Elysium Nebula - Epic Sci-Fantasy Campaign Setting

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ELYSIUM NEBULA INTRODUCTION Elysium Nebula is a campaign setting in which the action (in most games) will take place within the solar system called the Elysium Nebula – though there is no reason why it should not spill over on to Sol System, the Alpha Centauri System or other close star systems. Elysium Nebula itself is a system with a pair of binary stars called Solaris and Acheron, each orbitted by many planets which in turn have many moons. The United Republic of Elysium – a human political state – counts over 23 astral bodies under its dominion. That is not counting the planets controlled by aliens or other human power groups. The system is even more expansive than this with a number of habited asteroids, space-stations and halo-worlds. From the perspective of diversity of sentient creatures Elysium Nebula is a very rich setting. Thanks to its mixed roots of science fiction and fantasy it has a mixed bag of heroes and villains to populate your stories with. The Elysium Nebula has four dominant races. The humans who are a dominant wide-spread and industrious race. The elves, who are the native beings of the inner worlds, naturally magical beings with similar physiology to human beings. The dwarves, who hail from the icy outerworlds of Elysium Nebula. They now control vast funds of wealth thanks to monopolizing “jumpgate” technology which permits spaceships to travel through a fold in space-time thus covering great distance in very little time. Finally the lizardfolk, whom like the elves are native to the inner worlds, though their evolutionary rise to sentience has been guided from afar by the elves and as they have been around for less time had only developed to a rudimentary tribal state when human colonists arrived. Now they serve as a second-class race to the humans. Elysium Nebula features other more menacing aliens, such as the Illithids and their Ogre minions who attack from another system. The snake-creatures, relatives of the Lizardfolk, called the Yuan-Ti whom it is said have a sinister agenda of puppeteering human government through snakeblooded human vassals. The ever-hungry alien race called the Kruthik – who have no sentience as we understand it – and travel from star system to star system through a means of psionic teleportation to feed on living creatures. There are evil elves, turned to demon worship after a bloody war with the Illithids. These elves are called the Drow, and thanks to them Elysium Nebula is now also populated by demons and undead creatures. Finally, slumbering within the asteroids of Elysium Nebula are the most ancient creatures of all – the Elysian Dragons. Then there is the option of playing a hybrid being. Elves and Ogres both, for better or worse, are able to interbreed with humans thanks to the latent eldritch powers that course through their veins. Half-elves are conflicted heroes, never feeling completely comfortable with their acceptance into human society. Half-ogres are mistrusted by humans, and this push away sometimes leads them to lives of banditry or piracy. Both demons and dragons have an even greater magical heritage – and thanks to shape-shifting powers are also able to couple with humans, elves and other such races. Heroes with traces of dragon-blood or demon-blood in their ancestry may be able to manifest strange powers – they may be even unaware of their magical heritage. Finally the Yuan-ti are able to genetically alter humans and pattern their minds so as to serve the alien snakepeople. This tainted subjects are called Snakeblooded and represent a growing threat to the stability of human government. Amidst this myriad of worlds and aliens are stories waiting to be told. Welcome to the Elysium Nebula!

UPDATED LINKS:
Elysium Player Guide: http://
www.box.net/shared/1onnyneage
Elysium World Guide: http://www.box.net/shared/u627l8idky
Elysium Equipment Guide: http://www.box.net/shared/51fah79yv1

Click here for a bigger render of the System Map. And in case it is useful, here is a map with all but one of the orbits removed. Scale: Each hex represents roughly 100 million miles and so the distance presented here is roughly 14.5 billion miles or 156 Astronomical Units (AU). For reference Pluto's orbit is roughly 80 AU across, so the Elysium Nebula system is well over twice the radius of our own. ELYSIUM NEBULA PLAYER GUIDE ELYSIUM NEBULA MENACE MANUAL Original Elysium Adventures Original Elysium Fiction
  • Memoirs of an Assassin - Scaryfroman of the COMmunity forums has a weblog of the prehistory of his character. Do check it out.
~~~~~~~ Special thanks to Mephit James for the Werewolves Section and for various Talents and Moons. Special thanks to Ragin Maro for Saleos and to Altaris13 for the Elvish talents. Also thanks to fatal_error for providing the idea of 'manufacturers' in d20 Future.
Hey! You finally posted your stuff up on the d20 Future Boards! I love every thing about it and plan to hold a game within the campaign sometime in the future.
Yeah - I'm not sure why I had it over at d20 Sci-fi. It's just a place that has less-frequent visitors so I'm liable to get less feedback.

:shrugs:
Hey Skritti!
Glad to see EN over here on D20 Future, where it belongs. I've been working on my own homebrew based on EN for a few weeks now. I mentioned this before, in the original posting of EN.

I had hoped to get into your Real Adventures game, but am too late.

:D

Once I'm finished, I'll be happy to share. I can tell you that I've had my players look at what you've made, and they agree.

ELYSIUM NEBULAE KICKS

Some of the things I've done is to replace most instances of Elf with 'elfin' and Dwarf with 'duruki.' I think it helps to keep the flavor of the setting, and to distinguish EN from DnD.

I altered the Dwarf, Human, and Elf paragon classes to fit the setting. (My players love them, and think they're pretty balanced.) I used the half-giant stats (slightly altered) in place of what you had for Half-Ogres.

One of my players' greatest complaints about D20 Modern, Urban Arcana, and Future is that any form of Magic is generally not worth having by the time you can use it.

Do you have any suggestions for making it worth being a Battle Sorcerer? I /really/ love the flavor of the B'Sorc and was encouraging one player in particular to play one. He felt it was more (mechanically) worth it to play a Techo Savant or Techno Mage.

Also, have you thought of making a Battle Sorcerer Advanced class specific to EN?

EDIT: Oh, and I also dropped any mention of Dragon. :shudder: Sorry, but I just feel that Dragons belong in true Fantasy games. I don't even use them in Shadow Run. Come to think of it, I've never used a Dragon in a fantasy game either.
Nice work, I like what you've put together. Any chance of getting it compiled into a single document folks could download?
One of my players' greatest complaints about D20 Modern, Urban Arcana, and Future is that any form of Magic is generally not worth having by the time you can use it.

Do you have any suggestions for making it worth being a Battle Sorcerer? I /really/ love the flavor of the B'Sorc and was encouraging one player in particular to play one. He felt it was more (mechanically) worth it to play a Techo Savant or Techno Mage.

Also, have you thought of making a Battle Sorcerer Advanced class specific to EN?

This is a common Modern critique. My advice would be two use the D&D spell list and to introduce 3 new talents for the Smart Hero each one that grants him the spell cast power of a D&D wizard. The mage class then adds caster levels. You can also introduce two spell caster feats (with pre-reqs that ensure they can't be taken before 2nd and 4th level respectively) that add additional spell caster levels.

Finally the Urban Arcana archmage prestige class can add 5 levels.

So in total:

Level 5 Smart Hero (3 talents, 2 feats) = 5 spell casting ranks
Level 10 Mage Advanced Class = 10 spell casting ranks
Level 5 Archamge Prestige Class = 5 spell casting ranks

A character like this has spell-casting as good as any D&D spellflinger. For more examples and rules you can check my d20 Warhammer 40,000 link in my signature - it is the method I employed for designing that setting.

I hope that helps kick up the power of spell-casters in a world of plasma guns and reaper laser scythes.

Nice work, I like what you've put together. Any chance of getting it compiled into a single document folks could download?

PDFs are now available for all the major books.
Great idea for the spell flingers. Love it!

I'll do just that.
Note that these were tailored for EN: A Dark Century. The Duruki are Dwarves with the Arctic variant from UA. The Elfin Paragon class does not include any alterations for the above method for improving casters in D20Future.


Duruki Paragon
Known for their skill in warfare, their ability to withstand physical and magical punishment, and their great love of stone and stonework, the duruki grow as strong as their underground homes. Dwarf paragons exemplify this strength, gaining a deeper intuitive understanding of their native environments, building upon their already proven toughness, and promoting the crafts and strengths of their people whenever possible.

Dwarf paragons are doughty warriors, and powerful paragons often take the lead in battles as well as diplomatic engagements.

Characteristics
Dwarf paragons are tough, skilled warriors who are most at home when deep underground. Because of their race's ability with weaponsmithing and other crafts, dwarf paragons are likely to look down upon weapons and gear made by members of other races.

Background
Although many dwarf paragons grow into their power in the hearts of strong and strident dwarven communities, some rise from areas where dwarves have been oppressed or even defeated. Whatever their origins, dwarf paragons are tough, determined folk who seek out specialized training and master complex tasks to further the aims of their people. Dwarf paragons are often descended from heroes of older generations, and these individuals may seek to honor their ancestors' memory through deeds of their own.

Table: The Dwarf Paragon<br /> Lvl BAB F R W Def Special <br /> 1st +1 +2 +0 +0 +1 Craft expertise, improved stonecunning <br /> 2nd +2 +3 +0 +0 +2 Improved darkvision (+30 ft.), save bonus <br /> 3rd +3 +3 +1 +1 +2 Ability boost (Con +2)

Dwarf paragons have the following game statistics.

Abilities
Strength is important for dwarf paragons because they often serve as defenders of their people and emphasize their own martial training. Constitution is important not only to a dwarf paragon's ability to stay on his feet in battle, but also because physical toughness is a hallmark of the dwarf race.

Hit Die d10.

Class Skills
Appraise (Int), Climb (Str), Computer Use (Int,) Craft (Int), Drive (Dex,) Gamble (Wis,) Intimidate (Cha), Jump (Str), Knowledge (all taken separately) (Int,) Profession (Wis), Repair (Int,) Search (Int,)and Survival (Wis).

Skill Points at Each Level
2 + Int modifier.

Action Points: Dwarf Paragons gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Features:
Duruki Paragons begin play with Simple Weapons Proficiency and proficiency with Light Armor.

Craft Expertise (Ex)
A dwarf paragon may add his class level as a racial bonus on all Craft checks related to stone, metal or ice items.

Improved Stonecunning (Ex)
At 1st level, a dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground. Note that Duruki apply this same bonus to their icecunning.

Improved Darkvision (Ex)
At 2nd level, a dwarf paragon's darkvision range increases by 30 feet.

Save Bonus (Ex)
A 2nd-level dwarf paragon's racial bonus on saves against poison and against spells and spell-like effects increases by 1.

Ability Boost (Ex)
At 3rd level, a dwarf paragon's Constitution score increases by 2 points.


Elfin Paragon
Accomplished with both spell and blade, elves move through the worlds at a pace removed from that of shorter-lived races. As mighty as the elf race can be, it is not often that elves turn to warfare or combat, preferring instead the paths of poetry, dance, song, and lore. With their long life spans and many talents, the elfin excel in numerous areas and classes, but a few exemplify to an even greater degree the complex and powerful nature of their race.

Characteristics
Elf paragons are curious, patient, and, when roused to action, deadly. They are swift and stealthy and have amazingly acute senses, allowing them to react far faster than opponents might expect. Their aptitude in both stealth and weapons makes them excellent at attacking from ambush.

Background
Most elf paragons come into their abilities through a strong love of their people and the work of an influential mentor. Although this mentor may be of any class, it is often the lorekeepers and mages of the elf race who seek to foster the skills of fledgling elf paragons, knowing that one young elf turning to the path of the paragon can benefit the race for nearly a thousand years.

Table: The Elfin Paragon <br /> Lvl BAB F R W Def Special Spells per Day <br /> 1st +0 +0 +2 +0 +3 Elfsight, resist enchantments -<br /> 2nd +1 +0 +3 +0 +4 Weapon Focus +1 level of arcane caster<br /> 3rd +2 +1 +3 +1 +4 Ability boost (Int +2) +1 level of arcane caster

Elf paragons have the following game statistics.

Abilities
Agility and physical grace are hallmarks of the elf race, and a high Dexterity score helps an elf paragon avoid blows in combat and make more accurate ranged attacks. Dexterity can even (after the selection of the Weapon Finesse feat) aid in melee combat. A high Intelligence score allows an elf paragon to access a broader selection of skills, and a high Wisdom is important for some of the class's most important class skills.

Hit Die d8.

Action Points: Elfin Paragons gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills
Balance (Dex), Craft (Int), Drive (Dex), Hide (Dex), Knowledge (Int), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Speak Language (none), Spellcraft (Int) and Tumble (Dex).

Skill Points at Each Level
4 + Int modifier.

Class Features
All of the following are class features of the elf paragon class.

Weapon and Armor Proficiency
Elf paragons begin play with Simple Weapon Proficiency, Exotic Weapon Proficiency: Energy Sword, Light Armor Proficiency

Spells per Day
At 2nd and 3rd level, an elf paragon gains new spells per day as if she had also gained a level in an arcane casting class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that she adds the level of elf paragon to her level in a chosen arcane casting class, then determines spells per day and caster level accordingly.

If an elf paragon has no levels in an arcane casting class, this class feature has no effect.

Elfsight (Ex)
An elf paragon has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Resist Enchantments (Ex)
An elf paragon's racial bonus on saves against enchantment spells or effects increases by 2.

Weapon Focus (Ex)
At 2nd level, an elf paragon gains Weapon Focus: Energy Sword as a bonus feat.

Ability Boost (Ex)
At 3rd level, an elf paragon's Intelligence score increases by 2 points.



Human Paragon
Human inventors, explorers, and others who push the boundaries of knowledge and experience may become human paragons. They turn adversity into opportunity by finding new ways to apply their skills, discovering new techniques to solve problems, and challenging entropy by constantly seeking out ventures they have not yet mastered. Humans, and the paragons who rise from among them, balance strength with agility and temper intellect with intuition.

Characteristics
Human paragons are inventiveness personified. They are adaptable and capable of using their skills in a broad variety of situations. Perhaps because they are capable in such a wide range of situations, human paragons tend to dislike repetition and crave variety. They seldom pass up a chance to indulge in a new experience, and a new challenge is much more likely to excite them than a lingering goal.

If human paragons have a downfall, it is that they see themselves capable of overcoming any challenge or inventing a solution for any problem. When asked who would be best for a task, a human paragon almost always chooses himself; not out of overconfidence or egotism, but because he has learned through success after success that when backed into a corner, he'll almost always find a way out.

Background
Although there is no single common background for human paragons, many share some common characteristics. They often arise from situations in which they have many opportunities to learn, either from parents, an accepting community, or even a monastery filled with learned monks and priests.

Table: The Human Paragon<br /> Lvl BAB F R W Def Special <br /> 1st +1 +2 +2 +2 +2 Adaptive learning, Action Boost<br /> 2nd +2 +3 +3 +3 +2 Bonus feat <br /> 3rd +3 +3 +3 +3 +3 Ability boost (+2), Heritage

Human paragons have the following game statistics.

Abilities
Skilled and quick to adapt, human paragons benefit from a high Intelligence. But they are also often at the forefront of humanity's wars, making Strength, Dexterity, and Constitution important for their respective roles in combat.

Hit Die d8.

Action Points: Human Paragons gain a number of action points equal to 8 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills
The human paragon can choose any ten skills as class skills.

Skill Points at Each Level
6 + Int modifier. (Does not include the human's bonus skill point at each level.)

Class Features
All of the following are class features of the human paragon.

Weapon and Armor Proficiency:
Human paragons begin play with Simple Weapon Proficiency and Personal Firearms Proficiency as well as Armor Proficiency (light.)

Action Boost: (Ex)
Human Paragon's receive an addition 3 action points per Paragon Level (already factored in above.)

Adaptive Learning (Ex)
At 1st level, a human paragon can designate any two of his human paragon class skills as an adaptive skill. These skill is treated as a class skill in all respects for all classes that character has levels in, both current and future. For example, if a human paragon chooses Spot as an adaptive skill, he treats Spot as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question.

Heritage (Ex)
Human paragons unlock the potential of their distant ancestors. Choose of the following bonus feats: Divine Heritage, Magical Heritage, Shadow Heritage, or Wild Talent. These feats can be taken regardless of the Human Paragons total levels. This is an exception to the 1st level requirements of these feats.
Special: these feats allow the Paragon to take levels in a Casting or Manifesting class without taking Aesir.

Bonus Feat (Ex)
At 2nd level, a human paragon gains a bonus feat. Due to the varied talents and adaptable nature of humans, this feat can be any feat for which the human paragon is qualified (he is not restricted to a special list of bonus feats). The character must meet the prerequisites for the bonus feat normally.

Ability Boost (Ex)
At 3rd level, a human paragon increases one ability score of his choice by 2 points.
Are these meant to be Advanced Classes available only to members of certain races? Or new base classes?

In any case they seem too powerful for a d20 Modern based setting. Look at the human paragon:

Lvl BAB F R W Def Special
1st +1 +2 +2 +2 +2 Adaptive learning, Action Boost
2nd +2 +3 +3 +3 +2 Bonus feat
3rd +3 +3 +3 +3 +3 Ability boost (+2), Heritage

Compared to the Strong Hero. He has better Fort, better Ref, better Will AND better Defense. He also starts with two class abilities instead of a single talent. He gets 7 skillpoints per level instead of 3 and has the same hit dice.

Not very balanced with the base classes.
One of my players' greatest complaints about D20 Modern, Urban Arcana, and Future is that any form of Magic is generally not worth having by the time you can use it.

Well, that's extremely untrue. Magic is very powerful in d20 Modern by the time you get it, thanks to the lowered Massive Damage Threshold. Not only that, but when you get up to higher levels, magic lets you essentially walk around in public while carrying several very powerful weapons that you couldn't get away with carrying the technological equivlants.
Are these meant to be Advanced Classes available only to members of certain races? Or new base classes?

In any case they seem too powerful for a d20 Modern based setting. Look at the human paragon:

Lvl BAB F R W Def Special
1st +1 +2 +2 +2 +2 Adaptive learning, Action Boost
2nd +2 +3 +3 +3 +2 Bonus feat
3rd +3 +3 +3 +3 +3 Ability boost (+2), Heritage

Compared to the Strong Hero. He has better Fort, better Ref, better Will AND better Defense. He also starts with two class abilities instead of a single talent. He gets 7 skillpoints per level instead of 3 and has the same hit dice.

Not very balanced with the base classes.

You know, those are very good points. I intended them as option base classes. I started with the Duruki Paragon, and then did the Elfin Paragon. Working through those two, I tried to balance them against the normal bas classes.

When I got to the Human, I balanced that against the other two. My initial draft didn't have Action boost, and Heritage was one of the bonus feats. But when I took another look, it just didn't seem attractive when compared to the base classes or the other two paragon classes.

Any suggestions on how I can adjust the human paragon class to be more balanced?

EDIT: Well, certainly I'll need to drop the BAB to +0/+1/+2. Drop the Action Boost and Heritage as autobonus feats. Instead, make them all acceptable bonus feats at level 2?

Also, should I drop the skill points to 4+intelligence? The Elfin gets the bonus feats MWP & WpnFocus for Energy Sword, so I felt it balanced to keep the Human Paragon's sp's at 4+. Both have the same HD. Plus the Elfin Paragon gets 2 additional spell levels... Hrm, maybe I'll add the spell progression back in to the Human Paragon.
TIMELINE
This is a timeline of major events that have shaped the Elysium Nebula, marked according to the dates in the Elysian Calendar. The Elysium Nebula campaign setting is merely set in the future of the real world timeline, but since it is set almost 20,000 years in the future nothing is as we know it anymore. Eldritch powers (psionics and magic) are studied as sciences in this future and are part of every day mundane life. Elves, dwarves, ogrekin and other alien races walk the streets alongside humans. Things have changed a lot since the 20th century.

-14,000,000 BC: With an apocalyptic bang this universe spirals outwards into existence and there is a rare opportunity for astral bodies to get trapped in gravitic orbits around one another to form complex systems of stars and planets. The first awkward organic forms of life make their way up the evolutionary chain.
-6,000,000 BC: In the amassed hydrogen clouds of the Elysium Nebula a planetary body is formed which colonizing humans will (many, many years from now) call Elysia Prime.
-4,500,000 BC: The planet called Earth can be clearly defined as a solar object in the Sol System.
-3,000,000 BC: The Dragons of the Elysium Nebula first appear.
-1,000,000 BC: Elves evolve on Elysia Prime as a distinct species from primitive ape-like mammals.
-750,000 BC: Humans evolve on Earth as a distinct species from apes.
-600,000 BC: Elvish primitives develop the first true eldritch powers. This ‘magic’ allows the Elves to advance more rapidly as even mundane tasks can be performed more quickly.
-400,000 BC: Dwarves (Duruki) evolve from the squat Yeti of the frozen outerworld Drumai.
-300,000 BC: Elvish psions form into true communities and start to build cities organically by growing trees into houses and muting the natural world around them into structures.
-98,475 BC: Elvish science and magic allow for the first trip beyond the homeworld of Elysia. The elves reach one of the nine moons of Elysia.
-50,000 BC: The Duruki build their first rock cities deep underground. They stop living in igloos and wearing Yeti cloaks with the discovery of fire.
-17,500 BC: The Elves colonize Vassago, moon of Elysia. They use their magics to start the slow but sure process of making it habitable.
-5000 BC: Humans become sedentary for the first time and start to build settlements around the Tigris and Euphrades rivers in Mespotamia.
-3000 BC: Elves learn to excel at Terraforming. Groups of Elvish Shamans travel to the various worlds of the Elysium Nebula to begin the slow process of altering the structure of the worlds through an arcane craft called Geomancy.
-1200 BC: The Duruki of Drumai dig so many tunnels into the natural caverns of their homeworld that they are able to enter the tunnels on one side of Drumai and reach the other side of the world without ever coming to the surface. The underground city-states wage war repeatedly on one another and the Duruki become hard and resiliant folk.
-600 BC: Roman Republic founded. The senate of Rome puts humans (in terms of gubernatorial sophistication) ahead of both Duruki and Elves who are adhering to rule-of-strong and basic monarchies respectively. This Empire does not last but the coordination and organization of human government in this age is still present in the United Republic of Elysium today.

-0 BC or -21186 BE (Before Elysium): A significant religious figure (Jesus) emerges and he fights (in part) the power of Rome. His crucifiction alters the course of human history forever. Though the religion born of his passing has since disappeared in the Elysium Nebula – the newer human religions all carry the echoes of this most influential individual.
-20980 BE: The Shamans that rode out to enchant and terraform the worlds of the Elysium Nebula to make them habitable return about 3.2 thousand years later with their task complete. The major Elvish kingdoms arrange the construction of massive ‘arks’ grown from living trees that can be psionically displaced into deep space with living Elvish cargo. The elves begin the long preparation to move into new worlds.
-19600 BE: The Elves of the Elysium Nebula cover the vast gulf of space for the first time with the intent to colonize a new world – curiously humanity is accomplishing similar thing by non-magical means on their homeworld. For the first time humans are taking ships across the oceans and seizing lands that are not their own.
-19275 BE: Among humans there is the Great War, also dubbed the War to End all Wars. When it becomes apparent this war is merely to be one among many it is retitled World War I.
-19217 BE: Humans place their first man on the moon.
-19000 BE: Elves develop an awareness of the inevitable consequences of terraforming worlds and making them habitable. Other life-forms (the lizardkin) begin to show promises of sentience. Elves (heedless as always of danger) gently accelerate the evolution of the lizardkin magically.
-18580 BE: Humans construct the first major city in the Moon. The Moon eventually declares its independence from the nations of Earth that colonized it and the moon-states become the first extra-terrestrial human nations.
-18380 BE: The lizard races achieve true sentience, able to learn from the elves. Despite being fairly technologically advanced the elves are extremely reliant on magic and have never engaged in any kind of conflict with one another. They lead a nomadic existence among the stars and the elves abandon formal government in favour of a sort of cooperative anarchy. This system only works because of the Elvish natural inclination towards helping one another. In some cases the elves abandon worlds to the lizardkin to allow them the space to exist of their own accord. This tends to occur when the lizardkin behave violently towards the elves. Rather than fight the elves simply leave the lizardkin to their world.
-17121 BE: The Duruki (a little slow on the uptake because they have no Moon on their homeworld which can be used as a first step into space) finally make their first landing on an alien world. Unfortunately due to an accident on the return the space-ship never makes it home. The Duruki end up reconsidering space travel.
-17000 BE: The humans encounter Gargoyles while colonizing Europa, one of Jupiter’s moons. This triggers the Gargoyle Wars and represents humanity’s first contact with an alien species. This event answers humanity’s long standing question of whether they are alone in the universe.
-15290 BE: Elves make contact with the Duruki. Trade opens up and the Duruki are helped to travel succesfully to the nearest homeworld. With Elvish help and with the advanced state of Duruki theoretical physics the Duruki begin the process that will eventually allow them to develop the Elysium Nebula’s first functioning jump-gates.
-13360 BE: An incredible day in human pharmaceutical history. The development of the drug Aesir. Humans develop the first meaningful psionic powers.
-12000 BE: Humans have colonized all the habitable bodies within the Sol System. A journey to a new solar system is too daunting a task for the humans. The humans begin to realize that the system cannot sustain their need for natural resources. An internal struggle between the major power groups begins.
-11305 BE: Within a single horrifying night the alien Illithids strike down and capture the capital elvish city in Elysia Prime. The Illithids and their Ogre troopers completely stomp the helpless elves who have no choice but to flee for their lives. For the first time in their existence the elves are faced with a real need to fight.
-11269 BE: The Duruki manage to build jump gates in a few system beyond the boundaries of the Elysium Nebula. This allows the Duruki to initialize the colonization of a vast number of far flung outerworlds. They also develop the technology to terraform worlds – though this machine-based mechanical process takes longer than the the Elvish psionic process.
-11198 BE: The Duruki outerworlds are interrupted during the terra-forming. Their abrupt expansion has put them into space with the deadly alien Kruthik. The wars are so bloody and violent that the dwarves eventually decide to retreat from the far-flung worlds beyond the Nebula and shut down the deep-space jumpgates. An occasional effort has been made to return to these deep systems – always with the same result of triggering an incursion of Kruthik. The repercussions of the dwarves excursion is that the deadly Kruthik have been introduced into the Elysium Nebula.
-11002 BE: Eleven-Oh-Oh-Two - a date that will forever remain in history. The most powerful nation of old Terra is hit with 100 kilo-tons of atomic material. Humanity engages in what starts out as World War V but ends up being the most bloody war in history and will result in the destruction of all life on Earth. Humanity will be sent back by about four thousand years. By the time the Terran Civil War begins on Earth, the Elves are dying at the hands of the Illithids (despite being able to recruit lizardfolk and occasionally Dragon aid) and the Duruki are battling the Kruthik in all the outer corners of the galaxy.
-8500 BE: What follows these three major conflicts is roughly two and a half thousand years of struggle and intermittent war. This is not a pleasant time to be alive – in any corner of the universe. To the elves this is a time of oppression and fighting for survival. To the Duruki it is a time of receding back into the homeworlds and locking out the enemy that outnumbers them a thousand to one. To the humans it is an endless battle for what little fuel and resources can be reclaimed from the worlds around them. The war is perpetual and endless and most of the major conflicting groups no longer understand what the fighting is really all about.
-8498 BE: The elves turn to daemonology to fend off the Illithids. An elvish cult (whose members are called the Drow) emerge mastering the power to summon demonic beings of raw eldritch energy. These magical creatures turned the tide of the war against the Illithids who retreat into the dark regions of space from whence they came. The elves begin the slow process of rebuilding.
-7500 BE: Through sheer resilience the Duruki fend off the vast hordes of aliens that had struck the outer worlds. They become the superior alien-fighters in the galaxy. They too begin the slow process of rebuilding their homeworlds.
-7408 BE: The Phoeban nation of humans claim victory over Luna and Terra by capturing the Lunar battle barge containing the Presidant of the Lunar Republic. This is a hollow victory however. The Terran Civil War has cost all of humanity. Luna makes some diplomatic concessions to Phoebe and Phoebe is given mining rights on old Terra. The rebuilding begins but with so little left and so much misery left after the war the process is slower here than in Elysium.
-7309 BE: The Phoeban Empire finances explorer Vernus Troy makes a six-year voyage deep into space following anomalous red-shift radiation he believes may indicate alien-craft. Following the radiation leads him to a Duruki explorer craft and conversation with the Duruki reveals of the existence of a marvellous place full of lush green natural worlds perfect for human habitation.
-7303 BE: Vernus returns to the Sol System with stories of the Elysium Nebula. He convinces a vast number of humans to brave a far journey into the Alpha Centauri system, to use the Duruki Jumpgate there to make the journey to Elysium Nebula. Phoebans and Lunars work cooperatively to build a massive ark within which millions of humans are frozen in stasis shells to be reawoken at the far end of the world. The first voyage to Elysium takes 74 years to complete.
-7228 BE: The Drow lose control of the demons they summoned during the Elvish-Illithid Wars. The slow process of corruption is over and the drow are no longer the masters but now servants of the demons. They leave the elvish worlds to settle in to various planetoids that skirt the Oort cloud of the Elysium Nebula. The demons plans are loftier and more vile it seems than merely the conquering of worlds. The Drow seize command of all of the major Elvish space faring vessels and take them deep into a far reach of Elysian space now called the Drow Planes.
-7226 BE: When the humans arrive the Elves have reclaimed their homeworld but not many of their outlying worlds. The humans (used to war as they are) have no trouble wresting control of a world called Orobas from the primitive lizard people that live there.
