The Storm Rising
New Occupations: Manhunter: Bail officers, bounty hunters, New Weapons: PL 6
“Satyr” Hybrid Plasma Pistol: An early attempt at developing a plasma-based weapon, the Satyr is a relatively primitive development. It resembles many of the sleek plasma pistols already in use by more advanced societies, except that three inward pointing metal wedges extend radially from around the barrel. These create a magnetic field to stabilize the plasma before firing. The Satyr uses special, low velocity magnetic rounds that strip the plasma from the field and carry it with them to the target. It has three modes of fire: automatic, semi-automatic, and a charged shot. Charging a Satyr takes either one or two full round actions. Once charged, the attack is made as normal but the damage is increased and the attack roll takes a penalty due to the vibrations of the gun: Rounds Charged Damage Attack Penalty 0 1d6 +0 1 2d6 -2 2 4d6 -4 Charging the weapon is a noisy process and can be heard with a successful Listen Check. The first damage die is ballistic and the rest of the damage comes from fire. This weapon deals d10s of damage against robot and computers. The Satyr has a range increment of 30 ft. When charged, use the penalty to attack instead of the normal range increment penalty. Feats: Headshot You are adept at the art of sniping, and with a few moments to aim can place devastating shots on your enemies. Prerequisites: Wisdom 13, Far Shot, Dead Aim. Benefit: If you spend three full rounds aiming at your target, as per the Dead Aim feat, and your attack hits, it is automatically a critical hit. This feat only works when your target is flat-footed against you, nor does this feat work with grenades or rockets. Improved Headshot You have mastered the art of sniping, and can place devastating shots on your enemies, even under duress. Prerequisites: Wisdom 13, Far Shot, Dead Aim, Headshot, Precise Shot. Benefit: This feat works as per Headshot, except that the target need not be flat-footed and the critical multiplier for the attack is increased by one. Kish Millennia of reliance on technology such as cybernetics allowed their bodies to degrade to a point where they could longer survive without it. Their entire culture is built around their respect for the technology that allows them live: from their life-support systems to the quasi-deific entities they call Pools. The Kish bio-frame comes in two varieties: a stronger, combat oriented build (Centurions), or an intellect enhancing frame (Cerebrarchs). Most of the Kish seen outside of their Starframes are exiles. The offenses behind their exile often seem insignificant to outsiders (a few incidents of insubordination may prove enough,) but to the Kish they are grievous. Kish exiles tend begin their new lives as mercenaries, but attach quite strongly to their adoptive societies. In fact, the reasons behind this phenomenon are in the vogue as far as the world of academic research goes. Some sociologists point out that few people claim to have known an exile for more than a few years, and that the Exiles themselves tell rumors of unexplained disappearances. Atrophied as their bodies are, the Kish life-cycle is dependent upon external technology. Their bodies are too weak to give birth, and consequently all new Kish are created in laboratories by the Pool and its Priests. Until fully grown, A Kish goes through a number of life-support systems and spends much of its early life in simulators, to ensure that the motor regions of the brains of the largely immobile Kish develop properly. Personality: Most members of Kish society exist in an authority cult typical of religious orders. Completely willing to give up personal freedom and autonomy in exchange for the security of the Starframe, Kish follow orders without question. Indeed, Cerebrarch elders have been engaged in an ongoing debate as to whether thoughts of disobeying the Pool are inherently criminal. There are some minor personality differences between Cerebrarchs and the more standard combat troops. Cerebrarchs are the more contemplative and likely to think independently, whereas Centurions tend to charge into a situation without heed of dangers. Among exiles, these differences are less predictable. Indeed, due to the numerous paths to treason, there exists a wide range of personalities among Exiles. While the same range found in humans can be found in the Exiles, these Kish tend to fall at the extremes. Some Exiles still feel a deep bond to their Pool, and are possessed of terrible shame. Among this group, suicide is not uncommon. Others, disillusioned, are cynical, even fatalistic. One