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  Written by Chris A. Field
  Copyright 2010, Otherverse Games
  WWW.OTHERVERSEGAMES.BLOGSPOT.COM
  Dedicated to Jim Lee, Rob Liefeld, Marc Silvestri, Todd McFarlane, Erik Larsen, Jim Valentino and
  Brandon Choi, Warren Ellis, James Robinson and Alan Moore among many others.
  Cover Art by Rufolfo Montemayor
  Original Artwork Courtesy Amanda Webb
  Stock Illustrations Courtesy: Action Resource Counters, Bradley K. McDevitt, Castle Theory Games, Cogwork Creations,
  Jeremy Mohler (Standard Stock Art), Joe Calkins (Decade of Fantasy), Kenshin Stockart, Louis Porter Jr. Image Portfolio
  Series (Fritz Casas, Butch Mapa, Rudolfo Montemayor, Tony Perna and several others), Mesizoic Press, Sade Stockart,
  Shaman’s Stockart (Anthony Cournoyer), Skortched Urf Studios Stock Pack, Sphere Productions.
  Stock illustrations copyright their respective artists, used with permission.
  OGL Clairifcation:
  The Powered Hero’s Gunslinger Talent Tree is modified from Prototype: The Gun Priest. Copyright 2007,
  Louis Porter Jr. Designs. Written by Ross Payton.
  Requires the Use of the D20 Modern Core Rulebook Published by Wizards of the Coast
  
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  presents a slick, stylish new way of looking at
  psionics, not to mention modern espionage and
  supers gaming.  The campaign setting owes a major
  debt to my life-long love of comics, and is inspired
  by my generation’s comic book renaissance.
  When Image Comics debuted in 1992, it
  was a hyper-violent, vibrantly colored underworld of
  government conspiracies, cybernetically enhanced
  mercs, psionic super soldiers, covert corporate
  strike teams and subtle alien invasions. While all too
  many of the early Image issues were crudely written
  and amateurishly plotted, their passion and intensity
  and vibrant imagination drew me in.
  Comics like WildC.A.T.s, Cyberforce,
  Stormwatch and Younglood drew on the best in
  comics, military fiction and cyberpunk to create an
  entirely new genre of comics. Innovations in art and
  storytelling fed back into the industry, spurring
  creative revolutions at both Marvel and DC. Many
  of the best artists working in comics today got their
  start aping the beloved styles of superstars like Lee,
  Liefeld and McFarlane.
  The design tropes and political savvy of the
  best Image comics inspired later ‘mainstream
  works’. “Image style” costumes revolutionized the
  look of everyone from the Legion of Superheroes
  to Batman to the Avengers, and a thousand more.
  Mark Millar’s Ultimates and Civil War are the-
  matic outgrowths of Jim Lee and Warren Ellis’s early
  image storylines.
  Psi-watch is designed to emulate the thrill of
  those early Image comics, to allow players and
  gamemasters alike to bring some of their sleek style
  and overwhelming firepower to the gaming table.
  Psi-Watch is designed with the player in mind,
  presenting an assortment of new powers, advanced
  classes, weapons, power armor and vehicles….
  New tactics for a new kind of war game.
  
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  comic book psionics: fearsome and nearly unstop-
  pable if they’re clever. Instead of focused compe-
  tence and overwhelming, unique powers, you have
  unfocused classes like the Battlemind who is forced
  to choose a variety of random abilities each level.
  Since the Psionics system is modeled on the D20
  magic system, not psis as they appear in comics and
  sci-fi, it doesn’t model psychic warriors with any
  particularly passion or depth.
  When I first began producing psi-war
  classes for Skortched Urf Studio’s D7ACU line, I
  dealt with the problem by producing psions built
  around a single tightly focused theme. Comic book
  inspired heroes like the Gravity Slinger and Cold
  Bringer, not to mention the new classes in Psi-
  Watch, are built around a logical progression of
  linked abilities, not wide (but unrelated) powerlists.
  To me, that’s closer to the ‘reality’ of psychics in
  comics and sci-fi.
  While nothing prevents Psi-Watch psions
  from multiclassing, for the most part, pyrokinetics
  stay pyros, time travelers focus on improving their
  time talents, and nano-sculptors focus on improving
  their cellular engines.
  In addition to selecting psionic classes,
  players in a Psi-Watch campaign can choose psionic
  feats which grant powerful natural mutations and
  mental talents. Designer mutations, alien heritage and
  random mutation can produce a whole campaign
  filled with powerful psi-soldiers.
  The Unlimited Edition
  Debuting in 2007, Psi-Watch has remained
  one of Otherverse Games’ best selling products,
  both as a standalone release and considered part of
  the Otherverse America canon. The Unlimited
  Edition incorporates the lessons I’ve learned over
  the last two years, not only as a game designer, but
  also as a layout person. Psi-Watch Unlimited Edition
  is the same stylish modern action game you were
  playing already, but better.
  Incorporating new elements, such a greatly
  expanded version of the Powered Hero Basic Class
  introduced first in Otherverse America, new races,
  new classes, and new racial feats, the Unlimited
  Edition offers gamers more options. Filled with
  expanded world information, campaigns built using
  the Unlimited Edition will be deeper and more
  rewarding. New factions and adversaries give the
  setting additional depth and history. The already
  well-received Powered Armor construction rules in
  Psi-Watch get a comprehensive overhaul- the new
  system is quicker and easier to use without sacrific-
  ing depth and flexibility.
  Quicker and easier to use is the watch word
  for the entire product. Hopefully, you’ll also find the
  revised Psi-Watch more comprehensive, more
  attractively laid out and easier to navigate.
  Psi-Watch initially grew out of dissatisfaction
  with the D20 Modern psionic rules, which I felt
  were complex without being compelling, overly
  technical without being overly interesting. Worse, the
  existing psionics system didn’t accurately model
  
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  Psi-Watch Unlimited Edition is a standalone
  product, designed to be a fully realized D20 Modern
  setting in its own right. However, several earlier
  works integrate nicely with this campaign guide. A
  partial list of the best supplemental material for a
  Psi-Watch campaign is found below.
  The Department Seven Advanced Class
  Update Series: Since comics initially inspired many
  of the D7ACU classes, they make a natural fit for a
  Psi-Watch campaign. The idea of psions with
  discrete class based, abilities focused tightly around
  a single theme rather than the D20 Modern norm of
  ‘power lists’ filled with random and unrelated
  powers to choose from had its origins in these
  classes. All the freelance work I’ve done for
  Skortched Urf Studios, as well as some other
  excellent sourcebooks, are available at
  www.rpgnow.com as the Dept. Seven Full Monty
  Bundle product.
  My D7ACU classes can be used with
  virtually no modification in a Psi-Watch campaign,
  and fit perfectly in a world of super spies, gene-
  modded soldiers and covert alien invaders. Classes
  with innate Supernatural abilities, such as the Light
  Weaver, Gravity Slinger and others gain the Psionic
  subtype upon taking their first level in the class.
  Psi-Watch is a non-magical campaign.
  Characters with Supernatural powers that are
  explained as magical effects, like the Scion of
  Masada may need their power descriptions altered
  so their talents spring from innate psionics rather
  than arcane or divine magic. Other than a cosmetic
  ‘reskinning’ they fit into Psi-Watch easily.
  The following character classes are a great fit for a
  Psi-Watch campaign. Where noted, they gain the
  Psionic subtype.
  ·
  Cold Bringer (psionic)
  ·
  Forbidden (psionic)
  ·
  Gravity Slinger (psionic)
  ·
  Grendel Spawn (psionic)
  ·
  Light Weaver (psionic)
  ·
  Perfect Archer
  ·
  Scion of Masada (psionic)
  ·
  Sentai Spectrum Ranger
  ·
  Shotgun Surgeon
  ·
  S.L.A.M. Soldier
  ·
  Unbound Soul (psionic)
  ·
  Void Sparrow
  Modern Misfit: The Paint: Released in
  2006 by Misfit Studios, this Mutants & Master-
  minds Superlink product goes into exhaustive detail
  about the Paint’s inner workings, and is a thematic
  precursor to my work on Psi-Watch.
  Dept Seven Tech Update: Cybernetics:
  Psi-Watch is a high tech, gadget happy campaign
  setting. Cybernetics can replace damaged tissue or
  enhance natural abilities. Far from impeding psionics
  or mutant gifts, cyber-systems can help the gene-
  enhanced heroes better focus and control their
  already impressive abilities.
  
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  Psi-Watch cybersystems are sleek and
  attractive, closely conforming to humanoid form and
  contours. Most cybernetics take the form of smooth,
  high gloss steel pseudo muscle and integrated armor,
  and can easily be concealed under a jacket or bulky
  clothing.
  The State of the Otherverse:
  Cybernetics Armory sourcebook builds upon this
  earlier work, featuring more than 50 new weapons
  and implants, as well as spotlighting two cybernetic
  player species: the hulking Full Conversion and more
  humanoid Light Reconstruction Cyborgs. This
  sourcebook also introduces some cyborg-specific
  feats and starting occupations for cyborg characters.
  Otherverse America Campaign Setting:
  The Otherverse America campaign setting is a
  politically divisive, cyberpunk and urban warfare
  campaign set in the America of the year 2107, less
  than two decades after the Abortion War tore the
  country apart. Knowledge of the Otherverse
  America setting isn’t required to enjoy Psi-Watch,
  even though Psi-Watch forms a major part of the
  “engine” which drives Otherverse America.
  In addition to being inspired by real world
  politics and modern neo-paganism, Otherverse
  America is heavily inspired by the comics I grew up
  reading. Almost every bit of material in this
  sourcebook is designed for use in the Otherverse
  America setting, as well as being a stellar stand-
  alone release. Players and gamemasters alike are
  encouraged to mix and match elements from Psi-
  Watch and Otherverse America as they see fit,
  creating a high adventure, high-tech world of politi-
  cally savvy, black ops superheroes and technologi-
  cally enhanced vigilantes.
  Otherverse America is a 320+ page FREE
  download, available from www.rpgnow.com and
  other PDF gaming sales sites. Go download it now.
  Sidebars throughout the Unlimited Edition
  discuss integrating Psi-Watch and Otherverse
  America material more closely.
  
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  Psi-Watch is a relatively simple campaign to run; it is a world instantly recognizable as our own, but with
  heroic action, advanced technology, global conspiracies and galactic politics overlaid like images on trans-
  parent film. Psi-Watch is a world filled with government conspiracies and secret power bases hiding behind
  innocuous, everyday surroundings. It’s a world where superheroes have traded their spandex for Kevlar,
  and where terrorists kill with implanted cyber-bombs. It’s a world of covert alien contact and stealthy black
  ops teams.
  
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  Psi-Watch is an American military project
  that traces its roots back to the earliest days of the
  Cold War. Using recovered alien technology, psionic
  research and experimental cybernetic and genetic
  therapies, Psi-Watch has been single-handedly
  responsible for America’s defense since the 1950s.
  Psi-Watch’s activities are classified several levels
  above top secret, and in many ways, the Psi-Watch
  agency is the American government.
  The agency’s mandate is to protect America
  from metahuman and extraterrestrial threats, and
  keep the nation in the lead in the genetic arms race,
  by any means necessary.
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  Psi-Watch is a heroic organization with a
  worldwide mandate and virtually unlimited re-
  sources, which makes the ideal patron organization
  for the player characters. Psi-Watch is a vaguely
  military organization- a good Psi-Watch game
  master should incorporate enough real world military
  details and flavor to give the game a unique and
  interesting texture, without burying players under
  layers of military procedure, chain of command and
  bureaucracy.
  Psi-Watch officers allow their agents great
  discretion in carrying out their duties, customizing
  their uniforms and making decisions in the field. In
  short, Psi-Watch is a military organization only found
  in action movies and comics, not in reality.
  Player characters are often Psi-watch field
  agents, organized into strike teams with other agents
  of relatively equal rank and importance. By purchas-
  ing feats such as Elite Clearance and Decorated
  Veteran, Psi-Watch player characters gain ‘rank’
  and influence among other PCs and NPCs. Most
  game masters avoid emphasizing rank in their games,
  to avoid conflict around the game table. Characters
  are given a mission by a superior officer, can occa-
  sionally boss around a few NPCS, but or the most
  part, decisions within the game group are made
  diplomatically or by some other consensus. As long
  as players accomplish their missions, they are usually
  free to decide how exactly they go about their
  duties.
  Most Psi-Watch campaigns assume the
  characters are all of equivalent level, and that Psi-
  Watch agents are veteran operatives, with at least a
  few years of military, police or espionage experience
  under their belt. In ‘real world terms’, most Psi-
  Watch agents are at least E-5s or above, and some
  programs might have an ‘in-game requirement’ of
  being a certain rank before the soldier can apply.
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  Psi-Watch maintains safe houses, bunkers,
  and ammunition dumps in every major city in the
  world. Like most government agencies, Psi-Watch
  maintains a presence in Washington DC. The agency
  is has offices within the Pentagon, the CIA com-
  pound at Langley, VA, or and many other major
  government sites. However, as the most powerful
  military in the world, its probable, and likely, the
  agency has more exotic and impressive bases at its
  disposal, the most impressive of which is orbital
  platform, Bradbury Station
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  Bradbury Station was completed during the
  early 1980s at a cost of more than 2 and a half
  trillion dollars. It is the largest manmade object in
  space, a wide, wheel shaped broken tours nearly
  two miles in diameter. Constructed entirely in orbit
  by superhuman combat engineers the Bradbury
  Station’s existence is one of Psi-Watch’s best kept
  secrets. Equipped with a hull that bends light around
  it and the ability to vary its exact position between
  Earth and cisilunar space as needed, the station has
  never been pinpointed, though amateur astronomers
  and conspiracy enthusiasts track its position reli-
  giously, occasionally coming close.
  Bradbury is home to a permanent staff of
  12,000 technicians, contractors and military, as well
  as a non-combatant population of nearly that, mostly
  the immediate families of those living and working
  aboard. During operations, the stations population
  
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  can swell to nearly twice that, as soldiers and
  operatives use the station as a transit terminus and
  staging area. The massive station is laid out similarly
  to a large military base. In addition to mission
  essential areas, Bradbury Station is home to dozens
  of schools, hospitals, churches, shops, as well as
  separate clubs for officer and enlisted personal.
  As is to be expected, Bradbury Station is
  fitted with top flight medical and repair bays, weap-
  ons depots and a secure brig facility at the broken
  end of the terminus, which can be vented into space
  in the event of a crisis. Bradbury’s combat informa-
  tion center is manned at all times, and is the com-
  mand center for Psi-Watch operations across the
  planet. In addition to a cavernous central watch
  floor, missions are planned and commanded from a
  suite of offices circling the CIC.
  Bradbury rarely has physical contact with
  the planet. Most material (and personal) brought
  aboard station is ferried in by the Slide teleport
  system. Reverse engineered from Culture faster than
  light drives, the station’s Slide systems can teleport
  Psi-Watch operatives virtually any where on the
  planet, making it an ideal way to deploy on a
  mission. Exceptionally bulky cargo is ferried up in a
  Psi-Watch shuttle, and in the event of a catastrophe
  a fleet of escape pods and shuttles can evacuate the
  colossal station in less than four hours, at least in
  theory.
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  The Psi-Watch organization uses the Necro-
  Neuro Scan Engine to interrogate recently slain
  individuals by downloading sensory input from
  directly from the corpse’s central nervous system.
  The device is too large to be moved, and is part of
  Bradbury Station’s medical equipment. Standard
  field protocol calls for a Psi-Watch team to Slide
  valuable adversaries and recently slain agents
  directly to the station’s medical wing for direct-brain
  interrogation.
  System Limitations
  The Slide System gives Psi-Watch a way to
  deploy troops anywhere they’re needed, on a
  moment’s notice, and offers PCs a way to quickly
  get into the action. The teleport system is reliable
  and safe, but subject to a pair of technological
  limitations.
  The Slide system can only teleport a passen-
  ger or cargo to a place that is either equipped to
  with a reception array (such as the transport bays on
  the station itself). If teleporting a passenger to an
  unfamiliar area, the Slide can only deposit the
  passenger into a known or visible area near the drop
  zone. Thus, in order to teleport into a ‘drop zone’
  the Slide operator must have current satellite intel or
  line of sight to the target. Any condition, such as
  darkness, fog or tree cover that blocks clear sight to
  the drop zone blocks teleportation.
  The Slide system cannot teleport the pas-
  senger inside a building or directly under cover.
  When using the Slide system for breaches, most Psi-
  Watch agents appear atop the building’s roof or in a
  nearby open area, which acts as a staging area for
  their assault. Likewise, the Slide system cannot lock
  onto and teleport a passenger out of a building
  (unless it has previously been equipped with a Slide
  terminus); the passenger must get somewhere with a
  clear view of the sky for retrieval.
  Electrical discharges, even atmospheric
  disturbances like lightning can prevent the slide
  system from functioning. Lightning strikes and energy
  weapon discharges prevent teleportation into or out
  of 500 ft circle around the blast area for 1d6 rounds.
  Likewise, the slide will not function within 500 ft of
  an electrical substation, nuclear reactor or other
  major power source. Anti-slide countermeasures
  take advantage of this limitation, creating electrically
  charged ‘safe zones’ where the slide cannot reach.
  
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  The NNS Engine resembles a higher
  tech version of an MRI scanner. Once placed
  in the corpse, the machine can automatically
  recover visual and auditory data detailing the
  last hour of the corpse’s life, which is viewable
  as a first person video file. A technician can
  attempt to recover older information with a
  successful Computer Use check. The check
  DC is 20, and each point the technician beats
  the check result by allows him or her to
  recover five minutes of memories beyond the
  one hour limit. The NNS technician cannot
  retry this check, but can take 10 or take 20 on
  the check.
  The NNS Engine will only function on
  a corpse that has been dead less than three
  hours. Beyond this point, the neural tissue is
  too degraded to pull usable information.
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  Extremis Clones are fast grown
  emergency clones used by Psi-Watch to
  restore agents slain in the line of duty to life.
  The Extremis cloning protocol is not perfect,
  but it is quick and (relatively) cheap. The
  technology has been in use since the early
  1980s, and has been stolen by a handful of other
  factions. Puzzle Ops can produce its own Extremis
  clones, as can The Republic of Cebary and as of
  2003, the Huxley Emergence. Prior to its destruc-
  tion, Iraq had the capability to produce Extremis
  Clone suicide bombers, and its rumored that several
  Iraqi genelabs survived Bush’s thermonuclear
  bombardment.
  A character who is slain in battle can return
  to pseudo-life with the Extremis Clone template
  added if their body is recovered within three hours
  of their death. Given the expense of growing a series
  of Extremis Clones, Psi-Watch will not clone
  operatives of less than 8th level under most circum-
  stances, though if a rookie soldier died a particularly
  heroic death or is extremely valuable to the organi-
  zation, he may be cloned.
  A copy of the slain soldier’s mind is made
  by an especially deep and thorough  NNS memory
  capture session, which is able to recover about 80
  or 90% of the corpse’s memories, assuming no
  major trauma to the brain itself. An extremis clone is
  force-grown, which takes about 72 hours, and the
  patient’s personality copy is downloaded into the
  fast-grown clone.
  An Extremis Clone is two levels lower than
  the genetic donor when it is created due to personal-
  ity degradation during the cloning process. If this
  level loss would reduce the clone to 0 level or lower,
  the cloning process fails. It is possible to clone a
  living soldier in this manner to create a back-up
  copy. The clone obviously does not possess any of
  
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  the donor’s acquired traits such as scars, tattoos, or
  cybernetics.
  Drawback: Extremis Clones have an
  extremely short lifespan. They are designed only for
  1-2 years of peak service before their bodies need
  to be replaced. After 24 months of life, the Extremis
  Clone must attempt a DC 15 FORT Save (which
  increases by +1 per month there after) or suffer 1d2
  points of permanent ability score damage to each of
  their physical ability scores.
  Psi-Watch medical protocol calls for Extre-
  mis Clones to be euthanized and downloaded to a
  new cloned body every 20 months of service. An
  Extremis Clone who dies and is re-cloned in this
  manner does not lose additional levels because a
  perfect memory copy is able to be created.
  Purchasing Extremis Cloning on the open
  market has a Purchase DC of 43 (Illegal +4) for the
  initial clone and DC 39 (Illegal +4) for replacement
  clones. Psi-Watch provides the service free of
  charge to agents it determines merit clone resurrec-
  tion. As long as the cloned soldier continues to serve
  with Psi-Watch they receive regular replacement
  bodies, though a retired Extremis Clone is no longer
  given access to Psi-Watch’s clone banks. Their
  virtual immortality provides a strong incentive for
  cloned soldiers to keep fighting.
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  Project Gladiator is one of the world’s
  oldest and most successful supersoldier programs.
  Unlike the Patriot Program, it focuses on enhancing
  adult agents, not breeding post-human children.
  Project Gladiator is an outgrowth of the Department
  of Mental Research experiments that gave birth to
  the first generation of Shiftsteel Symbionts. Using
  genetic and surgical reorganization, Project Gladia-
  tor has allowed Psi-Watch to build a roster of
  impressive superhuman soldiers.
  In the Otherverse
  Extremis Clone technology is cheaper and
  more widespread in Otherverse America, at least in
  the Choicer nation. The Lifer nation is repulsed by
  the technology, though Kodiak Island does have the
  capacity to produce several dozen Extremis Clones
  simultaneously. The Coven of Bast sometimes uses
  the technology to give a slain soldier a chance to
  complete her mission or settle her mortal affairs.
  Traditionally, Coven of Bast Extremis Clones choose
  ritual suicide after their mission, not wishing to
  prolong their unnatural existence.
  The technology has come into wide use in
  the meta-porn industry. Using the technology, the
  porn industry has made the snuff film an acceptable
  form of entertainment. A substantial minority of
  meta-porn actors and actresses are Extremis
  Clones. Since they are mind-copied and cloned in
  hospital conditions prior to injury, these Extremis
  Clones do not suffer level loss during the process.
  Meta-porn Extremis Clones usually have a
  slate of back-up bodies stored in stasis, which has
  driven down cloning costs dramatically. These
  civilian Extremis Clones also die far more often than
  their military counterparts, ironically enough.
  Metaporn Extremis Clones are usually slain and re-
  cloned every 2-3 months during a filmed death
  session, as opposed to every two years. Clones
  killed and resurrected any more often begin exhibit-
  ing disassociation and some become almost cata-
  tonic from emotional trauma- waiting several months
  between deaths seems to prevent the worst psycho-
  logical effects.
  In the Otherverse America setting, the initial
  Extremis Clone has a Purchase DC of 28.
  Secondary clones have a Purchase DC of 25.
  Extremis Cloning is considered Restricted (+2)
  technology.
  
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  Project Gladiator’s laboratories and alter-
  ation tanks are located aboard Bradbury Station.
  Trustworthy, experienced Psi-Watch agents are
  allowed to make use of Gladiator facilities. Unlike
  many of the world’s shadier enhancement programs,
  Project Gladiator is strictly voluntary.
  A character must possess either the Deco-
  rated Veteran or the Elite Clearance feat and be at
  least fifth level before being invited to participate in
  Project Gladiator. Anytime a character is eligible to
  gain a new level, he or she can choose to become a
  Gladiator patient instead.
  In addition to the level that would
  normally be gained, the Project Gladiator
  patient also gains a level in either Powered
  Hero, Soldier, Field Officer or Helix
  Warrior. (The Project stopped offering
  Frontliner levels during the late 1990s.) If
  the character does not possess the Psionic
  subtype, he or she gains one Psionic
  Precursor as a bonus feat during the
  conversion process.
  Gladiator Drawbacks
  Unfortunately the process is gruel-
  ing, both physically and psychologically.
  The Gladiator patient’s physical and
  emotional reserves are stretched thin by the
  supersoldier conversion, and the character
  gains no action points for either the nor-
  mally gained nor the Project-granted level.
  The character suffers a -1 penalty
  on all attack rolls, skill checks and saving
  throws until her or she gains another level
  normally, due to lingering pain and weak-
  ness from the surgery. A character can only
  benefit from Project Gladiator surgery
  once during their career. The surgery itself
  requires at least 24 hours and a further 24-
  48 hour recovery period before the patient
  can return to active duty.
  On a more mundane level Project Gladiator and
  Patriot Medical both offer conventional genetic
  engineering services. They can provide any of the
  utility genemods described in the Otherverse
  America campaign setting. Standard genemods are
  available at any time throughout a Psi-Watch
  operative’s career.
  
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  Psi-Watch is commanded from ‘the Psionic
  Throne’, its daily operations and combat missions
  overseen by a Cabinet level officer referred to as the
  High Psionic, or less formally, as ‘High-Psi”. High
  Psionics are chosen from the strongest willed, most
  committed and experienced military men and women
  the United States armed forces have to offer.
  Decades of exemplary service is just one of the
  prerequisites for the position; a strong, disciplined
  mind and keen intellect is necessary to survive the
  implantation of the revolutionary neuro-cybernetics
  which are the High Psi’s badge of office.
  A newly promoted is High Psi undergoes
  extensive neurological reorganization, designed to
  increase intellect and hardwire the commanding
  officer directly into the senses and advanced AI
  computer systems of Bradbury Station itself. The
  High Psi is wirelessly linked to the world’s defense
  network, has a direct line to the Pentagon and the
  red phone beside the President’s desk hardwired
  into his mind, and is given access to the real time
  intelligence collection capabilities of the Bradbury
  platform. In essence, the High Psi becomes far more
  than human, and gains access to hundreds of new
  senses.
  The High Psi is attended by a cadre of
  cyber-medics and psychologists who monitor his
  mental state and watch him or her closely for any
  signs of de-personalization or insanity. A High Psi’s
  tour of duty is between four and six years, depend-
  ing on how readily the candidate adapts to the
  cyber-implants.
  Psi-Watch’s current High Psi is Brigadier
  General William Robert Marlowe, a multiply deco-
  rated combat pilot whose Air Force career dates
  back to Vietnam’s MIG Alley, and one of America’s
  most successful Shiftsteel Symbiont volunteers.
  Though a dedicated patriot and excellent
  leader, General Marlowe is not without his quirks.
  He has insisted that all Psi-Watch command staff
  officers have learned the Culture’s musical tongue,
  enamored of that language’s meditative and mind-
  focusing aspects.
  The General has made it a point to reach out
  to the known Culture Final Sword chapter houses
  on Earth and Titan, and has begun diplomatic
  exchanges with the proud alien warriors. Even if he
  cannot bring them under Psi-Watch’s direct control,
  he at least wants the sword-sisters of the Order as
  allies. To his supporters, Marlowe is a forward
  thinking, coalition building commander with a great
  respect for the Culture and its society. To his detrac-
  tors, General Marlowe spends too much time
  listening to the whispering voices of his steel skin and
  not enough time serving the needs of his country and
  planet.
  Already one of the planet’s most powerful
  psis, General Marlowe is accompanied by a pair of
  personal guards who represent the fruits of his
  diplomatic efforts. Pursuer is a wild mutant born in
  South America’s jungles and a representative of the
  secretive Land of White Jaguars. Tulanthe D’Taris is
  an expert Culture sword-sister who has vowed upon
  her life and honor to protect Marlowe unto death.
  ���� ��������
  ������ ������
  The Bradbury Poker League is the ironic
  nickname of a secret cell within Psi-Watch, which
  might be the greatest danger ever to face the organi-
  zation… or may be the last hope for humanity. The
  Poker League is a conspiracy of junior and senior
  Psi-Watch officers who are dissatisfied with
  Marlowe’s leadership or fearful of exactly how much
  influence the Culture has over their commanding
  officer.
  The Poker League meets rarely, often under
  the cover of a monthly poker tournament, which has
  been going on aboard Bradbury Station for de-
  cades. The first discussions about deposing
  Marlowe began as after-hours bitching among the
  senior command over beer and inside straights.
  Over the previous few months, the Poker League
  has consolidated its power, recruiting supporters
  from within Psi-Watch, and has begun conducting
  operations of its own.
  
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  The Poker League has lead hunt and kill missions
  against known Culture threats on Earth, including
  wiping out a pair of Final Sword chapter houses in
  Chile and Manila.
   The xenophobic organization hopes to
  provoke a war between the Culture and Psi-Watch,
  ending Marlowe’s dreams of détente. Additionally,
  the Poker League has begun pressuring its allies in
  Congress to oust Marlowe and replace him with a
  more acceptable High-Psi, forcing the commander
  to spend more of his time defending his actions and
  decisions to oversight committees than any of his
  predecessors.
  The Poker League is run informally, by
  mutual consensus, but the loudest, most respected
  voice at the table is US Marine Corps General Ed
  Slayton, a hero of the Blooded Ghost Wars of the
  early 1990s, a veteran Incinerator who operated
  under the callsign “Thunder Road”. Slayton has
  trained extensively in anti-xeno tactics, and his
  experiences during the ‘Ghost Wars have hardened
  his opinions against all aliens, not simply the body
  hopping Ghosts. Currently General Slayton serves
  as the security director of Psi-Watch, a position
  which gives him access to dissatisfied new recruits,
  and the ability to conceal his cell’s actions.
  As a result of Slayton’s private vendetta,
  anti-mutant groups have flourished through-out the
  enlisted ranks. Prior to the Poker League’s forma-
  tion, membership in Humanity’s Sweat or any similar
  group by a Psi-Watch inductee was grounds for
  dishonorable discharge. Now, with the tactit ap-
  proval of the organization’s security chief, anti-
  mutant and anti-alien bias is on the rise within the
  once unified agency. Psi-Watch officers still cannot
  openly proclaim their membership in these banned
  groups, but bigots within the ranks have become
  bolder and more tolerated.
  The relative fragility of the Poker League’s
  position have forced the old soldier into an unlikely
  allegiance with Puzzle Ops. Puzzle Ops provides
  funding, equipment and intel to the traitorous cell,
  using the Poker League as a cats paw for its own
  agenda. Puzzle Ops is more than happy to use a
  rouge cell within Psi-Watch to hinder and discredit
  its rival organization. General Slayton knows he’s
  being used, but the urgency of his self-chosen
  mission against Marlow have made the unpalatable
  alliance a necessity.
  ������� �������
  Within the last decade, Psi-Watch faced its
  greatest challenge and failed. On September 11,
  2001, the metahuman war between the Pentagon
  and Saddam Hussein’s metahuman soldiers, which
  began with the invasion of Kuwait culminated in a
  devastating assault on the United States. While the
  war was initially fought dispassionately, the conflict
  between George Bush and Saddam Hussein soon
  turned personal. In 1993 a US black ops team
  infiltrated Iraq and assassinated two of Hussein’s
  sons. Iraqi retaliation begat US response, and even
  after Iraqi troops pulled out of Kuwait, the conflict
  continued, in secret. A few years after the initial
  cessation of hostilities, Hussein finally claimed
  vengeance for the death of his sons.
  
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  Six years before the 9-11 Assault, a
  metahuman Iraqi assassin targeting Bush Senior
  failed in his murder mission (slaying his two sons,
  George Jr. and Jeb instead) as the family of politi-
  cians attended a Houston Astros baseball game. The
  elder Bush’s final act of retaliation was immediate
  and horrific- a multi-warhead nuclear assault on
  Hussein’s palaces that left most of Iraq bathed in
  lethal fallout. Though an impeachment attempt, for
  crimes against humanity was unsuccessful, the
  grieving father left the Presidency. He returned to
  Texas to mourn, and retired from public life. By
  contrast Saddam Hussein survived the thermo-
  nuclear attempt on his life, and the newly elected
  President Clinton was forced to spend the majority
  of his first term cleaning up the humanitarian and
  ecological crisis his predecessor left behind.
  Though his military and metahuman forces
  were gutted, Saddam was able to hold the reins of
  power, and grow even richer siphoning off interna-
  tional aid earmarked for his people. For the next few
  years, Hussein plotted a counter attack. However,
  to carry out his plan, he was forced into alliances
  that would have been unthinkable just a few years
  earlier. Humbled, Hussein was forced to seek aid
  from his despised rival, the rogue Saudi geneticist
  Osama Bin Laden, a man he had tried to have
  assassinated just two years prior.
  On September 11, 2001, half a decade of
  planning and groveling came to an end. At the head
  of an army of Wasabi assault clones, psychic suicide
  bombers and post-human mercenaries hired from
  every rogue nation on the planet, from North Korea
  to Mung Thoy Tan and the Republic of Cebary,
  Hussein lead the largest metahuman strike in history
  against America. The entire east coast was be-
  sieged, and casualties were in the hundreds of
  thousands before the first 24 hours of fighting had
  ended. Every metahuman- military and civilian,
  registered and unknown- in North America had no
  choice but to respond to the invasion. Psi-Watch
  lead the counter attack, losing hundreds of experi-
  enced troops, but retaking Boston, Philadelphia and
  New York within minutes. The sheer speed and
  
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  savagery of the fighting forced observers to realize
  that Powered Heroes represented a new era in
  warfare. By the time the fighting trickled to a stop on
  the morning of September 15, America had been
  freed at enormous cost.
  Millions of Americans had been slain. The
  damage to America’s infrastructure was almost
  incalculable, as most East Coast cities took at least
  moderate damage during the Four Day War. The
  long term economic effects of the devastation lead to
  national recession, which only began improving
  during late 2009. While America was badly
  wounded, the American counter attack devastated
  Iraq, Afghanistan and much of the surrounding
  region. The once mighty nation is now a desolate,
  heavily irradiated wasteland.
  Today, Iraq is officially a dead zone, its
  outer borders patrolled by UN observers. A handful
  of human survivors, now dangerously mutated patrol
  the ruins, and claim the ruined desert as their home.
  Arms merchants and scavengers descend on ruined
  Iraq for a chance to claim some of Hussein’s legend-
  ary weapon caches- most of which were buried
  deep enough they could survive anything the US
  government could throw at them. Heavily mutated
  Taliban supersoldiers claim large swaths of irradiated
  territory for use as training camps and staging areas
  for their blitzkrieg assaults against Europe, Pakistan,
  Turkey and Israel.
  Their failure to predict and prevent the 9-11
  Assault turned into a major loss of face (and fund-
  ing) for Psi-Watch. In the wake of the disaster, Psi-
  Watch has found itself out of favor for the first time
  since its foundation. Puzzle Ops has taken the
  opportunity to increase its funding and responsibility
  at its rival’s expense.
  ������� ���
  Puzzle Ops is America’s premier espionage
  agency- it is one of the smallest, most elite and least
  understood government agencies. Despite the fact
  that officially Puzzle Ops is just another crackpot
  conspiracy theory, it has an annual operating budget
  in the high billions, and fields metahuman strike
  teams as competent and deadly as anything it’s
  larger and better known Psi-Watch “cousins” can
  produce.
  Puzzle Ops is headquartered in a massive,
  highly fortified compound on Clark Island, a small
  landmass off the Virginia coastline. The upper levels
  of the compound were designed by Frank Lloyd
  Wright during the 1970s, and are the epitome of a
  sleek, ultra-modern corporate campus. Clark Island
  is publicly owned by a conservative think-tank, the
  
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  New American Policy Institute. The visible
  portions of the campus fit that cover well: attrac-
  tively landscaped, intensely private and relent-
  lessly modern.
  Beneath the island’s surface, a massive
  underground complex descends nearly a mile into
  the Earth, and is powered by a trio of quantum-
  foam fusion reactors. The Clark Island sub-plex
  can accommodate nearly 5,000 full time staff and
  residents, and has medical, armory and repair
  facilities nearly as comprehensive as Bradbury
  Station itself. Flooded tunnels to the Atlantic let
  Puzzle Ops launch its strike craft in relative
  anonymity, deploying amphibious strike-planes
  and space-fighters from a few miles off the
  coastline.
  Puzzle Ops operates independently from
  Psi-Watch and has enough connections, funding,
  connections and sheer meanness to be effectively
  above the law. Assassinations, blackmail, sexually
  exploitive ‘honeytrap’ missions and the dirtiest of
  dirty tricks are Puzzle Ops stock in trade. While
  Psi-Watch is often tasked with police actions and
  direct combat missions against psionic and
  metahuman targets, Puzzle Ops performs best
  against political targets, in an intelligence gathering
  role or working to destabilize or overthrow rouge
  states, and to prevent another 9-11 at any cost.
  To Puzzle Ops, Psi-Watchers are heavily
  armed metahuman infantry- cowboys with
  massive firepower but with little in the way of
  brains or style. To Psi-Watch, Puzzle Operatives
  are a collection of sadists and assassins, little
  better than the metahuman terrorists that Psi-
  Watch is tasked with bringing to justice. The fact
  that the deaths of several Psi-Watch operatives have
  been tentatively linked to their stumbling across
  ongoing Puzzle Ops missions has only hardened
  relations between the two factions.
  Puzzle Ops is commanded by Charles
  “Chuck” Wisenfeld, a veteran field officer who’s
  played a role in every documented and secret war
  America has entered since the mid 1970s. Wisenfeld
  is one of the most experienced and lethal Mind-
  Reapers on the planet. During the last days of the
  Vietnam War, Wisenfeld performed several assigna-
  tions of Vietnamese and Soviet metahumans, striking
  deep into Cambodia and Laos, where he operated
  under the codename “Shadow Strike”, a reference
  to his glistening, oily black psi-sword and shadow-
  teleportation abilities.
  
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  Injuries incurred during the first Gulf War
  sidelined Wiesenfeld. Losing his left eye, left hand
  and right knee cap were the only things that could
  force the dedicated warrior behind a desk.
  Wisenfeld’s unique biology means that though he
  makes do with a prosthetic hand and rebuilt knee,
  he’s been forced to wear a patch over his damaged
  eye instead of replacing it with a cybernetic ana-
  logue. Occasionally, when the intel expert is concen-
  trating or enraged (which is often), wisps of fiery
  shadow crackle around the ruined eye socket.
  ���� �����������
  ��������
  Scholarship Division is the recruitment and
  training arm of Puzzle Ops. Its mission is simple:
  ensure that the next generation of psychic warriors
  act in the interest of the United States government,
  by any means necessary. The Scholarship Division’s
  mandate may be clear, but the tactics it uses in
  pursuit of its goal are anything but. The unit is the
  most controversial part of an already disliked and
  ultra-classified organization.
  Scholarship Division maintains detailed files
  on the families and offspring of all known
  metahumans, especially the children of current and
  former Psi-Watch officers. At Scholarship Division’s
  most benign, it supervises programs such as the
  Patriot Ivory seeding, ensuring that psionic children
  are placed with veteran foster families, who will raise
  them in military traditions. If a psionic child is
  expected to join the military or police voluntarily
  upon adulthood, Scholarship Division’s activities end
  with occasional surveillance.
  If a child with abilities deemed vital to the
  national defense comes to the Division’s attention,
  the Division’s agents will stop at nothing to possess
  it. Kidnapping a child and the murder of its parents
  is referred to as ‘offering a scholarship’. Stolen
  children are placed in Scholarship Division run
  training camps, where cadres of telepaths and child
  psychologists alter or erase their memories of their
  former life and mold them into the next generation of
  super-agents.
  Scholarship Division training facilities are
  spread across the planet, hidden from everyone,
  even the majority of active Puzzle Ops agents. None
  are believed to be within the continental United
  States. An especially secure facility, codenamed
  CHINESE MARBLES is located somewhere off
  planet, possibly somewhere on Mars or on one of
  Jupiter’s moons. The meta-children held within
  CHINESE MARBLES are some of the deadliest,
  most psionically gifted mutants ever born- psions of
  such raw power they could potentially crack the
  earth in half if they ever lost control of their abilities.
  The Scholarship Division is commanded
  from an innocuous office park outside of Quantico,
  Virginia, in a location chosen for its proximity to
  other government agencies, and anonymity. Despite
  the office’s boring façade, Scholarship Division’s
  small headquarters is every bit as secure and well
  equipped as the main Puzzle Ops facility on Clarke
  Island.
   “Mother of Invention (MOI)”, one of the
  most dangerous and experienced metahumans on
  
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  the planet, controls Scholarship Division. Anisa Choi
  was born with a natural telepathic gift, which she
  enhanced with nanotechnology and neural restruc-
  turing. Today she blends the powers of the Ultra-
  Mind and Nano-Sculptor, allowing her to warp
  minds and alter reality with a thought. Many of the
  children within CHINESE MARBLES have been
  mind warped to the point they consider the fearsome
  Psion their birth mother, and would gladly
  die for her.
  Among MOI’s captives is James Wisenfield,
  the fifteen year old son of the Puzzle Ops director.
  MOI captured the boy as insurance against
  Wisenfield, faking his death in a dorm fire at his
  boarding school. The Puzzle Ops director knows the
  fire was most likely staged, and though he suspects
  MOI’s hand in the scheme, he can’t prove it. The
  fact that MOI can deny involvement- and the
  strength of her Washington connections is the only
  thing keeping her alive. MOI and the elder
  Wisenfield wage a quiet and lethal war against one
  another, greatly weakening Puzzle Ops as a whole.
  James Wisenfield himself has been turned into the
  voracious MOI’s sexual plaything and bodyguard,
  displaying ‘mind reaper’ psi-talents as impressive as
  his father’s.
  ������
  By international law, the United Nations is
  prohibited from organizing a metahuman strike force
  of its own. When metahuman operatives are de-
  ployed on UN business, they are drawn from the
  ranks of member nations, and ultimately answer to
  their own national chains of command. The UN
  considers metahuman talents to be the 21st century
  equivalent of nuclear weapons, and while the globe-
  spanning organization regulates the use of psionic
  mutants in warfare, it does not employ metahumans
  itself. However, a quirk of UN legislation does not
  consider psions whose powers are effective only
  against other psions to be true metahumans. These
  ‘second stage’ psychics are a bureaucratic and legal
  oversight that has allowed the UN to subtly increase
  its influence in world affairs.
  The current director of UN-PET (United
  Nations Psionic Enforcement Team), Henrietta
  Benjamin-Dixon has exploited this loophole to the
  fullest. Since her appointment to head of the unit,
  Benjamin-Dixon has actively recruited Challenger
  psions, not to mention Powered Heroes who’ve
  manifested either Booster or Nullifier talents. UN-
  PET operatives play a risky game- they are often
  deployed to the same crisis zones as other
  supersoldiers, but lack the firepower of their national
  counterparts. Using a combat-oriented psi-talent
  other than from the Nullifier and Booster talent trees
  is grounds for dismissal from the unit, even when the
  power was activated to save lives. Powered heroes
  assigned to UN-PET tend to rely more on their
  training and top of the line gear than their metahuman
  talents, or depend on stealth, trickery and guile to
  get the job done.
  UN-PET operatives are extensively trained
  in anti-metahuman warfare, and many of the
  agency’s soldiers undergo extensive cybernetic
  conversion to put them on the same level as the
  metahumans they police. Like ‘second stage’ psions,
  cyborgs are not regulated by the United Nations
  charter.
  
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  The UN-PET squad is based out of the
  United Nations building in New York city. The
  agency has access to its own version of the Slide
  system, reverse engineered from Bradbury Station’s.
  The UN Slide system is a slightly inferior version,
  often referred to as a Light-Slide system. In addi-
  tion to the restrictions on the standard Slide system,
  the Light-Slide uses ambient photons as a transmis-
  sion medium. It cannot teleport into or out of any
  area of Dim illumination or worse. The agency is
  often deployed to trouble spots around the globe.
  Chronically understaffed, full combat squads are
  rare, and most operatives bounce from crisis to
  crisis until sidelined by injury. The agency tries its
  best to police the mutant slave trade, but has made
  little headway in putting an end to Cebary’s illegal
  activities.
  Benjamin-Dixon herself is a crafty political
  animal, who constantly pushes for greater autonomy
  for herself and her unit. In the three years she has
  been in command, UN-PET has grown from a
  basement operation with a half dozen staffers to a
  200 person agency with global jurisdiction over the
  use of psychics in warfare. Her naked thirst for
  power has made her enemies: she is despised by
  both General Marlowe and Chuck Wisenfield.
  However, she has enough friends on the
  UN Security Council and in the United States
  Senate (plus she knows where a shocking number of
  bodies are buried) to keep her employed and her
  rapidly expanding agency well funded.
  Benjamin-Dixon is one of MOI’s greatest
  allies. She relies on the sociopathic Ultra Mind to
  provide her organization with a steady stream of
  Challenger recruits. Their bargain is simple. Ben-
  jamin-Dixon provides off the books combat troops
  to MOI and acts against Wisenfield’s interests in the
  Security Council chambers and MOI provides leads
  on newly emerged Challengers and other second
  stages psis, occasionally brainwashing them slightly
  to make them more receptive to a UN recruitment
  offer.
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  Outwardly, the Beehive is just another
  crumbling plantation house deep in the Mississippi
  backwoods, a ruin so far off the main highway that
  nobody ever bothers to even look at it. Beneath the
  crumbling façade, the Beehive is one of the world’s
  premier tech-centers, an oasis of ultra-technology
  and arms market owned and operated by one of the
  nation’s first Nano-Sculptors. The Beehive’s keeper
  has lived for more than a century, and has been
  
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  active in the world’s intelligence and black projects
  communities for nearly as long.
  Elliot Kenning joined the Army Corps of
  Engineers during the fall of 1941, and used his innate
  genius for invention to single-handedly invent the
  science of modern robotics. During World War II,
  Kenning was known as code named “The Bug
  Man” in honor of the tiny, insectoid combat drones
  he used in battle. These mechanical insects were
  crude, early prototypes of modern nano-robotics,
  and though much larger, were built along the same
  lines with the same purpose in mind. Kenning finally
  retired from the United States military during the
  spring of 2001. Though he is more than a century
  old, the inventor is still at the cutting edge of robotics
  and nanotechnology.
  The reclusive genius retired to the Beehive,
  where he still continues to produce advanced
  technology for the US government, though now as
  an independent contractor. He also performs
  corporate work, custom building virtually any
  technology demanded of him for the world’s
  wealthiest megacorps and for covert operations
  groups.
  Kenning is cranky and sarcastic, but there
  isn’t anyone within the world’s black ops community
  he doesn’t know. He’s done extensive work for
  Puzzle Ops, and considers Chuck Wisenfeld one of
  his few friends, and is one of the few outsiders to
  suspect the existence of the Huxley Emergence, and
  one of the very few individuals that have ever
  managed to thwart the activities of the conspiracy.
  Despite the fact the former Bugman has little qualms
  about equipping metahuman mercs and rouge
  nations with ultra-tech, he has no taste for genocide
  or eugenics- he had enough of both during the War.
  ���� �������
  The Antfarm was a Puzzle Ops black
  program so secret it disappeared off the books
  altogether. When the general who commissioned the
  project died during the 9-11 Assault, all records of
  the Antfarm died with him. The facility was aban-
  doned, the operating budget buried under the aegis
  of national security, and the few surviving scientists
  supervising the project simply wandering to other
  projects when their paychecks stopped clearing.
  Despite no one being at the helm, the Antfarm
  continues to operate…. a conspiracy with no
  purpose and no master.
  The Antfarm itself is a cloaked artificial
  satellite nearly one mile in diameter, whose orbit
  perfectly mirrors Bradbury Station’s. Originally an
  attempt to clone tube-grown metahuman soldiers en
  masse, the Antfarm is an exo-womb facility on an
  enormous scale. Thousands of embryo tanks line the
  walls, attended by expert AI.
  When an Antfarm clone reaches physical
  adulthood (usually after about 5 months gestation), a
  comprehensive VR simulation begins. This pseudo-
  world is maintained by the Antfarms AI. During the
  training the clone is taken from intellectual infancy to
  adulthood in a world specifically designed to impart
  military and espionage skills. Antfarm clones grow
  up fast, paranoid and highly efficient. Their grueling
  VR training gives a newly decanted Antfarm assault
  clone the battlefield savvy of a career soldier, in just
  a few days of memory implantation. Once an
  Antfarm clone’s training is complete, the clone is
  launched to Earth in a specially built drop pod.
  Von Newman engines built into the Antfarm
  satellite allow it to build new drop pods and womb
  tanks from asteroid dust, and the illegally obtained
  gene samples of millions of Americans give the
  Antfarm AI an enormous potential bank of clone
  soldiers. Left to its own devices, as it has been for
  nearly a decade, the Antfarm AI will continue to
  grow, decant and abandon its clone soldiers in
  response to war games scenarios programmed
   into it.
  Ideally, the newly deployed Antfarm clones
  could be dropped into hot zones around the world
  as instant reinforcements, and their VR training
  reflects this. Instead, many of these clones burn up
  during re-entry, or die inside a crashed drop pod.
  Those that survive are left to their own devices,
  rapidly realizing that their new world doesn’t look
  
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  anything like the outdated, and outlandish
  tactical simulations they trained on.
  Antfarm clones often migrate to the
  military: Psi-Watch and Puzzle Ops may
  not know exactly where these well-trained
  clone soldiers are coming from, but are
  happy to exploit them.
  Other factions field Antfarm
  soldiers too, and the tube-grown clones
  often find work as mercenaries or find a
  purpose as brainwashed suicide bombers.
  Whether hero or villain, all Antfarm clones
  remember their time in the “Anthill” Virtual
  World, and consider themselves brothers,
  even if their current lives demand they
  battle each other to the death.
  �������� �������
  The “Patriot Medical” facility is an
  ultra-secret genetic engineering and
  combat-cloning program hidden beneath
  the Center for Disease Control, in Atlanta,
  Georgia. Patriot Medical gene-cutters are
  responsible for breeding the overwhelming
  majority of Psi-Watch’s post-human
  troops, and for pioneering the science of
  military genetic engineering. Many of Patriot’s
  successes are classified and exempt from the
  Freedom of Information Act- the unit’s scientists toil
  in obscurity, doing work that would earn any other
  geneticist the Nobel Prize a dozen times over.
  The Patriot Medical program is a more
  regulated, and far more morals driven operation than
  the American government’s first attempts at genetic
  engineering. Though secretive, the Patriot Medical
  program is regulated by Congress, and is not
  allowed the same latitude Puzzle Ops and other
  deep-black programs are. The Patriot Medical
  program is officially ‘grey’- its name appears in the
  Congressional record, but its exact location, pur-
  pose and activities are unknown.
  The Patriot Medical compound is a subter-
  ranean city that stretches across nearly twenty
  square miles of Georgia bedrock. The campus is
  home to dozens of well defended gene-labs, from
  small offices where military supersoldiers receive
  annual checkups to gigantic cloning centers the size
  of football fields, where hundreds of assault clones
  can be decanted simultaneously. A huge garrison of
  Powered Heroes and Combat Types patrol the
  facility.
  The campus is home to hundreds of geneti-
  cally engineered children, who are allowed relatively
  normal childhoods in the secret facility before
  beginning their military careers. The more passably
  human of these children are allowed regular fieldtrips
  to the city above, albeit under tight security.
  ���� �������
  �����������
  Across the world, new metahumans evolve
  into their gifts at puberty. Hundreds of thousands of
  mutants exist, caused by everything from well-
  
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  funded government deniable ops
  to the random seepage of mu-
  tagenic chemicals into the water
  table. The greatest concentration
  of true mutants- evolved but
  deformed humans with unpredict-
  able genetic gifts- as opposed to
  similar mutate species like the
  Jupiter Tainted and the Challeng-
  ers is found in North America.
  And unlike their regulated, well
  trained cousins in the military,
  civilian mutants are hunted and
  despised, with most only recently
  coming out of the genetic closet.
  Up until the 1980s,
  mutants weren’t considered legally
  human, and a dangerous mutant
  could be summarily killed, without
  the necessity of a trial. To para-
  noid baseline humans, any obvious
  mutant was a threat, and even
  human-seeming mutants were
  potential predators. During the late
  1960s and early 1970s, Human
  Hunt Clubs were formed across
  the country, enabling hunters to
  publicly murder mutant Americans.
  Taking advantage of anti-mutant
  laws, Hunter Clubs could kill
  mutants purely for sport, and in
  most cases, completely escape
  punishment because their prey had
  fewer legal rights than a wild animal.
  For many American mutants, enlisting
  became the only way to survive. Pro-integration
  policies within the military meant that mutants could
  serve openly, even rise to command level, and as
  long as they were willing to kill for their country,
  were considered legally human. The military in
  general and Psi-Watch in particular has been the
  largest employer for American mutants since the
  early 1960s.
  For mutants who refused to serve, the only
  way to survive was to go underground, to hide their
  deformities as best they could. The nation-wide
  Genomic Underground actually predates Psi-
  Watch’s formation by nearly a decade. The
  organization’s earliest missions involved smuggling
  first-gen mutants out of WWII era Japanese-
  American internment camps to safety and helping
  mutant Tuskegee-experiment survivors get to the
  North’s relative safety.
  The Genomic Underground has gone
  through a hundred different incarnations, mostly
  
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  because it is not a single entity. Hundreds of mutant
  groups, many with competing aims operate under
  the Genomic Underground label. Some of the most
  militantly anti-human groups work muscle for the
  Huxley Emergence, trading service for custom
  genetic engineering work and gene-masks designed
  to foil government scanners. Other G.U. cells tackle
  more mundane and less violent objectives- protect-
  ing low level mutants from on the job discrimination
  or winning federal protection and tax exempt status
  for emerging mutant religions.
  The vast majority of American mutants have
  had at least limited contact with the Genomic
  Underground. Most of the organization’s cells offer
  power-training to teenage mutants, and are willing to
  shelter tactically useful mutant kids from Puzzle Ops’
  kidnappers. Since most ‘reputable’ mutant assis-
  tance societies are either money-grubbing scams or
  fronts for mutant-murder terrorist organizations, the
  Genomic Underground may be the only trustworthy
  organization a rookie mutant can go for help.
  Mutants turn to the underground to find what most
  public hospitals can’t offer them- help controlling a
  lethal superpower, dietary assistance for those so
  heavily mutated they can’t digest human food, and
  moral support.
  The mutant underground doesn’t trust the
  Internet, knowing how deeply Puzzle Ops has its
  claws into the Net. They communicate mostly via
  telepaths or scent cues, or by elaborate and long-
  standing coded communications protocols set up in
  the classified ads of major newspapers and porno-
  graphic swinger contact magazines. The Genomic
  Underground is rumored to have its own city- a
  subterranean fortress carved out of an abandoned
  sewage reclamation facility. The whisper-stream
  variously refers to this mutant sanctuary as Darwin’s
  Delight, Triple Helix or The Veins, and places it
  either deep under New York City, St. Louis, or
  Miami. Other mutants speak in longing whispers of
  the beautiful and elegant Nightflight, which is a
  palace where Darwin’s Delight is a shit-stained
  fortress.
  Psi-Watch’s own research confirms
  Nightflight is located deep within the Bermuda
  Triangle, a massive artificial island protected beneath
  multiple layers of holo-camouflage and defensive
  psi-tech. Constantly on the move, Nightflight hovers
  almost a hundred feet above the warm, Atlantic
  waters,  kept aloft by a caste of genetically engi-
  neered, magnetically empowered mutant drones.
  �����������
  The City of Nightflight is governed by the
  Council of the Helix. Some of the oldest, most
  respected of Earth’s mutants, many of the wise old
  reptiles on the Council have survived since World
  War II. The atomic detonations of Hiroshima and
  Nagasaki created the first true mutants, and many on
  the Council were just children as the Japanese
  occupation began. As this first generation of mutants
  grew up, they saw the Republic of Cebary’s increas-
  ing prosperity, built upon the backs of mutant slaves,
  and saw the bloody witch-hunts occurring in the
  USA. The Genomic Underground was formed to
  protect mutants, to find a way to get them to
  safety….. but none of the first generations of mu-
  tants knew where they could find safety.
  With no nation willing to take them in, the
  Genomic Underground was a besieged nation….one
  without borders. Building a homeland, somewhere
  far from human eyes was seen as the only option. In
  1961, the Genomic Underground began construc-
  tion of a hidden sanctuary deep into the Antarctic
  interior. By 1962, over 5,000 mutants called the
  Moria Settlement home. By 1963, they were all
  dead, slaughtered by unknown forces, and every
  one of their beautiful, alien structures razed to the
  ground. Before other members of the Genomic
  Underground could investigate what happened to
  their brothers and sisters, a 15 megaton nuke
  eliminated all trace of the settlement.
  As the mutant race struggled to come to
  terms with the tragedy, and to pick up the pieces of
  their atomized homeland, the Huxley Emergence
  offered the Genomic Underground a devil’s bargain.
  Using their genetic technology, the Emergence
  
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  transformed a cadre of Mutant volunteers into the
  near-immortal Indomitables- mango-kinetic mutates
  capable of levitating an entire artificial island. Mutant
  technopaths and geniuses designed a floating
  cityscape to Mutant specifications, according to
  Mutant science: a place unlike anywhere else on
  Earth. In exchange, the evolved humans of the
  Emergence bought Mutant loyalty, in perpetuity and
  access to Mutant genetic materials.
  Today, Nightflight is prosperous and legend-
  ary, undisturbed by humans. The Emergence’s
  technology keeps the floating island cloaked deep
  within the Bermuda Triangle. The city is governed by
  the Council of the Helix, who carry out the will of
  the populace. Council meetings and national policy is
  decided by telepathic conference, and even the
  youngest, pre-verbal Mutants have a voice in the
  strange government.
  The nation is sustained by the sea’s bounty,
  with large numbers of the nation’s Mutant citizens
  displaying aquatic mutations and thriving as fisher-
  folk. Vertical hydroponics gardens 500 ft tall rise
  high above the city’s onion-dome rooftops. Technol-
  ogy is centuries ahead of the Terran baseline, almost
  approaching Culture standards. For the Mutants
  fortunate to find it, Nightflight is a paradise, and for
  everyone else, it is a hope not often
  expressed…especially where human ears might
  hear.
  ���� ����� ��� �����
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  The Land of White Jaguars is the homeland
  of all feral-born Mutants. The hidden nation seeds
  clouds with pheromone traces, which drift on high
  altitude jet streams. Across the world, catlike
  Mutants occasionally pause, sniffing the air, scenting
  traces of a place they’ve never been, but have
  dreamed of all their lives. Those that undertake the
  long journey into the deepest Yucatan jungles are
  automatically citizens of the Land of White Jaguars.
  In 1974, one of Nightflight’s greatest
  soldiers left the mutant utopia in search of a home-
  land for his own breed of Mutant. Founded by the
  legendary Cold Talon, The Land of White Jaguars is
  a haven for self-described Ferals. The Land is a
  place where mutants whose genetic gifts express as
  predatory atavism can hunt and kill without the
  terrified glances of baseline humans…. Or the
  disapproval of more civilized breeds of Mutant.
  The Land of White Jaguars is located deep
  in the Yucatan Peninsula. Cold Talon and his settlers
  took up residence in ancient, pre-Colombian ruins
  believed to be of Atlantian origin. Within months the
  Ferals had restored the ruins and even installed
  mutant-tech power sources and defenses, to
  complement their hunting patrols. By 1975, a twenty
  kilometer radius around the settlement was firmly
  under Feral control, as the predatory mutants killed
  or drove off the land’s human inhabitants. Today the
  Land is a dark legend among Mexican citizens, a
  place where the roads no longer go and even the
  drug cartels fear to violate.
  Within their blood-stained borders, the
  Ferals have built a proud society based upon
  instinctive codes of honor and courage. Compared
  to Nightflight, the Land of White Jaguars is low
  technology, though the settlement does have electric-
  ity and decent medical technology, and its soldiers
  use modern weapons. Though the Ferals of the
  Land trade rail guns for natural claws when they
  must, they prefer fresh killed game to refrigerated
  meat, and favor forest chases to sitting in front of an
  XBOX.
  Cold Talon himself no longer rules the Land.
  He willingly stepped down from the throne in 1994,
  sacrificing himself for the good of the nation he built.
  His chosen successor, Bubastis Black, a feral mutant
  from a parallel future, ate the still beating heart from
  his breast and claimed the right of command. In the
  Land, Bubastis Black found a peace of mind she
  never dreamed existed in her native time-line, and
  she will do anything to protect that peace.
  