-7201 BE: The humans of Sol System are surprised when they hear news of the survivors of the Elysian Expedition. The Elysian humans have built up a city succesfully in the newly conquered world of Orobas and as per the plan had spent the next twenty years building a fusion plant to power a massive Tachyon communication array. The Elysian humans and the Phoeban and Lunars were finally in contact with one another and the filming that the humans of Elysia did of the green fertile world they lived in persuaded the Phoeban and Lunar empires that their entire people should migrate to Elysium. There was nothing left for humanity in Sol System. Phoeba offers the entirety of the Sol System to Mars (a much weaker empire) and Luna and Phoeba make plans to displace their entire population to Elysium (leave no man behind). While Luna has the technology to manufacture the ships (and retains the rights to own them after the fact) Phoeba focuses its manufacturing on weapons for they suspect when they arrive in Elysium it will be necessary to maintain control of the worlds by force from both aliens and rival human groups.
-7185 BE: The Duruki start to make a tidy profit on the passage of humans going through the Alpha Centauri jump gates. Alpha Centauri becomes a major system for the Duruki – and many Duruki make themselves new homes at the Centauri jumpgate.
-5005 BE: This is a period of trade and cooperation between the three principle humanoid races – with humans acquiring land from the Elves in exchange for weapons training and tactical information so that they may better protect themselves in the future. Humans retain a stranglehold on their most deadly military knowledge however while learning advanced psionics from the elves.
-4617 to -12 BE: The Illithid Wars. For the second time (the first time since the humans arrived) the Illithids attack the Elysium Nebula. They are able to take control of the worlds of the elves and send them fleeing to the Duruki fringe-worlds. The humans provide a minimal aid until the elves are forced to flee and then reveal their true strength by taking and holding all the principle Elysian worlds. The Illithid attacks consisting of both Ogres and new highly trained combat robots are thwarted by the sheer power of human BattleMech and Tanks. Support from Lunar Fleet spaceships mean that human victory was assured. The human conquest takes many years to reach fruition all the while the humans put up significant infrastructure to ensure that each planet they take will be held against all odds.

ANNUM 0: The URE is officially founded at the very center of the Elysium Nebula in Elysia Prime (the one-time homeworld of the elves). The capital city of New Phoebe is the seat of the new Urean government. A government that wishes to rule over all humanity, united as one.
3: The Independent Coalition declares itself and the fleet independent of United Republic rule and forms a separate government.
15: The elves send a council down to request their worlds back from the humans (whom they accuse of having usurped the worlds during the conflict). The humans offer the elves a chance at citizenship but say that Elvish government is too fragile. They will continue to build on and rule over the worlds of the Elysium Nebula. Some elves react in disgust and return to the Duruki worlds and other accept that they have no choice. The time of elvendom is passed.
87: In Sol System the Reclaimers Guild becomes the dominant power, based on Mars. Many reclaimers become wealthy by “artifact diving”. This diving involves braving a journey (with radsuit) to the remains of Old Terra and bring back such items as sculptures, bits of monuments and other Old Terra paraphernalia. These are then traded with the Elysian humans for technology and resources. Many guild members wish to immigrate to Elysium but few are allowed to pass the rigorous immigration rules.
115: Duruki Forgotten Wars. As Duruki attempt to reopen old Jump Gates they find they are briefly innundated with Kruthik. The Duruki regret these mistakes and refer to these as the forgotten wars preferring to close all Non-Elysian jumpgates except for Alpha Centauri.
134: The lizard-folk voting rights are passed allowing lizardfolk to count as half-a-human for legal voting terms. This is met with mixed reactions but is the standard for lizard-folk living in human cities even today. Elves and Duruki are able to acquire full voting rights if they pass a human socio-cultural compatibility exam.
229: The New Elysian Democracy declares a revolution and fights off the URE on a few worlds. These revolutions are still occuring today. They would like to see a more fragmented system as once existed on Earth and Sol System than the unified Republic that exists today. Some revolutions are fought with success while others are repressed by the highly effective URE marines.
301: The Embargo Conflict. The ICHA raises freight rates universally across the Elysium Nebula since they have a monopoly and they can. The URE succesfully brings rates down to an ordinary level by engaging in open war. Between this and the New Elysian Democracy it becomes apparent to the Duruki and the Elves that for humans in-fighting is common place.
375: Present Day


A note on years and timekeeping:

THE ELYSIAN CYCLE
While all the planets rotate around their respective sun or suns, the two suns; Solaris and Acheron; are also rotating around each other. When – relative to this particular galactic spiral arm – the two suns have swapped positions with one another, this is called a Half-Cycle. When they have gone back to their original positions it is called a Full Cycle or more commonly, just a Cycle.

THE ELYSIAN ANNUM OR YEAR
Each Cycle is approximately 100 earth years. An annum is 1/100 of a cycle. Handily the annum – the standard measure of time in the Elysium Nebula is pretty close to an Earth year (a week or two longer – actually). People tend to give their ages in annums while others use the older term ‘year’ or from which annum actually stems.

The new calendar - with its slightly longer year - was established 12 years after the Illithid wars when the United Republic decided to usher in a new era of peace and civilization in this Solar System. Since then 375 years have passed, or 3 and three quarter Cycles.

Because of the various life-sustaining technologies now available there are some men and women who remember the establishment of the United Republic of Elysium as the governing body of all human planets and the ushering in of the new calendar. Male humans can now live up to 300 or 400 years; women can reach their fourth or fifth cycle if they stay healthy.

The most venerable Duruki are able to reach 10 cycles or a millenia, but not much more than that. Elves, the most long-lived of species, can live for several thousand years. Some dragons are eons old.

The humans settled Orobas, the first world reached in the Elysium Nebula 75 cycles from the current year. From that day 7,500 years ago humanity has since spread out all over the Nebula conquering, building upon and dominating every world.

THE ELYSIAN MONTHS
The months have stayed the same, remarkably, since the days of Terra. 12 months known by their original names, though each has now been divided into exactly 32 days. 32 because that is how many (384) days there are in the Annum, designed to be 1/10 of a cycle. (Actually 348.3, every third year is a leap year in which April has 33 days. Also known as Unlucky 33.)

THE ELYSIAN DAY
Also, the planets terraformed by the elves had their rotation altered to use the standard Elysian 26 hour day. Humans have since adapted to this alien standard. Duruki worlds and most moons don't adhere to any kind of day standard. The 26 hour day is the timekeeping convention however across the Republic and has since been adopted by the ICHA as well (who resiliently adhered to the older 24 hour Terran day until after the Embargo conflict when trade soared and Ichan merchants had trouble adapting to the longer days when plying their trade in URE worlds).

STANDARD ELYSIAN DATE FORMAT
Full date and times are given in the format:
Cycle.Annum.Month.Day-Hour:Minute:Seconds

So as Nest Hill is filling out his Captain's Log the exact date is:

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/ElysianDating.jpg)

Or spoken: August 27, 375 at nearly midnight.
[u]The Elysium Nebula World Guide[/u]

The Elysian Nebula contains a vast number of worlds in an unusually tight quarters. The Nebula itself is a system with over three times the width of the Sol System, and thanks to Elvish terraforming most of the worlds have had an atmosphere and ecosystem for hundreds of thousands of years.

There are 41 large solar object in the Elysium Nebula. Two of these are the binary stars that comprise the largest objects of the Elysian Nebula; Solaris and Acheron (or Elysia I and Elysia II). Solaris is slightly larger than Acheron but has curiously fewer worlds orbitting it. There are 39 planets: 22 belong to the URE, 4 belong to the NED, 1 is contested between the two of them, 9 are Duruki worlds and a final 3 are uninhabited (and unterraformed).

This first list organizes the world by orbit, showing the kinds of orbits planets follow in Elysium and then listing the planets in order of tightest orbit to widest orbit.

The second list organizes worlds politically and lists worlds alphabetically. The second list also notes any orbitting satellites around the worlds in question. If you include moons, there are considerably more habited worlds than 36 in the Elysium Nebula. The second list also contains major space stations and other kinds of non-planetary objects that may contain a high enough number of lifeforms to be considered a 'home'.

[u]SOLARIS (orbiting worlds)[/u]

[u]ACHERON (orbiting worlds)[/u]

[u]FIGURE 8 Binary Orbit[/u]
Ordered from proximity to Acheron and distance from Solaris.

[u]RIM-WORLD wide Eliptic Orbit around both suns[/u]

[u]NON-Orbitting Solar-fixed worlds[/u]


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


United Republic of Elysium


  • Astaroth
    -Gemory (moon)
    -Ose (moon)
    -Amy (space station)




  • Beleth
    -Shax (moon)
    -Vine (moon)








  • Jophia
    -Amon (moon)
    -Omega II (space station)


  • Hayyel
    -Leraye (moon)
    -Eligor (moon)




  • Manakel
    -Bune (moon)
    -Ronove (moon)
    -Bereth (moon)








  • Orobas
    -Androalphus (moon)
    -Valac (moon)


  • Phoenix
    -Azurn (moon)
    -Saladin (moon)
    -Malphas (moon)


  • Rhamiel
    -Vepar (moon)
    -Sabnach (moon)








  • Uretil
    -Asmodai (moon)
    -Gaap (moon)
    -Marchosias (moon)
    -Stolas (moon)
    -Ten-Moons (10 moons)




New Elysian Democracy (NED)


  • Haagenti
    -Decarabia (moon)
    -Seere (moon)


  • Isafel (contested NED / URE)
    -Selxor (URE moon)




  • Vaul
    -Cemeies (moon)
    -Amduscias (moon)


Independant Coalition of Human Advancement (ICHA)


The Worlds of the Reclaimer Guild
  • Europa (Jupiter)
  • Ganymede (Jupiter)
  • Io (Jupiter)


  • Deimos (Mars)
  • Phobos (Mars)
  • Mars (Mars)


  • Hyperion (Saturn)
  • Phoebe (Saturn)


  • Luna (Terra)
  • Terra (Terra)


Duruki Worlds


Duruki Jumpgates
ROBOTS

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/en_robot.jpg)

The ICHA and the Development of Robot Intelligence
The Independent Coalition put serious funding into robotic intelligence as part of the war effort between the years of -200 and -300 BE. Though humanity had been constructing rudimentary algorithmically “intelligent” robots who were combat effective they had not really explored the possibility of human-like decision making or heuristic model robots until the Navy began to require robots with an intuitive thinking mechanism to pilot some of the fighter craft they were manufacturing as soon fighter craft outnumbered able pilots.
The elven races, from three thousand years earlier, had already mastered the art of creating automatons to help them. The elves are not particularly predisposed to heavy physical exertion, so when heavy manual labour was required the Elves would ask Lizardkin allies or else use robots. Not surprisingly the elves, in their nature as researchers and experimenters, had perfected heuristic logics. Elvish robots are intellectually and behaviourally indistinguishable from the sentient races. Knowing this human scientists sought out Elven robotics experts.
Thanks largely to the common enemy, the Illithids, human scientists were able to persuade the elves to share many of the secrets of their technology. Much of the elven science of robotics has been lost in time or else resides in the minds of very ancient elves who survived those wars, but some amount has made its way into the hands of human Coalition scientists. Today the ICHA maintains some of the most advanced robotics techniques in the Elysium Nebula. Their robots are considerably more advanced than Duruki equivalents and are only matched the sophistication of early Elvish synthetic models which are now out of production.

Robots in Elysium Today
Unlike Elvish Synthetics, the Coalition has no interest in making their robots physically lifelike. Robots, as the Coalition constructs them, are clearly nonhuman. Typically they have integrated armour, mounted weapons, a steel finish and have other tell-tale signs that they are not organic beings. However the robots artificial intelligence is sufficiently advanced these days that the robots themselves behave in ways that are disturbing familiar and human. This is natural, after all the AI algorithms were written by humans it is only normal that the resultant behaviour is humanlike.
Coalition Robotics is an area that is improving all the time, so a robot constructed in 300 is likely to be less intelligent than a robot constructed in the year 370 even if the year 370 bot is only 5 years old during the campaign. In this way the 'age' of your robot can be determined by applying an appropriate Intelligence score when allocating ability scores either through rolling or through point buy.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/biodroidhead.jpg)Robot Racial Traits
Medium: As Medium creatures, Robots have no special bonuses or penalties due to their size.
Speed: Robot base land speed is 30 feet.
Starting Occupation: Robots never get starting occupations. Starting occupations represent life experiences gained before becoming a hero, but robots have no such life experiences.
Ability Scores: Bioreplicas can improve their mental abilities (Intelligence, Wisdom, and Charisma) as they increase in level (just as organic heroes do), but not their physical abilities (Strength and Dexterity).
Hit Points: A robot gains hit points according to class, however the Hit Die type for each class goes up by 1. 1d4 = 1d6, 1d6 = 1d8, 1d8 = 1d10 and 1d10 =1d12. A class that grants 1d12 hit points still grants 1d12 hit points to a robot. It does not apply a Constitution modifier to its hit points but gains additional hit points at 1st level based on its size: Small 5, Medium-size 10. (For other sizes, see the Construct type description)
Armor: A Robot hero can wear a suit of armor or have certain types of integrated armor attached to its frame (see d20 Future).
Critical Systems: Although they are constructs, Robots have vital areas and critical systems. Consequently, they are subject to critical hits.
Cybernetic Incompatibility: A Robot cannot be fitted with cybernetic attachments.
Immunities: Robots are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of massive damage. They cannot be raised from the dead (but again, see below).
Lifelike Appearance: Distinguishing a Robot from members of its emulated species requires a successful Spot check (DC 10). It can use the Disguise skill to increase the Spot check DC.
Manipulators: The manipulators of a Robot resemble humanlike hands. These manipulators otherwise function identically to their organic counterparts.
Rejuvenation Cycle: A Robot runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its rejuvenation cycle, the Robot is essentially asleep. If it fails to rejuvenate, it suffers a cumulative –1 penalty on attack rolls, ability checks, skill checks, and saving throws each day until it fully recharges itself.
Repairable: Robots cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a Robot, and each check represents 1 hour of work.
Robot Resurrection: A Robot reduced to 0 hit points is immediately destroyed and cannot be repaired, although its “brain” may be removed and installed in an similar but intact frame. See Robot Resurrection, below, for details.
Sensors: A Robot hero begins play with a Class IV sensor system. For more information on robot sensor systems, see d20 Future.
Skills: A Robot gains and assigns skill points as other nonhuman characters do. It uses its Charisma modifier on Constitution-based skill checks (including Concentration checks).
Free Language Skills: A Robot can read, write, and speak one language.
Feats: A Robot receives a single bonus feat at first level like normal nonhuman characters.
Action Points: A Robot hero gains action points just as organic heroes do.
Blunt: Robots are unable to make use of or manifest eldritch powers. This drawback does not grant them any kind of immunity to the effects of eldritch powers.

Racial Talents
These talents can be taken by robot characters who are able to select a class talent. Robots treat the robot talent tree as a class talent irrespective of the basic class they are progressing in. They can select robot talents even if they are multi-classing and receive talents from multiple basic classes.

Software A.I.
Prerequisite: Level 1
Special: A robot who with Software A.I. instead of standard Robot Brain is installed on a frame in the same way you would install conventional software on a computer (typically by reading it off a disc of some kind). The robot's mind can effectively be stored in a latent format onto a computer disc. Resurrecting a robot with Software A.I. requires a Computer Use check (not Repair), takes 10 rounds or 1 minutes, and the DC is 10 less than the conventional Repair check required for ordinary Robot Resurrection. Additionally installing skill and feat software is done through a computer use check.
The robot also has the capacity to make a Computer Use check (DC 15) to make periodic back-ups of its current A.I. state. If he has an internal DiscBurner he can copy himself onto a disc. If the robot is disintegrated and is otherwise irrecoverable then the disc can be installed on a fresh body and the robot effectively resurrected, with his memories identical to those he had when the back-up was made.
Obviously a robot with Software A.I. can also be effectively 'cloned'. GMs and players should be aware of this possibility, but how to handle the reprecussions of a cloned PC is up to you.
Normal: Ordinarily after a robot has been destroyed its brain or CPU can be removed and transplanted into another frame. It requires 10 minutes of work and Repar check DC depending on the robot frame. (See Robot Resurrection sidebar: Pg 177 d20 Future.)

Mechanical Aptitude
Prerequisites: None
Benefit: As mechanical beings, robots have a natural affinity for repairing and modifying. The robot always treats Craft (electronics) Craft (mechanical), Knowledge (technology), and Repair as class skills.

Self-Knowledge
Prerequisites: Mechanical Aptitude
Benefit: The robot’s comfort with electronics is especially evident when working with his own frame. When using the Repair skill to repair damage to itself, the robot has to beat a DC of 20 instead of 30.
GARGOYLES

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/Gargoyle.jpg)

Gargoyle Raiders
Deep space presents many natural dangers. Meteor showers, asteroid belts, pirates and electron storms are all common dangers in the Elysium Nebula. Perhaps the most frightening of dangers are enemy crafts. If you’re travelling in deep space your radars may pick up signals that an approaching armed craft is making its way towards you. Typically private vessels flee when confronted with enemy craft – even combat vessels will make a get away if outgunned.
That said the most overlooked danger of deep space travel – known to the experienced Ichan pilot as being the cause of many a mysterious disappearance – are an inorganic race of stone-skinned fliers called gargoyles that exist in deep space. Whether these concrete warriors were built in ancient times as a warrior or guard race for a master species is not known and the gargoyles themsleves keep no records. Gargoyles may often attach themselves to a ship just to cover some distance, but other times their objectives are more nefarious.
Gargoyles gather in obscure parts of the nebula to trade in looted technological marvels. Not having any natural resources of their own (as they tend to avoid atmospheric regions – preferring the calm pacificity of deep space instead) the gargoyles have to barter and trade with stolen technology. Moreover the gargoyles are not very intelligent and so the bits of tech they steal from passing ships will often break or get lost and then they have to seek some others.

Gargoyle Habits
Gargoyles will hang hidden around the perimeter of space stations and then gang a ship that comes in. Because of their size and the fact that they are inorganic (they produce no heat, they do not breathe and composition checks reveal they are made of stone and concrete) radars do not register their presence except maybe as small rocks or asteroids. This makes the attack unexpected and will instill fear and doubt in an inexperienced pilot. Many gargoyles content themselves by tearing satelite dishes, antennas and wheels off the outside of the ship and then letting it go. Other more crafty Gargoyles are able to climb inside the ship – loot the interior and then make a getaway. Fortunately gargoyles rarely kill humans (though they are physically easily able to.) Ichans consider gargoyles the peskiest niusance in the galaxy.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/gargoylehead.jpg)Gargoyle Racial Traits
Ability Scores: +4 Strength, +4 Dexterity, +8 Constitution, –4 Intelligence, –4 Charisma.
Size: As Medium creatures, gargoyle characters have no special bonuses or penalties due to their size.
Speed: A gargoyle’s base land speed is 40 feet. It also has a fly speed of 60 feet (average). Gargoyles can magically propel themselves in zero-g conditions. A gargoyle’s deep space vaccum fly speed is 500ft (perfect).
Extra Hit Dice: A Gargoyle gains 4 Hit Dice (4d8 hit points). The Gargoyle’s Constitution modifier applies to each Hit Die when determining hit points.
Attack Bonus: Gargoyles gain a +4 species bonus on attack rolls.
Stone skin: +4 Natural Armour.
Damage Reduction: DR 10 versus ballistic, slashing and piercing damage. DR 5 versus bludgeoning damage.
Darkvision: Gargoyles can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gargoyles can function just fine with no light at all.
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.
Inorganic: Gargoyles don’t breathe. This means gargoyles can function fine in deep space and underwater.
Natural Attacks: A gargoyle has 4 natural weapons. It has two natural claw attacks dealing 1d4 damage, a bite attack dealing 1d6 damage and a gore attack dealing 1d6 damage.
Skill Bonuses: A gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
Bonus Feats: All gargoyles get the Zero-G Training feat even if they do not meet the normal qualifications. A gargoyle starts with an additional feat beyond Zero-G Training.
Equivalent Character Level: +6
HUMANS

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/humansm.jpg)

Human History
Humans, being the species we as human players most easily identify with, are the integral heat of the Elysium Nebula storyline. Humans are descended from a tree-dwelling ape species on the long-since uninhabitable planet Earth in Sol System (most often referred to as Old Terra in current lingo). Human history has been marked by some terrible events that have left an unmistakable mark on the human psyche. Humans are a militant, proud race who are unafraid to fall back on force when living conditions are strained.

Of these major wars the most scarring was a nuclear conflict called the Human Civil War, which left Old Terra a molten wasteland after the 4th millenium. The rebuilding of Sol System was slow and resources were too few for humanity to ever truly recover there.

The real chance at change and progress after the Human Civil War occurred in the year 13,883 of the old calendar (the same we use today – so almost 12000 years from now) when an explorer native to Saturn’s moon Phoebe returned to the Phoeban Empire with reports of a place called the Elysium Nebula of which he had received second hand reports from. He had journeyed to the nearby star system of Alpha Centauri and spoken to squat humanoids who called themselves the Duruki. Vernus himself always referred to them as Dwarves in his journals. The Dwarves hailed from a nebulous system called Elysium which they described as being filled with rich verdant worlds.

It was obvious to the humans of the time that if humanity was to survive it would need to find new resources. It would need planets rich in mineral and biological wealth. The two largest political divisions of the time, the Empires of Phoebe and Luna, united after many years at each others throat and built cooperatively a massive ark within which millions of humans were cryogenically frozen to be reawoken in Elyisum. Without any means of faster-than-light travel, even with the best engines human science had to offer and the helping hand of the Duruki jumpgate, the first voyage to Elysium took 74 years to complete.

The system that these humans awoke on, called the Elysium Nebula on account of its vast regions of space fogs, was discovered to be larger than Sol System, featuring an unusually high percentage of habitable worlds within a statistically anomalous distance of each other. The truth, as humans would later find out, was that the ancient race called the Elves had terraformed most of the worlds in this solar system, to make it sustainable for elvish – and therefore human – life. A conveniant circumstance for these humans grown up on the moon or on the moons of gas giants. Most had never seen a blue sky or an ocean outside of a video capture.

Since the time of the first landing humans have since arrived in the Elysium Nebula in the billions. They went from being a newly emergent race in an otherwise alien system to being the dominant species. This was helped by the humans high military sophistication and the fact that the deadly Illithids attacked the Elysium Nebula with more vigour than they had previously done against the elves. Human military strategic interests involved the taking and holding of several elven capital cities to help defend the elves against invaders. After the Illithid Wars it was evident that the Elysium Nebula belonged to humanity.

The bulk of the human worlds united under the banner of the United Republic of Elysium and a new dating scheme was established to indicate that the history of humanity had reached a new stage. Since that day 375 years have passed, the United Republic is the established order in the Nebula but things are a coming a little loose. The revolutionary political entity called the New Elysian Democracy fights for independence from the United Republic and with this political instability the time is ripe for the evil Illithids to attempt another invasion.

Political Divisions
There are currently four major humans states in the Elysium Nebula. This means, that human player characters will carry an Identity Card from one of the 4 major powers – and revealing this Identity Card may have political ramifications.

The United Republic of Elysium
Also Called: The Republic or the United Republic, the URE, Urea
Elysia Prime; once the homeworld of the Elves; is now the capital world of the vast interplanetary state that is the dominant human power in the Elysian System. The planet was taken during the Illithid Wars because of its tactical significance within the Solaris System, and it was declared the Capital World of the URE (United Republic of Elysium). URE represents the oldest and most ancient of the 4 powers. The URE is known for its size, bureaucracy and old-world politics. A full 23 worlds are controlled by this government (though one is contested by NED insurgents). The URE flag features a gold dragon's head set in the foreground of a black and blue striped banner. There are 8 bands of blue in the URE Flag, one for each of the major military victories made during the Illithid wars. There are also 8 ruling Senators who govern from New Phoebe, capital city of Elysia Prime. The gold dragon of the United Republic, is to most members of the URE the most significant part of the image. The dragon is emblazoned on shoulder pads of combat marines, on starships, and on building. EDK Hunters (secret service agents) carry a badge with this icon of power on it to signify their authority.
People who hail from the many worlds of the United Republic share little in common aside from their Ident Cards. The worlds themselves are often so culturally different from one another. A monodominant cleric from Orobas, a Valefarian whose expertise is in technology that reanimates the dead, and merchants who run the Gulliver Trade Run between Nememiah and Vohumunah are likely to have nothing in common. Within the United Republic people identify themselves according to their city, nation and planet of origin. But to members of other human power groups humans from the United Republic are called Ureans (pronounced “Yurians”), a word derived from the sounds the letters of the URE acronym make when they are squished together.

The Independent Coalition for Human Advancement
Also Called: The Coalition or the Independent Coalition, ICHA
The second most influental state is the Coalition or the ICHA, to use the most common acronym for the state’s full title. Like humans from the URE are called Ureans, so are humans from the ICHA called Ichans (pronounced with a hard ch and a long i like I-kans). While Urean control extends over the planets of the Elysium Nebula – the Coalition control the space between planets which Ichans will argue is a much larger domain. It is hard to say when the Coalition really become a political entity – the original terms ‘Research Stations for Human Advancement’ certainly predates the founding of the URE but at the time the Coalition was a scienctific research organization. What is certain is that the ICHA only became gubernatorially active after the United Republic did. In fact it was a reaction to the United Republic’s declaration that it was “…a new Elysian State for all Humanity to belong to.”
To truly understand the ICHA one has to know some basic history. During the Illithid Wars there was a rigid division between the ground troops and likewise the ground based missile silos, facilities, tank factories and so on and the human fleet. The biggest space station ever built by man (then called The Pearl) was the manufacturing plant for these human fleets. The Grand Admiral of the human fleet, a man named Ivan Petrov, commandeered billions of tons of raw material from the Elysian Worlds with which to build a vast fleet of starships to defeat the Illithids. When the Illithids were defeated these starships became suddenly purposeless. Ivan had been somewhat over enthusiastic with his fleet constructions and now billions upon billions of capital ships floated about nearly empty in the dark expanses of Elysian Space.
Ivan, not one to miss an opportunity, transformed his fleet into a collection of space-faring universities and research facilities. The great human minds of the age travelled to these ‘Research Stations for Human Advancement’ in the hopes of making the world a better place. The first major development on these stations was the grav-plate a device which generated a field of artificial gravity. Without the difficulties of 0g humans began to call these stations their home, bringing their families from whatever planets they hailed from to live permanently in these new stations.
When the United Republic declared itself a single political entity spanning all the major planets in Elysium the space stations for "Human Advancement" declared themselves politically distinct, claiming the title of an Independant Coalition. By the year 3 of the Republic Calendar the new political group had a name and a gubernatorial system, the ICHA was born. Since that time, due to expanding populations the ICHA has expanded building newer bigger stations that are marvels of engineering housing many billions of people.
Still today Ichan universities are the most reknown and the greatest human thinkers and craftsman are said to be Ichan. The flag of ICHA is a simple red sheet with grey circles. The largest two circles represent the suns of Elysium, Solaris and Acheron. The circle closest the sun represents the URE Capital of Muscovisk and the little tiny circle represents Kazan Station. The remaining seven circles each represent a major spacestation of the ICHA. At the centre of the gray circle representing Solaris is a red cog to represent the Coalition’s industrious nature. The letter’s I and C are stylistically worked into the Cog.

The New Elysian Democracy
Also Called: The neodemocracy, the rebellion (by Ureans), the NED
While ICHA and URE represent very old powers, NED (New Elysian Democracy) is a new fledgeling nation resulting from a recent civil war. They have considerably less power and money - control a mere 4 worlds and contest a fifth. They believe in individual governments for planets with a unified theme and a more traditional electoral system in the individual worlds. There is no ruling senate for the NED, each NED planet has a democratically elected president.
One of the major changes pushed forth by the Neodems is the notion of full rights for aliens. One of the curious things about the United Republic of Elysium is that alien races can become citizen Ureans, but their votes in elections are a special ‘weaker’ variety of vote. At the end of major elections alien votes are tallied and halved. Each alien’s opinion counts half as much as full humans. The rationale is that the United Republic is founded on human values and that aliens may not share those same intrinsic beliefs that the political entity was created on.
Aliens in this sense includes: elves, dwarves, lizardmen and any other full alien. Elves and Duruki however are able to acquire full voting rights if they pass a human socio-cultural compatibility exam. Human hybrids are accorded full human rights. Additionally, non-humans cannot hold positions of office above a certain level.
With the NED everyone who is a citizen has full voting priveleges. Not surprisingly it has attracted a large number of half-ogres, lizardkin and other aliens for this very reason. To Yurians the large quantity of half-ogres and lizardkin is just more evidence that the NED are doing something very wrong. Officially the URE refuses to acknowledge the political bodies of the NED – preferring to think of the planets as Urean worlds which need to be reclaimed from insurgents.
The New Elysian Democracy's flag contains a human head; a symbol of a free-thinking human nation. The colours of the flag; yellow-brown and green; symbolize earth and grass - the simple components of a human sustaining world. Along the side of the flag are Beyonder characters which spell out the Beyonder word TESSIK which translated means Freedom.
People from the NED are sometimes called Neodems, Nedans (pronounced Needans) or just simply called rebels.