trait common to almost all Exiles is an undeterrable focus that others often find unnerving. For such Kish, Physical Description: Kish are bipedal and stand between 5 ½’ and 6 ½’ tall. Much of a Kish’s body is covered by a robotic exoskeleton comprised of metal and high impact plastic. The colors tend to be dark and dull (though shiny metallic is not unheard of) with combinations of grey, blue, and green being most common. Those areas that are exposed, including their elongated heads, are covered with dark, wrinkled flesh, with color ranging from red to mauve to dark grey. Both their vestigial noses and their mouths are covered by a filtration system to protect their delicate lungs, and which also functions as a vocalizer. Their dark eyes are large, round, and very reflective. While most of the important technology is beneath the skin, there exist some minor differences between Centurion and Cerebrarch bio-frames. Centurions are taller due primarily to their elongated legs. Both have digitigrade feet, with the foot segment of the Centurions being longer. Their feet consist of three triangular toes radiating from a central point. They are quite flexible and can grip onto rough surfaces. Religion: Kish society is in most ways analogous to a theocracy. The primary purpose of a Kish’s life is to serve and obey its Pool. Most Kish wouldn’t think twice about killing themselves if that were its command. For the Kish, the Pool is not only the source of their continued survival; it is the originator of their life, and the cultural memory bank of their society. The Pool is an entity unique to each Starframe. A powerful AI system, the Pool directs nearly all of the aspects Racial Traits Cybernetics: The cybernetics on which all Kish are reliant tax their system. Consequently, they can only have a number of additional cybernetics equal to their constitution modifier. However, the cybernetics of their bio-frames are not adversely affected by massive damage. Electricity Vulnerability: Electricity deals Kish 50% more damage. Even the standard anti-shock implant only decreases this vulnerable, instead electricity attacks deal damage one die category larger (d8 instead of d6.) Bio-frame: Kish are treated as robots for any effect that deals damage to or adversely affects robots or computers. The bio-frame expands a Kish’s abilities in some areas, granting them additional, permanent class skills: Centurions: Balance, Climb, and Jump. Cerebrarchs: Computer Use, Research. Non-Kish armor has to be specially fitted, increasing the base price by 25%, or 50% if it is powered armor. Nano-Stabilizers: When a Kish is reduced to 0 HP, it is disabled, like any other living being, and may only take a single standard or move action. However, doing so does not automatically cause it to drop to -1 HP, instead for each such action the Kish must succeed a DC 15 Fortitude save or drop to -1 HP. Further, a Kish automatically stabilizes 1d6 rounds after he begins dying. Cyborg: Kish can be healed through both the Repair and Treat Injury skills. If a Kish is using the Repair skill to remove damage from a Kish, the Repair DC is 20 instead of 30. When Kish heal damage, the dice rolled are one die type smaller (d6 instead of d8.) Corneal Implants: All Kish have HUDs installed in their corneas. Kish do not gain benefits from other HUDs, however trained a Kish with the Cybernetic Surgery feat can replace the implant with a more hi-tech variety with a successful DC 20 Treat Injury check. The HUD also grants the Kish low-light vision. Non-Human: Kish receive one less feat at first level than human characters. They also receive 4 less skill points at first level and 1 less at each level thereafter (though a Cerebrarch’s Intelligence bonus counteracts this.) Ability Scores: Centurions +2 Dex, -2 Int, -2 Wis; Cerebrarchs -2 Str, +2 Int, +2 Wis. Vranuth An ancient species, with numberless ruins throughout the galaxy marking their progress, Vranuthi are highly advanced and well-regarded in the United Federation of Sentients, often serving as ambassadors. Indeed, much of the advanced technology floating around the galaxy can be traced back to the Vranuthi, and many of those species prominent in the The Vranuthi ideal involves striving to promote the good of many rather than that of a few. This philosophy is not limited to the good of Vranuthi only, but represents a more universal altruism. Geryuk A species characterized by a brutal and war prone culture, the Geryuk have a fearsome reputation. Racial Traits: Infrared Vision: Geryuk have heat detecting organs on their cheeks and foreheads, which allows them to detect living beings.