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  Under Black’s auspices, the Land has made
  important allies. Some of the Land’s most coura-
  geous soldiers serve with Psi-Watch, earning honor
  and glory in battle, and returning to the land as
  conquering heroes. Today’s Feral kittens are taught
  English, Spanish and the land’s own musical tongue,
  and expect that one day they too will leave the land
  and become soldiers of fortune. Black trusts Psi-
  Watch trained Ferals implicitly, choosing her body-
  guards and consorts from among the
  males.
  In return for the service of the
  Land’s best, Psi-Watch protects the
  tiny, secret nation-state. Bradbury
  Station’s orbital lasers are trained to
  vaporize any threat that comes within
  a kilometer of the settlement without
  authorization. Black is pushing Psi-
  Watch and the United Nations for
  official recognition of her homeland.
  Her openness has made enemies.
  Traditionalists within the Land want
  the settlement to remain hidden and
  protected by red tooth and claw, not
  international treaties. Black has
  survived at least three assassination
  attempts. Each time the conspirators
  have ended up on the execution
  cross, dying for days. Secretly, the
  Jaguar Queen worries that the next
  assassination attempt will be success-
  ful and will return her proud nation to
  savagery.
  Yahn Mines
  The Land of White Jaguars sits atop
  one of Earth’s richest Yahn crystal
  deposits. The mineral wealth makes
  the Land a tempting target for devel-
  opers, and the natives have fought
  many secret wars to protect their
  most precious resource. The pres-
  ence of such a huge deposit of Yahn
  crystal acted as a dimensional bea-
  con, drawing Bubastis Black across the dimensional
  gulf from Otherverse America to this time.
  
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  If the Genomic Underground exists to
  protect mutants from human bigotry, then
  Humanity’s Sweat will claim it exists only to protect
  humanity from mutant dominance. Humanity’s Sweat
  dates back to the late 1960s, where it began as a
  coalition of labor unions and anti-mutant ‘hunter
  clubs’. The organization quickly began focusing on
  political influence, though it still hosted dangerous
  (but highly attended) ‘hunts’ where members could
  for a fee, hunt mutants like prestigious game animals.
  With the exception of the military, even
  though today’s mutants are considered legally
  human, thanks to Humanity’s Sweat, they are
  banned from working in most fields. The
  organization’s chief argument is that even though
  many mutants could use their powers to do the work
  of dozens of workers, allowing them to do so would
  be discriminatory against ‘pureline’ humans. So far,
  the courts agree, and the Humanity’s Sweat has a
  multi-billion dollar lobbying empire behind it, pushing
  to ensure that mutants can’t work.
  Humanity’s Sweat has lavish offices in New
  York City and Washington DC. The organization has
  secured special governmental permission to station
  cybernetically enhanced and high-tech security
  forces on site to protect their facilities. Humanity’s
  Sweat’s paranoia is justified: their offices have been
  assaulted dozens of times in the last few years alone,
  and the organization has managed to turn each
  assault into a propaganda victory for itself.
  Humanity’s Sweat is chaired by Dr. Anthony
  Grivasse, a geneticist who lost his license to practice
  medicine after two of his patients died while under-
  going experimental therapy designed to ‘cure’ their
  mutations. Though no longer legally a doctor,
  Grivasse still sees New York’s wealthiest elites in his
  organization’s NYC headquarters, where he ‘helps
  their children over come mutagenic deformities’
  through the same high dollar and high risk methods
  that cost him his career.
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  The Huxley Emergence is one of the most
  powerful and influential non-governmental bodies on
  the planet, a secret society of psi-capable and
  genetically superior elitists. The Emergence has a
  level of influence and control over world affairs
  usually reserved for first world nations, and in many
  ways are the world’s last (and most secret) super
  power. The Emergence was established during the
  late 1950s, as a coalition and social club for un-
  aligned psionics and metahumans, unconcerned with
  Cold War politics. Over the years the Emergence
  mutated from an elitist gentlemen’s club into a world
  power.
  The inner circle of the Emergence is com-
  posed entirely of Ultra-Minds and psionically adept
  metahumans, including some of the most skilled
  telepaths, Nano-Sculptors and precognitives on the
  planet. The Huxley Emergence revels in its gifts, and
  celebrates the genetic gifts that put them above the
  majority of non-psionic humanity. To the Emergence,
  fully 90 percent of humanity is useless, slave surplus
  whose needs and opinions don’t matter. This
  teeming, hopelessly mundane horde is shaped and
  led by the elite of ordinary humanity: artists, innova-
  tors and leaders. The best of these ‘elite ten percent’
  are almost worthy of Emergence membership, and
  
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  are rarely invited to join the elite con-
  spiracy…. as junior officers.
  The Huxley Emergence has dedi-
  cated itself to controlling humanity towards its
  own ends, using their intellectual gifts to
  manipulate the world economy, media and
  governments to suit them. Effectively, the
  Emergence already rules the planet, control-
  ling it through a series of proxies, dummy
  corporations and mind-slaves. Some factions
  within the Emergence see mainstream human-
  ity as nothing more than slaves or entertain-
  ment; especially cruel members of the Emer-
  gence view destabilizing countries, ruining
  economies and sparking genocide as high art,
  and compete with each other to see who can
  sculpt the most artistic human tragedy.
  Other factions are more benevolent,
  and seek to uplift humanity to their own level,
  by any means necessary. Referred to as the
  “Good Children”, these metahuman elitists
  often speak of humanity using the metaphor of a
  parent with Altzimers; the aging parent may still be
  loved by its good children, but is no longer trusted
  or competent to make its own decisions. These
  Good Children are responsible for many of the
  mutagenic events of the last three decades- well
  engineered ‘accidents’ designed to spread psionic
  potential and super talents to as wide a section of
  humanity as possible, even if thousands or millions of
  mundanes have to die to birth a single new
   superhuman.
  The Good Children of the Huxley Emer-
  gence were responsible for the chemical spil, which
  created the current generation of Patriot Anvils, for
  the pollution responsible for the creation of new
  Shiftsteel Symbionts and dozens of other mutagenic
  eco-disasters. Similarly the Good Children master-
  minded the lethal chemical plant explosion in Bophal,
  India, during the mid 1980s, which killed hundreds
  but lead to the birth of dozens of new Indian psions.
  Many believe they also masterminded the Challenger
  disaster, leading to the birth of that metahuman race
  as well. Many of North America’s mutants were
  created at the hands of the Good Children.
  The Emergence is headquartered in the
  Arizona desert, several miles outside Phoenix, in a
  gleaming chrome and red adobe tower that stretches
  more than 50 stories into the desert sky. The Emer-
  gence owns miles of desert land around the tower,
  giving them the privacy necessary for their experi-
  ments. Their influence within the military ensures that
  satellite over flights are rare and predictable, allow-
  ing the Emergence to easily hide its activities.
  Railroad tracks and switch lines, their exact purpose
  and ownership hidden behind a dizzying maze of
  dummy corporations and ownership transfers.
  The railroads into the Emergence compound
  are the only visual evidence of the Emergence’s
  greatest crime against humanity, a ‘forcible uplift’
  campaign which is still ongoing. Using nearly a
  million of America’s homeless, the illegal immigrants
  which crisscross the Arizona desert and other easy
  victims as test subjects, the Emergence has made
  great strides in genetic engineering, but at a stagger-
  
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  ing cost in human life. The vast majority of the test
  subjects have died during the uplift surgery and gene
  therapies, but a handful have emerged with psionic
  talents of their own. Most of these survivors are
  inducted into the Emergence, working as psionic
  assassins and brainwashed soldiers within the
  Zookeepers, though a few have escaped into
  America’s Genomic Underground- not quite mu-
  tants, but still welcomed and comforted by their
  strange siblings.
  A senior inner council member, chosen by
  secret ballot, is referred to as The Brilliance and
  commands the Huxley Emergence. A Brilliance can
  be voted out of office at any time, by a majority of
  Huxley Emergence senior officers, and must be
  coldly brilliant and psychopathically perfect to retain
  the throne. The current Brilliance is Genevieve
  Tereskova, a precognitive Nano-Sculptor and
  futurist who once worked for the United States
  government. Under the codename “Forbid”, she
  served as a Puzzle Ops agent for nearly five years,
  working closely with her former lover Chuck
  Wisenfeld.
  She accompanied the metahuman agent into
  Iraq on the mission that cost him his eye, and her
  experiences within the military convinced her that
  humanity was too shortsighted and diseased to be
  allowed to control its own destiny any longer. She
  discovered the existence of the Emergence soon
  afterward, and was recruited into the conspiracy in
  exchange for keeping its secrets. Her rise within the
  Emergence has been swift and easy, not to mention
  shockingly brutal, even by the standards of the usual
  bloodthirsty politics within the terror cell.
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  The Church of the Themlic Mind won its
  tax-exempt status as a legitimate religion less then
  five years ago. Before that it was classified as a cult.
  The Church is headquartered in Phoenix, AZ, less
  than an hours drive from the Huxley Emergence’s
  gleaming monolith. The Church is dedicated to the
  expansion of human potential, and the unlocking of
  human psi-talent through meditation, education and
  loyalty to the Church.
  The Church of the Themlic Mind is a fast
  growing, viral faith. It has already made inroads into
  entertainment and pop culture. Everyone in Holly-
  wood has at least dabbled in Themlic Mind medita-
  tion, it seems. Clean and futuristic Church offices
  can be found in major cities across America and
  Europe, and are staffed by dedicated Church
  officers, many of whom have at least minor psi-
  talents of their own. With access to a wide selection
  of low-level psions, the Church of the Thelmic Mind
  can make good on its startling claims: believers really
  can become more clearheaded, more driven, more
  artistic, and overcome painful memories and re-
  pressed fears.
  The Church of the Themlic Mind charges a
  high price for its services, both in terms of loyalty
  and in terms of finance. Donations to the multi-billion
  dollar faith fund the Emergence’s experiments.
  Guided by their psionic mentors, true believers in the
  Church are easily programmed, and will work
  towards the Emergence’s ends without ever realizing
  it. In addition to a variety of dupes and sleeper
  agents, the Church of the Thelmic Mind is the semi-
  official religion of the Emergence, and a plurality of
  its members practice the discipline. Challengers with
  Activator talents are especially sought after by the
  Church of the Themlic Mind. Those willing to
  become teachers and acolytes are rewarded almost
  beyond their wildest dreams: money, sex, fame are
  all theirs if they agree to ‘awaken’ the Church’s
  wealthiest and most ardent human supporters.
  The Church of the Themlic Mind was
  founded by Conroy Heisler, one of the Emergence’s
  leading lights. The science fiction author is a Patriot
  Mechanic, himself a product of Atlanta’s hidden
  gene-labs. He was rejected for Psi-Watch training
  during the early 1970s, when his arrogance and psi-
  supremacist views first began emerging. Since then,
  he has gathered like-minded psions to his banner,
  and begun building his elitist utopia out in the
  Arizona desert.
  
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  The Zookeepers
  are the Emergence’s
  private army. The fear-
  some legion of mutates,
  psionic assassins and
  hunter-killers is com-
  posed of post-human
  traitors, alien mercenaries
  and cyber-enhanced
  thugs who are useful to
  the Emergence, but are
  too simple minded or
  untrustworthy to be
  elevated to the Huxley
  Emergence’s inner circle.
  Zookeepers are well paid
  and live in luxury within
  the Huxley compound;
  Zookeepers are allowed
  to choose playthings and
  sexual slaves from among
  the Emergence’s failed
  experimental subjects.
  The rape, torture
  and eventual murder of
  non-psis and lesser
  mutants is presented to
  prospective Zookeeper
  candidates as a perk of
  the job, allowing the
  Emergence to easily
  recruit a crew of brutal
  sadists who are easily
  controllable so long as
  they are give a fresh selection of playthings regularly.
  For the Emergence, recruiting post-human serial
  killers and rapists- or creating such monsters- is a
  cost effective solution to problems of army building
  and manpower.
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  Five years ago, the
  Erik Stenson and four
  of his friends disap-
  peared while on a
  post-college road trip
  from upstate New
  York to Florida; their
  rent-a-car was found
  abandoned; no trace of
  the five young men and
  women has ever found.
  The disappearance and
  the search for the five
  was a CNN headline
  for weeks. Eventually
  the five were declared
  legally dead; their
  friends and family
  mourned, and the
  enigma of their disap-
  pearance was forgot-
  ten.
  The truth behind
  their disappearance
  leads directly into the
  heart of the Huxley
  Emergence. While
  traveling through South
  Carolina, the five
  stumbled onto a squad
  of Huxley Zookeepers
  loading a shipment of
  homeless test subjects
  into one of the
  Emergence’s many black railroad cars. The con-
  spiracy quickly realized the danger the students
  posed, and arranged for them to disappear; the five
  joined the homeless victims they had tried, futility,
   to save.
  Over the next few months, the five students
  were experimented on by the Emergence’s scientist
  and gene-sculptors, tortured and violated in every
  
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  way possible. Most died,
  along with the rest of their
  batch of test subjects. In the
  end, Stenson was able to
  break free, leading a small
  band of newly empowered
  and horribly scarred psychic
  warriors to freedom. Though
  Stenson wanted to take his
  revenge against the unknown
  forces that ruined his life and
  imbued him with psionic
  talents, he realized the enor-
  mity of his task and won-
  dered if his surviving friends
  and new allies were up to the
  task. His warning to them:
  “This can’t just be about
  bravado”, became the unofficial name of the anti-
  Huxley cell Stenson founded.
  Cell Bravado operates independently,
  without sanction or funding, moving throughout the
  United States, usually only a few steps ahead of
  Zookeeper hunter-killers. The small, close-knit unit
  is usually referred to as a homegrown terror cell by
  the Huxley controlled media. Cell Bravado opera-
  tives and sympathizers have had run ins with Psi-
  Watch and Puzzle Ops, though fearful of how deep
  the conspiracy might reach, the reluctant young
  warriors have refused all aid or contact from anyone
  who wasn’t with them in the uplift camps.
  Cell Bravado is mobile, its members rarely
  staying in the same town for more than a night or
  two. The majority of Stenson’s inner circle has gone
  deep underground. Stenson and his closest friends
  can sometimes be found deep in LA’s Pyru territory,
  counting on the city’s lawless anonymity to protect
  them. Stenson is torn between approaching the
  meta-gangs for protection and his desire to remain
  deep in the shadows. After witnessing the Nation
  take down a Zookeeper squad from hiding, his need
  for allies may win out over his caution.
  �����������
  �����
  In many ways the city of
  Detroit is wholly owned and
  operated by the
  Metamorphis North, a mega
  corp which produces some
  of the deadliest and most
  advanced military weapons
  and vehicles the world has
  ever seen. Founded during
  the early 1960s,
  Metamorphis North made a
  name for reverse engineering
  Neon and Culture war-tech
  and selling a lethal new
  generation of power armor
  and combat cyber-chassis to the Pentagon. By the
  mid 1990s, Metamorphis North had become one of
  the largest and wealthiest Fortune 500 companies,
  and had become the state of Michigan’s largest
  employers. When Bradbury Station was con-
  structed, Metamorphosis North was lead contrac-
  tor- responsible for bringing in the space platform
  under budget and slightly ahead of schedule.
  Today, Metamorphosis North’s wealth is
  truly incalculable, as is the personal power of its
  CEO, Elizabeth Vose. The illegitimate daughter of
  America’s first Nanosculptor and a stranded Culture
  navigation officer, Vose grew up surrounded by
  ultra-tech. She built her first mecha-suit at eight, and
  by twelve she’d designed and field tested her first
  faster than light drive. However, when her mother
  abandoned her adopted homeworld to return to the
  Culture, the teenaged Vose was devastated.
  In the years since, she has become cold and
  hard. She exploits her half-Cultural heritage to
  diplomatic advantage over other Earth-bound
  Culture citizens. Vose and her company are often
  used as a mediator between Psi-Watch and the
  Culture, and Vose’s influence has only increased
  with General Marlowe’s ascendancy to High-Psi.
  None of the Culture representatives she deals with
  on a weekly basis have any idea of the sheer
  
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   contempt Vose holds for the race; she hides her
  emotions well.
  During the early 1980s, Vose made perhaps
  her greatest discovery, while attempting to reverse-
  engineer a captured Culture FTL drive. She discov-
  ered the existence of a war-torn alternate future with
  its own heroes and villains, but without a native
  Culture of its own. Through skillful manipulation of
  space-time curvatures, Vose was able to infiltrate
  this alternate Earth’s history, and create mirrored
  version of Metamorphosis North. With access to
  this alternate world’s unique technologies and
  metahuman biology, Vose has not only grown her
  wealth to nearly incalculable levels, she has been
  able to equip her private army with weapons plun-
  dered from an alternate 22nd Century.
  Vose has no interest in the safety or interests
  of the inhabitants of the alternate future. While in this
  reality, her business remains mostly legal, her mirror-
  corporation has no such scruples. Vose considers
  the Otherverse America reality a live-fire R&D
  laboratory, a resource to be exploited, nothing more.
  She harvests mercenaries, weapons and technical
  innovations from Otherverse America without a
  single moral qualm. In the event of the discovery of
  her corporation’s true nature, Vose is prepared to
  sacrifice all her cross-dimensional employees. Her
  ultimate contingency plan is macro-nuclear detona-
  tion that would vaporize the alternate Detroit and all
  evidence of her dimensional gateway.
  In the event of a similar crisis on her home
  reality, Vose has prepared a series of “Bolthole”
  realities for her self and her executive board and
  their families. Boltholes I, II and III are alt-versions
  of late 19th century Earth, already pre-seeded with
  covert robotic pioneers. In the event of a crisis,
  Vose’s executive board can leap to any of these
  three worlds, activate the dummy corporations they
  have seeded and re-invent their way to unimaginable
  wealth.
  Some of her executive board have already
  sent their children and grandchildren ahead of them
  through the gates to one of the Boltholes. There,
  their children grow up as privileged imperialists,
  blessed with unimaginable wealth, genetically
  encoded psi-powers and protected by perfectly
  passable android nannies two centuries more
  advanced than anything else the era has to offer. A
  growing faction within Metamorphosis North sees
  no reason to wait for the inevitable crisis before
  migrating to one of the Boltholes, and wants to leave
  their birth-reality behind upon their own timetable.
  So far, the vote has always come down to delay the
  Migration, but tensions between pro and anti-
  Migrant factions within the Metamorphosis North
  executive board continue to build.
  �������� ��������
  Detroit is home to one of the highest con-
  centrations of metahumans, psionics and mutants in
  the United States, and their already over-stressed,
  overworked and outgunned police force is now
  forced to cope with an endless horde of super
  powered thugs and gangbangers. With the city and
  surrounding communities impoverished by the failure
  of the US auto industry and left a foreclosed waste-
  land by the ‘subprime’ housing crunch, Detroit PD is
  forced to rely on corporate donations for much of its
  operating budget.
  The economic crisis following the 9-11
  Assault allowed the arms manufacturer to buy up
  huge tracts of land within the city itself, transforming
  hundreds of abandoned city blocks into a huge
  ‘urban warfare’ training center and proving ground
  for new weapons systems. Metamorphis North
  owns huge tracts of Detroit itself, as well as smaller
  suburbs like Flint, not to mention several hundred
  square miles of wilderness land stretching across
  both sides of the Canadian border. Metamorphis
  North owns Detroit in all but name, and often uses
  its wealth and influence to sway local politics to the
  company’s favor.
  In return, despite working for one of the
  poorest urban areas in the nation, Detroit Metro’s
  front line officers are some of the best armed and
  equipped in the country. Metamorphis North
  donates millions of dollars in body armor, advanced
  firearms (including light energy weapons and
  
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  advanced non-lethal devices) and power armor to
  Detroit Metro. The cops are given the gear they
  need to survive going up against metahuman oppo-
  nents; Metamorphis North gets to see how its
  products will hold up in actual combat, cutting
  months off the design and development cycles.
   The arrangement has kept the embattled,
  impoverished city relatively stable for more than a
  decade now. There are persistent rumors, especially
  among peace advocates, civic reformers and
  Metamorphis North’s political enemies that
  Metamorphis North imports and equips metahuman
  criminals entering the Detroit region, in order to
  keep its ‘proving ground’ filled with a constant
  stream of post-human targets.
  PSI-SWAT is the name on the street for the
  most fearsome and experienced combat unit within
  the Detroit police department. The men and women
  of PSI-SWAT are among the most experienced anti-
  psi / anti-mutant fighters on the planet, and are
  trained to a level rivaling Psi-Watch itself. The two
  organizations train together regularly, often accom-
  panying each other on missions, or running intricate
  war games in Metamorphis North’s expansive
  training areas.
  Psi-Watch recruits veteran officers from
  within PSI-SWAT, while the Detroit police force
  offers an attractive second career for super soldiers
  dissatisfied with life on Bradbury Station or forced
  from the organization by injury or internal politics.
  The Detroit police force boasts one of the highest
  non-military concentrations of mutants, cyborgs and
  psis in the world. Tough, trustworthy superhumans
  are hotly recruited by the DPD, and can earn a
  decent living as a one-mutant riot squad
  PSI-SWAT officers are given exceptional
  freedom in how they conduct operations, and
  considering the sheer lethality of the threats they
  face, are allowed to use truly incredible amounts of
  force. Detroit’s PSI-SWAT is fronted by Sergeant
  Esmerelda Karnes, better known by her heroic
  identity of “Bloodspray.”
  The veteran officer is a rarity- a Blooded
  Ghost from a small clan which abandoned their war
  with the Culture centuries ago and assimilated into
  the larger human community. Karnes’ ancestors
  settled in central Mexico three centuries ago,
  developing a reputation as a family of bruja –
  witches, seers and healers. Karnes wanted more for
  herself than the anonymity of rural Mexican life.
  Shortly after the turn of the century, she immigrated
  to America, living under a succession of false
  identities.
  Karnes was recruited by the American
  military for the first time during World War I, and
  has served as an infiltrator and assassin for nearly a
  
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  century. By the 1980s,
  she had retired from the
  military, seeking a bit
  more stable, less morally
  grey life as a super-cop.
  Only her hatred
  of the Culture and her
  distrust of General
  Marlowe prevented
  Bloodspray from joining
  Psi-Watch. Today,
  Karnes lives openly as a
  metahuman, though only
  a handful of highly placed
  intelligence agents and
  some high caste Culture
  members are aware that
  her metahuman gifts are a result of her Blooded
  Ghost heritage and not typical mutations.
  The earth bound members of the Culture do
  not consider Karnes or her PSI-SWAT organization
  an active threat, but do watch the unit and its leader
  closely, fearful that the Blooded Ghost will turn the
  full might of her strike squad against their species.
  Slayton and his Bradbury Poker League watch the
  veteran skinchanger closely, wondering if she would
  make a good ally when their conflict with Marlowe
  finally comes to a head.
  ������� �����
  Its existence is unproven but its presence is
  a known reality to the men and women of Detroit’s
  police force. One of the nation’s largest mutant cities
  can be found in the Detroit wasteland. An aban-
  doned auto factory and most of a decommissioned
  power plant have been converted into the ram-
  shackle tent city, Triple Helix. Triple Helix is a home
  for those mutants too deformed to pass for human
  and not lucky, smart or disciplined enough for life in
  the utopian Nightflight.
  The Helixes population has been growing
  steadily since the early 1990s. Detroit’s pollution
  and the prevalence of mutant-on-human rapes has
  spiked new mutant births in the area. Worse, Psi-
  Watch’s out
  processing center is
  located in down
  town Detroit.
  Dishonorably
  discharged mutants
  and failed
  supersoldier
  candidates often
  end up in Triple
  Helix simply they
  have no where else
  to go and no
  money to get there
  anyway. The sanest
  and most capable
  eventually find their
  way into Metamor-
  phosis North’s private army, but the worst of the
  worst trickle down into the Helixes.
  Life in the mutant ghetto is post-apocalyptic.
  Heavily augmented and hideously deformed
  “Freaks” rule the settlement, getting the most and
  best food, setting up squats in the few buildings that
  have electricity and dominating Triple Helix’ open-
  air drug market. The strongest and most savage
  mutant can crown himself King Freak, and live in
  relative luxury until someone stronger or meaner
  comes along. The title of King Freak and the
  composition of the settlement’s inner circle-the
  Hardgene Crew- change every few weeks. Murder
  and rape are common, no longer even commented
  upon by the residents of Triple Helix. The strongest
  and strangest rule and they take what they want.
  Being a weak mutant, a careless human wandered in
  to buy meth or crack, or worse a pretty mutant, are
  all death sentences in the Helixes.
  
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  The Thunder Battalion is a mostly
  metahuman militia with chapters in Michigan, Mon-
  tana, Oklahoma and the Dakotas. The militia
  became active a few years before the still unsolved
  Oklahoma City bombing, and remains a prime
  suspect to this day. Superhumanly enhanced militia
  members have killed dozens of Psi-Watch agents
  over the years, and the Battalion’s leader Major
  Malcolm Raney is number three on the FBI’s Ten
  Most Wanted list. Back in his day, Major Raney
  was a hero- a highly trained, respected Combat
  Type who fought under the code identity
  Thundersteel. Prior to his defection, Major Raney
  mentored Ed Slayton, saving the man’s life during a
  ‘black’ mission into Soviet Afghanistan.
  Sometime after the first Gulf War, Raney
  went bad. He killed his way back from Iraq and
  went to ground in Michigan. Soon after he was back
  in country, Raney began recruiting Psi-Watch’s
  rejects, especially those kicked out for bigotry in the
  ranks and began assembling his post-human militia.
  Over the years, Thunder Battalion has absorbed
  dozens of smaller, lower-end and mostly human
  militias. Loyal militia members with even a glimmer
  of psi-talent are ‘awakened’ by the Major’s wife,
  the rouge activator Miranda “Willpower” Raney.
  Raney’s objective is the eventual overthrow
  of the US government and the imposition of a white
  Christian theocracy. Though he doesn’t like dealing
  with the mixed race Elizabeth Vose, Raney still has
  strong contacts within Metamorphosis North. The
  arms dealer keeps Raney’s militia well equipped,
  and most of the Battalion’s crimes are robberies
  intended to stock their armory. Raney’s ideology is
  familiar enough that many of Metamorphosis North’s
  extra dimensional Lifer mercenaries eventually find
  their way into the ranks. Thanks to his cadre of
  dimension-crossing terrorists, Raney has access to
  22nd Century urban warfare weapons and tactics.
  
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  The Nails are a Detroit gang with chapters in
  cites across the nation, and one of the most powerful
  collection of rouge power armor pilots and meta-
  thugs in the country. The OG Nails got their start
  and their name from their theft of three dozen
  construction exo-suits from a Metamorphis North
  warehouse in 1991. Within a few months, the
  gangsters had customized the stolen hardware into a
  surprisingly effective set of jury-rigged combat suits,
  altering the steam hammer and nail gun attachments
  on the left arms of their suits into a garage-built
  version of a railgun.
  Armed with these fearsome pieces of
  custom hardware, there wasn’t a bank vault or
  armored car the Nails couldn’t rip apart. The Nails
  were more than a match for anything the local cops
  or super-soldiers could bring to bear, and the gang
  bangers quickly became self taught urban warfare
  experts. The threat of the Nail gangs marked the
  beginning of the Metamorphis North / Detroit Metro
  partnership.
  Today, the Nails have fragmented into a
  dozen competing gangs, and violence between sets
  is epidemic. Locally, the Flint Nation Nails and the
  Iaccoca Avenue Nails battle for control of the drugs
  and robbery trade, while the Los Angeles based
  Fifty Murders Nails are attempting to unite the entire
  organization under its colors. They may succeed,
  thanks to the strength of their Mutant members.
  ���� ��� ����� ������
  LA might still fly the United States flag, but it
  hasn’t been a part of America since the Rodney
  King riots. Panicked by the widespread looting and
  arson, the LAPD’s riot control squads unleashed
  what they thought was next-generation tear gas on
  the rioters. The cloying urine-yellow chemicals that
  burst out of the LAPD’s grenade launchers were
  anything but ordinary.
  Highly placed Huxley infiltrators within the
  police force and courts engineered the King verdict,
  while counter-culture agents sparked the first riots.
  With the justification of mass violence in place, the
  Huxley Emergence was able to deploy an untested
  mutagen on the crowds. Nearly 10,000 Los
  Angelinos died from the gas’ side effects. Almost a
  million more were mutated. Unable to cope with the
  rising tide of terrified metahuman rioters, the LAPD
  retreated into Beverly Hills and a few other en-
  claves, leaving the rest of the city to burn.
  A few weeks later, LA was a city trans-
  formed. Nearly 70 percent of the city was razed,
  while newly metahuman warlords carved out territo-
  ries for themselves. Meanwhile, LA’s ultra-rich
  protected themselves behind glistening force domes
  and hired vicious, private security cyborgs to keep
  the city’s millions of mutant poor at a safe
  distance.LA’s Bloods and Crips, under the com-
  mand of their superhuman generals, ended their
  decades long war and formed a new gang: The Pyru
  Nation. By force of arms and a reputation for
  fearsome violence, the Pyru Nation has claimed
  most of LA for its own. Its thugs are the only law for
  most of the city. The Pyru Nation controls the
  California drug trade, flat-out owns the prisons and
  is rapidly expanding its suburban territory. Pyru
  meta-gangers have killed hundreds of Cali
  gangleaders, absorbing their territory and members
  with each kill.
  Though territorial and prone to violence at
  the drop of a hat, the Pyru Nation’s current general,
  the four-armed Carlos “Stricture” Vega keeps tight
  control over his mutant gangsters. The city’s ordi-
  nary citizens are allowed to live their lives mostly
  unmolested, as long as they show proper respect.
  The humans unfortunate enough to be living in poor
  LA are prisoners and human shields, unwillingly
  protecting their Pyru overlords by their presence.
  From the rooftops, Pyru Nation soldiers keep a
  wary eye for outsiders, and for the occasional
  LAPD patrol guarding some wealthy citizen wanting
  a tour of the post-human ghetto.
  The greatest threat to the Pyru Nation is not
  the out-gunned cowards of the LAPD, nor the still-
  human gangbangers trying to carve out a piece of
  
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  LA’s pie for themselves. Zookeeper squads descend
  on LA regularly, to kidnap experimental subjects
  and interesting mutant slaves from a place where US
  law no longer matters. Heavily armored Zookeeper
  patrols snatch meta-banger and mutant civilians
  alike, placing the Pyru Nation’s thugs in the unlikely
  role of heroes- they are the only one willing and able
  to keep LA’s poorest citizens safe from the Huxley
  conspiracy.
  The Pyru Nation is one of the few factions
  to have ever captured a Zookeeper shocktrooper
  armor intact. Normally, the fearsome armored
  warriors self destruct upon capture, but Vega’s
  canny troops have found ways around that. Initially
  Vega thought he might be able to equip the Nation
  with the stolen powered armor, but proved unable to
  reactivate the damaged suits. With his dreams of
  mechanized superiority crushed, Vega quickly forgot
  about the armor. The Pyru Nation’s headquarters- a
  disused Coca-Cola bottling plant turned into a
  fortress- is decorated with the lynched corpses of
  dozens of Zookeepers, their now graffiti covered
  armors mostly intact.
  The gang leader doesn’t realize how valu-
  able his gory trophies are, though Vega and his men
  have fought off Metamorphosis North hunter-killer
  squads who invaded their territory in an attempt to
  recover and reverse engineer the Zookeeper suits.
  The incident did wake Vega up to the fact that the
  armors may be more than just an interesting junk.
  The multi-limbed gang leader is considering who
  would offer his Nation the best bounty on captured
  armor: so far he’s fielded offers from representatives
  of Metamorphosis North (who finally realize it might
  be easier and cheaper to just buy the armor), Mung
  Thoy Than and Puzzle Ops. Stenson’s Cell Bravado
  can’t offer anything to the gang leader, and knows
  appealing to his good nature would be useless, so
  they are trying to figure out a way into fortified the
  Los Angeles compound to steal one of the suits,
  hopefully without attracting any Mutant attention.
  
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  Cebary is a small
  African republic located just
  north of Cape Horn, caught
  between the sea and the larger
  Republic of South Africa.
  Long ago, Cebary was a
  Dutch East Indies colony,
  earning a quiet prosperity from
  the slave trade. Through out
  the 19th and early 20th Centu-
  ries, Cebary sustained itself
  through the diamond trade,
  until the late 1950s when a
  rapidly modernizing Cebary
  discovered a more valuable
  commodity: mutants. Along
  with Mung Thoy Tan, Cebary
  is one of the few nations to
  trade openly in metahuman
  slaves. The small country’s
  entire existence is based
  around the sale, breeding and
  export of mutants.
  The human citizens of
  Cebary enjoy an amazingly
  high standard of living, as most
  of the unpleasant tasks associ-
  ated with a first world
  economy are performed by
  mind-wiped mutant slaves.
  Children are screened for
  mutant genes in utero, and
  those who aren’t secretly
  aborted by shamed parents
  are taken from their mothers
  minutes after delivery and
  raised in huge production farms. Forcegrown to
  adulthood over 18 agonizing months, these mutant
  babies are educated by VR and neural implants, and
  assigned duties commiserate with their particular
  mutations. Once they reach physical adulthood,
  Cebary’s mutant slaves are permanently fitted with
  the colorful nanosuits that mark them as slaves and
  sustain their altered
  metabolisms.
  These dead-eyed
  soulless bio-machines,
  in their brilliant vinyl,
  are a common sight in
  Cebary’s city, particu-
  larly its capitol
  Klaremount. They can
  be seen pruning
  hedges, washing
  windows, working the
  kitchens and protecting
  the borders. Thanks to
  its mutant army, Cebary
  has remained stable
  and prosperous in a
  war torn region. Export
  of custom built slaves
  has made the nation
  prosperous. Officially,
  United States law
  prohibits the importa-
  tion of Cebarite mu-
  tants or clones, but the
  ultra wealthy still find
  ways to own one of
  these colorful status
  symbols.
  The nation is
  governed by a Parlia-
  ment and an elected
  Prime Minister. Genetic
  purity codes prohibit
  any bloodline that has
  ever produced a live
  mutant birth in the last
  five generations from
  ascending to the role of Prime Minister, and the
  current Prime Minister, the Honorable Louis Van De
  Merwe, can go one better. His family can trace its
  pure genetic heritage back to the nation’s founding in
  1642… at least according to official records. The
  Prime Minister uses Unit Three, his nation’s feared
  internal security apparatus, to brutal squash rumors
  
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  that his third daughter didn’t die in a tragic automo-
  bile accident, but survives as a mutant outcast.
  Unit Three’s commanding officer, Col. Hank
  Blomkamp has used the Prime Minister’s secret
  shame (which he has kept a secret even from his
  subordinates) to increase his unit’s funding, prestige
  and autonomy. Secretly, Van De Merwe worries that
  Blomkamp is preparing for a military coup, and to
  prepare for a day when he may have to flee for his
  life, has been funneling money out of the national
  treasury and into anonymous international accounts.
  Ironically, these slush funds may prove to be the
  Prime Minister’s undoing- he still doesn’t realize that
  before her ‘death’ his daughter Klarissa memorized
  his authorization code. In happier days, Klarissa
  pilfered a few thousand dollars here and there for
  designer dresses and expensive watches: today, she
  funds her revolution with her father’s stolen money.
  ���� ����� ������� �������
  The Free Cebary Militia is the only orga-
  nized resistance movement dedicated to ending
  Cebary’s slave-economy. Funded by the Genomic
  Underground, mutant heroes from around the planet
  serve with the FC Militia. Local mutant soldiers act
  as unit commanders, directing foreign fighters at
  Cebarite targets of opportunity. The Militia fights a
  doomed battle- they are outnumbered by a ratio of
  more than ten thousand to one. They can’t count on
  human assistance- even the most liberal Cebarite
  abolitionists don’t work with the freedom fighters.
  While Cebary’s liberals might wish the slave trade
  stopped, they certainly don’t consider Mutants their
  genetic equals.
  The Militia is hunted fiercely by Cebary’s
  internal security arm, Unit Three. Using specially
  trained mutant trackers, Unit Three boasts an
  impressive success record against the Militia. Unit
  Three has killed or imprisoned the Militia’s senior
  leadership and founders, and its only through the
  Militia’s insulated, cellular structure that it survives at
  all. The Free Cebary Militia’s one success story has
  been a technological one- they’ve designed a
  process to free a mutate from their slave-suit and
  discovered ways to breakthrough a slave’s condi-
  tioning. Offered freedom for the first time in their
  short, brutal lives, many of Cebary’s escaped slaves
  will sign on with the Militia no matter the risk.
  The Militia is spearheaded by Klarissa Van
  De Merwe, the ostracized Mutant daughter of the
  nation’s leader. Three years ago, when her mutant
  abilities manifested while she was at university.
  Horribly burnt over most of her body, the young
  mutant only survived the staged car accident that
  removed her from polite society thanks to her
  metahuman regenerative talents. The mutant rebel
  leader hides her scars behind a holographic façade.
  She refuses to touch people or shake hands not only
  because they might feel the gnarled burn tissue that
  her holo-disguise masks, but due to an out of control
  psychometric talent. The only thing her object
  reading talent is good for these days is sniffing out
  traitors and informants in her own ranks, which may
  be the only reason she is still alive and (almost) free.
  ���� ������������ ��������
  ��� ����� ����� ���
  The P.R.M.T.T. is a small and prosperous
  nation off the coast of Vietnam, which freed itself
  from Communist rule during the mid-80s and today
  is one of the fastest growing economies in Asia.
  Mung Thoy Tan is marked by a nearly unbridgeable
  class divide- the wealthy elite of the nation have one
  of the highest standards of living on the planet, while
  the vast majority of the nation’s citizens live in
  poverty and urban squalor. Mung Thoy Tan has
  developed a reputation as the most laize faire free
  market on the planet- everything imaginable is for
  sale somewhere on the islands 160 square miles.
  Mung Thoy Tan is a beloved tourist destina-
  tion and international party hot-spot. The nation’s
  capital city of Cho Tho is built into the side of a long
  extinct volcano, and at night, the neon of the city’s
  ten thousand bars, clubs, five star restaurants and
  luxury hotels are reflected in Mung Thoy bay like an
  endless spray of colorful stars. The nation’s miles of
  black sand beaches are havens for surfers and
  sunbathers from around the world.
  
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   Prostitution and sex tourism are a major
  part of the rouge nation’s economy; the United
  Nations has censured the country several times for
  its official stance viewing child sex tourism as an
  economic resource rather than a social problem. The
  island nation is one of the world’s foremost produc-
  ers of pornography, including highly illegal kiddy
  porn and snuff entertainment.
  In addition to sex and sin, Mung Thoy Tan
  exports some of the worlds most advanced firearms
  and cyber-systems, and is well respected on the
  international arms market. Mung Thoy Tan has been
  a nuclear superpower more nearly thirty years, and
  has sold WMDs to a dozen rouge nations and
  terrorist cells. Even embattled ally nations such as
  Israel and Taiwan have done business with Mung
  Thoy Tan, purchasing everything from backpack
  nukes to next-gen mutagenics. Mung Thoy Tan
  trades regularly with the Huxley Enclave, with the
  two rouge entities exchanging slaves, mutagens and
  test data.
  Mung Thoy Tan is governed from the
  Imperial Dragon’s Palace in Cho Tho, and the
  hardliner government tolerates no dissent. Virtually
  every crime, from drug trafficking to graffiti, is a
  capital offence, punishable by death. Condemned
  prisoners are another exploitable and endlessly
  renewable resource for the rouge government. Every
  facet of their deaths are a profit to the nation- organs
  can be sold on the black market, their deaths
  recorded and sold as snuff theater, or the prisoners
  can simply be sold by the lot as slaves or experi-
  mental subjects.
  The first and current Imperial President is
  Thong Muk Goi, a brutal warlord who slaughtered
  his way to power during the island’s Grand Revolu-
  tion in 1983. A consummate egotist, Muk Goi refers
  to himself as the father of his people, and his image
  adorns every square inch of Mung Thoy Tan’s cities.
  Unlike many other dictators, however, Muk Goi  has
  never instituted a purge of intellectuals… at least the
  ones who support his reign.
  In less than 30 years, Muk Goi has trans-
  formed a once impoverished island into one of the
  highest tech nations on Earth, and despite the
  crushing poverty, virtually all of the nation’s popula-
  tion are literate. Cybernetics implants, including
  lifestyle, entertainment and sexual cyber implants are
  common among all strata of society; in many ways
  Mung Thoy Tan is both preview and cautionary tale
  of the decades to come.
  ���� �������� �������
  In ancient times, the people of Mung Thoy
  Tan were protected from conquest by the legendary
  and lethally unpredictable riptides encircling the
  island. Even today, the reefs and beaches of ultra-
  modern Cho Tho are littered with the rotting remains
  of Chinese and Vietnamese warships floundered
  upon the rocky coastline. The island’s fisher folk
  gave these brutal tides the reverent name “Shark’s
  Current”. When Muk Goi came to power, he named
  his elite secret police force after this legendary part
  of the nation’s history.
  The Shark’s Current as lethal as their
  namesake, and are instantly recognizable in their
  crimson samurai’s armor. Their bodies are deco-
  rated and enhanced with some of the most ornate
  cybersystems on the market.  The officers of
  Shark’s Current are powerful telekines, trained to
  manipulate ectoplasm and kill with a thought. The
  best trained troops on the island are a cadre of
  specially trained Mind Reapers whose psi-blades
  take the form of ceremonial long spears. These cruel
  enforcers are allowed the run of the island. They
  take what they want, from money to food to sex and
  consider their plunder ‘gifts from a grateful popu-
  lace’. To refuse a ‘gift’ to a Sharks Current enforcer
  is a death sentence. Members of the Shark’s Cur-
  rent are allowed to slaughter lower class Tan citizens
  for virtually any slight or offense, though they are
  trained to be deferential and helpful to the wealthy
  elite and to tourists.
  In addition to telekinetic soldiers, the
  Shark’s Current maintains a battalion of nearly
  10,000 Gravedigger shock troops, culled from the
  ranks of the nation’s executed dissidents. These re-
  
  ��
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  animated soldiers are created
  using a variant of the technol-
  ogy the Americans use to
  field their own Gravediggers.
  The techno-undead creatures
  are fitted with golden masks
  resembling a dragon’s skull
  before being sent into the
  field. Finally, beneath even the
  Gravedigger suicide troopers,
  Mung Thoy Than’s many
  orphans are pressed into
  service as child soldiers.
  Those who survive to their
  14th birthday might be lucky
  enough to win a place in a
  Shark’s Current squad, but
  most die far younger, kept in a
  constant meth-haze to keep
  them controllable.
  The Shark’s Current is
  commanded by the
  metahuman mercenary and
  international war criminal
  Garrison, a hulking, American
  born Patriot Anvil gunslinger.
  The massive warrior is a
  former Psi-Watch operative,
  who betrayed the team as soon as the rouge
  nation made him a better officer. The stone skinned
  goliath carries a pair of four shot Stinger missile
  launchers, typically a tank mounted weapon, which
  he fires from the hip like a pair of six shooters. The
  giant has a command staff of murderers and mad-
  men, all of whom enjoy the money and freedom
  Mung Thoy Tan offers them in taking care of ‘unde-
  sirables’.
  ���� ���������
  The Blacklist is an international cartel of
  metahuman assassins for hire, who are allowed to
  operate from Mung Thoy Tan so long as these
  costumed killers take no action against Muk Goi’s
  government and donate a substantial cut of their
  profits to the rouge nation. Many members of the
  Blacklist pull double
  duty as ‘consultants’ for the Sharks Current,
  especially when Muk Goi must eliminate a member
  of the island’s political and economic elite and can’t
  have crime directly connected to him.
  The Blacklist is comprised of killers from
  around the world, and its members are some of the
  most wanted men and women on the planet. The
  Blacklist are afforded a modicum of legal protection
  by their association with Mung Thoy Tan, which has
  allowed Blacklist operatives to buy their way to
  freedom in a dozen countries. During the summer of
  2002, the Blacklist brought down a Psi-Watch
  “Phobos-T” transport and reverse engineered the
  Slide system within, dramatically increasing the
  group’s mobility and opening new avenues of assault
  
  ��
  �������
  and escape. (And body disposal: more than one of
  Blacklist’s targets have simply vanished without a
  trace, their bodies teleported into deep space after
  the kill.)
  A genetically enhanced and fully masked
  Frontliner of the same name founded the
  Blacklist in 1984. Little is known about the
  origins or motivation of the masked killer, but
  his accent marks him as American, and some
  comments the rouge has made lead Psi-Watch
  to believe that the assassin is the child or
  grandchild of an American dissident who was
  imprisoned by the House Un-American
  Activities Committee during McCarthy’s witch
  hunts. Whatever his reasons, Blacklist appar-
  ently despises the nation of his birth, and will
  often cut his million dollar rates dramatically if
  the target is an American politician or military
  figure.
  Today, Blacklist keeps to the shadows,
  allowing a younger and less restrained genera-
  tion of assassins lead the organization which
  bears his name. No one really knows the true
  fate of the notorious assassin- some believe
  he’s retired into well compensated obscurity,
  enjoying the Cho Tho nightlife, while others
  believe the feared killer died at the hands of
  one of the other assassins within the
  organization.
  The ruthless and nearly silent assassin
  known only as Killing Spree is the most likely
  suspect in Blacklist’s probable death. Where
  Blacklist and the assassins of his generation
  could be counted upon to get the job done
  and kill their target without any more collateral
  damage than absolutely necessary, Killing
  Spree and his ilk seem to relish racking up
  triple digit body counts. Fitted with a custom-
  ized suit of jet black powered armor, nothing
  is known about Killing Spree’s true identity-
  age, race, nationality and even gender are all
  enigmas. What is known is that the armored
  warrior has no qualms about causing
  September 11- scale mega-deaths in order to
  eliminate a single target.
  
  ��
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  ���� �����
  The world of underground blood
  sports and the metahuman military are closely
  entwined. Psi-Watch and other agencies often
  recruit from among skilled gladiators and
  combat showman who’ve already made their
  bones in multimillion dollar brawls. The largest
  and best organized fighting league is The Paint,
  so named for the intricate, nano-tech laced
  tattoos its best fighters display proudly. These
  nano-tats are both highly personalized trophy,
  celebrating victories in the ring, and light body
  armor, helping keep the league’s best warriors
  alive for a few more matches. The tattoos also
  allow the Paint’s mad genius leader to collect
  sensory data from fighters during a match, and
  make a tidy profit selling full-immersion
  recreations of his crew’s most thrilling
  matches.
  The Paint’s leadership lives the high life
  in Cho Tho, but the Paint’s matches take
  place- under tight secrecy- in desolate places
  around the world. The Paint’s scheduled
  matches are held in the worst, war torn
  countries…places where Powered soldiers
  and their wealthy handlers gather en masse.
  The most exciting gladiatorial duels take place
  in the context of a larger war, often with lethal
  results for the losing fighter. Famous and hotly
  traded past fights have taken place in a live
  mine field, or in a Taliban-held cave system as
  US war planes approached with their lethal
  load of daisy cutters and MOABs.
  Anyone with a knack for violence and
  metahuman gifts can petition the Paint for member-
  ship and will be granted a trail. The Paint doesn’t
  bother with fancy gene scanners. Potential recruits
  are shot in the face, point blank by one of the Paint’s
  referees. Those who survive are welcomed to the
  League.
  The Paint is the brainchild of two
  metahumans, the most visible of which is the hulking
  Powered Hero former mercenary codenamed Erik
  the Red. His armored body is covered with rusting
  organic steel the color of dried blood, and he’s
  instantly recognizable thanks to his unkempt Viking’s
  beard of fiber-optic cables and dangling fuel lines.
  He’s the face and primary muscle for the Paint, but
  the brains of the operation is the petite half-Vietnam-
  ese, half-Japanese Nano-Sculptor who calls herself
  Dead Blue Fish. While Erik dreams of taking the
  Paint legitimate, and making it less lethal but more
  profitable, Dead Blue Fish simply gets off on watch-
  ing men die. Her nanotech built Erik’s fortune, and
  the quiet woman never lets her brutish consort forget
  that fact. She’s the true master of the Paint and both
  know it.
  
  ��
  �������
  ���� ��������
  �������� �� ����������
  The Culture’s dominion stretches across
  three galaxies; they are the oldest and most powerful
  stellar empire in the cosmos. Citizens of the Culture
  are disciplined, well educated and ambitious, and it’s
  commonly held that even the lowest caste Culture
  citizen is equal to any non-Culture king or president.
  The Culture is possibly the most important and
  influential alien race found on Earth.
  The Culture’s throne world is not a world at
  all; instead, the Culture’s Imperial Throne is a world
  ship nearly as large as gas-giant, a hulking stellar
  artifact called Wellforged. Wellforged is currently
  ‘anchored’ in the Alpha Centuari system, only a few
  light years from Earth. It is close enough to be easily
  accessible, yet far enough from Earth that its fifty
  billion inhabitants are safe from Terran incursion.
  The Wellforged carried the first Culture
  conquistadors into the M33 Galaxy from their
  distant and long forgotten home world. The only
  records of the Culture’s home world are kept within
  the nano-colonies the Final Sword cult binds their
  warriors with. The heart of Wellforged is a great
  crimson ocean larger than the entire state of Texas.
  This massive pool is possibly the galaxy’s largest
  single nano-intelligence. Bathing in the blood red
  waters of the Hectate Library, young Final Swords
  are imbued with the liquefied history of their proud
  race. As their bodies adapt to their new nanotech
  enhancements, young Final Swords hallucinate the
  history of their race, and catch a glimpse of the
  Culture’s mysterious and long-vanished homeworld.
  Nearly sixtybillion Final Sword and bio-
  synthetic sentinels guard the Hectate Library,
  attended by a caste of historians and oracles. A
  relative handful of Culture historians believe that the
  Library’s enigmatic visions prove that the Culture
  homeworld is lost to time, not only to space. These
  pampered heretics believe that their race hails from
  
  ��
  ���������
  the Deep Future, before appearing ex nihlo in the
  dim and unrecorded past to conquer and ensure the
  eventual (paradoxical) ascendance of their race.
  Many believe that one of the multiverse’s many
  Earths will one day evolve into the Culture’s lost
  Eden, and point to the genetic similarities between
  the two races as proof.
  The Culture is at its most stable and pros-
  perous during periods of expansion and in wartime.
  During times of peace, the Culture
  stagnates and turns its aggression
  inward. Wars of succession can last
  for millennia, wiping out noble blood-
  lines to the last child and completely
  altering the Culture’s power structure.
  The Culture’s government is best
  described as a caste driven, constitu-
  tional monarchy; though the emperor/
  empress has nearly limitless power
  over the Culture’s direction, each
  system controlled by the Culture is
  overseen by a provincial governor,
  who votes in the Culture’s legislative
  body, the Bodiless Choir. The Bodi-
  less Choir is a collective artificial
  intelligence on a galactic scale. The
  best and wisest Cultural souls are
  allowed access to the collective
  artificial heaven, where they guide the
  Empire for eternity.
  Even once their mortal life
  ended, Culture leaders could still
  continue to influence their society.
  Like the citizens of any other fresh conquest, Culture
  souls lost to the Grey Corridor had a voice in the
  Bodiless Choir. The Culture’s children are tutored
  by ghostly mentors as well as living ones. The
  Culture’s warrior zealots have no fear of death,
  knowing that the Corridor awaits them all, a place
  where they can abide between mortal lifetimes, until
  finally they are drawn beyond all known by the
  cosmic, inescapable gravity of the Avatar Wall, the
  final border between mortality and something else,
  something unknown even to the wise ghosts of the
  Corridor.
  Meetings are taken and votes are tabulated
  through a faster than light communication system of
  almost unimaginable scale. Using a technologically
  generated telepathic field, the Bodiless Choir links
  Culture explorers, leaders and thinkers, instantly
  transmitting thoughts across unimaginable distances.
  The wishes of an immortal government are instantly
  transmitted throughout its dominion, and carried out
  by almost unimaginable weapons.
  The weapons are named Tumit Sa:
  ghost dodgers.
  Tukae Sal: ghost carriers.
  Tusai Sal: ghost warbringers.
  They are the iconic star-craft of the Culture.
  Culture starships are among the swiftest in
  the galaxy, moving almost as quickly as the signals
  commanding them. The Culture are expert star-
  farers and have developed a unique faster than light
  technology. While traveling, Culture starships project
  
  ��
  �������
  themselves into a parallel universe, a cold and silent
  dimension their navigators refer to as The Grey
  Corridor.
  The Culture’s space program is among the
  oldest in the galaxy. The ancient race has made
  literally trillions of fights, over nearly six million years
  of recorded history.  With this vast depth of experi-
  ence, Culture physicists were able to soon deduce
  the truth about the Grey Corridor. More than simply
  being a doorway between space-points, the Corri-
  dor is the skyscape of the world beyond mortal life.
  The Culture and their ghostly warships had discov-
  ered a shortcut through the afterlife. Soon, simple
  travel gave way to exploration of life-beyond-life;
  the Culture built embassies and outposts and
  Waymaker Mansions on the shores of heaven.
  To the Culture, their race’s mastery of death
  isn’t some mystic secret or religious dogma. Instead,
  their heavenly mansions are another proof that the
  Culture’s great minds have met every challenge
  placed before the race, even the trial of death itself.
  ���� ��������� ��� ����������
  The artificial planet Wellforged is alive, and
  the goliath stellar mega-structure can breed. The
  bio-mechanical planet’s pregnancy lasts millenia, and
  its offspring starship launch from artificial wombs in
  the depths of the Hectate Library. The worldship
  automatically produces smaller (but still incalculably
  huge) colony ships for its teeming Culture populace.
  The Children of Wellforged are the most impressive
  starships in the Culture armada. Nearly one hundred
  kilometers long, with an internal volume greater than
  most inhabited moons, these gargantuan space arcs
  can sustain upwards of a million passengers almost
  indefinitely.
  The Children of Wellforged are used as
  long-term colony ships and are at the vanguard of
  Culture stellar exploration. A small flotilla of the
  starships encircles Wellforged, while a single Child-
  vessel, the Superority, acts as a mobile base of
  operations for Culture explorers operating in the Sol
  System. The vehicle maintains a stable orbit in
  Uranus’ gravitational shadow. Other vessels are
  distributed throughout a half dozen galaxies, while a
  handful of the massive ships have left our reality for
  parallel dimensions and higher realms. A mated pair
  of Children, the Rosesong and the Chalice of
  Ever, explore the after life together. These twin
  starships have not left the Grey Corridor in nearly a
  million years.
  Each Child of Wellforged has the potential
  to evolve into another artificial planet, and each of
  the massive starships is built around a lesser Library
  nano-pool. The Culture holds an almost religious
  reverence for their Child-vessels. The genocidal war
  with the Blooded Ghosts only reached its current
  entrenched and hateful state after a team of Blooded
  Ghost saboteurs committed the one ‘unforgivable
  sin’ and successfully brought down a Child-ship.
  ������ �����
  �������������
  The Order of the Final Sword considers
  itself the guardians of the purity and purpose of the
  Culture’s tenets. However, individual chapterhouses
  within the Order vary wildly in their interpretation of
  Culture scripture and prophecy. Each chapterhouse
  is its own independent entity, each varying wildly
  from its sister-houses, and united only in the unques-
  tioning belief in the superiority (and divine right of
  expansion) of the Culture. Each Chapterhouse is a
  powerful political entity in its own right, and serves
  as a center of worship, learning and governance for
  Culture citizens of all castes.
  Culture metahumans living on Earth have
  broken with tradition by allowing the indigenous
  citizens of their colony world- in this case homo
  sapiens to become members of the Final Sword
  Order.  Earth’s chapterhouses are numerous and
  innovative, with their traditions and power structures
  changing as rapidly as other human institutions, in
  contrast to the ancient and tradition bound
  chapterhouses of the true Culture. As a result, while
  Earth’s chapterhouses are allowed a voice within the
  Bodiless Choir, it is a small voice, often ignored by
  the elitist politicians of the true Culture.
  