The Reclaimers Guild
Also Called: The Guild
Finally there is the Reclaimers Guild. They are outworlders that live primarily far away from the Elysium Nebula in the twisted remains of the Sol System. Their they dig for ancient archeological ruins, braving the twisted Earth landscape for remnants of human past. They don't control any worlds in the Elysium system but their presence can be felt. The Guild was originally in charge of Martian research stations but has now spread to become the dominant galactic party in the Sol System.
Because trade with Sol System is still very important, and because wealthy humans are always eager to go back to their solar system of origin, the Guild presence is often felt within the Elysium Nebula. Reclaimers vary in their feelings towards the Elysian. Many feel superior to those born in Elysian. They believe they have a more sophisticated ‘old way’ of living and are better tide to the roots of humanity. Others envy the verdant fields and blue skies of many of the Elysian worlds. Many Reclaimers try to migrate to the URE or NED or ICHA when they come over, but due to various barriers of entry many have great difficulty immigrating.
The flag of the Reclaimers Guild is an inverted symbol of Visuddha; which in Hindi mythos is one of the Chakras - an energy vortex that is manifest in mankind. The visuddha, located in the region of the neck and shoulders and is the centre of communication and creativity. Its colours are deep indigo and dark green with origins in the history of the symbol. The flag was designed to promote a practice of intelligence and creativity across Sol System.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/manhead.jpg)Human Racial Traits
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Speed: Human base land speed is 30 feet.
Racial Feats: 1 extra feat at 1st level.
Racial Skills: 4 extra skill points at 1st level and 1 extra skill point at each additional level.
Blunt: Human beings are naturally lacking in eldritch energy and are unable to manifest magical or psionic powers without the aid of chemically addictive substance called Aesir.

Racial Talents
These talents can be taken by human characters who are able to select a class talent. Humans treat the human talent tree as a class talent irrespective of the basic class they are progressing in. They can select human talents even if they are multi-classing and receive talents from multiple basic classes.

Eldritch Lineage
Prerequisites: First level
Benefit: The human must take this talent at first level in order to take this talent at all. A human with the Eldritch Lineage talent has parents on both sides of the family that are chemically dependant on Aesir. When the character was an infant in his mother’s womb, the aesir chemicals muted his development. Humans of an Eldritch Lineage are altered during gestation. A human with Eldritch Lineage does not need to use the substance known as Aesir to manifest eldritch powers. He effectively ignores the effects of the Blunt racial quality. Such a human normally behaves in curious ways and may have an expanded forehead. A character with the Eldritch Lineage talent gets a +2 bonus on Wisdom but a -2 penalty on Charisma.

Human Aptitude
Prerequisites: None
Benefit: The human has a knack for acquiring new feats. The human can select up to 3 feats - he does not gain these feats immediately. Instead these feats count as class bonus feats regardless of which basic, advanced or prestige class he takes. Any time the Human is allowed a class bonus feat, he can choose one of these three.

Extra Feat
Prerequisites: None
Benefit: Humans acquire more feats than other races. In addition to having a bonus starting feat, a human can swap one of his talents for a bonus feat. This feat must be selected from the class bonus feat of the basic class that granted this talent. This talent cannot be taken multiple times.

Adaptive Learning
Prerequisites: Human Aptitude or Extra Feat
Benefit: Through cross-training a human is more able to change his 'focus' than other races. It allows the human to increase any one of his ability scores by 2 points. In return he must decrease two of his ability scores by 1 point. The human can also swap one of his feats for any other. He must meet the prerequisites for his new feat. If he drops a feat that is a prerequisite for another feat he own, he no longer can use that feat. The human can rearrange up to 5 skill points per level - removing them from any skills he wants and placing them in another skill. These new skills do not have to be class skills of his current class but must be class skills of any class that the human has acquired up to date.
ELVES

IMAGE(http://www.wizards.com/dnd/images/dmg35_gallery/DMG35_PG192_WEB.jpg)

The Elven Race
The elves are the eldest of the humanoid races in Elysium Nebula. They evolved on Elysia Prime, the capital of the human empire called the United Republic where they are now often treated as second class citizens. The elves are descended from an Elysian primate called the Krell which is now extinct. The Krell was a tall thin primate that would swoop from tree to tree and had a very fast metabolism. The elves carry many of the same traits as the Krell. They are thinner, taller and more graceful than humans. Their rapid metabolism ensures that even if they overeat elves will never get obese, or at least not in the same manner as humans. Elves that do not exercise will be weaker, but won’t develop much additional fatty tissue. Like humans and dwarves, the other ape-derived species, elves come in a variety of skin tones and can sport varied hair colours. Unlike dwarves and humans, elven males do not grow beards. In some Elvish ethnic groups certain males can grow moustaches or long sideburns, but never full human beards. Elves have a considerably more fragile bone structure than humans (some human scientists have alikened the fast metabolism and light bones of the elves to being ‘birdlike’) and consequently are injured more easily, however they tend to be more dextrous and agile than humans.
Perhaps the most distinguishing feature of the Elves is that they are a naturally magical race. For reasons that are not altogether clear to contemporary studiers of the eldritch sciences, Elves attract webs of eldritch energy about them. Even elvish children quickly and from a young age learn to manipulate the eldritch powers around them. The rare elf unable to call upon these powers (so-called ‘blunts’) were in earlier times protected and doted on by Elvish family units for their lack of ability. Blunts have a tendancy of being hard-working and eager to show their worth to compensate for what the feel is an unfortunate curse. It is, in part, the elves natural gift for magic that allowed them to discover the worlds around them when humans and dwarves were stilling fighting with swords.
The other reason Elves so quickly took to space travel was their natural disposition towards peace and study. Elves are biologically predisposed to avoiding violence. Their world had few natural predators and the naturally communal elves shared research and knowledge in ancient times. There was almost no sense of ownership among these elves. But times have changed, and the humans and their success against the illithids have made the elves of today a little more worldly in the human sense of the word. Some of the elves may find this a pity, but other younger elves believe that without a change in behaviour the elven race will soon be extinct.

History of Elvendom
Elves went from being hunter-gatherers to a sedentary race living in communities in about 300,000 BC about 295,000 years before humans did. In fact before the first major human civilization at Mesopotamia was getting under way, Elvish magic and science were at such an advanced state that most of the Elvish settlement around the planet were aware of each other. Elvish telepaths were able to whisper to each other across continents, and the world was becoming smaller as Elvish enchanters were able to cast spells of flight and levitation on the elvish longboats. With the elves already flying it was not long before Elven science had already established that the moons of Elysia Prime were not so different from Elysia Prime itself. Elvish magic ensured that the Elves who would journey to the moon of Vassago would be sufficiently enchanted so as to survive. After all it was not so different from journeying underwater, an exploration which many elvish villages had already attempted with the aid of magic. By 17,500 BC elves had reached Vassago.
In the village of Atathuei, not too distant from the current location of Correllan, a village shaman Maya Athran posited that through the eldritch craft called Geomancy the inhospitable moon, Vassago, could be transformed into a verdant life-tolerating place like Elysia Prime. A second journey was arranged to Vassago. Her plan would take thousands of years to reach fruition. Encased in a life-preserving bubble she wove her spell across Vassago, causing the core of the moon to bubble and boil – issuing forth volcanic eruptions and aiding the first seedlings of life to take hold. By 17,000 BC it became evident that Maya would be succesful. The terraforming was underway and eventually, some day in the far future, Vassago would hold life.
Spurred by this success other Elvish Shamans, with encouragers among the elvish communities, made trips across the stars to further and further reaches of outerspace. Wherever they travelled they found harsh inhospitable worlds, unwelcoming to life. So the ancient elves, for no reason other than a passion for the natural world, delicately played with the functioning of physics and chemistry around these worlds and worked their powerful magics into the core of those planets. They modelled the worlds after Elysia Prime, with 26 hour days, with comfortable elf-friendly gravity and later – as the worlds began to show true signs of developing life with flora and fauna brought with them for their very own world.
However, even with the aid of magic, terraforming is a tedious process. None of the original shamans who began that slow process would ever live to see the finished works. But the great grand-children and great-great-grandchildren were able to witness their success. First with the full terraforming of Vassago stared by the Shaman Maya herself. It was over 3 thousand years later, but the success pleased the elves. The wild nature of their homeland had bridged the gulf between worlds and they were happy.
The descendants of the shamans who wove the original terraforming geomantic spells would travel to these new worlds settle them in honour of their forefather. These migrations into outerspace took place between 1550 and 1650 of the old human Gregorian calendar. Humans were still four hundred years away from putting the first man into space. In the year 2186 of the old human Gregorian calendar Elves discover that on Vohumunah a species of lizardfolk have developed rudimentary dialogue of clicks and whistles. It was their belief that these lizard creatures had a chance at advanced thought and sentience and so the elves used their magic to ‘accelerate’ the evolution of these primitive creatures providing the creatures with a full vocal range and enhancing their brain power. The elves, as was typical at the time, have no moral issues with this. It is only a time-passing experimentation to them. Many feel it is a just endeavor as all species would want a chance at true intelligence. These lizardkin would in time become truly sentient thanks to the Elvish effort.
The major turning point for the elvish race was when an alien race called the Illithids attacked the entirety of the Elysian System. The elves had never developed any means of defending themselves and were completely ill-equipped to fight with a superior combat ready force. Many billions of elves were wiped out across the Elysian system. Eventually the elves were able to thwart the Illithids but at a terrible price. In order to fight them off an entire sect of elves representing a good forty percent of the remaining population began to summon furious beings of raw eldritch energy. Physical manifestations of anger, rage and vengeance. Magical agents of destructions. These were the first demons ever to be summoned in the Elysium Nebula, and the cult of daemonologists who save elvendom would eventually become the subservient minions of the demons they summoned such was the power they bestowed upon them. Those elves, known as the Drow, abandoned the remaining Elves and took to the outer ranges of Elysium to live in the dark expanses of planetoids that can be found in the system’s Oort cloud.
When the humans arrived in the Elysium Nebula the elves did their best to welcome them, though after the attack from the Illithids they had grown more weary of outsiders. When the Illithids attacked the second time it was only thanks to the military prowess of the humans that the elves survived, however over the course of the war – as strategic locations swapped hands between human and illithid forces humanity seized control of ever major world within the Elysium Nebula. After the war Elves requested their planets back and demanded they be self-governed but the humans insisted they were that elvish government had proved too frail in the past. Elves are permitted to become citizens of the URE and the ICHA but are not allowed to take high positions of power. In effect the elves have become second-class citizens in their own worlds. This is a trying time for the elves – once the dominant race in Elysium and now fled to either the Duruki worlds are accepting their position among the humans. They still possess the greatest technology and magic of Elysium, but they are so few in number and so scattered and leaderless that they are no longer a power in the new order of things.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/elfhead.jpg)Elven Racial Traits
Ability Score Modifiers: +2 Dexterity, –2 Constitution.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Speed: Elf base land speed is 30 feet.
Immunities: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Arcane Skills: Elves automatically gain the Arcane Skills feat as described in Urban Arcana. (The character gains the following class skills, as described under the Mage advanced class: Concentration, Craft (chemical), and Spellcraft. Further, the character gains Use Magic Device as a class skill, as described under the Occultist advanced class.)
An elvish Psion can choose to swap this for Urban Arcana's Psionic Skills as well.
Magecraft: Elves are naturally gifted in magics and arcana obscurum. Elvish spellcaster have a +1 bonus on Difficulty Class to resist for all spells they cast. In addition all Elves can manifest 1 Level 0 spell per day from any spellcaster list. This is in addition to any other spells the character may be able to cast. These modifiers apply to Elvish psions as well.
Racial Skills: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Racial Talents
These talents can be taken by elvish characters who are able to select a class talent. Elves treat the elven talent tree as a class talent irrespective of the basic class they are progressing in. They can select elven talents even if they are multi-classing and receive talents from multiple basic classes.

Arcane Power
Prerequisites: Divine Heritage, Magical Heritage or Wild Talent.
Benefit: In addition to choosing 3 0-level "orisons" or "cantrips" or single 0-level psionic power the elven caster/manifester can also select a single Level 1 spell or power to cast once per day. Like the level-0 spells/powers this level 1 spell is in addition to other casting and does not count towards spells per day nor does it cost power points.

Improved Arcane Power
Prerequisites: Arcane Power
Benefit: The elven caster or manifester can cast his chosen level 1 spell or power (from the Arcane Power talent) an additional 2 times per day.

Advanced Arcane Power
Prerequisites: Improved Arcane Power, Arcane Power
Benefit: The elven caster/manifester may treat his casting/manifesting attribute as a 2 points higher to determine bonus spells/pp and save DC's. This talent stacks with Spell Focus (and related feats.)

Blunt
Prerequisites: First level
Benefit: An elvish Blunt is one that cannot manifest any eldritch powers. Such an elf does not gain the benefits of Magecraft or of Arcane Skills. However Blunts are hardier than most elves. An Elvish who takes the Blunt talent at first level does not take the standard -2 Constitution penalty for being an elf.
DURUKI

IMAGE(http://www.wizards.com/dnd/images/xph_gallery/33198.jpg)

The Worlds of the Dwarves
The dwarves, or Duruki in their own tongue, habit the nine most distant planets in the Elysium Nebula. Two of them follow a wide and twisting figure 8 orbit around Solaris and Acheron, the two suns of the Elysium Nebula system. Two of them were widelooping planetoids before they were fixed in place by Duruki science far to the galactic Zenith and Nadir (positions above and below the galactic plane). The remaining 5 follow such mad far reaching ellipses around both worlds that for these planets both suns look like nothing more than an exceptionally bright star. These distant icy worlds look uninhabitable from afar. They are frosty, dry-ice riddled tundra worlds that no human would be able to survive on without proper environmental suiting. Yet if you look in the right places you’ll find a buzz of industrious dwarven activity for these are the worlds of the Duruki.
Duruki like elves, men and other simian descended creatures are fleshy bipedal beings and come in various skin tones. They are universally about three quarters the height of a typical human but are wider in stature. Unlike Elves that grow no facial hair Dwarves grow thick beards. Both males and females are likely to develop what a human would call ‘male-pattern baldness’, and in accordance with human beauty standards some dwarf women have taken to wearing wigs in the presence of humans.

History of Dwarvendom
Of the nine dwarf worlds, the closest of the 9 is the only with a molten core. The gasses given off by the volcanoes allowed the formation of an atmosphere which in turn gave rise to life. On this world, which is the dwarf capital of Drumai, a species of heavily furred apes evolved, hunting seal and fish just beneath the ice. A close genetic relative of this predecessor of the modern dwarf (the feral Drumai Yeti – Drumaius Yetius Maximus) is still alive today and protected by Duruki wildlife laws as the Drumai Yeti is the genetic link between the Duruki and their ancestor species, the now extinct Drumaius Yetius Dwarfus. Human scholars of Dwarf genetic origins happily refer to this ancestor as the Neanderthal Dwarf.
For many thousands of years the Neanderthal Dwarf did nothing more than hunt seal and fish until the Neanderthal Dwarf produced an intellectual genetic off-shoot around 400,000 BC. Most intriguing however to humans is that in the locations where the first true Duruki would appear there is also fossil evidence (in the form of footprints) that Dragons had been present. Crackpot theorists point out that similar markings can be found on Elysia Prime dating back to when the Elves first gained true sentience and may well be found on Old Terra (too much fallout from nuclear war makes such research now impossible on Terra). These theorists posit that the physiological similarities between Dwarves, Elves and Men exist because the ancient Draconian race had bred them for some specific purpose. It is thought by the scientific community at large (who scoff at the crackpots) that Dragons frequented Drumai in these early years because the Yetius Maximus was an excellent source of energy for the hungry space-farers.
For a long time the first Duruki lived in igloos but it did not take long before early spelunkers discovered that Drumai’s molten core provided sufficient geothermal heat for more comfortable living conditions. The Duruki became great excavators hollowing out their homeworld with vast labyrinthine tunnels. What follows this (starting around 1200BC by the human calendar) was a period called the Barbarian Ages in which rule of the strong was the only rule and various Duruki city-states waged a ceasless war on one another with axe and hammer. Those ancient times hold a special place in Duruki race memory, and the folklore of the heroes of the time pervade Duruki society even today – in much the same way as humans have the legends of Arthur and his knights from Old Terra and the legends of Odysseus and the greek mythologies from before then. All Duruki can recount the trials of Grungni Stonehammer and the Tattoo Clan of Bargwald or to recite such fables as the classic tale of Fragnor and the Mountain Yeti and the saga of Ulli, last of the Spearbiter Clan.
Around the year 150 BC when the Barbarian Ages began to draw to a close, the Duruki first began to study and understand the eldritch energies. The Duruki are not natually psychic enough to be able to manipulate these energies without advanced training, but the Duruki quickly learned the science of the eldritch powers. They were able to find areas of Drumai that were rich in these energies and learned that certain symbols or icons could contain or house these energies. These were the first Duruki runic eldritch manipulations.
The Duruki were the last of the three dominant races to succesfully travel to another planet. This is probably largely thanks to the fact that Drumai is a moonless planet. In fact it is suggested by the scientist that when Neil Armstrong made the first voyage to Old Terra’s moon, Duruki theoretical physics was leagues ahead of their human counterparts – but with no nearby astral bodies to visit the Duruki were happy to sit still on their homeworld. It was only a thousand years after humanity had already colonized and begun living on the moon that Duruki really began to venture forth into space, and even then it was only because Elven explorers had discovered Drumai and had shared some of their technology with the Duruki.
Since then the Duruki have become the undisputed masters of the void of space. They zealously guard the technology which powers the Duruki Jumpgates, allowing the Duruki to cover many millions of light years as if it were a much shorter distance by warping real-space (or folding it) between two predescribed points. The jump gates are the only reasonable means of intersystem travel and only the Duruki possess the secret science that makes this possible.

Dwarves Today
Duruki are the wealthiest of the alien (nonhuman) races. They charge a very high toll for all vessels that use their jumpgates and as they are the fastest and most conveniant way of getting from point A to point B, Duruki naturally receive considerable income from this. Duruki tend to be closely guarded about their feelings and though they are naturally curious about human customs, they have not adopted many of the ideas that humans find so civilized.
Duruki do not vote on a government, instead they are ruled over by an Ancestor Council. Ancestors represent the oldest Duruki on a given world as Duruki have great faith in the wisdom that comes with age. It should also be noted that elder Duruki like elves, though physically weakened, don’t degrade mentally as humans do. All Duruki have a instinctual, possibly biological, reverence for their elders and they find human maltreatment of elders in very poor taste.
The Duruki of the past only used Eldritch Powers to enchant items, through powerful arcane runes, however under tutelage of the elves many Duruki have learned to harness arcane powers themselves in recent years. Since the elves have lost their homelands and many live among the dwarves they have grown tighter as people and a lot of elvish knowledge on the subject of spell-casting has been passed on to the dwarves. Duruki sorcerers now rival human ones in power and ability.
Unlike humans, Duruki do not need to take the Aesir drug to tap into this hidden reserve of energy, instead they need merely the proper training and inclination. Duruki spellcasters are still quite rare though, because the Duruki people even today prize physical science over metaphysical or magical studies.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/dwarfhead.jpg)Dwarven Racial Traits
Ability Score Modifiers: +2 Constitution, –2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Speed: Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Cold Resistance: Dwarves are used to extremely cold temperatures. They have a natural Cold Resistance of 5 and a +4 bonus on Fortitude saves to resist cold-related effects.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Racial Skills: +2 racial bonus on all Craft checks.
Racial Saving Throw Bonus: +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against eldritch effects.
Racial Attack Bonus: +1 racial bonus on attack and damage rolls against Ogres.

Racial Talents
These talents can be taken by duruki characters who are able to select a class talent. Duruki treat the duruki talent tree as a class talent irrespective of the basic class they are progressing in. They can select duruki talents even if they are multi-classing and receive talents from multiple basic classes.

Absorb Recoil
Prerequisites: None.
Benefit: The Duruki can use a Medium-sized (non-light) weapon in his off-hand without taking additional penalties. Effectively Duruki treat all medium weapons as light weapons.

Concrete Vertebrae
Prerequisites: None.
Benefit: The Duruki can drop from incredible hights and slam onto his sturdy feet without suffering grevious injury. The Duruki halves the effects of falling - allowing him to treat each twenty feet distance fallen as a ten-foot distance.

Craftsman
Prerequisites: Builder feat
Benefit: The Duruki applies his +2 bonus from his builder feat not just to the two craft skills chosen but to all craft skills.

Dwarvish Resiliance
Prerequisite: Endurance feat
Benefit: The dwarf heals at twice his normal rate. This effect stacks with Stamina and similar effects. Remember that x2 twice is x3 not x4.
Yuan-Ti

IMAGE(http://www.wizards.com/dnd/images/ss_gallery/49120.jpg)

The Temple of the Serpent King
In the western hemisphere of Planet Salmissus, along the borders of the equitorial desert (where it meets the foetid swampland of Sett) lies a vast temple called the Temple of the Serpent King. This is the home of the Yuan-ti – who existed on this world long before the coming of men and their guns and armoured vehicles. They existed on this world during the brief reign of the illithids and even before when they elves had come (at that time the world was a barren desert all the way around). Discovering the Yuan-ti on this world forced early encounters between humanity and the snakefolk and humans soon found that the snakefolk used only a tiny bit of land on an otherwise vast planet. After some communication the humans delineated Yuan-Ti zones (at the Temple of Sett and at two other locations – an island called Osiris and a city in the far South called Isthmos).
The humans settled the world and many forgot of the presence of the serpent folk (so good were they at being quiet and unmeddling). By the second or third generation of men in the world some humans began to have doubts about the presence of the Yuan-Ti in what they had come to see as their world. All too often men would investigate the conspiracy theories bubbling up around the Yuan-Ti would disappear never to be seen from again. Too many politicians actively defend the Yuan-Ti. Too many politicians with rather disturbing snake-like eyes. Is the goal of these creatures to take over the United Republic of Elysium by inserting snakeblooded humans into high ranking positions in the human government - snakebloods who are only loyal to the Serpent King at the Temple of Sett? Some believe it. Perhaps this is too rudimentary, too simple for this alien race which has proven time and again to be far more sophisticated and wily than humanity had given them credit for in their first encounter. Whatever the Serpent King has planned for the universe, one thing is for sure. There are sinister machinations at work deep in the Temple of the Serpent King and many a would-be hero hope to expose this.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/yuanti-head.jpg)YUAN-TI (LA +4)
Ability Scores: +2 Dexterity, +2 Intelligence, +8 Wisdom, +6 Charisma.
Medium: As Medium creatures, yuan-ti characters have no special bonuses or penalties due to their size.
Extra Hit Dice: A Yuan-ti gains 4 Hit Dice (4d8 hit points). The Yuan-ti’s Constitution modifier applies to each Hit Die when determining hit points.
Attack Bonus: Yuan-ti gain a +4 species bonus on attack rolls.
Racial Feats: A yuan-ti starts with 2 feats in the same way as a human.
Speed: Yuan-ti base land speed is 30 feet.
Scales: +1 Natural Armour
Alternate Form: The yuan-ti can change its form into a snake of size small, medium or large.
Aversion: The yuan-ti creates a compulsion effect targeting one creature within 30 feet. The subject must pass a Will save (DC 14 + Charisma Mod) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 20 feet from any snake or yuan-ti, alive or dead. If already within 20 feet they can move away. A subject can overcome the compulsion by succeeding another Will save (same DC) but still suffers deep anxiety. This causes a -4 reduction to Dexterity until the effect wears off or the subject is no longer within 20 feet of a snake or a yuan-ti.
Bite: Yuan-ti have a bite attack that deals 1d4 of half strength in damage. Anyone bitten succesfully must save to resist the Yuan-ti Poison.
Chameleon Power: The yuan-ti can change its colouring to match its surrounding. This grants a +8 circumstance bonus on hide checks when not wearing armour or covering clothes.
Poison: The bite of a yuan-ti deals initial and secondary damage of 1d6 Fortitude. The Fortitude save is 10 plus the Yuan-ti's hit dice and class levels.
Produce Acid: The yuan-ti can exude acid from its body, dealing 1d6 points of damage to anything it touches. Grappling while exuding acid deals 1d6 points of damage for each round the grapple is maintained.
Scent: Yuan-ti have an excellent sense of smell when they taste the air with their tongues. This provides the Scent ability as described in the d20 Modern handbook and allows them to Track in conjunction with the Survival skill.
Spell-like Abilities: A yuan-ti can use any of the following magical spells; but is limited to 5 spells per day. Animal Trance, Cause Fear, Deeper Darkness, Entangle, Neutralize Poison, Suggestion and Polymorph Other. These abilities are as the spells cast by an 8th (double monstrous humanoid hit dice) level spellcaster. A yuan-ti uses his Charisma modifier to determine spell DCs.
Spell Resistance: 14 + class levels.
Racial Feats: A yuan-ti’s monstrous humanoid levels give it two feats.
Level Adjustment: 6
CYGOR

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/ICHA-1.jpg)

Cybernetic Nanoaugmented Gorilla Soldiers
Ichans do not use human soldiers the way that Ureans do. Their soldiers are considerably more formidable, but less intelligent and less numerous. It was early in the process of genetic tinkering in the Illithid Wars that the Coalition first though to grant sentience to the African Mountain Gorilla. Cybernetically enhanced, genetically modified for intellect and combat prowess plus able to wield larger weapons these terrifying black furred 'Cygors' are the terrifying soldiers of war of the Ichan army. The adult cygor is about eight feet tall and weighs six hundred to seven hundred pounds.
Cygor soldiers come in four categories. Cygor juveniles, cygor combat infantry, cygor veteran infantry and cygor silverbacks. The juveniles have not had many cybernetic implants, have just begun weapons training, and are never fielded in a war condition. If you encounter a juvenile Cygor its because you’ve entered a Cygor Military Development plant or because you’ve come across an escaped specimen. Under the normal routine Cygors are not released by the Ichan Military until they are considered combat ready. A combat ready Cygor is called a Combat Infantry Gorilla.
When a CI Gorilla has been involved in over 40 skirmishes then he gets upgraded to veteran status. Veterans are accorded special honours (they wear armour and carry a bigger stick) but generally perform similar duties to the combat infantry. Occasionally veterans will lead some standard CI Gorillas.
A silverback is a unique case. A cybernetic gorilla that has been involved in so many skirmishes that he has ‘won his freedom’. He is no longer required legally to serve in the Ichan armed forces and can happily do whatever he pleases. Sadly for the Gorilla, war is the only practical thing he knows, and it is common practice for Silverbacks to continue to work for the military (as its their only feasible means of income) and so these fearsome warriors are not that uncommon.

Playing a Cygor
Cygors are deep down fairly sad creatures. Many of them wish that they had not been granted human-like sentience. They are generally prejudged by humans because of their still limited intellect and their enormous size and strength makes them feared. Additionally since Cygors are ‘built’ for the purpose of defending ICHAn space stations they generally do not have the option of living their lives otherwise. Occasionally, though rarely, a Cygor will affect a human to such a degree that the human will buy off the Cygors freedom. Such Cygors might be partners with a free trader and travel the universe aboard his ship as personal bodyguard and companion. More often than not however a Cygor will serve out a full term of service in the Coalition army before being declared a Silverback or Free Gor. Such a Cygor is likely to want to stay in the army however, after all it is all he has ever known.
Cygor player characters are more likely going to represent the rare independent Gors. Whether this is because the Cygor is an old veteran (in a high-level campaign) or because a philanthropist bought his freedom while he was still quite young or because a wealthy billionaire purchased him for his own personal protection is left to the player. What is important is that the player know that his Cygor is an exception to the rule – because in general most Cygors are born into a life of servitude.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/cygor.jpg)Cygor Racial Traits
Size: Large. Cygors take a –1 size penalty to Defense and a –1 size penalty on attack rolls. They gain a +4 size bonus on grapple checks and suffer a –4 size penalty on Hide checks.
Ability Modifiers: +10 Strength, +4 Dexterity, +6 Constitution, –4 Intelligence, +2 Wisdom, –4 Charisma.
Brain Boost: The ability score modifiers include a free Brain Boost nano-augment. This has no game effect except to note that the player cannot have another installed.
Extra Starting Hit Dice: A cygor gains 3 Hit Dice (3d8 hit points). The Cygor’s Constitution modifier applies to each Hit Die when determining hit points.
Attack Bonus: Cygors gain a +2 species bonus on attack rolls.
Speed: Cygor base land speed is 40 feet. They also have a Climb speed of 40ft.
Natural Armor Bonus: Cygors have thick hides and gain a +5 natural armor bonus to Defense.
Fighting Space: As Large creatures, ogres occupy a 10-foot-by-10-foot fighting space.
Reach: As Large creatures, ogres have a 10-foot reach.
Racial Skills: Cygors have a +8 species bonus to Climb.
Racial Feats: A Cygor has 2 starting feats, in the same way as humans.
Racial Fortitude: A Cygor has a +4 bonus on Fortitude checks.
Natural Attacks: A cygor has two natural punch attacks each dealing 1d6 plus strength damage and a bite dealing 1d4 plus half strength damage. As they are natural weapons two-weapon fighting penalties do not apply (see natural attacks in the d20 Modern core rulebook). Iterative attacks cannot be used in conjuction with a natural weapon. Cygors can benefit from the Multiattack feat.
Lowlight Vision: A cygor can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Scent: Cygors have the scent special quality. They can track using the survival skill by using scent.
