Intimidate +12, Knowledge (tactics) +2
Possessions Orpak Skinbuster
Spacehulk Raiders are chemically and
cybernetically altered humanoids, so radically
upgraded they are no longer truly members of their
birth races. Space pirate crews across the cosmos
use these crazed brutes as shock troops. They excel
in boarding actions, and make excellent disposable
infantry just make sure if youve got one of these
SOBs on your crew to give him first pick of the
pillaged loot, otherwise youve got a mutiny on your
hands.

50

Spacehulk Raiders vary


wildly in appearance. Feathers,
fur, scales, humanoid skin in a
rainbow of blood splattered
colors. Most are humanoid, all
are tough as starship hulls, and
every single one of em is armed
with the nastiest gun in known
space.These guys are the worst
scum in the galaxy, so no matter
what they look like, put em
down hard.
Skinbuster Cannon
(EX): The implanted weapons
built into a Spacehulk include a
supercharged version of an
Orpak Skinbuster. This weapon
has a higher save DC, and the
target must succeed at a second
FORT Save each day of the
recovery process. If this save is
failed, the CHA damage
becomes CHA drain instead.
Chain Lash (EX): The
Spacehulk is covered in tangled
webs of docking chains, pneumatic tubing and electrical
cable. These cables lash out like
whips, making it dangerous to
come close to the bulky monster.

John Strickler (order #3700643)

Shipbreaker (CR 10)


Small Monstrous
Humanoid
Init +2; Senses
Darkvision 60 ft , Sensors equal to a PL 6
Light Starship
Languages Galactic
Common

51

AC 25, touch 11, flatfooted 23 (+1 size, + 2


DEX, +14 equipment)
hp 12d8+48(102 hp);
DR 10/Immune Suffocation,
Radiation, Hard Vacuum
Resist Fire 10
Fort +13, Ref +11, Will
+4
Speed 30 ft Flight 500 ft
(average) in space, Flight
40 ft (clumsy) in atmosphere
Melee +14 melee
(1d8+5 bludgeoning,
slam)
Melee Space 5 ft x 5
ft.; Reach 5 ft.
Base Atk +9; Grapple
+10 or +20 vs starships
Atk Options two +14
melee slam(1d8+5
bludgeoning) plus grapple
and Cyber Repair
Two +11 ranged (gauss rifles 3d6 ballistic,
500 ft range increment, crit 18-20/x2)
Abilities STR 21 DEX 14 CON 18 INT 11 WIS
14 CHA 9
SQ Improved Grapple, Cyber Repair
Feats Power Attack, Cleave, Fly-By Attack
Skills Demolitions +8, Disable Device +8, Intimidate +4, Knowledge (technology) +2

John Strickler (order #3700643)

These short and stocky techno-mutants are


a threat completely out of proportion to their small
size. These muscular little brawlers stand barely 4 ft
tall but are at least twice that wide. Their dense
crimson metallic skins are designed to withstand
hard vacuum and shrug off missiles and
micrometorites. Multiple layers of armor are implanted directly into the cybernetic soldiers. Magnetic grapples and monofilament knives built into the
cyborgs knuckles are designed so the creature can
do just what its name implies break starships.

52

Space pirates release dozens of these


dimwitted brutes when a rich starship passes near
by. Integrated thrusters allow the Shipbreakers to
quickly close to engagement distance, and chest
mounted gauss rifles built directly into the cyborg
can blow the wings off starfighters with contemptuous ease.
Improved Grapple (EX): When the
Shipbreaker successfully strikes a starship with a
melee slam, it may immediately attempt to begin a
grapple as a free action which does not provoke
attacks of opportunity.
Shipbreaker (EX): The Shipbreaker is
designed to capture enemy starships intact, rip
through the hull and kill everyone inside. When
attacking with his melee slam, the Starbuster can
ignore half a starship or space-station hulls
Hardness.

John Strickler (order #3700643)

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.

53

Psi-Watch Campaign Setting, Otherverse Games,


2007
Urban Operatives, Louis Porter Jr. Designs, 2007
Mil-Tech 09, Otherverse Games, 2009
Space Mafia, Otherverse Games, 2010.
Written by Chris A. Field

John Strickler (order #3700643)

S-ar putea să vă placă și