  ��
  ���������
  ���� �������
  ��� ��������
  ��������
  The Maidens of Vigilant
  Genocide is the largest and most
  aggressive, influential and
  tradition-bound of Earth’s Final
  Sword chapterhouses. The
  Maidens accept only the finest
  young Culture girls into its
  ranks, drawing its membership
  exclusively from the ranks of the
  Culture’s nobility. To allow a
  male, or worse yet, a non-
  Culture inferior into the order is
  an unthinkable blasphemy; the
  Maidens will often cut down the
  non-Culture members of other
  chapterhouses in the name of
  Cultural purity.
  The Maidens begin their
  training and genetic alteration
  before their sixth year; only the
  most extraordinary candidates
  are allowed to enter the order
  any later, and neophytes older
  than their early teens are virtu-
  ally unheard of. The Maidens
  chapterhouse controls every
  facet of it’s’ neophytes exist-
  ence, imposing a rigid code of
  honor and discipline upon the
  candidate.
  Members of the chapter are trained to be
  stoic, somber and unafraid. Its members rarely
  smile, never retreat and only rarely show pain or
  surprise. In addition, the members of the order of
  maidens are sworn to celibacy, with many members
  undergoing cruel surgical modification to preserve
  their chastity, and are trained to find sexual release
  only in killing. In many ways, the order of maidens is
  a cult of female serial murderers, whose lusts were
  artificially induced by years of deprivation and
  torturous discipline.
  The Maidens of Vigilant Genocide has only
  one purpose and only one joy: killing. They are the
  Earth-bound Culture’s fiercest warriors and xeno-
  hunters. The Maidens are obsessed with slaughtering
  Blooded Ghosts, and will gladly lay down their lives
  to kill the ancient enemy of their race. The Maidens
  
  ��
  �������
  have slaughtered thousands of Earth-bound Blooded
  Ghosts, both military enclaves and refugee families
  that have tried to assimilate into human society. It
  makes no difference to the Maidens whether a
  particular ‘Ghost is a civilian or a terrorist- they are
  inferior, and that is the only thing which matters.
  The Maidens chapterhouse is located in
  Southern France, its members living as they have for
  centuries in a subterranean enclave beneath the
  crumbling ruins of a human nunnery. Its members are
  paler than the bronze norm of the Culture. They
  venture onto the surface only on missions of death.
  Young neophytes do not see the sky until their
  training is complete, and than usually at night. To see
  a Maiden of Vigilant Genocide beneath the sun is a
  once in a lifetime oddity.
  Members of the order refer to the leader of
  their cult as the Mother of the Naked Blade. The
  current Mother of the Naked Blade has reigned
  since the mid 1600s, personally leading more than a
  thousand ‘acts of purity’; this fearsome
  swordswoman has demonstrated her commitment to
  the order in an especially horrific way. She flayed the
  flesh from her own face and breasts, replacing her
  skin, inch by agonizing inch, with transparent poly-
  mer analogues. Her face is a war mask of naked,
  bloody muscle.
  ���� �������������� ��
  ����������
  The Enlightenment is a relatively xeno-
  philiac, progressive voice within the Order of the
  Final Sword. This small, heretical chapterhouse
  holds the belief that as the more advanced society,
  the Culture has a moral obligation to share its
  traditions with less enlightened civilizations. To uplift
  a newly discovered world into the Culture, to purge
  its less-worthy indigenous traditions and replace
  them with the Order’s logical purity is the highest
  good a sword-sibling of the Order can achieve.
  The Enlightenment is a small and unloved
  order, considered heretics by most hardliners within
  their caste. The Maidens of Vigilant Genocide have
  lead several bloody pogroms against this rival order,
  and only deft political maneuvering within the
  Bodiless Choir has saved the Enlightenment from
  total annihilation.
  The Enlightenment allows worthy candidates
  from virtually any race or species to join their
  chapterhouse, but allows only Culture swordsiblings
  to achieve any significant rank, or to train others in
  the art of the sword. While non-Culture aliens are
  allowed to participate in the Enlightenment, the
  better to understand the superiority and grace of the
  Culture, they must accept a subservient role.
  Blooded Ghosts and a few other especially loath-
  some or chaotic races are forbidden membership.
  The Enlightenment of Unworthies has small
  chapterhouses scattered across the planet; instead of
  a single grand fortress, vulnerable to an enemy’s
  siege, this small order makes due with a series of
  bolt holes and safe houses across the globe. One of
  the largest safe houses is located a few miles outside
  Phoenix, Arizona; the goals of the Enlightenment and
  the Huxley emergence are complimentary- the
  evolution of human society. The Enlightenment sends
  missionaries into the Huxley Emergence, who act as
  tutors and chaplains, subtly guiding many of the
  brightest minds within the conspiracy.
  Similarly, a small group of human Final
  Swords within Psi-Watch itself has trained with the
  Enlightenment of Unworthies, and it’s rumored that
  General Marlowe himself has attended ceremonies
  at an Enlightenment safe house in Montreal.
  ���� ������� ������ ����
  The Terran Sword Dojo is a rouge
  chapterhouse without official sanction, which is
  unknown to the vast majority of Culture Final
  Swords. To most of the Culture, the Terran Sword
  Dojo is a bad joke, impossibility. Unlike the other
  chapterhouses, the Terran Sword Dojo is not
  overseen by a Culture sword-mistress, nor does it
  glorify the Culture’s superiority. Instead, the Terran
  Sword Dojo is a purely human chapterhouse,
  headquartered in Puzzle Ops Clarke Island base and
  operating in secret.
  
  ��
  ���������
  Wisenfeld himself
  founded the dojo soon after
  the Blooded Ghost Wars of
  the early 1990s. The old
  warrior was impressed with
  the combat skills of the Final
  Swords he fought alongside,
  but felt that full Order of the
  Sword training would com-
  promise his troops, splitting
  their loyalty between Earth
  and the Culture’s arrogant
  precepts. Wanting to create a
  corps of human warriors
  every bit as deadly as the
  Order’s sword-sisters,
  Wisenfeld began a program
  of espionage and infiltration-
  stealing the ancient secrets
  and nano-foundries from a
  destroyed chapterhouse and
  repurposing them to human
  ends.
  Within a few years,
  Puzzle Ops had its own cadre
  of Final Sword adepts,
  trained to parity with any
  Culture warrior, but without
  the psychosis and xenopho-
  bia. To date, there’s been
  little contact between these
  iconoclastic human warriors
  and their Culture counter-
  parts; Wisenfeld knows that if
  the Order knew what he had
  done they would stop at
  nothing to destroy his upstart
  chapterhouse. The unconven-
  tional Clarke Island Final
  Swords are much less experienced than their alien
  counterparts, but their flexibility gives them an edge.
  The Terran Sword Dojo is the only chapterhouses
  that will train male Final Swords.
  
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  ���������� ������� �����
  Humanity is not alone on Earth.
  Unknown to the general public, several alien species wage hidden wars between the lines of re-
  corded history. Genetically engineered superhumans work as highly paid mercenaries and elite government
  operatives. Instead of creating a fully human operative, Psi-Watch players can choose to create a
  metahuman character instead. Some mutant species like the Challengers are physically indistinguishable from
  their human parents. Xenoforms the Neon can never pass for humans, while most of the new species can
  pass for human only if they take a little bit of time to develop a disguise and cover identity.
  In contrast to fully human characters, metahumans receive only one bonus feat during character
  creation. Full humans receive two feats. At first level, a metahuman receives four fewer skill points than his
  or her human counterpart, and one fewer skill point per level.  Some metahumans might have additional
  racial weaknesses and limitations, particularly if they have especially useful or dangerous abilities.
  Most of the new metahuman races have the Psionic subtype. Only creatures and classes with the
  Psionic subtype can select Psionic Feats, and are instantly recognizable to Challengers and other creatures
  that can detect psionics.
  
  ��
  ���������
  Only Human
  Humans in Psi-Watch are versatile and more
  wildly customizable than any other player race.
  Humans have the following racial traits, improved
  slightly from the baseline in D20 Modern, and
  inspired by the human racial write-up in the Path-
  finder Roleplaying Game. Human characters in the
  Otherverse America campaign setting also share
  these racial traits.
  Size: Medium humanoid. A human’s base
  landspeed is 30 ft.
  Ability Score Modifiers: Humans can
  excel in a wide variety of fields. Human characters
  may add +2 to any one ability score during charac-
  ter creation.
  Optional: If the game master feels that
  humans are especially outclassed by the metahuman
  races in this sourcebook, he may allow human
  player characters to add +1 to another ability score
  during character creation.
  Racial Feats: Humans receive two bonus
  feats during character creation in addition to those
  provided by their class and starting occupation.
  Non-human characters receive one bonus feat.
  Highly Skilled (EX): Humans receive an
  additional four skill ranks at first level, and an
  additional skill rank at every level.
  �������� ������
  ������� ��� ��
  Medium Aberration (psionic)
  The Blooded Ghosts are the youngest
  sentient race to evolve within the ruin zone of the
  Galactic Scar. They are a race of monsters born to
  dying galaxy ripping itself apart in a galactic collision.
  The Blooded Ghosts are survive as scavengers on
  the fringes of the Scar, where the radiation levels are
  the lowest. They pick clean the bones of the ancient
  stellar empires that perished during the Galactic
  Scar’s formation. The Culture considers the
  Blooded Ghosts blood thirsty, monstrous scaven-
  gers. And they are right. The Blooded Ghosts hunt,
  kill and cannibalize without mercy, driven by a
  simple and cruelly pragmatic racial motto:
  “Nothing given freely has value.”
  The Blooded Ghosts steal to survive and
  exist in a society where murder and treachery are
  virtues. Only the strongest, most fearsome and
  powerful Blooded Ghosts make it to adult hood,
  and only the canniest and savage ever rise to com-
  mand a Ghost Armada. At its best, Blooded Ghost
  society can be amazingly innovative and fluid, filled
  with truly courageous soldiers and willing martyrs.
  At their worst, the Blooded Ghost are brutal con-
  querors and tyrants.
  Over the centuries a handful Blooded Ghost
  heavy cruisers have gone down in Earth space. Like
  their mortal enemies in the Culture, stranded
  Blooded Ghost warriors have attempted to blend
  into human society. While most Ghosts have retained
  their warrior traditions and warlike attitude, a
  handful have begun to enjoy human society and
  Terran culture. The few Blooded Ghost warriors
  within Psi-Watch form a highly effective, often
  terrifying black ops unit… and their counterparts on
  the opposite side of the law are just as effective.
  
  ��
  ����������
  Appearance: In their natural form, Blooded Ghosts
  cannot easily pass for human. They blend reptilian
  and mammalian traits into a disturbing whole. Their
  crocodile-like bodies are thick with corded muscle
  and their scaled hides are decorated in desert
  browns and yellows, splattered with football sized
  red and black eye spots. Their short and surprisingly
  fragile skulls are sleek and wedge shaped, with
  vicious, iguana like maws.
  Blooded Ghosts have two or three pairs of
  cold eyes spaced around their small skulls. Female
  Blooded Ghosts have six pairs of small breasts
  running down the underside of their bodies. All
  Blooded Ghosts are as comfortable on four feet as
  walking upright on two, and have long, prehensile
  toes.
  Size: As a medium Aberration, the Blooded Ghost
  receives no special bonuses or penalties due to its
  size. As an Aberration, Blooded Ghosts are immune
  to any effect which specifically targets humanoids,
  such as charm person.
   A Blooded Ghost has a base land speed of
  30 ft. Blooded Ghosts are natural climbers have a
  base Climb speed of 20 ft, and can always take 10
  or 20 on a Climb check, even when threatened.
  Ability Score Modifiers: +2 DEX. Blooded
  Ghosts have quick reflexes and amazingly supple
  joints and durable tendons.
  Racial Skills: Blooded Ghosts are adept survivors,
  hailing from a blasted empire within the Galactic
  Scar. The Ghosts receive a +2 racial bonus on Jump
  
  ��
  ���������
  The Galactic Scar
  The Blooded Ghosts evolved inside the
  Galactic Scar, an intergalactic landmark justifiably
  feared by all star-faring cultures. The Galactic Scar
  is a billion-parsec long radioactive Hell several light-
  centuries from the farthest edge of the Milky Way
  Galaxy. The Galactic Scar was formed by a cosmic
  accident: the M-442 and Evangel galaxies spun too
  close together and their massive gravities pulled
  them together. A collision lasting nearly 52 million
  years has torn the two galaxies apart.
  Stars have gone nova in record numbers,
  excited by the unleashed energy of the Scar. Ancient
  stellar empires were extinguished in a matter of
  years, and tens of millions of habited solar systems
  died. Two thriving, densely populated galaxies were
  burned down to cosmic dust by the unleashed
  novas. Today, most of the Scar is dangerously
  radioactive void, the burning monotony broken only
  by lethal particle storms.  Very few things live in the
  Scar today, and those creatures that do are some of
  the most dangerous predators the universe has ever
  known.
  The Blooded Ghosts are only one of the
  many dangerous races existing within the galactic
  firestorm. The Ejawfe and Jigsaw, are described
  fully in the Guide to the Known Galaxy (Otherverse
  Games, 2008). This sourcebook also provides much
  greater detail about the Galactic Scar itself.
  and Survival checks, and have a +6 racial bonus on
  Climb checks.
  Enhanced Senses: Blooded Ghosts possess the
  Scent special quality, and can recognize familiar
  odors as easily as a human recognize faces.
  Natural Armor (EX): All Blooded Ghosts possess
  dense skin and solid musculatures, and receive a +2
  natural armor bonus to their Defense score. While
  manifesting their Blood Sheath, a Blooded Ghost’s
  natural armor bonus increases to +3.
  Radiation Immunity (EX): Blooded Ghosts
  evolved in the hotly radioactive depths of the Scar,
  and can withstand levels of radiation that would kill a
  similarly sized humanoid in minutes. Blooded Ghosts
  are immune to the harmful effects of radiation.
  Nocturnal (EX): Blooded Ghosts are adapted for
  the dim, ultraviolet illumination of the Galactic Scar
  and are uncomfortable in bright light. Blooded
  Ghosts suffer a –2 penalty on attack rolls, skill
  checks and saving throws when in sunlight or bright
  artificial light.
  Blood Sheath (EX): Once per day, the Blooded
  Ghost can secrete a thick, blood red mucous from
  enlarged pores on the dorsal side of their torso. This
  bloody cocoon grows over the Blooded Ghost’s
  body, quickly solidifying into a solid, fleshy cara-
  pace. Manifesting the Blood Sheath requires 2d4
  minutes.
  The Blooded Ghost can disguise itself as any
  humanoid creature of equivalent body mass, of
  either gender. The Blood Sheath is warm to the
  touch, and feels like humanoid skin, including
  naturalistic body hair. The Blooded Ghost is skilled
  enough it can ‘sculpt’ its façade to resemble a
  specific humanoid with a successful Disguise check.
  Experienced Blooded Ghosts can even imitate the
  appearance (though not the abilities) of external
  cybernetic devices, various forms of clothing, and
  body armor when sculpting its shell.
  
  ��
  ����������
  While using the Blood Sheath, the Blooded
  Ghost receives a +20 racial bonus on Disguise
  checks.
  The Ghost can maintain the Blood Sheath
  for a number of hours equal to three plus its CON
  modifier (minimum four hours). If the Blooded Ghost
  suffers at least 20 points of damage while wearing
  the sheath, it degrades and becomes useless. The
  Ghost can rip through its sheath as a move equiva-
  lent action at any time.
  ������������������������
  Medium Humanoid (Psionic)
  The space shuttle Challenger exploded
  seconds after launch in February 2, 1986. The ship’s
  crew were killed instantly; the United States space
  program was sidelined for months and the Psi-
  Watch experimental package that was an unlisted
  part of the cargo was torn apart by a high altitude jet
  stream, raining down over the Eastern Seaboard.
  Four months later, the first generation of Challengers
  were born.
  Over the next three years, a handful of
  children born in the American South and East Coast
  were born Challenger, until the chemicals finally
  dissipated beyond detectable levels in 1995. Chal-
  lengers are the metahuman children of the 21st
  century. Enhanced by a Cold War era chemical
  disaster that never made the history books, they
  grew up watching the Gulf War on TV, and became
  adults in the shadow of 9-11.
  Challengers grow up normal, or slightly
  above normal, instinctively using their metahuman
  gifts. Most go unrecognized, an untapped resource
  sought by Psi-Watch and other agencies. Others are
  recruited, trained and recognized for the elite post-
  humans they really are. Challengers are a relatively
  new human subspecies, the products of an isolated
  incident. Even Psi-Watch is unsure how many
  Challengers were born, nor how many have reached
  their true psychic potential.
  Appearance:  Challengers can automatically pass
  for human; most are physically indistinguishable from
  normal humans. Even dissection and exploratory
  surgery won’t reveal a Challenger as such, in most
  cases DNA testing is the only way to differentiate
  between the two species.
  Size: As a Medium humanoid, Challengers have no
  special bonuses or penalties due to their size. A
  Challenger’s base land speed is 30 ft.
  Ability Score Modifiers: +2 WIS. Challengers are
  naturally perceptive, and their innate empathic gifts
  give them an insight into human behavior and amaz-
  ing situational awareness.
  Racial Skills: Challengers receive a +2 racial
  bonus on any two of the following skills, chosen
  during. Once the Challenger’s racial skills are
  selected, they cannot be changed. The chosen skills
  reflect how the Challenger’s interests and natural
  talents have shaped their unconscious psionic gifts.
  This bonus increases to +3 if the Challenger has at
  least 10 or more ranks in that skill.
  Computer Use, Craft: any, Gamble,
  Handle Animal, Investigate, Listen, Sense Mo-
  tive, Spot, Treat Injury
  Enhanced Senses: Challengers have slightly above
  average eyesight, and possess low-light vision.
  Psi-Guess (SU): Challengers are naturally psi-
  sensitive, and their frontal and temporal lobes are
  developed to the point they can naturally sense the
  presence of other psionic creatures.
   When the Challenger comes within 30 ft of
  any creature with the Psionic subtype, the Chal-
  lenger immediately recognizes that creature as a
  fellow psion. The Challenger perceives a colorful
  flickering aura around the creature, which is a visual
  representation of the creature’s enhanced neural
  activity.
  
  ��
  ���������
  This innate ability can
  even recognize even invisible or
  concealed creatures; though the
  Challenger knows the creature’s
  approximate location, this
  psionic talent does not pinpoint
  the concealed creature’s pres-
  ence.
  By succeeding at a WIS
  check (DC 10 + the target’s
  CHA modifier), the Challenger
  can determine the total number
  of Psionic Precursors and
  Psionic Feats the character
  possesses. If the Challenger
  passes this check by five or
  more points, he or she knows
  specifically what Psionic abilities
  the target can manifest.
  Psychic Reflexes (SU): Their
  awareness of psionic phenomena
  and latent precognitive talents
  enables a Challenger to react to
  psychic threats more quickly.
  Any time the Challenger is
  engaged in conflict with at least
  one creature with the Psionic
  subtype, treat his Initiative result
  as if he had rolled a 10. The
  Challenger rolls for initiative
  normally, but if he rolls a 1-9,
  treat the result as if he had rolled
  ten.
  Generational Restriction
  The first Challengers were born in 1986,
  which means the oldest members of the species are
  in their mid 20s as of the spring of 2010. Challeng-
  ers must be created in the Adult, Young Adult or
  Child age categories only. Unless time travel is
  involved…..
  
  ��
  ����������
  ��������
  ������� ��� ��
  Medium Humanoid (Psionic)
  The Cityborn are a variant strain of
  humanity, a natural mutagenic re-
  sponse to an increasingly mechanized
  and urbanized planet. The first
  Cityborn mutates emerged during the
  late 1950s, oddities that quickly
  became an accepted, if disturbing
  part of life in mega-cities like London
  and Tokyo. Over the years, Cityborn
  births have occurred around the
  globe, with a massive concentration
  of these strange mutants emerging in
  overcrowded, heavily polluted India.
  These Cityborn children are the first
  citizens of a coming Earth where
  there is nothing but city, where
  industrialization and urban sprawl
  have claimed every corner of the
  globe.
  Cityborn mutates have found their
  ways into the world’s intelligence
  community and criminal underworlds,
  blending their natural gift for stealth
  and survival with an unmatched
  knowledge of the cities they are
  genetically bonded to. Psi-Watch has
  recruited hundreds of Cityborn
  mutates as urban operatives, and
  after the Patriot Ivories, Cityborn
  make the up the largest percentage of
  Psi-Watch metahumans. Puzzle Ops
  and other intelligence services have
  also seen the value in these urban
  hunters. Cityborn operatives can be
  found at almost every Puzzle Ops
  station house or field office around
  the globe.
  
  ��
  ���������
  Appearance: Cityborn can automatically pass for
  human, especially Asian and Indian humans. These
  mutates are almost indistinguishable from baseline
  humanity, though their appearance is often tied
  closely to the city around them. A Cityborn residing
  in a thriving, prosperous city seems vibrant, healthy,
  confident and attractive. Meanwhile, a Cityborn
  existing in city undergoing some kind of misfortune-
  war, oppression, crushing poverty or a natural
  disaster will look sickly and disheveled like an old
  junkie on a bad bender.
  Despite their mostly human appearance, if a
  Cityborn is wounded, he or she will bleed motor oil,
  paint, gasoline, liquid concrete or some other
  strange, urban fluid in place of blood. Cityborn
  internal anatomy is like nothing human, resembling an
  abstract sculpture of a mega-highway interchange
  more than mammalian organs.
  Size: As a Medium humanoid Cityborn receive no
  special bonuses or penalties due to her size. A
  Cityborn’s normal base land speed is 30 ft; in urban
  areas with a population of at least 500,000 the
  Cityborn’s base land speed becomes 40 ft.
  Ability Score Modifiers: Like ordinary humans,
  Cityborn may add +2 to any ability score of choice
  at character creation.
  Racial Skills: The Cityborn is optimized for urban
  life. She receives a +4 racial bonus on Craft: struc-
  tural, Drive, Gather Information and Knowledge:
  civics and streetwise checks, provided the Cityborn
  makes the check in an urban area with a population
  of at least 500,000. The Cityborn receives no
  bonuses in smaller cities or rural land.
  Enhanced Senses: The Cityborn receives low
  light vision. Additionally, when when in any urban
  area with a population of at least 1 million, she gains
  the Scent special quality, as well as temporary
  access to the Track feat. She may track by scent
  alone.
  Blessing of the City (SU): The city watches and
  protects her favorite children, the Cityborn. As long
  as the Cityborn is in a major urban center with a
  population of at least one million, anytime she rolls
  an action dice, the Cityborn rolls one additional
  action dice and may take the better result.
  Urban Metabolism (EX): The city’s smog
  shrouded air heals and nourishes the Cityborn. As
  long as the Cityborn remains in a major urban center
  with a population of at least five million, he does not
  need food or water to survive, and he becomes
  immune to all toxins and poisons.
  Urban Lifebond (EX): Each day the Cityborn is
  away from a large urban area for more than 8 hours,
  or stays in any city with a population less than
  100,000 he must succeed at a FORT Save (DC 10
  + the number of previous saves) or suffer 1d4 points
  of temporary CON and WIS drain. The Cityborn
  cannot begin recovering the drain until she returns to
  a city with a population of at least 500,000 people.
  Finally, her bond to major cities occasionally
  causes her great pain. If any city with a population of
  at least 100,000 suffers catastrophic damage (such
  as a nuclear detonation or major natural disaster)
  and the Cityborn is within 1,000 miles, she must
  succeed at a DC 20 FORT Save or fall into a coma
  for 1d6 hours. Success means the Cityborn remains
  conscious but is considered shaken for 1d6 hours.
  Exotic Anatomy (EX): A Cityborn’s internal
  structures are dramatically different than an ordinary
  humans’, and utterly unlike most alien races. Physi-
  cians attempting to use the Treat Injury skill to aid a
  Cityborn suffer a -4 penalty unless they possess the
  Xeno-Medic feat.
  
  ��
  ����������
  ���� �������
  ����������� ����� ��� ��
  Medium Humanoid (Psionic)
  The near-humans of the Culture are one of
  the oldest and proudest galactic empires. This
  expansionistic society refers to itself simply as ‘the
  Culture’. The subtleties of their native language
  heavily imply that all non-Culture races are by
  definition barbaric. Culture warships have exported
  their government and religion to every corner of the
  Andromeda and M33 Galaxies, and their conquista-
  dors first entered the Milky Way more than 200,000
  years ago.
  Though new to this galaxy, the Culture has
  already made impressive territorial gains: no native
  force has been able to stand against their relentless
  march forward. Their first incursions into Earth
  space occurred before the dawn of written history,
  and though ordinary homo sapiens are unaware of
  the fact, the Culture has begun the long, slow dance
  of assimilation. From Waymaker Mansions hidden
  on Jupiter’s largest moon, Ganymede and Saturns’
  moon Titan, the Culture subtly steers human culture
  and uses the planet as a neutral battlefield for its
  ancient wars.
  The Culture has been embroiled in a geno-
  cidal struggle with the Blooded Ghosts for ten
  thousand generations, after a failed colonization
  mission deep inside the ruin zone of the Galactic
  Scar. Some of the Culture living on Earth are low
  caste involuntary exiles, the survivors of crashed
  starships fallen in battle against the ghosts. Other
  Culture settlers are on planet by choice, performing
  inscrutable missions on a centuries-long timeline.
  Some of the most influential and reclusive
  figures in human history have ties to the Culture.
  Their agents have founded and disproved religions,
  steered the conquest of nations and forced the
  development of human technology.
  
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  Appearance: The Culture are attractive, lean and
  almost completely human in appearance. The
  arrogant aliens claim that the current human pheno-
  type is the result of controlled breeding experiments
  and large scale genetic uplifts occurring during the
  early Paleolithic period. The women and men of the
  Culture are dark skinned, with dark hair and amber
  or caramel eyes. Dressed in human clothes, they
  could easily pass for African or a dark skinned
  Arab, and often adopt appropriate cover identities
  for mingling in human society.
  Among their own kind, members of the
  Culture decorate their bodies with intricate tattoos
  and caste marks. A member of the Culture can
  instantly tell the wealth, social role and parentage of
  a fellow citizen with just a glance at the abstract
  tattoos decorating their faces and throat. Culture
  tattoos are nano-active, capable of changing posi-
  tion, color and glowing faintly in response to mental
  command. These tattoos can also fade into the
  wearer’s skin to better blend with humans.
  Size: As a medium humanoid, a member of the
  Culture has no special bonuses or penalties due to
  size. Members of the Culture have a base land
  speed of 30 ft.
  Ability Score Array: Generations of selective
  breeding has made the Culture superior to humanity,
  but has also made it more uniform and stagnant- (or
  so its rivals claim). All Culture characters are built
  with the following elite ability score array, which they
  can arrange as desired.
  Culture Ability Score Array:
  17, 15, 14, 14, 12, 11
  Enhanced Senses: Culture eyes have been im-
  proved by a thousand generation of selective
  breeding for acuity and increased nightvision. All
  members of the Culture possess lowlight vision.
  Genetic Caste (EX): Conformity and
  acknowledgement of proper social roles drives the
  Culture. When creating a character, all members of
  the Culture are required to select a starting occupa-
  tion that offers a +1 competence skill bonus to an
  existing Base Class skill.
  Culture characters cannot select additional
  class skills from their starting occupation. Select one
  of the skills for which received a +1 competence
  bonus: that skill just becomes your primary life
  focus. You have been genetically engineered to
  perform this skill and are happiest and healthiest
  when doing your assigned job. Each rank you place
  into your chosen skill provides you with one bonus
  hit point. Additionally, you receive a +4 racial bonus
  on this particular skill.
  Racial memories and a basic understanding
  of Cultural legal codes and social mores are geneti-
  cally encoded in all Culture newborns. Members of
  the Culture receive a +2 racial bonus on Knowledge
  (history) and Knowledge (civics) checks.
  Genetic Perfection (EX): Members of the Culture
  are genetically engineered to a degree that other
  alien races would consider abhorrent. Their genetic
  inheritance provides members of the Culture with
  Endurance as a racial bonus feat.
  Additionally, members of the Culture are
  immune to subdual damage thanks to superior pain
  management alleles. Members of the Culture require
  ½ the food and water of a similarly sized human,
  rarely sweat and do not need to excrete solid waste.
  In Otherverse America, members of the
  Culture are considered to have slightly more
   advanced versions the following familiar gene-mods:
  AgeWell, Cornucopia, Freshen, and Marathoner.
  They become vulnerable to any Genefeat or power
  which exploits those genemods.
  
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  Soldier of Empire (EX): The citizens of the Culture
  are taught the superiority of the Culture way from
  the moment they take their first breath. Conquering
  lesser worlds is the Culture’s birthright and its
  divinely ordained purpose. When engaged in combat
  with any humanoid, monstrous humanoid or giant
  from a lower progress level than the Culture’s own
  (PL 8), members of the Culture receive
  a competence bonus to melee and ranged attack
  rolls and WILL Saves equal to the disparity in
  progress level.
  For example, when confronting a human (PL
  7) the Culture’s citizen would receive a +1 bonus,
  but when battling Blooded Ghosts (PL 6) the bonus
  would increase to +2.
  Obedience (EX): The genetic modifications built
  into the Culture make them more obedient when
  confronted by a superior member of their own race.
  If a member of the Culture is forced to ever inflict
  lethal damage on a higher caste member of the
  Culture, she is considered shaken for 24 hours.
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  Medium Monstrous Humanoid
  Project Gravedigger began in the late sixties,
  using the remains of American soldiers killed in
  Vietnam and Cambodia as ‘test-beds’ for cybernet-
  ics experimentation and surgical re-animation trials.
  Within a few months, government medics were able
  to successfully “reactivate” a human corpse, replac-
  ing damaged and decayed tissue with cybernetic
  analogues, producing a humanoid fighting machine
  for a fraction of the cost of producing a combat
  android and writing a working AI source code.
  Essentially mindless when created, and
  possessing no trace of their ‘living’ memories or
  personality, Gravedigger soldiers are trained using
  neural inserts, so they roll off the production line with
  no real life experience, but as much tactical knowl-
  edge as an Army general. Over time, Gravediggers
  develop their own unique personality, though they
  are never able to recreate the person they were
  during their first life, no matter how hard some of
  them try.
  As combat robotics became cheaper and
  more commonplace, Project: Gravedigger was
  gradually shelved. Psi-Watch maintains a few
  companies worth of Gravedigger soldiers, for use
  as expendable combat troops or emergency
  reinforcements. These zombie-soldiers are kept in
  cyrostasis aboard Bradbury Station, ready to be
  decanted at a moment’s notice in the event of war
  or civil emergency.
  The chaos of the 9-11 Assault was the last
  time Gravediggers were deployed in mass.
  Though the zombie-soldiers performed honorably,
  they were outclassed by other, less controversial
  metahuman cadres. The creation of new
  Gravediggers was suspended in early 2007.
  Veteran Gravedigger troops are being offered
  highly compensated retirement- something the
  drone-like troops never expected to see when
  they first went into service. While some
  
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  Gravedigger officers have left the military, a large
  percentage remain a part of Psi-Watch, knowing no
  other way to live and expecting no second death
  other than in battle.
  Appearance: Gravediggers are humanoid, but
  obviously no longer human. Their corpse-like skin is
  cool and rubbery. Their flesh is usually a sickly
  grayish yellow, dotted with blotchy maroon lividity
  marking or painted urine yellow with jaundice. A
  Gravedigger’s entire body is marred with surgical
  scars, and their chest bears a distinctive Y-shaped
  autopsy scar.
  Missing limbs and cataclysmically damaged
  organs have been replaced by cybernetic analogues,
  with no attempt at retaining a human appearance.
  Gravedigger bionics are crude and ugly, hideous
  matte grey or oily chrome. To prevent identification
  and further dehumanize the reanimated soldiers,
  Gravediggers have most of their facial tissue scraped
  away and replaced with a featureless rubber mask
  bonded to their skull. Nightvision optics and camera
  systems are integrated with the Gravedigger’s optic
  nerves, further marking the reanimated soldier as
  something inhuman.
  Size: As a Medium monstrous humanoid,
  Gravediggers receive no special bonus or penalty
  due to their size. As a monstrous humanoid,
  Gravediggers are immune to effects that specifically
  target humanoids, such as charm person.
  A Gravedigger’s base land speed is 30 ft.
  Ability Score Modifiers: +2 STR, +4 CON, -2
  INT, -2 CHA. Gravediggers are incredibly strong
  and durable, with a cyber-enhanced metabolism
  designed to keep them on their feet even after
  suffering massive trauma. Their neuro-cybernetics,
  though advanced, can never equal the complexity of
  the human brain, and as servant creatures, they are
  not comfortable (or designed for) ordinary human
  interaction.
  Racial Skills: The rudimentary neuro-computers
  replacing parts of the zombie-soldier’s rotted brain
  provide the reanimated warriors with access to an
  exhaustive, up-to-date tactical and military database.
  Gravediggers receive a +2 racial bonus on the
  following skills: Demolitions, Knowledge (history,
  tactics, technology) and Survival. These skills are
  always considered class skills for a Gravedigger.
  Enhanced Senses: The Gravedigger’s integrated
  optics gives the reanimated cyborg lowlight vision
  and darkvision with a 60 ft range.
  Numb Corpse (EX): Gravediggers do not feel
  pain, and their chemically reanimated tissues can’t
  bleed. The zombie-warriors are terrifyingly difficult
  to kill, with drastically simplified vital systems and
  durable, idiot-proof cyber systems.
  Gravediggers gain Damage Resistance 5/-
  against Slashing and Bludgeoning weapons, which
  stacks with Damage Resistance from other sources,
  such as feats or Tough hero class levels.
  Gravediggers are not subject to pain effects,
  stunning, subdual damage and the effects of massive
  damage. They are immune to starvation, thirst and
  suffocation, powered instead by high density fuel
  rods buried in their guts.
  Repairable (EX): The preservative drugs that keep
  Gravediggers from rotting also prevent them from
  healing. Gravediggers do not heal damage naturally,
  but can be surgically repaired using the Treat Injury
  skill. A DC 20 Treat Injury made to aid a
  Gravedigger heals 1d10 points of damage, and
  represents about an hour of work.
  Tube Grown (EX): Since they are educated solely
  through VR implants, Gravediggers may only select
  the Tube Grown starting occupation.
  
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  Since the early 1980s, the Federal Bureau
  of Investigation has maintained a standing army of
  expendable Gravedigger troops. Nicknamed
  “Quantico Zombies” these reanimated soldiers are
  culled from the ranks of America’s executed crimi-
  nals. Fitted with improved cyber-systems, Q-Z
  Gravegiggers may more easily pass for human. They
  are designed primarily for service with the FBI’s elite
  Hostage Rescue Team as
  expendable shocktroops,
  but heavily disguised Q-Z
  Gravediggers are often
  used in dangerous under-
  cover operations.
  The FBI views its
  Gravediggers as expen-
  sive, but ultimately ex-
  pendable resources. It has
  often used Gravediggers
  as decoys and targets
  during undercover opera-
  tions, allowing them to be
  destroyed to enhance a
  human undercover agent’s
  credibility.
  Appearance: Q-Z
  Gravediggers resemble
  lividity scarred, grey-
  skinned human corpses,
  complete with a y-shaped
  autopsy incision. With
  some makeup or in poor
  lighting, they could easily
  pass for human. Q-Z
  Gravediggers are not fitted
  with the rubber mask and
  optics system common to
  military models.
  Variant Racial Traits:
  Except as noted below, a Q-Z Gravedigger has all
  Gravedigger racial traits.
  Variant Ability Score Modifiers: +2 STR, +2
  CON, -2 INT. Q-Z Gravediggers are usually killed
  in a less damaging manner than ordinary
  Gravediggers, whose remains are recovered from
  the battlefield. As such, they receive less cybernetic
  augmentation but can more easily pass for a living
  human.
  
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  Variant Racial Skills: The neuro-computers
  stapled to the Q-Z Gravedigger’s decaying
  nuerology are designed for tactical expertise and
  evidence collection. A Q-Z Gravedigger’s nuero-
  database is pre-loaded with forensic and legal
  information. Q-Z Gravediggers receive a +2 racial
  bonus on the following skills: Investigate, and
  Knowledge (civics, earth & life sciences, technol-
  ogy).
  Variant Enhanced Senses: Instead of enhanced
  vision, a Q-Z Gravedigger’s enhanced olfactory
  senses provide the reanimated humanoid with Scent.
  Q-Z Gravediggers gain Track as a racial bonus feat
  and may use the feat to track by scent alone.
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  Medium Monstrous Humanoid (psionic)
  Mutants are the unwanted byproduct of the
  genetic revolution. The genetic triggers for mutancy
  are randomly distributed among the human popula-
  tion. It is virtually impossible to predict mutant births,
  though the children of two mutants are almost
  always mutants themselves. With powers and
  deformities that emerge during the hormonal surges
  of puberty, mutants are condemned to a life of
  violence and suspicion.
  In most countries, mutants are either forced
  into the military or killed outright. The only true
  homeland that most mutants ever know is the
  isolationist, mysterious artificial island called
  Nightflier. In America, after a long struggle for
  mutant rights, the evolved humans have finally won
  legal protection. The Hunt Clubs and pogroms of the
  past are now illegal, and while mutants may be
  unwanted outsiders, they can’t be legally killed on
  sight anymore… at least not in America. The status
  of mutants varies wildly across the world, from
  almost full acceptance in the European Union to
  slavery in The Republic of Cebary.
  Appearance: Mutants are a diverse bunch. Even
  closely related mutants could easily be mistaken for
  members of different species, depending on how
  their mutant genes express themselves. None of
  them can easily pass for human. Some are as
  hideous as a nightmare and others are strangely
  alluring.
  Fur and feathers, living glass skin, chrome
  scales, prehensile tails, centaur-like legs, glowing
  eyes, gill slits, insectoid wings like stained glass….
  Mutants may display any of these eye catching
  deformities, and a hundred more besides. Each
  mutant is a species of one.
  Size: As a Medium monstrous humanoid, Mutants
  receive no special bonus or penalty due to their size
  at least by default. As a monstrous humanoid,
  Mutants are immune to effects that specifically target
  humanoids, such as charm person.
  Most Mutants have a base land speed of 30 ft.
  Ability Score Modifiers: +4 CON, -2 CHA.
  Beneath all their diverse crop of mutations, Mutants
  are phenomenally healthy and robust. Most mutants
  are athletic by human standards. Unfortunately,
  Mutants are often paranoid and isolated from
  ordinary humans, even in the most pro-mutant
  societies.
  Enhanced Senses: All Mutants possess
  lowlight vision. Depending on their mutations,
  Mutants might have even keener senses.
  Mutant Genetics (EX): All Mutants
  possess at least one mutation and associated draw-
  backs, as described in Chapter 12 of the D20
  Modern core rulebook. All Mutants have at least
  one Cosmetic (0 MP) Mutation, and most have as
  many as they want. Players are encouraged to make
  their Mutants as exotic and colorful as possible.
  During character creation the Mutant selects
  one mutation with a Mutation Point value of three or
  more. Then the character rolls on table 12-1 to
  determine which random mutation she possesses.
  
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  The Mutant must roll for random mutation
  drawbacks on table 12-2. The character must
  continue to roll until the MP value of any drawbacks
  at least equal to the MP value of her positive traits.
  If the gamemaster wishes to allow more
  mutations into the campaign, you may use the new
  mutations and drawbacks described in the Cruel
  Evolution sourcebook (Otherverse Games, 2008).
  The game master may also allow Mutant characters
  to simply select their positive Mutations and roll
  randomly only for drawbacks.
  Powered Hero Synergy: Mutants make
  excellent Powered Heroes. Any time a Mutant
  Powered Hero is eligible to select a new talent, she
  can randomly roll for additional mutation draw-
  backs. The Mutant does not gain additional MP for
  drawbacks gained in this manner. For every two MP
  gained from the drawbacks, the Mutant can select
  an additional Powered Hero Talent for which she
  meets the prerequistes.
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  Cebary’s genetically engineered slaves are
  built as ordinary Mutants with the following modifi-
  cations. Cebary’s Mutants gain the following addi-
  tional racial traits.
  Additional Ability Score Modifiers: -2 INT.
  Cebary’s mutant population is kept docile and
  subservient through innovative brainwashing tech-
  niques. Particularly troublesome mutants are loboto-
  mized or fitted with neural control devices.
  Improved Genetic Stock (EX): Years of genetic
  engineering have mitigated the worst deformities
  found in ‘wild’ mutants. Cebary’s mutant slaves gain
  1.5x the Mutation Point value from any mutation
  drawbacks they receive, which allows them to mor
  easily ‘pay off’ mutant powers. For example, Rapid
  Aging, which normally has a 2 MP value, would
  provide the Cebary Mutant with 3 MP.
  Slave Skin (EX): Cebary’s mutant slaves are fitted
  with a specially designed polymer survival suit which
  is permanently bonded to their skin. This nano-tech
  
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  laced skinsuit covers every part of
  the slave’s body, except for their
  face and the palms of their hands.
  This Slave Skin recycles
  bodily waste and prevents Cebary
  mutants from breeding or enjoying
  sexual pleasure. Mutants fitted with a
  Slave Skin do not need to eat or
  drink, and receive Endurance as a
  racial bonus feat, thanks to their
  metabolic improvements.
  Tube Grown (EX): Since they are
  force grown to adulthood and educated
  by VR memory implants, Cebary’s
  mutant slaves can only select the Tube
  Grown starting occupation.
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  Beginning as the psionic alter-
  ation of a remote alternate Earth, the
  mysterious “White Wave” now spirals
  randomly through the multiverse, perma-
  nently changing any Mutant it comes
  across. The White Wave manifests as a
  blindingly bright cosmic energy storm,
  often parsecs in diameter. This brilliant
  discharge can appear without warning
  virtually anywhere in the cosmos, wreaking
  genetic havoc for a few minutes before rapidly
  fading.
  Culture records indicate the post-human
  empire encountered the White Wave at least once
  before, more than 50,000 years ago, suffering
  causalities in the millions and losing dozens of colony
  worlds. In 1974, the White Wave appeared in
  Earth-space, wreaking havoc on the burgeoning
  Mutant populace. Due to the random and pattern-
  less nature of the event, another White Event could
  occur at any time.
  During a White Wave, all Mutant characters within a
  single solar system must succeed at a randomly
  determined FORT Save (DC 10 + 2d6). If the
  Mutant succeeds, though she is nauseated for the
  duration of the Wave, and shaken for 24 hours
  afterward, she suffers no permanent ill effects. A
  typical wave lasts 1d4 minutes before fading.
  If the FORT Save is a failure, the Mutant’s
  genome is completely rewoven, as the reality-
  altering White Wave destroys her Mutant DNA. The
  character’s race is rewritten; the former Mutant
  becomes either a Human a member of another
  player race with the Psionic subtype. Mutations and
  deformities no longer apply to the character. Mutant
  
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  characters with racial feats lose those feats, and can
  instead choose an equal number of racial feats
  appropriate to their new race.
  Mutant Powered Heroes who lose their
  mutant powers thanks to a White Wave keep all
  class abilities, including bonus Powered Hero talents
  purchased with Mutation Points. Since the White
  Wave is a way for heavily deformed mutants to
  become more human-seeming while keeping most of
  their mutant gifts, some Mutants actively pray for
  another White Event. In Nightflight, the persecuted
  Cult of the White Helix offers sacrifices for another
  White Wave Event. The Cult’s members are among
  some of the mutant nation’s most hideously mutated
  citizens, outcast more for their desire to return to a
  human shape than for their physical oddities.
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  The Cult of the White Helix has mastered a
  psionic discipline that’s half quantum physics, half
  prayer in hopes of drawing the White Wave’s energy
  to earth. So far, the White Ritual remains rare, even
  in Nightflight, and completely unknown in the outside
  world. The White Ritual requires at least 24 hours of
  uninterrupted, solitary meditation by a Mutant who
  has chosen the Nightflight Citizen Starting Occupa-
  tion.
  At the climax of the ritual, the Mutant cultist
  must attempt a DC 22 Knowledge (theology &
  philosophy check). The Mutant can take 10 on this
  check, but can’t take 20 and cannot retry a failed
  check. If the check succeeds, the Mutant undergoes
  White Wave transfiguration as described above. On
  a failure, the Mutant’s genome remains unchanged.
  Unfortunately, the White Ritual twists
  probability curves around the practitioner. Upon
  successfully completing the ritual, the now trans-
  formed mutant loses half their store of Action Points.
  Each time the now transformed mutant gains a new
  level, he or she only receives half the Action Points
  ordinarily gained.
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  Large Aberration
  The Neon are a race of nomadic warriors
  from the Large Magellenic Cloud at the center of the
  galaxy. Able to metabolize stellar radiation and
  photosynthesize starlight, Neon clans thrive where
  no life should be able to exist. Their ancient and
  unchanging culture has evolved in deepest space.
  The creatures are born, live most their lives, and
  eventually die in hard vacuum; the vast majority of
  Neon never enter a planetary gravity well. The Neon
  have built a thriving, prosperous culture out in hard
  vacuum, tapping comets for water and mining
  asteroids.
  The Neon are one of the few races which
  has encountered the Culture but not been absorbed
  into it. The hulking aliens have no need of planetary
  comforts, and the Bodiless Choir has deemed
  conquering each of the Neon’s thousands of inde-
  pendent asteroid-habitats a fool’s errand. The fact
  that the Neon and Culture have different habitat
  requirements has prevented conflict and the relation-
  ship between Neon and Culture is one of trade and
  wary disinterest.
  The Neon barter for high-tech goods and
  luxuries they can’t manufacture themselves. In
  return, the Neon provide raw material, and occa-
  sionally hire on as space-borne Marines aboard
  Culture vessels. The Neon are wary of the Culture,
  wondering if someday the aliens will reverse their
  hands-off policy and decide to enslave their race. In
  turn, the Culture considers the Neon animals, albeit
  very useful animals.
  Most of the Neon hiding on Earth came to
  the planet aboard a Culture vessel.  Neon operatives
  are prized for their strength and durability, their
  innate astronavigation talents, and their knack for
  survival. A career in Psi-Watch or a similar organi-
  zation is usually an attractive prospect for Neon
  stranded in Earth-space. Most Neon gladly trade
  service for passage off-planet.
  
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  NEON ART HErE
  Appearance: The Neon are enormous, tyranno-
  saur-like monsters protected beneath a spectacular,
  fiery aura and dense organic steel carapace. Most
  Neon stand nearly 10 ft tall at the shoulder, and
  weigh as much as a fully loaded Humvee. The
  largest specimens reach nearly twenty feet at the
  shoulder, and legendary clan bulls are sometimes
  even more massive.
  Though relatively short, a Neon’s forearms
  are as powerful as a hydraulic press. Their massive
  legs give them surprising speed and agility for their
  bulk. A Neon’s mammoth body is sheathed in sleek,
  living steel plates. Segmented armored plates on
  their back, breast and running the length of their
  spinal column provides an additional layer of protec-
  tion for the aliens, as well as giving them an almost
  machine-like appearance. Their toothy, flame-licked
  maws are crowned by multiple rows of  eyes, most
  of which perceive a greater color spectrum than
  human optics.
  A Neon’s body is wreathed in a corona of
  plasma vapor, which glows as brightly as a halogen
  flood and can badly burn anyone touching the alien
  carelessly. Plasma vents from beneath seams in the
  alien’s armor, and this fiery aura helps the alien
  regulate its body temperature in the depths of space
  and offers comprehensive protection against cosmic
  background radiation. Thanks to their superior color
  vision, Neon can easily differentiate their own kind
  by subtle shade differences in one another’s aura.
  The hue of a Neon’s fiery aura tells other members
  of it’s species its asteroid of birth, its caste and its
  family history. Neon of different spectrums rarely
  interbreed.
  
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  Size: As a Large aberration, Neon incur a –1 size
  penalty on Defense, a –4 size penalty on Hide
  checks and receive a +4 size bonus on Grapple
  checks. A Neon’s lifting and carrying limits are
  double those of a medium humanoid. As an aberra-
  tion, Neon are immune to effects which specifically
  target humanoids, such as charm person.
  A Neon’s base land speed is 30 ft. The
  Neon are semi-quadrupedal. If a Neon can drop to
  all fours, it can lope along at a base land speed of 40
  ft. The Neon cannot be carrying anything in its hand
  to revert to quadrupedal running.
  Ability Score Modifiers: +4 STR, +2 CON, -2
  INT, -2 CHA. Neon are inhumanly strong and
  durable, with immune systems that laugh off Terran
  disease and toxins, but their alien mindset leads to
  difficulties in interacting with humans.
  Racial Skills: Neon are born in hard vacuum and
  are natural star-travelers. Neon receive a +4 racial
  bonus on Knowledge: physical sciences and Navi-
  gation checks, which reflects their childhood under
  an endless sea of stars.
  A Neon’s fiery corona imposes a –8 (total –
  12 with size penalty) racial penalty on Hide checks.
  Unless magical or psionic means are used, the Neon
  automatically fails Disguise checks when attempting
  to imitate anything other than another Neon.
  Neon automatically speak and are literate in
  their clan’s language and a number of other Neon
  languages equal to their INT modifier. This is in
  addition to their ordinary allotment of bonus lan-
  guages.
  Enhanced Senses: Neon possess low light vision
  and blindsight with a 60 ft range; they are at home
  even among the blackest voids of deep space.
  However, since they are designed to survive in
  anaerobic environments, Neon have no sense of
  smell or taste.
  Natural Armor (EX): A Neon’s living metal hide
  provides the alien with a +6 natural armor bonus to
  Defense. Unfortunately, Neon cannot wear addi-
  tional armor or operate Powered Armor.
  Energy Immunity (EX): Neon characters immune
  to cold, fire, and radiation damage. They are tem-
  pered in hard vacuum and can survive deep space’s
  extremely lethal conditions. Planetary life is a pleas-
  ant vacation for these star-born aliens.
  Starborn (EX): The Neon are perfectly adapted to
  life in deep space. They require no atmosphere to
  survive, and are immune to suffocation, drowning
  and hard vacuum. They require no food or water to
  survive, and can metabolize stellar radiation.
  Photosphere (EX): The Neon continually vents a
  nimbus of stellar plasma, which forms a brilliant
  corona around the creature’s armored body and
  culminates in a crown of stellar flame. The brilliant
  aura sheds light like a halogen floodlight, and cannot
  be suppressed. The fiery aura only fades when the
  Neon dies.
  This flaming aura does not harm the Neon or
  its gear, but adds +1d6 points of fire damage to all
  the creature’s unarmed attacks. Any creature who
  grapples the Neon suffers +1d8 points of fire
  damage per round of contact. Casual contact with
  the Neon can result in second or third degree burns
  and an embrace can be deadly.
  Zero G Adaptation (EX): All Neon receive Zero
  G Training as a racial bonus feat, even if they do not
  meet the prerequisites.
  
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  �������
  The US miltiary’s
  “Patriot” supersoldier
  program is the most
  successful human
   enhancement program in
  the world. Over the last
  four and a half decades,
  Patriot Medical has pro-
  duced more than human
  subspecies than even
  Cebary’s genelabs. New
  Patriot mutate are
  codenamed alphabetically
  and the roster of
  custom-built new species is
  referred to, collectively, as
  the Patriot Alphabet.
  The US Government only
  openly acknowledges the
  existence of a few Patriot
  Species: Anvils, Boxers,
  Ivories and Mechanics. The
  existence of other Patriot
  mutates is kept on a strictly
  need to know basis and of all
  the Patriot programs in this
  book, the Switchblade
   program is the most highly
  classified.
  The APEX sourcebook
  (Otherverse Games, 2009)
  details three new Patriot mutate
  races common to the
  Otherverse America setting: Couriers, Mechanics
  and Wrench. It also hints at a monstrous breed of
  Patriot Zulus, without providing details. While the
  Mechanics have been imported to Psi-Watch, it’s up
  to individual gamemasters if these other futuristic
  breeds of supersoldier also will play a role in your
  campaign. Future sourcebooks for both game lines
  will detail additional Patriot mutates.
  
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  Large Monstrous Humanoid
  Patriot Anvil was the shortest lived, and
  least successful of Psi-Watch’s supersoldier pro-
  grams, reaching its peak and being shut down in
  1994, just two years after its inauguration. Like its
  ‘cousin’ programs, Patriot Anvil had the stated
  purpose of breeding superhuman soldiers. However,
  the ponderous, slow moving mutants the program
  produced had little battlefield utility: most
  of the initial test subjects were medically
  discharged from the military and now live
  in highly classified obscurity.
  The Patriot Anvil program was
  scrapped, and the mutagens used in the
  conversion process were marked for long
  term storage and disposal. Unfortunately,
  the disposal facility in Utah was destroyed
  under mysterious circumstances, releasing
  the highly toxic mutagens into the air. It
  may be years before the ecological
  damage from the accident repairs itself.
  Over the last five years, Patriot Anvil
  births have become a common, horrifi-
  cally bloody event across the rural
  Southwest, especially in Utah’s sprawling
  reservation land.
  Physicians on the reservations
  keep a wary eye for the signs of Anvil
  mutation during a pregnancy, but unfortunately the
  tell-tell mutations of the fetus only appear in the last
  weeks of pregnancy. Too many mothers die giving
  birth to their heavily mutated offspring, and without
  quality xeno-medical care, most newborn Anvils
  don’t live more than a few yours. Those who survive
  grow quickly, reaching their full adult size in just a
  few years, though the mutants mature emotionally at
  the same rate as a human. Huge numbers of Patriot
  Anvil orphans live in the subterranean Patriot
  Medical city, while others have found their way to
  Nightflight. In both cases, the oldest and most
  mature have earned reputations as tough, battle-
  ready warriors.
  Appearance: When fully grown, Patriot Anvil
  children stand between eight and ten feet tall, and
  most weigh a ton or more. Instead of a human
  epidermis, they are covered in a dense, silica-based
  exoskeleton. Their stony skin is usually a dark
  brown or amber, the color of desert landscapes,
  though female Anvils are often a drab blue or grey.
  Differences in color are only way to tell an Anvil’s
  gender as secondary sex characteristics are non-
  existent.
  Patriot Anvils have wide, flat elephantine
  feet to support their massive bulk, and stubby,
  simplified fingers with crudely articulated opposable
  thumbs. They have featureless, unexpressive faces
  with jaws like a bulldozer’s shovel and insectoid
  compound eyes set far back in a basalt skull.
  Size: As a Large monstrous humanoid, Patriot
  Anvils suffer a -1 size penalty to Defense, a -4 size
  penalty on Hide checks but gain a +4 size bonus on
  Grapple checks. An Anvil’s lifting and carrying limits
  are double those of a Medium humanoid. As a
  monstrous humanoid, Patriot Anvils are immune to
  effects that specifically target humanoids, such as
  charm person.
  