Language Skills: Cygors speak Ichan but cannot read or write unless additional points are spent.
Level Adjustment: +4
ILLITHIDS

IMAGE(http://www.wizards.com/dnd/images/lom_gallery/88147.jpg)

The alien race known as the illithids, from a far sector of space (somewhat more distant than Sol System is to the Elysium Nebula), have been a thorn in the side of elves and men for an eternity. Having made the mistake of using up all the natural resources of their homeworld the Illithids have left and seek to seize control of the fertile and lush worlds of the Elysium Nebula. The illithids consider themselves a supreme form of life. Their magical talents and their abilities to steal other races knowledge (and thus technology) by consuming their brains, makes them very dangerous foes. Since arriving in the Nebula the illithids have attained PL 8 thanks largely to study of elven technology (and the consumption of elven brains by key illithids). That said there are a couple of things that illithids do not do. Illithids consider themselves naturally supreme. For this reason they don’t use cybernetic implants nor gene-therapy to ameliorate themselves. The illithids do not use weapons or wear body armour. They consider themselves above such things. (They do wear forcefields however.)

So how do they expect to win a war if they won’t subject themselves to combat? An illlithid never moves quickly, rarely raises a firearm and always avoids tasks that may result in physical exertion. The answer is that illithids are masters of magical possession, domination and subjugation. Illithids can mind blast targets and enchant them with dark sorcereries. The Ogre race from a far-off galaxy has already been dominated by the illithids and makes up the bulk of the illlithid units. Illithids are also masters of robotics. They are able to make up perfect human robot doubles that can confuse even the most keen-eyed man. They are also incredibly adept at designing artificial intelligence. Their spaceships are not guided by pilots, instead each ship is mounted with a highly-advanced AI that is able to make its own decisions. The illithids also posess a number of less intelligent subservient species like rust devils (to eat through human plasteel bunkers), land sharks and umber hulks.

Though illithids have tried posessing humans, elves and dwarves ultimately these three races are too intelligent to be deceived by the mind-tricks of the illithids for a great length of time. Illithids have decided they are better of sticking to Ogres and robots who are less likely to question their orders.

ILLITHID TECH, MAGIC, STARSHIPS AND FTL
Illithids employ the same FTL tricks that the elves do and are able to teleport using the same teleport bays. They are extremely magical and their technology is some of the deadliest in the galaxy. For more details see the Ogre section which outlines typical ways in which an Ogre slave will be armed by his Illithid overseers. Illithid ships are generally more sophisticated than those shown in the d20 Future book. A GM wishing to run a battle against an illithid ship should be prepared to design a new one with more PL 8 equipment.
OGRES

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/ogrecompare.jpg)

Ogre Bandit Camps
The Ogres descend from an eldritch race of Sorcerers called the Magi (or the Ogre Magi) but this history is discussed in some detail in the section on Ogre Hybrids so instead this section will deal more with what has become of the Ogres today. 21,412 years before the founding of the United Republic the Ogre Magi were conquered by the enslaving Illithids and through wicked genetics the once bright race of Magus was reduced to a stupid race of grunt shock-troops for the warring Illithids.
Between the first and second Illithid Wars Ogres have been scattered across the Elysium Nebula. On predominantly agricultural worlds like Shekinah or Rhameil, these planets lack the funds to eliminate the ogre population that makes camps within the mountains, woodlands and deserts of these planets. Far away from human cities Ogres form camps of bandits eager to plunder humans.
Ogre Camps are always led by the biggest, ugliest, meanest Ogre. There is no sophistication in this leadership. The Ogres live a brutal barbarian lifestyle, fighting amongst themselves for the position of the camp’s big boss. Yet despite this feral disposition in many ways Ogres hearken back to the ways of their ancestors. Ogres pair bond – one man to one female, and take equal care in raising in children. In truth the genders are so similar to the human eye that it is difficult to tell them apart. Ogre females are often slightly less heavy than ogre males and are reputed to be just as violent and nasty.
Ogres train their young to fight both with melee weapons and home-mader armour (crudely carved swords and plates of armour poorly sewn into cheap ogre cloth) as well as with looted human weaponry such as heavy machine guns, rifles or plasma-coated sledgehammers.

Ogre Pirates
Though many Ogres get together and form bandit camps on underfunded worlds who are unable to eliminate the roving Ogre gangs, other Ogres (particulary those based around Uretil and 10-moons) have avoided Republic Authorities by sticking to the black of space. Ogre Pirates represent a new breed of space-thief. Trained by the Illithids to be proficient combat pilots, the Ogres of this variety tend to hijack human craft and use them as a home. Ogre Pirates travel commonly used trade routes and strike without warning to loot and plunder, in search of food and weaponry with which they will be more able to survive.
Many times Ogre Pirates work in the employ of some wiser and more dangerous foe, such as a Drow or a Devilkin. This more dangerous foe will use the Ogre Pirates to affect certain behaviours from traders which he can exploit, and in turn he will provide the Pirates with what they need to go on fighting and surviving. Though many Ogre Pirates have turned to Piracy for survival (they are wanted because of their race by the Republic) most enjoy the thrill of the hunt so much that they will attack enemy craft even when there is no gain to be had.
Ogres have been genetically tampered with by the Illithids and above all else they are adrenaline junkies and they love to fight. If there are no humans about the Pirates will turn among themselves, which makes leading such a band extremely tricky.

Ogre Soldiers
The Ogre Soldiers used by the Illithids today are far more advanced than the Ogres that were used during the last two wars. Taking a page from the humans Illithids have learned to jack up their soldiers and stimulating cocktails of combat drugs. The muscles of the Ogre Soldiers are kept at peak conditions by nano-augmentors and powered armour ensures that Ogres can run faster, hit harder and shoot better than they have ever done in the past.
If the Ogre is, naturally, a deadly foe then the Ogre Soldier can only be described as the ultimate grunt troop. The new generation of soldiers will test the limits of the United Republic Marines. Each one is stronger than a Marine, bigger than a Marine, carries a bigger gun than a Marine is just about as accurate. The only thing the Marines have left on their side is their superior human intellect and in an instinctual combat situation that advantage may well be negligable. It is anyone’s guess what will happen if the Illithids invade another time.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/ogre.jpg)Ogre Racial Traits
Size: Large. Ogres take a –1 size penalty to Defense and a –1 size penalty on attack rolls. They gain a +4 size bonus on grapple checks and suffer a –4 size penalty on Hide checks.
Ability Modifiers: +10 Strength, –2 Dexterity, +4 Constitution, –2 Intelligence, –2 Wisdom, –4 Charisma.
Extra Starting Hit Dice: An ogre gains 4 Hit Dice (4d8 hit points). The ogre’s Constitution modifier applies to each Hit Die when determining hit points.
Attack Bonus: Ogres gain a +3 species bonus on attack rolls.
Base Speed: 30 feet.
Natural Armor Bonus: Ogres have thick hides and gain a +5 natural armor bonus to Defense.
Fighting Space: As Large creatures, ogres occupy a 10-foot-by-10-foot fighting space.
Reach: As Large creatures, ogres have a 10-foot reach.
Low-Light Vision: Ogres can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Language Skills: Ogre speak Ogric, their own tongue, but cannot read or write unless additional points are spent.
Level Adjustment: +4
DRACONIDS

IMAGE(http://www.wizards.com/dnd/images/dlcs_gallery/DLCS_PG216.jpg)

What are the dragons?
Let us start with the facts. From the best evidence available in the Elysium Nebula, dragonkind was sentient (and in its current evolutionary form) long before the human or elvish races even began to evolved. In fact – they were sentient before life appeared on either world or even before any life. According to the dragons they sprung into existence some 11 million years after the big bang. Many were fully grown, sentient and all were hungry. Dragons weigh about 5 kilotons when fully grown but it takes a hundred thousand years for a dragon to mature. Even a young dragon or a wyrmling may weigh many, many tons. Dragons are omnivorous creatures (more on this later), and if their morphology is accounted for then they are clearly a large reptillian species. Most curiously, though the Dragon is an omnivorous creature it prefers to eat meat rather than subsist on anything else. A Dragon, if asked, will say the species is naturally carnivorous. Yet the dragon can gain nourishment by eating anything.
A hungry dragon can bit chunks of granite rock from a desolate moon and his terrific stomach will burn up the matter and transform the stuff into useful raw energy for the dragon to use.
Each Dragon is many times more intelligent than a human. They have far-reaching, sophisticated minds with a natural talent for advanced algebra, complex games and logic puzzles. They are also naturally magical, with a power that extends far above and beyond the power of the elves. In short they are the ultimate species. With a vast eldritch mind, and at their most ancient they reach such gargantuan proportions that they can literally go toe-to-toe with a moon-sized battlestation and come out the winner.
Finally dragons do not build things anymore. Sometimes decadent dragons will have things built for them. Things like space stations (as a home) or spaceships (for travelling to human worlds under the guise of a man) or other such things, but a dragon of its own volition will rarely dedicate itself to the actual work of constructing something. The dragon considers building things the mark of inferior species, and will not denigrate itself to the act of simple labour. The dragon, it is believed, understands that it can do anything without requiring additional equipment.
A dragon can survive in pure vaccuum without the need to breathe (and yet, in atmospheres, it is clear that dragons do indeed breathe). The dragon can travel the cosmos on the strength of its own energy. It can propel itself through the void of space by arcane spellcraft. It can even teleport great distances if such travelling becomes dull. It has fearsome natural weapons, including a breath attack that will put most starship gun platforms to shame. And there is next to nothing that can be achieved by constructed equipment that can’t equally quickly be replicated by an appropriate magical spell.
This begs the question, where did the dragons come from? What are the dragons? This is a question mankind has been asking itself since the dragons were first discovered in the Elysium Nebula. (Their reference in early European and Asian mythologies suggest that dragons may well have visited Old Terra too in ancient times.) Scientists will note that dragons don’t make an awful lot of sense.
A carnivorous species appeared long before any other living species? This completely at odds with all contemporary scientific theory. The dragon, the scientists say, must have evolved from some carnivorous predatory animal for it to be a meat eater – and yet there were no animals about when the dragons first appeared. The dragons must have, at one stage, been air-breathers (posit the scientists), because dragons have lungs (as seen on corpses) and breathe when in atmosphere – and yet the Dragons claim to have appeared somewhere around the Ice Clouds of Magellan – where this is still the largest concentration of them in the universe today. To the monodominants, dragons are the ultimate proof of the existence of God. The Phoenix – forefather of the Phoenician fate – preached that Dragons are the soldiers of God and that they fight among each other occasionally is a sign that God is fickle and undecided. He saw Dragons as angels incarnate.
Yet there are other folk who look upon the dragons as the last great mystery of the Elysium Nebula – the question that all seek to answer and yet no mortal can know the truth of. They are the unknowable. To a small religious group in the Elysium Nebula called the Sons of Dracus, Dragons are God. They are the lords spoken of in early human Polytheistic religions. They are the divine creators that seeded the races of elves, dwarves and man in times forgotten.

Draconids
Despite this talk of Dragon’s being immortal angels or even Gods they are in fact, clearly mortal. Dragons can be slain by gunfire or by stab-wounds. Dragons die of old age eventually. Dragons breed, and they enjoy the activity of sex among each other and when using magic to take the form of another species with other species. This presents a particular problem to those who wish to present the dragons as something divine or as something more than mortal because these supposedly divine dragons behave as humans in these basic ways.
Because of the Dragons impartialness towards who it mates with and because of the high levels of eldritch energy given off by them, Dragons occasionally give birth to hybrid Dragonkin, also called Draconids. Draconids are part human, elf, dwarf or even part ogre, but have the blood of the dragon in them. Human-dragon hybrids are the most common for the simple reason that humans are the most populous race in Elysium at the moment. Half-dragon is the term for a human that is fully half draconic, whereas Dragonblooded is the term for humans that have descended from a Dragon, such as the children or grandchildren of a Half-dragon.
Draconids have natural abilites that reflect the power of their dragon ancestors. They prefer to eat meat, they can manifest powerful arcane powers, they often can fire a breath weapon and some even have wings. There is no set rule for how ‘dragon-looking’ a Dragon Hybrid will turn out and sometimes successor generations look more draconian than generations closer to the original dragon-man pairing. However in both cases the humans draconic ancestry is evident enough that without an effective disguise the human can be identified on sight as a dragon-blooded human. This may have the effect of provoking stares from strangers, causing people to back down or even causing them to be revulsed depending on the nature of the people in question.
Obviously Phoenicians, who see the Dragons as angels, see Draconids as living icons of the supreme deity and for this reason many Dragon Hybrids can be found around Phoenix and the surrounding planets.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/dragonblood.jpg)Dragonblooded Racial Traits
Size: Medium. Dragonblooded humans have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Strength, +2 Constitution, +2 Charisma.
Base Speed: 30 feet.
Natural Weapon (Claw): Dragonblooded humans may use their sharp claws to deal lethal (slashing) damage instead of nonlethal damage with an unarmed attack. Attacks made with natural weapons do not provoke attacks of opportunity. Feats such as Combat Martial Arts may increase the amount of damage dealt.
Low-Light Vision: Draconic humans can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Darkvision: Dragonblooded humans can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dragonblooded humans can function with no light at all.
Saving Throw Bonuses: Dragonblooded humans gain a +4 species bonus on saves against sleep and paralysis.
Skill Bonuses: Dragonblooded humans gain a +2 species bonus on Intimidate and Spot skill checks.
Bonus Language Skills: Read/Write Draconic, Speak Draconic.
Level Adjustment: +1.

Racial Talents
These talents can be taken by dragonblooded characters who are able to select a class talent. Dragonblooded treat the dragonblood talents as class talents irrespective of the basic class they are progressing in. They can select dragonblood talents even if they are multi-classing and receive talents from multiple basic classes.

Claws of the Dragon
Prerequisites: None
Benefit: The damage dealt by the Dragonblood’s claw attacks increases to 1d4. If this is combined with the Combat Martial Arts feat then the damage increases to 1d6. Taking the Martial Artist advanced class does not further this damage. The Martial Artist damage overlaps (replaces) the Claws of the Dragon damage.

Vestigial Wings
Prerequisites: None
Benefit: Some dragonblooded develop vestigial wings like those of a bat extending from their backs. Though these wings aren’t powerful enough to allow the dragonblood to fly, they are useful in providing extra thrust. A devilkin with this talent gains a +10 bonus to Jump checks and treats any fall as though it were 20 ft. shorter.

Conceal Form
Prerequisites: Any other dragonblooded talent.
Benefit: For up to 10 minutes per day, the Dragonblooded can cast the spell Disguise Self.

Breath Weapon
Prerequisites: Any two other dragonblooded talents.
Benefit: Once per day the dragonblooded can make use of a breath weapon in the same way as a Half Dragon. See the table for Half-Dragons below.


IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/halfdragon_head.jpg)Half Dragon Racial Traits
Size: Medium. Half-dragons have no special bonuses or penalties due to their size.
Ability Modifiers: +8 Strength (+4 Strength if half-dragon has wings), +2 Constitution, +2 Intelligence, +2 Charisma.
Base Speed: 30 feet. Weaker half-dragons have wings and can fly 30 feet (average maneuverability).
Natural Armor Bonus: Half-dragons have scaly hides and gain a +4 natural armor bonus to Defense.
Natural Weapons (Bite, Claw): A half-dragon can replace an unarmed attack with a bite attack (1d3 points of lethal piercing damage) or claw attack (1d3 points of lethal slashing damage). Using natural weapons to deal lethal damage does not provoke attacks of opportunity. Feats such as Combat Martial Arts may increase the amount of damage dealt.
Breath Weapon: A half-dragon can use its breath weapon once per day. A half-dragon may also spend an action point to use its breath weapon, but each extra use of its breath weapon costs 1 action point. The type of breath weapon depends on the color of the half-dragon, as shown in Table: Half-Dragons. The save DC against the halfdragon’s breath weapon equals 10 + 1/2 the half-dragon’s character level (rounded down) + the half-dragon’s Constitution modifier.
Low-Light Vision: Half-dragons can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Darkvision: Half-dragon humans can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-dragon humans can function with no light at all.
Immunities: Half-dragons are immune to sleep, paralysis, and one type of energy. See the Half-Dragon table.
Bonus Language Skills: Read/Write Draconic, Speak Draconic.
Level Adjustment: +3.

[b][u]TABLE: HALF-DRAGONS[/u][/b]<br /> [b]Type Breath Weapon1 Energy Immunity[/b]<br /> Black 60-foot line of acid <br /> (6d4 points of acid damage; Reflex half) Acid<br /> Blue 60-foot line of electricity <br /> (6d8 points of electricity damage; Reflex half) Electricity<br /> Brass 30-foot cone of sleep gas <br /> (fall asleep for 1d6 rounds; Will negates) Fire2<br /> Bronze 30-foot cone of repulsion gas <br /> (move away for 1d6 rounds; Will negates) Electricity<br /> Copper 30-foot cone of slow gas <br /> (slowed, as the spell, for 1d6 rounds; Will negates) Acid<br /> Gold 30-foot cone of weaknening gas <br /> (1d2 temporary Str damage; Fortitude negates) Fire2<br /> Green 30-foot cone of corrosive gas <br /> (6d6 points of acid damage; Reflex half) Acid<br /> Red 30-foot cone of fire <br /> (6d10 points of fire damage; Reflex half) Fire2<br /> Silver 30-foot cone of paralyzing gas <br /> (paralyzed for 1d6 rounds; Fortitude negates) Cold3<br /> White 30-foot cone of cold <br /> (6d6 points of cold damage; Reflex half) Cold3<br /> 1 All lines are 5 feet high, 5 feet wide, and 60 feet long. All cones are 30 feet long and 30 feet wide at the base.<br /> 2 Dragons with fire immunity take 50% more damage against cold-based attacks.<br /> 3 Dragons with cold immunity take 50% more damage against fire-based attacks.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/UCSArmour.jpg)

UREAN Marine New Recruit – Crowd Suppression Duty (Strong 1 / Tough 1)
CR 3; Medium-sized Human; HD 1d8+3 plus 1d10+3; hp 16; Mas 17; Init +4; Spd 30ft; Df 18[21], touch 14, ff 18 (+2 dex, +2 class, +4 UCS armour, +3 [optional] riotshield); BAB +1; Grap +4; Atk +4 melee (1d6+3 plus stun, stun baton) or +4 ranged (2d10, plasma pistol); Face 5ft; Sv Fort +5, Ref +2, Will +0; AP 0; Rep 0; Str 16, Dex 14, Con 17, Int 13, Wis 10, Cha 8.
Occupation: Military (Hide, Move Silently + Personal Firearms Prof.)
Skills: Climb +7[6], Hide +6[5], Jump +5, Knowledge (tactics) +5, Move Silently +6[5], Spot +2. [armour included]
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Light Armour Proficiency, Point Blank Shot.

Gene Therapy
Urean Marine Template includes +2 Strength, +2 Dexterity and +2 Constitution (already included in stats) plus the following special qualities:
Ferocity (Ex): The character gains the benefit of the tough heroes 'Remain Conscious' talent.
True Grit (Ex): The character is not killed until he reaches -20 hit points rather then -10. If a character has less than -9 hit points for a period of greater than a minute (10 rounds) however his hit points immediately drop to -20.
Low-light Vision (Ex): The marine has the low-light vision ability.

Cybernetics
Targeting Optics (+1 on ranged attacks – included above), Initiative Implant (+2 initiative – included above)

Possessions
URE Crowd Suppresion Armour (UCS Armour), Standard Civillian Service Issue Plasma Pistol, x2 Spare Plasma Cells (50rds), Riot Shield [optional], Stun Baton, 6 Sonic Pulse Grenades, Knife and various other personal gear and posessions.


Equipment
As soon as a Urean Marine survives the Gene Therapy (many die during the procedure) and becomes a new recruit he’s generally tasked with policing and civillian duties before taking on the heavier military tasks of fully fledged marines. Most of the equipment he’s given is specifically for the task of crowd suppression and is generally less lethal than that afforded marines on military duty. In both cases the equipment is advanced gear made by applying various customizations on the gear found in d20 Future. This section describes the gear worn by Urean Recruits described above.

URE Crowd Suppression Armour: The suppression armour provides less protection than URE Combat Armour but it also allows for increased mobility. The armour is formed of a reinforced blast vest, shoulder and upper arm guards, thigh and abdomen guards and heavy duty boots. Some suits also come with a protective helmet and visor but many Recruits on civil duty prefer to not wear the helmet. This choice has no game effect. The UCS armour is mastercraft Light Combat Armour (d20 Future pg 69) with the Ultralight Composition Gadget. The result is an armour that looks like this.
URE Armour: Type (Tactical - light); Def Bonus +4; Nonprof Bonus +1; Max Dex +5; Penalty -1; Spd 30ft; Wt 6lb; DC 19; Res (+2).

Civillian Service Issue Plasma Pistol: This plasma pistol is designed specifically to be able to incapacitate foes as well as kill them. For this reason its fundamentally different from the one carried by URE Marines in military engagements. The plasma pistol also contains a genetic marker, so if one is stolen and used to commit a crime the government can immediately identify which pistol fired the shot. Pistols also have a special nano-tracer that can be used to identify the location of the weapon at any time. The government essentially considers these weapons ‘safe for the streets’. The plasma pistol is as a Plasma Pistol from d20 Future (pg 72) with the following customizations: mounted lasersight (d20 Modern Core, pg 120), the genetic tags weapon modification, the stun module weapon mod. The resulting weapon looks something like this.
Civillian Service Issue Plasma Pistol
Damage 2d10; Critical 20; Fire Damage; Range 40; RoF Semi; Mag 50; Medium Size; Wt 3lb; DC 23; Lic (+1).
> As an alternate firing mode the Pistol can be switched to Stun mode and back as a free action. Whenever a character fires the pistol set to stun and succesfully strikes his target, the target must make a DC 15 Fort save or be stunned for 1d4 rounds.
> Within 30 feet and away from bright lights or direct daylight the lasersight adds a +1 to hit.

Plasma Cell: This ammunition contains 50 charges and is specifically for the Plasma Pistol and Plasma Rifle but is otherwise identical to the powerpack listed on page 68 of d20 Future.

Riot Shield: This piece of gear provides a +3 shield bonus to defense when carried. Found on page 75 Urban Arcana.

Sonic Pulse Greandes: Deal 3d6 points of non-lethal damage and stun living targets for 1d4 rounds on a failed DC 12 Fortitude Save. The grenades have a 15ft burst radius and a DC 12 Reflex save reduces damage by half. Page 63 d20 Future.

Stun Baton: Identical to the one found in d20 Future (pg 68) with no special customizations of any kind. Anyone struck by the baton must succeed a Fort save vs 10 + damage dealt or be stunned for 1d4 rounds. The baton deals 1d6 damage.


How to use this NPC
This NPC comes into play when the players perform an illegal act (or are involved in a riot) and have incurred the wrath of the URE civil unrest authorities. A single Recruit will be called for a petty theft or mugging. A group may be called in for greater occurances of civil disobediance. In many ways these are ideal NPCs; when possible they will try to incapacitate rather than kill your players (they seek to bring them to jail not to kill them) and to this end they will use Stun modules, Stun Batons and Sonic Grenades. Don’t get the wrong idea. If the PCs are giving them a good run for their money be sure to remember that Urean Marines are psychologically conditioned as well as genetically altered. Though they prefer to take in criminals alive if there is clearly no other way, they will shoot to kill.

Tactics: “Don’t shoot until you see the white of their eyes!” The marines described above shoot much better close up. Between point blank shot and the laser sight, the Marines are firing at +6 to hit, 2d10+1 damage within 30ft; +4 to hit, 2d10 damage up to 40ft, and +3 or less to hit beyond 40ft (the pistols range increment). For this reason the marines will conserve their ammo until they are close enough to shoot effectively. Because they have decent Hide, Move Silently and Jump skills (as well as having some tactical knowledge and a spot score) if the marine is single or in a pair he will take cover and rely on superior tactics, movement and so on to help him win. He will rely predominantly on his pistol.
“Beat them to a pulp!” If there are more than two marines a classic strategy is for one marine to provide covering fire while the other two move in to engage the enemy in close quarters. This is an especially effective tactic if they marines are using Riot Shields. (Occasionally solos or marine pairs will attempt this same trick by chucking a sonic grenade before running in – hoping that the stun will reduce return fire.) Once up close the marines will try to flank their opponent and batter them into submission with stun rods. Don’t forget that the URE Marine Recruits will have holstered their pistols and so can use both hands to batter their foe – with two hands they’ll be dealing 1d6+4 damage rather than 1d6+3.

Heroes? If you’re a particularly mean GM you can up these guys up to CR 4 and make the classes heroic classes. This gives each of the NPCs 6 action points (don’t forget to use these, it’ll surprise your players) and the following talents: Melee Smash (more damage with those batons!) and Fire Resistance 3 (“Why is my laser pistol doing less damage than his snubnose?”).
IMAGE(http://members.shaw.ca/blackarts/assets/recon_lowrez.jpg)

UREAN Combat Marine (Strong 3 / Tough 3)
CR 7; Medium-sized Human; HD 3d8+12 plus 3d10+12; hp 54; Mas 18; Init +4; Spd 25ft; Df 23, touch 16, ff 19 (+2 dex, +4 class, +7 Combat Armour); BAB +5; Grap +8; Atk +8 melee (1d6+3, rifle butt) or +10 ranged (4d12, Chaingun w/ HEAP ammo); Face 5ft; Sv Fort +8, Ref +4, Will +2; AP 0; Rep +1; Str 16, Dex 14, Con 18, Int 13, Wis 10, Cha 8.
Occupation: Military (Hide, Move Silently + Personal Firearms Prof.)
Skills: Climb +9[8], Hide +8[7], Jump +7[6], Knowledge (tactics) +5, Move Silently +8[7], Listen +4, Spot +8(10). [armour included] (HUD bonus)
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Light Armour Proficiency, Medium Armour Proficiency, Point Blank Shot, Double Tap.

Gene Therapy
Urean Marine Template includes +2 Strength, +2 Dexterity and +2 Constitution (already included in stats) plus the following special qualities:
Ferocity (Ex): The character gains the benefit of the tough heroes 'Remain Conscious' talent.
True Grit (Ex): The character is not killed until he reaches -20 hit points rather then -10. If a character has less than -9 hit points for a period of greater than a minute (10 rounds) however his hit points immediately drop to -20.
Low-light Vision (Ex): The marine has a low-light vision that extends up to 60ft.

Cybernetics
Targeting Optics (+1 on ranged attacks – included above), Initiative Implant (+2 initiative – included above), Fortified Skeletion (DR 4/-), Feat Implant (Awareness).

Possessions
URE Combat Armour, Marine Chaingun with High Energy Armour Piercing (HEAP) rounds, x2 spare HEAP magazines, x1 magazine of optional Plasma-Coated rounds, helmet with Heads Up Display (HUD), Motion Sensor, military grade Plasma Pistol sidearm, two additional shots of boost, 6 gravitic grenades, combat knife, various personal belongings.


Equipment
Most of the equipment used by Combat Marines is crafted on an individual basis to assure everything is form-fitting for the individual. All combat marine gear is designed for maximum lethality and this is because if the marines fail then humanity (or at least the United Republic of Elysium) will fall. The equipment they wear is all created using standard d20 Future gear customization rules. This section describes the gear worn by Combat Marines.

URE Combat Armour: Designed for heavy warfare and dangerous situations Combat Armour covers the user almost head to toe in armour plating. Combat armour with a helmet fits snugly on the head and does no interfere with a solder’s field of vision. Not wearing the helmet means the unit can no longer take advantage of the HUD but otherwise does not incur a penalty to defense. This armour is made by applying a +3 mastercraft bonus* to the Medium Combat Armour Suit (page 74 d20 Future) as well as applying the Ultralight Composition and Integrated Equipment (needle injector) armour gadgets. The resulting combat armour is statistically outline below.
URE Marine Combat Armour
Type (Tactical - medium); Def Bonus +7; Nonprof Bonus +2; Max Dex +4; Penalty -1; Spd 25ft; Wt 8lb; DC 36; Mil (+3).
> Boost Injection: The armour automatically comes with an incorporated Boost Injector and a shot of Boost to boot. As a free action the wearer of the armour can activate the injection. See boost below.

Head’s Up Display (HUD): As described on page 65 the HUD grants a +2 Spot checks on detecting specific targets. The HUD on the helmet worn by Combat Marines has a Sensor Link to a Motion Sensor and has inbuilt targeting software (+1 to hit included in stats above). The HUD has an ammo counter so the Marine always knows how much ammunition is left in the weapon. Finally the helmet incorporates communication equipment so the Marine Squad can talk to each other. The total cost of the helmet is DC 10. The motion sensor attached to it is purchased seperately (pg 71, d20 Future). It is capable of not only detecting motion but also of plotting it on a display screen in relation to other objects. The motion sensor plots motion relative to its own position, but can sense motion through walls and solid surfaces, indicating the location of any moving object within 100 feet.

Marine Chaingun: This deadly weapon forces bullets through its long barrel magnetically pulverizing anything foolish enough to be along its trajectory. The chaingun is designed by applying the automodule to the rail gun. In addition the Marine Chaingun is a mastercraft weapon, includes an expanded magazine and has a range-finding laser scope which multiplies its range by 1.5 and grants a +1 equipment bonus on attacks under certain circumstances. The resulting weapon looks like this:
URE Marine Chaingun
Damage 3d12; Critical 20; Ballistic Damage; Range 150; RoF Semi / Auto; Mag 40; Large Size; Wt 18lb; DC 32; Mil (+3).