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  Patriot Anvils move like
  tanks, with a base
  landspeed of 20 ft.
  Ability Score Modifiers:
  +6 STR, +2 CON, -4
  DEX, -2 WIS. Patriot
  Anvils are impossibly
  strong, able to twist rebar in
  their bare hands and shatter
  a foot thick concrete block
  with a single blow. Unfortu-
  nately, they’re ponderous
  and earthbound, and their
  stony exoskeleton impedes
  their senses.
  Geo-Carapace (EX):
  Patriot Anvils have rocky
  hides nearly 6 inches deep.
  The stone skinned goliaths
  are able to shrug off small
  arms fire and survive a
  direct hit from an air to
  ground missile. A Patriot
  Anvil’s armored hide
  provides a +6 natural armor
  bonus and provides the
  creature with Damage
  Reduction 5/-.
  This racial Damage Reduction stacks with
  DR gained from other sources, including feats and
  Tough Hero class levels.
  The incredibly bulky Patriot Anvil cannot
  wear additional armor, and any clothing or equip-
  ment (such as a spacesuit) worn by the Anvil must
  be custom tailored, increasing the base purchase DC
  by +6.
  The Patriot Anvil’s blocky fingers are ill
  suited to fine manipulation. Any task that requires
  manual dexterity (typing, surgery, delicate repairs,
  even reloading a handgun) takes twice as long to
  perform when the Patriot Anvil attempts the task. If
  the Anvil takes 10, the task takes 20 times as long
  to complete, and requires 40 times the usual
  completion time when the Anvil takes 20.
  Stone Fist (EX): The Patriot Anvil’s massive rocky
  fists give the creature a natural slam attack. The
  Anvil is always considered armed and proficient
  when attacking with this slam attack. The Patriot
  Anvil’s slam attack deals 1d8 points of damage, plus
  his STR modifier.
  Generational Restriction
  The first Patriot Anvil were born during the
  mid 1990s. Only a handful are older than 20. Patriot
  Anvil characters must be created in the Young Adult
  or Child age categories only.
  
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  Medium Humanoid
  “Patriot Boxer” was an under funded
  adjunct to the government’s mid-70s Patriot Ivory
  program. Where the Patriot Ivory program focused
  on subtle defensive mutations implanted in children in
  utero, Patriot Boxer focused on enhancing the
  strength and endurance of adult volunteers. The
  Boxers were Vietnam vets who were gene-modified
  for enhanced strength and durability.
  The physical mutations and neural disorders
  that were part and parcel of the Patriot Boxer gene-
  mod lead Psi-Watch to declare the experiment a
  failure, and the program was mothballed in 1976.
  Today’s scattered Patriot Boxers are either the
  children of 70s-era volunteers, or are products of
  cut-rate foreign versions of the program.
  Appearance: Patriot Boxers are multi-armed
  humanoids, with an additional pair of muscular, fully
  functional limbs located just below their sternum. All
  Patriot Boxers are lean and muscular, with close to
  0% body fat. A handful of Patriot Boxers lack the
  symmetry of their cousins, and may have lop-sided
  arm configurations, or are marked by other vestigial
  limbs.
  A Patriot Boxer has unusual proportions and
  organ configurations to accommodate their unusual
  limbs: their lungs and hearts are enlarged to accom-
  modate their metabolic needs. They are taller than a
  human, with an elongated abdomen and ribcage.
  Some Patriot Boxer females have additional pairs of
  breasts and pectoral muscles level with their second
  shoulders, while other have a row of nursing teats
  running the length of their bodies.
  Size: As a medium humanoid, Patriot Boxers
  receive no special bonuses or penalties due to their
  size.
  A Patriot Boxer has a base land speed of 30 ft.
  Patriot Boxers have a climb speed of 20 ft, and can
  always take 10 or 20 on a Climb check, even when
  threatened.
  
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  Ability Score Modifiers: +4 STR, +2 CON, -2
  INT, -2 WIS. Patriot Boxers are prodigiously
  strong, and incredibly healthy and durable. How-
  ever, the neural disorders common to all Boxers
  mean they are easily distracted, with notoriously
  poor eyesight and are prone to distracting migraines
  and poor recall.
  Racial Skills: A Patriot Boxer’s unique anatomy
  gives the humanoids a +4 racial bonus on Climb,
  Escape Artist and Sleight of Hand checks.
  Enhanced Senses: Patriot Boxers possess
  lowlight vision. .
  Boxer Anatomy (EX): The multiply armed Patriot
  Boxers are designed for frontline combat and
  military service. A Patriot Boxer’s many arms allow
  the creatures to effectively fight with multiple weap-
  ons simultaneously.
  All Patriot Boxers receive the Multiweapon
  Fighting feat as a racial bonus feat, even if they do
  not meet the DEX Prerequisites. A Patriot Boxer’s
  multiple limbs give the creature a +4 racial bonus on
  Grapple and Disarm checks.
  Militant Durability (EX): Patriot Boxers were
  initially designed for frontline service in the jungles of
  Vietnam. Genetically engineered for combat service,
  Patriot Boxers receive one bonus hit point each time
  they gain a level in any of the following combat-
  focused advanced classes: Soldier, Field Officer,
  Helix Warrior, Combat Type or Frontliner.
  Cardiovascular Weakness (EX): The Boxer’s
  enlarged heart and lungs are taxed to capacity by the
  creature’s muscular and metabolic demands. Patriot
  Boxers suffer regular cardiac events and asthma like
  symptoms.
  Any time they fail a FORT save, for any
  reason, in addition to the normal effects of a failed
  save, the Patriot Boxer suffers 1d3 points of tempo-
  rary CON drain, due to the effects of a debilitating
  minor heart attack.
  �������� �����
  Medium Humanoid
  “Patriot Ivory” is the codename for a Psi-
  Watch breeding program dating back to the moon
  landing, designed to create ultra durable, metahuman
  agents. Using selective breeding, hormonal injections
  and gene-therapies while the Ivory child is still in
  utero, and the controlled introduction of extraterres-
  trial DNA, Psi-Watch was able to create genetically
  enhanced soldiers almost indistinguishable from
  baseline humans.
  The Patriot Ivory program is one of Psi-
  Watch’s greatest successes, and “Ivories” account
  for more than half of the agency’s metahuman
  operatives. While most Patriot Ivory children are
  raised by the agency on high security campuses
  around the world, substantial minorities of Ivories
  are placed with human foster families, and though
  their early lives are recorded and highly scrutinized,
  have almost normal childhoods.
  Patriot Ivory foster children are often placed
  in the care of retired or medically sidelined agents,
  who raise the children with the expectation that one
  day the superhuman child will also enlist in Psi-
  Watch.
  Appearance: Patriot Ivory soldiers are almost
  indistinguishable from their human counterparts, and
  with a little care can easily pass for humans. Patriot
  Ivories have milk white skin, pale hair and bright
  pinkish or reddish eyes. Most are simply assumed to
  be albino humans, and can easily pass for normal
  human thanks to make up or concealing costumes.
  A Patriot Ivory’s skin and muscle tissue is
  slightly denser than human, and they weigh several
  pounds more than a human of similar build. Their
  skins are slightly hard to the touch, especially when
  the Ivory is angry or fearful. As the Ivory’s adrena-
  line surges, the metahuman’s bone white skin is
  flushed with hormones and becomes nearly bullet
  proof.
  
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  Size: As a Medium humanoid, Patriot Ivories
  receive no special bonus or penalties due to their
  size. A Patriot Ivory’s base land speed is 30 ft.
  Ability Score Modifiers: +4 DEX. Ivory muscula-
  ture and connective tissue is more flexible and
  pliable than comparable human tissue, giving the
  super soldiers unparalleled grace and agility.
  Racial Skills: Patriot Ivory children are trained in
  military tactics and espionage from the minute they
  can speak, and their childhood games are usually
  military simulations.
  The Ivory receives a +2 racial bonus on
  Climb, Knowledge: history and Knowledge: tactics
  checks. All Patriot Ivory receive Personal Firearms
  Proficiency as a racial
  bonus feat.
  Enhanced Senses: Patriot
  Ivories are genetically
  engineered for keen night
  vision, and all Ivories gain
  lowlight vision.
  Adrenal Armor (EX):
  When threatened, the
  Ivory’s milk white skin
  instantly hardens into a
  protective armored cara-
  pace, as durable as the
  ivory the race is named for.
  The Ivory receives a
  +3 natural armor bonus to
  Defense; unlike conven-
  tional natural armor, the
  Ivory does not benefit from
  this natural bonus when he
  is flat footed, denied his
  DEX bonus to Defense,
  unconscious or helpless.
  The adrenaline surge that
  hardens the metahuman’s
  white skin happens in a
  heartbeat, but the
  metahuman must be at least subconsciously aware of
  the threat.
  Limited Starting Occupations: The Patriot Ivory’s
  early years are focused on military and espionage
  training, limiting their social interaction and early
  career choices.  A Patriot Ivory character can select
  a starting occupation only from the following list:
  Adventurer, Criminal, Emergency Services,
  Law Enforcement, Military, Tube Grown
  
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  Medium Humanoid (Psionic)
  Patriot Mechanic mutates are trusted to
  keep the world’s most complex war machines at
  peak efficiency. Their high intelligence and instinctive
  mechanical talents are reinforced with a psionic
  ability to manipulate metal and plastic. Patriot
  Mechanics serve with every faction- maintaining
  Bradbury Station’s Slide system, upgrading the
  railguns on Aegis cruisers, overseeing American and
  Chinese sat launches, and ensuring that Huxley’s
  guns don’t jam during a fire fight.
  Patriot Mechanic mutates are one of the
  most common engineered-human species. While
  most are engineered in utero, decanted from a
  womb-tank and raised by a corporate or military
  foster family, a substantial minority of the species are
  born naturally, to fully human parents. They are
  omnipresent in The Republic of Cebary, where they
  are considered inferior to pureline humans, but
  afforded greater freedom and social status than the
  island’s mutant slaves.
  Especially among the American working
  class, engineering a gestating fetus into a Patriot
  Mechanic mutate is seen as a way to ensure the
  child’s future prosperity. Patriot Mechanic births are
  even more common in India and Pakistan, where the
  governments have instituted a large-scale uplift
  program, to ensure their dominance of the region’s
  emerging high-tech economy.
  Appearance: Patriot Mechanic mutates are nearly
  indistinguishable from their human cousins. A Patriot
  Mechanic’s hands are sheathed in a millimeter-thin,
  slick silvery-grey layer of organic chrome. Their
  metallic ‘gloves’ continue up their forearms and
  shoulders as a fine network of circuitry. A Patriot
  Mechanic can easily pass for a full human just by
  wearing gloves.
  Size: As a Medium humanoid, a Patriot Mechanic
  receives no special benefit or penalty due to its size.
  A Patriot Mechanic’s base landspeed is 30 ft.
  Ability Score Modifiers: +2 INT. Patriot Me-
  chanics are highly intelligent, learn quickly and have
  a natural talent for invention.
  Racial Skills: Patriot Mechanic brains are engi-
  neered for problem solving ability, logic and me-
  chanical aptitude. The mutates receive a +4 racial
  bonus on Craft (mechanical, electronic) and Repair
  checks.
  
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  Skill Focus (EX): All Patriot Mechanics specialize
  in a single technical skill, which becomes their
  signature area of expertise. Select any one of the
  following skills: Craft (any), Disable Device, Demoli-
  tions, Drive, Knowledge (technology), Pilot, or
  Repair. The Patriot Ivory may use the skill in a new
  way: he or she may always choose to take 10, or
  take 20 when using that skill. This chosen skill is
  always a class skill for the metahuman.
  In addition the Mechanic may ‘take-X’ on
  the skill check, where X is a number between 10
  and 20. For example, if the Patriot Mechanic knew
  she could succeed on a repair check by rolling a 14
  or higher, she could “take 14”. The skill check
  would than take fourteen times as long as performing
  the skill ordinarily.
  Racial Feats: All Patriot Mechanics receive
  Gearhead as a racial bonus feat.
  Mechanic’s Telekinesis (SU): A Patriot
  Mechanic’s telekinetic gifts are uniquely focused on
  manipulating metal and plastic. Merely by touching a
  Huge or smaller mechanical object for one minute,
  the Patriot Mechanic can perform routine cleaning
  and maintenance (such as cleaning and disassem-
  bling a gun, sharpening a blade, or degreasing an
  engine block).
  The Patriot Mechanic can telekinetically
  manipulate unattended objects made mostly of glass
  or plastic weighing up to 20 lbs at will, as if using the
  mage hand spell. Patriot Mechanics can manipulate
  objects telekinetically within 30 ft.
   A Patriot Mechanic can perform skill
  checks remotely at no penalty, due to the fine
  control the mutate has over inorganics, but suffers a
  -8 circumstance penalty if he uses this ability to
  launch an attack (such as by telekinetically firing a
  handgun).
  Finally, as a full round action, a Patriot
  Mechanic can touch a Medium or smaller metal or
  plastic object and physically transform the object
  into any type of Improvised Tool Kit. Doing so
  destroys the object, ruining it for its original purpose.
  �������� ������������
  Small Humanoid (Psionic)
  During the late 1980s, Puzzle Ops began the
  ultra-black “Patriot Switchblade” program, a secret
  enhancement protocol unknown even to the Patriot
  Medical geneticists in Atlanta. The goal of the
  program was to create the perfect, undetectable
  assassin, a metahuman killer without the obvious
  mutations of other Patriot soldiers. To this end,
  hundreds of American children were secretly
  inoculated with a genetically engineered retrovirus
  embodying the Switchblade mutations.
  Some died. Some killed themselves or
  others, as their predatory instincts came on-line. A
  few survived, locked forever into phenotypic
  childhood, gifted with an instinct for combat, and a
  psychological addition to watching others die.
  Patriot Switchblades account for a shockingly large
  percentage of Puzzle Ops’ wetwork agents. These
  psionically gifted children can walk into any secure
  area empty handed, commit quiet murder, and
  escape suspicion because of their false innocence.
  Appearance: Patriot Switchblade mutates are
  physically indistinguishable from pre-teen humans.
  After reaching an apparent physical age of about 10
  or 11, they no longer show signs of aging, though
  they continue to gain experience. Despite their false,
  eternal childhood, Patriot Switchblade mutates live
  about as long as an unmodified human.
  Patriot Switchblades know how uncomfort-
  able other humans are fighting children, even psionic
  gifted assassin children. They usually adopt a
  childlike persona, which they can drop with shock-
  ing suddenness. Others dress in an intentionally
  disturbing Lolita style, and many Switchblades
  acquire the Troublemaker Template (from the
  Free20 product of the same name) to wreak father
  emotional havoc on their targets.
  
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  Size: As Small humanoids,
  Switchblades receive a +1 size
  bonus to Defense, a +4 size bonus
  on Hide checks, and suffer a -4
  size penalty on Grapple checks.
  A Patriot Switchblade’s
  base landspeed is only 20 ft, due
  to their petite size.
  Ability Score Modifiers:
   -2 STR, +2 INT, +2 CHA.
  Patriot Switchblades are keenly
  intelligent, and have a strong sense
  of self. They are social predators
  without equal, but their child-like
  frames limit their physical strength.
  Racial Skills: Patriot
  Switchblades are nasty little
  combat-sociopaths, who have a
  keen sense of others weaknesses
  and how to exploit them. They
  receive a +2 racial bonus on Bluff,
  Sense Motive and Knowledge
  (streetwise) checks.
  Racial Feats: Patriot
  Switchblades receive the Preferential Hunter feat as
  a racial bonus feat. Unlike other Preferential Hunt-
  ers, each day upon awakening, they can change any
  one of their five preferred victim categories. This
  makes them more diverse and effective assassins.
  Enhanced Senses: Patriot Switchblades have
  some cat and ursine DNA encoded into their
  genomes, to give them a killer instinct. Switchblades
  gain the scent special quality, and a Patriot
  Switchblade with the Track feat can use it track by
  scent alone.
  Murder Addict (EX): Patriot Switchblade brains
  are hard-wired for killing. They enjoy murder, and
  worse, they’re very, very good at it. Patriot
  Switchblades receive a +1 morale bonus on all skill
  checks, WILL Saves and melee attack rolls made
  after killing any sentient creature either barehanded
  or with a melee weapon.
  However, if the Switchblade goes more than
  a week without killing a sentient creature, he or she
  becomes nervous, twitchy and depressed. The
  character is shaken, suffering a -2 penalty on all
  skills, checks, attack rolls and saves, until he or she
  commits murder.
  Restricted Starting Occupations: Patriot
  Switchblades are only bred by Puzzle Ops, and are
  raised in Scholarship Division training camps. Their
  training is focused solely on stealth and wetworks.
  Patriot Switchblades can only choose from the
  following starting occupations:
  Criminal, Military, Tube-Grown
  
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  Medium Humanoid (Psionic)
  A Culture heavy cruiser crashed in Lake
  Michigan in 1942. Technology recovered from
  the crash accelerated the US space program by
  decades. While the public space agencies were
  racing the Russians to orbit, the fledgling De-
  partment of Mental Research (soon renamed
  Psi-Watch) was created to oversee Project:
  Shiftsteel. Beginning in 1951, Psi-Watch under-
  stood the alien technology well enough to begin
  surgically bonding fragments of the starship’s
  living metal hull to human volunteers.
  Over one hundred and fifty of
  America’s best astronaut candidates and most
  decorated Korean War veterans had shards of
  living alien steel sewn into their bodies. The
  results were everything the fledgling Psi-Watch
  could have hoped for: enhanced speed reflexes
  and intellect, immunity to vacuum and hard
  radiation, unexplainable psionic gifts. The first
  Shiftsteel Symbiotes were elite soldiers, and the
  cyborgs became a standard part of US tactical
  doctrine, despite the personality changes and
  alien thoughts that the volunteers had to endure.
  As technology and understanding of the
  human genome advanced, succeeding genera-
  tions of Symbionts were linked more intimately
  to the alien metal. Next generation Symbionts
  were bonded to the alien metal on a genetic
  level, mingling human DNA with alien bio-ware.
  During the early 1960s, a short lived and highly
  controversial US government project dumped
  trace amounts of liquid state Shiftsteel into the
  water supply of black and minority communities
  throughout the Southern USA. By the 1970s,
  the Russians had stolen and reverse engineered
  the Shiftsteel Symbiont technology, exporting it
  to the Warsaw Pact nations.
  The current generation of Shiftsteel
  Symbionts are the children and grandchildren of
  first-gen volunteers and the 1960s’ unwitting
  
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  test subjects.  The Shiftsteel mutation is deeply
  recessive, and could conceivably lie dormant for
  generations. Psi-Watch estimates that there are
  fewer than 1,000 Shiftsteel Symbionts worldwide,
  and has documentation of only a few active Sym-
  bionts. Due to their rarity and high threat level,
  newborn Symbionts are a hotly contested resource.
  Appearance: When their powers emerge, typically
  during late puberty, a Shiftsteel Symbiont undergoes
  a profound physical change. A living mercury
  carapace oozes through their pores and covers the
  majority of their bodies. Only the Symbiont’s face is
  left uncovered; the rest of their body is sheathed in
  liquid metal. Often gleaming metallic silver, a
  Symbiont’s hull might take other more exotic hues,
  from a rich gold, a bloody iridescent crimson, or the
  crisp blue of a lightning strike. This liquid metal
  carapace gleams brightly in the sun.
  Under their steel, the physiological changes
  are even more profound: human organs atrophy,
  transforming into a bio-engine resembling a Culture
  warship’s star drive. Normally the Symbiont’s
  gleaming metallic armor is as polished as a mirror
  but if the Symbiont is injured or depressed, their
  colors dull and a spider web of fine cracks appears.
  A symbiont’s chromium carapace is hot to the touch,
  and crackles with harmless electrical discharges.
  Size: A Shiftsteel Symbiont is a Medium humanoid,
  and as such receives no special bonus or penalty to
  its size. A Shiftsteel Symbiont’s base land speed is
  30 ft.
  Ability Score Modifiers: +2 INT, +2 WIS, -2
  CHA. Shiftsteel Symbionts are far more intelligent
  than the norm, incredibly strong willed and percep-
  tive. However, they live everyday with alien thoughts
  encoded in their genome. They have difficulty
  relating to ordinary humans, and often struggle to
  express the great thoughts trapped inside the steel.
  Racial Skills: Shiftsteel Symbionts receive a +2
  racial bonus on Navigate and Knowledge (physical
  science) checks. Their gleaming carapace whispers
  into their mind, giving the Symbionts a natural insight
  into quantum physics and stellar phenomena.
  Enhanced Senses: Shiftsteel Symbionts gain
  lowlight vision and darkvision with a 60 ft range.
  Shiftsteel Carapace (EX): The alien metal cover-
  ing their bodies gives the Shiftsteel Symbionts
  phenomenal durability and energy resistance.
  Shiftsteel Symbionts receive a +3 natural armor
  bonus to Defense.
  In addition, the creatures are completely
  immune to radiation, heat and fire damage, as well
  as to electrical damage. Shiftsteel Symbionts suffer
  only half damage from cold based attack forms, or
  no damage on a successful save.
  Probability Curvature (SU):The Shiftsteel’s body
  naturally generates a subtle, and omnipresent source
  of light, roughly equal to a heavy duty spotlight. In
  addition, this aura alters quantum flux and distorts
  probability. Psi-Watch theorizes that this aura is
  similar to training and shipboard damage control
  devices commonly used on Culture starships.
  During character creation, the Symboint
  selects any two skills, which must be keyed to
  different ability scores.  Once chosen, Curved skills
  cannot be changed.
  Performing either skill in the Symbiont’s
  presence becomes easier. Anyone within 30 ft of the
  Symbiont receives a +1 luck bonus on checks with
  that skill. The Symbiont does not benefit from her
  own Probability Curvature, but can receive a bonus
  provided by other members of her species.
  Shiftsteel Machinery (SU): There are several
  different ‘castes’ of Shiftsteel Symbionts. Psi-Watch
  theorizes that the alien metal taken from the Culture
  warship is attempting to produce ‘replacement
  parts’ for the salvaged starship, and that the different
  ‘breeds’ of Shiftsteel Symbionts represent different
  components required for starship operation.
  
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  During character creation, the Shiftsteel
  Symbiont must select one of the following primary
  cyber-cores, which determines the Symbiont’s
  capabilities. Once chosen, the selection cannot be
  changed.
  Astro-nav Engine (SU): The Symbiont’s
  inner hull is laced with worm-hole generators and
  quantum string computers. The Symbiont can
  teleport over extremely short distances. A number of
  times per day equal to one plus the Symbiont’s
  CON modifier (minimum twice daily), the Symbiont
  can teleport up to 30 ft as a free action. The Sym-
  biont must have a clear line of sight where she is
  jumping.
  Combat Array (SU): The Shiftsteel Sym-
  biont can vent the exotic energies his body pro-
  duces. As often as once per round, the Symbiont
  can fire a blast of energized particles and strange
  matter. The energy blast is a ranged weapon with a
  30 ft range increment which inflicts 1d4 + CON
  modifier points of energy damage. When this ability
  is chosen, the Symbiont chooses whether the energy
  blast will inflict Cold, Electricity, Fire, or Sonic/
  Concussion damage.
  EW Array (SU): The Symbiont’s internal
  systems generate a powerful stealth field. The
  Symbiont’s voice and image cannot be recorded or
  stored electronically, though the creature can use
  ‘real time’ communications links like telephones and
  VOIP protocols.
  The Symbiont receives a +4 racial bonus on
  Defense against guided ranged attacks, such as
  powered missiles, but not ranged weapons targeted
  ‘by eyeball’ or unguided ranged attacks.
  Lift Engine (SU):  The strange energy
  generating organs within their bodies give them the
  ability to spurn gravity and fly through the localized
  manipulation of gravitons. Symbionts have a flight
  speed of 30 ft (good maneuverability)
  Quantum AI (EX): The Shiftsteel
  Symbiont’s incredibly keen mind works with incal-
  culable speed, and is capable of drawing conclu-
  sions from minimal data. The Symbiont is a deduc-
  tive savant. Each day the Symbiont receives a pool
  of bonus points equal to twice her ranks in Knowl-
  edge: physical sciences.
  Any number of these daily bonus points can
  be spent by the Symbiont to improve the results of
  any INT or WIS based skill check, Concentration
  check, Initiative check or WILL saves. The points
  must be spent prior to rolling to resolve the check.
  Quickflex Hull (EX): The Symbiont’s liquid
  metal skin is designed for maximum grace and
  inhuman agility. The Symbiont’s chromed body can
  flex and stretch in ways impossible for a human, and
  the Symbiont receives a +4 racial bonus to DEX.
  Xeno-Biology Suite (SU): The Symbiont is
  programmed with a complete xeno-biological
  database and emergency DNA replication system.
  Three times per day, the Symbiont can summon any
  creature of the animal, aberration, dragon, magical
  beast or ooze type which is CR 2 or less. This
  creature appears in the nearest open square to the
  Symbiont and serves the metahuman loyally for up
  to one minute or until destroyed. The creature
  disintegrates after one minute as its flash-cloned
  genetic structure breaks down.
  Symbiotic Autism (EX): Shiftsteel Symbionts are
  prone to a host of unusual psychological problems,
  in many ways fundamentally similar to autism. If the
  Symbiont ever rolls a natural one on any skill check,
  they enter a trance state for 1d4+1 minutes.
  While entranced, the Symbiont stares
  blankly, their hands moving automatically as they
  attempt to correct their errors, and cannot be
  awakened. During this time, the Symbiont is help-
  less, and will not even defend him or herself if
  attacked or injured.
  
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  The Culture’s Shiftsteel Symbionts
  The Culture claims a caste of pilot-workers
  fundamentally similar to the Shiftsteel Symbionts.
  Referred to as “Walkers of the Grey Corridor” these
  alien Symbionts are statistically identical to their
  Earth-born counterparts. Their appearance is slightly
  different. Where Earth’s Symbionts resemble human
  figures dipped in colorful liquid chrome, the
  Culture’s Symbionts display intricately carved,
  baroque armor which is invariably a rich golden
  bronze against their dark skins.
  The Culture’s “Walkers of the Grey Corri-
  dor” often select the Ghostwise starting occupation,
  and are assigned to the Culture’s enormous space
  fleet. “Walkers of the grey Corridor” account for
  some of the Culture’s greatest combat pilots,
  starship captains and famous Naval officers.
  ���� �����������
  ������� ��� ��
  Medium Humanoid
  The Spetsnazski are products of a secret
  Russian genetics experiment designed to produce
  the perfect soldier. The Spetsnazski program
  actually predates American attempts to produce
  enhanced Cold Warriors by nearly a decade; the
  first Spetsnazski experiments were performed on the
  unfortunate victims of the Stalin-era purges. Thanks
  their willingness to spend thousands of lives for a
  single positive result, and a budget dwarfing anything
  the CIA or the young Psi-Watch organization had to
  work with, the USSR took an early initial lead in the
  genetic arms race.
  Spetsnazski mutates first entered combat
  service during the late 1960s. These perfect Soviet
  warriors were dispatched to hotspots around the
  globe, instructed to train ‘progressive elements’ and
  leftist rebels in guerilla tactics. Secret duels between
  Spetsnazski agents and their gene-enhanced Ameri-
  can counterparts were common and brutal, as the
  two breeds of super soldier clashed on battlefields
  around the globe.
  Like their nearest American counterparts,
  the Patriot Ivories, early Spetsnazski were raised in
  isolation at one of the many “Science Cities” not
  appearing on any Russian map. Most 60s-era
  Spetsnazski were mutated into during their child-
  hood, and after it became clear they would survive,
  these mutant children were taken from their dissident
  parents and raised by the State. With the fall of the
  Soviet Union, Spetsnazski technology found its way
  across the world, becoming especially common
  among Middle Eastern and Southeast Asian fac-
  tions.
  The Spetsnazski program was restarted
  under Putin, and a new roster of Spetsnazski
  children were decanted from Russian womb-tanks.
  These young, modern Spetsnazski are being trained
  according to the same grueling regimen begun
  decades ago.
  Their childhoods are filled with wilderness survival
  courses, armed and unarmed combat training, and
  political indoctrination. During their teens, young
  Spetsnazski are instructed in the arts of espionage
  and insurgency. By the time these super-agents are
  allowed to leave Russia on their first mission, they
  have as much field training as most veteran Western
  spies.
  Appearance: Spetsnazski are designed to easily
  pass for human; those with overt mutations were
  traditionally euthanized within minutes of birth. A
  Spetsnazski resembles a pale, lean Russian man or
  woman with pale grey or white hair. The main
  difference between a Spetsnazski and a human is the
  structure of the eyes; a Spetsnazski eyes lack visible
  irises. Their dark irises seem to fill most of their
  eyes. The race’s minor mutations can easily be
  concealed behind sunglasses and a ballcap.
  Size: As a medium creature, a Spetsnazski has no
  special bonuses or penalties due to size. A
  Spetsnazski base land speed is 40 ft- these soldiers
  are bred for speed like champion racehorses.
  
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  Ability Score Modifiers: +2 DEX. Spetsnazski
  musculature and connective tissue is more flexible
  and pliable than comparable human tissue, giving the
  super soldiers unparalleled grace and agility.
  Enhanced Senses: Spetsnazski eyes are designed
  to let in maximum amounts of light, giving the mu-
  tates darkvision with a 60 ft range.
  Racial Skills: Spetsnazski are trained extensively in
  espionage and warfare, and are taught to take pride
  in the history of the USSR. Spetsnazski receive a +2
  racial bonus on the following Knowledge checks:
  history, streetwise and tactics.
  Most young Spetsnazski fire a gun for the
  first time before their fifth birthday. Due to the years
  these genetically engineered warriors have spent
  drilling with the AK-47, they receive AK-47
  Insurgent as a racial bonus feat.
  With the emphasis the Russian unarmed
  combat style places on wrestling, its no surprise that
  these warriors receive a +2 racial bonus on grapple
  checks.
  Cold Soldier (EX): Spetsnazski are designed to
  thrive in cold weather, and to use Russia’s lethal
  winters as another weapon in their arsenal.
  Spetsnazski receive a +8 racial bonus on FORT
  saves made to resist extreme environmental cold.
  Nocturnal (EX): The same optical mutations which
  increase a Spetsnazski’s night vision gives the mutate
  a mild form of day blindness. Spetsnazski suffer a –2
  penalty on ranged attack rolls during daylight or
  when exposed to any bright artificial light source.
  Restricted Starting Occupations: A
  Spetsnazski’s early years are focused on military and
  espionage training, limiting their social interaction and
  early career choices.  A Spetsnazski character can
  only select a starting occupation only from the
  following list:
  Adventurer, Athlete, Criminal, Emergency
  Services, Military, Tube Grown
  
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  Medium or Large
  Aberration (Psionic)
  The Steamers are a
  mutant species created by
  extraterrestrial pollution..
  With each Culture ship that
  lands on Earth or returns to
  the stars, the chance of new
  Steamer births increases
  another fraction. Once
  airborne, the mutagenic
  pollutants left behind by
  Culture space-lifts propogate
  throughout the upper atmo-
  sphere, warping human and
  animal genetics, and con-
  demning an unfortunate
  handful to life as a Steamer
  post human.
  Some humans are
  more susceptible to the
  pollution than others, a
  genetic weakness which
  seems to follow no
  discernable pattern of race,
  family history or background.
  Steamers are born randomly
  across the world, and the
  sudden and often fatal
  mutation is all the more
  terrifying because of its sheer
  unpredictability. There is no way to predict who will
  succumb to Steamer mutation, or when.
  The vast majority of humans who succumb
  to the mutation die, their bodies boiling away to
  sentient vapor before they can receive the medical
  care they need to survive.  Psi-Watch, the Genomic
  Underground and the rare other factions with access
  to comprehensive xeno-medical facilities are a new
  Steamer’s only hope. Without specially designed
  containment suits, a Steamer’s body can’t maintain
  cohesion. Steamers die like smoke.
  Most surviving Steamer mutants are too
  traumatized by their sudden transformation to even
  consider military service. However, a few of the
  stronger willed Steamers have found new lives, and
  a newfound sense of purpose working with Psi-
  Watch or other military factions. Others have
  retreated deep into the Genomic Underground, in
  hopes of finding a cure, or failing that a community
  of fellow survivors.
  
  ��
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  Appearance: Steamers are obviously not human- in
  fact they’re no longer even really solid in their natural
  ‘naked’ state. A Steamer’s consciousness is dis-
  bursed through a cloud of colorful exotic gases. To
  survive, the mutants must trap their consciousness
  within a specially designed containment suit, which
  acts as a crude body for the otherwise intangible
  creature.
  This containment suit resembles a bulky suit
  of power armor. In many cases, the head, torso and
  groin region of the suit are composed of hardened,
  polymer plate armor. The containment suits’ limbs
  are an unarticulated, flexible rubbery substance,
  more durable than Kevlar, which is relatively easy
  for the bodiless Steamers to manipulate.
  These creatures move strangely, with slow
  sweeping motions and sudden jerky movements, like
  badly manipulated puppets since the mutant lacks an
  internal skeletal structure. Most Steamer mutants
  decorate the ‘face’ of their containment suits fea-
  tureless helmet with colorful designs: national flags
  are a favorite design element.
  Size: A Steamer may be either size Medium or size
  Large, depending on the style of containment suit the
  creature wears. This decision is made during charac-
  ter creation, and once chosen cannot be changed.
  A Medium Steamer mutant has a base land
  speed of 30 ft and no special bonuses or penalties
  due to its size.
  A Large Steamer mutant has a base land
  speed of 30 ft. Large mutants incur a –1 size penalty
  on Defense and attack rolls, a –4 size penalty on
  Hide checks but their lifting and carrying limits are
  double those of a medium creature. Large Steamers
  receive a +4 size bonus on Grapple checks.
  Ability Score Modifiers: -2 DEX, +4 CON, -2
  WIS. The mutant can never be as agile as an
  ordinary, vertebrate human, simply because of the
  crude articulation provided by their survival suit.
  Likewise, the suit’s sensors are not quite as keen as
  normal human senses, and the trauma of their
  mutation has left many Steamer mutates slightly
  unstable. However, redundant systems built into the
  survival suit make them difficult to kill.
  Enhanced Senses: The Steamer’s gaseous form is
  especially sensitive to vibrations, giving the mutant
  Tremorsense with a 30 ft effective radius.
  Survival Suit (EX): The Steamer’s crude, bio-tech
  survival suit duplicates many of the functions of the
  human body and contains the mutant’s conscious-
  ness. In most cases, the survival suit is treated as the
  character’s body. The survival suit is equipped with
  innovative self-repair systems, which allow it to
  recover from damage at the same rate as an un-
  modified human.  In addition, the Steamer can be
  treated with the Repair skill; Treat Injury cannot be
  used to repair damage inflicted on the creature.
  A Steamer’s unique gaseous body means
  the mutant is immune to radiation, poisons, the
  nauseated, sickened and shaken conditions. The
  mutant is not subject to stunning or subdual damage,
  and requires no food, water or atmosphere for
  survival.
  If the suit is ever destroyed (reduced to –10
  HP or fewer) the consciousness inside dies. A
  Steamer reduced to 0 HP or less is incapacitated in
  the same manner as a human, however the creature
  automatically stabilizes and does not lose additional
  HP per round unless it is damaged further.
  Though the survival suit is not a truly living
  organism, it does have vital areas and components
  that can be damaged. The Steamer is subject to the
  effects of critical hits, precision based damage, and
  effects that cause additional damage over time, such
  as bleeding wounds.
  Vent Core (EX): The Steamer mutant may allow
  some of its gaseous substance to vent from specially
  designed openings in the chest and shoulders of the
  survival suit. If only small amounts of gaseous bio-
  mass is lost, the creature can regenerate the missing
  bio-mass in the same way a human replaces lost
  tissue. By voluntarily suffering 3d6 points of HP
  
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  damage, due to the loss of bio-mass, the Steamer
  can unleash a 30 ft line of tornado force winds.
  All objects or creatures within the line must
  succeed on a Strength Check (DC 20 + the
  Steamer’s CON modifier) or be pushed back at
  least 5 ft, plus 5 ft per every five points by which
  they fail the check.
   This is effectively a ‘remote’ Bull Rush
  initiated by the Steamer. Creatures knocked back
  suffer 2d6 points of bludgeoning damage, plus 1d6
  points for every additional 5 ft traveled (maximum
  10d6). Creatures struck by unattended objects
  caught in the gale suffer additional damage based
  upon that objects size. Venting core mass is a full
  round action, which provokes attacks of
  opportunity.
  Drawback: Venting core mass often
  damages the intricate mechanisms of the creature’s
  survival suit. The Steamer mutant suffers an addi-
  tional –2 racial penalty on DEX and a –2 racial
  penalty to STR until their suit is properly maintained.
  Repairing a survival suit damaged in this way re-
  quires a DC 15 Repair check and around 30
  minutes of work.
  Alien Steamers
  Members of the Culture are, of course,
  immune to the toxic effects of their starship fuel.
  However, many of their provincial citizens aren’t so
  lucky. Culture governors rarely even notice when
  members of the native population begin mutating into
  Steamers, and in fact consider Steamer servants to
  be a valuable local resource. When the first Steam-
  ers begin appearing, many planetary governors
  actually increase spaceflights, in hopes of breeding
  more of these valuable servants.
  Alien-born Steamers are identical to human-
  derived Steamers in game terms, but might hail from
  any one of the million worlds claimed by the Culture.
  These alien Steamers might come to Earth as a
  servant, guard or pet of a high caste Culture figure.
  A small Steamer community exists on Ganymede.
  
  ��
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  ���������� ������� �������
  The Psi-Watch campaign is extremely
  combat focused. Characters have to be deadlier and
  more spectacularly skilled than their counterparts in
  other game settings. Psionic powers are common,
  and most characters- hero and villain alike- have
  military experience. Martial arts expertise, high
  security clearances and weapon expertise are the
  expected norm for Psi-Watch heroes. The new
  classes here are inspired by the action packed
  comics of the early 1990s. In addition to their role in
  a Psi-Watch campaign, all the new classes described
  in this section are used without significant modifica-
  tion in the Otherverse America campaign setting.
  ���������� ��������
  �����������
  These Starting Occupations are more like a
  comic book hero’s origin story than a conventional
  former occupation.
  ����� �������
  Shortly after the end of WWII, the Depart-
  ment of Mental Research (the precursor to Psi-
  Watch) began the highly classified Deep Sleeper
  program. Skilled military recruits (and in a few
  cases, decorated veteran soldiers) were removed
  from their battalions near the end of their bootcamp
  training. Deep Sleeper recruits were placed into
  cryo-stasis in secret locations across the US and
  United Kingdom, to be awakened as a final reserve
  in the event of nuclear war. Many Deep Sleep
  troops were modified with crude bio-tech and
  prototype genetic enhancements before entering
  cryo-sleep.
  The Deep Sleep program continued until the
  mid 1970s, when the program was shelved. The US
  government has been steadily decanting their frozen
  troops since the end of the Vietnam War, and
  inducting them into Psi-Watch. Despite the end of
  the program, several thousand Deep Sleeper
  soldiers remain in stasis, awaiting the day they are
  called for service.
  Prerequisite: Age 18+, American or
  British nationality
  Skills: Select three of the following skills as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks using that skill.
  Climb, Demolitions, Drive, Hide, Knowl-
  edge (tactics, history), move Silently, Navigate,
  Pilot, Survival, Swim
  Bonus Feat: In addition to Personal
  Firearms Proficiency, select one of the following:
  Brawl, Combat Reflexes, Great Fortitude, Improved
  Initiative, Light Armor Proficiency, Run, Toughness.
  Alternatively, you may select any Psionic Precursor
  for which you meet the prerequistes.
  Wealth Bonus Increase: +2
  Reputation Bonus Increase: +0
  ������� ���������
  You completed initial Psi-Watch training,
  perhaps even served on a field team briefly, but
  were expelled from the program for some reason.
  Young Psi-Watch agents can be washed out of the
  program for any number of reasons, from adminis-
  trative or medical issues to murder, cowardice or
  treason. Whatever the reason for your discharge,
  you parted ways with Psi-Watch on less than
  optimal terms. Your previous contact with the
  agency colors your relationship to this day, and even
  if you later rejoin the agency- or assist on missions
  as a freelancer- you’re not fully trusted.
  Prerequisite: Age 18+
  Skills: Select three of the following skills as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks using that skill.
  Bluff, Computer Use, Concentration,
  Demolitions, Gamble, Intimidate, Investigate,
  Knowledge (tactics), Pilot, Repair, Sense Motive,
  Treat Injury
  Bonus Feat: You gain Personal Firearms
  Proficiency and one other feat of choice from the
  following list: Aircraft Operation, Advanced Fire-
  arms Proficiency, Armor Proficiency (light), Combat
  
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  Martial Arts,
  Combat Reflexes,
  Far Shot, Low
  Profile, Point Blank
  Shot
  Drawback: You
  cannot ever receive
  the Elite Clearance
  feat with regards to
  Psi-Watch or its
  sister agencies.
  Reputation
  Bonus Increase:
  +2
  Wealth Bonus
  Increase: +0
  ������ ������
  For too many mutant children, their powers
  only begin emerging at puberty, but their deformities
  are present from birth. Abandoned by horrified or
  terrified parents, these wild children are forced to
  survive using their own natural animalistic talents,
  scavenging on the fringes of human society. Hiding
  when they can, killing when they must, feral mutant
  children have never been taught how to be human.
  Instead, they’re fierce, self-taught predators, and
  any humanity they display is a trait they’ve discov-
  ered on their own.
  Prerequisite: Mutant race, Age 10+
  Skills: Select three of the following skills as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks using that skill.
  Climb, Concentration, Escape Artist,
  Handle Animal, Hide, Jump, Listen, Move Silently,
  Spot, Survival, Tumble
  Bonus Feat: You gain Animalistic Weapons
  and one of the following feats as a bonus feat:
  Animalistic Mutation, Brawl, Carrion Scavenger,
  Chameleon, Great Fortitude, Lightning Reflexes,
  Racial Exotica, Run.
  Drawback: You do not begin the game
  literate in any language. You must spend 2 skill
  points to become literate in a language.
  Reputation Bonus Increase: +0
  Wealth Bonus Increase: +0
  ������ �������
  The armament manufacturer Metamorphosis
  North exists in at least two realities, and fields
  impressive metahuman private armies in both
  worlds. You were born, raised and got your first
  taste of combat on a parallel world, a dangerous
  22nd Century where conflicts over abortion rights
  blew up into full scale civil war. You fought for the
  losing side as a fearsome, genetically engineered
  anti-abortion terrorist called a Lifer.
  
  ��
  �������
  When the War finally ended, your reality’s
  Metamorphosis North offered you and a surprisingly
  high number of your battle-buddies a second
  chance. Escape to a parallel world and serve with an
  alternate version of the company’s elite private
  military contractors. You took Metamorphosis
  North up on the offer (mostly for lack of better
  alternatives) and crossed over into a distorted
  version of your world’s history… a timeline where
  Powereds first emerged during the 1950s, not the
  2020s, where there are no Lifechains, where an
  organization called Psi-Watch keeps the peace….
  Prerequisite: Age 18+, Human race (or a
  member of an Otherverse America specific starting
  race)
  Preselected Feat: Select either Perfect
  Metabolism, Circuit Neurology or Savant, to
  represent the onboard nanotech common to most
  22nd Century Americans, but which are still consid-
  ered exotic in this parallel time line.
  Skills: Choose three of the following as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks with that skill.
  Bluff, Computer Use, Craft (electronic,
  visual arts, writing), Demolitions, Disable Device,
  Drive, Intimidate, Knowledge (theology & philoso-
  phy, technology), Listen, Pilot, Read/Write or Speak
  Language, Treat Injury
  Bonus Feats: You may select any Psionic
  Precursor or Psionic feat you meet the prerequistes
  for. Alternatively, you may select any Lifer feat
  (described in the Otherverse America campaign
  setting) for which you meet the prerequistes. You
  receive Personal Firearms Proficiency.
  Wealth Bonus Increase: +1
  Reputation Bonus Increase: +0
  �����������
  The Rodney King riots ended in disaster,
  when LAPD’s riot control squad used an untested
  nerve gas on the crowds. Instead of peacefully
  subduing the demonstrators, the nano-tech laced gas
  killed hundreds and cataclysmically mutated thou-
  sands more. Today, most of Los Angeles lives and
  dies under the colors of powerful meta-gangs.
  Mutant warlords have carved the city into
  personal kingdoms, and depend on a horde of super
  powered thugs and mercs to enforce their will.
  Though most meta-gangers lack the discipline of true
  soldiers, they’ve seen more combat than any three
  rookie Psi-Watch agents by the time they’ve turn
  18. If they make it that far… meta-gangers who
  make it to 20 are kings, but they’re in the minority.
  Prerequisite: Age 12+, American national-
  ity, Mutant race or must possess the Psionic subtype
  Skills: Select one of the following skills as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks using that skill.
  Craft (mechanical, visual arts), Drive,
  Gamble, Intimidate, Knowledge (streetwise),
  Repair, Spot
  Bonus Feat: You may select any Mutant
  racial feat, Psionic Precursor or Psionic feat you
  meet the prerequisites for as a bonus feat. You also
  receive Personal Firearms Proficiency.
  Reputation Bonus Increase: +2
  Wealth Bonus Increase: +1
  ������� ������
  Until the early 1980s, it was legal to slaugh-
  ter American mutants, to shoot them down where
  they stood for laughs. Most American cities boasted
  well-organized, politcially well connected “Hunt
  Clubs”. The beer-fortified men of these Clubs would
  venture out into the night in search of Mutant hides
  to hang on their trophy walls.
  
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  Hunt Clubs are officially outlawed, but many
  have simply gone underground. Whether or not you
  still hunt muties for sport, the lessons in urban
  tracking and gun-work learned on the old hunts still
  come in handy.
  Prerequisite: Age 15+, American nationality
  Skills: Select three of the following skills as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks using that skill.
  Climb, Demolitions, Drive, Gather Informa-
  tion, Handle Animal, Intimidate, Investigate, Knowl-
  edge (streetwise), Listen, Spot,, Search, Spot,
  Survival
  Bonus Feat: Select either Brawl,
  Low Profile, Local Hero, Personal Fire-
  arms Proficiency, Purity Control, Quick
  Draw or Track as a bonus feat.
  Reputation Bonus Increase: +3
  Wealth Bonus Increase: +1
  ������������ �����
  Illegal ‘kitten factories’ around the
  world produce an assortment of sentient
  and semi-sentient sexual playthings for the
  hyper-wealthy and decadent. The laborato-
  ries of Mung Thoy Than and the Republic
  of Cebary can custom-build slaves to
  order… if you have upwards of 10 million
  dollars to spend!  .
  One of the most popular breed of
  sexual gene-toys is the Narcissican clone, a
  force-grown duplicate of the client edu-
  cated through VR memory implantation.
  Sometimes these clones are gender-
  reversed, some times they are not, depend-
  ing on the whims of their client.
  Narcissican clones emerge from
  their growth-tanks with both the memories
  of their owners, and the knowledge they are
  the genetically programmed slaves of the
  man or woman whose genes they share.
  Even if they somehow manage to buy or
  win their freedom, most Narcissican clones
  find the conditioning and memories of their
  slave years difficult to fully lay aside.
  Prerequisite: CHA 13+, age 12+ (appar-
  ent physical age)
  Skills: Choose two of the following as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks with that skill.
  Balance, Craft (visual art), Diplomacy,
  Gamble, Gather Information, Knowledge (business,
  popular culture, streetwise), Perform (act, dance,
  sing), Profession (prostitute, courtesan, ect), Sense
  Motive
  
  ��
  �������
  Bonus Feats: Select one of the following:
  Acrobatic, Alertness, Deceptive, Gifts of Ecstasy,
  Natural Empath, Trustworthy, Windfall
  Wealth Bonus Increase: +2
  Reputation Bonus Increase: +1
  ������������ �������
  You have been accepted as a citizen of the
  secretive mutant utopia, Nightflight. The city is a
  place unlike anywhere else on Earth- a palace larger
  than Rhode Island, floating 500 meters above the
  Bermuda Triangle, hidden by psychics and genius-
  level stealth shields. There, you grew up among a
  society freer and more hopeful than anywhere else
  on Earth, where mutant was the norm, and your
  strange powers are seen as a gift from the Helix.
  Prerequisite: Age 10+, Mutant race
  Skills: Select two of the following skills as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks using that skill.
  Craft (any), Handle Animal, Sense Motive,
  Perform (any), Ride, Survival, Swim, Treat Injury
  Bonus Feat: Select any Mutant racial feat,
  Psionic Precursor or Psionic Feat for which you
  meet the prerequisite. Nightflight culture emphasizes
  the development of natural gifts, not human skills.
  You also receive Creative as a bonus feat, due to the
  emphasis Nightflight places on art and beauty.
  Reputation Bonus Increase: +1
  Wealth Bonus Increase: +2
  �������� ��������
  The first rumors of surviving members of the
  Romanov family were whispered just days after the
  massacre of the Russian Imperial Dynasty. Over the
  years, a number of claimants to the lost Russian
  throne have emerged, most notably Anna Anderson
  during the late 1970s. However, these claimants
  have invariably been proved false, unconnected to
  the murdered royal family.
  However, you are different. You share a
  blood tie with the members of the long vanished
  royal family. Perhaps your ancestors were abroad
  when the Revolution broke out, or were able to flee
  to safety. Perhaps, like some have hoped, Czarina
  Anastasia survived the execution of her family and
  escaped abroad.
  Prerequistes: Age 10+, Human race,
  Russian ancestry (though the character may be a
  citizen of any nation)
  Skills: Regardless of your native language,
  you may speak and are literate in Russian. Select
  two of the following skills as permanent class skills.
  If the skill you select is already a class skill, you
  receive a +1 competence bonus on checks using
  that skill.
  Diplomacy, Disguise, Knowledge (art,
  civics, current events, history), Perofrm (dance,
  sing), Profession (any white collar), Research
  Bonus Feat: You gain one of the following
  feats as a bonus feat: Animal Affinity, Educated,
  Psychometric Touch, Savant, Trustworthy or
  Windfall.
  Reputation Bonus Increase: +3
  Wealth Bonus Increase: +1
  ������������
  In the very near future, it all goes wrong.
  Blooded Ghost assassins infiltrate Bradbury
  Station, massacring an unprepared Psi-Watch and
  crashing the massive orbital platform into the wheat
  fields of Kansas. America fell just days after Psi-
  Watch died, its metahuman defenders rounded up
  and slaughtered in Huxley Emergence laboratories.
  Ordinary humanity is dying a slow death, consumed
  by fallout from Bradbury Station’s impact and
  freezing to death by inches as nuclear winter grips
  the continent.
  You came back to try- to hope against
  hope- to fix things. To prevent the Fall of Mankind.
  The only problem is that time travel scrambles brain
  cells pretty bad. You landed in the 21st Century with
  a headful of paranoia and partial amnesia, and
  you’re no longer quite sure what you have to do to
  prevent the world you were born into from coming
  to pass. All you have to go on are your instincts and
  
  ��
  ���������
  a few scraps of mangled future history rattling
  around in your skull.
  Prerequisite: Age 14+, WIS 13+
  Skills: Select two of the following skills as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks using that skill.
  Craft (mechanical), Demolitions, Drive,
  Handle Animal, Hide, Intimidate, Knowledge
  (history, tactics, technology), Pilot, Spot, Survival,
  Treat Injury
  Bonus Feat: Time-Crossers receive
  Precognitive Dreams as a bonus feat even if they do
  not meet the prerequistes. They also gain Personal
  Firearms Proficiency.
  Reputation Bonus Increase: +1
  Wealth Bonus Increase: +1
  ����������
  The character is a recently decanted clone
  soldier. He or she was grown to physical
  maturity and educated via memory implants,
  virtual reality and psionic methods while gestat-
  ing. The character might only be a few days old
  when the campaign begins, but is as knowl-
  edgeable as any other teenager.
  Of course, no VR training program can be
  as comprehensive as real experience, so the
  Tubegrown hero probably is missing a few
  pieces of information, which may be comic or
  tragic. Many Tubegrown struggle with the
  strange memories implanted in them during their
  often surreal training scenarios.
  Prerequistes: Age 14+ (apparent physical age)
  Skills: Choose two of the following skills as
  permanent class skills. If a skill you select is
  already a class skill, you receive a +1 compe-
  tence bonus on checks using that skill.
  Acrobatics, Climb, Computers, Demolitions,
  Disable Device, Drive, Knowledge (tactics or
  history), Pilot, Stealth
  Bonus Feat: Select any two of the follow-
  ing: Advanced Firearms Proficiency, Armor
  Proficiency (light or medium), Assault Clone,
  Combat Martial Arts, Combat Reflexes, Endurance,
  Personal Firearms Proficiency, Power Attack, Run
  or Toughness. Alternatively, the character may select
  any Psionic Precursor he meets the prerequistes for.
  Wealth Bonus Increase: +0
  Reputation Bonus Increase: +0
  ��������� ��� ���� �������
  If you choose to create an Antfarm-bred
  clone soldier, you can. All children of the Anthill
  share the Tube-Grown starting occupation with the
  following minor modifications.
  In addition to English (or another native
  tongue), the children of the Antfarm are proficient in
  an artificial language used in the VR simulation.
  There are two dialects of “Paralee”: Paralee-Alpha
  is similar to English and is spoken by the Blue Force
  
  ��
  �������
  soldiers. The simulation’s Blue Force is modeled
  upon Cold War-era NATO. Paralee-Omega is
  Russian/Germanic coined language spoken by Red
  Force, an ‘opposing force’ modeled on the now
  defunct Warsaw pact.
  All Children of the Antfarm are either Red
  or Blue Force. The two factions are trained to
  despise each other. Antfarm children receive a +1
  morale bonus on attack and damage rolls against
  children from the opposing force. Antfarm children
  can never use the Aid Another action to assist an
  Antfarm clone from the opposing facton.
  �������� ��������
  �����������
  The Culture is a caste driven society, and
  while citizens can elevate their station through great
  deeds, martial perfection or through excellence the
  arts and sciences, most of the empire’s sixteen
  trillion citizens are locked into the station they are
  born into. Wide ranging genetic engineering adapts
  Culture children to their duties later in life while they
  are still in utero.
  ���������
  Ghostwise are the philosophers and teachers
  of the Culture. They are the closest thing the atheistic
  empire has to priests. They are a respected caste,
  responsible for maintaining the Culture’s records,
  instructing its children and maintaining its bureau-
  cracy. They are speakers to the honored ancestral
  dead in the Grey Corridor, and they are the
  Culture’s navigators, guiding their ghost-ships
  through the shoals and inlets of the afterlife.
  The Ghostwise are the Culture’s intellectuals
  and technicians, and they are among the most
  educated citizens of a hyper-intellectual empire.
  Only males are normally allowed to begin Ghostwise
  training, though any female who can successfully
  bond to Shiftsteel is allowed into a Ghostwise
  Academy.
  Prerequisite: 18+, Culture males or Culture-born
  Shiftsteel Symbionts (of either gender) only
  Skills: Select two of the following skills as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks using that skill.
  Craft (electronic, writing), Computer Use,
  Gather Information, Knowledge (any), Navigate,
  Pilot, Repair, Research
  Bonus Feat: Select either Educated, Gear
  Head, Iron Will or Starship Operations. Alterna-
  tively, the Ghostwise may select any Psionic Precur-
  sor which he meets the prerequisites.
  Wealth Bonus Increase: +2
  Reputation Bonus Increase: +1
  ���������
  Lawsingers are members of the Culture’s
  burgeoning legislative caste. They are minor nobility,
  allowed to address the Bodiless Choir and vote on
  important matters of state. The title of Lawsinger is
  passed along hereditary lines, though lower caste
  citizens can, and often are appointed to this caste for
  great cultural and social achievements. Many
  Lawsingers are dilettantes rather than driven politi-
  cians, appointed to the Choir for artistic achieve-
  ments, as a political favor or purchase a spot in this
  caste.
  Prerequisite: Age 22+, Culture race.
  Skills: Select two of the following skills as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks using that skill.
  Bluff, Diplomacy, Gather Information,
  Knowledge (art, business, civics, current events,
  popular culture, theology & philosophy) Perform
  (act, sing), Profession (any legal or white collar)
  Bonus Feat: Select either Confident,
  Deceptive, Natural Empath, Savant (mental),
  Sociopathic Insight, Trustworthy or Windfall
  Wealth Bonus Increase: +3
  Reputation Bonus Increase: +2
  ��������� �����
  The Culture is a militaristic society, and all
  Culture citizens are given at least basic military
  indoctrination and combat training. Those who show
  
  ��
  ���������
  an aptitude for military service are selected
  for further training, and spend their adoles-
  cence in gender segregated, highly regi-
  mented combat academes. Academy
  graduates are often placed into training
  billets aboard Culture warships, where they
  complete their training as a major domo and
  apprentice to a junior officer.
  Prerequisite: Age 16+; Culture
  race
  Skills: Select two of the following
  skills as permanent class skills. If the skill
  you select is already a class skill, you receive
  a +1 competence bonus on checks using
  that skill.
  Concentration, Demolitions, Diplo-
  macy, Knowledge (civics, tactics), Navigate,
  Pilot, Spot, Survival
  Bonus Feat: Select either Aircraft
  Operations, Starship Operations, Advanced
  Firearms Proficiency or Zero-G Training as
  a bonus feat. You automatically gain Per-
  sonal Firearms Proficiency.
  Wealth Bonus Increase: +1
  Reputation Bonus Increase: +1
  ������ ����� �������
  A fortunate few, children of amazing
  beauty and intelligence, from the most
  powerful families in the culture are fostered
  in the Final Sword’s dojos from the time
  they can take their first steps. These children
  are drilled extensively, and can recite millen-
  nia of Culture military victories and tactical
  doctrines, wield swords in imitation of their
  adult sensei, and are trained for unquestion-
  ing obedience and impossible courage.
  Prerequisite: Age 12 +, Culture females only
  Preselected Feat: The Sword Cult Aco-
  lyte must select either Iron Will or Focused as a feat
  at first level, reflecting the intense training and
  determination necessary to master the Final Sword’s
  teaching.
  Bonus Feat: Select either Exotic Weapon
  Proficiency (katana), Combat Martial Arts, Nimble
  or Weapon Finesse as a bonus feat.
  Skills: Select two of the following skills as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks using that skill.
  
  ��
  �������
  Balance, Concentration, Jump, Knowledge:
  (civics, current events, history, tactics, theology &
  philosophy), Move Silently, Perform (dance),
  Tumble
  Wealth Bonus Increase: +2
  Reputation Bonus Increase: +1
  ����������
  The Undercaste makes up the bulk of the
  Culture’s population; half-breed Culture citizens as
  well as subject populations. The Undercaste is the
  Culture’s lowest of the Culture’s large ‘lower class’
  population. Deemed genetically and mentally inferior,
  the Undercaste performs the jobs too dangerous or
  unpleasant for a true Culture citizen to touch.
  Undercaste are the garbage collectors, the scaven-
  gers, the miners, the refinery workers and shipboard
  damage control experts.
  In the Culture’s urban wastes, they are the
  criminals, the smugglers, the gangers, the prostitutes
  struggling for survival and low level thieves, since the
  Culture has closed most other opportunities to them.
  Prerequisite: Member of conquered race
  such as the Blooded Ghosts.
  Skills: Select two of the following skills as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks using that skill.
  Craft (electronic, mechanical, structural),
  Demolitions, Handle Animal, Intimidate, Knowledge:
  earth & life sciences, Knowledge: streetwise,
  Profession (any blue collar), Repair, Survival, Treat
  Injury
  Bonus Feat: Select any two of Brawl,
  Carrion Scavenger, Deceptive, Great Fortitude,
  Out-Colonist, Personal Firearms Proficiency, Retro-
  Tech or Stealthy
  Wealth Bonus Increase: +0
  Reputation Bonus Increase: +0
  �����������
  The Worldseeder caste made up of the
  Culture’s xeno-biologists, missionaries and
  terraformers. They are explorers and colonists,
  augmented by unique Culture bio-technology.
  Worldseeder clans are the first Culture citizens to
  arrive on a newly conquered world; they are re-
  sponsible for terraforming the planet and converting
  any existing societies to Culture norms.
  When their painstaking work is done, when
  the world blooms and their job is done, the next
  generation of Worldseeders moves onward, in
  search of new star systems to mold.
  Prerequisite: Age 15+, Culture only
  Preselected Feat: Potential Worldseeders
  must have selected the Bio-Mechanical Sentinel
  Feat at first level.
  Skills: Select three of the following skills as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks using that skill.
  Climb, Computer Use, Craft (chemical),
  Demolitions, Handle Animal, Knowledge (behav-
  ioral sciences, earth & life sciences, technology,
  theology & philosophy), Listen, Navigate, Ride,
  Survival, Swim
  Bonus Feat: Select any one of the follow-
  ing as a bonus feat: Animal Affinity, Gearhead,
  Guide, Immortal Sentinel or Track.
  Wealth Bonus Increase: +2
  Reputation Bonus Increase: +0
  
  ��
  ���������
  ���� �������� ����
  ������ �����
  The Powered Hero Basic Class is an
  alternative to traditional attribute based Basic
  Classes. This character option is unique to Psi-
  Watch and Otherverse America campaigns. In
  both campaigns, post-human supersoldiers and
  genetically engineered terrorists are common.
  The Powered Hero Basic Class allows starting
  characters to manifest impressive superhuman
  abilities from the campaign’s first moments
  Powered Heroes differentiate them-
  selves through talent trees, like the other Basic
  Classes. Powered Heroes often multiclass with
  ability-based Basic Hero classes to increase
  their combat effectiveness. Which Basic Class
  is the best multiclassing choice for a Powered
  Hero is based mostly upon which ability score
  their Ability Push talent is keyed to, and what
  combat role they wish to take: infantry, sniper,
  medic, assault are just a few options. Many
  Powered Heroes use the “Basic-Plus”, (such as
  Tough Plus) feats from the D20 Future rules to
  quickly master another Basic class’ unique
  talents with a minimal level investment.
  ��� ���� �����
  Powered Heroes are the products of
  cutting edge genetic alteration and nano-
  surgery, designed to build more capable sol-
  diers. The first generation of true Powered
  heroes was decanted in the wake of World War II,
  with the first American super humans built by The
  Department of Mental Research (later renamed Psi-
  Watch). Russian Powered Heroes quickly emerged,
  and the Cold War became a genetic war. Within a
  few decades, other factions developed their own
  unique methods for creating supersoldiers. By 1970,
  every rogue faction on the planet, from the People’s
  Republic of North Korea to Mung Thoy Than, to
  the Kali Cartel, had it’s own private army of well
  trained metahuman soldiers.
  To survive against a rapidly evolving Powered
  threat, Psi-Watch Powered Heroes became even
  more impressive with each successive generation.
  Many of today’s Powered Heroes have a
  metahuman heritage going back at least a generation
  and even inexperienced Powered Heroes are often
  far more powerful then their genetically enhanced
  parents, blending the physical gifts of both their
  post-human parents. Other Powered Heroes are
  first generation enhanciles, who signed on with Psi-
  
  ��
  �������
  Watch, Puzzle Ops or another unit or with a
  megacorp black ops team in exchange for the
  genetic alterations necessary to make them more
  than human. Though less attractive than their engi-
  neered counterparts, many of the most powerful
  mutant heroes and most remorseless villains of the
  Genomic Underground are heavily augmented
  Powered Heroes.
  Revision Alert
  In Otherverse America, only specific races
  can become Powered Heroes. That’s not the case in
  Psi-Watch. The gloves are off, and this ruleset is
  about freedom, not restriction. Unless specifically
  forbidden, you can safely assume that each of the
  alien cultures described in this campaign guide have
  developed their own version of Powered Hero
  technology. Blooded Ghosts, Jigsaw, Neon and
  even stranger races can all become Powered
  Heroes if they want.
  Undead creatures cannot usually become
  Powered Heroes, though if a Powered Hero dies
  and returns as undead, he or she retains all class
  abilities earned to date.
  Class Information
  The following information pertains to the Powered
  Hero Basic Class.
  Hit Die
  The Powered Hero gains d8 hit points per level. The
  character’s Constitution modifier applies. Powered
  Heroes are tough and durable, and many can survive
  small caliber gunshot wounds, though they’ll defi-
  nitely feel the shot the next morning. A first level
  Powered Hero receives 8 HP + his or her CON
  modifier.
  Action Points
  The Powered Hero gains a number of action points
  equal to 5 + one-half of his character level, rounded
  down every time he attains a new level in this class.
  Psionic
  Powered Heroes gain the Psionic Subtype, and may
  freely select from Psionic Precursors and Psionic
  feats.
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  Class Skills
  The Powered Hero’s class skills are as follows.
  Balance (DEX), Climb (STR), Hide (DEX),
  Intimidate (CHA), Jump (STR), Knowledge (his-
  tory, popular culture, streetwise, tactics, theology &
  philosophy) (INT), Listen (WIS), Move Silently
  (DEX), Pilot (DEX), Read/Write Language, Speak
  Language, Spot (WIS), Tumble (DEX)
  Skill Points at First Level: (3 + INT Modifier) x4
  Skill Points at Each Level: 3 + INT Modifier
  Starting Feat: In addition to the two feats all
  human characters get at 1st level, a Powered Hero
  begins play with the Simple Weapons Proficiency
  feat.
  Bonus Feats: At every even-numbered class level,
  the Powered Hero receives a bonus feat, which
  must be chosen from the following list.
  Acrobatic, Aircraft Operation, Armor
  Proficiency (any), Brawl, Combat Expertise, Com-
  bat Martial Arts, Combat Reflexes, Dodge, Endur-
  ance, Far Shot, Frightful Presence, Great Fortitude,
  Improved Damage Threshold, Improved Initiative,
  Lightning Reflexes, Personal Firearms Proficiency,
  Power Attack, Run
  Instead of a conventional feat, the Powered
  Hero may substitute any Psionic Precursor Feat for
  which he meets the requirements.
  A Powered Hero with levels in any ability
  based basic class may select the associated “Hero
  Plus” feats from the D20 Future Core Rulebook,
  such as Strong Plus or Smart Plus as a class-based
  bonus feat.
  Ability Push (EX): The Powered Hero Basic Class
  is not tied to any particular attribute, and
  metahumans with a wide selection of attributes can
  excel in this class. Once per day, a first level Pow-
  ered Hero can focus their willpower, using intense
  concentration to briefly enhance their already
  superhuman metabolism or fundamentally alter their
  post-human psychology.
  Using their Ability Push is a full round action
  which provokes attacks of opportunity. If the
  Powered Hero suffers damage when attempting to
  activate the Ability Push, the daily use is wasted
  without effect. The Powered Hero’s Ability Push
  provides with a metahuman with a +2 inherent bonus
  to their highest ability score, which lasts for one
  hour. This bonus stacks with other temporary
  
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  bonuses to ability scores, such as a Frontliner’s
  Psycho-Feedback ability, spells and similar effects.
  If a first level Powered Hero has two or
  more ability scores that are equally high, he selects
  which ability is enhanced by Ability Push. Once
  chosen, this selection cannot be changed.
  Genetic Enhancement Package (EX): All Pow-
  ered Heroes are imbued with a well chosen suite of
  ‘over-the-counter’ genemods, increasing their
  metabolism to peak-human levels and making the
  Powered fitter, more robust, and slightly more
  attractive than an unmodified human.
  Powered Heroes have highly efficient
  metabolisms, requiring only ½ the food and water of
  an unmodified human. They receive a +4 bonus on
  FORT Saves made to resist starvation and thirst.
  Powered Heroes live much longer than an unmodi-
  fied human, adding 50% to their Adult, Middle
  Aged and Old age brackets.
  In Otherverse America, the Powered Hero
  receives the following civilian Genemods: AgeWell,
  Cornucopia, Freshen, and Geno-receptor. The
  Powered Hero becomes vulnerable to any Genefeat
  (such as Metabolism Burn), which specifically
  exploits those genemods. The major in-game effect
  of these genemods is that the Powered requires
  roughly half the food of an unmodified human of
  similar build, and lives significantly longer. It is also
  much easier for the Powered Hero to undergo
  additional genetic enhancement than it would be for
  a normal human.
  Talents: At every odd-numbered class level, the
  Powered Hero selects a talent from the following
  talent trees. Some talents have a set order that must
  be followed, while others provide a list to choose
  from. As long as the hero qualifies, you can select
  freely from any and all talent trees. No talent can be
  selected more than one unless expressly indicated.
  Beginning Talents: A first level Powered Hero can
  choose from: Booster I, Flyer I, Gunslinger I, Honey
  Trap I, Microbe I, Peak Human I, Reflex I, Regen-
  erator I, Shooter-Type I, Stealth-Type I, Tracer I,
  Warbody I
  Which attribute the Powered Hero’s Ability Push is
  keyed to affects which Talents the Powered Hero
  may select. A Powered Hero with a STR or CON
  keyed Ability Push will have the widest selection of
  Talents to choose from.
  Booster Talent Tree
  Powered Heroes who develop Booster
  mutations radiate pulses of psionic energy which
  improve the function of metahuman cells. Nearby
  Psions become stronger, more durable and more
  biologically efficient when in a Booster’s company.
  Note: Booster-Type Powered Heroes do
  not benefit from the effects of their own Booster
  Talents, though they can benefit from similar effects
  generated by other Powered Heroes.
  Booster I: All allied creatures with the Psionic
  subtype within 60 ft of you gain a +2 luck bonus on
  Initiative checks. Psionic creatures with damage
  dealing powers inflict +1 morale bonus on attack
  and damage rolls made with Psionic abilities or
  Supernatural class abilities.
  Prerequisite: CHA-Keyed Ability Push only
  Booster II: All allied creatures with the Psionic
  subtype gain a morale bonus to FORT Saves and
  their Defense score equal to your CHA modifier
  (minimum +1) when within 60 ft of you.
  Prerequisite: Booster I
  Booster III: All allied creatures with the Psionic
  subtype gain an additional number of daily uses of
  limited-use Psionic Feats and Psionic Precursors
  equal to your CHA modifier (minimum one addi-
  tional use). A Psionic character must be within 60 ft
  of you to utilize this extra use, but no specific Psionic
  character can receive no more bonus daily uses than
  your CHA modifier, no matter how many times that
  character encounters you within the same 24 hour
  period. Bonus daily uses are considered expended
  before ‘normal’ daily uses of a limited power.
  Prerequisite: Booster II
  
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  Healing Booster: Anytime an allied charac-
  ter with the Psionic subtype expends a daily
  use of a Psionic feat or class ability, the
  character automatically recovers 1d4 Hit
  Points. This healing cannot bring the
  character above his or her full normal
  maximum HP.
  Prerequisite: Booster II, Booster I
  Flyer Talent Tree
  Antigravity organelles hidden in the
  Powered Hero’s chest and at the base of
  his spine allow the metahuman to defy
  gravity. Powered Heroes who advance
  along this feat tree gain ever-increasing
  levels of airborne agility and can hold their
  own in a casual dogfight against enemy
  Shell suits.
  Flyer I: You gain a natural Flight Speed of
  30 ft (average maneuverability). If you
  already have a natural flight speed, it is increased by
  +30 ft for each talent you select from the Flier Tree.
  Flyer II: Your flight speed increases to 60 ft (good
  maneuverability).
  Prerequistes: Flyer I
  Flyer III: Your flight speed increases to 90 ft (perfect
  maneuverability).
  Prerequistes: Flyer II, Flyer I
  Flyer Plus: Your flight speed increases by +30 ft
  each time this Talent is chosen. You may choose this
  talent multiple times; its effects are cumulative.
  Prerequistes: Flyer III, Flyer II, Flyer I.
  Continental Range: You can cover incredible dis-
  tances while flying. You have continental range, and
  given several minutes to accelerate, you can achieve
  Mach 1.5. At this speed, you can fly from America
  to anywhere Eurasia in just a few hours. Your
  tactical speed is unchanged, this enhancement only
  effects your top travel speed.
  Prerequistes: Flyer II, Flyer I
  Gunslinger Talent Tree
  Gunslinger Powered Heroes are geneti-
  cally engineered and specially trained for superhu-
  man accuracy and lethality with a variety of firearms.
  They are often trained for espionage and assassina-
  tion, favoring easily concealable handguns rather
  than the massive energy canons Frontliners and
  other supersoldiers are known for.
  Gunslinger I: You are genetically programmed with a
  variety of firearms skills. You receive Personal
  Firearms Proficiency, Advanced Firearms Profi-
  ciency, Strafe and Two Weapon Fighting as racial
  bonus feats.
  Limitation: WIS-Keyed Ability Push only
  Gunslinger II: Your genetic improvements make you
  more effective in a gun battle. You have an almost
  precognitive awareness of fields of fire and the
  expected tactics of your enemies. In any battle
  where firearms are being used, either by you, your
  allies or NPC adversaries, you add your WIS
  modifier as an insight bonus to your Defense score.
  
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  You lose this bonus if you are flat footed,
  helpless or otherwise unable to add your DEX
  bonus to Defense.
  Prerequisite: Gunslinger I
  Gunslinger III: Enhancements to your visual cortex
  and fine motor control allow you to strike opponents
  where it will cause the most damage. You use your
  WIS modifier as the damage multiplier on all critical
  hits made using a firearm, rather than the weapon’s
  listed multiplier.
  Prerequisite: Gunslinger II, Gunslinger I
  Gunslinger IV: Your speed, accuracy and reflexes
  are such that you can kill an entire
  platoon in a few seconds of shooting. As
  a full round action when wielding at least
  two firearms, you make a single attack
  roll, at your highest base attack bonus,
  against all targets in sight within a 360
  degree firing arc, none of which may
  have more than ¾ cover.
  The weapons must have at least
  one more round of ammunition than there
  are targets within the attack zone. The
  rules for two weapon fighting and normal
  range penalties apply.
  Prerequisites: Gunslinger III,
  Gunslinger II, Gunslinger I
  Honey Trap Talent Tree (short)
  Honey Trap Powered Heroes
  are designed for seduction and infiltra-
  tion, not front line combat ability. These
  attractive Powered Heroes are trained in
  espionage, psychology and manipulation,
  and their bodies are genetically hard-
  wired to use sex as a weapon.
  Honey Trap I: The Powered Hero’s
  body secretes a natural hormone with
  mild euphoric and disassociate proper-
  ties. A touch, kiss or caress from the
  Powered Hero can leave targets vulner-
  able to the Powered influence.
  If the Powered Hero can make
  skin-to-skin contact with a sentient
  humanoid target, the Powered Hero receives a +4
  enhancement bonus on CHA-based skill checks
  (except for Intimidate) made against that target
  within the next minute.
  Prerequistes: CHA keyed Ability Push only
  Honey Trap II: The bonus provided by the Powered
  Hero’s Honey Trap I talent remains in effect for one
  hour after the contact. If the Powerered Hero
  touches the target again while the initial bonus is
  active, the extra dose of psychotropic chemicals
  increases the bonus to +8 for the duration of the
  effect.
  Prerequistes: Honey Trap I
  
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  Microbe Talent Tree
  Powered Heroes who specialize in the
  Microbe Talent tree are evasion and infiltration
  experts. Able to shed body mass, and achieve insect
  size or smaller, there is virtually no place on Earth,
  no matter how fortified, they can’t sneak into.
  Microbe I: As a move equivalent action, you can
  shrink to doll size. You become Size: Tiny, gaining a
  +2 size bonus to Defense and attack rolls, a +8 size
  bonus to Hide checks, and suffering a -8 size
  penalty on Grapple checks.
  You may maintain your altered size for a
  number of minutes equal to your Powered Hero
  class level per activation. While shrunk to Tiny size,
  you suffer a -4 penalty to your STR score.
  Note that while you get proportionately
  faster as you shrink, the relative distance you cover
  is greater. Your size changes to do not affect your
  base land speed or other movement speeds.
  Microbe II: As Microbe I, but you can also choose
  to shrink to Size: Diminutive. At this size, you gain a
  +4 size bonus to Defense and attack rolls, a +12
  size bonus to Hide checks, and suffering a -12 size
  penalty on Grapple checks. At this size, you suffer a
  -6 penalty to your STR score.
  Prerequisite: Microbe I
  Microbe III: As Microbe III, but you can also
  choose to shrink to Size: Fine. At this size, you gain
  a +84 size bonus to Defense and attack rolls, a +16
  size bonus to Hide checks, and suffering a -16 size
  penalty on Grapple checks. At this size, you suffer a
  -8 penalty to your STR score.
  Prerequistes: Microbe II
  Microscopic: While shrunk to Size: Fine, you are as
  slippery and hard to contain as a single speck of
  dust. You may pass through any non-airtight struc-
  ture or object when shrunk to the maximum extent,
  provided you can cover the distance in a single
  round.
  Prerequisites: Microbe III, Microbe II, Microbe I
  Strong Microbe: You do not suffer a penalty to your
  STR score while shrunk.
  Prerequisite: Microbe I
  Nullifier Talent Tree
  Powered Heroes who develop Nullifier
  talents can temporarily shut down other Psions,
  whether their powers are the result of species
  abilities, feats, or Powered Hero levels. It’s a useful
  ability for a supersoldier to have, especially when
  enemy forces include superhumans.
  Nullifier I: You produce a zone of ‘psionic chaff’
  which impedes mental functioning. Psions within
  your broadcast range suffer headaches, annoying
  auditory hallucinations like ringing ears and tapping
  noises, and are short tempered and off balance.
  Any creature with the Psionic subtype who
  enters a 60 ft radius of you suffers a –2 morale
  penalty on Concentration checks, as well as all INT
  based skill checks and WILL saves. You may
  suppress this ability at will, but cannot exclude allies
  in radius from its effects.
  Limitation: INT-Keyed Ability Push only
  Nullifier II: By making a successful melee touch
  attack against a creature with the Psionic subtype,
  you can temporarily nullify its super powers. The
  target is unable to manifest any Psionic Precursor or
  Psionic feats, nor use any Supernatural (SU) or
  Spelllike (SP) abilities granted by membership in a
  Psionic race or class.
   If a race or class grants Extraordinary (EX)
  abilities, they are unaffected by the power disrup-
  tion. The effects of a nullifier’s touch remain in effect
  for 2d6 rounds, and the length of disruption caused
  by multiple touches is cumulative.
  Prerequisite: Nullifier I
  Nullifier III: As an attack action, you can generate a
  psychic jamming field that simultaneously locks
  down all Psionic creatures within range. All crea-
  tures with the Psionic subtype within 60 ft must
  succeed at a WILL Save (DC 10 + your INT
  modifier + your Powered Hero class level) or be
  affected as if by your nullifying touch.
  This disruption lasts 2d6 rounds, and the
  
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  effects of multiple disruptions and nullifying touches
  are cumulative. You may use this talent a number of
  times per day equal to your Powered Hero class
  level.
  Prerequisites: Nullifier II, Nullifier I
  Damaging Nullification: Your nullifying touch and
  nullifying burst cause neural trauma. Each time a
  Psionic character is affected by either ability, he or
  she suffers 1d4 points of temporary INT and CHA
  damage. The effects of multiple nullifying touches or
  bursts are cumulative.
  Prerequistes: Nullifier II, Nullifier I
  Extended Nullification: The effects of your nullifying
  touch or nullifying burst remain in effect for a number
  of hours equal to your INT modifier.
  Prerequisites: Nullifier II, Nullifier I
  Peak Human Talent Tree
  Powered Heroes who specialize in this talent
  tree refine their Ability Push talent to incredible
  levels. The Powered Hero may lack obvious, flashy
  superhuman abilities, but their enhanced attributes
  make them capable of amazing feats.
  Peak Human I: The Powered Hero may use his
  Ability Push talent twice per day at first level, plus an
  additional time per day per every five total character
  levels. When using his Ability Push talent, the
  Powered Hero’s keyed attribute receives a +4
  enhancement bonus.
  Peak Human II: The bonus provided by the Ability
  Push talent increases to +6 for the duration of the
  effect.
  Prerequistes: Peak Human I
  Peak Human III: The bonus provided by the Ability
  Push talent increases to +8 for the duration of the
  effect. When using your Ability Push talent, in
  addition to receiving a +8 enhancement bonus to
  your initial ability score, you receive a +2 enhance-
  ment bonus to your next highest ability score for the
  duration of the effect. If you have multiple ability
  scores at the same level, you choose which ability
  score is affected by your improved Ability Push.
  Once chosen, this selection cannot be changed.
  Prerequistes: Peak Human II, Peak Human I
  Reflex Talent Tree
  The Reflex Tree emphasizes raw speed and
  agility, and uses modification to the body’s fast
  twitch muscle groups and spinal column to push
  reaction time and agility into the near-superhuman
  realm. Reflex Tree metahumans are found among
  every faction, and these Powered Heroes are often
  highly skilled martial artists and melee combat
  experts.
  Reflex I: The Powered Hero receives a +4 bonus on
  Jump and Tumble checks as well as a +2 bonus on
  Initiative checks thanks to their gene-mods. The
  Powered Hero’s jumping distance is no longer
  limited by his height.
  Prerequisites: DEX keyed Ability Push only
  Reflex II: The Powered Hero no longer needs to
  make a running start when making a long jump. If
  the Powered Hero gets at least a 20 ft running start,
  he receives a +10 bonus on the Jump check.
  The Powered Hero may add ¼ his ranks in
  Jump (rounded down) as a competence bonus on
  REF Saving throws, as he instinctively seems to leap
  out of danger’s path.
   Prerequisites: Reflex I
  Reflex III: The Powered Hero is incredibly hard to
  get a bead on. The Powered Hero receives a +4
  dodge bonus to Defense against attacks of opportu-
  nity provoked by moving through a threatened
  square.
  Prerequisites: Reflex II, Reflex I
  Fast Mover: The Powered Hero’s jumping distance
  does not count against his total movement rate for
  the round. The Powered Hero can make one jump
  attempt per round as a free action, enabling the
  Powered to cover incredible distances through a
  combination of conventional sprinting and bounding.
  Prerequisites: Reflex II, Reflex I
  
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  Regenerator
   Talent Tree
  Powered
  Heroes with this talent
  tree are incredibly
  durable and nearly
  impossible to kill. They
  can recover in minute from
  beatings that would cripple
  an ordinary human, and can
  survive short bursts of
  automatic weapons fire.
  Powered Heroes with high
  levels of this talent can even
  regrow severed limbs and
  automatically repair damage
  to their central nervous
  system.
  Regenerator I: You automati-
  cally stabilize when reduced to
  0 HP or fewer. You do not
  automatically lose additional HP
  each round unless injured further.
  You are especially robust, gaining
  a number of hit points equal to
  your Powered Hero level immedi-
  ately as you select this talent.
  There after, you gain +1 hit point
  for each level of Powered Hero
  you obtain.
  Prerequistes: CON keyed Ability
  Push
  Regenerator II:  You gain Fast
  Healing 1, thanks to your phenomenal
  metabolism and incredible natural
  healing gifts.
  Prerequistes: Regenerator I
  Regenerator III: A number of times per day equal to
  your CON modifier, you can instantly recover a
  number of Hit Points equal to your total character
  level. This talent cannot increase your HP beyond
  your full normal total. Using this ability is a move
  equivalent action.
  Prerequistes: Regenerator II, Regenerator I.
  Regenerator IV: You gain
  Regeneration as an
  Extraordinary ability.
  Physical damage inflicted
  upon you heals instantly.
  Energy and acid damage
  affects you normally.
  Prerequistes: Regenerator
  III, Regenerator II,
  Regenerator I
  Shooter-Type Talent
  Tree (short)
  The Powered Hero
  can generate deadly
  energy discharge and
  release them from projec-
  tion organs built into their
  hands or forearms. These
  natural energy bolts are as
  deadly as a pistol, but
  unlike a soldier using
  conventional weapons, the
  Powered Hero can’t be
  disarmed and won’t set off
  weapon detectors.
  Shooter-Type I: The
  Powered Hero can
  naturally generate a blast
  of energy which is about
  as deadly as a modern
  handgun. This ability is
  usable at will as an attack
  action; the Powered Hero
  is always considered
  armed and proficient when
  firing his natural energy
  weapon.
  The Powered can generate a blast which
  inflicts 1d6 points of force damage, and has a range
  increment of 25 ft. This natural energy weapon may
  be used in conjunction with ranged combat feats.
  The Powered Hero can use this ability at will,
  without needing to reload or rest.
  
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   It would take hours of constant fire to tire a
  Powered Hero using this ability.
  If the Powered Hero has or later acquires
  another natural energy attack, such as a breath
  weapon, or the Combat Type’s Genomic Weapon
  ability, that natural weapon inflicts an additional 1d6
  points of force damage when used. Effectively, the
  Powered Hero uses the two talents simultaneously
  from that point on.
  Shooter-Type Plus: The Powered Hero’s natural
  energy blast damage increases by +1d6 points of
  damage each time this talent is chosen. This talent
  can be chosen multiple times, and its effects are
  cumulative.
  Prerequistes: Shooter-Type I
  Energy Outburst: As a standard action, the Powered
  Hero can unleash an omni-directional burst of
  energy, which inflicts damage on all creatures and
  objects within a 10 ft radius.
  Damage inflicted is equal to the Powered
  Heroes’ natural energy blast damage. The Powered
  Hero can use this ability a number of times per day
  equal to his Powered Hero class level.
  Prerequistes: Shooter Type Plus (one selection),
  Shooter Type I
  Stealth-Type Talent Tree (short)
  Stealth-Type Powered Heroes are designed
  for infiltration and are custom-grown, without the
  inherent weaknesses common to other metahumans.
  Genetically and physically, they are indistinguishable
  from unmodified humans, a fact that allows these
  high-concealment metahumans to go where more
  obvious metahumans can’t.
  Stealth Type I: The Powered Hero does not register
  as possessing the Psionic subtype when viewed by
  creatures (such as members of the Challenger
  subspecies) or objects (such as a gene scanner)
  which detect psionics. If the Powered Hero is, or if
  he becomes, Lifechained, his Lifechained nature is
  hidden from other Lifespawn, and he cannot be
  automatically detected by other Lifespawn.
  Stealth-Type II: The Powered Hero cannot be
  affected by predatory Lifechain abilities nor can he
  be affected by predatory Genefeats. The Powered
  Hero receives a +4 bonus on all Bluff and Disguise
  checks made to pass for a normal, unmodified
  human.
  Prerequistes: Stealth-Type I, any other Powered
  Hero talent
  Tracer Talent Tree
  The Tracer Talent tree is designed to en-
  hance a Powered Hero’s senses to superhuman
  levels by using animal alleles and artificially implanted
  neural connections. Powered Heroes with the Tracer
  talent tree have noses keen as a bloodhound, and
  eyes as sharp as an eagle’s.
  Tracer Tree metahumans are common
  among the world’s police forces and militaries, and
  often serve as elite bodyguards, bomb sniffers or
  drug-interdiction experts.
  Tracer I: The Powered Hero receives a +4 bonus on
  all Spot and Listen checks, as well as all Survival
  checks made to follow a target’s trail.
  Prerequisite: WIS keyed Ability Push only
  Tracer II: The Powered Hero gains lowlight vision
  and darkvision with a 60 ft range.
  Prerequisite: Tracer I
  Tracer III: The Powered Hero gains the Scent
  special quality, and can recognize familiar odors as
  easily as ordinary humans recognize familiar sights.
  The Powered Hero can use the Survival skill to
  track a target by scent alone.
  Prerequisite: Tracer II, Tracer I
  Warbody Talent Tree
  The Warbody Talent Tree focuses on
  increasing a Powered Hero’s frontline combat
  durability and physical strength, regardless of how
  these mutations affect the Powered’s appearance.
  Warbodies are obviously inhuman, with massive
  frames covered in muscle and natural armor, and
  their faces are often alien or vaguely animalistic.
  Many Warbodies are products of advanced bio-
  technology and resemble combat cyborgs more than
  any natural life form.
  
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  Warbody I: The Powered Hero
  becomes size: Large. The Powered
  Hero receives a +4 size bonus on
  Grapple checks, but suffers a -4 size
  penalty on Hide checks, and a -1 size
  penalty to Defense. The Powered
  Hero’s lifting and carrying limits are
  double those of a normal-sized
  human, and he or she can wield larger
  weapons than a medium sized coun-
  terpart.
  Prerequistes: STR or CON keyed
  Ability Push only.
  Warbody II: The Powered Hero’s
  dense, obviously armored hide
  provides him with a +3 natural armor
  bonus to Defense.
  Prerequistes: Warbody I
  Warbody III: The Powered Hero
  becomes size: Huge. The Powered
  hero receives an additional +4 size
  bonus on Grapple checks, but suffers
  an additional -4 size penalty on Hide
  checks, and an additional -1 size
  penalty to Defense.
  The Powered Hero’s lifting
  and carrying limits are triple those of a
  normal-sized human, and he or she
  can wield significantly weapons than a medium sized
  counterpart.
  Prerequistes: Warbody II, Warbody I
  Warbody Plus: Your natural armor bonus to Defense
  increases by +2 each time this talent is chosen. You
  may choose this Talent multiple times, and its effects
  are cumulative.
  Prerequisites: Warbody II, Warbody I
  Changeform: You can shift between your Warbody
  and unmodified form at will, as a move equivalent
  action. If you have both Size: Large and Size: Huge
  Warbodies, you can shift between them and your
  natural from as a move equivalent action. Your
  clothing and armor is assumed to be specially
  designed, to allow it to change sizes with you,
  though weapons and gear do not change size.
  Prerequisite: Warbody I
  Elemental: Your body is no longer ordinary flesh and
  blood. Instead, you are composed of a high-
  durability, inorganic analogue, such as living metal,
  organic rock or advanced polymer. You no longer
  need to eat, breathe or drink. You become immune
  to poison, stunning, subdual damage and critical hits.
  Prerequisite: Warbody I
  
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  Combat Teleporters are highly trained
  military psions, who have mastered the use of
  teleportation as an ultra lethal combat tactic. While
  other teleporters focus on transporting troops and
  material across planetary distances, Combat
  Teleporters focus on much shorter range, lower
  mass ‘jaunts’.
  They focus on the three foot jaunt necessary
  to leap behind an unsuspecting stash-house guard,
  and slit his throat. They focus on hurling 226 lbs of
  infantry in full field gear just thirty feet straight up so
  that gravity finishes the job for them. They focus on
  teleporting all 7.2 ounces of a Marine K-Bar
  combat knife directly into the center of a Shell Suit’s
  onboard fusion reactor and then teleporting clear of
  the ensuing detonation only a pico-second before
  the blast wave would incinerate them.
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  Combat Teleporters are infiltrators without
  equal, who use their physics-warping, spatial
  manipulation gifts and black ops dirty tricks to take
  down threats that conventional soldiers would be
  useless against. Combat Teleporters are often
  deployed alone, using their Wormhole talent to
  suddenly appear deep behind enemy lines. Very few
  
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  defenses can keep out a Combat Teleporter assas-
  sin, as hundreds of Lifer war-criminals and primary
  targets have found out all too late.
  Good, trustworthy human intelligence is the
  Combat Teleporter’s best weapon. It doesn’t matter
  if the target is protected beneath a steel mountain
  durable enough to stop a tac-nuke, or if she’s hiding
  out in a fortified spacestation, if the target’s location
  is known, a Combat Teleporter can get to them.
  Conversely, when dealing with enemy militaries with
  Combat Teleporter troops, anonymity and misdirec-
  tion may be the only things that keep your command
  staff alive and your supply caches intact when facing
  a determined Combat Teleporter saboteur.
  Strong and Fast heroes, especially those
  with a few levels of Soldier or Martial Artist make
  excellent Combat Teleporters.
  Requirements:
  To qualify to become a Combat Teleporter, a
  character must fulfill the following criteria.
  Base Attack Bonus: +5
  Skills: Knowledge: physical sciences 2 ranks,
  tactics 4 ranks, Move Silently 4 ranks, Tumble 4
  ranks
  Feats: Combat Reflexes, Dodge, Lightning Re-
  flexes, Stealthy
  Psionic Feats: Wormhole
  Class Information
  The following information pertains to the Combat
  Teleporter advanced class.
  Hit Die
  The Combat Teleporter gains d8 hit points per level.
  The character’s Constitution modifier applies.
  Combat Teleporters are healthy as a result of hard,
  military training. They realize their bodies are living
  weapons and take appropriate care of them.
  Action Points
  The Combat Teleporter gains a number of action
  points equal to 6 + one-half of his character level,
  rounded down every time he attains a new level in
  this class.
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  Class Skills
  The Combat Teleporter’s class skills are as follows.
  Demolitions (INT), Disable Device (INT),
  Hide (DEX), Intimidate (CHA), Knowledge (physi-
  cal sciences, tactics, streetwise) (INT), Listen
  (WIS), Move Silently (DEX), Profession (any
  military) (WIS),  Read/Write Language, Speak
  Language, Spot (WIS), Tumble (DEX)
  Skill Points at Each Level: 5 + INT Modifier
  Bonus Feats: At 2nd, 4th and 6th level, the Combat
  Teleporter receives a bonus feat, which must be
  drawn from the following list.
  Acrobatic, Action Bank, Athletic,  Breach
  Expert, Combat Cover, Combat Cover (Improved),
  Combat Expertise, Combat Martial Arts, Combat
  Precog, Crosstrained, Decisiveness, Decorated
  Veteran, Defensive Martial Arts, Elite Clearance,
  Heroic Surge, Improved Initiative, Instinctive
  Defense, Mobility, Personal Firearms Proficiency,
  Psionic Jinx, Psi-Thief, Quick Draw, SERE Training,
  Teleport Trade
  Incomplete Wormhole (SU): A first level Combat
  Teleporter receives the Incomplete Wormhole
  Psionic feat. If the Combat Teleporter already has
  this feat, he inflicts an additional +2d6 points of
  damage when activating the feat.
  Slipjaunt (SU): When a Combat Teleporter moves,
  he instinctively warps physical space around him,
  ‘jaunting’ a few fractions of an inch for every few
  inches covered through conventional muscular
  power. Seeing the Combat Teleporter move is
  jarring, like watching a movie missing a few frames.
  Each round, the Combat Teleporter can
  take an additional five foot step. He can choose to
  either use this ability to make a single ’10 ft’ step or
  make 2 five foot steps at various points on his turn.
  The Combat Teleporter can also choose to
  grant any visible ally within 30 ft the ability to make
  an additional 5 ft step. The Combat Teleporter can
  make this choice at any time, even on another
  creature’s turn. Doing so is an immediate reaction.
  However, if the Combat Teleporter uses the ability in
  this way, his Slipjaunt class feature is exhausted until
  the end of the current encounter.
  Disorienting Jaunt (SU): Once per day, a 3rd level
  Combat Teleporter may activate this ability, which
  creates a field of discordant, unstable wormholes in
  his immediate vicinity. For a number of rounds equal
  to the Combat Teleporter’s class level, any Large or
  smaller opponent who misses the Combat
  Teleporter with a melee attack is teleported to the
  nearest open square 15 ft away from the Combat
  Teleporter in a randomly determined direction. If the
  Combat Teleporter is clever, he’ll try to activate this
  ability on hazardous terrain- nothing warms a
  Combat Teleporter’s heart like seeing an enemy
  randomly dumped off the side of a 300 ft precipice,
  or into the path of an incoming mag-lev.
  The sudden, unexpected teleportation
  renders the opponent shaken for 1 round, unless the
  adversary succeeds at a DC 12 WILL Save.
  Starting at 5th level, the Combat Teleporter
  can use this ability twice per day. He can use this
  ability three times per day, starting at 8th level.
  Evasive Jaunt (SU): If a Combat Teleporter of 4th
  level or higher is exposed to any effect that normally
  allows a character to attempt a REF saving throw
  for half damage, the Infiltrator suffers no damage if
  he or she makes a successful saving throw and only
  half damage on a failed save. Evasive Jaunt can only
  be used when wearing light armor or no armor.
  For a Combat Teleporter  who does not
  have evasion (see the Fast hero class description),
  Evasive Jaunt counts as evasion (and Improved
  Evasion) for the purpose of meeting the prerequisites
  on the Fast hero’s defensive talent tree.
  On any successful REF Save, the Combat
  Teleporter may also choose to instantly teleport up
  to 10 ft in any direction. This ability does not count
  towards the Combat Teleporter’s regular movement
  
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  allowance for the round. The Combat Teleporter
  can only teleport himself and up to 50 lbs of gear
  when teleporting in this manner.
  Jaunt Lock (SU): A Combat Teleporter can push
  his body to the limits, and follow his prey through
  one of his random wormholes. Whenever a 5th level
  Combat Teleporter uses his Disorienting Jump class
  ability, he may choose where his opponent appears.
  If the Combat Teleporter wishes, he may
  also teleport with his opponent to his new position,
  appearing in an adjacent open square. When moving
  in this manner, the distance traveled does not count
  against the Combat Teleporter’s normal movement
  allowance. As with Evasive Jaunt, the Combat
  Teleporter can only use this ability when unarmored
  or lightly armored, and may only carry himself, his
  opponent and up to 50 additional lbs of mass when
  jaunting.
  Phase Strike (SU): By teleporting a hand weapon
  with lethally precise timing, the Combat Teleporter
  can slice an enemy to ribbons without leaving a
  scratch on his armor. To activate this ability, a 7th
  level Combat Teleporter spends an action point, and
  the effects of this enhancement last until the end of
  the current encounter.
  While using this ability, the Combat
  Teleporter treats all melee weapon attacks as
  incorporeal touch attack, which ignores the
  target’s natural armor bonus and equipment bonuses
  to Defense. The Combat Teleporter may ignore a
  number of points of Hardness or Damage resistance
  equal to his INT modifier when this ability is active.
  Tactical Blink (SU): At 9th level, the Combat
  Teleporter becomes fast enough to jaunt between
  bullets, and can move faster than the human mind
  can comprehend. Each round, as a free action, the
  Combat Teleporter can choose to teleport up to 20
  ft in any direction, including vertically. Moving in this
  way does not count towards the Combat
  Teleporter’s total movement allotment.
  The Combat Teleporter must be unarmored
  or lightly armored to use this ability. He can only
  carry himself and up to 50 lbs of additional gear
  when using this ability.
  Action Enhancement: By spending an
  action point, the Combat Teleporter receives a +4
  deflection bonus to Defense any round he moves
  using Tactical Blink. This enhancement lasts until the
  end of the encounter, or until the Combat Teleporter
  chooses not to Tactically Blink in a round.
  Spacebreaker (SU): A 10th level Combat
  Teleporter is one of the deadliest close range
  combatants on the planet. They have mastered their
  teleportational gifts to the point they may create an
  Incomplete Wormhole as often as once per round,
  as a standard action.
  Each time the Combat Teleporter creates an
  incomplete wormhole, he also creates snags in the
  local space/time curvature, which he has learned to
  exploit. Every Incomplete Wormhole the Combat
  Teleporter creates imposes a -1 luck penalty on
  attack rolls, skill checks and saving throws upon all
  creatures within 60 ft of the Incomplete Wormhole.
  This penalty remains in effect for 1d4
  rounds, and is cumulative with itself if the Combat
  Teleporter opens several wormholes in a short
  period (maximum -5 penalty). The Combat
  Teleporter is not subject to this penalty, but all
  creatures within the area of effect, including his
  allies are.
  
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  The most well-designed and fearsome
  metahumans on the planet are products of multi-
  million dollar genetic enhancements and innovative
  nano-cybernetics rather than natural evolution.
  Combat Type soldiers are engineered for frontline
  service and media-marketability; these elite
  metahumans are the public face of the world’s
  military. Combat Typea are smart and charis-
  matic, excellent leaders and loyal patriots capable
  of amazing feats.
   The nano-loads injected into Combat Type
  recruits bring them to the peak of human physical
  perfection and beyond, and their system wide
  genetic enhancements only become more pro-
  found as the Powered ages. A veteran Combat
  Type can go toe-to-toe with a Zookeeper F-676
  Hardsuit, shrug off rail-gun flachettes with a
  pained groan, and project energy blasts capable
  of punching through three feet of ballistic armor.
  More importantly, Combat Types are trained to
  lead, and some of the best small-unit commanders
  alive began their careers as Powered infantry.
  Combat Types are marketable, intimidating and
  inspiring symbols of the cause they champion.
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  Combat Types blend military excellence and
  meta-human talent. They are flashy, well-pack-
  aged living weapons of mass destruction. With a
  sleek war suit and unique, memorable call-sign,
  they marry the concept of a 20th century, comic
  book superhero with the realities of 21st century
  urban warfare.
  Combat Types are tough, tactically smart
  and possessed a variety of unique metahuman
  abilities. It doesn’t matter whether the Powered is
  a Psi-Watch InterOp, a Huxley Emergence
  Zookeeper, an APEX prime responder, a Rain-
  bow LIBERTY militiaman, a corporate spon-
  sored mercenary, or a Lifer or Choicer combat-
  volunteer, the Combat Type is well known and
  
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  widely respected as one of the world’s most capable
  super soldiers.
  The fastest path into the Combat Type
  Advanced Class is through the Strong Hero basic
  class, though other paths are possible.
  The Combat Type in the Campaign
  The Combat Type is a front-line combatant
  who excels in urban warfare, special ops and
  counter-terrorism. Since a Combat Type’s patron
  nation or pseudo-nation has spent millions on
  training and genemods, they are valuable resources;
  the Combat Type class emphasizes leadership and
  political savvy more so than a conventional soldier
  and makes an excellent team leader.
  Combat Types and similar classes form the
  bulk of the world’s metahuman armies. The Combat
  Type class is thematically similar to other Skortched
  Urf/Otherverse Games advanced classes.
  Frontliners and Incenerators (Psi-Watch), Cold
  Bringers, Lightweavers and Gravity Slingers (The
  D7ACU line) all work alongside Combat Types and
  fill similar roles in the campaign setting.
  Requirements:
  To qualify to become a Combat Type, a character
  must fulfill the following criteria.
  Base Attack Bonus: +5
  Skills: Knowledge: tactics 8 ranks, Diplomacy 1
  rank
  Feats: Decorated Veteran, Elite Clearance, Per-
  sonal Firearms Proficiency, either Toughness or
  Cyber-receptor
  Special: A rookie Combat Type must be selected
  for system-wide genetic alterations and cyber-
  reconstruction by his or her patron organization; due
  to the expense, only the most committed, well
  respected and experienced soldiers are accepted
  into this elite program.
  Class Information
  The following information pertains to the Combat
  Type advanced class.
  Hit Die
  The Combat Type gains d10 hit points per level. The
  character’s Constitution modifier applies. The first
  gene-mods a Combat Type receive pushes her to
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  the peak of human potential, enhancing her metabo-
  lism to Olympic levels and upping her natural healing
  ability.
  Action Points
  The Combat Type gains a number of action points
  equal to 6 + one-half of her character level, rounded
  down every time she attains a new level in this class.
  Psionic
  Combat Types gain the Psionic Subtype, and may
  freely select from Psionic Precursors and Psionic
  feats.
  Class Skills
  The Combat Type’s class skills are as follows.
  Climb (STR), Diplomacy (CHA), Demoli-
  tions (INT), Drive (DEX), Intimidate (CHA), Jump
  (STR), Knowledge (civics, current events, popular
  culture, tactics, technology) (INT), Listen (WIS),
  Navigate (INT), Profession (any military) (WIS),
  Read/Write Language, Speak Language, Spot
  (WIS), Survival (WIS), Swim (STR), Treat Injury
  (WIS)
  Skill Points at Each Level: 5 + INT Modifier
  Bonus Feats: At 3rd, 6th and 9th level, the Combat
  Type may select a bonus feat, which must be chosen
  from the following list:
  Archaic Weapons Proficiency, Armor
  Proficiency (any), Armored Survivor, Brawl, Con-
  trolled Burst, Cleave, Combat Reflexes, Command
  Airstrike, Crosstrained, Decisiveness, Exotic
  Firearms Proficiency, Exotic Melee Weapon Profi-
  ciency, Far Shot, Great Cleave, Heavy Weapons
  Specialist, Heroic Supremacy, Hope in Desperation,
  Improved Brawl, Improved Knockout Punch,
  Knockout Punch, Overcome Limitations, Penetrat-
  ing Fire, Power Attack, Renown, Set the Pace,
  SERE Training, Spec Ops Stealth, Warrior Instinct,
  Warrior Prodigy, Whirlwind Attack
  Metahuman Physique (EX): The Powered’s first
  round of genetic therapies creates a stronger, more
  resilient soldier. The Combat Type’s metabolism is
  increased, reducing body fat, increasing cardiovas-
  cular endurance and pushing the Powered’s reflexes
  into the realm of the near superhuman.
  The metahuman receive a +4 bonus on
  FORT saves made to resist fatigue or exhaustion, as
  well as FORT saves made to resist suffocation, thirst
  or starvation, thanks to her highly efficient digestive
  system.
  The Combat Type recovers a number of
  additional HP equal to her Combat Type class level
  per day of rest and healing, or twice this amount
  when under long term medical care.
  The metahuman’s designer mutations grants
  her one of the following benefits. Once chosen, the
  benefit cannot be changed.
  ·
  The metahuman recovers from ability
  damage at twice the normal rate.
  ·
  The metahuman gains darkvision with a 120
  ft range.
  ·
  The metahuman gains the scent special
  quality.
  ·
  The metahuman’s genetic enhancements
  provide her with a +4 racial bonus on any
  two class skills of choice.
  ·
  The metahuman can perceive ‘un-en-
  crypted’ radio, television, wireless Internet
  (or Mesh signals in the Otherverse America
  setting) and cellphone signals and the like,
  exactly as if the character had the appropri-
  ate cybernetic implants.
  Genomic Weapon (SU): The Combat Type’s main
  weapons are the nano-cybernetic discharge nodes
  running the length of her arms and hands, which
  draw their power-supply from the metahuman’s bio-
  electric aura. A Combat Type is a living, cyberneti-
  cally enhanced weapon, capable of firing high energy
  blasts capable of scorching steel.
  At 2nd level, a Combat Type’s genomic
  weapon inflicts 2d6 points of either cold, electrical,
  fire, or force damage, chosen when this class feature
  
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  is gained. The Genomic Weapon has a
  range increment of 25 ft, and may be
  fired, at will as a standard attack action.
  The Genomic Weapon can be
  used in conjunction with ranged combat
  feats. The Combat Type can fire a
  Genomic Weapon blast at will without
  reloading or resting. It would take hours
  of constant fire to tire a Combat Type
  using this ability.
  The Combat Type’s Genomic
  Weapon becomes deadlier as the Pow-
  ered gains levels. For every two class
  levels, the weapon inflicts an additional
  +1d6 points of damage, to a maximum of
  6d6 points of damage at 10th level.
  At 4th level, and again at 8th level,
  the Combat Type selects one of the
  following enhancements, which alters the
  way their bio-blast functions.
  ·
  The Genomic Weapon can be
  ‘set’ to inflict subdual damage
  without a penalty. Changing
  between damage types is a
  standard action.
  ·
  The Genomic Weapon inflicts an
  additional two dice of damage, to
  a new maximum of 8d6 at 10th
  level.
  ·
  The Genomic Weapon’s damage die change
  to d8s, rather than d6s.
  ·
  Increase range increment to 100 ft. The
  metahuman receives a +1 bonus on attack
  rolls made within the first range increment.
  ·
  The energy clings to the target like napalm,
  inflicting 2d6 points of additional  damage
  per round for a number of rounds equal to
  the Combat Type’s CON modifier unless it
  is washed off or somehow neutralized.
  ·
  The Genomic Weapon becomes a grenade
  like blast, with a 30 ft blast radius. Those
  caught within the blast can attempt a REF
  Save (DC 10 + class level + CON modifier)
  for half damage.
  Threat Assessment (EX): Combat Types are
  multi-billion dollar war-machines, and are exhaus-
  tively studied by world intelligence agencies. Begin-
  ning at 2nd level, the Combat Type may add half her
  class level, rounded down, to all Gather Information,
  Knowledge: tactics and Sense Motive checks made
  concerning other Combat Types.
  
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  Squad Leader (EX): At 3rd level, the Combat Type
  gains the Squad Leader feat, even if she does not
  meet the prerequisites. If the Combat Type already
  has this feat, she receive a +2 bonus on her effective
  character level for the purposes of this feat.
  Directed Evolution (EX): The genetic alterations
  that made the Combat Type more than human
  continue to introduce system wide improvements
  into her genome. At 4th level, and again at 6th and 8th
  level, the Combat Type receives a +2 inherent bonus
  to any of her ability scores.
  The powered soldier can choose to improve
  a single score, or select different scores each time.
  Instead of an attribute score increase, the Powered
  can also choose to receive:
  ·
  Fast Healing 1
  ·
  +2 natural armor bonus to Defense
  ·
  +10 ft base land speed increase
  This ability stacks with itself or with similar class
  abilities or feats.
  Powered Commander (EX): Veteran Combat
  Types are well known and widely respected in the
  post-human underground, and even their enemies
  are willing to give their words and opinions the
  respect and attention they deserve.
  Beginning at 5th level, the Combat Type
  receive a +2 bonus on all CHA based skill checks
  made against or concerning other cyborgs,
  metahumans and post-humans, regardless of their
  faction, race or the origin of their abilities.
  Tactical Overwatch (EX): Combat Types are
  trained to watch avenues of approach, lines of sight
  and consider fields of fire and watch for kill zones.
  Starting at 7th level, the Combat Type receive a daily
  pool of bonus points equal to her class level plus her
  ranks in Knowledge: tactics.
  The Combat Type may add any number of
  bonus points up to her class level, on any of the
  following checks:
  Spot, Listen, Initiative Checks and REF
  Saves. The bonus points can also provide a morale
  bonus to Defense against any single ranged attack.
  The Combat Type can apply the bonus after
  the check is rolled, but before the results of the
  check are announced. The Combat Type may also
  choose to apply the bonus to affect any ally’s check.
  The ally must be within 30 ft of the Frontliner and
  able to clearly hear her to receive any benefit.
  Superhuman Paragon (EX): By 10th level, the
  Combat Type is one of the most experienced field
  operatives on the planet, capable of stunning, awe
  inspiring feats of battlefield heroism.
  Once per day, the Combat Type may add
  four plus her CHA modifier to her base attack
  bonus (minimum +5 bonus). Doing so vastly in-
  creases her combat effectiveness, the amount of
  BAB she can sacrifice to fuel feats like Combat
  Expertise as well as increasing her number of
  attacks. Using this ability is a free action. This
  enhancement lasts until the end of the encounter.
  Since this ‘real’ increase to BAB, even if
  temporary, the Combat Type gains additional
  attacks per round when making a full attack. When
  using this ability, the Combat Type gains the ability to
  make more than four attacks per round if her BAB
  exceeds +20.
  