> The scope on the weapon sends out an invisible laser that can determine the exact range to a target. If that information is relayed to another weapon with the range-finding laser scope gadget targeting the same character or object then the second attacker gains a +1 equipment bonus on his first attack roll against the target. This allows multiple marines with chainguns to triangulate the position of a target and ensure greater accuracy.

HEAP Ammo: This deadly ammunition uses a density detonation algorithm rather than an impact detonation used by the explosive bullets of the past. When buried it explodes. Effectively this means that the bullet penetrates the flesh before it explodes ensuring maximum damage the targets it hits. HEAP ammo functions identically to that High Explosive ammo presented in Urban Arcana (pg 69) dealing +1 dice of damage. In addition HEAP ammo ignores up to 5 points of hardness making it ideal for bringing down Mecha and Tanks. HEAP ammo costs +7 purchase DC. Chaingun ammo comes in units of 20 at DC 10 each. The HEAP variety comes in at DC 17 and is Mil (+3).

Plasma Coated Ammo: This ammo is used to take down enemies whose armour makes them difficult to hit effectively. The damage is less than the HEAP damage but sometimes hitting the target is the most important thing. Plasma Coated Ammo lowers the enemy defense from armour by 2 points. A pack of plasma coated chain ammo costs DC 13 and deals both ballistic and fire damage. It is Restricted (+2) ammunition. (Straight from d20 Future, page 72.)

Military Plasma Pistol: This weapon is a +1 mastercraft plasma pistol and is springloaded to the side of the Marine’s armour so when he uses it he counts as benefitting from the Quick Draw feat.
Damage 2d10; Critical 20; Fire Damage; Range 40; RoF Semi; Mag 50; Medium Size; Wt 3lb; DC 22; Lic (+1).

Boost: A single injection of Boost gives a Combat Marine a +4 bonus to Strength and a +2 bonus on Reflex saves. It increases the movement of the Marine from 25ft to 35ft and increases his massive damage threshold from 18 to 22. The effect lasts for 10 rounds afterwhich there is a 10% chance the marine suffers a -2 penalty to Dexterity and a -1 penatly on Fortitude saves for 24 hours. (d20 Future, pg 69).

Gravitic Grenades: From pg 72 d20 Future, these deadly grenades have a 15ft burst radius and deal 6d6 points of bludgeoning damage. Reflex DC 15 for half damage.


How to use this NPC
If you find yourself facing some URE Marines then you’ve done something really bad to the United Republic of Elysium because they consider you a military grade threat. It is important as a GM to realize that Combat Marines play very differently from Crowd Suppression Marines. While Crowd Suppresion Marines are trained to effectively incapacitate a foe the Combat Marines are out there to kill. They shoot exploding bullets. There’s no quarter given and they never give up. A hunting team of 5 of these terrible animals should be an even match for a party of 4 level 8 or even level 9 heroes. Don’t forget the marines have a lot of tricks up their sleeves and be prepared to use them. Despite all this don’t forget that the Marines are human, if it looks like the PCs are giving up the Marines won’t kill them but will instead bring them in alive.

Tactics: “Coordinated strike, now!” Marines get a laser scope bonus when targeting the same character. Don’t forget to take advantage of this. Kill your heroes one at a time!
“Maintain your distance men, and spread out.” With a max range of 150ft, a decent hide check (especially if you’ve given them some appropriate ghillie suit camouflage for +10 hide) you’ll find that Combat Marines are excellent snipers. Combat Marine bullets are crippling even with a single shot (4d12 damage!) but even more so with a doubletap so don’t forget to use it!
“You can’t hide.” As your heroes reach high levels the invisibility spell, photon shields and the invisiware cybernetic gadget can make your heroes feel invulnerable. Don’t forget that your Marine NPCs have a motion sensor. Even if they can’t see the PCs they’ll be able to establish a square to shoot at. You might want to try taking the shot (-4 on attack, 50% miss chance) but instead a Marine is more likely to autofire the zone. After all even with a -4 for not having Advanced Firearms the marine still has a very good chance of hitting. Autofire is especially effective if you’re playing with heroic NPCs (see below).
“See the tightly packed ranks - Grenades!” If your players are foolish enough to gather into a little bundle be sure to chuck a grenade. Don't forget you have these useful items.
“Boost!” Your marines have a secret they can play at any time. Boost your NPCs to give them that extra move when your players don’t expect it. Leap them into combat with enhanced strength and grapple the weaker PCs. With boost your Marines will have a +5 strength bonus, that’s a +10 grapple check. Also don’t forget the feats of Strength these badboys are capable of. A marine on Boost can lift 400lbs over his head; a heroic NPC (see below) with Extreme Effort can lift 520lbs and that’s without even taking a Strength check! That’s enough for the NPC to try throwing a hovercraft or a fuel tank at the PCs. Remember to innovate.

Heroes? If you’re a particularly mean GM you can up these guys up to CR 8 and make the classes heroic classes. This gives each of the NPCs 8 action points (don’t forget to use these, it’ll surprise your players) and the following talents: Melee Smash, Extreme Effort, Fire Resistance 4, Damage Reduction 1/-. They also get an additional two feats chosen from the Strong and Tough Hero base classes. Typically these will be Weapon Focus (Chaingun) from the Strong Hero class and Alertness from the Tough Hero class. Since they won’t be taking Alertness twice the feat in the Implant can be swapped for Stealthy, Advanced Firearms or (if you’re using these feats and you’re really mean) Tough Plus to give your bad guys a DR of 3/-. Consider that with the DR of 4/- from the reinforced skeleton and Tough Hero talents (DR 7/- with Tough Plus!) plus the Fire Resistance of 4 the players will have a really tough time to wounding these guys, especially if they’re using laser pistols.

___________________________
*Mastercraft Bonuses: In d20 Modern the rule is you can have up to +3 mastercraft bonus on equipment costing the play +3 DC per bonus. I’ve decided to favour low bonuses and apply some high costs to higher bonuses to dissuade players from attempting to get the very best always. For this reason the costs associated with mastercrafting gear are +1 mastercraft = +3 DC, +2 mastercraft = +9 DC, +3 mastercraft = +18 DC. As you can see in the case of the Marine Armour the bonus effectively doubles the cost of the armour, keeping this valuable piece of equipment away from the prying hands of eager PCs. If you do not wish to use my more restrictive mastercraft rules then the armour should be priced at DC 27.
IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Veteran.jpg)

“So you think you’re tough do ya?” says the grizzled man with the voice like stone and gravel. He adjusts his massive armoured form, “My team fended off over two-dozen Cygors during the Ichan Embargo conflict. We engaged the deadly Kruthik in the poisonous marshland of Zanos. We were in the frontline when the Illithids dispatched over ten thousand Hunter Bots to annihilate the suburban city-sectors of Durham. Gratz here had his leg torn off by an Ogre but kept on fighting ferociously, one-legged and lived to tell the tale... and you think you have what it takes!” The grizzled man cracks a smile. “And I suspect you do, I see the eager madness in your eyes. Welcome to the Veteran Marines son! Every last one of us here has lived through such incredible moments in battle that the lot of us are living on borrowed time. Now we continue to serve the Republic, and we just wait to see when Destiny will collect on its due.”

UREAN Veteran Marine (Strong Hero 3 / Tough Hero 3 / Bughunter 4)
CR 12; Medium-sized Human; HD 3d8+12 plus 3d10+12 plus 4d10+16; hp 92; Mas 19; Init +6; Spd 20ft; Df 29/[33], touch 11, ff 28/[32] (+1 dex, +6 class, +12 Power Armour, +4 Forcefield [ranged attacks only]); BAB +8; Grap +11; Atk +11/+6 melee (1d6+4, rifle butt) or +14/+9* ranged (4d12+4, Chaingun w/ HEAP ammo); Face 5ft; Sv Fort +10, Ref +6, Will +3; AP 11; Rep 1; Str 16, Dex 14, Con 19, Int 13, Wis 10, Cha 8.
Occupation: Military (Hide, Move Silently + Personal Firearms Prof.)
Skills: Demolitions: +7, Climb +9[3], Hide +18[12], Jump +7[1], Knowledge (tactics) +5, Move Silently +8[2], Listen +9, Spot +9(11), Survival +6, Treat Injury +6. [armour included] (HUD bonus)
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Light Armour Proficiency, Medium Armour Proficiency, Powered Armour Proficiency, Power Attack, Awareness, Point Blank Shot, Double Tap.
Talents: Fire Resistance +4, Damage Reduction 1/-, Melee Smash +1, Extreme Effort +2, Weapon Focus (chaingun), Improved Reaction (+2 initiative included), Weapon Specialization (chaingun) (+1 to hit / +2 damage included)
*(+8 BAB, +2 dex, +1 mastercraft, +1 cybernetic, +1 HUD equipment, +1 weapon focus)

Gene Therapy
Urean Marine Template includes +2 Strength, +2 Dexterity and +2 Constitution (already included in stats) plus the following special qualities:
Ferocity (Ex): The character gains the benefit of the tough heroes 'Remain Conscious' talent.
True Grit (Ex): The character is not killed until he reaches -20 hit points rather then -10. If a character has less than -9 hit points for a period of greater than a minute (10 rounds) however his hit points immediately drop to -20.
Low-light Vision (Ex): The marine has a low-light vision that extends up to 60ft.

Cybernetics
Targeting Optics (+1 on ranged attacks – included above), Initiative Implant (+2 initiative – included above), Fortified Skeletion (DR 4/-), Feat Implant (Improved Autofire – UMF pg 12).

Possessions
Power Armour, Marine Chaingun with High Energy Armour Piercing (HEAP) rounds, x2 spare HEAP magazines, x1 magazine of optional Plasma-Coated rounds, helmet with Heads Up Display (HUD), Motion Sensor, military grade Plasma Pistol sidearm, 6 gravitic grenades two additional shots of boost, combat knife, advanced medkit, fastuse medkit, various personal belongings.

UREAN Veteran Sergeant (Strong Hero 3 / Tough Hero 3 / Bughunter 10)
CR 18; Medium-sized Human; HD 3d8+15 plus 3d10+15 plus 10d10+50; hp 165; Mas 20; Init +10; Spd 20ft; Df 32/[36], touch 11, ff 31/[35] (+1 dex, +9 class, +12 Power Armour, +4 Forcefield [ranged attacks only]); BAB +12; Grap +15; Atk +15/+10 melee (1d6+4, rifle butt) or +21/+16 ranged (4d12+6, Chaingun w/ HEAP ammo); Face 5ft; Sv Fort +13, Ref +9, Will +6; AP 14; Rep +3; Str 16, Dex 14, Con 20, Int 11, Wis 13, Cha 8.
Occupation: Military (Hide, Move Silently + Personal Firearms Prof.)
Skills: Demolitions: +9, Climb +12[6], Hide +21[15], Jump +10[4], Knowledge (tactics) +8, Move Silently +11[5], Listen +13, Spot +13(15), Survival +10, Treat Injury +10. [armour included] (HUD bonus)
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Light Armour Proficiency, Medium Armour Proficiency, Powered Armour Proficiency, Power Attack, Awareness, Point Blank Shot, Double Tap, Cross-Training (MPC pg 55), Burst Fire, Improved Initiative, Strafe.
Talents: Fire Resistance +5, Damage Reduction 1/-, Melee Smash +1, Extreme Effort +2, Weapon Focus (chaingun), Improved Reaction (+2 initiative included), Greater Weapon Specialization (chaingun) (+1 to hit / +2 damage included), Hunter’s Grudge +4 (Ogres), Controlled Autofire.
Other: The sergeant has the same genetic modifications, cybernetic features and possessions as the Veteran Marine. It is not repeated here.


Equipment
The advanced medkit and fastuse medkit can be found on page 70 of the d20 Future book. The Chaingun, HEAP ammo, Plasma Coated Ammo, HUD, Plasma Pistol, Gravitic Grenades and boost are identical to those used by a standard URE Combat Marine. Below are the details regarding the special power armour that the Veterans wear.

Power Armour is highly restrictive and very heavy suit. It functions like a Space Combat Suit (pg 74 d20 Future) except it does not incorporate a Jet Pack. It is heavy duty enough however to allow for a Chameleonic Surface and a Projectile Deflector (deflector purchased seperately – see d20 Future page 73-74). Like all URE armour its made of the same ultralight Polymer as the Combat Armour and the Crowd Suppression Armour. The massively bulky suit is Mastercraft +3. It contains the same HUD unit as the Combat Armour and contains the same integrated Boost dispensor. The armour looks like this in full:

URE Marine Power Armour
Type (Tactical - powered); Def Bonus +12; Nonprof Bonus +3; Max Dex +1; Penalty -6; Spd 20ft; Wt 40lb; DC 45 & 15 (projectile deflector); Mil (+3).
> Boost Injection: The armour automatically comes with an incorporated Boost Injector and a shot of Boost to boot. As a free action the wearer of the armour can activate the injection.
> Chameleonic Surface: Microsensors on the surface of the armour detect surrounding imagery and project it from the opposite side, in effect coloring the wearer to look just like whatever is behind him. +10 bonus on Hide checks.
> Projectile Deflector: The limit of humanity’s forays into Elvish force field technology. Grants a +4 equipment bonus to defense against ranged attack. No effect against melee attacks.


How to use these NPCs
Um…. Don’t! Really. Use them to intimidate, bully and railroad the PCs into the adventure you need them to go on. These guys are far too lethal for your players to handle. What’s that? They want a challenge? They bought some mecha? They have a tank! Okay let’s do it.

Tactics: Assuming there is no veteran sargeant, instead your PCs find themselves engaged with a single Veteran then the Veteran will (in accordance with his template) fight until the very end and his body collapses from being riddled with bullets and laser fire. The Veteran Marine will maintain his distance, hide in foliage/junkheaps/other terrain, and then deliver terrible rounds of long range fire. He will make use of double-tap against Fast Heroes (likely to have evasion) and Autofire (DC 20 reflex or DC 25 for a Sergeant) against heavily armoured, slow enemies (like other veterans whose DC 33 defense is nigh-untouchable). In groups Veteran Marines will use their fast-use medkit to quickly heal 1d4 hit points whenever possible.
If there is a Sergeant Present be prepared for some intense fighting. The sergeant is able to bring down a Combat Marine in a Myrmidon Mecha Suit without even breaking a sweat. He’s hard as nails and then some. When using Burst Fire the Veteran Sargeant will be dealing 6d12+6 damage a hit ignoring 5 points of enemy hardness. At an average of 45 damage a hit the Sergeant can bring down a Myrmidon in almost 2 rounds! The most important thing to remember about the sergeant is that he’s valuable to the URE Marine Core and he has pull. He won’t fight to the death like the other marines. But he will call in air support! Even if they are physically able to beat the sergeant, be sure you’re PCs are prepared for an emergency Ion Cannon called from an orbital platform before they face such a significant foe.
Feel free to swap out the Hunter’s Grudge of the Sergeant for Kruthik / Illithids / whatever is appriopriate. If most of your PCs are elves or dwarves you could even pit them against an elf-hunter or dwarf-hunter! The Sergeant will never have ‘human’ as his begrudged foe (sorry!)

Feats? All the URE Marine characters use the standard NPC stat array (the same exact one, in fact, used for the lowly d20 Modern thug) but despite this I’ve tried to min-max them in such a way that they will present formidable foes to players. In this effort I have chosen to give the Veteran a non-standard feat (Improved Autofire) and the Veteran Sargeant 2 non-standard feats (Improved Autofire and Cross Training from the Modern Players Companion). Even if you choose not to make these feats available to the players I urge you to keep them on the veterans. After all you’re the GM. The Cross-Training feat in particular is vital because it allows a Heroic Training Crowd Suppression Marine to become (after a time) a URE Veteran Sergeant Marine. The feat adds a neccesary bonus of +1 Wisdom to allow the Sergeant to take the Burst fire feat. Improved Autofire is cool because it stacks with the Controlled Autofire class feature.

The feats used are the following:

IMPROVED AUTOFIRE
You lay down withering barrages of autofire with deadly precision.
Benefit: When you use autofire, the DC for the Reflex save is increased by +5.

CROSS-TRAINING
You fanatically devote yourself to one aspect of yourself, while being willing to let other aspects atrophy.
Benefit: Raise two different ability scores permanently by +1 each and lower one ability score permanently by -2.
IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/BattleSorcerer.jpg)

Urean Battle Sorcerer (Smart 3 / Mage 3)
CR 6; Medium-sized Human; HD 3d6+6 plus 3d6+6; hp 33; Mas 14; Init +6; Spd 30ft; Df 18[22], touch 15, ff 17[21] (+1 dex, +4 class, +3 Mage Armour, +4 projectile deflector [ranged attacks only]); BAB +2; Grap +3; Atk +6 melee (1d8+4, arcane staff) or +4 ranged (2d10, plasma pistol); Face 5ft; Sv Fort +6, Ref +4, Will +5; AP 6; Rep +2; Str 12, Dex 14, Con 14, Int 16, Wis 10, Cha 8.
Occupation: Military (Hide, Move Silently + Personal Firearms Prof.)
Skills: Concentration +8, Computer Use +9, Craft (chemical) +9, Decipher Script +9, Demolitions +11, Disable Device +11, Hide +8[7], Investigate +12, Listen +5, Move Silently +8[7], Navigate +9, Knowledge (arcane) +9, Research +9, Search +9, Spellcraft +9, Spot +5.
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Magical Affinity, Light Armour Proficiency, Cautious, Spellslinger, Combat Expertise, Spell Focus (Evocation).
Talents & Class Features: Savant (investigate), Exploit Weakness, Arcane Spells, Rat Familiar (+2 Fort and Alertness bonus included in stats), Scribe Scroll, Brew Potion.

Special
The Battle Sorcerer is addicted to a special drug called Aesir. The sorcerer must take a full dose of the drug once every 12 hours. Failure means that the spellcaster loses all spellcasting abilities for that period and suffers from the neauseated condition as described in to d20 Modern book. If the spellcaster fails to get his hands on a dose of Aesir after a number of 12 hour periods equal to his Con modifier (24 hours in the case of the one above – minimum is 12 hours). Then the spellcaster goes through Aesir withdrawal which may leave him with permanent injuries. Each day that passes requires a DC 20 Fortitude check or else the target suffer 1d4 points of temporary Wisdom drain. If the check result was lower than 10 then the drain is permanent.

Gene Therapy
The Battle Sorcerer generally has less therapy done because therapy is risky, able sorcerers willing to join the military are very rare and because they have a lower constitution for such things. That said, typically a short set of gene-therapy to quicken the Sorcerer a bit isn’t uncommon. The sorcerer has a +1 bonus to Dexterity granted by gene-therapy.

Cybernetics
Recording Engram (new gear – see below), Arcane Implant (new gear – see below), Feat Implant (Improved Initiative).

Magic Spells
Spells per day per spell level: Level 0 (x5); Level 1 (x5); Level 2 (x3)
Spells Known: Lvl 0: Daze, Detect Magical Aura, Mage Hand, Prestidigitation, Read Magic; Lvl 1: Burning Hands, Jump, Magic Missile, Shield, Sleep, True Strike; Lvl 2: Enhance Ability, Invisibility, Protection from Arrows/Bullets, Resist Energy, Web.
Spells Prepared
Level 0: Detect Magical Aura, Mage Hand (x2), Prestidigiation, Read Magic (14; 15 evoc)
Level 1: Burning Hands x2, Magic Missile, Shield, True Strike (15; 16 evoc)
Level 2: Resist Energy, Protection from Arrows/Bullets, Web (16; 17 evoc)

Possessions
Mage Armour, Arcane Staff, Military Grade Plasma Pistol, Projectile Deflector, Palm Computer, Universal Communicator, display contacts linked to psychic counter. 6 Potions of Invisibility. 4 Scrolls of Enhance Ability. Tattoo of body adjustment.


Equipment
The Battle Sorcerer has a lot of unique gear some of which is just customized d20 Future or Urban Arcana gear and other of which is brand new (like the cybernetic pieces and the psychic counter). For the Plasma Pistol see the URE Combat Marine entry, for the Projectile Deflector see the Veteran Sergeant entry. For the palm computer see the PDA of d20 Modern. The Unicom and the Display Contacts can be found in d20 Future (pg 70).

Mage Armour: This special armour is designed specifically with spellcasters in mind and was created so that the Battle Sorcerer of the URE armed forces would be able to function effectively on the battlefield without being limited by the armour worn. The armour is an ultralight Light Combat Suit and is Mastercraft +2. The +2 bonus is not to defense, rather each mastercraft bonus is used to reduce the arcane spell failure by 5% (reducing it to 0%). The armour is described below:
Mage Armour: Type (Tactical - light); Def Bonus +3; Nonprof Bonus +1; Max Dex +5; Penalty -1; Spd 30ft; Wt 6lb; DC 25; Arcane Spell Failure: 0%; Lic (+1).

Arcane Staff: This weapon is a battle staff with a +3 magical enhancement bonus. Not that unlike in D&D magical enhancements can only be taken advantage of by an appropriate wielder. In the hands of a non-magical individual this staff behaves as if it did not have the enhancement bonus. As per normal rules the enhancement bonus effects both attack rolls and damage rolls.
Staff: Damage 1d8; Critical 20; Bludgeoning damage; Large Size; Wt 3lb; DC 21.

Psychic Counter: This new piece of gear is what the Battle Sorcerer uses as a replacement for the standard marine Motion Sensor. This is in many ways considerably more effective. First it isn’t ‘tricked’ by other motion (like those from animals) and second it doesn’t require the target to be moving for it to be detected. The Psyhic Counter (or Psyche Sensor as it is sometimes called) detects magical essences or latent psychic energy. It picks this energy up around sentient beings. Any creature with an Int score of 8 or better within 100ft has their position relayed exactly to the Sorcerer.

Recording Engram: This cybernetic piece installed directly into the brain records vast amounts of data and can be accessed by thought alone. This effectively replaces the need to have such outmoded things as a spellbook or a personal computer with an ‘arcane portfolio’ file on it. Anytime the mage learns a new spell he can record it in his brain engram.

Arcane Implant: This implant increases the spell DC of the spellcasters spells by +1.

Tattoo of Body Adjustment: As a security measure all Battle Sorcerers are fitted with a tatto (from the elders of their order) that allows them to recover from the most grevious injuries. This tatto has one of three effects when activated (one use only):
Instantly heals 3d6 points of damage.
Gain a +7 bonus on next Fortitude save.
Instantly heal 2 points of temporary ability damage.


How to use this NPC
Typically battle sorcerers accompany URE Combat Marines so if you’ve fallen afoul of one of them, you’ve probably fallen afoul of the URE military as a whole. This is a dangerous position to be in. Sorcerers are potent individuals – unlike URE Marines they will never fight to the death preferring to flee and live the die for some higher purpose.

Tactics: “I see you.” It is impossible to sneak up on a Battle Sorcerer unless you’re a dimwit or you catch them asleep. Their psychic counter and display goggles means that they’ll see you coming from 100 feet away.
“First defend yourself, then fight.” A battle sorcerer is always concerned for his own safety first. For this reason he always fights with the Combat Expertise feat at maximum potency (+5 defense, -5 on attacks). This means that your party (assuming Level 6 PCs given the sorcerers CR of 6) will have a tough time hitting the sneaky spellflinger as he will have an AC of 27 rather than the quoted 22. Typically he will further boost this to 31 with the Shield spell in the first round of combat. In the first round (while he casts Shield) he will also observe a foe of his choosing to get the benefits of Exploit Weakness on following rounds. Further toughen him by using Protection from Arrows/Bullets or Resist Energy depending on whether they're using ballistic weapons or laser/plasma weapons (but don’t do it if its an unneccesary overkill).
“Web and burn!” A favourite tactic of the Battle Sorcerer is to web his foes and then use Burning Hands (since the web catching fire will deal additional damage to those trapped in it). Alternatively he may web and threaten to burn, if he is considering bringing the heroes in alive.
“Support!” Principally this is a support unit for the main fighting Marines, so use him as such in your games. If this were a Real Time Strategy game the Battle Sorcerer would cast ‘buff’ spells on all the marines around him. You can do the same thing here. Cast True Strike on the double-tapping Marine. Cast Enhance Ability (Constitution) to prevent a Marine from dropping to negative hit points and thus only getting one action a turn. Cast Enhance Ability Strength and combine it with Boost and extreme effort to get a really colossal Strength score! Enough to throw a city bus! Your scrolls of Enhance Ability are very important boosters, but don't forget to use the Invisibility Potions as well.
Myrmidon Mecha Suit
The Myrmidon primarily serves as a light infantry support mecha, replacing an armored vehicle on the battlefield. It has also proven effective in close combat situations, particularly in urban arenas. A URE Myrmidon installed with a standard equipment package is price at DC 41. Typically it is piloted by Urean Marines that succesfully reach ‘Combat Marine’ status after having completed policing duties and who have taken ranks in Drive as opposed to ranks in Jump and Climb and a few ranks in Computer Use instead of Hide and Move Silently. This makes them more capable mecha-operators. In addition since they won’t wear the Combat Armour of the Combat Marine they typically take Mecha Operation in place of Medium Armour Proficiency and Mecha Weapons Proficiency instead of Double Tap. The feat implant that is cybernetically installed in the Marine is swapped for Gearhead to make him better at repairing the Mecha and using on board computer systems.

IMAGE(http://www.wizards.com/d20modern/images/d20f_gallery/82842.jpg)

Size: Large Bonus Hit Points: 100<br /> Superstructure: Duralloy Hardness: 15<br /> Armor: Duralloy Bonus to Defense: +8<br /> Armor Penalty: -8 Reach: 10ft<br /> Strength Bonus: +8 Dex Penalty: -<br /> Speed: 20ft, fly 90ft(cl) Base Purchase DC: 40

Standard Equipment Package: Pilot’s cockpit (torso and back), Class II Sensor System (helmet), URE Cavalcade Assault Cannon (left arm), PS-25 Tiger Claws (right-arm), jetpack (boots), M79 Grenade Launcher (shoulders), comm system (no slots), ammo: 6 50-round HEAP ammo belts for Assault Cannon, 6 Gravitic Grenades, 6 EMP Grenades.

MYRMIDON MECHA SUIT carrying UREAN Combat Marine (Strong 3 / Tough 3)
CR 7/11; Large-sized Mecha (with Human Pilot); HD 3d8+12 plus 3d10+12 + 100 mecha; hp 154; Mas 18; Init +4; Spd 20ft, fly 90ft (clumsy); Df 23, touch 15, ff 21 (-1 size, +2 dex, +4 class, +8 Mecha); BAB +5; Grap +16; Atk +11 melee (6d8+7, Tiger Claws) or +8 ranged (8d6, assault cannon) or +7 ranged (M79 launched grenade); Face/Reach 10ft; Sv Fort +8, Ref +4, Will +2; AP 0; Rep 0; Str 24, Dex 14, Con 18, Int 13, Wis 10, Cha 8.
Occupation: Military (Hide, Move Silently + Personal Firearms Prof.)
Skills: Climb +9[+1], Computer Use +5, Drive +8, Hide +6[-6], Jump +9[+1], Knowledge (tactics) +5, Listen +2, Move Silently +6[-2], Navigate +1(3), Repair +3, Spot +6(8). [armour included] (sensors included)
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Light Armour Proficiency, Mecha Weapons Proficiency, Point Blank Shot, Mecha Operation.
Mecha Special Quality: Hardness 15.

Gene Therapy
Urean Marine Template includes +2 Strength, +2 Dexterity and +2 Constitution (already included in stats) plus the following special qualities:
Ferocity (Ex): The character gains the benefit of the tough heroes 'Remain Conscious' talent.
True Grit (Ex): The character is not killed until he reaches -20 hit points rather then -10. If a character has less than -9 hit points for a period of greater than a minute (10 rounds) however his hit points immediately drop to -20.
Low-light Vision (Ex): The marine has a low-light vision that extends up to 60ft.

Cybernetics
Targeting Optics (+1 on ranged attacks – included above), Initiative Implant (+2 initiative – included above), Fortified Skeletion (DR 4/-), Feat Implant (Gearhead).

Possessions
Mecha, shots of boost (x2), plus various personal items.

Equipment
Boost, HEAP ammo and Gravitic Grenades can be found in the URE Combat Marine description above. Other new equipment can be found here (excluding the mecha itself which is described above).

Class II Sensor Array: This sensor (taken from d20 Future pg 175) functions at a one mile distance from the Mecha and includes an electromagnetic (EM) detector array that localizes electromagnetic emissions, and an infrared detector that tracks targets by their heat signatures. It also incorporates a high-resolution video system that differentiates targets by their visual profile. The hi-res video system incorporates a zoom feature, allowing close inspection of distant targets. A Class II sensor system grants a +2 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
• The target’s size.
• The target’s locomotive capabilities.
• The target’s present direction or trajectory.
• The number of living creatures aboard, if applicable.
• The composition of the target’s hull or superstructure, as well as the type of its armor, if any.
• The target’s weapon systems (functional and nonfunctional).

URE Cavalcade Assault Cannon: This is a mastercraft cavalcade chaingun (d20 Future, pg 162) by another name. It uses HEAP ammo so deals +1 dice of damage (8d6 instead of 7d6) and ignores up to 5 points of enemy hardness.