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  The Final Sword embodies the
  teachings and precepts of the Culture, they
  are ambassadors of the sword. Final Swords
  accompany all Culture diplomatic missions,
  both as protectors and examples how the
  human body can evolve past all previous
  limits, with proper Cultural guidance. These
  proud, intelligent and well-educated warrior
  maidens are among the Culture’s greatest
  heroes, noble. Final Swords are psionic
  knights who expand the Culture’s dominion
  and dispense Culture justice.
  A dozen or more Final Sword
  chapterhouses dot the Earth, founded by
  Culture soldiers stranded on Earth after some
  titanic battle. Each chapterhouse is autono-
  mous and each practices its own unique
  sword style, which it proclaims superior to all
  others. The chapterhouses are united in their
  hatred of the ‘imitation’ human-founded
  schools. These lesser chapterhouses are often
  founded by human Final Swords who have
  achieved mastery. Though the arrogant
  Culture warriors mock their human cousins,
  they respect their ‘cousins’ fighting prowess
  and grudgingly acknowledge their human
  counterparts’ skill and innovative techniques,
  and allow worthy human-trained Final Swords
  to wear the marks and carry the proprietary,
  ancestral nanotech of the Order.
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  Final Swords are among the deadliest
  women in the world, nearly unbeatable melee
  fighters. Where many of the other Psi-Watch classes
  are flashy, heavy energy wielding living tanks, the
  Final Sword epitomizes the concept of ‘quick and
  quiet.’ She’s a competent assassin and capable
  fighter, and by 10th level she receives more attacks
  per melee round than virtually any other class. She
  can clear a room full of lesser enemies with ease,
  and is more than tough enough to tangle with more
  important and powerful adversaries.
  With her focus on an intellectual, cultured
  fighting style, the Final Sword is an unusual fighter,
  and is probably more well rounded than many other
  martial artists. She knows art, culture and world
  
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  history, and can be as capable a diplomat as she is a
  fighter.
  Requirements:
  To qualify to become a Final Sword, a character
  must fulfill the following criteria
  Base Attack Bonus: +5
  Skills: Jump 4 ranks, Knowledge: tactics 4 ranks,
  Knowledge: art 1 rank
  Feats: Combat Expertise, Combat Martial Arts,
  Combat Reflexes; Exotic Weapon Proficiency
  (katana)
  Gender: Only females are allowed to begin Final
  Sword training. Clarke Island’s “Terran Sword
  Dojo” is the only place on the planet males can go to
  receive training.
  Special: A prospective Final Sword must be
  accepted by a Final Sword chapterhouse, and
  endure a grueling period of religious education,
  psycho-sexual conditioning, genomic alteration and
  martial arts training. Those who survive the Final
  Sword’s monastic discipline must dedicate one of
  their allegiances towards the Culture, the
  chapterhouse, the Order as a whole, or their superi-
  ors within the Order.
  Class Information
  The following information pertains to the Final
  Sword advanced class.
  Hit Die
  The Final Sword gains d8 hit points per level. The
  character’s Constitution modifier applies. Final
  Swordsmen and Swordsisters are incredibly fit,
  physically and mentally perfect, with lean, toned
  bodies they hone to a razor’s edge of perfection.
  Action Points
  The Final Sword gains a number of action points
  equal to 6 + one-half of her character level, rounded
  down every time she attains a new level in this class.
  Psionic
  Final Swords gain the Psionic Subtype, and may
  freely select from Psionic Precursors and Psionic
  feats.
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  2
  Class Skills
  The Final Sword’s class skills are as follows.
  Balance (DEX), Climb (STR), Concen-
  tration (CON), Craft (visual art) (INT), Diplo-
  macy (CHA), Escape Artist (DEX), Hide (DEX),
  Intimidate (CHA), Jump (STR), Knowledge (art,
  civics, current events, history, streetwise, tactics,
  theology & philosophy) (INT), Listen (WIS),
  Move Silently (DEX), Perform (dance, sing)
  (CHA), Read/Write Language, Speak Language,
  Spot (WIS), Swim (STR), Treat Injury (WIS),
  Tumble (DEX)
  Skill Points at Each Level: 5 + INT Modifier
  Bonus Feat: At 3rd, 6th and 9th level, the Final
  Sword may select a bonus feat, which must be
  chosen from the following list.
  Action Bank, Acrobatic, Agony Field,
  Aligned Zealot, Anti-Ballistic Shell, Archaic Weap-
  ons Proficiency, Athletic, Battle-flex Claws,  Blind-
  Fight, Cloudwalk Leap, Combat Precog, Contin-
  gency Planning, Dodge,  Elite Clearance, Elusive
  Target, Improved Disarm, Improved Feint, Im-
  proved Initiative, Improved Two Weapon Fighting,
  Krav Maga, Meaningful Ink, Mobility, Psi-Adhe-
  sion, Sensory Expansion, Spring Attack,
  Streetfighting, Two Weapon Fighting, Vibratory
  Scan, Visual Teleportation, Weapon Finesse,
  Weapon Focus (Finality Blade), Whirlwind Attack
  Autohypnosis (EX): The Final Sword is a strong
  willed psionic adept, capable of using the Concen-
  tration skill in ways that non-psychics can never
  imagine. By making a successful Concentration
  check, the Final Sword can focus her mind towards
  controlling her body.  Check: The DC and effect
  depend on the task you attempt.
  Resist Fear: In response to a fear effect or other
  mental tampering, you can make an Autohypnosis
  check on your next action even if you’ve been
  overcome by fear. A successful check grants you
  another saving throw with a +4 morale bonus to
  resist the effect.
  Memorize: You can attempt to flash memorize a
  page of text or complex data, up to 250 words (or
  what could be comfortably printed on an 8 x 11
  sheet of paper. You always retain this information
  subconsciously, however you can only consciously
  recall it with a successful Autohypnosis check.
  Resist Poison: In response to being poisoned, you
  can make an Autohypnosis check on your next
  action. A successful check grants you another saving
  throw with a +4 morale bonus to resist the poison’s
  secondary damage.
  Willpower: If reduced to 0 HP (disabled) you may
  make an Autohypnosis check. If successful, you can
  perform a strenuous action without taking 1 point of
  damage. A failed check carries no penalties, you can
  choose not to perform the action. If you do perform
  the strenuous action after failing the check, you
  suffer 1 point of damage after completing the action,
  as usual.
  Resist Stimulus: If dazed or nauseated by a
  flashbang or similar device, you may attempt a
  Autohypnosis check to ignore the penalties. You
  may attempt to reduce the circumstance penalties
  associated with unpleasant physical sensations, such
  as tear gas or the effects of a flash bang grenade.
  Success indicates you overcome the effects of the
  device.
  Death Trance: With a successful Autohypnosis
  check, you can slow your heartbeat and respiration
  to undetectable levels. You specify the length of the
  
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  trance when activating this power, which you can
  maintain for a number of hours equal to your WIS
  modifier. While entranced, you are considered
  stable, and require virtually no oxygen to survive
  (though you cannot survive hard vacuum). Awak-
  ening early from a Death Trance requires a DC
  25 Autohypnosis check, which can be attempted
  once per round.
  Try again? For resist fear, resist stimulus,
  death trance and memorization you can make
  a check once per round. You can’t try again to
  tolerate a poison. You can’t try again in the
  same round for will power.
  Special: You can take 10 on an Autohypnosis
  (Concentration) check, but you can’t take 20.
  Most uses of Autohypnosis are attack actions.
  Willpower is a free action that can be attempted
  once per round.
  Note: This modification to the Autohypnosis skill
  replaces the psionic skill rules found in chapter
  nine of the D20 Modern campaign setting.
  Finality Blade (EX):  The lucky and noble few
  who survive the Order’s dojos are allowed to
  wield the gleaming, lethal swords that are the
  Order’s badges of honor. A neophyte Final
  Sword is allowed to slit her wrists and open
  gashes in her palm, and plunge her hands into the
  burning cauldron which holds her chapterhouse’s
  ancestral nano-colony, a machine life form that
  remembers the glory of the long-lost Culture
  homestar.
  Sentient liquid metal flows into the young
  Final Sword’s wounds, healing her wounds in a
  moment of burning agony, transforming her body
  and linking her to all other Final Swordsisters.
  Once the ceremony is over, the Final Sword is a
  member of an order of martial artists older than any
  human civilization.
  Intricate nano-tech tattoos cover the Final
  Sword’s hands and forearms, and complex, maze-
  like line work covers her cheeks and forehead.
  These tattoos are the deep crimson of old blood;
  only the eldest and most respected Final Swords are
  allowed to display burnished golden nano-tattoos.
  The nano-tech in the Final Sword’s blood-
  stream allows her to manifest her deadly Finality
  Blade at will. Manifesting or dismissing the Finality
  
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  Blade is a move equivalent action, which does not
  provoke attacks of opportunity.
  The Finality Blade cannot be wielded by
  anyone other than its designated owner; if touched
  by another’s hands, it dissolves into a splash of
  liquid metal. If the Final Sword is ever disarmed, or
  has her weapon sundered, she can immediately
  manifest another blade. The nano-tech katana’s
  lethality improves as the Final Sword gains confi-
  dence and masters the Order’s lethal katas.
  Art of the Void (EX): The Final Sword ethos finds
  beauty in battle, perfection in murder. Their culture
  prizes artistry and appreciation for beauty; the Final
  Sword are an erudite cabal of assassins.
  Beginning at 2nd level, the Final Sword gains
  a daily pool of bonus points equal to her ranks in
  Knowledge: art plus her Final Sword class level.
  The Final Sword may add any number of bonus
  points up to her class level, on any of the following
  checks:
  Balance, Jump, Tumble, Initiative checks
  and REF saves. The bonus points can also provide a
  morale bonus to Defense against any single ranged
  attack.
  The Final Sword can apply the bonus after
  the check is rolled, but before the results of the
  check are announced.
  Homicide Ballet (EX): A Final Sword is beautiful,
  but hers is the beauty of a naked blade, beautiful but
  killingly sharp. Beginning at 2nd level, the Final
  Sword may add half her class level (rounded down)
  as a morale bonus on all Tumble and Perform
  (dance) checks.
  Genetic Tapestry (EX): The nano-colony living
  inside a Final Sword slowly changes her, eliminat-
  ing human flaws and weaknesses, optimizing
  grace and muscular performance.
  At 4th level, the Final Sword receive a
  permanent +10 ft increase to her base land speed
  and a +2 bonus on all Jump and Tumble checks.
  The speed increase stacks with speed increases
  from other sources, such as Fast Hero class
  levels.
  Choir of Order (SU): During her 5th level, a Final
  Sword’s mind finally touches the vast reserves of
  Culture memories and raw data hidden inside her
  onboard nanotechnology; her connection to her
  Swordsisters deepens, forming a nearly unbreakable
  radio-telepathic link. The Final Sword hears the
  constant, comforting song of the Order’s disciplined
  minds.
  The Final Sword can communicate silently
  with any other Final Sword within 60 ft, so long as
  no air-tight barriers separate them. If multiple Final
  Swords work in concert, no Final Sword within 60
  ft is ever considered flanked or flat-footed unless
  they all are. The
  Final Sword receives a cumulative +1
  morale bonus on WILL saves (maximum +10) for
  each member of the Order within 60 ft.
  Genome Rewoven (EX): The Final Sword’s body
  wide genetic and anatomical changes continue. At
  7th level, she undergoes a personal metamorphoses.
  Her biological processes are streamlined and
  optimized.
  The Final Sword no longer needs to sleep,
  and can recover a day’s worth of hit points with only
  6-8 hours of rest or light activity. Spell casting Final
  Swords still require 8 hours of rest or meditation to
  regain spells.
  
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  A Final Sword requires only half the food
  and water of a comparably sized humanoid. She
  receives a +2 bonus on FORT saves made to resist
  starvation/thirst and environmental conditions, and
  becomes completely immune to all Ingested toxins
  and drugs.
  A 7th level Final Sword’s
  nanotech tattoos are flecked with golden
  detailing and random golden spots.
  These golden discolorations are badges
  of honor, and a veteran Final Sword is
  respected and influential within the
  Order. She receives a +2 bonus on
  Diplomacy, Gather Information and
  Intimidate checks made against lower
  ranking members of the Order.
  Wisdom of the Blade (SU): When
  threatened, the Final Sword’s muscle reflexes take
  over, allowing her to respond to threats even before
  her brain processes the threat. She can move agilely
  enough to deflect bullets with her ancestral blade,
  and respond to unexpected threats with stunning
  grace and efficiency.
  When wielding her Finality Blade, the Final
  Sword adds her WIS modifier as a dodge bonus to
  her Defense score. If she is paralyzed or otherwise
  helpless, she loses this bonus to Defense.
  An 8th level Final Sword is never considered
  flat-footed.
  Artistry of the Sword (EX): By meditating on the
  great art of the Order’s most venerated sword-
  mistresses, a 10th level Final Sword achieves the
  perfection all members of the Order seek. She
  becomes one with her blade, reaching a zen like
  calm that allows her to perform incredible feats of
  swordsmanship.
  When making a full attack using her Finality
  Blade, the Final Sword’s knowledge of art and high
  culture combine with her lessons in fencing and
  swordplay, making her one of the deadliest blade-
  mistresses within the Order. While using the full
  attack option, the Final Sword receive an additional
  attack (or attacks) at her full base attack bonus,
  based upon the time and skill ranks she’s invested
  learning the order’s artistic heritage.
  The Final Sword’s additional attacks are based
  upon her ranks in Knowledge: art, as shown on the
  table below.
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  A 10th level Final Sword’s nanotech tattoos
  are flooded with liquid gold. These golden decora-
  tions are indications of the Sword’s mastery of the
  Order’s percepts. A Final Sword bearing these
  golden tattoos is a master of the Order’s martial
  arts, able to train students of her own, and allowed
  to begin her own chapterhouse.
  She is a recognized leader within the Order
  of the Final Sword, and a her bonus to Diplomacy,
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  The first generation of
  Frontliners served in the jungles
  of Vietnam, working in isolated
  one and two man elements deep
  behind enemy lines. While
  conventional forces failed and
  died, Frontliner prototypes
  succeeded, single handedly
  winning the battles history never
  recorded. As the 1960s turned
  into the 1970s, the government
  fielded more and more Frontliner
  super soldiers, perfecting the
  process that created these elite
  heavy weapons experts.
  Frontliner technology is
  crude compared to other bio-
  enhancement techniques.
  Frontliners are peak human
  soldiers, but while they lack the
  ‘flash’ of other psionic opera-
  tives, they are incredibly powerful
  and efficient fighters. Frontliners
  are equally effective as the center
  of a well-disciplined strike force,
  or working as a lone guerilla
  fighter far from extraction or
  support.
  Neurosurgery, steroid
  treatments
  and the controlled introduction of Culture and Neon
  DNA transform ordinary soldiers into elite super-
  killers. The Frontliner technology is proven tech at
  it’s finest: cheap, easily improved and relatively safe
  for widespread use. Frontliners make up the most
  numerous of Psi-Watch’s post human infantry
  troops. Since the Frontliner enhancement tech is so
  cheap, the enhancement regimen is as common
  among third world nations as among first, and
  Frontliner terrorists are common and extraordinarily
  deadly.
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  Simply put, the Frontliner is the world’s best
  infantry soldier. Capable of surviving incredible
  punishment and returning it in kind, the Frontliner is
  usually a combat squad’s heavy weapons expert.
  They can carry incredible loads, and wear heavy
  armor without complaint, and like nothing better than
  to feel a .50 cal belt-fed chaingun humming and
  kicking in their hands.
  Frontliners are incredibly tough, and have
  artificially activated psychic gifts which allow them to
  enhance their already impressive abilities even
  further. Choosing the right moment to enter a battle
  
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  trance or use another combat-focusing talent can
  turn the tide in any engagement. Unlike other ‘ber-
  serker’ characters who enter a rage state, the
  Frontliner remains calm and in control. The name of
  the game is ‘controlled carnage’ and state of the art
  tactics backed up by equally state of the art fire-
  power.
  Their focus on the battlefield means
  Frontliners are almost useless in investigatory or
  diplomatic scenarios, and with their pitifully few skill
  ranks per level, few ever bother to pick up the
  cross-class skills necessary for versatility. Like
  Incenerators, Frontliners are a tightly combat
  focused class, perfect for players who want to
  imitate the ‘big guns and tiny pouches’ aesthetic of
  early Image comics, particularly Rob Liefeld’s
  creations.
  Requirements:
  To qualify to become a Frontliner, a character must
  fulfill the following criteria.
  Base Attack Bonus:  +5
  Skills: Knowledge: tactics 4 ranks, Spot 1 rank
  Feats: Heavy Armor Proficiency, Toughness, Elite
  Clearance, Advanced Firearms Proficiency
  Special: The Frontliner must have declared at least
  one of his allegiances towards his patron nation,
  government. The Frontliner can also dedicate his
  allegiances to his unit or the men and women in his
  strike team.
  Class Information
  The following information pertains to the Frontliner
  advanced class.
  Hit Die
  The Frontliner gains d12 hit points per level. The
  character’s Constitution modifier applies. Frontliners
  are one of the few D20 Modern advanced classes
  with a D12 hit die, reflecting the sheer bulk and
  inhuman toughness of these genetically enhanced
  super soldiers.
  Action Points
  The Frontliner gains a number of action points equal
  to 6 + one-half of his character level, rounded down
  every time he attains a new level in this class.
  Psionic
  Frontliners gain the Psionic Subtype, and may freely
  select from Psionic Precursors and Psionic feats.
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  Class Skills
  The Frontliner’s class skills are as follows.
  Climb (STR), Demolitions (INT), Drive
  (DEX), Hide (DEX), Intimidate (CHA), Jump
  (STR), Knowledge (current events, history, tactics)
  (INT), Listen (WIS), Navigate (INT), Profession
  (military or law enforcement) (WIS), Read/Write
  Language, Speak Language, Repair (INT), Spot
  (WIS), Survival (WIS), Swim (STR)
  Skill Points at Each Level: 4+ INT Modifier
  Bonus Feats: At 2nd, 4th, 6th and 8th level, the
  Frontliner can select a bonus feat, which must be
  chosen from the following list.
  Alertness, Anti-Psi Broadcast, Anti Tank
  Warfare, Battle-Flex Claws, Breach Expert, Blind
  Fight, Body Hardening Defense, Brawl, Censored
  History, Cold Steel Hunter, Combat Excellence,
  Combat Reflexes,  Contingency Planning, Con-
  trolled Burst, Decorated Veteran, Dead Aim, Drive
  by Attack, Feedback Agility,  Frightful Presence,
  Heavy Caliber Knockback, Heroic Surge, Im-
  proved Damage Threshold, Iron Will, Knockout
  Punch, Night Fighter, Psi-Bolt, Psionic Jinx, Psychic
  Lockdown, Point Blank Shot, Quick Draw, Quick
  Reload, Shoot out the Lights, Shot on the Run,
  Skyfall, Spec Ops Stealth, Telekinetic Aim, Teleki-
  netic Strength, Toughness, Two Weapon Fighting,
  Urban Warfighter, Weapon Focus
  Armored Survivor (EX): A Frontliner can fight
  and move comfortably in even the heaviest armor,
  and their early training emphasizes comfort in the
  super-heavy, custom designed armored body-webs
  they are issued.
  At 1st level, the Frontliner receives the
  Armored Survivor feat, even if he doesn’t meet the
  prerequisites.
  Feedback Mask (SU): Frontliner training and
  technology incorporates psycho-feedback medita-
  tions stolen from the Culture, short acting “RNA-
  flood” genetic sequencing and cutting edge military
  training techniques all in an effort to breed the
  perfect soldier. The Frontliner can enter a battle
  trance, undergoing profound physical and emotional
  changes, the outward manifestation of which is the
  ‘feedback mask’.
  The feedback mask is a unique and colorful
  pattern of facial markings, which cover most of the
  Frontliner’s face, neck and skull. When the
  Frontliner pushes his powers to their limits, the
  feedback mask appears, with tattoo like facial
  markings oozing through the skin like slick, irides-
  cent liquid. As the mask appears, the Frontliner’s
  pupils vanish, replaced by an intimidating blank or
  silver metallic lens.
  The feedback mask automatically appears
  when the Frontliner uses any psionic talents.
  Indomitable (SU): The Frontliner can take massive
  amounts of punishment, withstanding injuries that
  severe enough to kill a platoon full of ordinary
  soldiers. Self-sealing skin and fast coagulating blood,
  pain suppression and adrenal modifications work in
  concert to keep a wounded Frontliner alive even
  after taking a full clip to chest.
  The Frontliner remains conscious and  can
  act normally when reduced to negative hit points; an
  ordinary person is crippled, and can only take a
  single move action or standard action per round.
  Strenuous activity still causes the Frontliner to suffer
  additional damage, losing –1 HP per round. A
  Frontliner can allow himself to fall unconscious if he
  believes doing so will help him survive.
  Instead of dying when he reaches negative
  hit points, the Frontliner’s ‘near death’ window is
  expanded. A Frontliner remains alive until he
  reaches negative (10 + his Frontliner class level).
  For example, a 4th level Frontliner would die when
  he reached –14 HP.
  Psychofeedback (SU):  The Frontliner can enter a
  battle trance, a technically enhanced version of the
  bear-shirt rage which gripped Norse warriors of old.
  When in battle-trance, the Frontliner’s actions
  
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  become automatic, and
  lethally efficient. Fear, pain and
  distraction vanish, and only cold purpose and
  a need to accomplish the mission remain.
  A number of times per day equal to one plus
  his CON modifier (minimum twice daily), the
  Frontliner can enter a battle-trance. The
  pscyhofeedback trance lasts for a number of rounds
  equal to three rounds plus your (newly enhanced
  CON modifier). Once the battle trance ends, the
  Frontliner is fatigued for the duration of the
   encounter. The Frontliner may voluntarily end the
  battle-trance at any time.
  While in the battle trance,
  you receive a +2 morale bonus on
  STR and CON, and become to
  fear effects, the sickened and
  nauseated conditions. The tempo-
  rary increase to your CON score
  grants the Frontliner +1 HP per
  character level. These temporary
  HP are lost when the battle trance
  and the Frontliner’s CON score
  returns to normal.
  When the battle trance
  begins, the soldier receives a pool
  of bonus points equal to his
  Frontliner class level plus his ranks
  in Knowledge: tactics. These bonus
  points may be spent to improve the
  results of any ranged attack or
  damage roll. Bonus points may be
  spent after the die is rolled, but
  before the results of the roll are
  declared, in any amount the
  Frontliner wishes to expend.
  Unused bonus points are lost when
  the battle trance ends.
  While in the battle-trance, the Frontliner
  cannot use any INT, CHA or DEX based skill (with
  the exception of Balance, Demolitions Escape Artist,
  and Intimidate). While entranced, the Frontliner
  cannot speak, nor use any abilities requiring concen-
  tration, which includes casting spells or activating
  psi-talents.
  Control Programming: Frontliners cannot
  attack anyone wearing the uniform or insignia of their
  patron nation/government or ethos while in the
  battle-trance, but can defend themselves normally if
  attacked.
  Combat Run (EX): The Frontliner is trained to run
  and fight carrying a backbreaking load. The typical
  Frontliner carries more gear than any two Marine
  Corps S.A.W. gunners, and despite that can per-
  form athletic feats that would put most marital artists
  to shame.
  
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  The Frontliner can run and charge at full
  speed, regardless of encumbrance or armor. The
  Frontliner treats the armor check or encumbrance
  penalty of any armor he wears as being –2 points
  fewer, down to a minimum armor check
  penalty of –0.
  Tactical Overwatch (EX): Frontliners are trained
  to watch avenues of approach, lines of sight and
  consider fields of fire and watch for kill zones.
  Starting at 5th level, the Frontliner receives a daily
  pool of bonus points equal to his class level plus his
  ranks in Knowledge: tactics. The Frontliner may add
  any number of bonus points up to his class level, on
  any of the following checks:
  Spot, Initiative Checks and REF Saves. The
  bonus points can also provide a morale bonus to
  Defense against any single ranged attack.
  The Frontliner can apply the bonus after the
  check is rolled, but before the results of the check
  are announced. The Frontliner may also choose to
  apply the bonus to affect any ally’s check. The ally
  must be within 30 ft of the Frontliner and able to
  clearly hear him to receive any benefit.
  Blood Rush (SU): The Frontliner’s body has
  streamlined its processes to the point where the
  Frontliner can use his bio-feedback abilities to take
  conscious control over his autonomous functions. A
  number of times per day equal to one plus his CON
  modifier (minimum twice daily), the Frontliner can
  focus his will and initiate a Blood Rush.
  Activating a Blood Rush is a free action, and
  a timely Blood Rush can be a lifesaving event. When
  the Frontliner activates the Blood Rush, he can
  choose any one of the following effects, some of
  which are instantaneous effects, others which have
  lingering Benefits.
  ·
  Instantly recover 1d8 Hit Points, up to the
  Frontliner’s maximum hitpoint total
  ·
  Instantly recover from the sickened, nause-
  ated, fatigued or exhausted conditions
  ·
  +2 natural armor bonus to Defense; dura-
  tion: 3 + CON modifier rounds
  ·
  +2 morale bonus to DEX; duration: 3 +
  CON modifier rounds
  ·
  +10 ft base land speed increase; duration 3
  + CON modifier rounds
  Headlong (EX): A Frontliner’s combat tactics
  emphasize speed, maneuverability and blitzkrieg
  raids. The Frontliner is a highly mobile, extraordinar-
  ily courageous warrior, whose unexpected assaults
  catch the enemy by surprise.
  Frontliners can charge and attack with a
  firearm or other ranged weapon.  When attacking at
  the end of the charge, the Frontliner receives a +2
  bonus on the ranged attack roll, and inflicts an
  additional die of damage. Despite the seeming
  recklessness of the tactic, the Frontliner does not
  suffer any penalty to Defense when charging.
  Feedback Defense (SU): At 10th level, the
  Frontliner’s control over his body and mind reaches
  the point where he can project his will as an un-
  breakable psionic shield. This faintly luminous bio-
  electric aura hums faintly, and despite its seeming
  fragility, this psi-shield can withstand bullets, gre-
  nades, energy weapons and can keep the Frontliner
  alive even in the most intense firefight.
  A number of times per day equal to his WIS
  modifier (minimum once daily), the Front Liner can
  concentrate and summon a psionic force-field as a
  standard action. This forcefield is a force effect,
  which can stop force based attacks in their tracks,
  and provides a +8 deflection bonus to Defense.
  While the field is active, the Frontliner
  becomes immune to electricity damage, and receives
  a +4 circumstance bonus on FORT saves made to
  resist airborne toxins, thanks to the forcefield’s semi-
  permeable nature.
  
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  Once activated, the forcefield remains in
  effect for a number of rounds equal to the
  Frontliner’s ranks in Knowledge: tactics. The
  Frontliner can also discharge the forcefield to resist
  an otherwise lethal assault.
  If hit by an attack that successfully beats his
  enhanced Defense score, or subject to an area affect
  attack, the Frontliner can discharge the field. Doing
  so ends the forcefield’s protection immediately, but
  the Frontliner takes no damage from that particular
  attack. The Frontliner must choose to use this tactic
  prior to determining how much damage the attack
  will inflict.
  ���� �����������
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  All psions are living weapons, but few are as
  focused on killing as an Incenerator. Incenerators
  run the gamut from dangerous children whose barely
  controlled, lethal internal energies emerge as puberty
  begins to highly trained, decorated military officers
  enhanced with alien genetic material and advanced
  cybernetic energy weapons.
  The technology behind the Incenerators
  dates back to beginning of the Cold War; these
  powerful psions lack subtly and precision, but no
  one can question their dominance on the battlefield.
  More maneuverable than an Apache, and carrying
  more firepower than an entire carrier air wing, a
  single Incenerator can turn the tide of battle. Using
  (and improving upon) the genetic and surgical
  techniques pioneered at Area 51, Incenerators
  hailing from the former Soviet Union and the current
  European Union are warriors to be feared. Terror
  cells from across the planet, from Basque separatists
  in Spain to Islamic cells in the Philippines have hired
  or force-grown their own living weapons.
  The fastest path into the Incenerator Ad-
  vanced class is through the Strong Hero Basic
  Class, though other paths are possible. Most
  Incenerators are military veterans who volunteer for
  experimental procedures to increase their battlefield
  effectiveness.
  The Incenerator in the Campaign
  The Incenerator is the team’s big gun at low
  levels and he’s the team’s portable nuke at high
  levels. Using their speed and raw firepower,
  Incenerators are usually the first person into the fray,
  unleashing a high-energy hell to soften up the oppo-
  sition. Once combat begins, they’re limited by the
  fact their deadly energy blasts don’t discriminate
  between friend and foe.
  High level, flight capable Incenerators make
  excellent air support and force recon scouts, and the
  best place they can be during a battle is straight up,
  just at the outer limit of their energy blasts. Touching
  down is usually suicide, since Incenerators have
  relatively few defenses or advanced combat training,
  so most Incenerators are smart enough to stay
  airborne and relatively safe.
  Requirements:
  To qualify to become an Incenerator, a character
  must fulfill the following criteria.
  Base Attack Bonus: +4
  Skills: Knowledge: tactics 6 ranks
  Feats: Dodge, Mobility, Iron Will
  Class Information
  The following information pertains to the Incenerator
  advanced class.
  Hit Die
  The Incenerator gains d6 hit points per level. The
  character’s Constitution modifier applies. Despite
  the vast energy at their disposal, Incenerators are
  mortal, vulnerable humans.
  Action Points
  The Incenerator gains a number of action points
  equal to 6 + one-half of his character level, rounded
  down every time he attains a new level in this class.
  
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  Psionic
  Incenerators gain the Psionic Subtype, and may
  freely select from Psionic Precursors and Psionic
  feats.
  Class Skills
  The Incenerator’s class skills are as follows.
  Bluff (CHA), Computer Use (INT), Craft
  (visual arts) (INT),  Demolitions (INT), Disable
  Device (INT), Disguise (CHA), Drive (DEX),
  Gather Information (CHA), Hide (DEX), Jump
  (STR), Knowledge (current events, earth & life
  sciences, history, popular culture, streetwise, tactics,
  technology) (INT), Move Silently (DEX), Pilot
  (DEX), Read/Write Language, Search (WIS),
  Sense Motive (WIS), Sleight of Hand (DEX),
  Speak Language, Spot (WIS), Survival (WIS)
  Skill Points at Each Level: 5 + INT Modifier
  Bonus Feats: At 2nd, 4th, 6th and 8th level, the
  Incenerator can select a bonus feat, which must be
  chosen from the following list:
  Acrobatic, Armor Proficiency (any), Ath-
  letic, Anti-Tank Warfare, Armored Survivor, Au-
  dacity, Censored History, Controlled Burst, Contin-
  gency Planning,  Combat Reflexes, Dead Aim,
  Dodge, Drive By Attack, Ectoplasmic Barrier,
  Ectoplasmic Cocoon, Elite Clearance, Elusive
  Target, Full Autofire, Heavy Weapons Specialist,
  Improved Initiative, Lightning Reflexes, Point Blank
  Shot, Power Attack, Psi-Bolt, Psi-Grenade, Sen-
  sory Expansion, Smoke Eater, Spec Ops Stealth,
  Shot on the Run, Toughness, Urban Warfighter,
  Wormhole
  
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  Energy Immunity (SU): The Incenerator is com-
  pletely immune to either electricity or fire based
  attacks and environmental conditions. The
  Incenerator is immune to the same type of energy he
  or she projects.
  Plasma Strike (SU): The Incenerator’s body
  stores an nearly endless supply of deadly energy and
  lethal radiation. The Incenerator can unleash deadly
  bolts of energy, which only become more lethal as
  the Incenerator ages. The Incenerator’s visual
  signature and projection effects are as unique as a
  fingerprint, and always visually spectacular.
  As an attack action, the Incenerator can
  unleash a deadly beam of stellar fury. This plasma
  burst inflicts either electrical or fire damage, chosen
  when the Incenerator takes his first level in this class.
  Once chosen, the Incenerator’s energy type cannot
  be changed.
  The Incenerator’s plasma strike is a ranged
  attack with a 30 ft range increment. The
  Incinerator’s energy blasts inflict 1d6+1 points of
  energy damage per two character levels (to a
  maximum of 5d6+5  points of damage at 10th level.
  The Incenerator can use this ability at will, as an
  attack action. The Incenerator’s energy blast
  threatens a critical hit on a natural 20 and inflicts
  double damage.
  Starburn (SU): The Incenerator can glow as
  brilliantly as the noonday sun, thanks to internal
  nuclear reactions. The Incenerator can cast produce
  bright illumination in a 30 ft radius, and shadowy
  illumination out to a 100 ft radius at will.
  Action Enhancement: The Incenerator may
  choose to spend an action point to create a blinding
  flash of brilliant energy. If the Incenerator chooses to
  spend an action point, she can create a blinding,
  disorienting flash rather instead of a harmless radi-
  ance. Any sighted creature within 60 ft of the
  Incenerator must make a FORT save (DC 12 + the
  Incenerator’s class level + her CON modifier) or be
  blinded for 2d6 rounds.
  Thermal Scan (EX): An Incenerator’s optic nerves
  are adapted to spot minute differences in tempera-
  ture variation. The Incenerator gains darkvision with
  a 60 ft range, and can naturally see invisible crea-
  tures, assuming they have a higher temperature than
  the surrounding environment.
  
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  Invisible creatures without easily detectable
  body heat (such as a reptilian foe, undead or
  some robots) are harder to detect, and even when
  using his thermal scan to detect them, the
  Incenerator suffers a 50% miss change, as if the
  creature had total concealment.
  This penalty also applies if the Incenerator
  attempts to use his thermal scan in an extremely hot
  environment, where he cannot perceive human body
  heat (such as a burning building, blistering
  desert, tropical jungle).
  Combat Pyrokinesis (EX): As Incenerators gain
  combat experience, they become adept at using their
  lethal energy blasts in new ways. At 3rd level, the
  Incenerator can choose any one of the following
  benefits, which apply when he attacks using his
  innate energy blasts. These class abilities stack with
  similar abilities gained from feats or other multi-class
  talents.
  ·
  Combat Focus: Incenerator receives a +1
  on attack and damage rolls with a Plasma
  Strike
  ·
  Focused Critical: Plasma Strike inflicts
  triple (3x) damage on a critical hit.
  ·
  Improved Critical: Plasma Strike threatens
  a Critical Hit on a 19-20.
  ·
  Longshot Sniper: Plasma Strike’s range
  increment becomes 50 ft.
  Plasma Crash (EX): With a scream of rage and
  ecstasy at the chance to unleash the full force of your
  powers, you unleash a wall of deadly energy which
  moves as fast and burns as hot as a solar flare.
  Once per day per point of your CON
  modifier (minimum once daily), you may project a
  wall of lethal energy. The firewall slams into a
  number of opponents equal to your CON modifier,
  none of which can be more than 30 ft apart, and
  inflicts 1d8+1 points of energy damage per class
  level, to a maximum of 10d8+10 points of energy
  damage at 10th level.
  Targeted opponents may attempt a REF
  save (DC 10 + your Incenerator class level  + your
  CON modifier) for half damage.
  Action Enhancement: By spending an
  action point in conjunction with this power, you may
  target a single enemy, burning a single adversary
  down to bare bones, boiling flesh and vaporizing
  blood. By making a ranged touch attack against a
  
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  target, you effectively use your energy to inflict a
  coup de grace against the target. Even if the target
  succeeds at a FORT save (DC 10 + your
  Incenerator class level + your CON modifier) he or
  she still suffers massive damage from your Plasma
  Crash, and might well die from burns or electrocu-
  tion.
  Tactical Pyrokinesis (EX): A 7th level Incenerator
  can push their energy manipulation abilities to the
  limit. The Incenerator can select one of the following
  benefits, which enhance his Plasma Strike ability.
  ·
  Homing Energy: When attacking an
  opponent behind cover with the Plasma
  Blast, the Plasma Strike treats the target’s
  cover as being one ‘step’ poorer than it
  actually is.
  ·
  Multiple Targeting: The Plasma Strike can
  affect multiple targets per blast, equal to one
  plus the Incenerator’s CON modifier
  (minimum two targets), no two can be more
  than 10 ft apart.
  ·
  Splash Damage: When the Plasma Strike
  hits a target, any creature in an adjacent
  square suffers half damage. “Splashed”
  targets can attempt a DC 12 REF save for
  no damage.
  Nuclear Metamorphosis (SU): The Incenerator’s
  biological functions resemble the life cycle of a main-
  sequence star far more than they resemble normal
  mammalian metabolism.
  The Incenerator becomes immune to
  radiation, suffocation and requires no atmosphere to
  survive. The Incenerator can survive indefinitely in
  space, and can easily withstand the stresses of re-
  entry.
  The Incenerator is not only immune to his
  chosen energy type, he recovers hit points on a 1-
  for-1 basis when exposed to a fire or electricity
  based attack. Excess hit points are gained as
  temporary HP, and are lost first when the
  Incenerator is damaged. Excess hit points fade in a
  number of minutes equal to the Incenerator’s CON
  modifier.
  Living WMD (SU): An Incenerator can unleash a
  devastating surge of energy, a biological tactical
  nuclear warhead. A properly motivated Incenerator
  can vaporize city blocks.
  Once per day, an Incenerator can erupt with
  a deadly a devastating, spherical burst of energy.
  This nearly nuclear detonation inflicts at least
  20d6+20 points of energy damage, and affects
  everything within a 100 ft radius. Those caught in the
  blast radius can attempt a REF save (DC 20 + the
  Incenerator’s CON modifier) for half damage.
  Unleashing a pseudo-nuclear detonation is a
  standard action.
  Action Enhancement: By spending an
  action point (or multiple action points) during the
  detonation, the Incenerator can increase his mega-
  tonnage exponentially.
  Each action point increases the blast’s
  potential damage by 5d6+5, and increases the
  radius by +20 ft. There is no limit to the number of
  action points the Incenerator can spend to increase
  his destructive potential.
  However, even an enhanced human body
  has its limits. Each action point spent to enhance the
  blast’s destructiveness inflicts 1d4 points of tempo-
  rary CON damage on the Incenerator, as their
  bodies strain to control their energies. If the damage
  would kill the Incenerator, he is vaporized in the
  detonation.
  
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  Incinerators are usually military heroes, but
  not always. Psionically gifted children might sponta-
  neously develop Incinerator talents. And while most
  Incinerators wield fire or lightning, a handful wield
  more exotic energy types.
  ������ �����������
  The gamemaster may waive many (if not all)
  of the Incenerator’s requirements to allow a young
  adult or child character to play a newly empowered,
  and hotly recruited mutant heroine. In this case,
  since the young Incenerator lacks the advanced
  training of her older counterpart. He or she cannot
  select military-related bonus feats, and may select
  only general feats described in D20 Modern and
  Psionic feats as class based bonus feats.
  The Child Incenerator’s class requirements
  become:
  Feats: Pyrokinetic Ignition, Iron Will
  Special: The Child Incenerator must be in
  the young adult age category or younger.
  ������� ������� �����������
  Typical Incenerators focus on raw damage
  output and spectacular energy discharges. Fire and
  electricity are the most formidable choices for
  energy manipulators, but players wanting a more
  exotic Incenerator can simply add the following
  energy to the list of choices for their Plasma Strike
  ability and immunity:
  Acid, Force and Sonic/Concussion
  These energy choices are sub-optimal in
  terms of raw damage, and deal one die ‘step’ less
  damage. Plasma Strikes and nuclear detonations hit
  with for 1d4+1 points of damage at first level, and
  though they improve at the same rate as a standard
  Incenerator’s abilities, the variant Incenerator’s
  powers always inflict d4s, while their Plasma Crash
  ability inflicts d6s, rather than d8s.
  Though variant Incenerators deal less ‘raw’
  damage, fewer creatures are resistant or immune to
  these unusual energy forms. As always, once an
  Incenerator chooses an energy type, it cannot be
  changed.
  
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  Focus your will, call your
  glimmering psi-blade into existence
  with a single murderous thought.
  You are the ultimate assassin, a
  warrior who can imagine the only
  weapon he will ever need. You can
  pass undetected through a
  President’s security cordon and
  disregard a billionaire’s metal
  detectors, and even though your
  hands are empty, you are never,
  ever unarmed.
  Mind Reapers are highly
  motivated, expertly trained mentats,
  who focus their natural psionic
  talents towards stealth and melee
  combat. Mind Reapers are highly
  sought corporate operatives and
  black ops specialists. Many Mind
  Reapers were the product of Cold
  War era cybernetics implantation
  and breeding experiments designed
  to unlock human potential. Others
  are products of secretive martial arts
  dojos, using secrets handed down
  from master to student for genera-
  tions.
  Modern Mind Reapers hail
  from across the world, as former
  government operatives share their
  secrets with developing nations, wealthy
  private corporations and extremist groups across the
  globe. The world gets more dangerous every day,
  thanks to the presence of these undetectable tele-
  pathic assassins.
  The fastest path to the Mind Reaper ad-
  vanced class is through the Strong Hero basic class,
  though other paths are possible. Fast and Dedicated
  heroes can meet the entry requirements nearly as
  quickly, and bring a unique set of skills to the class.
  Requirements:
  To qualify to become a Mind Reaper, a character
  must fulfill the following criteria.
  Base Attack Bonus: +3
  Skills: Concentration 2 ranks, Knowledge: tactics 4
  ranks
  Feats: Focused, Combat Martial Arts, either
  Lightning Reflexes or Dodge
  
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  Class Information
  The following information pertains to the Mind
  Reaper advanced class.
  Hit Die
  The Mind Reaper gains d8 hit points per level. The
  character’s Constitution modifier applies. Mind
  Reapers are brave warriors capable of withstanding
  massive amounts of pain.
  Action Points
  The Mind Reaper gains a number of action points
  equal to 5 + one-half of his character level, rounded
  down every time he attains a new level in this class.
  Psionic
  Mind Reapers gain the Psionic Subtype, and may
  freely select from Psionic Precursors and Psionic
  feats.
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  The Mind Reaper’s class skills are as follows.
  Balance (DEX), Climb (STR), Concentra-
  tion (WIS), Disguise (CHA), Drive (DEX), Escape
  Artist (DEX), Gamble (WIS), Gather Information
  (CHA), Hide (DEX), Knowledge (arcane lore,
  behavioral sciences, popular culture, streetwise,
  tactics) (INT), Listen (WIS), Move Silently (DEX),
  Sense Motive (WIS), Speak Language, Sleight of
  Hand (DEX), Spot (WIS), Tumble (DEX)
  Skill Points at Each Level: 5 + INT Modifier
  Bonus Feats: At 4th, 6th, and 9th level, the Mind
  Reaper receives a bonus feat, which must be chosen
  from the following list. The Mind Reaper is a combat
  expert whose feat choices help define his fighting
  style.
  Acupuncture, Acrobatic, Advanced Two
  Weapon Fighting, Agile Riposte, Animal Affinity,
  Animalistic Mindlink, Animalistic Mutations, Archaic
  Weapon Proficiency, Blind Fight, Body Hardening
  Defense, Brawl, Censored History, Combat Exper-
  tise, Combat Precog, Combat Throw, Defensive
  Martial Arts, Dodge, Elusive Target, Elite Clear-
  ance, Improved Initiative, Improved Two Weapon
  Fighting, Jujitsu, Mobility, Personal Firearms Profi-
  
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  Neurostrike, Two Weapon Fighting, Track,
  Unbalance Opponent, Weapon Finesse, Weapon
  Focus
  Autohypnosis (EX): The Mind Reaper is a
  strong willed psi, capable of using the Concentra-
  tion skill in ways that non-psychics can never
  imagine. By making a successful Concentration
  check, the Mind Reaper can focus his mind
  towards controlling his body.  Check: The DC and
  effect depend on the task you attempt.
  ·
  Resist Fear: In response to a fear
  effect or other mental tampering,
  you can make an Autohypnosis
  check on your next action even if
  you’ve been overcome by fear. A
  successful check grants you another
  saving throw with a +4 morale
  bonus to resist the effect.
  ·
  Memorize: You can attempt to flash
  memorize a page of text or complex
  data, up to 250 words (or what
  could be comfortably printed on an
  8 x 11 sheet of paper. You always
  retain this information subcon-
  sciously, however you can only
  consciously recall it with a successful
  Autohypnosis check.
  ·
  Resist Poison: In response to being
  poisoned, you can make an
  Autohypnosis check on your next
  action. A successful check grants
  you another saving throw with a +4
  morale bonus to resist the poison’s
  secondary damage.
  ·
  Willpower: If reduced to 0 HP
  (disabled) you may make an
  Autohypnosis check. If successful,
  you can perform a strenuous action
  without taking 1 point of damage. A
  failed check carries no penalties,
  you can choose not to perform the
  action. If you do perform the
  strenuous action after failing the
  check, you suffer 1 point of damage
  after completing the action, as usual.
  ·
  Resist Stimulus: If dazed or nause-
  ated by a flashbang or similar
  device, you may attempt a
  Autohypnosis check to ignore the
  penalties. You may attempt to
  reduce the circumstance penalties
  associated with unpleasant physical
  sensations, such as tear gas or the
  effects of a flash bang grenade.
  Success indicates you overcome the
  effects of the device.
  ·
  Death Trance: With a successful
  Autohypnosis check, you can slow
  your heartbeat and respiration to
  undetectable levels. You specify the
  length of the trance when activating
  this power, which you can maintain
  for a number of hours equal to your
  WIS modifier. While entranced, you
  are considered stable, and require
  virtually no oxygen to survive
  (though you cannot survive hard
  vacuum). Awakening early from a
  Death Trance requires a DC 25
  Autohypnosis check, which can be
  attempted once per round.
  Try again? For resist fear, resist stimulus,
  death trance and memorization you can make a
  check once per round. You can’t try again to
  tolerate a poison. You can’t try again in the same
  round for will power.
  
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  Special: You can take 10 on an
  Autohypnosis (Concentration) check, but you
  can’t take 20. Most uses of Autohypnosis are
  attack actions. Willpower is a free action that can
  be attempted once per round.
  Note: This modification to the Autohypnosis skill
  replaces the psionic skill rules found in chapter
  nine of the D20 Modern campaign setting.
  Telekine Blades (SU): At will, a Mind Reaper
  can manifest a deadly blade of focused telekinetic
  energy. The Mind Reaper’s psi-knife takes the
  form of a razor sharp field of crackling mental
  energy, and depending on the psi who created it
  resembles a dagger or short sword. This imagi-
  nary blade can be manifested or dismissed as a
  free action, and initially acts identically to a
  physical blade of the same type doing damage as
  normal for a weapon of its size. As the Mind
  Reaper gains experience and confidence in his
  inborn talents, his blade grows even deadlier. The
  Mind Reaper is always considered proficient with
  his mental weapon.
  Tactical Psi-link (SU): The majority of the Mind
  Reaper’s psionic potential is invested in the
  creation and improvement of his deadly mental
  razors. However, the Mind Reaper does possess
  a limited telepathic ability he takes
  advantage of for silent battlefield
  communication.
  A Mind Reaper can forge a
  surface mental rapport with a number
  of allies equal to his CHA modifier.
  Forging the psi-link is a standard
  action that provokes attacks of
  opportunity, and when first created all
  allies included in the psi-link must be
  within 60 ft of the Mind Reaper.
  The link can be maintained indefinitely, and
  has an effective range of ½ a mile. If a linked ally
  moves out of range, he or she drops out of the psi-
  net. The Mind Reaper cannot include new minds in
  an established psi-link without first dismissing the
  original link. The one draw back to the Psi-Link is
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  that if any psi-linked ally is subject to a mind influ-
  encing effect all other linked minds must save against
  that same mental assault, at the same WILL Save
  DC. Any character in the link who fails his or her
  save against a mind influencing effect drops out of
  the psi-link as soon as the effect takes hold.
  Overload Blade: A third level Mind Reaper’s
  telekine blade becomes so charged with chaotic psi-
  energy that it can overload a victim’s central nervous
  system, overloading the target’s mind with pain,
  pleasure and discordant memories. A creature
  struck with the TK blade must succeed at a WILL
  save (DC 10 + the Mind Reaper’s CHA modifier)
  or be shaken for a number of rounds equal to the
  Mind Reaper’s class level. The target can attempt a
  new save each round to recover from the shaken
  condition.
  Combat Prodigy (SU): An experienced Mind
  Reaper can read the surface thoughts and aura-shifts
  of his enemies, and knows their next move even
  before they do. When fighting a sentient opponent,
  the Mind Reaper receives a +1 insight bonus to
  Defense and receives a +2 insight bonus on Bluff
  checks made to feint in combat.
  The Mind Reaper cannot use this ability
  when facing a non-thinking enemy, so gains no
  bonus when facing constructs, robots, mindless
  undead or creatures with an Intelligence score lower
  than 3.
  Dual Blades: A 5th level Mind Reaper can choose
  to manifest twin mind-daggers fight two handed,
  however he incurs all the usual penalties for fighting
  with two weapons. A Mind Reaper can only mani-
  fest dual psi-daggers, and cannot dual wield his
  Unlimited Length Blade.
  Unlimited Length Blade: When a 5th level Mind
  Reaper chooses to manifest his psi-knife, instead of
  creating a mental dagger, he can choose to create a
  vicious spiked chain like weapon made of focused
  psi-potential. The Mind Reaper is considered
  proficient with this psi-whip.
  The psi whip is a reach weapon that allows
  the Mind Reaper to threaten a 10 ft radius around
  him. When wielding the psi-whip, the Mind Reaper
  receives a +4 morale bonus on Disarm and Trip
  attempts made with the whip, and may dismiss and
  reactivate the psi-whip to prevent himself from being
  disarmed or tripped if his attack fails. Any special
  qualities the Mind Reaper has earned for his TK
  blade also apply to his psionic whip.
  Aharmonic Blade: A 7th level Mind Reaper’s psi
  blades are charged with disruptive energy that
  severs molecular bonds and causes rapid cellular
  decay. From this point on, the Mind Reaper’s
  psionic blades inflict an additional +1d6 points of
  energy damage, either fire, electrical or sonic
  damage. The type of energy damage inflicted is
  chosen when the Mind Reaper achieves 7th level and
  cannot be changed thereafter.
  Mental Blindspot (SU): The Mind Reaper can
  cloud weak minds, allowing him to pass unnoticed.
  When using Hide or Move Silently to sneak past a
  thinking creature, the Mind Reaper receives a +4
  insight bonus on his skill checks. The Mind Reaper
  cannot use this ability when facing a non-thinking
  enemy, so receives no bonus when facing constructs,
  robots, mindless undead or creatures with an
  Intelligence score lower than 3, and this class ability
  has no effect on automated security systems, or
  anyone observing the Mind Reaper through a
  camera or sensor.
  Brilliant Energy Blade: A 10th level Mind
  Reaper’s psionic weapons have the brilliant energy
  quality, and pass intangibly through solid matter to
  attack the spirit within. The Mind Reaper’s psionic
  weapons ignore equipment and natural armor
  bonuses to Defense.
  
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  A colony of chromosome sized factory
  robots within a protein matrix is injected into human
  tissue, transform the human body into a test bed for
  cutting edge new technology, slaved directly to
  human willpower.
  Imagine being able to instantly grow what-
  ever device you need to survive.
  Imagine being able to heal the injured with a
  touch, as your cybernetic blood flows into their
  wounds and knits them shut with a swarm of sur-
  geon-androids, none bigger than a hydrogen mol-
  ecule.
  Imagine being able to condense a limitless
  array of ultra-tech weapons from airborne particles
  and pollution.
  Imagine being able to do anything, thanks to
  nine pints of nanotech liquid floating through your
  veins.
  Nano-sculptors are the ultimate evolution of
  the cyborg, shape shifting technologists empowered
  by cutting edge micro-robotics. They prove Clarke’s
  cliché about advanced technology and magic. The
  vast majority of Nano-Sculptors invented the nano-
  loads they injected into themselves on their own;
  their liquid metal hulls are marks of pride, testaments
  to lone genius. Others traced ‘wild’ nano-colonies,
  attracting the attention of a semi-sentient AI and
  entering a unique symbiosis with the bio-mechanical
  life form.
  Nano-Sculptors prize their individuality, and
  their colorful cyberskins reflect their personal sense
  of style. Unlike other forms of psi-tech, symbiotic
  
  ���
  �������
  nano-loads cannot easily be replicated or mass
  produced. Most nano-loads die off minutes after
  injection; only the best and brightest minds have the
  neurological complexity necessary to host a nano-
  load.
  The fastest path into the Nano-Sculptor
  advanced class is through the Smart hero basic
  class, though other paths are possible. The Nano-
  Sculptor has some of the steepest skill requirements
  of any Psi-Watch advanced class, ensuring that only
  genius level intellects with years of diverse, doctor-
  ate level training can even hope to understand the
  math behind the nano-load swimming through their
  bloodstream.
  ��������������������
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  Nano-sculptors are the ultimate technolo-
  gists, able to conjure amazing devices and more
  firepower than most force recon squads out of thin
  air. More than just simple front line troops, they are
  the world’s most versatile problem solvers. There
  isn’t a computer on earth a Nano-Sculptor can’t
  hack, no vehicle they can’t hotwire, and no vault
  door they can’t pry open or disintegrate completely.
  Nano-Sculptors have some of the best defenses in
  the game; depending on their build, they could
  theoretically be all but immune to physical harm,
  resistant to one or more energy types. They are
  ‘hazardous environment troops’ par excellence.
  Nano-sculptors are intellectual power-
  houses. Played intelligently, they’re one of Psi-
  Watch’s greatest assets. Their versatility rivals a high
  level mage in a modern magic campaign, and offers
  Smart Heroes a chance to become a squad’s
  premier damage dealer. Unfortunately, their tight
  focus on tech and advanced physics mean they lack
  the versatility of other intellectual characters; their
  skill sets lack social skills and detective ability, and
  without their nano-tech they’re mediocre fighters, at
  best.
  Requirements:
  To qualify to become a Nano-Sculptor, a character
  must fulfill the following criteria.
  Skills: Computer Use 8 ranks, Craft: electronic 8
  ranks, Craft: pharmaceutical 4 ranks, Knowledge
  (earth & life sciences, physical sciences, technology)
  4 ranks each,  Repair 6 ranks, Research 2 ranks
  Feats: Builder, Gear Head
  Special: Prior to taking a level in this class, a
  prospective Nano-sculptor must design and breed a
  nano-colony or enter a symbiosis with an already
  existing ‘wild’ nano-colony. Doing so requires
  incredible intellect, luck and will.
  Once the nanocolony is created or tamed, it
  must be keyed to the Nano-Sculptors genome, and
  bonded to its host. When not in use, the nano-load
  hides within its host’s cellular structure, and flows
  like liquid metal over the host’s skin when circum-
  stances demand.
  Custom growing a nano-colony requires a
  well equipped computer and genetics lab, which has
  a purchase DC of at least 44. Creating the nano-
  colony requires a successful DC 30 Computer Use
  and a DC 30 Craft (electronic) and a DC 22 Craft
  (pharmaceutical) check. Failure at any step ruins the
  nano-colony.
  Discovering a wild nanotech colony requires
  an initial DC 30 Research check to pinpoint the tell-
  tell signs of ambient nano-life in some remote corner
  of the world. Actually finding the nanotech is an
  adventure in and of itself, but befriending the colony
  requires at least a DC 30 Diplomacy check made
  against the semi-sentient machine. Characters who
  meet all the entry requirements for this class receive
  a +2 circumstance bonus on the check.
  Class Information
  The following information pertains to the Nano-
  Sculptor advanced class.
  Hit Die
  
  ���
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  The Nano-Sculptor gains d8 hit points per level. The
  character’s Constitution modifier applies. Nano-
  Sculptors depend primarily on their on-board
  nanoload for survival, but their gene-scale robots
  have optimized their bodies to peak human levels.
  Action Points
  The Nano-Sculptor gains a number of action points
  equal to 5 + one-half of her character level, rounded
  down every time she attains a new level in this class.
  Psionic
  Nano-Sculptors gain the Psionic Subtype, and may
  freely select from Psionic Precursors and Psionic
  feats.
  Class Skills
  The Nano-Sculptor’s class skills are as follows.
  Computer Use (INT), Concentration
  (CON), Craft (any) (INT), Demolitions (INT),
  Disable Device (INT), Drive (DEX), Forgery
  (INT), Investigate (INT), Knowledge (art, business,
  current events, earth & life sciences, physical
  sciences, popular culture, technology) (INT), Listen
  (WIS), Navigate (INT), Pilot (DEX), Read/Write
  Language, Repair (INT), Research (INT), Search
  (WIS), Speak Language, Spot (WIS), Treat Injury
  (WIS)
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  Bonus Feats: At 3rd, 6th and 9th level, the Nano-
  Sculptor receives a bonus feat, which must be
  chosen from the following list.
  Acrobatic, Action Bank, Aircraft Opera-
  tions, Anti-Tank Warfare, Blind Fight, Cautious,
  Cloudmass, Combat Expertise, Combat Reflexes,
  Controlled Burst, Crosstrained,, Dodge, Educated,
  Elusive Target, Full Autofire, Historical Sensitivity,
  Improved Initiative, Instinctive Defense,  Iron Will,
  Mechanical Dissonance, Mechanical Prodigy,
  Medical Expert, Point Blank Shot, Psychometric
  Touch, Savant, Set the Pace, Studious, Surface
  Vehicle Operation, Surgery, Vehicle Dodge, Vehicle
  Expert, Weapon Finesse, Windfall
  Integrated Life Support Progression (EX): The
  nanotech bonded to the Nano-sculptor’s body can
  sustain the cyborg in otherwise lethal conditions.
  Oxygen generation nodes can blossom within the
  Nano-sculptor’s lungs to allow them to survive
  vacuum or airborne contagions, radiation scrubbers
  and heat exchangers keep the cyborg alive any-
  where, from the bottom of the Marinas Trench to the
  depths of space.
  