PS-25 Tigerclaws: This melee weapon functions exactly like in d20 Future (pg 164) and deals 6d8 points of damage.

Jetpack: This clumsy flying pack allows the Mecha to fly up to 1000 feet before requiring refuelling (purchase DC 16).

M-79 Grenade Launcher: As in the d20 Modern core book this grenade launcher lobs grenades up to 70 feet.

EMP Grenade: An EMP grenade (d20 Future, pg 68) releases an electromagnetic pulse that instantly shorts out all electronic devices (including computers) within a 20-foot burst radius. Affected devices remain nonfunctional until repaired (see the Repair skill description for details).
The EMP grenade deals no damage to living creatures. However, a creature with cybernetic attachments takes 1d6 points of electricity damage per cybernetic attachment (maximum 5d6) and must succeed on a Fortitude save (DC 15) or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural 1 on its Fortitude save, each of its cybernetic attachments takes 1d6 points of electricity damage as well.
An EMP grenade deals 5d6 points of electricity damage to a mecha or robot.


How to use this NPC
Frankly, if you find yourself facing a Mecha you should be in a Mecha yourself. If not, chances are your outclassed. For Mecha on Mecha combat the CR is correctly placed at 7. For mecha vs non-mecha then the CR should be beefed up to 11. With 154 Hit Points (and a pilot that can go as far as -20 hp!) this is not going to be an easy fight for level 11 heroes (unless they are all sporting several heavy weapons with HEAP ammo), so prepare yourself to have a good tough slog on your hands. Don’t forget most damage dealt to the Mecha will be reduced by 19(!) points, because of the Hardness of 15 and the Marines DR of 4/-.

Tactics: “Melee!” Simply put, this Mecha is at its best in Melee combat. With a +12 melee attack and a terrifying 6d8+7 points of melee damage this thing should inflict carnage on your PCs. Don’t forget to use a ‘jump-charge’ (180ft straight line when flying with the jump pack) to get in close to your PCs as fast as possible. If the Mecha has detected them from far away (a mile away!) you can use the sprint action to cover 360 feet in 6 seconds. That’s not bad at all. Don’t forget to use the boost drug to further amplify the Mecha’s speed and strength.
“Autofire!” Unless you’re scared you’ll miss or if you won’t hit as many targets autofiring your assault cannons generally performs better than firing gravitic grenades (does more damage).
“EMP!” In d20 Future PCs tend to gain a significant number of benefits from cybernetic pieces. If possible deny them these benefits by using the EMP grenades.

Heroes? If you’re a particularly mean GM you can up these guys up to CR 8 and make the classes heroic classes. This gives each of the NPCs 8 action points (don’t forget to use these, it’ll surprise your players) and the following talents: Melee Smash +2, Fire Resistance 4, Damage Reduction 1/-. They also get an additional two feats chosen from the Strong and Tough Hero base classes. Typically these will be Power Attack from the Strong Hero class and Alertness from the Tough Hero class.
Scourge Mecha Suit
The very best of the Myrmidon pilots go on to take levels in the Mecha Jockey advanced class and eventually find themselves at the helm of the prestigious Scourge class Mecha. This Mecha represents the pinnacle of human design. Towering at 30 feet in height and weighing 28 thousand pounds unarmed this is one mean mother. The scourge is installed with heavy weapons to disable enemy mecha and vehicles and leaves them to a mop-up crew of Combat Marines and Veterans. This frees up the assault mecha for more suitable task than disassembling captured ordnance. A Scourge installed with a standard equipment package has a purchase DC of 49.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Scourge.jpg)

Size: Huge Bonus Hit Points: 200<br /> Superstructure: Vanadium Hardness: 20<br /> Armor: Duralloy Bonus to Defense: +8<br /> Armor Penalty: -8 Reach: 10ft<br /> Strength Bonus: +16 Dex Penalty: -<br /> Speed: 30ft, fly 90ft(cl) Base Purchase DC: 48

Standard Equipment Package: Pilot’s cockpit (torso and back), Class II Sensor System (helmet), Enigma Sensor Suite (visor), Tsunami 480 Plasma Cannon (left arm), Rhino Mass Cannon (right-arm), jetpack (boots), M75-Cricket Rocket Launcher (shoulders), LX-10 Anti-Shock Array (belt), comm system (no slots), ammo: 12 Rockets for Cricket Launcher.

SCOURGE MECHA SUIT carrying UREAN Mecha Veteran (Strong Hero 3 / Tough Hero 3 / Mecha Jockey 4)
CR 12/18; Large-sized Mecha (with Human Pilot); HD 3d8+12 plus 3d10+12 plus 4d10+16 + 200 mecha; hp 292; Mas 19; Init +4; Spd 30ft, fly 90ft (clumsy); Df 24, touch 16, ff 22 (-2 size, +2 dex, +6 class, +8 Mecha); BAB +8; Grap +27; Atk +17 melee (2d6+13, slam) or +11/+6 ranged (12d6 Tsunami 480 Plascannon, 8d12 Rhino Mass Cannon, 10d6 M-75 Cricket Rocket Launcher); Face/Reach 10ft; Sv Fort +9, Ref +7, Will +4; AP 0; Rep 0; Str 32, Dex 14, Con 19, Int 13, Wis 10, Cha 8.
Occupation: Military (Hide, Move Silently + Personal Firearms Prof.)
Skills: Bluff +5{7}, Climb +9[+1], Computer Use +9, Drive +12, Hide +10[-4], Jump +9[+3], Knowledge (tactics) +5, Listen +4, Move Silently +10[+4], Navigate +1(3), Repair +7, Spot +8(10). {feint} [armour included] (sensors included)
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Light Armour Proficiency, Advanced Firearms Proficiency, Point Blank Shot, Mecha Operation, Power Attack, Alertness, Advanced Mecha Operation (Huge), Mecha Trample, Mecha Weapon Boost.
Talents: Melee Smash +2, Fire Restiance 4, Damage Reduction 1/-, Mecha Weapon Proficiency, Luv My Mecha (+1), Mecha Feint.
Mecha Special Quality: Hardness 20.

Gene Therapy
Urean Marine Template includes +2 Strength, +2 Dexterity and +2 Constitution (already included in stats) plus the following special qualities:
Ferocity (Ex): The character gains the benefit of the tough heroes 'Remain Conscious' talent.
True Grit (Ex): The character is not killed until he reaches -20 hit points rather then -10. If a character has less than -9 hit points for a period of greater than a minute (10 rounds) however his hit points immediately drop to -20.
Low-light Vision (Ex): The marine has a low-light vision that extends up to 60ft.

Cybernetics
Targeting Optics (+1 on ranged attacks – included above), Initiative Implant (+2 initiative – included above), Fortified Skeletion (DR 4/-), Feat Implant (Gearhead).

Possessions
Mecha, shots of boost (x2), plus various personal items.

Equipment
Everything except for the Enigma Sensor Suite, the LX-10 Anti-Shock Array and the mecha weapons can be found identically on the Myrmidon Mecha Suit. The new gear is described here.

Enigma Sensor Suite: Using a combination of thermal imaging, X-rays, and vibration sensors, the Enigma sensor suite enables the operator to effectively see through solid objects with a 150 foot coneshaped emanation. Fine details can’t be detected, but a mecha using the Enigma suite could tell, for example, that three Medium-size humanoids were crouched behind a closed door, or that an escape tunnel runs from one building to another.
A mecha with the Enigma suite reduces the effects of concealment by two grades. Thus, an object with total concealment (50% miss chance) would have three-quarters concealment (30% miss chance) instead.

LX-10 Anti-shock Array: The LX-10 antishock array grounds the mecha and protects it against electrical attacks. The mecha gains electricity resistance 10.

M75 Cricket Rocket Launcher: Everything in a 20 foot burst radius takes 10d6 points of sonic damage (Reflex DC 17 for half) and in addition Mecha crew hit by the weapon must pass a DC 15 Fortitude save or be deafened for 1d6 rounds. The weapon has an effective range increment of 200 feet. The scourge carries a mastercraft cricket launcher.

Rhino-mass Cannon: This single-shot heavy duty rail cannon deals 8d12 points of damage per hit and has a 100ft range increment. The scourge has a mastercraft rhino mass cannon.

Tsunami 480 Plasma Cannon: The Tsunami 280 plasma cannon has two aperture settings: focused beam and wide-angle beam. The mecha operator can switch between settings as a move action. The focused beam setting deals 12d6 points of fire damage (range increment 150ft) with a successful ranged attack, and it has a critical threat range of 20. On the wide-angle setting, the weapon automatically hits everything within a 60-foot cone for 12d6 points of fire damage, but those in the area can make a Reflex save (DC 19) to reduce the damage by half. Critical hits aren’t possible on the wide-angle setting. The scourge a mastercraft tsunami 480 plasma cannon.


How to use this NPC
Like the veteran sergeant, this big beasty should be used primarily for intimidation (“Ooh look at the pretty mech!”) and not so much for killing PCs. If the game is very mecha-based then the Scourge on the other hand becomes a very fun and tough opponent. Bringing down a Scourge without an appropriate Mecha is not at all easy (even at the listed CR of 12!)

Tactics: Scourges use long-range strikes to bring down enemy ordnance. When faced with infantry they will rely on their 20ft burst radius cricket launcher. They will also use their melee slam attack or simply pin a foe with their massive armoured boots (use that +27 Grapple!) Don’t forget to trample your PCs if they are cought on foot. Knocking them down wastes a move action (to get back up) and they damage is more easily dealt (+4 to attack prone target).
Also Scourges are very expensive and the destruction of one is not taken lightly by the URE military. If things are looking bad for the Mecha (like say the pilot is down to using his own hit points) then the Mecha will probably use his jetpack to fly away. No cowardice here – just making sure no money is wasted (the pilot after all is an unhinged URE marine and left to his own devices would be more than happy to stay in there and duke it out with the PCs).
Urean Armoured Combat Truck
The Urean ACT is a fast personnel carrier used for deploying up to four precision units to perform surgical strikes. Typically it will carry Veteran Marines but depending on the task at hand sometimes even your standard Combat Marine will do. The crew consists of a driver and two gunners (one operating from within the armoured gun hull and using the NKP Puma Turret and the other standing on top of the vehicle to get a ‘natural eye lookout’ and using the pintle-mounted Chaingun) while its low-to-the-ground interior can squeeze in up to four marines (but with little space left to spare). The vehicle has two top hatches (embarking or disembarking by a hatch is a full round action) and a door in the rear which can be moved out of using the normal move. The ACT is 2 squares wide and 3 squares long and it provides full cover to all of its occupants except for the Chaingunner.
IMAGE(http://www.hawkprey.com/grfx_tankee.jpg)
UREAN ACT
Crew: 3, Pass: 4, Cargo: M, Init: -1, Man: -1, Top Speed: 130(13), Defense: 14 (Resilium, -2 on Drive), Hardness: 15, HP: 56, Size: H, DC 44 (no weaps), Res: Mil (+3)
Weapons: NKP Puma Laser Turret (8d6, x2/20, fire damage, 75ft, single, Large, 20lbs, DC 23) and URE Chaingun (see URE Combat Marine).
The driver is not a Combat Marine but a trained civillian driver (Fast Ordinary 1) and has a Drive skill of +9. The shooters are Combat Marines and thus have a +9 ranged attack bonus (+10 on the Chaingun which is mastercraft). The veterans (should they be handling guns) have a +12/+7 ranged attack bonus on the Puma Laser Turret but a +14/+9 on the Chaingun (weapon focus and mastercraft).
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Urean Battle Tank
The Urean Battle Tank is slower but more durable and carries more troops than the Combat Truck. The tank is crewed by a commander (veteran marine), a driver and two gunners, each of whom has a topside hatch directly above them. Entering or disembarking from the topside hatch requires a full round action. The rear door is not built for fast deployment, requiring a full round action to open or close. The tank is 3 squares wide and 4 squares long and it provides full cover to its occupants.
The Urean Battle Tank sports two forward mounted Rhino Mass Cannons and an array of smoke launchers to reduce visibility of enemies trying to fire at disembarking troops or the tank itself. Once deployed the smoke launchers treat the tank and crew as being under dense fog (one half concealment = 20% miss chance).

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/combatTank.jpg)

UREAN BATTLE TANK
Crew: 4, Pass: 11, Cargo: M, Init: -4, Man: -3, Top Speed: 100(10), Defense: 14 (Duralloy, -4 on Drive), Hardness: 25, HP: 88, Size: G, DC 50 (no weaps), Res: Mil (+3)
Weapons: 2 Rhino Mass Cannons (see Scourge Mech).
The driver is not a Combat Marine but a trained civillian driver (Fast Ordinary 1) and has a Drive skill of +9. The shooters are Combat Marines and thus have a +9 ranged attack bonus while the veterans have a +12/+7 ranged attack bonus on the forward mounted Rhino Mass Cannons.

Using these vehicles in your game
These vehicles can be used either as allied support or as enemy support. As with the tougher mecha its highly reccomended that GMs don’t throw unwary players against the Urean Battle Tank. The Armoured Combat Truck roughly adds a +2 CR to any encounter featuring Combat Marines (remember the Combat Truck includes 2 marines and a driver so on its own it’s about a CR 10 encounter). Instead the Battle Tank adds a +6 CR to any encounter and thus is a CR 19 (12 veteran, +6 tank, +1 supporting 2 marines and driver) encounter even when unfilled. Further marines will boost this by 1 to 2 depending on the number. A full tank is therefore a CR 21 encounter – an epic team is required to safely take it out.

That said some players are able to combat epic foes long before their due (because they’re good min/maxers, have been given amazing gear or perhaps they’re just plain suicidal) so if you’re players are desperate to take on a Battle Tank mano-a-mano it will probably employ these tactics:

1.) Deploy smoke launchers
2.) Unload carried personnel – have them form a wide circle around their foe.
3.) Roll back and fire Mass Cannons.
4.) Flee rather than be destroyed, Battle Tanks are costly.

Average Driver / Pilot (Fast Ordinary 1)
CR 1/2; Medium-sized Human; HD 1d8+1; hp 5; Init +2; Spd 30ft; Df 16, touch 15, ff 14 (+2 dex, +3 class, +1 driver’s suit); BAB +0; Grap +2; Atk +2 melee (1d4+2, knife) or +2 ranged (2d8, laspistol); Face 5ft; Sv Fort +1, Ref +3, Will +0; AP 0; Rep 0; Str 14, Dex 15, Con 12, Int 13, Wis 10, Cha 8.
Occupation: Blue Collar (Drive (+1), Repair)
Skills: Drive +9, Pilot +8, Repair +5, Sleight of Hand +4, Tumble +4, Hide +4, Move Silently +4, Profession +4.
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Vehicle Expert (+2 drive and pilot – included).

Possessions
Mechanical toolkit for vehicle repair and maintenance, laser pistol, personal gear and possessions.

How to use this NPC: This NPC will avoid almost any fight unless its clear he’s going to win. He’s a driver not a fighter and if given the chance he’ll run away from the PCs. He’s only confident behind the wheels of a car (or even better a tank!)
ICHA Designed Cybernetic Gorillas

Ichans do not use human soldiers the way that Ureans do. Their soldiers are considerably more formidable, but less intelligent and less numerous. It was early in the process of genetic tinkering that humans first though to grant sentience to the African Mountain Gorilla. Cybernetically enhanced, genetically modified for intellect and combat prowess plus able to wield larger weapons these terrifying black furred 'Cygors' are the terrifying soldiers of war of the Ichan army. The adult cygor is about eight feet tall and weighs six hundred to seven hundred pounds.
Cygor statistic blocks are listed in four categories. Cygor juveniles, cygor combat infantry, cygor veteran infantry and cygor silverbacks. The juveniles have not had many cybernetic implants, have just begun weapons training, and are never fielded in a war condition. If you encounter a juvenile Cygor its because you’ve enter a Cygor Military Development plant or because you’ve come across an escaped specimen. Under the normal routine Cygors are not released by the Ichan Military until they are considered combat ready. A combat ready Cygor is called a Combat Infantry Gorilla.
When a CI Gorilla has been involved in over 40 skirmishes then he gets upgraded to veteran status. Veterans are accorded special honours (they wear armour and carry a bigger stick) but generally perform similar duties to the combat infantry. Occasionally veterans will lead some standard CI Gorillas.
A silverback is a unique case. A cybernetic gorilla that has been involved in so many skirmishes that he has ‘won his freedom’. He is no longer required legally to serve in the Ichan armed forces and can happily do whatever he pleases. Sadly for the Gorilla, war is the only practical thing he knows, and it is common practice for Silverbacks to continue to work for the military (as its their only feasible means of income) and so these fearsome warriors are not that uncommon. (This is very unfortunate for the PCs because running into a combat trained Cygor Silver Back is extremely bad news.)

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/ICHA.jpg)

ICHAN Juvenile Cybernetic Gorilla (Cygor)
CR 3; Large Animal; HD 4d8+12; hp 30; Mas 16; Init +2; Spd 30ft, climb 30ft; Df 16, touch 11, ff 14 (-1 size, +2 dex, +5 natural); BAB +3; Grap +12; Atk +7 melee (1d6+5 punch) or +1 ranged (5d6, sunbeam gatling laser); Full Atk +7/+7 melee (1d6+5 punch) and +2 melee (1d6+2 bite); Face/Reach 10ft; Sv Fort +7, Ref +6, Will +2; AP 0; Rep 0; Str 21, Dex 15, Con 16, Int 6, Wis 12, Cha 7.
Special Qualities: Cygors have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Cygors have low-light vision that extends up to 60 feet and have the scent special quality.
Occupation: Military (Hide, Move Silently + Personal Firearms Prof.)
Skills: Climb +14, Hide +0, Jump +7, Move Silently +4, Listen +8, Spot +8, Survival +2
Feats: Personal Firearms Proficiency, Awareness, Stealthy

Nanoaugmentation
Brain Boost (+4 int). This bonus is already included in the Cygors ability scores.

Cybernetics
Skill Plexus (+2 Listen, Spot, Survival and Jump), Light Subcutaneous Body Armour (+2 natural armour), Targeting Optics (+1 on ranged attacks). These bonuses are included in the statblock above.

Gene Therapy
Ability Boost (+2 Constitution - included)

Possessions
Unless otherwise specified a Juvenile Cygor is unarmed or simply carries a sunbeam gatling laser though he is non-proficient and takes a -4 on attacks. Alternatively he might use an appropriately sized plasma pistol. The non-proficiency penalty for autofire does not stack with the one for not being proficient with the gatling laser so when autofiring the juvenile gorilla still attacks at +1.

ICHAN Combat Infantry Cygor (Strong Ordinary 2)
CR 4; Large Animal; HD 4d8+12 plus 2d8+6; hp 45; Mas 16; Init +2; Spd 35ft, climb 35ft; Df 21, touch 13, ff 19 (-1 size, +2 dex, +2 class, +8 natural); BAB +5; Grap +16; Atk +11 melee (1d6+8 punch) or +11 melee (3d6+7[10], large concussion rod [2-hands]) or +5 ranged (5d6, sunbeam gatling laser); Full Atk +11/+11 melee (1d6+8 punch) and +6 melee (1d6+3 bite) or +11 melee (3d6+7[10], large concussion rod [2-hands]) and +6 melee (1d6+3, bite); Face/Reach 10ft; Sv Fort +9, Ref +6, Will +2; AP 0; Rep 0; Str 25, Dex 15, Con 16, Int 8, Wis 12, Cha 7.
Special Qualities: Cygors have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Cygors have low-light vision that extends up to 60 feet and have the scent special quality.
Occupation: Military (Hide, Move Silently + Personal Firearms Prof.)
Skills: Climb +22, Hide +2, Jump +15, Move Silently +6, Listen +8, Spot +14, Search +5, Survival +4
Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, Awareness, Stealthy

Nanoaugmentation
Brain Boost (+4 int). Micro Muscles (+4 str, +4 on str based skills). 20/20 (+6 Search and Spot). These bonuses is already included in the Cygors ability scores.

Cybernetics
Skill Plexus (+2 Listen, Spot, Survival and Jump), Medium Subcutaneous Body Armour (+5 natural armour), Rage Implant(see equipment), Targeting Optics (+1 on ranged attacks), Advanced Prosthetically Enhanced Arms and Legs (+5ft, +1 punch damage, +2 on str and dex based skills). With the exception of the Rage Implant described below all cybernetic effects are incorporated into the statblock above.

Gene Therapy
Ability Boost (+2 Constitution – included)
Ability Boost (+2 Intelligence – included)

Possessions
Combat Infantry Cygors have a belt designed to carry a single large concussion rod and a sunbeam gatling laser.

ICHAN Veteran Cygor (Strong Ordinary 6)
CR 8; Large Animal; HD 4d8+12 plus 6d8+18; hp 75; Mas 16; Init +2; Spd 35ft, climb 35ft; Df 27, touch 15, ff 24 (-1 size, +3 dex, +3 class, +11 natural, +1 equipment); BAB +9; Grap +20; Atk +15 melee (1d6+8 punch) or +15 melee (4d6+10, huge concussion rod) or +11 ranged (5d6, masterwork sunbeam gatling laser); Full Atk +15/+15 melee (1d6+8 punch) and +10 melee (1d6+3 bite) or +15/+10 melee (4d6+10, huge concussion rod) and +10 melee (1d6+3, bite) or +11/+6 ranged (5d6, masterwork sunbeam gatling laser); Face/Reach 10ft; Sv Fort +10, Ref +8, Will +4; AP 0; Rep 1; Str 25, Dex 16, Con 16, Int 8, Wis 12, Cha 7.
Special Qualities: Cygors have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Cygors have low-light vision that extends up to 60 feet and have the scent special quality.
Occupation: Military (Hide, Move Silently + Personal Firearms Prof.)
Skills: Climb +22, Hide +2, Jump +15, Move Silently +10, Listen +8, Spot +14, Search +5, Survival +4
Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, Awareness, Stealthy and Weapon Boost (Sunbeam Gatling Laser) [new feat].

Augmentations
Nanoaugmentation, cybernetics and gene therapy are identical to those applied to the standard combat infantry Cygor.

Possessions
Veteran Infantry Cygors have a light armoured coat (counts as a leather jacket, +1 impromptu) designed to carry a single huge concussion rod (this weapon is too heavy for the Cygor to wield one-handed) and a mastercraft sunbeam gatling laser.

ICHAN Silverback Cygor (Strong Ordinary 10)
CR 12; Large Animal; HD 4d8+12 plus 10d8+30; hp 105; Mas 16; Init +2; Spd 35ft, climb 35ft; Df 31, touch 17, ff 28 (-1 size, +3 dex, +5 class, +11 natural, +3 equipment); BAB +13; Grap +25; Atk +20 melee (1d6+9 punch) or +20 melee (4d6+15, huge concussion rod) or +15 ranged (5d6, masterwork sunbeam gatling laser); Full Atk +20/+20 melee (1d6+9 punch) and +15 melee (1d6+4 bite) or +20/+15/+10 melee (4d6+15, huge concussion rod) and +15 melee (1d6+4, bite) or +15/+10/+5 ranged (5d6, masterwork sunbeam gatling laser); Face/Reach 10ft; Sv Fort +12, Ref +9, Will +5; AP 0; Rep 2; Str 26, Dex 16, Con 16, Int 8, Wis 12, Cha 7.
Special Qualities: Cygors have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Cygors have low-light vision and that extends up to 60 feet and have the scent special quality.
Occupation: Military (Hide, Move Silently + Personal Firearms Prof.)
Skills: Climb +22, Hide +2, Jump +15, Move Silently +10, Listen +8, Spot +14, Search +5, Survival +4
Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, Awareness, Stealthy, Weapon Boost (Sunbeam Gatling Laser) [new feat] and Light Armour Proficiency.

Augmentations
Nanoaugmentation, cybernetics and gene therapy are identical to those applied to the standard combat infantry Cygor.

Possessions
Veteran Infantry Cygors have mastercraft leather armour (d20 Modern core) to carry a single huge mastercraft (+3 damage) concussion rod (this weapon is too heavy for the Cygor to wield one-handed) and a mastercraft sunbeam gatling laser.


New Feat: Weapon Boost
Some weapons were not originally designed to be carried by infantry, but rather by heavy duty mecha. Such is the case with the sunbeam gatling laser, one of the earliest and cheapest mecha weapons designed when the science was in its infancy. This feat allows characters large enough to appropriately wield mecha weapons as infantry weapons to simulate on foor the Mecha Weapon Boost feat. This feat can be taken multiple times. Each time it applies to a specific mecha weapon of choice.
Prerequisite: Base Attack Bonus +8, Advanced Firearms Proficiency, Ability to carry a mecha-sized weapon
Benefit: You can take a penalty of up to -5 on your attack roll. If you do, the mecha weapon of your choice deals +1d6 points of damage for each -1 penalty you took. The attack penalty persists until the beginning of your next turn, but the additional damage applies only to the next single attack you make.


Equipment
Sunbeam Gatling Laser: Made by applying the automodule modification and expanded ammo modification to the Corona Microwave Beam. Note that you cannot apply the compact or miniaturized gadget on Mecha Weapons (house rule) to have access to them with your medium sized characters. The gatling laser requires Advanced Firearms Proficiency (or incurs a -4 non-proficient penalty) in order to be used off-mecha.
Damage: 5d6, Critical: 20, Dtype: Fire, Range Inc: 15ft, RoF: Semi/Auto, Mag: 100cell, Size: Large, Wt: 15lbs, DC 19, Res (+2).

Rage Implant: The recipient can activate the implant as a free action once per day. Upon doing so, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Defense.
The increase in Constitution increases the recipient’s hit points by 2 per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, the recipient cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Drive, Escape Artist, Intimidate, Pilot, or Ride), the Concentration skill, any abilities that require patience and concentration (including spellcasting and manifesting psionic powers), or any items that must be activated to function.
The rage lasts for a number of rounds equal to 3 + the recipient’s (newly acquired) Constitution modifier. The recipient may prematurely end his rage.
At the end of the rage, the recipient loses the rage modifiers and restrictions and becomes fatigued for the remaining duration of the current encounter.
The increased Constitution triggered by the rage implant in no way obviates the negative levels bestowed for having too many cybernetic attachments.


How to use these NPCs
Cygors are simple creatures really. Like Gorillas, Cygors do not have a natural inclination towards violence but will become so if threatened. Unlike Gorillas, Cygors take orders from superiors, and if their superiors insist they act aggressively you can be sure they’ll do so. Cygors are considerable less scary than a Urean marine at range. Even their firearms have a very short range increment. But with a concussion rod, a reach of 10ft and a hefty strength score, you can be sure that up close a Combat Infantry Cygor is just as scary a Combat Marine.

Heroes?
If you want to be really mean Cygors can take levels of Strong Hero instead of Strong ordinary. This gives them (Infantry, Veterans and Silverbacks) 8, 10 and 12 action points respectively. It also affords them additional feats and talents. Infantry will have Weapon Focus (Sunbeam Gatling Laser) as a bonus feat and Melee Smash +1. Veterans will have Weapon Focus (SGL), Combat Reflexes and Athletic as additional feats, plus they’ll have the talents Melee Smash +2 and Ignore Hardness +2. Silverbacks will have Weapon Focus (SGL), Combat Reflexes, Power Attack, Cleave and Athletic and they’ll have the talents Melee Smash +2, Ignore Hardness +6. Making these NPCs heroic NPCs adds +1 to each of their Challenge Ratings.

Tactics:
Cygors at low levels are likely to use Autofire because their low dexterity renders it difficult for them to accurately hit with their ranged weapon.
If the PCs are too fast for autofire then the Cygor will instead rely on smashing them up close and personal with his big stick.
If the Cygors number 1 to 1 with the PCs then the Cygors tactic will be to Grapple the PCs. With their high Grapple score they will quickly incapacitate all the PCs who will be able to do nothing but struggle pitifully.
Higher level Cygors will use their Weapon Boost feat to deal higher orders of damage to the PC if forced into ranged combat. Remember that even at high levels Cygors continue to do more damage (on average) in melee than they do at range.
Cygors have a 10 foot reach. Move them up close to generate plenty of attacks of opportunity. This is especially valid for Veteran Heroic NPCs which have the Combat Reflexes feat and thus can make up to four attacks of opportunity a round.
Silverback Heroic NPCs will always target Tanks, Robots or Mecha if possible. The silverback ignores 6 points of hardness and when Raging and Power Attacking at +5 deals a tremendous 4d6+30 points of damage. That will negate the base hit points of a Myrmidon in 3 attacks – and the Silverback is rolling 3 a turn! A Silverback so engaged will retreat if his hit points drop to below 25%. After all the Myrmidon will be retaliating with an average of 34 points of damage per attack.
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Playing a Cygor as a PC
A Cygor does not begin taking heroic levels until he has at least 4 Cygor Hitdice. Since the Cygor has a level adjustment of +4. These hit dice are applied over 8 levels (something familiar to those who have the book Savage Species). Roll the Hit Dice at first, third, fifth and seventh level, but only apply half (rounding down) at that level and apply the rest at the next level. A Cygor cannot multi-class the Cygor Base class with levels in any other class. He must reach 4 complete hit dice before progressing as a hero. It is possible that after this period he qualifies automatically for an advanced class without needing a base class. Use the Cygor’s Hitdice to determine anything that would ordinarily use levels to calculate (such as feat acquisition). The Hitdice only counts at every even numbered level, so the Cygor gets his 3rd level feat at 6th level instead. At the end of the Cygor hero class you will have a Level 4 character with a +4 level adjustment and the same statistical modifiers as a Juvenile Cygor. Cygors can select an occupation as normal at character creation.

Cygor Racial Traits
Cygors are large sized creatures. This provides a +4 bonus on Grapple checks and incurs a -4 penalty on hide. It gives them a reach of 10 feet and causes them to fill a 10x10 foot square in combat. In addition Cygors suffer a -1 size penalty to Defense and attack rolls.
Cygors get a +2 species bonus on Strength and Wisdom but suffer a -4 penalty to Intelligence and Charisma.
Cygors automatically come with a Brain Boost Nanoaugment (without it they would have a -8 penalty to Int and be non-sentiant animals; this has no game effect except to note that the player can’t have another one installed.) No other Cygor nanoaugments, cybertech or gene-therapy are racially or otherwise incorporated. If desired they must be acquired by the PC using conventional means.
Cygors have a +8 species bonus to Climb and a Climb speed equal to their normal move speed.
Cygors have low-light vision up to 60 feet.
Cygors have the scent special ability.
Cygors get a single feat at first level.
Cygors gain 4 less skill points at first level than a human and 1 less skillpoint per level. This penalty is incorporated into the Cygor Hero class already.

The Cygor Hero Racial Class<br /> <br /> Hit Die: 1d8 (these are applied at every odd numbered level and are split evenly over that level and the following one).<br /> Action Points: Cygor heroes gain a number of action points equal to 5 + one-half their hitdice + character levels, rounded down, at 1st level, at 3rd level, at 5th level and at 7th level.<br /> <br /> Class Skills:<br /> The Cygor hero's class skills (and the key ability for each skill) are:<br /> Climb (Str), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str).<br /> <br /> Also, the starting occupation selected can provide additional class skills to choose from.<br /> Skill Points at 1st Level: (2 + Int modifier) x 4.<br /> Skill Points at Each Additional Level: 2 + Int modifier.<br /> <br /> Level BaB Frt Ref Will Class Features<br /> 1st +0 +2 +0 +0 Simple Weapons Proficiency<br /> 2nd +0 +2 +0 +0 +1 Strength, +1 Constitution<br /> 3rd +1 +2 +0 +0 +1 Strength, +1 Dexterity<br /> 4th +1 +3 +0 +0 +1 Strength, +1 Constitution<br /> 5th +2 +3 +0 +0 +1 Strength, +1 Dexterity<br /> 6th +2 +3 +0 +0 +1 Strength, +2 Constitution (3rd Level Feat)<br /> 7th +3 +3 +1 +1 +1 Strength, +2 Dexterity<br /> 8th +3 +3 +1 +1 +2 Strength, +2 Constitution

ICHAN BATTLE MECHS
ICHA has fewer and inferior infantry units than the URE. Even the most effective Cygor or Robot cannot hope to handle a Veteran Sergeant riding on a Combat Truck. Plus the ICHA is almost completely devoid of surface vehicles (as it does not spend any great length of time on planet surface). ICHA therefore relies almost entirely on mecha to ensure they have a battlefield edge. Mecha are easily deployed in rows aboard large spaceships with heavy cargo holds, they are great to construct in space (since you don’t have gravity to worry about when you put the various bits together) and finally because they use a lot of the same sorts of technology that go into make effective robots or spacecraft. ICHA mechs are altogether superior to URE mechs. The Large-sized WF-9 RHINO mech has an almost unstoppable melee charge and is equipped with powerful shoulder deployed missiles. It is quite heavily armoured with armour currently beyond the limits of URE technology. The Huge-sized WF-15 TORMENTOR Mech has fully functioning hands to carry a whole host of powerful Mech weapons, whether melee or ranged. The image below is complete with a URE Marine for size comparisons. The two mechs are to scale with one another.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/mech-compare.jpg)

ICHAN Mech Pilot (Fast Ordinary 6)
CR 5; Medium-sized Human; HD 6d8; hp 27; Mas 10; Init +3; Spd 30ft; Df 19, touch 19, ff 16 (+3 dex, +6 class); BAB +4; Grap +6; Atk +4 ranged (2d8, Laspistol – includes non-proficiency penalty); Face 5ft; Sv Fort +2, Ref +6, Will +3; AP 0; Rep +2; Str 14, Dex 16, Con 10, Int 12, Wis 13, Cha 8.
Occupation: Technician (Craft (electronic), Computer Use, Repair.)
Skills: Balance +8, Craft (mechanical) +6, Craft (Electronic) +6, Computer Use +6, Drive +8, Escape Artist +8, Hide +8, Move Silently +8, Pilot +8, Repair +6, Tumble +7.
Feats: Simple Weapons Proficiency, Mecha Weapons Proficiency, Mecha Operation, Advanced Mecha Operation (Large or Huge as appropriate for pilot), Mecha Crush.
Cybernetic: Feat Implant (Mecha Trample)

ICHA War Factory Model IX Rhino Battlemech
Size: Large Bonus Hit Points: 100<br /> Superstructure: Vanadium Hardness: 20<br /> Armor: Resilium Bonus to Defense: +6<br /> Armor Penalty: -5 Reach: 10ft<br /> Strength Bonus: +8 Dex Penalty: -<br /> Speed: 30ft Base Purchase DC: 44

Standard Equipment Package: Pilot’s cockpit (torso and back), Unicorn Piercing Spike (helmet), Barricade Tactical Shield (left arm), Barricade Tactical Shield (right-arm), Class III Sensor System (boots), M75 Cricket Rocket Launchers (shoulders), comm system (no slots), ammo: 8 M79 Cricket Missiles.

RHINO BATTLEMECH carrying ICHAN Mech Pilot
CR 5/9; Large-sized Mecha (with Human Pilot); HD 6d8 + 100; hp 127; Mas 10; Init +3; Spd 30ft; Df 40, touch 18, ff 37 (-1 size, +3 dex, +6 class, +22 equipment); BAB +4; Grap +14; Atk +9 melee (2d10+6, piercing spike) or +9 melee (2d6+9, Mecha Crush!) or +7 ranged (10d6, cricket launcher); Face/Reach 10ft; Sv Fort +2, Ref +6, Will +3; AP 0; Rep +2; Str 22, Dex 16, Con 10, Int 12, Wis 13, Cha 8.
Occupation: Technician (Craft (electronic), Computer Use, Repair.)
Skills: Balance +8, Craft (mechanical) +6, Craft (Electronic) +6, Computer Use +6, Drive +8, Escape Artist +8, Hide +8[4], Move Silently +8, Pilot +8, Repair +6, Tumble +7. [-4 hide] (unincluded -2 armour penalty)
Feats: Simple Weapons Proficiency, Mecha Weapons Proficiency, Mecha Operation, Advanced Mecha Operation (Large or Huge as appropriate for pilot), Mecha Crush.
Cybernetic: Feat Implant (Mecha Trample)
Mecha Special Quality: Hardness 20. Fire Resistance 20.

Mecha Equipment
Class III Sensor Array: This sensor (taken from d20 Future pg 175) functions at a one mile distance from the Mecha and includes an electromagnetic (EM) detector array that localizes electromagnetic emissions, and an infrared detector that tracks targets by their heat signatures. It also incorporates a high-resolution video system that differentiates targets by their visual profile. The hi-res video system incorporates a zoom feature, allowing close inspection of distant targets. A Class III sensor system grants a +2 equipment bonus on the operator’s Navigate and Spot checks. A class II sensor system includes an Advanced Nightvision unit.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
• The target’s size.
• The target’s locomotive capabilities.
• The target’s present direction or trajectory.
• The number of living creatures aboard, if applicable.
• The composition of the target’s hull or superstructure, as well as the type of its armor, if any.
• The target’s weapon systems (functional and nonfunctional).

Unicorn Piercing Spike: Like a head-mounted LK-8 Armour Piercing Pike (see d20 Future) the Unicorn piercing spike deals 2d10 points of damage on a Large mecha like the Rhino. It deals triple damage on a successful critical hit. The spike has an extra 5 feet of reach. In addition unlike the LK-8, the Unicorn Spike deals double damage on a succesful charge.

M75 Cricket Rocket Launcher: Everything in a 20 foot burst radius takes 10d6 points of sonic damage (Reflex DC 17 for half) and in addition Mecha crew hit by the weapon must pass a DC 15 Fortitude save or be deafened for 1d6 rounds. The weapon has an effective range increment of 200 feet. The Rhino carries a mastercraft cricket launcher.

Barricade Tactical Shield: Each barricade tactical shields adds a +8 equipment bonus to defense and grants Fire Resistance 10. Though the Mecha standard equipment package lists two (one on each arm) the Rhino is in fact completely covered in barricade tactical plating, its just more prominent on the arms (see image).


ICHA War Factory Model XV TORMENTOR Battlemech
Size: Huge Bonus Hit Points: 200 (350)*<br /> Superstructure: Vanadium Hardness: 20<br /> Armor: Resilium Bonus to Defense: +6<br /> Armor Penalty: -5 Reach: 10ft<br /> Strength Bonus: +16 Dex Penalty: -<br /> Speed: 40ft Base Purchase DC: 48<br /> *includes bonus from Structural Enhancements in standard equipment package.

Standard Equipment Package: Pilot’s cockpit (helmet and torso), Oracle Targeting System +5 (visor), LX-20 Anti-Shock Array (back), Class III Sensor System (boots), Structural Enhancement (belt), Advanced Diagnostics (shoulders), comm system (no slots), Structual Enhancement (right arm), Structural Enhancement (left-arm), two free hands (left hand, right hand). The hands often carry either a combination of NK-Puma Popup Cannon and an XJ-A Electrowhip or else a single Rhino Mass Cannon depending on the configuration.

TORMENTOR BATTLEMECH carrying ICHAN Mech Pilot
CR 5/9; Huge-sized Mecha (with Human Pilot); HD 6d8 + 350; hp 377; Mas 10; Init +3; Spd 30ft; Df 23, touch 19, ff 38 (-2 Size, +3 dex, +6 class, +6 equipment); BAB +4; Grap +14; Atk +8 melee (2d8+10, mecha crush) or +8 melee (4d10+10, XJ-A electrowhip) or +11 ranged (8d12, rhino-mass cannon) or +11 ranged (8d6, Pumpa Cannon); Face/Reach 10ft; Sv Fort +2, Ref +6, Will +3; AP 0; Rep +2; Str 30, Dex 16, Con 10, Int 12, Wis 13, Cha 8.
Occupation: Technician (Craft (electronic), Computer Use, Repair.)
Skills: Balance +8, Craft (mechanical) +6, Craft (Electronic) +6, Computer Use +6, Drive +8, Escape Artist +8, Hide +0, Move Silently +8, Pilot +8, Repair +6, Tumble +7. [-4 hide] (unincluded -2 armour penalty)
Feats: Simple Weapons Proficiency, Mecha Weapons Proficiency, Mecha Operation, Advanced Mecha Operation (Large or Huge as appropriate for pilot), Mecha Crush.
Cybernetic: Feat Implant (Mecha Trample)
Mecha Special Quality: Hardness 20. Electric Resistance 20. Immunity to EMP effects.

Mecha Equipment
Class III Sensor Array: See above

Oracle Targeting System: +5 on all ranged attack rolls made by the mech.

Advanced Diagnostics: A tormentor heals 1d10 hit points per hour. This does not heal the pilot only mecha bonus hit points. The healing only occurs if the mech doesn’t do anything during that period (remains still).

LX-20 Anti-Shock Array: The LX-20 antishock array grants the mecha electricity resistance 20. In addition, it insulates and protects the crew from the collateral dazing effect of an electromagnetic pulse, such as the type caused by an M-70 EMP rocket launcher (page 163).

Puma Popup Cannon: A triumph of miniaturization, it packs significant wallop in a small, versatile (it can be installed in any equipment slot) package. It deals 8d6 points of fire damage with a range increment of 75 feet.

Rhino Mass Cannon: The M-300 Rhino mass cannon charges a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball. The weapon deals 8d12 points of ballistic damage on a successful hit with a range increment of 100 feet.

XJ-A Electrowhip: The XJ-A Electrowhip is an electrified cable with embedded servomotors that wrap around the target. The electrowhip deals 4d10 electricity damage when mounted on a huge mech like the Tormentor. The whip has an extra 15 feet of reach.
When using the whip, you get a +2 equipment bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).
Because the electro-whip can wrap around an enemy’s leg or other limb, you can make a trip attack with it by succeeding at a melee touch attack. If you are tripped during your own trip attempt, you can drop or detach the electro-whip to avoid being tripped.

How to use these mechs
Frankly, if you find yourself facing a Mecha you should be in a Mecha yourself. If not, chances are your outclassed. For Mecha on Mecha combat the CR is correctly placed at 5 in both cases. For mecha vs non-mecha then the CR should be beefed up to 9 or maybe higher depending on what you find works. These mechs are generally superior to the URE ones, however it should be noted that the pilots are generally inferior. This means that they are actually rather well balanced with one another (though since CR is based on character level the URE mechs are worth more in experience – a curious by-product of the CR system). Again feel free to further increase the CR – perhaps a +2 quality of equipment modifier to CR could be in order. The ICHA mechs are faster and more durable than the URE ones. This is thanks largely to their combination of Resilium and Vanadium armour.

Tactics: “Bull rush!” Rhinos should always bull rush. And I really mean always. With Mecha Trample they get a free stomp as they go buy and that’s at targets with a -4 penalty for being on the floor. Rhinos can also consider doing just a regular charge action remember that their unicorn spike deals double damage if they hit on a charge.
“Shield!” If playing with multiple mecha use the more heavily armoured Rhinos to form a shield in front of the enemy Tormentor. From a distance two Rhinos can grant 50% cover for the Tormentor while when up close and personal, a medium-sized footman trying to fire at a Tormentor will be unable to do so if there is a Rhino directly in front of him within a 5ft distance a Rhino grants total cover to a Tormentor behind him. Since the Tormentor has superior ranged weapons and superior accuracy its safe to assume that this is a good plan.

Heroes? If you’re a particularly mean GM you can up these guys up to CR 6 and make the classes heroic classes. This gives each of the NPCs 8 action points (don’t forget to use these, it’ll surprise your players) and the following talents: Increased Speed +15. They also get an additional three feats chosen from Fast Hero base class. Typically these will be Personal Firearms Proficiency, Point Blank Shot, Double Tap.
ICHA T5 Raven
The T5 model Raven is perhaps the most common landing craft employed by the ICHA. They are designed with two functions in mind. Since most ICHA dominated zones are in fact huge spacestations (like Cloud City) the Raven is capable of being a flight craft in zero-g. In the rare circumstance that the Raven is in atmosphere it can be used as a hoverbike. This allows the ICHA government to mass-produce these bikes without worrying where they’ll be used. ICHA in fact produces no wheeled vehicles (like tanks and combat trucks of the URE marines). The Raven is the ubiquitous land-travel vehicle for the Coalition.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/image028.png)

Model T5 Raven
The T5 Raven can operate both in deep space and within a planetary atmosphere. Typically when flying in an atmosphere a Raven’s altitude limit will be set by the pilot at around 15,000 feet. This limit is not due to any mechanical inability, but rathe rdue to the rider’s inability to breathe oxygen at higher altitudes without an oxygen mask. With a mask the artificial limit can be removed and the T5 is actually capable of achieving escape velocity at higher altitudes. At 15,000 feet or below hazards and wind resistance limit the top speed of the Raven to 680 (68) squares (which is the listed top speed) but just off the ground its speed is limited to one half that – 340 (34). Above 15,000 or in a near-vaccuum atmosphere the top speed of a Raven is 1,000 (100). While in vaccuum and zero gravity (deep space conditions) the Raven can reach its peak speeds of 2,500. In two move actions a Raven can cover a single 5,000 foot square (the kind used for starship combat). When in Space the Raven behaves like a Spaceship and gets two move actions and an attack action per round. The T5 Raven is an ICHA civillian landing vehicle but comes equipped with resilium armour all the same. The T6 is in all ways identical to the T5 except that it has a +5 Hardness, Duralloy instead of Resilium armour and it packs a forward mounted plasma rifle at the nose of the bike. The T6 is the military version of the T5.
Crew: 1, Pass: 1, Cargo: D, Init: +1, Man: +0, Top Sp: 680(68), Df: 15, Hard: 5, HP: 23, Size: L, DC: 38; Lic (+1).
ICHAN NAV-SEER
Plotting an accurate course from one half of the Nebula to the other requires some extremely skilled Navigators. Predicting electron storms, detecting the presence of pirates by divination and protecting a ship by magical means requires an extremely skilled Farseer. Since both of these jobs require a lot of planning and thinking in support of the ship they became intertwined. The Nav-Seer effectively acts as the ship’s magical reference. They are a reference point for the officer on all arcane incidents. They also carry the burden of plotting out courses before make the rather dangerous jump to cruising speed. The Nav-Seer is a potent adversary as well as an intelligent functional member of the ship’s crew. His vast magical skills combined with his natural aptitude for operating aboard ship make him an important henchman for the Starship Officer both in diplomatic and military situations. It is possible for a character to be both a Nav-Seer and an Officer though the burden carried by running 3 principal jobs (magical warding, navigating and commanding) is heavy and this is quite rare. Slightly less rare is the Pilot Nav-Seer, a Nav-Seer who takes on the job of the ship’s driver. This is because navigating and piloting are intimately related. Also the instincts of a Seer makes one a natural at piloting. Another curiosity is that, perhaps due to their preternatural potence or even more so because of the renown, most Nav-Seers are often found very attractive by the opposite gender. Considerably more so, for instance, than the Battle Sorcerers of the URE.
IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/ICHA-NavSeer.jpg)

Nav-Seer (Smart 2 / Charismatic 2 / Technomage 4)
CR 8; Medium-sized Human; HD 8d6+16; hp 44; Mas 14; Init +6; Spd 30ft; Df 18[22], touch 15, ff 18[21] (+1 dex, +4 class, +3 Mage Armour, +4 projectile deflector [ranged attacks only]); BAB +4; Grap +6; Atk +10 melee (1d8+5 plus 1d6 electrical, +3 battleaxe of shock) or +5 ranged (2d10, plasma pistol); Face 5ft; Sv Fort +5, Ref +5, Will +2; AP 10; Rep +7; Str 14, Dex 12, Con 14, Int 16, Wis 8, Cha 12.
Occupation: Shadow Scholar (Decipher Script, Research, Knowledge (arcane lore) and Arcane Skills feat)
Skills: Concentration +8, Craft (chemical) +9, Craft (electronics) +9, Computer Use +15, Decipher Script +10, Diplomacy +4, Disable Device +5, Forgery +5, Intimidate +6, Investigate +5, Knowledge (arcane lore) +10, Knowledge (physical sciences) +5, Knowledge (technology) +5, Knowledge (theology and philosophy) +5, Navigate +7, Repair +9, Research +10, Spellcraft +12, Use Magic Device +11.
Feats: Simple Weapons Proficiency, Arcane Skills, Personal Firearms Proficiency, Light Armour Proficiency, Weapon Focus (battleaxe), Renown, Spellslinger, Spell Penetration, Greater Spell Penetration.
Talents & Class Features: Savant (computer use), Charm (females), Arcane Spells, Machine Empathy, Program Spell, Homonculus.

Special
The Nav-Seer is addicted to a special drug called Aesir. The seer must take a full dose of the drug once every 12 hours. Failure means that the spellcaster loses all spellcasting abilities for that period and suffers from the neauseated condition as described in to d20 Modern book. If the spellcaster fails to get his hands on a dose of Aesir after a number of 12 hour periods equal to his Con modifier (24 hours in the case of the one above – minimum is 12 hours). Then the spellcaster goes through Aesir withdrawal which may leave him with permanent injuries. Each day that passes requires a DC 20 Fortitude check or else the target suffer 1d4 points of temporary Wisdom drain. If the check result was lower than 10 then the drain is permanent.

Gene Therapy
+2 Charisma. As Nav-Seer are meant to be the ship’s mystical leader as well as its navigator most undergo some degree of genetic surgery to ameliorate their appearance.

Cybernetics
Recording Engram (new gear – see below), Arcane Implant (new gear – see below), microcomputer.

Magic Spells
Spells per day per spell level: Level 0 (x5); Level 1 (x5); Level 2 (x3)
Spells Known: Lvl 0: Detect Magical Aura, Haywire (ua), Mage Hand, Prestidigitation, Read Magic; Lvl 1: Burning Hands, Degauss (ua), Identify (ua), Magic Missile, Shield, Undetectable Magical Aura (ua); Lvl 2: Dataread (ua), Enhance Ability, Locate Object, Machine Invisibility (ua), Relay Text (ua).
Spells Prepared
Level 0: Detect Magical Aura, Mage Hand (x2), Haywire, Read Magic (DC 14)
Level 1: Burning Hands x2, Magic Missile, Shield, Degauss (DC 15)
Level 2: Locate Object, Enhance Ability, Machine Invisibility (DC 16)

Possessions
Mage Armour, +3 battleaxe of shock, Plasma Pistol, Projectile Deflector, Palm Computer, Universal Communicator, display contacts linked to psychic counter. Wand of Cure Light Wounds (x50 uses). Potion of Vaporex. Ring of Lockpicking (+5 disable device).

Equipment
The Battle Sorcerer has a lot of unique gear some of which is just customized d20 Future or Urban Arcana gear and other of which is brand new (like the cybernetic pieces and the psychic counter). For the Plasma Pistol see the URE Combat Marine entry, for the Projectile Deflector see the Veteran Sergeant entry. For the palm computer see the PDA of d20 Modern. The Unicom and the Display Contacts can be found in d20 Future (pg 70).
Mage Armour, Psychic Counter, Recording Engram and Arcane Implant: See URE Battle Sorcerer

Potion of Vaporex: This potent elixir or capsule renders the imbiber gaseous, as per the gaseous form spell. The effect lasts 5 minutes.

How to use this NPC
The Nav-Seer plays very differently from the URE Battle Sorcerer even though they have several overlapping abilities. For one thing the Battle Sorcerer is viewed as (and behaves) like a Grunt. He’s clever in so far as spell-casting and combat is concerned but he’s far from erudite and he commands little respect outside of his military role. The Nav-Seer on the other hand is a spiritual leader for his ship and carries the mantles of computer guru, course plotter and as the metaphyiscal/religious reference. Game and stat wise he has a couple of levels of Charismatic hero, he’s had broader training (and is a higher level over all on average) and perhaps most importantly he uses the Urban Arcana Technomage calss instead of the d20 Modern Mage class. He is less capapble as a support character but has a lot of abilities that allow him to have power over mechanical devices. He also has a good Use Magic Device score which allows him to take advantage of divine spells and scrolls which the Battle Sorcerer is unable to do. The Nav-Seer is often equipped with a Wand of Curing to perform battlefield healing ‘miracles’. If forced to fight the Nav-Seer prefers the elegence of magic over combat and if that fails the arcane axe of shock instead of the plasma pistol with which he is considerable less trained.
ICHAN STARSHIP OFFICER
The ICHA or Independent Coalition of Human Advancement is a government that exists entirely separate from the United Elysium Republic (URE). Unlike the URE the government official are not selected by council. In some sense it operates like a business (the ICHA is in fact both a government and a business – in that they control essentially all human commercial interspace travel) with wages set by the government (as if all of ICHA were a single corporate entity) and with government officials taking the title Bosses. They lack a President like the URE has, but they make up for this by having an Oligarch a committee leader who delegates at the Boss Meetings that occur annually. Since ICHA functions effectively as a single corporate entity there are no independent companies in ICHA no one is free to set wages or start their own industry. All financial activities are government regulated (theoretically to the benefit of all – though Boss’s and Boss’s relatives end up with a considerably heavier weight of these benefits). In this respect ICHA can be likened to an extreme Socialist state (all wages are equal, capitalistic business models don’t exist and so on) and in fact if you follow the history of ICHA you will find its roots in the former Soviet Block. Things have long since changed over the thousands of years and the space travel but a lot of clothing and the favouring of the colour red hearkens back to its Earth origins.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/IchanAdmiral.jpg)

ICHA Officer (Fast 2 / Smart 4 / Dedicated 4)
CR 9; Medium-sized Human; HD 2d8 plus 8d6; hp 37; Mas 13; Init +2; Spd 30ft; Df 25[29], touch 21, ff 23[27] (+2 dex, +9 class, +4 Mastercraft Formal Armour, +4 projectile deflector [ranged attacks only]); BAB +6; Grap +5; Full Atk +5/+0 melee (1d6-1, ceremonial bayonet) or +9/+4 ranged (3d10, masterwork ceremonial plasma rifle); Face 5ft; Sv Fort +2, Ref +5, Will +5; AP 0; Rep +8; Str 8, Dex 14, Con 10, Int 18, Wis 12, Cha 16.
Occupation: Law Enforcement (Diplomacy, Intimidate plus Light Armour Proficiency)
Skills: Bluff +9, Computer Use +10, Diplomacy +17, Hide +6, Intimidate +17, Investigate +11, Knowledge (tactics) +10, Listen +10, Move Silently +6, Pilot +19, Profession +5, Sense Motive +8, Sleight of Hand +6, Spot +10, Tumble +6.
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Windfall, Improved Massive Damage Threshold, Renown, Frightful Presence.

Heroic Version
CR 10. The heroic officer is identical in every respect except that he has the following extra feats and talents at his disposal:
Talents: Evasion, Savant (investigate), Plan, Empathy, Intuition.
Feats: Combat Expertise, Vehicle Expert, Weapon Focus (plasma rifle), Alertness, Advanced Firearms Proficiency

Nano-augments
Officers are very wealthy (note the Windfall starting feat) and they can afford the rare and expensive Brain Boost nanoaugment. The +4 Intelligence is included in the statistics above.

Cybernetics
Skill Plexus (+2 Diplomacy, +2 Sense Motive, +2 Pilot, +2 Intimidate) - included

Possessions
Formal armour (+1 masterwork), ceremonial plasma rifle (+1 to hit masterwork plasma rifle with bayonet afixed).


ICHA Senior Officer (Fast 2 / Smart 4 / Dedicated 4 / Negotiator 6)
CR 16; Medium-sized Human; HD 8d8 plus 8d6; hp 64; Mas 13; Init +2; Spd 30ft; Df 30[34], touch 23, ff 28[32] (+2 dex, +11 class, +7 Emperor Armour, +4 projectile deflector [ranged attacks only]); BAB +10; Grap +9; Full Atk +9/+4 melee (1d6-1, ceremonial bayonet) or +14/+9 ranged (3d10, masterwork ceremonial plasma rifle); Face 5ft; Sv Fort +2, Ref +5, Will +5; AP 0; Rep +8; Str 8, Dex 14, Con 10, Int 18, Wis 14, Cha 16.
Occupation: Law Enforcement (Diplomacy, Intimidate plus Light Armour Proficiency)
Skills: Bluff +15, Computer Use +16, Diplomacy +23, Hide +6, Gather Information +15, Intimidate +23, Investigate +17, Knowledge (tactics) +10, Listen +11, Move Silently +6, Pilot +19, Profession +6, Sense Motive +21, Sleight of Hand +6, Spot +17, Tumble +6.
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Windfall, Improved Massive Damage Threshold, Renown, Frightful Presence, Combat Expertise, Vehicle Expert, Weapon Focus (plasma rifle), Alertness, Advanced Firearms Proficiency, Burst Fire, Power Crit, Armour Proficiency (medium).
Talents/Class Features: Evasion, Savant (investigate), Plan, Empathy, Intuition, Conceal Motive, React First, No Sweat (4d6), Talk Down (DC 19).

Nano-augments
Officers are very wealthy (note the Windfall starting feat) and they can afford the rare and expensive Brain Boost nanoaugment. The +4 Intelligence is included in the statistics above.

Cybernetics
Skill Plexus (+2 Diplomacy, +2 Sense Motive, +2 Pilot, +2 Intimidate) - included

Possessions
Emperor Armour (see Axis Armour in Weapons & Armour section), ceremonial plasma rifle (+1 to hit masterwork plasma rifle with bayonet afixed).

How to use this NPC
The Ichan Starship officer is one with an entire cruiser at his command. He is an important figure – both politically as well as economically. His wage is set by the government but more often than not he has the autonomy to decide on shipping routes and trade practices. He can charge more for his goods which won’t bring him any more money – but will put him in better standing with the government. He is a stern individual; with a wealth of voyaging experience. Typically he is an older man; starting to set in his ways. He assumes he knows best on most counts. PCs can rely on Ichan Starship officers to be proud and dignified.

If forced into combat an ICHA officer will use Frightful Presence and if able to the Plan talent or Talk Down class ability. He will take simple shots with his rifle (with Power Crit as an active feat if he has a decent chance of hitting). If there is a senior officer and there is an off chance that he is very likely to hit; he may even attempt a Power Crit / Burst Fire combination (for 8d10 points of damage!) That said the ICHA officer will avoid combat whenever possible and if things look bad, he’ll flee unashamedly.