  ���
  �������
  At first level, a Nano-Sculptor becomes
  immune to suffocation and inhalation toxins, since
  they no longer need to breathe as humans under-
  stand the process. Nano-Sculptors are also immune
  to ambient radiation and radioactive environments.
  As the nano-tech integrates with its host, the Nano-
  Sculptor gains even more impressive immunities.
  Every time the cyborg adds a level of Nano-
  Sculptor he or she can select another immunity.
  Immunities are grouped into evolutionary stages,
  which are organized like a feat ladder. A Nano-
  Sculptor can choose to unlock a handful of truly
  impressive immunities, or can choose a wide variety
  of lesser defenses, the choice is theirs.
  ��������������������
  Damage Resistance: You gain DR 2/-
  against physical damge. You may select this defense
  multiple times; its affect stack. This defense stacks
  with DR from other sources, such as feats and
  Tough Hero class levels.
  Energy Resistance: Select from Acid, Cold,
  Fire, or Sonic/Concussion. You gain Energy Resis-
  tance 5 against that energy type. You can select this
  defense multiple times; its affect stacks. You may
  instead choose to become resistant to several
  different energy types.
  ���������������������
  Energy Hardening: You become superhu-
  manly resistant to a particular form of energy. You
  suffer no damage on a successful save, or half
  damage on a failed save when exposed to that
  energy type.
  Prerequisite: Energy Resistance against a
  particular energy type.
  Toxin Immunity: Your nanotechnology
  instantly filters out harmful drugs and chemicals. You
  become immune to all drugs and poisons.
  Prerequisite: Damage Resistance 2/- and
  any one Energy Resistance Defense of choice.
  System Redundancy: Your body grows
  multiply redundant organs and backup systems,
  reducing the chance of catastrophic failure. You
  become immune to death by massive damage. You
  gain a 25% chance of ignoring critical hits, as if you
  have the light fortification feature.
  Prerequisite: Damage Resistance 1/-
  ��������������������
  Cybernetic Immortality: You become
  immune to aging, no longer suffering physical penal-
  ties associated with age, and have no maximum age.
  Prerequisite: Any second stage defense.
  Energy Immunity: You become completely
  immune to damage from a specific type of energy.
  Prerequisite: Energy Hardening against a
  particular energy type.
  System Redundancy II: You become
  resistant to critical hits, as if you had the Heavy
  Fortification Feature. You have a 50% chance of
  ignoring any critical hits.
  Prerequisite: System Redundancy
  Fast Healing: Your nano-load gives you
  amazing regenerative powers. You gain Fast Healing
  1 and automatically recover a single hitpoint each
  round.
  Prerequisite: System Redundancy, any other
  second stage defense
  ���������������������
  Energy Absorption: You convert otherwise
  harmful energy into power. When exposed to a
  dangerous energy source, or energy based attacks,
  you recover a number of hit points equal to ¼ the
  damage the energy souce would normally inflict.
  Excess hit points gained in this manner fade after a
  number of minutes equal to your CON modifier.
  Select one particular energy type to absorb when
  chosing this defense.
  Prerequisite: Energy Immunity against at
  least two energy types.
  System Redundancy III: You become immune to
  critical hits, and precision based additional damage,
  such as damage inflicted by the Dishonorable
  Technique feats or a sneak attack ability.
  Prerequisite: System Redundancy II
  
  ���
  ���������
  System Stability: You become immune to
  effects that cause ability drain, ability damage or
  energy drain and negative levels.
  Prerequisite: System Redundancy II
  Nano Armory (EX): The Nano-
  Sculptor can manifest a deadly
  assortment of high-velocity chain
  guns, assembled in an instant from
  ambient pollution and powered by
  her body’s own electromagnetic
  field. These deadly machine pistols
  bud from the Nano-Sculptor’s body
  like strange metallic tumors, appear-
  ing in her waiting hands or pushing
  through the liquid circuitry muscle of
  her forearms.
  Extruding or withdrawing nano guns
  is a standard action, which does not
  provoke attacks of opportunity. The
  Nano-Sculptor can extend her
  nanotech arsenal at will. While the
  nano guns are extended, the Nano-
  Sculptor cannot hold or manipulate
  objects with her hands.
  The Nano Armory is an ‘integrated’
  equivalent of an M-60 machine gun,
  and has similar statistics. The Nano-
  Sculptor produces ammunition from
  ambient molecules and thus has an
  effectively limitless ammunition supply. A
  Nano-Sculptor is always considered
  proficient when using her onboard nano-
  guns.
  Damage: 2d8 Ballistic
  Critical: 20 (x2)
  Range Increment: 100 ft
  Action Enhancement: By spending
  an action point, the Nano-Sculptor can
  make her already impressive firepower even dead-
  lier. By coating the bullets with a short lived nano-
  tech virus, the Sculptor can increase her guns’ killing
  power. Creatures injured by the Sculptor’s Nano-
  Armory continue to bleed, losing 1 additional HP
  per round until they receive medical attention. This
  enhancement lasts for a single encounter.
  
  ���
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  Second Stage Action Enhancement:
  Starting at 5th level, the Nano-Sculptor can choose
  to imbue her bullets with a deadly nano-tech toxin at
  the instant of their creation. Creatures injured by a
  round from the Nano Armory are exposed to a
  deadly injury toxin. Initial and secondary damage is
  1d4 CON. FORT Save DC: 10 + the Nano-
  Sculptor’s CON modifier.
  If the Nano-Sculptor possesses feats such
  as double tap which allow her to deal additional dice
  of damage on a successful hit, the FORT save DC
  increases by +2 for every additional die of damage
  inflicted, representing more toxic bullets entering the
  body and delivering their deadly nanotech payloads.
  Autonomic Expertise (EX): The Sculptor’s
  nanotechnology improves its host’s concentration,
  manual dexterity and fine motor control. Starting at
  2nd level, the Nano-Sculptor may add half her class
  level (rounded down) as a competence bonus on all
  Craft: electronics and Repair checks.
  Sensory Expansion Progression (EX): Since
  their body has transformed into a post human
  machine ecology, the Nano-Sculptor has senses that
  ‘meat’ humans can’t even begin to comprehend.
  At second level, the Nano-Sculptor receives
  lowlight vision. In addition, the Nano-Sculptor can
  receive radio, television and cellular phone signals
  internally, as if she had implanted communications
  devices.
  Every even numbered level there after, the Nano-
  Sculptor gains a new sensory capability, chosen
  from the following list. Nano-Sculptors can select
  their sensory capabilities in any order.
  ·
  Darkvision with a 60 ft range. If selected
  twice, range increases to 120 ft.
  ·
  Blindsight with a 30 ft range. If selected
  twice, range increases to 60 ft.
  ·
  Tremorsense with a 30 ft range. If selected
  twice, range increases to 60 ft.
  ·
  Ability to see cloaked or invisible creatures
  and objects.
  ·
  Combat Optics: Advanced sensor systems
  including laser range finding, active and
  passive sonar modes, and multi-frequency
  scanning radar. Grants a +2 bonus on Spot
  and Listen checks, and a +2  bonus on
  Initiative checks.
  ·
  Diagnostic Optics: A variety of useful
  sensors and alternate visual modes, such as
  MRI, x-ray, and sonographic vision. The
  cyborg can determine the chemical compo-
  sition of objects, detect the presence of
  foreign chemicals in the body, and perform
  most of the medical tests capable in a well
  equipped modern hospital internally. Grants
  +2 bonus to Treat Injury, Knowledge: earth
  & life science, physical science and Repair
  checks.
  Rapid Assembly (EX): Starting at 4th level, the
  Nano-Sculptor can use microscopic VonNewmann
  engines to reshape matter and create complex
  objects from water molecules and cellular protein. A
  number of times per day equal to one plus her CON
  modifier (minimum twice daily), the Nano-Sculptor
  can urge her nanotech carapace to create any Small
  technological object with a purchase DC of 15 + her
  CON modifier.
  Using this ability the Nano-Sculptor can
  create weapons, tool kits, professional kits, even
  high end electronics like computers and cellphones.
  Objects created in this manner are considered
  ‘generic’ production line articles. In most cases, no
  Craft check is required to produce the object, as
  ‘templates’ are stored in the cyborg’s memory.
  Creating an exact duplicate of a specific object
  requires an appropriate Forgery or Craft check, the
  difficulty of which is determined by the object’s
  complexity. Created objects are relatively short-
  lived, and tend to degrade into useless junk within
  24 hours, if not destroyed sooner.
  
  ���
  ���������
  Assembling a Small or tinier object takes
  1d4 minutes. The Nano-Sculptor can spend an
  action point (s) to create larger objects. For each
  action point spent, the Nano-Sculptor can create
  objects one size category larger than Small. Each
  additional size category adds 1d4 minutes to the
  creation time.
  Creationist Engine (EX): Starting at 6th level, the
  Nano-Sculptor can heal the injured and repair
  damaged machines with a touch, by commanding
  her nano-colony to replicate the damaged material.
  Each day, the Nano-Sculptor gains the
  ability to heal a number of Hit Points worth of
  damage equal to her class level plus her ranks in
  Computer Use. The Nano-Sculptor must touch the
  wounded creature or damaged object to use this
  ability; doing so is a full round action.
  The Nano-Sculptor can choose to heal as
  little as 1 HP worth of damage, or instantly recover/
  rebuild up to her daily maximum. Excess healing is
  wasted; the Nano-Sculptor can not restore a
  creature or object to beyond their maximum HP
  total. The Nano-Sculptor may use this ability to heal
  her own wounds if necessary.
  Nano-Breach (EX): Starting at 8th level, the Nano-
  Sculptor begins understanding how to use hostile
  nanotech to target molecular weak spots in an
  otherwise invulnerable opponent’s armor.
  By spending an action point, the Nano-
  Sculptors Nano Armory becomes capable of
  bringing down even the most powerful and well
  defended opponents. The Nano-Sculptor ‘paints’ a
  specific opponent with their advanced sensors,
  finding molecule thin weak points in their defense,
  allowing the Sculptor to ignore their armor.
  When attacking a designated opponent with
  her integrated Nano-Guns, the Nano-Sculptor gains
  the ability to ignore a number of points of Hardness
  or Damage Reduction equal to her INT modifier.
  These armor piercing attacks also ignore Natural
  Armor or Equipment Bonuses to Defense. This
  enhancement lasts for a number of rounds equal to
  the Nano-Sculptor’s INT modifier.
  Disassembly Zone (EX): An 10th  level Nano-
  Sculptor can unleash a deadly nano-tech weapon of
  mass destruction, which can kill an unprotected
  creature in seconds. By spending an action point, the
  Nano-Sculptor creates an invisible airborne web of
  hostile nanotech. The Sculptor’s Disassembly
  nanites have only one purpose: to render anything
  within range into component molecules.
  Any creature within a 30 ft radius of the
  Nano-Sculptor suffers 1d2 points of temporary
  CON damage they remain within range. Unattended
  objects and structures within the Disassembly Zone
  have their Hardness permanently reduced by 1d4
  points per round of exposure. Objects reduced to 0
  Hardness or fewer, or creatures reduced to 0 CON
  are destroyed instantly, reduced to a thin film of
  dust. Only another Nano-Sculptor is immune to this
  deadly effect.
  The Nano-Sculptor can safely maintain the
  Disassembly Zone for a number of rounds equal to
  her CON modifier. If she maintains the nano-tech
  field any longer, she suffers 1d4 points of temporary
  CON damage per round.
  Action Enhancement: By spending an
  action point, the Nano-Sculptor can designate a
  number of creatures or objects immune to the field’s
  effect, allowing her allies to move safely through the
  field. A creature and all gear it is wearing or carring
  is considered one ‘object’.
  Action Enhancement: Each action point
  spent allows the Nano-Sculptor to extend the
  spherical Disassembly Zone by an additional 30 ft.
  This enhancement lasts until the Nano Sculptor
  drops the field.
  
  ���
  �������
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  Ultra-Minds are among the rarest,
  and most feared psions. Only a handful
  have ever successfully been created by
  Psi-Watch, and thankfully, even fewer are
  ranked among America’s enemies. The
  genetic alteration and neuro-cybernetics
  that empower Ultra-Minds drive most
  insane or lead to fatal strokes and nerve
  disorders in 99.9 percentof all candi-
  dates. Natural, trained Ultra-Minds are
  relatively rare as well.Most ‘rouge’ Ultra-
  Minds live lives of quiet comfort and
  selfish hedonism, only mastering their
  powers to the point they can get every-
  thing their heart desires.
   Rumors of Ultra-Mind conspira-
  cies, of telepathic spy masters and
  futurists who dominate the world of
  espionage, politics and high finance make
  the rounds of conspiracy websites, but
  remain just that…. Rumors. The few
  Ultra-Minds working for Psi-Watch are
  among the agency’s quietest and most
  effective deep cover operatives. Ultra-
  Mind tacticians are responsible for the
  agency’s long term strategic goals and
  agent training.
  ���� ����������� ��� ���
  ��������
  The Ultra-Mind is a subtle and
  insidious telepath, a highly trained,
  intensely focused telepathic spy and
  infiltrator. The Ultra-Mind is outwardly
  human, completely undetectable, and
  dangerously persuasive.
  Ultra-Minds are physically frail, but most
  have no intention of ever being in a fair
  fight; a sniper shot from three blocks
  away is the best way to solve a problem,
  and having a mind controlled drone pull the trigger is
  even better still.
  
  ���
  ���������
  The Ultra-Mind has a tightly focused set of
  mental abilities focused on controlling and manipulat-
  ing others. With the Ultra-Mind’s high skill ranks,
  and decent selection of skills, in addition to being an
  amazingly effective telepath, they make competent
  technologists, hackers and strategists. The Ultra-
  Mind will probably lead any PC strike team, or at
  the very least, will be the power secretly calling the
  shots and making the other team members think they
  came up with his ideas themselves.
  Requirements:
  To qualify to become an Ultra-Mind, a character
  must fulfill the following criteria.
  Skills: Concentration 4 ranks ;  A total of 24 ranks
  in any combination of Knowledge or speak/read
  language skills
  Feats: Educated, Trustworthy ; either Iron Will or
  Savant (mental)
  Class Information
  The following information pertains to the Ultra-Mind
  advanced class.
  Hit Die
  The Ultra-Mind gains d6 hit points per level. The
  character’s Constitution modifier applies. The Ultra-
  Mind is intelligent far past the point of genius, and
  are among the most insidious psions on the planet,
  but physically, they’re only human.
  Action Points
  The Ultra-Mind gains a number of action points
  equal to 6 + one-half of his character level, rounded
  down every time he attains a new level in this class.
  Psionic
  Ultra-Minds gain the Psionic Subtype, and may
  freely select from Psionic Precursors and Psionic
  feats.
  Class Skills
  The Ultra-Mind’s class skills are as follows.
  Bluff (CHA), Craft (any) (INT), Concentra-
  tion (CON), Computer Use (INT), Diplomacy
  (CHA), Gather Information (CHA), Knowledge
  (behavioral sciences, business, current events,
  popular culture, philosophy & theology, tactics,
  technology) (INT), Profession (any) (WIS), Read
  Write Language, Sense Motive (CHA), Sleight of
  Hand (DEX), Speak Language
  Skill Points at Each Level: 7 + INT Modifier
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  Bonus Feats: At level, the Ultra-Mind can select a
  bonus feat, which must be chosen from the following
  list.
  Acrobatic, Akashahic Search, Agony Field,
  Aphasia, Attentive, blind-fight, Combat Martial
  Arts, Combat Reflexes,  Contingency Planning,
  Creative, Contingency Planning, Crosstrained,
  Decisiveness, Dead Aim, Deceptive, Defensive
  Martial Arts, Disrespect, Diversity of Experience,
  Dodge, Elite Clearance, Fast Talker, Gear Head,
  Grifter, Hardwon Wisdom, Hypercognition, Im-
  proved Initiative, Improved Combat Martial Arts,
  Improved Disarm, Improved Trip,  Intellectual
  Mastermind, Jujitsu, Low Profile, Medical Expert,
  Natural Empath, Negative Suggestion,  Memory
  Scan, Pain Transference,   Parental Demeanor,
  Precise Shot, Psychologist, Remote Viewing, Run,
  Savant, Sociopaths Insight, Stealthy, Studious,
  Suicide Drive,  Superficial Mindscan, Unbalance
  Opponent, Viral Ethos, Weapon Finesse, Windfall
  Autohypnosis (EX): The Ultra-Mind has a mind
  more advanced than anything else on the planet, able
  to shrug off mental and physical assaults that would
  crack lesser mentalities and is capable of using the
  Concentration skill in ways that non-psychics can
  never imagine. By making a successful Concentra-
  tion check, the Ultra-Mind can focus her mind
  towards controlling her body.  Check: The DC and
  effect depend on the task you attempt.
  Resist Fear: In response to a fear effect or other
  mental tampering, you can make an Autohypnosis
  check on your next action even if you’ve been
  overcome by fear. A successful check grants you
  another saving throw with a +4 morale bonus to
  resist the effect.
  Memorize: You can attempt to flash memorize a
  page of text or complex data, upto 250 words (or
  what could be comfortably printed on an 8 x 11
  sheet of paper. You always retain this information
  subconsciously, however you can only consciously
  recall it with a successful Autohypnosis check.
  Resist Poison: In response to being poisoned, you
  can make an Autohypnosis check on your next
  action. A successful check grants you another saving
  throw with a +4 morale bonus to resist the poison’s
  secondary damage.
  Willpower: If reduced to 0 HP (disabled) you may
  make an Autohypnosis check. If successful, you can
  perform a strenuous action without taking 1 point of
  damage. A failed check carries no penalties, you can
  choose not to perform the action. If you do perofrm
  the strenuous action after failing the check, you
  suffer 1 point of damage after completing the action,
  as usual.
  Resist Stimulus: If dazed or nauseated by a
  flashbang or similar device, you may attempt a
  Autohypnosis check to ignore the penalties. You
  may attempt to reduce the circumstance penalties
  associated with unpleasant physical sensations, such
  as tear gas or the effects of a flash bang grenade.
  Success indicates you overcome the effects of the
  device.
  Death Trance: With a successful Autohypnosis
  check, you can slow your heartbeat and respiration
  to undetectable levels. You specify the length of the
  trance when activating this power, which you can
  maintain for a number of hours equal to your WIS
  modifier. While entranced, you are considered
  stable, and require virtually no oxygen to
  survive (though you cannot survive hard
  vacuum). Awakening early from a Death
  Trance requires a DC 25 Autohypnosis
  check, which can be attempted once per
  round.
  Try again? For resist fear, resist stimulus,
  death trance and memorization you can
  make a check once per round. You can’t
  try again to tolerate a poison. You can’t try
  again in the same round for will power.
  
  ���
  ���������
  Special: You can take 10 on an
  Autohypnosis (Concentration)
  check, but you can’t take 20. Most
  uses of Autohypnosis are attack
  actions. Willpower is a free action
  that can be attempted once per
  round.
  Note: This modification to the
  Autohypnosis skill replaces the
  psionic skill rules found in chapter
  nine of the D20 Modern campaign
  setting.
  Least Mindtouch (SU): The
  Ultra-Mind can forge a superficial
  telepathic bond with another
  sentient mind simply by locking
  gazes. High-spectrum psionic info-
  energy radiates from the Ultra-
  Mind and are transmitted through
  the viewer’s optic nerve.
  As a standard action, the
  Ultra-Mind can forge a two-way
  telepathic link with any willing
  sentient creature who is within 30 ft
  who can clearly see the psion.
  Once established, the psionic link
  allows for instant, silent communi-
  cation over any distance, and
  remains in effect for 10 minutes per
  class level.
  Creatures who are mind-
  linked can communicate without
  the need for a shared language, and
  this communication link offers no
  special influence or control over the
  mind-linked creature. The Ultra-
  Mind may use this ability at will.
  Action Enhancement: By spend-
  ing an action point, the Ultra-Mind
  can enhance the duration of the
  mind link to one day per class
  level.
  Psionic Estimation (EX): The Ultra-Mind can find
  mental weaknesses and telepathic avenues of attack
  
  ���
  �������
  ultimate social predators, psions perfectly adapted
  to dominance in business, in romance, in society and
  in espionage. Starting at 2nd level, the Ultra-Mind
  may add half his class level (rounded down) as an
  untyped bonus on Diplomacy, Sense Motive and
  Profession (any white collar) checks.
  Lesser Thoughtbind (SU): An Ultra-Mind’s
  neurology has been designed by nature or secret
  government geneticists  to control lesser intellects.
  Casual mental manipulation, fogging the minds of
  lesser creatures is frighteningly easy for the Ultra-
  Mind, and more in-depth thought control is possible
  with only a fraction more effort.
  Starting at 3rd level, the Ultra-Mind can use
  Daze, at will, as a Telepath of his total character
  level. As a standard action, the Ultra-Mind can
  direct a mind-breaking hostile thought or psionic
  illusion, or speak an utterly compelling, thought
  destroying riddle. A Medium sized, sentient subject
  affected by this ability is dazed for one round, losing
  all actions. However, the dazed creature is not
  stunned, so opponents get no special advantage
  against him, but the subject cannot move use psi
  talents, cast spells, and so on.
  A number of times per day equal to one plus
  his INT modifier (minimum twice daily), the Ultra-
  Mind can use Attraction as a Telepath of his total
  character level.
  You plant a compelling attraction in the mind
  of a subject. The attraction can be towards an
  object, person or event. While obsessed, the target
  will take reasonable steps to meet, get close to,
  attend, firm or perform the object of its implanted
  attraction.
  While the attraction weighs heavily on the
  subject’s mind, the target doesn’t suffer from blind
  or suicidal obsession. The subject can still recognize
  danger, but won’t flee or stray from his obsession
  unless the threat is immediate and obvious.
  If you make the target feel attraction to you,
  you can’t command him indiscriminately, but the
  target is willing to at least listen to what you have to
  say, though he may disagree. You effectively receive
  a +4 bonus on your CHA modifier when dealing
  with an Attracted subject.
  Any act by you or your apparent allies that
  threatens the creature breaks the effect. Note that
  you must share a language with the creature to
  communicate effectively, though you need no shared
  language to implant the Attraction. This ability has an
  effective duration of one hour per character level.
  Thoughtbinder (SU): The Ultra-Mind hones his
  mental abilities to the point he can implant a subtle,
  telepathic virus in a victim’s mind, altering the
  creature’s perceptions, personality and re-writing
  inhibitions and motivation.
  A number of times per day equal to one plus
  his INT modifier (minimum twice daily), the Ultra-
  Mind can use Charm Person as a Telepath of his
  total character level. This power makes a Medium
  sized or smaller sientient creature regard you as a
  trusted friend and ally. If the target is currently
  threatened or attacked by you or your allies, it
  receivs a +5 bonus on its saving throw.
  The spell does not enable you to control the
  charmed person as if he was an automaton, but he
  does perceive your words and actions in the most
  favorable way. You can try to give the subject
  orders, but you must win an opposed CHA check
  to convince him to do any thing he would not
  normally do. You may not retry. A charmed person
  never obeys suicidal or obviously harmful orders,
  but he might believe you if you phrase your danger-
  ous request ‘reasonably’ and carefully enough.
  Any act by you or your apparent allies that
  threatens the creature breaks the effect. Note that
  you must share a language with the creature to
  communicate effectively. This ability has an effective
  duration of one hour per character level.
  Hostile Mindtouch (SU): The Ultra-Mind can
  forge a hostile mind link with unwilling sentient
  creatures. The creature must initially be within 30 ft
  
  ���
  ���������
  of the Ultra-Mind and able to clearly see the
  telepath.
  A creature can attempt a WILL Save (DC
  10 + the Ultra-Mind’s class level + his INT modi-
  fier) to resist the formation of a mindlink. A creature
  who successfully resists the mindlink, cannot be
  mind-bound to the Ultra-Mind for 24 hours. The
  Ultra-Mind can simultaneously form hostile mind
  links with a number of sentient creatures equal to
  one plus his INT modifier (minimum two creatures).
  While sharing a mental link with a creature,
  the Ultra-Mind can torment the subject mentally,
  warp perceptions and deaden the victims senses.
  The mind-linked subject suffers a penalty on all
  WILL saves, CHA and WIS based skill checks
  made concerning the Ultra-Mind equal to the Ultra-
  Mind’s CHA modifier for the duration of the mind-
  link.
  Action Enhancement: By spending an
  action point, the Ultra-Mind can hijack a mind-
  linked creature’s senses, seeing, hearing and experi-
  encing everything the mindlinked subject does.
  While in the extra sensory trance, the Ultra-Mind is
  comatose and helpless. If the Ultra-Mind is injured
  while entranced, the trance state immediately ends;
  otherwise the trance can remain in effect for the
  entire duration of the mind link.
  Psyche Burst (SU): The Ultra-Mind can project a
  moving wall of energized psionic particles, quantum
  phenomena formed purely from his hostility and
  anger. This psionic concussion wave is as imaginary
  as a bad dream, but as lethal as a submachine gun.
  The Ultra-Mind can use Inflict Pain, as a
  Telepath of his total character level as often as once
  per minute.
  The mental blast inflicts 3d6 points of
  damage, and the insidious mental assault can be
  maintained for up to five rounds with successful
  Concentration checks. A targeted creature can
  negate the effects with a successful WILL save (DC
  10 + the Ultra-Mind’s class level + his INT modi-
  fier).
  Action Enhancement: The Ultra-Mind can
  encode a short lived telepathic ‘virus’ within the
  mental blast. An opponent struck by this bundle of
  discordant thoughts and suicidal ideation is stunned
  for 3d4 rounds, in addition to suffering damage.
  Once an action point is enhanced to effect the
  Psyche Burst this way, its effects last for one minute
  per point of the Ultra-Mind’s INT modifier.
  Mental Dominance (SU): The Ultra-Mind is a
  dangerous, high level telepath, capable of bending
  human wills and overriding a victim’s mind com-
  pletely. A number of times per day equal to his INT
  modifier (minimum once daily), the Ultra-Mind may
  use a slightly modified form of Domination as a
  telepath of his total character level.
  The telepath can take total control over the
  actions of any sentient creature. You establish a mind
  link, issuing unbreakable silent commands to your
  mind-slave. Through concentration, you can force
  the subject to act as you desire, to the best of its
  abilities. You know what the target is experiencing,
  and receive rudimentary sensory input from the
  subject.
  The target resists this control, and if forced
  to take an action contrary to their basic nature or
  morality, they receive an additional WILL save to
  resist the command, with a +1-4 circumstance
  bonus depending on the action ordered. Obviously
  self destructive orders are always ignored.
  Once control is established, the range at
  which it can be exercised is unlimited. You need not
  see a target to control him or her. Normally, this
  ability remains in effect for a maximum of one day
  per level. A targeted creature can negate the effects
  with a successful WILL save (DC 10 + the Ultra-
  Mind’s class level + his INT modifier).
  Mind Twist (SU): The Ultra-Mind can completely
  rewrite a victim’s personality and insert or delete
  memories at will.
  
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  A 10th level Ultra-Mind can use a heavily
  modified version of Tailor Memory a number of
  times per day equal to his INT modifier (minimum
  once daily). The Ultra-Mind establishes a mindlink
  with the subject and may then insert, modify or
  delete a memory up to one minute in length per point
  of the Ultra-Mind’s INT modifier.
  You gain a rudimentary understanding of the
  subject’s thoughts through the mind link, so you can
  prevent most conflicts between the target’s real
  memories and implanted memories. You may also
  choose to delete a specific memory, or elements
  (such as seeing a specific person or taking a specific
  action) of a specific memory.
  A targeted creature can negate the effects
  with a successful WILL save (DC 10 + the Ultra-
  Mind’s class level + his INT modifier). Non-sensical
  or ‘out of character’ memories grant the victim a +1
  to +4 bonus on the WILL Save, based on how
  obvious the gap between reality and the implanted/
  deleted memory is.
  Action Enhancement: By spending an action point
  when activating this power, the Ultra-Mind can twist
  a victim’s mind to the point their political and reli-
  gious beliefs shatter and reform in a new shape. The
  Ultra-Mind may add, delete or change one of the
  subject’s allegiances. This change is permanent.
  Action Enhancement: By spending an action point
  when activating this power, the Ultra-Mind can
  cause pinprick hemorrhages and micro-strokes in
  the target’s brain. The Ultra-Mind may permanently
  delete a number of skill ranks equal to 10 + his INT
  modifier. The deleted ranks may be in a single skill
  or any combination of skills.
  Action Enhancement: By spending an action point
  when activating this power, the Ultra-Mind can
  induce weakness, destroy concentration, sap
  confidence and permanently cripple an adversary.
  The Ultra-Mind may permanently reduce either the
  targets base attack bonus or base defense bonus by
  –1d4. This reduction may limit the feats and special
  abilities the target can bring to bear, but does not
  result in the loss of class abilities (for example if the
  victim belongs to an Advanced Class with a BAB
  Prerequisite).
  
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  Psi-Watch agents are indoctrinated in cutting
  edge tactical doctrines, trained to fight a new kind of
  war in a new century, using their minds as weapons.
  In addition to a wide variety of general feats, which
  anyone who meets the prerequisites can select, there
  are also Psionic Feats, only available to creatures
  with the Psionic subtype.
   Taking levels in a psionic class, hailing from
  a naturally psionic metahuman race, or selecting
  Psionic Precursors feats all grant the Psionic sub-
  type.
  Many of the new Psionic Feats and Psionic
  Precursors presented here are variants on existing
  psi-powers found in the D20 Modern or Fantasy
  SRDS. These psionic rules replace the rules for
  psionics in chapters nine and ten of the D20 Modern
  Core Rulebook, and emphasize tightly focused
  power sets and logical ability progression, and are
  designed for psionic espionage/action campaigns.
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  The following military and combat oriented
  feats are suitable for inclusion in virtually any D20
  Modern or Future game, even those which don’t
  incorporate psionics or super-heroes in the least.
  These feats are equally at home in a campaign
  inspired by 24 or Rainbow Six, as they are a
  campaign that’s equal parts Wild C.A.T.s and
  GI Joe.
  Advanced Training (General)
  You are exceptionally well educated, and
  have benefited from intense professional training in
  your chosen field.
  Prerequisites: Character level first only,
  Educated
  Benefit: You receive a bonus allotment of
  +20 skill points during character creation. You may
  spend these bonus skill points as you see fit.  These
  bonus skill points are added to your final tally, not
  multiplied in.
  Optional Rule: Basic Military Training
  All the heroic characters in the Psi-Watch
  campaign setting are assumed to have military ties.
  Characters are expected to be able to fire an M-16
  accurately and field strip it after the battle, fight
  efficiently in bulky Kevlar armor, and pilot high-tech
  jump jets as a baseline level of competence.
  Gamemasters might consider implementing
  the following variant rule.
  All Heroic characters in Psi-Watch receive
  the following bonus feats at first level:
  ·
  Simple Weapons Proficiency,
  ·
  Personal Firearms Proficiency,
  ·
  Advanced Firearms Proficiency,
  ·
  Armor Proficiency (light and medium).
  These ‘entry-level’ feats don’t offer any
  game breaking advantages or weird abilities- they
  just allow Psi-Watch characters to play like their
  comic book counterparts without a prohibitive feat
  investment.
  The NPCs in this campaign, and most
  NPCs from the Otherverse America campaign
  setting- another combat focused, highly militaristic
  game world- are usually built with this variant rule in
  mind.
  Finally, the heroic teams from early Image
  Comics flew an amazing assortment of high-tech
  VTOLs into battle. Every character seemed to be
  able to fly their team’s jets, with a minimum amount
  of training. To emulate this quirk of the fiction, either
  consider making the Pilot skill usable untrained, or
  give all heroic characters a free rank in Pilot.
  You may choose any two INT or WIS
  based skills; you may place double the normal ranks
  in these skills if desired. Thus, a first level character
  with this feat could place up to 8 ranks (rather than
  4 ranks) in any two applicable skills.
  Normal: Your max skill ranks are equal to
  your level plus three.
  AK-47 Insurgent (General)
  The AK-47 is one of the most commonly
  used weapons on the planet, chosen because this
  
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  famous assault rifle is easy to use, easier to clean
  and virtually idiot proof. Like mercenaries, guerrillas,
  child soldiers and revolutionaries around the world,
  you’ve trained extensively with the AK-47.
  Prerequisite: character level first only,
  Personal Firearm Proficiency
  Benefit: In exchange for giving up a feat
  slot and selecting AK-47 Insurgent, you effectively
  gain the benefits of several gun combat feats.
  You gain the benefits of Advanced Firearms
  Proficiency, Burst Fire, Strafe and Point Blank Shot.
  However, unlike the more general versions of these
  feats, which apply to all firearms, these ‘bargain’
  feats only apply when using the AK-47, making you
  an effective, if limited gunman.
  Special: The gamemaster can easily rename
  this feat and apply it to a different type of firearm,
  such as the M-16, Uzi or any other iconic gun.
  Anthill Tactical Training (General)
  You were trained in the Virtual Reality
  simulation codenamed ‘Antfarm’. Force-grown to
  physical adulthood, your electronic childhood
  occurred in a surreal VR world that made deadly
  warfare into a colorful game. You survived hundreds
  of VR missions and were eventually allowed to
  awaken into the real world.
  Prerequisite: Tube-grown starting occupa-
  tion, character level first only, Knowledge (tactics) 4
  ranks
  Benefit: You are a master of technical
  warfare, with extensive training but little real world
  experience. Once per day, you may substitute your
  ranks in Knowledge tactics for your Base Attack
  Bonus. Once you activate this feat as a free action
  on your turn, the benefit remains in place for a
  number of rounds equal to your INT modifier.
  Anti-Mech Warfare (General)
  You are specially trained in disabling mecha
  and power armor, and know how to target weak
  points and destroy a suit’s vital systems.
  Prerequisite: Ranged Sabotage
  Benefit: Any time you beat a power armor
  or mecha’s Defense score by five or more points,
  you destroy one of the armor’s integrated systems of
  your choice. If you beat the armor or mecha’s
  Defense score by 10 or more points, you can
  disable the suit’s life support functions.
  
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  Anti-Personnel Explosives (General)
  You know all the tricks to creating impro-
  vised explosive devices designed to kill the maxi-
  mum number of victims, and know how to throw
  grenades with deadly accuracy.
  Prerequistes: Disable Device 8 ranks,
  Gearhead
  Benefit: Any explosive device you con-
  struct or place, or any grenade you throw threatens
  a critical hit on all victims within the blast radius on a
  roll of natural 20. In the case of placed explosives, if
  you roll a natural 20 while arming and placing the
  device, it is considered to threaten a critical hit when
  it finally detonates. Roll to confirm the critical hit (s)
  separately for each creature within the blast radius.
  Normal: Explosive devices do not have a
  critical threat range.
  Special: You can take this feat up to three
  times. Each time you do, your explosive’s threat
  range increases by one. If this feat is taken twice
  your explosives have a critical range of 19-20. If
  taken three times, the threat range becomes 18-20.
  Anti-Tank Warfare (General)
  No matter how strong the armor, it has a
  weak point. You’re skilled in finding and exploiting
  that weakness.
  Prerequisites: Exotic Firearms Proficiency (one of
  choice), Knowledge (tactics) 4 ranks
  Benefit: When attacking a heavy military
  vehicle (for example: combat helicopter, jet aircraft,
  tank, APC, Humvee, small warship, combat
  starship, mecha or power armor) using any kind of
  exotic firearm, energy weapon  or grenades, you
  may ignore a number of points of the target’s
  Hardness equal to your one plus your WIS modifier
  (minimum two points).
  Armored Survivor (General)
  You’ve been a soldier long enough to learn
  to really, really love your Kevlar.
  Prerequisite: Armor Proficiency (heavy),
  Endurance
  Benefit: When you are wearing any armor,
  your training and experience allows you to gain
  additional benefit from it. You treat all armor worn
  as if its maximum equipment bonus to Defense was
  improved by +2.
  AWACs Fire-Control (General)
  You can take remote control of an allied
  pilot’s onboard weapons systems, increasing accu-
  racy and lethality.
  Prerequisite: AWACs Operator
  Benefit: As often as once per round, you may
  substitute a Computer Use check result for an attack
  roll made by any receiving pilot. You may use this
  ability as often as once per round, even when it is
  not your turn. You must declare the use of this ability
  prior to rolling the check.
  AWACs Operator (General)
  You are an aircraft weapons lock/radar
  operator, trained to operate advanced military
  sensor systems and relay the data in real time to
  other pilots in your squadron.
  Prerequisite: Aircraft Operation (including
  power armor) Computer Use 4 ranks, Pilot 4 ranks
  Benefit: You can only utilize the benefit of
  this feat while piloting a military vehicle with any type
  of radar or advanced sensor systems. You may use
  this feat while piloting a suit of power armor, pro-
  vided it is equipped with advanced sensor systems.
  While airborne, you can transmit data from
  your sensor systems, as well as advice and firing
  solutions to any allied vehicle in up to a 10 mile
  spherical radius, provided your communications
  network extends that distance.
  While providing AWACs data to any aircraft, you
  may substitute a Computer Use check result for the
  Initiative check or REF Check made by any receiv-
  ing pilot. You may use this ability as often as once
  per round, even when it is not your turn. You must
  declare the use of this ability prior to rolling the
  check.
  As a full round action, you can transmit real
  time data from your sensor systems to any receiving
  pilot, allowing them to benefit from your vehicle’s
  sensory capabilities. The receiving pilot sees exactly
  the same data you do.
  Special: Cyborgs with internal sensor
  systems, as well as metahumans and aliens with
  advanced senses can benefit from this feat, so long
  as they can transmit to allied units.
  
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  AWACs Scout (General)
  You can provide real time tactical data to
  units dozens of miles away.
  Prerequisite: AWACs Operator
  Benefit: You may transmit AWACs data to
  any allied unit within a 100 mile radius, provided
  your communications systems can cover the dis-
  tance.
  Normal: You transmit AWACs data to any
  allied unit within a 10 mile radius.
  Battlefield Mobility (General)
  You are skilled at maneuvering on the
  battlefield, and are constantly in motion, shifting and
  moving to make it more difficult for an opponent to
  lay hands upon you.
  Prerequistes: DEX 13+, Dodge
  Benefit: If an opponent’s action allow you
  to perform an attack of opportunity, you may
  choose to take a 5 ft step rather than making your
  attack. Using this feat counts as one of your attacks
  of opportunity for the round.
  Battle Hardened (General)
  Your training includes exposure to non-lethal
  weapons like tasers, tear gas and combat psionics.
  As a result of your intense, painful training, you can
  better resist unpleasant stimuli.
  Prerequisites: Base Attack Bonus +1,
  Great Fortitude
  Benefit: When exposed to any stimulus or
  status ailment that reduces your effectiveness, such
  as a stun grenade’s blinding flash, a fear effect, tear
  gas’s nauseating effects, or similar situations, the
  duration of the effects are reduced by 50%.
  Thus, if you are targeted by any condition that would
  normally daze you for two rounds, you are only
  dazed for a single round.
  Bodybuilder (General)
  You live in the gym, train constantly, sacrifice
  much all to sculpt your physique into a thing of hard,
  chiseled perfection.
  Prerequisite: STR 15+, Athletic, Iron Will
  Benefit: You may add your STR modifier
  as an untyped bonus to all Diplomacy checks made
  against someone who would find you sexually
  attractive, and on all Perform (dance) and Profes-
  sion (bodybuilder, athlete or similar) checks.
  Bleeding Slash (General)
  You are an expert knife fighter and fencer,
  able to cause wounds that don’t close naturally, and
  can potentially bleed a victim to death in minutes.
  Prerequistes: Base attack bonus 5+,
  Weapon Focus (any slashing or piercing weapon),
  Treat Injury 1 rank
  Benefit: When wielding any slashing or
  piercing weapon, any successful attack which beats
  your opponents Defense score by 5 or more points
  inflicts a bleeding wound in addition to normal
  damage. Opponents damaged in this manner con-
  tinue to bleed, losing 1 HP per round until they
  receive any amount of magical or psionic healing, or
  receive a DC 15 Treat Injury check. The effects of
  multiple bleeding slashes are cumulative.
  Breach Expert (General)
  You’ve received police or military training in
  urban warfare and ‘dynamic entry’- blowing through
  walls and doors to get at the enemy.
  Prerequisite: Demolitions 4 ranks, Disable
  Device 4 ranks
  Benefit: You halve the time required to
  perform Disable Device or Demolitions checks. In
  addition, you receive a +2 competence bonus on
  STR checks made to force a locked door or simply
  knock it down.
  Capeopria (General)
  You’ve studied capeopria, a flashy, dance
  like martial art that had it’s origins in South American
  slave colonies. Your combat technique incorporates
  taunts, leaps and amazingly quick and brutal foot-
  work.
  Prerequistes: Acrobatic, Combat Martial
  Arts, Base Attack Bonus +3, Tumble 8 ranks,
  Perform: dance 1 rank
  Benefit: When using the full attack action,
  you add your CHA bonus (if positive) on attack
  rolls, Tumble checks and REF saves. Your attacks
  are incredibly flashy, incorporating verbal and
  spoken taunts and insults, and you are instantly
  recognizable by your unique combat flourishes and
  body language.
  
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  Capeopria Stickyfoot
  (General)
  Only a fool would try and
  knock you off your feet, because you
  can easily turn their clumsy trips and
  blocks against them.
  Prerequistes: Capeopria,
  Improved Trip
  Benefits: If an opponent
  attempts to trip or disarm you and
  fails, you may make an automatic trip
  or disarm attempt in retaliation. This
  retaliatory strike takes the form of a
  series of snap kicks and feints, and
  you receive a +2 circumstance bonus
  on the check. Even if your check fails,
  you may not be tripped or disarmed in
  return. You must have at least one leg
  free to use this ability.
  Censored History (General)
  Your early years and previous
  exploits have been declared national
  secrets and it is difficult to find any
  conclusive proof of your existence.
  Prerequisite: Elite Clearance
  Benefit: The difficulty of any Gather Infor-
  mation, Investigate or Research checks made to find
  information about you is increased by +5. Forensic
  investigation (such as examining fingerprints, semen
  or blood left at a crime scene) made to prove your
  involvement in a crime also have their DC increased
  by +5.
  Special: You can select this feat multiple
  times, and its effects stack. You lose the use of this
  feat if you act in a manner contrary to your patron’s
  wishes or code of ethics.
  Charging Brutality (Combat)
  You charge into battle and engage the enemy
  with reckless abandon.
  Prerequisite: Run, Combat Martial Arts,
  Improved Combat Martial Arts
  Benefit: You may choose to make a full
  attack action after charging. The benefits and
  penalties of the charge apply to all attacks made as
  part of the full attack action.
  Normal: You may only make a single attack
  after a charge.
  Citymover (General)
  You slip through even the most crowded city
  streets with ease, and can disappear into the urban
  landscape like a ghost.
  Benefit: You receive a +4 bonus on Hide
  and Tumble checks when in a crowded, densely
  populated urban area. You may move through
  crowds of indifferent, or non-hostile NPCs at your
  full base movement rate, regardless of how densely
  packed the mass of humanity is.
  Clean ID (General)
  You’ve prepared for the day the cops kick
  down your door looking for you, and you have a
  false identity with a meticulously created paper trail
  
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  waiting for you to take shelter under.
  Prerequisite: Knowledge: streetwise 8
  ranks, Forgery 8 ranks, Meticulous
  Benefit: At any time, you may choose to
  abandon your original identity and assume a different
  legal identity. The new ID has no criminal record, a
  Reputation bonus and a Wealth bonus equal to your
  original identity’s minus 1d4+1 points, and according
  to mundane governmental and financial records  is
  an ordinary, working class citizen.
  All Gather Information, Research and Investigate
  checks made to conclusively link your clean ID to
  your original identity suffer a –10 circumstance
  penalty.
  Special: You can select this feat multiple
  times. Each time you do so, you establish another
  clean identity. Each time you change identities, the
  investigatory checks to find your true identity
  becomes –10 points more difficult.
  Clobber (General)
  You hit like a wrecking ball.
  Prerequistes: Super Heavyweight, base
  attack bonus +4
  Benefit: When you successfully strike an
  opponent with an unarmed attack, or a melee attack
  with a bludgeoning weapon, he or she must make a
  FORT save (DC 10 + ½ the damage inflicted) or be
  knocked back 5 ft. On a critical hit, the opponent is
  knocked back 10 ft and drops prone on a failed
  save.
  Close Quarter Combat Training (General)
  Though you barely seem to move, your
  blows are powerful enough to knock down walls.
  Your combat style emphasizes control and efficiency.
  Prerequistes: Combat Expertise, Im-
  proved Combat Martial Arts
  Benefit: When grappled, or fighting any
  space smaller than 10 ft square, you receive a +2
  bonus on grapple checks made to damage your
  opponent and on unarmed attack rolls.
  Cold Steel Hunter (General)
  You’ve been hunting since you could first fit
  your hands around a gun, and are comfortable in the
  wilderness, and accustomed to having a gun in your
  hands.
  Prerequisite: Personal Firearms Proficiency
  Benefit: You receive a +2 bonus on Handle
  Animal and Survival checks, and receive a +1
  competence bonus on all ballistic attack and damage
  rolls against any non-intelligent animals.
  Combat Cover (General)
  You can use your enemies as cover, moving
  instinctively to place your adversary between you
  and any waiting sniper’s line of fire.
  Prerequisites: Combat Reflexes, Dodge
  Benefit: All opponents suffer a –8 penalty
  on ranged attack rolls made against you when you
  are engaged in melee combat against another
  creature. The creature you are fighting and the sniper
  need not be on the same side, or even be aware of
  one another. Thus, any snipers targeting you while
  you fight have a greater than normal chance of
  striking your opponent.
  Your allies do not suffer an increased penalty
  if they choose to shoot into melee to aid you.
  Normal: Opponents suffer a –4 penalty
  when using a ranged weapon to attack you while
  you are engaged in melee, unless they have the
  Precise shot feat.
  Combat Cover, Improved (General)
  You are at your best when fighting outnum-
  bered, moving from one adversary to another with
  brutal efficiency, and leaving no corner undefended.
  Prerequisite: Defensive Martial Arts,
  Mobility, Combat Cover,
  base attack bonus +4
  Benefit: No adversary can gain a flanking
  bonus against you in melee combat.
  Normal: Adversaries that are flanking you
  and their nearby allies gain a +2 bonus on their
  attack rolls against you.
  Combat Driver (General)
  You’re an expert driver, capable of pushing
  your vehicle to its design limits.
  Prerequistes: Vehicle Expert, Drive 4
  ranks
  
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  Benefit: When driving any surface vehicle
  at Highway Speed or faster, you receive an addi-
  tional +2 competence bonus to Defense. You
  receive a +2 bonus on all Drive checks made to
  regain control of a vehicle.
  Normal: The DC of a Drive check to regain
  control of a vehicle is 15.
  Combat Drill Master (General)
  You are part of a comprehensive military
  training program, capable of training raw recruits
  into effective soldiers.
  Prerequisite: Drill Sergeant
  Benefit: By spending an action point and at
  least 8 hours in training, you can permanently imbue
  any sentient student (who must have an INT score
  of at least 5) with any one of the following feats as a
  bonus feat. The student must meet all prerequistes of
  the feat.
  Advanced Firearms Proficiency, Brawl,
  Combat Martial Arts, Defensive Martial Arts, (Full
  Autofire), Personal Firearms Proficiency, Point
  Blank Shot
  Limitation: You must possess a feat
  yourself to teach it to others. You may only train a
  student whose base attack bonus is +3 or lower.
  Combat Medic (General)
  Thanks to your military training, you are able
  to perform surgery quickly and under horrific
  battlefield conditions.
  Prerequisites: Treat Injury 4 ranks,
  Surgery
  Benefit: You can perform surgery with only
  a First Aid kit, though you take a –2 penalty on the
  Treat Injury check. In addition, you may halve the
  time it takes to perform surgery (minimum 30
  minutes).
  Normal: Performing surgery requires at
  least 1d4 hours and requires a surgery kit.
  Combat Showman (General)
  You blend martial arts talent with a natural
  flair for drama and showmanship. You can (and
  often do) prolong a fight to keep the audience on the
  edge of their seats and raise the fight purse.
  Prerequisites: Combat Expertise, Dodge,
  Perform: dance 4 ranks
  Benefit: When fighting defensively, you gain
  a dodge bonus equal to 2 + your CHA modifier
  (minimum 3) and suffer a –3 penalty to attack rolls
  for the round. You may add your CHA modifier as a
  bonus on all rolls made to resist being tripped or
  disarmed.
  Normal: You gain a +2 dodge bonus to
  Defense when fighting defensively, and suffer a –4
  penalty to attack rolls for the round.
  Combat Telepresence (General)
  You are extremely skilled at remote combat
  operations, and know how to get the most out of the
  combat drones and robots you pilot.
  Prerequistes: Remote Operations
  
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  Benefit: You use your INT modifier and
  ranks in the Computer Use skill in place of the
  combat drone’s own BAB when piloting it remotely,
  allowing you to get maximum performance out of the
  machine. The robot still adds its own STR modifier
  to melee attack rolls.
  Comms Expert (General)
  You are a communications expert, familiar
  with a wide variety of military grade radios, cell
  systems, sensors and comms gear.
  Prerequisite: INT 13+, Gear Head,
  Computer Use 4 ranks
  Benefit:  You multiply the range of any
  communications device you are using, either as a
  transmitter or receiver by 1.5 (a 50% increase). You
  double the effective range of any sensors you are
  using.
  You receive a +2 bonus on all Computer
  Use checks related to telecommunications as well as
  a +2 bonus on all Decipher Script checks made to
  decode encrypted transmissions.
  Command Airstrike (General)
  You can call in over the horizon air strikes,
  pulverizing fortified targets with massive firepower,
  either from helicopter gun ships, fighter-bombers,
  offshore artillery or space-based weapons.
  Prerequisite: Squad Leader
  Benefit: You must be in some form of real
  time communication with friendly/allied forces to
  benefit from your feat. As a full round action, you
  can attempt to call in an airstrike, feeding the fire
  team your target location over the link.
  To call in the airstrike, you must succeed at
  a DC 21 Knowledge: tactics check. The DC
  increases by +10 if the target is in an urban area,
  risks civilian casualties or friendly forces or strategic
  assets.
  If the check is successful, you must expend
  an action point, and the air strike occurs on the
  targeted position within 10 minutes, minus one
  minute per every 2 points you beat the check DC by
  (minimum one minute). The air strike occurs on your
  action in the final round of the minute it is scheduled
  to appear.
  Once deployed, the airstrike may be
  aborted at the gamemaster’s option, but it cannot be
  redirected to a new area. An airstrike inflicts 20d20
  points of damage. Half of the damage is fire or
  electrical damage (chosen when the airstrike is
  called); the remainder is slashing damage from
  shrapnel. You can deploy the airstrike either against
  targets in a 10 ft x 100 ft line or in a 100 ft radius
  sphere. Those within the blast radius may attempt a
  DC 25 REF Save for half damage.
  An unsuccessful check cannot be retried
  during that encounter. If the Knowledge: tactics
  check is unsuccessful, you are not required to
  sacrifice an action point.
  Contingency Planning (General)
  Before a mission, you spend hours studying
  photographs, blueprints and intelligence reports,
  preparing for the unexpected.
  Prerequisites: Knowledge (tactics) 8
  ranks, Craft (structural) 1 rank
  Benefit: If you spend at least 4 hours
  studying blueprints or recent (within 1 month)
  photographs of a targeted building’s layout, you
  receive the following benefits during your raid on the
  building: +2 bonus to Hide, Move Silently, Search,
  Spot and Listen. These bonuses come into effect the
  moment you begin your assault on the target build-
  ing, and last for a number of minutes equal to your
  INT modifier (minimum one minute).
  Additionally, you may spend an action point
  at any time while these primary benefits remain
  active, you use your knowledge of the building’s
  layout to grant you a +2 competence bonus to
  Defense while at that location. Furthermore, any
  cover you utilize during the assault is improved by
  one ‘step’. These secondary bonuses last for a
  number of minutes equal to your INT modifier
  (minimum one minute).
  Continuum of Force (General)
  You’ve received formal police training in the
  use of force, and have been taught to initially use
  minimum force. However, you are always prepared
  to escalate the situation if diplomacy works. Learn-
  
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  ing this combat feat is a standard part of
  Psi-Watch academy training.
  Prerequisite: Combat Martial
  Arts, Intimidate 1 rank
  Benefit: If you attempt to use a
  Bluff, Diplomacy or Intimidate check to
  prevent violence or to overcome a
  challenge without combat, on the next
  round you receive a +4 bonus on attack
  rolls made to inflict subdual damage. If
  on the next round, you choose to inflict
  subdual damage, you receive the same
  bonus on the third round, or you may
  choose to receive a +2 bonus on attack
  rolls made to inflict lethal damage.
  If you act out of this sequence,
  you receive no bonus. You may receive
  this bonus sequence multiple times in a
  prolonged combat if you take appropri-
  ate actions.
  Crescent Moon Kick (General)
  You’ve mastered an extremely
  flashy, high flying kicking style. You incorpo-
  rate dance training into your combat workouts, and
  can performing spectacular flip kicks.
  Prerequistes: Combat Martial Arts,
  Perform (dance) 4 ranks
  Benefit: As a full round action, you can
  perform a crescent kick. In doing so, you flip head
  over heels and connect with shocking force before
  landing smoothly. When making a crescent kick, you
  substitute a Perform (dance) check for your normal
  attack roll. If your kick is successful, you inflict
  1d10+DEX modifier points of bludgeoning damage.
  Crosstrained (General)
  Your training regimen emphasizes diversity
  of skills and on the interrelation between different
  fields of study.
  Prerequisite: WIS 15+
  Benefit: You receive a +3 synergy bonus
  on all your interrelated skills. This feat applies
  retroactively to all synergy bonuses you acquired
  before gaining this feat, and applies to any synergy
  bonus you would earn in the future.
  Normal: When you have more than 5 ranks
  in a particular skill, you receive a +2 synergy bonus
  on a related skill.
  Cyber-receptor (General)
  You are an exceptionally good candidate for
  cybernetic enhancement.
  Prerequisite: character level first only
  Benefit: You may acquire an unlimited
  number of cybernetic implants, which does not affect
  your health nor place you at risk for negative levels.
  Normal: You are limited to a number of
  cybernetic implants equal to your CON modifier or
  you are limited to a number of points of Drain equal
  to your CON modifier, if using the cybernetics rules
  from Dept 7 Tech Update: Cybernetics. If you
  exceed this limit, you suffer negative levels.
  
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  Decorated Veteran (General)
  Your years of service mean one thing:
  you’ve survived enough firefights you can call
  yourself a professional soldier.
  Prerequisites: Base attack bonus +5,
  Knowledge: tactics 8 ranks
  Benefit: A number of times per day equal
  to your WIS modifier (minimum once daily), you
  may add ½ your base attack bonus as a morale
  bonus to any saving throw, Knowledge check or
  Initiative check. You may also choose to ‘give’ some
  or all of this bonus to any ally within 30 ft. You must
  speak briefly and inspiringly to the ally, and he must
  be able to see, hear and clearly understand you. If
  you grant this bonus to an ally, he or she must use
  the bonus within the hour or it is lost.
  Decisiveness (General)
  You know the importance of striking first
  and crippling resistance before it can be mounted.
  Prerequisite: Spot 4 ranks, Knowledge:
  tactics 1 rank
  Benefit: You receive a +2 bonus on
  Initiative checks and Spot checks. In addition, the
  first successful attack you make during a surprise
  round deals one additional die of damage. This feat
  applies to melee, ranged and unarmed damage, as
  well as spells, supernatural abilities and psi-talents.
  Discriminatory Scent (General)
  Your sense of smell is honed to superhuman levels.
  Prerequistes: WIS 15+, Scent special quality
  Benefit: You can use your scent ability in
  new ways. If you are within 30 ft of a character, you
  may attempt a DC 15 WIS check. If successful, you
  can learn any of the following about the person from
  subtle scent cues:
  ·
  What food, drink, drugs and chemicals
  they’ve ingested within the last 12 hours.
  ·
  If they have fired a weapon within the last
  24 hours.
  ·
  If they have come into contact with volatile
  chemicals, such as gasoline or solvents.
  ·
  If they’ve had intercourse within the last 24
  hours, or are pregnant or menstruating.
  If the check is successful you receive a +5
  insight bonus on Survival checks made to track that
  person for 24 hours. Additionally, you receive a +5
  insight bonus on Spot and Sense Motive checks
  made to penetrate a disguise.
  Finally, by spending an action point, you
  may ‘key’ yourself to a particular scent. Doing so
  requires you to either be within 30 ft of the person
  or an article of clothing worn within the last 12
  hours. You receive a +10 insight bonus on Survival
  checks made to track your keyed target for 24
  hours, and automatically penetrate disguises imitating
  that target or concealing the keyed target, unless the
  disguised character has some way of changing their
  pheromone cues.
  Drill Sergeant (General)
  You are a true master of the martial arts, and
  can pass on your lessons to your students. You’ve
  served as a military drill sergeant, and are capable of
  instructing new recruits in the basics of combat and
  military culture.
  Prerequisite: Advanced Firearms Profi-
  ciency, Combat Martial Arts, Educated, Iron Will,
  base attack bonus +4
  Benefit: You can temporarily give some of
  your melee combat feats, gun combat feats or base
  attack bonus to a willing student. By spending at
  least one minute teaching your student, you can
  temporarily remove some of your feats or combat
  talent and transfer it to the student. You may sacri-
  fice one feat or point of base attack bonus per point
  of your INT modifier.
  The student can than use your combat gifts
  as innate abilities for a number of hours equal to
  your INT modifier. You cannot voluntarily reverse
  the transformation; once the abilities are given away,
  they remain gone until the full time period elapses.
  While the student is enhanced, he or she can use the
  feats or BAB freely, as if they were innate abilities.
  The student must meet all the prerequistes for any
  feats granted.
  