OFFICER SHIELD BOT
ICHA does not have adequate training zones to equip a full army of humans. The whole government has outsourced its military functions to the ICHA Mech War Factories for Battlemechs, the ICHA Genetics Facility which deisgned the Cybernetic Gorilla troops that form the bulk of the ICHA military and to the ICHA Robotics Research Centre which design special bipedal robot units with military functions in mind. The personal protection of Starship Officers is trusted to these well-designed machines. They have a human externeal appearance in the way they walk and move – but they are completely inorganic. Officers are typically flanked by two such machines. These capable Shield Bots have near human intelligence at least with regards to their task (protecting the officer). They do not question their purpose, they act innovatively and they are every bit as dignified as the officer himself. Shield bots are not armed with ranged weapons (the cost associated with effective depth perception is too high for such common robots) but are instead equipped with a titanium axe. They protect their charge with a Cerametal Tower Shield that can protect the robot and officer from even the most potent enemy fire. The AI is advanced enough that some Shield Bots acquire Class Levels instead of taking Construct Hit Dice. The ICHA has not yet developed Skill Webs and Feat Webs so even Shield Bots with class levels are forced to use Skill and Feat Progits as per the rules outline in d20 Future.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/IchanShieldBot.jpg)

Basic Shield Bot Biodroid
Basic Shield Bot Biodroids do not use an NPC ability score array (instead they use straight averages on all scores) and additionally they do not take heroic or ordinary class levels. Instead a basic Shield Bot has merely 4 construct hit dice and the following rules. They are given a Restriction rating of illegal because they cannot technically be bought or sold – they are strictly ICHA government property. The listed Purchase DC is merely a sum of the component parts, not a reflection of the actual cost of acquiring one.
Purchase DC: 34.
Restriction: Illegal (+4).
Shield Bot: CR 3; Medium construct; HD 4d10+10; hp 32; Mas —; Init +0; Spd 30 ft.; Defense 22, touch 10, flatfooted 22 (+8 durametal, +4 shield); BAB +3; Grp +7; Atk +8 melee (1d12+4, high-frequency axe); Face/Reach 5ft.; SQ construct traits, critical systems, darkvision 120 ft., acid/cold/electrical/fire resist 10; SV Fort +1, Ref +1, Will +1; AP 0; Rep +0; Str 18, Dex 11, Con —, Int 10, Wis 10, Cha 5.
Skills: Climb +8, Listen +10, Navigate +10, Search +4, Spot +12.
Feats: Simple Weapons Proficiency, Shields Proficiency.
Equipment: Cerametal Tower Shield, High Frequency Combat Axe. The Shield Bot has the following systems and accessories:
Frame: Biodroid.
Locomotion: Legs (2, speed-enhanced +10).
Manipulators: Hands (2).
Armor: Duralloy armor.
Sensors: Class V sensor system (with ladar).
Skill Software: Climb skill progit (4 ranks), Listen skill progit (8 ranks), Search skill progit (4 ranks), Spot skill progit (8 ranks).
Feat Software: Shields Proficiency Progit.
Ability Upgrades: Strength upgrade (+6).
Accessories: Survivor Array (effects included).

Advanced Shield Bot Biodroid (Tough Hero 4 / Bodyguard 2)
This Shield Bot has taken heroic class levels and thus is afforded and uses the class rules for feats. Since the Advanced Shield Bot uses Skill progits, it does not take skill ranks by character class. The droid has the following rules. The droid uses the following stat array (8, 12, 13, 14, 15) the 10 has been dropped because the droid only has 5 basic statistics.
Purchase DC: 34.
Restriction: Illegal (+4).
Shield Bot: CR 6; Medium construct; HD 6d10+20; hp 53; Mas —; Init +0; Spd 30 ft.; Defense 27, touch 15, flatfooted 26 (+1 dex, +4 class, +8 durametal, +4 shield); BAB +4; Grp +10; Atk +12 melee (1d12+6, high-frequency axe); Face/Reach 5ft.; SQ construct traits, critical systems, darkvision 120 ft., acid/cold/electrical/fire resist 10; SV Fort +5, Ref +5, Will +3; AP 9; Rep +1; Str 22, Dex 12, Con —, Int 8, Wis 15, Cha 7.
Skills: Climb +8, Listen +12, Navigate +10, Search +4, Spot +14.
Feats: Simple Weapons Proficiency, Shields Proficiency, Toughness (x2), Tough Plus, Heroic Surge.
Talents/Class Features: Robust, Damage Reduction 3/-, Harm’s Way, Combat Sense
Equipment: Cerametal Tower Shield, High Frequency Combat Axe. The Shield Bot has the following systems and accessories:
Frame: Biodroid.
Locomotion: Legs (2, speed-enhanced +10).
Manipulators: Hands (2).
Armor: Duralloy armor.
Sensors: Class V sensor system (with ladar).
Skill Software: Climb skill progit (4 ranks), Listen skill progit (8 ranks), Search skill progit (4 ranks), Spot skill progit (8 ranks).
Feat Software: None – by character class.
Ability Upgrades: Strength upgrade (+6).
Accessories: Survivor Array (effects included).

How to use this NPC
Shield Bots are very easy to use as a GM. Generally they just sit there and say nothing unless an attempt is made to damage the target they are charged with protecting. In this case the shield bots will kill or incapacitate the responsible parties and will fight to the death (or rather until they are disabled). Only a direct order from their boss and a clear ‘white flag’ from the offendor will stop them from protecting their charge by killing the offendor. Advanced Shield Biodroids will use Harm’s Way to protect their charge every turn.
IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/concept4LQ.jpg)

Low-level Freedom Fighter (Dedicated Ordinary 2 / Tough Ordinary 2)
CR 3; Medium-sized Human; HD 2d6+4 plus 2d10+4 plus 3; hp 29; Mas 14; Init +3; Spd 30ft; Df 18, touch 17, ff 15 (+3 dex, +4 class, +1 leather); BAB +2; Grap +2; Atk +5 ranged (3d8, Laser Sniper Rifle) or +2 melee (1d6, rifle-butt); Face 5ft; Sv Fort +6, Ref +3, Will +3; AP 0; Rep +1; Str 10, Dex 16, Con 14, Int 12, Wis 13, Cha 8.
Occupation: Outcast (Hide, Treat Injury + Toughness.)
Skills: Climb +2, Hide +8, Investigate +6, Listen +8, Spot +10, Survival +8, Treat Injury +11[13]. [with advanced medikit].
Feats: Simple Weapons Proficiency, Toughness, Personal Firearms Proficiency, Alertness, Far Shot.

High-level Freedom Fighter (Dedicated Ordinary 4 / Tough Ordinary 4)
CR 7; Medium-sized Human; HD 4d6+8 plus 4d10+8 plus 3; hp 55; Mas 14; Init +3; Spd 30ft; Df 20, touch 19, ff 17 (+3 dex, +6 class, +1 leather); BAB +6; Grap +6; Full Atk +9/+4 ranged (3d8, Laser Sniper Rifle) or +6/+1 melee (1d6, rifle-butt); Face 5ft; Sv Fort +6, Ref +5, Will +3; AP 0; Rep +3; Str 10, Dex 16, Con 14, Int 12, Wis 14, Cha 8.
Occupation: Outcast (Hide, Treat Injury + Toughness.)
Skills: Climb +10, Hide +10, Investigate +8, Listen +11, Spot +13, Survival +11, Treat Injury +14[16]. [with advanced medikit].
Feats: Simple Weapons Proficiency, Toughness, Personal Firearms Proficiency, Alertness, Far Shot, Dead Aim.

Cybernetics
Skill Implant (Treat Injury)

Possessions
Laser Sniper Rifle with Video Scope, Leather Armour, Display Goggles (linked to Video Scope), Advanced Medikit, Fast-use Medkit

Using this NPC in your game
Many men and women in the Elysium Nebula are disillusioned by the power of the Ichans and the Ureans. They are of the (distinctly correct) opinion that in these power groups the rich get richer while the poor get poorer. Moreover there is no adequate electoral system – with individuals being granted Gubernatorial and Executive powers by committee. This results in the same families and groups to maintain a stranglehold on the human power and economy in the Elysium nebula. The seceding members of the New Elysian Democracy represent a new voice in this part of the galaxy. But is there a place for revolution when humanity must fend off the Ogres, Illithids and Kruthik?

Depending on which side you’re on NED Freedom Fighters can be allied NPCs or villains. In either case they are a distinctly easier job to tackle than Urean military forces, simply because they lack the funds that the Ureans have. Without genetic engineering and with very little cybernetic work (typically NED fighters are given a computer chip with data to help them treat injuries) most PC groups will make short work of these foes. A word of warning though. At CR 3 you may find that the Laser Sniper Rifle’s 3d8 damage is crippling to your Level 3 party. This value can be reduced to 2d10, swapping the rifle for a TacMil ballistic sniper rifle.

If PCs injure the Freedom Fighters one will typically attempt to use a Fast Use Medkit on the injured party.
GUILD FREEBOOTERS
Unlike the rest of the human nations the Guild has not shifted largely to the Elysium Nebula. Sadly, the Guild exists predominantly in old earth, where it does such things as dig for ancient relics and resell them to the other major human powers. They harbour considerable jealousy; because what’s left of Mars, Earth and the Moon is an irradiated wasteland. To survive in this harsh environment members of The Guild have had to pump out Neutrad in considerable quantities and they’ve also had to understand the mutagenic effects of radiation on the human body. Many Guilders actually develop mutagens to enhance the human form – in an effort to replicate perhaps what URE is able to accomplish in their Marines with cybersurgery and gene therapy.
Freebooters are Guilders that have grown disillusioned with the old Earth and seek to move into Elysium. They have no citizen rights and no legal residence documents – so they travel from sector to sector, never staying too long in one spot and always ‘just visiting’ or ‘trading something’. Like nomadic illegal immigrants Guilders seek solace in one of the other 3 major powers though they know they are only likely to find acceptance in the NED and even then, only if they are preferred to draw arms in defense of the fledgeling democracy.
There is no ‘typical’ guild freebooter. They come in all shapes and sizes. For this reason there are several guild freebooter ‘archetypes’ listed below. Remember that almost all guild members are mutated to some degree, either due to intentionally selected mutagens or just by merit of natural radiation exposure.

Zagad Ashiakari, Tough Raging Sorcerer Archetype

Russel Whitfield, Fast Melee Warrior Archetype
Zagad Ashiakari, Tough Raging Sorcerer Archetype
Zagad is hard as nails and built like a brick you-know-what. He grew up on the Moon where he was injected with both Aesir (for a time – though he’s overcome his addiction now) and various other chemical mutagens. The mutagens were succesful and the Guild was pleased at their accomplishments with Zagad. Him and the others who were similarly tested developed a natural resistance to the dangerous radiation. Most of the genetic operations went to boosting Zagad’s natural toughness, but also his exposure to Aesir at a young age and his natural latent magical powers have left him with some curious side effects. Zagad can summon a forcefield of plasma about him in times of need. He is also considerable tougher than most men thanks to the mutations. Unfortunately his body does not heal naturally and he requires a body repair weave cybernetic feature at all times. Additionally his skin has been turned an unpleasant green colour and he is abnormally lethargic and slow to react even in situations of extreme danger (though this could just be a character trait!)

Mutations
Unnatural Skin: Zagad has green skin. This has no other special effect.
Ability Decay: -2 Charisma. Possibly because of his green skin, or his own insecurities. Zagad isn’t very personable.
Cybernetic Dependancy: Zagad needs a cybernetic repair weave to heal naturally.
Lethargic: Zagad is a bit slow and takes a -2 penalty on Reflex saves.
Energy Diffusion: Fire Resistance 10/-.
Force Barrier: Three times per day as a free action Zagad can summon a shield of burning plasma that provides a DR of 3/- and lasts for a number of rounds equal to his Con modifier.
Telekinetic Mind: Zagad can move an unattended 5lb object up to 15ft as a move action. If his concentration is broken, the object falls.
Hypersensitivity: +2 Listen, Search and Spot. Also grants the Blindfight feat.

IMAGE(http://img.photobucket.com/albums/v151/skrittiblak/Elysium/RagingSorcerousType.jpg)

Zagad: low-level (Tough Ordinary 1 / Dedicated Ordinary 1)
CR 1; Medium-sized Human; HD 1d10+2 plus 1d6+2; hp 13; Mas 15; Init +0; Spd 30ft; Df 12, touch 12, ff 12 (+2 class); BAB +0; Grap +1; Atk +1 melee (1d4+1, punch) or +0 ranged (2d6, Falcon .45); Face 5ft; Sv Fort +4, Ref -2, Will +3; AP 0; Rep +0; Str 13, Dex 10, Con 15, Int 8, Wis 14, Cha 10.
Occupation: Adventurer (Pilot and Spot; Personal Firearms Proficiency)
Skills: Pilot +2, Gamble +5, Listen +8, Search +1, Spot +10, Treat Injury +6.
Feats: Simple Weapons Proficiency, Blind-Fight, Personal Firearms Proficiency, Spacer, Combat Martial Arts.
Heroic: Heroic low-level Zagad has 6 action points. He has the Robust and Skill Emphasis (Gamble) talents.
Posessions: Low-level Zagad owns nothing but his pair clothes and a .45 Falcon. All the rest of his cash was blow on a Body-Repair Weave to keep him alive.

Zagad: mid-level (Tough Ordinary 3 / Dedicated Ordinary 3)
CR 5; Medium-sized Human; HD 3d10+6 plus 3d6+6; hp 39; Mas 15; Init +0; Spd 30ft; Df 17, touch 14, ff 17 (+4 class, +3 studded leather); BAB +4; Grap +6; Atk +6 melee (2d6+2, high-frequency sword) or +4 ranged (2d8, Laspistol); Face 5ft; Sv Fort +7, Ref +1, Will +5; AP 0; Rep +2; Str 14, Dex 10, Con 15, Int 8, Wis 14, Cha 10.
Occupation: Adventurer (Pilot and Spot; Personal Firearms Proficiency)
Skills: Pilot +6, Gamble +7, Listen +10, Search +1, Spot +12, Treat Injury +8.
Feats: Simple Weapons Proficiency, Blind-Fight, Personal Firearms Proficiency, Spacer, Combat Martial Arts, Light Armour Proficiency, Nerve Pinch (DC 15 or 1d4+1 round paralysis).
Heroic: Heroic mid-level Zagad has 8 action points. He has the Robust, Damage Reduction 1/-, Skill Emphasis (Gamble) and Faith talents. He also has the Confident and Surgery bonus feats.
Posessions: Mid-level Zagad owns a Laser Pistol and a Body-Repair Weave to keep him alive. Zagad now also has a high-frequency sword, a studded leather jerkin and a wristborne motion sensor.

Zagad: high-level (Tough Ordinary 5 / Dedicated Ordinary 5)
CR 9; Medium-sized Human; HD 5d10+15 plus 5d6+15; hp 75; Mas 16; Init +0; Spd 25ft; Df 21, touch 16, ff 21 (+6 class, +5 light duty vest); BAB +6; Grap +8; Full Atk +8/+3 melee (2d6+2, high-frequency sword) or +6/+1 ranged (2d10, Plaspistol); Face 5ft; Sv Fort +9, Ref +1, Will +7; AP 0; Rep +2; Str 14, Dex 10, Con 16, Int 8, Wis 14, Cha 10.
Occupation: Adventurer (Pilot and Spot; Personal Firearms Proficiency)
Skills: Pilot +6, Gamble +9, Jump +8, Listen +10, Search +1, Spot +12, Treat Injury +8.
Feats: Simple Weapons Proficiency, Blind-Fight, Personal Firearms Proficiency, Spacer, Combat Martial Arts, Light Armour Proficiency, Nerve Pinch (DC 15 or 1d4+1 round paralysis), Wild Talent (burst: +10 speed 3/day).
Heroic: Heroic mid-level Zagad has 10 action points. He has the Robust, Damage Reduction 2/-, Skill Emphasis (Gamble), Faith and Aware talents. He also has the Confident, Alertness, Surgery and Iron Will bonus feats.
Posessions: Mid-level Zagad owns a Plasma Pistol and a Body-Repair Weave to keep him alive. Zagad now also has a high-frequency sword, a light duty vest and a wristborne motion sensor. High level Zagad has a Tattoo of Natural Armour and a Tattoo of Spider Climb which he can trigger when he deems it necessary.

Zagad: supermutant (Tough Hero 5 / Dedicated Hero 5 / Battlemind 10)
CR 20; Medium-sized Human; HD 5d10+20 plus 5d6+20 plus 10d8+40; hp 170; Mas 19; Init +0; Spd 25ft; Df 35, touch 29, ff 35 (+13 class, +6 tactical vest, +6 psychic shield); BAB +13; Grap +15; Full Atk +20/+15/+10 melee (2d6+6, psi-blade) or +13/+8/+3 ranged (2d10, Plaspistol); Face 5ft; Sv Fort +16, Ref +4, Will +10; AP 0; Rep +4; Str 14, Dex 10, Con 19, Int 8, Wis 14, Cha 10.
Occupation: Adventurer (Pilot and Spot; Personal Firearms Proficiency)
Skills: Autohpynosis +12, Concentration +10, Pilot +10, Gamble +11, Jump +8, Listen +19, Search +1, Spot +21, Treat Injury +8.
Feats: Simple Weapons Proficiency, Blind-Fight, Personal Firearms Proficiency, Spacer, Combat Martial Arts, Light Armour Proficiency, Nerve Pinch (DC 15 or 1d4+1 round paralysis), Wild Talent (burst: +10 speed 3/day), Confident, Alertness, Surgery, Iron Will, Tough Plus, Run, Fleet of Foot, Weapon Focus (psi-blade), Power Attack, Cleave.
Talents and Class Features: Robust, Damage Reduction 3/-, Remain Conscious, Skill Emphasis (Gamble), Faith and Aware talents.
Posessions: Mid-level Zagad owns a Plasma Pistol and a Body-Repair Weave to keep him alive. Zagad also has a tactical vest and a motion sensor linked to a pair of display contact lenses. Zagad has a Tattoo of Natural Armour and a Tattoo of Spider Climb which he can trigger when he deems it necessary.
Powerpoints: Zagad has 33 power points he can use. He knows the following psionic powers:
Level 0: Far Punch, Valor, Verve
Level 1: Combat Precognition, Lesser Concussion, Vigor
Level 2: Combat Focus, Combat Prescience, Concussion
Level 3: Negate Psionics, Lightning Strike
Level 4: Natural Armour

How to use this NPC
At low levels Zagad is an NPC that’s quite unsure of himself. He’s concerned that people in the Elysium Nebula will think him a freak for his green skin and mental powers. Zagad has also spent much of his life within a laboratory or serving the functions of higher ranking Guildsmen. He is not very learned and is actually not very bright at all (Intelligence of 8!) and moreover, he’s aware of it. As he gains in power he becomes more confident and puts less stock in ‘book-learning’ preferring instead to learn stuff through experience or too simply rely on instinct. Zagad also becomes more prone towards violence the older he gets – as he is confident he can get through anything.

If forced to fight a low-level Zagad will retreat behind cover and activate his force barrier. If explosives or grenades are available he’ll use his teleknetic mind to carry them to his intended target, if not he’ll rely on a trust Falcon 45. However as Zagad grows in experience he becomes less reliant on cover and firearms. A mid-level Zagad selects to use his high-frequency sword and laspistol with equal consideration while a high-level or supermutant Zagad will almost always opt for the sword or psi-blade. Because of Zagad’s reliance on a body-repair weave he’s particularly wary against electrical attacks. He also gets nervous around autofire attacks and explosives because his lethargy gives him poor reaction times.
Russel Whitfield, Fast Melee Warrior Archetype
Russel’s mutations lend themselves towards potent lightning melee attacks. Russel grew up in the ruined remains of Rome where exposure to massive doses of radiation caused him to develop a Neutrad Dependency and has weakened his body’s natural resistances. Has saliva is acidic and his fingernails and teeth have grown into sharpened daggerlike natural weapons. Russel has also had some mutagens applied to enhance himself prior to leaving Earth. He is able to leap supernatural distances and has had his skeleton reinforced. He is a deadly, leaping assailant and is given here at four separate levels for varying CR possibilities.
IMAGE(http://www.horhaus.com/weblogs/archives/kalmangallery/d20f-12.jpg)

Mutations
Neutrad Dependency: If Russel goes 24 hours without taking a dose of Neutrad, he must make a succesful saving throw (DC 15) or suffer 1 point of Strength and Constitution damage. Taking a dose of Neutrad cures this effect after 1d6 rounds. Ability damage caused by neutrad deprivation cannot be restored through natural healing.
Frailty: -2 on all Fortitude checks, including stabilization checks (included in stats above).
Acidic Saliva: Russel’s bite deals an additional 1d4 points of acid damage.
Fangs: Russel’s bite deals 1d6 base damage. It counts as a natural weapon.
Claws: Russel’s claws deal 1d6 damage and count as natural weapons.
Leaper: +10 on jump checks.
Skeletal Reinforcement: +3 massive damage.

Russel: low-level (Strong Ordinary 1 / Fast Ordinary 1)
CR 1; Medium-sized Human; HD 2d8+4; hp 13; Mas 17; Init +2; Spd 30ft; Df 16, touch 16, ff 14 (+2 dex, +4 class); BAB +1; Grap +2; Atk +3 melee (1d6+1 plus 1d4 acid, bite) or +3 ranged (1d8+1, composite longbow); Full Atk +2/+2 melee (1d6+1, claws) and +1 melee (1d6+1 plus 1d4 acid, bite) or +3 ranged (1d8+1, composite longbow); Face 5ft; Sv Fort +1, Ref +3, Will +1; AP 0; Rep +0; Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 8.
Occupation: Athlete (Climb, Jump and Swim & Archaic Weapons Proficiency)
Skills: Climb +6, Jump +17, Move Silently +7, Swim +6.
Feats: Simple Weapons Proficiency, Archaic Weapons Proficiency, Weapon Finesse (bite), Multiattack (Russel has 3 natural weapons and so qualifies).
Heroic: Heroic low-level Russel has 6 action points. He has the Evasion and Melee Smash talents.
Posessions: Low-level Russel owns nothing but his pair of boots and trousers and a trusty composite bow with quiver of 11 arrows. He also carries a loop of duracable. Russel has several doses of Neutrad.

Russel: mid-level (Strong Ordinary 3 / Fast Ordinary 3)
CR 5; Medium-sized Human; HD 6d8+12; hp 39; Mas 17; Init +3; Spd 30ft; Df 19[23{24}], touch 19, ff 16 (+3 dex, +6 class, [+4 equipment from a specific direction], {+1 defensive martial arts in melee}); BAB +5; Grap +6; Atk +8 melee (1d6+1 plus 1d4 acid, bite) or +8 ranged (1d10+3, modern hunting bow); Full Atk +8/+8 melee (1d6+1, claws) and +6 melee (1d6+1 plus 1d4 acid, bite) or +8 ranged (1d10+3, modern hunting bow); Face 5ft; Sv Fort +3, Ref +5, Will +3; AP 0; Rep +1; Str 12, Dex 16, Con 14, Int 10, Wis 13, Cha 8.
Occupation: Athlete (Climb, Jump and Swim & Archaic Weapons Proficiency)
Skills: Climb +7, Jump +20, Move Silently +8, Spot +2, Swim +6, Tumble +13.
Feats: Simple Weapons Proficiency, Archaic Weapons Proficiency, Defensive Martial Arts, Multiattack, Weapon Finesse (bite), Weapon Finesse (claw).
Heroic: Heroic low-level Russel has 8 action points. He has the Evasion, Uncanny Dodge and Improved Melee Smash talents. He also has the Combat Throw and Weapon Focus (bite) bonus feats.
Posessions: Mid-level Russel owns his pair of boots and trousers and has acquired an Unseen Bodyguard nanite array from an Elvish contact. He has acquired a grappler for his duracable and has upgraded his composite bow to an modern ceramic reinforced hunting bow (1d10 instead of 1d8 and mastercraft +2 damage). Russel has several doses of Neutrad.

Russel: high-level (Strong Ordinary 5 / Fast Ordinary 5)
CR 9; Medium-sized Human; HD 10d8+20; hp 65; Mas 17; Init +3; Spd 30ft; Df 21[25{26}], touch 21, ff 18 (+3 dex, +8 class, [+4 equipment from a specific direction], {+1 defensive martial arts in melee}); BAB +8; Grap +9; Atk +11 melee (1d6+1 plus 1d4 acid, bite) or +11 ranged (1d10+3, modern hunting bow); Full Atk +11/+11 melee (1d6+1, claws) and +11 melee (1d6+1 plus 1d4 acid, bite) or +11/+6 ranged (1d10+3, modern hunting bow); Face 5ft; Sv Fort +4, Ref +6, Will +3; AP 0; Rep +2; Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 8.
Occupation: Athlete (Climb, Jump and Swim & Archaic Weapons Proficiency)
Skills: Balance +12, Climb +7, Jump +26, Move Silently +10, Spot +3, Swim +6, Tumble +13.
Feats: Simple Weapons Proficiency, Archaic Weapons Proficiency, Defensive Martial Arts, Improved Multiattack, Multiattack, Weapon Finesse (bite), Weapon Finesse (claw).
Heroic: Heroic low-level Russel has 10 action points. He has the Evasion, Uncanny Dodge, Defensive Roll and Advanced Melee Smash talents. He also has the Combat Throw, Improved Initiative, Weapon Focus (bite) and Combat Reflexes bonus feats.
Posessions: Mid-level Russel owns his pair of boots and trousers and has acquired an Unseen Bodyguard nanite array from an Elvish contact. He has acquired a grappler for his duracable and has upgraded his composite bow to an modern ceramic reinforced hunting bow (1d10 instead of 1d8 and mastercraft +2 damage). Russel now has 6 high explosive tipped arrows. These add an additional dice of damage and ignore 5 points of hardness (like HEAP rounds). This bonus damage is not included in the attack roll above. Russel has a built in Neutrad cybernetic injector unit now.
Gene Therapy: A High-Level Russel (heroic or not) has had the Pounce extraordinary ability genetically inserted by taking DNA from predatory felines. It works exactly as described in the d20 Modern book on page 259 in the Tiger entry. If Russel leaps upon a foe during the first round of combat, he can make a full attack, even if he has already taken a move action.

Russel: supermutant (Strong Hero 5 / Fast Hero 5 / Swashbuckler 10)
CR 20; Medium-sized Human; HD 20d8+40; hp 130; Mas 22; Init +7; Spd 30ft; Df 29[33{34}], touch 29, ff 25 (+4 dex, +15 class, [+4 equipment from a specific direction], {+1 defensive martial arts in melee}); BAB +15; Grap +20; Atk +20 melee (1d6+4 plus 1d4 acid, bite) or +19 ranged (1d10+3, modern hunting bow); Full Atk +20/+20 melee (1d6+8, 19-20, claws) and +20 melee (1d6+4 plus 1d4 acid, bite) or +19/+14/+9 ranged (1d10+3, modern hunting bow); Face 5ft; Sv Fort +9, Ref +13, Will +6; AP 16; Rep +2; Str 12, Dex 18, Con 15, Int 10, Wis 14, Cha 8.
Occupation: Athlete (Climb, Jump and Swim & Archaic Weapons Proficiency)
Skills: Balance +12, Climb +15, Jump +40, Hide +15, Move Silently +15, Spot +6, Swim +6, Tumble +26.
Feats: Simple Weapons Proficiency, Archaic Weapons Proficiency, Acrobatic, Blind-fight, Cleave, Defensive Martial Arts, Great Cleave, Multiattack & Improved Multiattack, Improved Massive Damage Threshold, Power Attack, Heroic Surge, Weapon Finesse (bite & claw), Combat Throw, Improved Initiative, Weapon Focus (bite & claw) and Combat Reflexes.
Talents & Class Abilities: Evasion, Uncanny Dodge, Defensive Roll and Advanced Melee Smash talents. Weapon Focus (claw – included in feat list), Improved Grapple*, Find the Mark (claws), Greater Weapon Specialization (claws), Deflect Missiles (with claws), Touché!
Posessions: Mid-level Russel owns his pair of boots and trousers and has acquired an Unseen Bodyguard nanite array from an Elvish contact. He has acquired a grappler for his duracable and has upgraded his composite bow to an modern ceramic reinforced hunting bow (1d10 instead of 1d8 and mastercraft +2 damage). Russel now has 6 high explosive tipped arrows. These add an additional dice of damage and ignore 5 points of hardness (like HEAP rounds). This bonus damage is not included in the attack roll above. Russel has a built in Neutrad cybernetic injector unit now.
Gene Therapy: A Supermutant Russel has had the Pounce extraordinary ability genetically inserted by taking DNA from predatory felines. It works exactly as described in the d20 Modern book on page 259 in the Tiger entry. If Russel leaps upon a foe during the first round of combat, he can make a full attack, even if he has already taken a move action.
*Supermutant Russel has swapped the Quick Weapon Draw class ability for Improved Grapple – since his ‘light melee weapon’ of choice are the claws on his bare hands!

How to use this NPC
Russel isn’t necessarily an evil NPC or a bad guy. He’s had a rough life and is still paying for it. He doesn’t stay in one place very long and he’s not afraid to kill – because in his world it’s kill or be killed. If he has to, Russel prefers to get the drop on his enemy by dropping on them and sinking his teeth and claws in as quickly as possible. He can be used in combat in the same way you’d use a big cat. After all, he’s a melee combatant first. In the odd case that Russel is unable to get into melee combat (such as when he’s seperated from his quarry by a vat of boiling metal or a canyon) he will use his bow. Russel’s not opposed to firearms, he just never really got the hang of them (note the lack of firearms proficiency on the character sheet). The simpler the weapon the more readily Russel can use it. As stated in the initial introduction, Russel grew up in the ripped up remains of Rome – he spent much time wandering the smash bits of rock that were once the colloseum. He considers himself the last living gladiator.