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  Dusk Hunter (General)
  For most people, twilight is a dim and
  dangerous time, when the sun sinks low enough to
  impede day vision, but not low enough for night
  vision to be truly effective. You prefer to hunt when
  the light is at its worst and strangest.
  Prerequisite: Alertness
  Benefit: For one hour before and after
  sunrise and sunset each day, you receive a +4
  circumstance bonus on Spot and Search checks, as
  well as all ranged attack rolls. You must be outdoors
  to be able to benefit from this feat.
  Elite Clearance (General)
  You are a trusted government operative.
  Prerequisite: Employment or patronage of
  a government or political body.
  Benefit: You receive a +4 competence
  bonus on Diplomacy, Gather Information and
  Research checks made concerning the government
  or agency you work for. You may legally purchase
  Illegal, Licensed or Restricted equipment through
  your agency without suffering a Purchase DC
  modifier.
  Special: You can select this feat multiple
  times, each time you do it applies to a
  different government or government agency.
  You lose the benefit of this feat if you act in a
  manner contrary to your patron’s wishes or
  code of ethics.
  Emergency Surgery (General)
  In a few frantic, blood soaked minutes of
  work, you can save a dying patient’s life, but
  at incredible cost.
  Prerequisite: Surgery, Treat Injury 8 ranks
  Benefit: You can use extremely risky
  surgical techniques to keep a dying patient
  alive a little while longer. When performing
  surgery on any helpless or dying patient, you
  may choose to use a risky technique that
  permanently lowers one of the patient’s
  attributes by 1d4 points. The surgeon
  chooses which attribute is lowered; the
  patient receives no saving throw to resist the
  ability drain.
  Each time you do so, you may either
  of the following benefits:
  ·
  Automatically stabilize the dying
  patient
  ·
  Receive a +5 circumstance bonus
  on your next Treat Injury check made to
  revive the patient.
  You may use this feat once per round. Once
  any attribute is reduced to zero, the patient is
  irrevocably dead. Until you stop working on
  the patient, he or she is not considered dead
  for the purposes of using the Field Medic’s
  medical miracle class feature. If you stop
  
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  performing surgery for longer than a single round,
  your patient is considered dead.
  Experimental Medicine (General)
  You practice cutting edge surgical and
  chemical techniques, pushing the limits of modern
  medicine.
  Prerequisite: Surgery, Treat Injury 4 ranks,
  Craft: pharmaceutical 4 ranks, Research 1 rank
  Benefit: If you try a medical technique and
  it fails to aid the patient, you learn from your mis-
  takes. Each failure (assuming the patient survives)
  gives you a cumulative +1 modifier on all future
  Treat Injury or Craft: pharmacuetical checks made
  to aid that patient. The maximum possible bonus is
  equal to one plus your INT modifier (minimum two
  points).
  Fast Rope Training (General)
  You’ve trained extensively in mountaineer-
  ing, rappelling and zip line rappelling, and are skilled
  at making dangerous ascents when under fire.
  Prerequistes: Climb 4 ranks, DEX 13+
  Benefit: You do not lose your DEX bonus
  to Defense and are not considered flatfooted while
  climbing. When using a rappelling harness to quickly
  descend, you may move at up to double your
  normal movement rate as a move round action,
  which only requires a single Climb check to success-
  fully complete.
  Normal: Climbers lose their DEX bonus to
  defense, and making a double move while climbing
  is a difficult, risky proposition.
  Fearsome Violence (General)
  You have honed your terrifying presence on
  the battlefield, and you know the value of a public
  execution for cowing the weak-minded. Each life
  you take only seems to make you more terrifying.
  Prerequisite: Frightful Presence
  Benefit:  Each time you kill a living creature,
  all opponents within 10 ft of you who clearly wit-
  nessed the murder and have fewer levels than you
  must make a WILL Save (DC 10 + ½ your level +
  your CHA modifier + the number of opponents you
  have slain during the encounter).
  Each time you kill another creature, the save
  DC increases by one, and all creatures within range
  must succeed at a new save. Creatures who fail their
  save are shaken, suffering a –2 penalty on attack
  rolls, saves and skill checks equal to 1d6 + your
  CHA modifier.
  If you have the Renown feat, the WILL
  Save DC is increased by 5.
  Normal: Once a creature saves against
  your Frightful Presence ability, it cannot be affected
  by the ability for 24 hours.
  
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  Felony Run (General)
  You are skilled at evading police and military
  pursuit, both during chases and active pursuit and
  long term, when you go to ground and seem to
  disappear off the grid.
  Prerequisites: Low Profile
  Benefit: You receive a +2 circumstance
  bonus on Drive and Pilot checks made to evade or
  confuse pursuers during a chase. In addition the
  difficulty of tracking you with the Survival skill in a
  wilderness setting or via Gather Information in an
  urban setting is increased by +4, assuming you take
  reasonable precautions.
  You receive a +1 circumstance bonus on all
  Wealth checks made to purchase items illegally or
  on the black or grey market.
  Field Mechanic (General)
  You know how to get the most utility out of
  discarded parts and junk technology. Your sputter-
  ing, broke down creations might not be pretty, but
  they get the job done.
  Prerequisite: Gearhead
  Benefit: When you use the Repair skill to
  jury rig a broken machine, your repairs last for one
  day per point by which your Repair check result
  beat the DC. When the machine does inevitably
  break down, it still must be fully repaired before it
  can function again.
  Normal: Jury-rigged repairs only remain
  functioning until the next encounter.
  Free Runner (General)
  You’ve spent your life running from cops,
  darting along rooftops and leaping from fire escape
  to fire escape. You are trained in parkour, and can
  perform amazing acrobatic feats, making jumps that
  even Olympic champions would find impossible.
  Prerequistes: Acrobatic, Jump 8 ranks,
  Climb 2 ranks, Tumble 2 ranks
  Benefit: You may make a vertical leap
  without needing to make a running start. However, if
  you can make a running start of at least 20 ft, you
  recieve a +4 bonus on the Jump check. In addition,
  you receive a +2 competence bonus on Climb and
  Tumble checks made in urban environments.
  Normal: A running start is required to make
  a vertical leap.
  Gonin-Gake Karate (General)
  You are at your best when fighting outnum-
  bered, moving from one adversary to another with
  brutal efficiency, and leaving no corner undefended.
  Prerequisite: Defensive Martial Arts,
  Mobility, Cleave, base attack bonus +4
  Benefit: No adversary can gain a flanking
  bonus against you in melee combat.
  Normal: Adversaries that are flanking you
  and their nearby allies gain a +2 bonus on their
  attack rolls against you.
  Ground Fighter (General)
  You are skilled at fighting on the ground,
  slipping between your enemy’s legs and exploiting
  gaps in their defenses.
  Prerequisite: Tumble 4 ranks
  Benefit: You suffer no penalty on melee
  attack rolls when fighting prone.
  Normal: You suffer a -4 penalty on melee
  attack rolls while prone.
  Handload (General)
  You handcraft you own ammunition, not
  trusting anyone else to touch something that’s going
  into your guns.
  Prerequisite: Weapon Focus (any firearm),
  Base Attack Bonus +3, Craft (armorer) 2 ranks
  Benefit: When firing hand loaded ammuni-
  tion, your specially formulated, specialty ammo
  ensures you do additional damage. You receive a +1
  on attack and damage rolls with any fire arm when
  firing ammunition you’ve hand loaded yourself.
  Harder Target (General)
  You may be a target, but you refuse to be an
  easy one. You’ve been trained in anti-terror and
  anti-surveillance techniques and studied the realities
  of assassination and urban warfare to the point these
  lifesaving tactics are second nature.
  Prerequisite: Alertness, Spot 8 ranks
  Benefit: Your subtle defensive regimen and
  well-honed paranoia provides you with a +1 deflec-
  tion bonus to Defense against ranged attacks. You
  
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  also know how to maximize the protec-
  tive benefits of cover. Any time you use
  cover, you increase the cover’s effec-
  tiveness by one ‘step’ to a maximum of
  Total Cover.
  Hard Landing (General)
  You’re tough and lucky enough
  to survive impacts that would splatter
  anyone else.
  Benefit: Any time you suffer
  falling damage, or damage from a
  vehicular collision, you may spend an
  action point to transform the damage
  from lethal damage into subdual dam-
  age. You may activate this ability after
  the fall’s damage is rolled, allowing you
  to save your luck for when you need it
  most.
  Heavy Weapons Specialist (General)
  Your size and combat savvy
  makes the obvious choice to carry
  heavy, squad support weapons, and
  thanks to your great strength and superb
  aim, you can inflict massive damage with
  these equally massive weapons.
  Prerequisite: Exotic Firearms
  Proficiency (any), STR 15+
  Benefit: You may add your STR
  modifier as a damage bonus on any
  exotic firearm you are proficient in.
  Normal: You do not add your STR
  modifier to damage with firearms.
  Heroic Reputation (General)
  You know how to turn battlefield triumphs
  into political capital.
  Prerequisite: Renown
  Benefit: Any time you (or a team you are
  commanding) defeats an adversary or adversaries
  with a combined CR or Hit Dice more than 1.5x
  your own, you may make a DC 20 Diplomacy
  check. Success indicates that your stunning victory
  increases your personal Reputation bonus by +1
  point. You must have access to the media to gain the
  benefit of this feat.
  
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  Heroic Supremacy (General)
  You are gifted with incredible natural talent,
  and have virtually unlimited raw potential. No matter
  your politics or moral code, you are destined for
  greatness and a recognized place in history. Charac-
  ters with this feat can end a fight in a single decisive
  blow, and can turn the tide of an entire war through
  their deeds.
  Prerequisites: CHA 13+,  Heroic Surge,
  Power Attack, Iron Will, Base attack bonus +8
  Benefit: When stacking multipliers (such
  stacking critical threat multipliers) you combine the
  multipliers through multiplication, not addition. You
  multiply each modifier separately, resulting in much
  larger than normal values.
  For instance, if you have a weapon with a
  x2 critical multiplier, and possess a feat or power
  which doubles the critical damage of that particular
  weapon, when you score a critical hit you inflict x4
  normal damage.
  Normal: When multipliers combine, they
  are added together. A x2 multiplier stacked with
  another x2 multiplier results in a net x3 multiplier.
  Hotwire (General)
  There isn’t a vehicle on the planet that you
  can’t steal quickly, quietly and efficiently.
  Prerequisite: Gearhead
  Benefit: When you use the Repair skill to
  hot-wire a vehicle, you receive a +4 circumstance
  bonus on the skill check, due to your familiarity with
  various vehicle electrical systems. You can hotwire a
  vehicle as a standard action.
  Normal: Hot-wiring a vehicle is a full round
  action.
  Hundred Hand Defense (General)
   You move your hands so quickly they seem
  to blur together, and your amazing reflexes allows
  you to deflect bullets. It’s like you had a hundred
  guardian hands surrounding you, pushing away
  danger.
  Prerequisites: INT 13+, Combat Reflexes,
  Spot 4 ranks, Concentration 4 ranks
  Benefit: Once per round that you would
  normally be hit with a ranged weapon (arrow,
  thrown weapon, or bullets) you can deflect the
  projectile, so you take no damage from it. You may
  not deflect massive projectiles like a falling boulder,
  area effects, spells or supernatural energy blasts.
  You must either have at least one hand free
  to use this attack or be armed with any knife or
  short sword, and you must be aware of the incoming
  attack, and not denied your DEX bonus to Defense.
  Hundred Hand Deflection (General)
  You are so skilled a martial artist that if an
  unwary enemy shoots at you, your retaliation is swift
  and lethal. You can slay an assassin with his own
  bullet.
  Prerequistes: Hundred Hand Defense
  Benefit: When you deflect ranged weapons
  fire with your Hundred Hand Defense feat, instead
  of merely deflecting the projectile, you can instead to
  use the projectile to your advantage. You may
  deflect the projectile to any chosen target within 30
  ft. The projectile uses the attacker’s original attack
  roll at –4, since deflecting the projectile robs it of
  some of it’s kinetic energy. If this beats the chosen
  target’s Defense score, he or she suffers damage
  normally for that projectile.
  Infiltrator (General)
  You are a highly trained espionage agent,
  and can dupicate the mannerisms of your assumed
  persona without arousing your target’s suspicions.
  You can safely imitate a target for days or weeks if
  necessary.
  Prerequistes: Deceptive, Disguise 4 ranks
  Benefit: Observers do not get any auto-
  matic Spot checks to notice inconsistencies and
  errors in your disguise. You must personally interact
  with a suspicious party, who must make a conscious
  effort to pierce your disguise with a Spot check.
  Normal: Day to day interaction with a
  disguised agent allows marks an automatic Spot
  check each hour to see through the deception.
  
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  Improvised Weapons Master (General)
  You have mastered the art of killing with
  anything that comes to hand, not just objects de-
  signed specifically as weapons.
  Prerequisite: base attack bonus +1
  Benefit: You may use virtually any hard
  object as an improvised weapon without penalty. In
  your hands, a Small or Medium sized improvised
  weapon inflicts damage equal to a dagger (1d4
  slashing/piercing, crit 19-20 x2) or a long sword
  (1d8 piercing, 19-20 crit, x2) respectively. Alterna-
  tively, you may choose to use any Small or Medium
  improvised weapon as a club (1d6 bludgeoning, crit
  20, x2) if you use it as such.
  Larger improvised weapons scale up their
  damage normally.
  When using an improvised weapon, you are
  considered both armed and unarmed, whichever
  would benefit you more at the time.
  Normal: You suffer a –4 penalty on attack
  rolls made with an improvised weapon.
  Improvised Shuriken (General)
  If it can be thrown, you can kill with it.
  You’ve taken out enemies with unbent paperclips,
  hurled sharpened #2 pencils with lethal accuracy,
  and sliced throats with a playing card at 20 paces.
  You are a master of thrown weapons.
  Prerequisites: Improvised Weapons
  Master
  Benefit: You may throw any Small or
  smaller object as a shuriken-like weapon, which
  inflicts 1d2 points of slashing damage (20 crit, x3)
  and has a range increment of 15 ft. If you throw a
  medium object as an improvised shuriken the
  damage increases to 1d4 points, and may be either
  slashing or bludgeoning damage at your option.
  Special: You may use ranged combat feats,
  such as Dead Aim, Far Shot, Point Blank shot and
  similar feats in conjunction with improvised thrown
  weapons.
  Insinuation (General)
  By finding common ground, you can twist a
  target’s beliefs to match your own.
  Prerequistes: Diplomacy 4 ranks, Knowl-
  edge: behavioral sciences 4 ranks, Sense Motive 4
  ranks
  Benefit: When speaking to any sentient
  character with an INT score of five or greater, you
  may attempt to change that character’s allegiances
  and beliefs. You may only use this feat if you share at
  least one allegiance with the target at the beginning
  of the conversation.
  After at least  ten minutes of conversation,
  you may spend an action point and make a Diplo-
  macy check (DC 12 + the target’s WIS modifier),
  which is opposed by the target’s Sense Motive
  check. On a successful check, you may alter any
  one of the target’s allegiances to match one of your
  own. You may only use this ability once on any given
  character.
  Jujitsu (General)
  You are adept at using an opponent’s
  strength and overconfidence against him.
  Prerequisite: Defensive Martial Arts,
  Balance 4 ranks
  Benefit: When making a Trip, Disarm or
  Grapple check, you may use your opponent’s STR
  modifier in place of your own if it is greater.
  Knife Fighter (General)
  You prefer using knives in combat. They’re
  quiet, concealable, and available in a way that fire
  arms and energy weapons can’t be. Sure, a knife
  may not do as much raw damage as a bullet, but
  you’ve got a few tricks to get around that….
  Prerequistes: Base Attack Bonus +3,
  Weapon Focus (any knife), DEX 13+
  Benefit: When attacking with any knife for
  which have Weapon Focus, if that weapon inflicts
  d6 damage or less you have the ability to inflict
  potentially lethal slashes. Anytime you roll maximum
  damage (4 on d4 or 6 on d6), reroll the damage and
  add the new result to the total damage inflicted. If
  you roll maximum damage, re-roll again and con-
  tinue adding to the total damage inflicted.
  Additional damage from this feat is not
  multiplied on a critical hit.
  
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  Krav Maga (General)
  You practice the brutal martial art pioneered
  by Israel’s MOSSAD agency, a hard style focusing
  on quickly killing or incapacitating attackers.
  Prerequisite: Power Attack, Streetfighting,
  Base Attack Bonus +4
  Benefit: Any time your attack roll defeats
  your opponent’s Defense score by 5 points or more,
  you inflict an additional 1d4 points of damage. This
  bonus damage stacks with additional damage gained
  from sources such as the Streetfighting feat, class
  abilities or supernatural effects, and is multiplied on a
  critical hit.
  Local Hero (General)
  You are a local celebrity, extremely well
  known in a specific city or neighborhood.
  Prerequisite: Knowledge: local 4 ranks
  Benefit: You may choose any small city or
  neighborhood within a larger city that you have lived
  in for at least a month. Your reputation bonus is
  doubled within this area. Additionally, you receive a
  +2 competence bonus on Spot and Search checks
  within the area. You are so attuned to the neighbor-
  hood; you can easily detect the unusual.
  Meaningful Ink (General)
  There’s a flag sewn into your skin. Your
  scars and tattoos tell the world who you are, what
  you stand for, and you draw strength and courage
  from them.
  Benefit: You’ve been extensively tattooed,
  scarred or branded, marked with designs that have
  deep personal meaning for you. Your markings grant
  one of the following the following morale bonuses:
  ·
  +2 morale bonus on Diplomacy and Gather
  Information checks against anyone sharing
  your allegiance.
  ·
  +2 morale bonus to any Perform checks
  made against anyone sharing your allegiance.
  ·
  +2 bonus on melee attack damage rolls
  against anyone directly opposed to your
  allegiance
  ·
  +1 morale bonus to Defense
  Your tattoos are considered a holy symbol and
  divine focus for casting divine spells and using
  divinely inspired class features.
  Drawback: Anyone seeing your highly
  detailed, wide reaching tattoos may attempt a DC
  12 Knowledge check (the type determined by the
  GM based on the type of affiliation you claim).
  Success means the viewer easily knows the alle-
  giance your tattoos represent. If you select this feat
  multiple times, each time the check DC decreases
  by 2 points.
  Special: You may select this feat multiple
  times. Each time you do so, the feat and its benefits
  apply to a particular allegiance. Your allegiances
  
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  cannot be in obvious conflict. You may choose a
  different benefit each time, or select the same benefit
  multiple times, in which case the effects stack.
  Military Teamwork (General)
  You work well with your allies, and know
  the benefits of well practiced teamwork.
  Prerequisite: Knowledge (tactics) 4 ranks,
  Base Attack Bonus +1, Combat Reflexes
  Benefit: When using the Aid Another
  action in combat, you may aid all allies adjacent to
  you. You either provide these characters with a +2
  bonus on their next attack roll, or a +2 bonus to AC
  against a specific opponent, depending on what aid
  you choose to give.
  Normal: When using Aid Another in
  combat, you aid a single adjacent ally.
  Missile Volley (General)
  In one decisive shot, you can empty your
  missile tubes at a single target, unleashing a hellish
  fireball that can atomize a tank or shear the top
  floors off a skyscraper.
  Prerequisites: Pilot 8 ranks; Advanced
  Firearms Proficiency or Full Autofire
  Benefit: As a standard action, you can
  completely empty your vehicle or power armor’s
  missile tubes, firing all your missiles simultaneously at
  a single target.
   Each additional missile beyond the first adds +2d10
  additional points of damage (maximum 20d10
  additional damage), and increases the REF Save
  DC for half damage by +2. Each additional missile
  fired increases the resulting blast radius by 5 ft.
  Multi-Weapon Fighting (General)
  You’ve mastered a combat style that takes
  advantage of your non humanoid physique, using
  your additional arms to distract an opponent, as well
  as for offensive gambits that would be suicidal for an
  ordinary humanoid.
  Prerequisites: Dex 13, three or more
  hands.
  Benefit: Penalties for fighting with multiple
  weapons are reduced by 2 with the primary hand
  and reduced by 6 with off hands.
  Normal: A creature without this feat takes a
  –6 penalty on attacks made with its primary hand
  and a –10 penalty on attacks made with its off
  hands. (It has one primary hand, and all the others
  are off hands.) See Two-Weapon Fighting.
  Special: This feat replaces the Two-
  Weapon Fighting feat for creatures with more than
  two arms.
  Night-fighter (General)
  Through hard-won experience and dedica-
  tion, you have become as comfortable fighting during
  the dark of the moon as most men are fighting under
  the noonday sun.
  Prerequistes: Spot 4 ranks
  Benefit: You gain low light vision and
  darkvision with a 60 ft range.
  Official Sanction (General)
  You have the full support of a government or
  pseudo-nation, have legal powers and privileges
  usually reserved for senior agents and generals, and
  enjoy the financial and logistical support of your
  patron government.
  Prerequisite: Elite Clearance
  Benefit: You gain a +2 bonus on all CHA-
  based checks made against member of your
  patron’s government military, police or combat
  volunteer forces.
  Additionally, as often as once per day, you
  may spend an action point to gain temporary access
  to a +6 Wealth bonus increase, drawn from your
  government’s funds. You must expend these re-
  sources before 24 hours elapse, or they are lost
  without effect. Alternatively, if you do not already
  possess the Squad Leader feat, you may act as if
  you possessed it for 24 hours after expending the
  action point.
  Out-Colonist (General)
  You have lived on a Terran out-colony,
  surviving on the rugged fringes of human controlled
  space. You are a technologically adept survivor and
  explorer.
  Prerequisite: either Gearhead, Guide or
  Planetary Adaptation
  
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  Benefit: Your experiences in the out-colony
  have sharpened your survival skills and technical
  how-to. You receive a +2 bonus on Pilot, Repair,
  and Survival checks. You receive a +2 bonus on
  Treat Injury checks made to aid yourself, reducing
  the total penalty to –3. You can choose to attempt
  surgery on yourself.
  Normal: You suffer a –5 penalty when using
  the Treat Injury skill to treat yourself. You cannot
  perform surgery on yourself.
  Overcome Limitations (General)
  You can use your special abilities more often
  than normal, and ignore the physical and mental
  limitations that hinder other metahumans.
  Prerequisite: character level first
  Benefit: You may use any class based skill
  or feat which is limited to a number of uses per day
  based on one of your attribute scores or modifiers
  an additional time per day.
  Limitation: This feat does not affect the
  attribute based utility of a feat, merely the number of
  uses possible per day.
  Special: This feat must normally be chosen
  at first level. If you have chosen this feat at first level,
  you may select it again anytime you are eligible to
  choose a new feat. You may select this ability up to
  5 times, gaining up to 5 additional uses of any limited
  utility feat or class ability.
  Painted Gladiator (General)
  You are a member of Erik the Red’s stable
  of nano-tech enhanced gladiators and shoot-fighters.
  You’re allowed to compete in Paint matches and
  have willingly accepted the colorful, intricate
  nanotech tattoos that mark members of the fighting
  league.
  Prerequistes: Base Attack Bonus +3,
  Brawl, Streetfighting, Meaningful Ink
  Benefit: Your nanotech tattoos act as light
  armor, providing you with a +1 natural armor bonus
  to defense. Once per day, you can call upon the
  healing protocol built into the proprietary nanotech
  and instantly recover 1d6+ your CON modifier HP.
  In addition, the nano-tats act as a combina-
  tion personal computer and HUD. Your nanotats
  can display the distance and direction to any other
  character with this feat. Once within 30 ft of another
  Painted Gladiator, your HUD also displays the
  targets remaining and maximum HP, Base Attack
  Bonus and Touch Defense score. In addition, the
  nano-tats display a calendar of upcoming scheduled
  bouts, roster information and mundane data about
  the Painted league.
  When within 30 ft of another character with
  this feat, the recording and broadcast implants built
  into the tattoos awaken. Until you move more than
  30 ft from the other Painted character for more than
  5 minutes, every physical sensation you experience
  is recorded in a full-sensory data file.
  
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  Erik the Red can remotely recover any such file;
  he’ll edit interesting fights and publicly broadcast
  them.
  Complex codes of honor govern unsched-
  uled duels between Painted Gladiators. In most
  cases, unprovoked assaults on another gladiator, or
  continuing to attack a downed or helpless gladiator
  invites nearly instant and highly lethal retaliation from
  the league’s other gladiators.
  Parental Demeanor (General)
  You have a comforting presence and calm
  demeanor that serve you well when dealing with
  young soldiers
  Benefit: You receive a +2 bonus on Bluff,
  Diplomacy and Sense Motive checks made against
  any one in a younger age category than yourself.
  Patient Sniper (General)
  You are willing to wait hours, even days if
  necessary before making that one lethal shot that just
  might change the course of history.
  Prerequistes: WIS 13, Far Shot Weapon
  Focus (any ranged)
  Benefit: Before making a ranged attack,
  you may take a full round action to line up your shot.
  This grants you a +2 bonus on your next attack roll.
  Once you begin aiming, you cannot move, even to
  take a 5 ft step until the next attack is resolved,
  otherwise the benefit of the feat is lost. If your
  concentration is disrupted, or you are attacked
  before your next attack, the benefit of aiming is lost.
  A sniper may use any type of ranged weapon or
  spell when making this attack.
  Penetrating Fire (General)
  You can concentrate your fire, pouring
  round after round onto a target until you blast
  through even the most hardened defenses.
  Prerequisite: Advanced Firearms Profi-
  ciency, Double Tap, Precise Shot
  Benefit: When facing an adversary with any
  form of Damage Resistance, you may sacrifice one
  die worth of damage in order to temporarily lower
  the target’s DR by five points. You may choose to
  reduce your weapon’s damage any number of die
  you feel necessary to break through the target’s
  defenses. Regardless of how many die of damage
  you sacrifice, your ranged attack deals a minimum of
  one point of damage to the victim on a successful hit.
  Limitation: You may only use this ability
  with a ranged weapon.
  Perfect Metabolism (General)
  Gene therapies and medical nanonics have
  improved mankind’s standard of living. You have
  naturally evolved impressive healing gifts, equal or
  superior to any technological enhancement. You
  have a lean and muscular body that heals quickly
  and cleanly and requires far less sleep than your
  human counterparts.
  Prerequisite: CON 13+, character level
  first only
  Benefit: You are an evolved human. You
  recover lost hit points or ability damage at twice the
  normal rate. If you combine this ability with the
  Tough Hero’s Stamina talent, you recover at 3x the
  normal rate. You only require half the sleep of an
  ordinary member of your species.
  Drawback: Your strange anatomy and
  unusual cyber-load makes it more difficult for human
  medics to treat you. Medics suffer a –4 circum-
  stance penalty on all Treat Injury and Craft: pharma-
  ceutical checks made to aid you, unless they possess
  the Xeno-medic feat.
  Precision Fire (General)
  You can use a combination of amazingly
  quick reflexes and extensive training to do the nearly
  impossible: strafe an area with gunfire without hitting
  allies or potential hostages.
  Prerequisite: Advanced Firearms Profi-
  ciency, Strafe, Precise Shot
  Benefit: When strafing an area, you may
  designate a number of excluded targets in the area
  equal to your INT modifier (minimum one target).
  None of these excluded targets are harmed by your
  gunfire, all other targets in the area take damage
  normally.
  Normal: All targets within range are injured
  when you strafe an area with a weapon set for full
  autofire.
  
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  Preferential Hunter (General)
  Human beings have only one natural preda-
  tor: other human beings who find sexual arousal in
  violence. These fearsome, sociopathic hunters have
  thoughts dominated by fantasies of extreme sexual
  violence and strange obsessions. The closer a
  victim’s death sequence comes to the hunter’s
  fantasy, the better.
  Prerequisite: character level first only, any
  non-good allegiance
  Benefit: You are a potential serial killer,
  sadist and lust murderer who targets a specific type
  of victim, who fits your fetish perfectly. When this
  feat is chosen, you define a favorite victim type, by
  defining five demographic categories: species,
  gender, race/ethnic group, age category and
  basic class membership. (For example,
  your preferred target may be a white
  human male, in the young adult age
  category, with at least one Tough class
  level).
  The closer your target comes to
  your ideal victim, the more effective you are
  in hunting that victim-to-be.
  If your target meets at least 3 of the
  five criteria, you receive a +2 bonus on
  melee damage rolls, on attack rolls when
  striking to inflict subdual damage, and Bluff,
  Hide, Intimidate, Move Silently and Survival
  checks made to track/trail the victim-to-be.
  If the target meets four of the five
  criteria, the bonus increases to +3.
  If the target meets all five criteria, the
  bonus increases to +4.
  Powered Plus (General)
  Advancements in science coupled
  with your drive to excel enable you to
  progress faster to becoming a legendary
  Powered Hero.
  Benefit: You gain two talents from
  the Powered Hero’s talent trees. You cannot
  select more than one talent from a single
  tree, and you must meet all of the
  prerequistes of a talent in order to select it.
  Special: You may select this feat multiple
  times. Each time you do, you must select a different
  pair of talents.
  Psychologist (General)
  You are a trained psychotherapist, legally
  able to practice medicine, treat the mentally ill and
  prescribe medicine.
  Prerequisite: Knowledge (behavioral
  sciences) 8 ranks, Medical Expert
  Benefit: You receive a +2 competence
  bonus on all Profession (medical) checks. Addition-
  ally, by spending at least one hour in conversation
  with a sentient human, you may make a Knowledge
  (behavioral sciences) or Sense Motive check (DC
  
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  15). If the check succeeds, you receive an under-
  standing of what mental illnesses, if any, the subject
  suffers from.
  All future Treat Injury or Knowledge
  (behavioral sciences) checks made to treat that
  subject’s mental illnesses receive a +4 competence
  bonus.In addition, all Bluff and Diplomacy checks
  made against that creature receive a +1 competence
  bonus. This bonus remains in effect for a number of
  days equal to your INT modifier.
  Racial Exotica (General)
  Your body bears subtle mutations that make
  you both more durable and more sexually appealing.
  Most noticeably, your skin is an abnormal but
  appealing color or texture- you might have a light
  pelt, iridescent scales, or seem to be made of more
  exotic matter. Some humans with this feat have
  translucent bodies that resemble glass sculptures,
  while others have gleaming steel skin. Once your
  unusual appearance is chosen, it cannot be altered.
  Years of commercial and military grade
  gene-modding, alien/human mating and random
  evolution have permanently altered the human
  genome. The full details of your heritage may never
  be fully known, and while your features mark you as
  not completely human, your strange beauty and
  otherworldly appeal cannot be denied.
  Prerequisite: character level first.
  Benefit: You must select at least one 0 MP
  cosmetic mutation. When you do so, your exotic
  skin gives you a +1 natural armor bonus to Defense
  as well as a +4 racial bonus on sexually oriented
  Bluff and Diplomacy checks.
  Limitations: Characters with this feat suffer
  a –2 penalty on Disguise checks.
  Ranged Sabotage (General)
  By targeting a machine’s vital components
  with your ranged attacks, you can cripple the
  vehicle.
  Prerequisite: Far Shot, Precise Shot, Base
  Attack Bonus +6, Craft: mechanical or Repair 4
  ranks
  Benefit: You may target any non-magical
  vehicle’s vital components with highly accurate gun
  or arrow fire. On any successful attack that beats
  the vehicle’s Defense score by 5 or more points, you
  may choose one of the following effects:
  ·
  The vehicle’s top speed is reduced by 25%
  ·
  A secondary vehicle system (such as lights,
  radio, a specific weapon system, ceases to
  function).
  ·
  The vehicle’s turn number increases by 2
  squares.
  ·
  All Drive or Pilot checks made in the vehicle
  suffer a –4 penalty until it is repaired.
  ·
  One of the vehicle’s tires is destroyed.
  ·
  The vehicle offers one ‘step’ less cover to its
  occupants.
  ·
  The vehicle cannot be used to perform
  Stunts until repaired.
  Limitation: This feat does not apply to mecha
  or power armor, only conventional vehicles of any
  type.
  Reconstructive Surgery (General)
  You can re-knit muscle, repair shattered
  bone and rebuild scarred faces, returning your
  patients to physical normality after crippling injuries.
  Prerequistes: Treat Injury 8 ranks, Surgery
  Benefit: When this feat is first chosen, you
  specialize in treating injuries to any two of the
  following attributes: STR, CON, DEX and CHA.
  You may use your skills as a surgeon to remove
  permanent ability drain related to that ability. By
  making a Treat Injury check (DC 15 + the number
  of points worth of ability drain), you can restore
  some or all of the patient’s physical capabilities. This
  check requires surgery and hospitalization, and
  requires at least 1d4 hours plus a number of hours
  equal to the number of ability points drained. Thus a
  patient who has suffered 3 points of STR damage
  would require 1d4 + 3 hours to treat.
  A successful check restores 1d4 points of
  ability drain, plus 1 point for every three points by
  which the surgeon beat the Treat Injury DC. A
  character’s attributes can never be raised higher than
  their original totals with this skill, and reconstructive
  surgery can only be attempted on a character once
  
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  in a 24 hour period. A patient who undergoes
  surgery is fatigued for 24 hours, minus two hours for
  every point above the DC the surgeon achieves. The
  period of fatigue can never be reduced below six
  hours in this fashion.
  Special: You may select this feat twice, to
  become proficient in treating various kinds of
  injuries.
  Redliner (General)
  You are one of the best pilots alive today, a
  veteran with thousands of flight hours logged, and
  you know how get maximum performance from your
  machine.
  Prerequisite: Aircraft Operation, Pilot 8
  ranks
  Benefit: By spending an action point while
  particular aircraft, you may attune yourself to all
  aircraft of that type and model. When piloting an
  attuned aircraft, you can coax increased perfor-
  mance from the machine. In your hands, the
  aircraft’s maximum speed is increased by 10 %, and
  its maneuverability is increased by one category
  (maximum Perfect maneuverability).
  You may attune to any number of different
  types of aircraft.
  Remote Operations (General)
  You are trained in combat robotics and
  remote-piloting, and can take direct command of a
  linked android, mecha or combat drone.
  Prerequisites: Gearhead, Comms Expert,
  Computer Use 6 ranks
  Benefit: As a full round action, you can
  take direct control any combat drone, android,
  mecha or vehicle you are in real-time communica-
  tions with and which is rigged for remote piloting.
  While remotely piloting the drone, you act as
  if were present at the drone’s location, perceiving
  the world through the drone’s sensors. You may
  perform complex skills through the drone, assuming
  it has the physical capability to do so. However,
  skills are difficult to perform due to occasional signal
  lag and lack of fine motor control, imposing a -2
  circumstance penalty on all skill checks made
  remotely.
  The combat drone uses its own Base Attack
  Bonus while being remotely operated by you. You
  may attempt a DC 20 Computer Use check each
  round.
  If the check succeeds, you may add your
  INT modifier as a competence bonus to the drone’s
  BAB, which may increase the drone’s number of
  attacks for that round.
  Retro-tech (General)
  You take great pleasure in kit-bashing
  outdated electronics and junk-shop oddities into
  working computer systems, and you sneer at
  modern technology in favor of the now kitschy
  technology of your youth.
  Prerequisite: Builder or Gearhead
  Benefit: By buying out of date, substandard
  equipment, you can find incredible bargains on
  computer equipment and electronics. By doubling
  the size and weight of a particular piece of equip-
  ment when purchased, you can reduce it’s Purchase
  DC by 1.
  You may also choose to buy difficult to
  operate equipment to reduce the purchase price
  farther. If the piece of equipment is so outdated it
  imposes a –1 penalty on skill checks associated with
  its use, you may reduce the Purchase DC by a
  further 1 point. You may choose up to impose a –3
  skill penalty with the piece of equipment, reducing
  the Purchase DC by as many as 3 points.
  Reverse Engineer (General)
  By studying and disassembling recovered
  technology, you can make great technological
  strides.
  Prerequisite: Gear Head, Knowledge:
  technology 8 ranks, Repair 4 ranks
  Benefit: You may disassemble and study a
  piece of technology from a higher progress level
  including unusual technology that is magic-based or
  techno-organic in an attempt to understand how it
  works. The recovered tech is destroyed in the
  process, and the research and study requires at least
  40 hours of work.
  
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  At the end of the study and experimentation
  period, you may attempt a Knowledge: technology
  check in an attempt to understand how the recov-
  ered device works. The check DC is based upon
  the Progress Level of the recovered tech. Recov-
  ered technology from PL 5 or less has a check DC
  22. Each additional PL beyond PL 5 increases the
  Knowledge: technology check DC by +5 (to a
  maximum base DC 42 for PL 9 technology.) If the
  recovered tech is magic based or techno-organic,
  the check DC is increased by +2.
  If your check is successful, you receive a
  permanent +1 rank in Repair and Knowledge:
  technology, regardless of your normal maximum
  ranks in these skills, due to the insights you gained
  studying the alien device. You may design and build
  devices similar to the recovered technology without
  penalty regardless of how much more advanced the
  device is in contrast to your culture’s technology.
  Satellite Recon (General)
  You can request real-time data from any of
  the hundreds of spy satellites orbiting the planet.
  Prerequisite: Squad Leader
  General: When outdoors in any area which
  has a mostly clear line of sight to the sky, you may
  request satellite coverage. You must have a real time
  communications link to your patron government to
  activate this feat. Because of the technical limitations
  of satellites, you cannot use this ability under dense
  cloud cover, or during a rain or snowstorm, a
  blizzard or more intense weather conditions.
  By succeeding at a DC 20 Knowledge:
  tactics check, you can route a satellite to provide
  coverage of your immediate vicinity. You can request
  an immediate copy of a tactical map, five miles on a
  square, centered on your current location. This
  tactical map is downloaded in PDF or JPG form to
  your gear, and is generated within 10 minutes, minus
  one minute for each 2 points you beat the check DC
  by (minimum one minute).
  Once you have successfully requested a
  tactical map, you may also expend an action point to
  receive real-time satellite coverage and guidance of
  an area. By doing so, a satellite operator remains in
  constant communications with you, advising you
  about the target area’s dangers. Once the action
  point is expended, the satellite remains in close orbit
  over the targeted 5 mile x 5 mile area for 20 minutes
  plus 1d8 minutes, before the spy sat’s orbit takes it
  out of the area.
  You receive a new tactical map every minute
  for the effect’s duration, and the satellite operator
  will provide real-time information about troop
  movements and activity within the covered area. You
  (and any team members in real time communication
  with you) are not considered flat-footed as long as
  the satellite provides data about enemy troop
  movements. The assigned satellite operator (s) has a
  +18 Spot check modifier to detect hidden foes, and
  the satellite effectively negates distance penalties.
  The satellite operator can also be directed to
  search for or follow a specific target which must be
  size Medium or larger. While following a target, the
  satellite cannot provide per-minute tactical mapping
  or tactical spotting.
  An unsuccessful check cannot be retried
  during that encounter. If the Knowledge: tactics
  check fails, you cannot route any satellites to assist
  you for the duration of the current encounter.
  Scarred Survivor (General)
  Your body bears hideous, deep and poorly
  healed wounds from a hundred desperate battles,
  but you have survived each one, despite the crip-
  pling carnage it inflicts upon you.
  Prerequisite: Toughness
  Benefit: Any time you are reduced to 0 HP
  or fewer, you may choose to permanently sacrifice
  1d2 points from any one of your attributes. You
  instantly stabilize and recover 1d4 HP, allowing you
  a second wind and a chance at survival, but leaving
  you with lasting and crippling battlefield injuries.
  Once you choose to suffer a scarring wound
  to a particular attribute you may not suffer a wound
  to that particular attribute again until you have
  suffered wounds to all five other attributes. Thus, if
  your first wound is to your INT score, you cannot
  suffer another voluntary INT wound until you have
  suffered wounds to all 6 attributes.
  
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  Second Wind (General)
  You’re tough enough to take dozens
  of punches and stay on your feet, drawing
  deep on some hidden reserves of strength.
  Prerequistes: Toughness, character
  level 5th
  Benefit: As a move equivalent
  action, you may spend an action point and
  instantly recover a number of hit points equal
  to your CON modifier + 1d8. This feat
  cannot increase your HP past your normal
  maximum, excess healing is simply wasted.
  SERE Training (General)
  SERE stands for Survival, Evasion,
  Resistance, and Escape, and is the military
  training program to prepare soldiers for
  surviving in hostile territory, withstand
  interrogation and torture, and escape or
  survive to reach home. The SERE motto is
  “return with honor”.Although SERE training
  is offered to all branches of service (espe-
  cially special operations forces), many
  regular Air Force personnel receive this
  training, since they are at high risk of being
  shot down behind enemy lines and captured.
  Benefit: Characters with this feat
  gain a +2 bonus on Hide and Survival
  checks, and a +2 on all saves and level
  checks to resist intimidation, interrogation,
  torture, and brainwashing, including through
  psionic or magical means.
  Set the Pace (General)
  You know how to control the
  momentum of a battle, how to use distrac-
  tions and perfectly timed feints and counter-
  attacks for maximum tactical benefit.
  Prerequistes: Combat Reflexes, Decisive-
  ness, Improved Initiative, Knowledge: tactics 8
  ranks
  Benefit: By spending an action point, you
  can force the battlefield to conform to your time
  table. You force all sides involved in a battle, includ-
  ing yourself, to reroll initiative. Using this feat is a
  free action, which may be preformed at any time,
  even during another creature’s turn. With proper
  timing, you can use this feat to deny an enemy a
  chance to act.
  Because you know this shocking reversal is
  coming, you receive a +4 bonus on your initiative
  check, which stacks with the bonus from Improved
  Initiative, and you can extend this bonus to a number
  of allies equal to your INT modifier. The round
  immediately after this ability is used is considered a
  surprise round.
  
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  Sidestep (General)
  In combat, you have the ability to anticipate
  your opponent’s moves and slip into his blind spot.
  Prerequisites: Dexterity 13+, Dodge,
  Mobility
  Benefit: When an opponent in an adjacent
  square takes a single 5-foot step to a square that
  you do not threaten, you move into the square the
  opponent just left. You may use this ability once per
  round.
  Silencing Strike (General)
  With a quick strike to an opponent’s throat,
  you render him incapable of speaking or calling for
  help.
  Prerequisite: Combat Martial Arts,
  Improved Combat Martial Arts
  Benefit: When you successfully make an
  unarmed or melee attack against a subject, if your
  attack roll beats his Defense score by more than 5
  points, in addition to dealing damage, you have
  silenced the victim with a sharp jab to the throat.
  The victim cannot speak or make any vocal sounds
  for 1d4+1 rounds. A DC 12 Treat Injury check can
  quickly restore the wounded creature’s ability to
  speak. You may also spend an action point to
  activate this feat on any successful hit.
  Smoke Eater (General)
  You’ve trained extensively in firefighting,
  search and rescue and damage control.
  Prerequisite: Great Fortitude or Endurance
  Benefit: You receive a +1 bonus on Spot,
  Survival and Demolitions checks. Additionally, you
  no longer suffer concealment penalties associated
  with smoky environments, and can see almost
  normally even through the thickest smoke.
  You receive a +1 competence bonus on
  FORT saves made to resist tear gas or inhalation
  toxins.
  Special Forces Training (General)
  You have undergone extensive guerilla and
  unconventional warfare training, and know how to
  operate behind the lines without supplies or support.
  Your training encompasses raising popular support
  or spreading fear through terror tactics, as well as
  survival combat expertise.
  Prerequistes: Knowledge: tactics 6 ranks, Survival
  4 ranks, Base Attack Bonus +3
  Benefit: Your training emphasizes stealthy,
  silent and tactically perfect assaults. As often as
  once per encounter, you may reroll any failed checks
  with the following skills: Demolitions, Disable
  Device, Hide or Move Silently.
  
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  You may also choose to reroll melee attack
  damage made against any living creature with a
  reasonably normal anatomy. This reroll takes no
  time, and is considered part of the failed check. You
  must accept the result of the reroll, even if it is worse
  than the first.
  Special: If used in conjunction with the
  Squad Leader feat your effective character level is
  raised by +1 for the purpose of recruiting follows
  and cohorts from the local population.
  Spec Ops Stealth (General)
  Your elite military training allows you to
  move quietly and attack unnoticed even when
  carrying the backbreaking load all infantrymen carry.
  Prerequistes: STR 13+ Hide 4 ranks,
  Move Silently 4 ranks
  Benefit: You do not suffer from armor
  check or encumbrance penalties on Hide and Move
  Silently checks, no matter how much gear you are
  forced to carry.
  Normal: You cannot use stealth effectively
  when heavily encumbered.
  Squad Leader (General)
  You are a skilled commander, able to lead
  and inspire troops. You can attract bodyguards and
  personal champions, as well as an array
  of followers.
  Prerequisite: Elite Clearance, Knowledge:
  tactics 9 ranks, CHA 13 +
  Benefit: You can take command of small
  and mid-sized military units, as well as attracting a
  personal champion, bodyguard and aide de camp.
  The size and skill of the units you can assume
  command of is determined by the Squad Leader’s
  total character level. Certain circumstances and feat
  choices can raise or lower the Squad Leader’s
  effective character level for the purposes of this feat.
  You may select a single cohort/personal
  guardian. Your cohort is an NPC whose total
  character level/challenge rating is no more than 60 %
  your own. Working in conjunction with the
  gamemaster, you may design this NPC, using any
  combination of racial levels, templates, and basic
  and advanced classes, so long as the resulting
  combination of factors has a CR no greater than 60
  % of your own.
  No cohort, no matter your Squad Leader level, can
  ever have a CR/ECL greater than your own. If your
  cohort is slain, retires or is released from service,
  you may replace the cohort within 1d4+1 months.
  Your cohort can potentially be any class,
  race or species, though the cohort cannot be per-
  sonally opposed to you or your goals. Your cohort is
  considered a party member, and affects the distribu-
  tion of XP during battles. In addition, you (or your
  patron organization) are responsible for the upkeep
  and salary, if any, paid your cohort, as well as for
  equipping the cohort. Your cohort is typically
  trustworthy, and will follow your orders under
  normal circumstances, but is an individual with his or
  her own opinions and goals.
  If your effective character level for the
  purposes of the Squad Leadership feat is 10th or
  greater, you can also recruit small and mid-sized
  squads of less skilled individuals. These individuals
  are built using Ordinary class levels, and are
  equipped as normal for NPCs of their class level.
  These followers have allegiances and goals similar to
  your own, but may occasionally question your
  orders or disobey, especially if mistreated, and
  possess average attribute scores.
  If you or your patron maintains a standing
  army, you can activate and prepare your squad for
  movement within a few hours, sometimes less. If you
  personally recruit followers, the process can take
  weeks or months. The game master determines
  transport and mobilization times based on particular
  circumstances and common sense.
  You can recruit 5 character levels worth of
  Ordinary followers per each Leadership character
  level. You may assign these Ordinary character
  levels in any way you see fit. As a 10th level Squad
  Leader, you could recruit one follower with 5
  character levels, or 5 1st level followers. In contrast,
  a 15th level Squad Leader could recruit upto 25
  character levels of followers: five 5th level veterans,
  or a squad of 25 1st level recruits, or any other
  combination.
  
  ���
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  Effective character level for Squad Leadership
  Various factors can raise or lower your effective character level for the purposes of how powerful of
  a cohort and how many followers you can command. These modifications to your Squad Leader level only
  apply to this feat, not any other calculation of effective character level.
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  ���
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  Stranglehold (General)
  You know how to
  apply lethal pressure,
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  Prerequistes:
  Brawl or Combat Martial
  Arts, base attack bonus + 2
  Benefit: If you pin
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  make a FORT save (DC 10
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  If the saving throw fails,
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  death. See pg 213 of the
  D20 Modern campaign
  setting for additional details.
  Super Heavyweight (General)
  You are a sheer wall of muscle, capable of
  incredible feats of strength.
  Prerequistes: STR 15+, CON 13+,
  Toughness
   Benefit: Your great strength allows you to
  function as if you were a size category larger.
  Whenever you are subject to a size modifier (for
  grapples, bull rush attempts, and trip attempts) you
  are treated as if you were the next larger size
  category, if that would benefit you.
  You are considered one size category larger
  for the purpose of determining if special attacks
  (such as swallow whole) can affect you. You can use
  weapons designed for creatures in the next size
  category without penalty, and your lifting and
  carrying limits are increased, as if you were truly
  larger.
  Tactical Precision (General)
  You can find the weak points in any thing,
  even the most heavily armored targets and those
  with anatomies that don’t follow the usual rules of
  logic and biology.
  Prerequisites: Base attack bonus +5,
  Precise Shot, Spot 8 ranks
  Benefit: You can inflict critical hit damage
  and precision based damage upon creatures nor-
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  robots, as well as Lifechained creatures with the
  Unearthly Durability feat, among others.
  Normal: Undead and other exceptionally
  durable, alien creatures are immune to the extra
  damage from critical hits and precision based
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  ���
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  Truthseeker (General)
  You are especially committed to bringing
  secrets to light and bringing justice to criminals.
  Benefit: You receive a +2 bonus on
  Investigate and Sense Motive checks, and on WILL
  saves to resist illusions.
  Two Fisted Scientist (General)
  There’s occasionally a time when even the
  most lab-bound scientist needs to roll up his white
  lab coat’s sleeves and get down to business.
  Prerequisite: Defensive Martial Arts,
  Profession (any scientific) 4 ranks, Knowledge (any)
  6 ranks
  Benefit: Despite being a lab-rat, you’ve
  learned a few things about defending yourself,
  especially against bruisers who only think with their
  fists. If you have a higher INT modifier an opponent
  you are facing in melee combat, you may add the
  difference between your two modifiers as an insight
  bonus to either your attack rolls or defense score.
  You know how to fight scientifically, and exploit
  openings.
  For example, if you have a +3 INT modifier,
  and you opponent has a +1 INT modifier, you
  would receive a +2 insight bonus to your combat
  checks when facing that adversary. If you later got
  into a brawl with an opponent with a +3 or higher
  INT bonus, this feat wouldn’t provide any benefit.
  This ability provides no bonus when used against
  non sentient creatures (a Kodiak bear), mindless,
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  (zombies) or non-sentient robots.
  You may choose to assign your insight bonus
  to either offense or defense each time this ability is
  activated. You may swap between the two combat
  modes as a free action. Once chosen, you combat
  mode remains in effect until the beginning of your
  next term.
  Urban Ghost (General)
  You are adept at hiding among crowds,
  moving unnoticed and avoiding the omnipresent
  security cameras and sensors of 21st century
  America.
  Prerequisite: Stealthy, Knowledge:
  streetwise 4 ranks
  Benefit: You receive a +4 bonus on Hide
  and Move Silently checks in a crowded urban
  environment. If you choose to move at half your
  speed or less in an urban environment, you may
  make a DC 18 Spot check to spot non-concealed
  cameras and surveillance devices, such as store
  security cameras, ATM cameras, and similar de-
  vices. Success allows you to move in such a way
  that the camera captures no usable images of your
  face. You may retry a failed check once per round.
  You must make Spot checks normally to
  spot concealed surveillance devices.
  Urban Scavenger (General)
  You’re far from rich, and can make do by
  purchasing used and sub-standard equipment.
  Pawnshops are your friend.
  Benefit: When purchasing a piece of
  equipment with a Purchase DC of 16 or lower you
  may double the shopping time in an attempt to find a
  used version of the piece of equipment. Assuming
  you can find the object used, the purchase DC is
  lowered by 1d4+1 points, to a minimum of Purchase
  DC 1.
  Urban Tracking (General)
  You can track down the location of missing
  persons or wanted individuals.
  Benefit: To find the trail of an individual or
  to follow it for 1 hour requires a Gather Information
  check. You must make another Gather Information
  check every hour of the search, as well as each time
  the trail becomes difficult to follow, such as when it
  moves to a different area of town.
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  Urban Warfighter (General)
  You are skilled at navigating mazelike
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  from unseen insurgents.
  Prerequistes: Knowledge: tactics 4 ranks,
  Knowledge: streetwise 2 ranks, Alertness
  Benefit:  Once per day, you can add your
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  following rolls: Spot, Navigate, Hide, Move Silently,
  or Initiative checks. If you are attacked by a sniper,
  and have not yet used this class feature
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  seek cover.
  Limitation: This feat only offers a
  benefit while you are in an urban area.
  Veteran’s Benefits (General)
  You have served a recognized
  military and ave been honorably dis-
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  receive quality medical care from your
  former employer.
  Prerequisites: Military or Law
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  (military) 2 ranks
  Benefit: You reduce the Purchase
  DC of any medical care, including the
  implantation of cybernetics and gene-mods by
  1d4+1 when receiving treatment from a military
  hospital. Your Wealth Bonus and Reputation score
  both increase by +1.
  If making real-estate purchases, you may
  arrange loans and land grants through your former
  employer, reducing the Purchase DC by 2.
  Depending on your branch of service, you
  might receive other minor in-game benefits, such as
  the right to shop at tax free base exchanges, qualifi-
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  Vicious Speed (General)
  Your speed, brutality and combat efficiency
  catches your enemies off guard. You’re on top of
  them before they have a chance to defend them-
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  Prerequisites: Great Cleave, Base attack
  bonus +5
  Benefit: Your incredible speed provides
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  ���
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  Warrior Prodigy (General)
  You are a master of armed and unarmed
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  Prerequisite: Combat Martial Arts
  Benefit: You increase your Base Attack
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  attacks you can make per round.
  Special: You can select this feat up to five
  times; its effects stack. Even if your BAB exceeds
  +20, you do not receive more than four attacks per
  round, as per the rules in the D20 SRD for ‘epic
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  Weapons Cache (General)
  You’ve set up safehouses and ammo dumps
  around the city, that you can quickly access in an
  emergency.
  Prerequisite: Knowledge: tactics 8 ranks
  Benefit: You can establish storehouses and
  safehouses around the city you currently live and
  operate in. The safehouse is usually a tiny, inexpen-
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  needed.
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  convenient safehouse is ‘established’ within 30
  minutes of his current position. A character can use
  this feat a number of times equal to one plus his WIS
  modifier (minimum twice) each level.
   You may stock the safehouse with an
  number of specific weapons or pieces of gear equal
  to twice your WIS modifier (minimum two weapons
  or items). The cached equipment must have a
  Purchase DC equal to 12 + your WIS modifier or
  less, and its ‘purchase’ does not significantly impact
  your wealth bonus. A supply of 1d4+1 clips of
  ammunition or e-clips are considered a single piece
  of gear.
  Finding a character’s safehouse or weapons
  cache requires a Gather Information or Research
  check (DC 28 + the character’s WIS modifier). A
  day after the character  first accessing a cache, the
  base DC of the check drops to 14 + the character’s
  WIS modifier. Once accessed, a weapon’s cache’s
  utility drops quickly.
  Wheelman (General)
  Nobody’s better at driving the crew to or
  from a dangerous job than you.
  Prerequisite: Vehicle Expert, Drive 4 ranks
  Benefit: When making a Hide check to
  lose a tail in traffic, or making a Bluff check to
  misdirect pursuit towards a dead end, receive a +6
  bonus on the checks.
  Additionally, you receive a
  +2 competence bonus on all Drive checks made to
  attempt a Stunt with a specific category of ground
  vehicles (ie: all sports cars, all sedans, all trucks, all
  SUVs, all panel vans, semis, any motorcycle, ect).
  Zero-G Commando (General)
  You are trained to fight effectively in zero
  gravity conditions.
  Prerequisite: Zero-G Training, Base
  Attack Bonus +3
  Benefit: You receive a +2 bonus on attack
  and damage rolls made in zero-g conditions. In
  addition, when in zero-g conditions, your flight
  speed is increased by +30 ft thanks to your knowl-
  edge of how to maneuver in null-grav conditions.
  
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  Racial feats are a new addition to Psi-
  Watch: Unlimited Edition. Racial feats are available
  to specific species, and are designed to shore up
  racial weaknesses or further exploit racial advan-
  tages. Characters who take racial feats are often
  respected or feared leaders and paragons among
  their own kind.
  Bloody Armor (Blooded Ghost)
  Your Blood Sheath is woven with dense
  long-chain organic polymers. Though it perfectly
  duplicates the texture of human skin, your Blood
  Sheath is as bullet proof as Kevlar.
  Prerequisite: Blooded Ghost, CON 13+
  Benefit: When wrapped in your Blood
  Sheath, you receive 20 bonus HP, which are lost
  first. These bonus hit points represent your Sheath’s
  ablative armor qualities.
  Bloody Emergence (Blooded Ghost)
  When you rip free of your Blood Sheath,
  your body instantly breaks down the discarded
  tissue, quickly cannibalizing it to heal any injuries.
  Prerequisite: Blooded Ghost
  Benefit: When emerging from your Blood
  Sheath, or if it is destroyed while you are still
  
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  wearing it, you instantly recover a number of HP
  equal to your total character level + your CON
  modifier (minimum two HP). This ability cannot raise
  your HP total higher than its normal maximum;
  excess healing is simply wasted.
  Cannibalistic Imitation (Blooded Ghost)
  Your body has mutated to the point where
  you can absorb the genetic memory stored in a
  victim’s RNA by consuming his flesh. By consuming
  the flesh and blood of your adversaries, you can
  better imitate them, right down to their metahuman
  talents.
  Prerequistes: Talent Mimicry
  Benefit: By consuming at least 2-3 lbs of
  flesh and blood from a victim, which is a full round
  action for a voracious Blooded Ghost, you gain the
  ability to use any Psionic Precursors and Psionic
  feats possessed by the victim. These stolen talents
  remain for up to 24 hours; if the powers were usable
  at will, you may use them at will during this time. If
  these powers had daily use limits, you may use them
  once. In either case, stolen powers fade 24 hours
  after consuming the tissue.
  The meat taken from the victim must be
  fresh, no more than an hour old to gain the benefit of
  this feat. You may only steal powers from one victim
  at a time. If you later consume a different victim,
  your initial stolen powers fade and are replaced by
  your latest kill.
  Inevitable Victory (Blooded Ghost)
  Humans can never understand the way
  Blooded Ghosts perceive time, not really. You have
  seen the eventual liberation of your race, its victory
  cast like a shadow on a wall. Occasionally you catch
  fleeting glimpses from further up the time stream,
  when the Blooded Ghost race brings down the Psi-
  Watch orbital platform, and begins its long awaited
  counterstrike against their hated enemies, the
  Culture.
  Prerequisites: Blooded Ghost,
   Precognitive Dreams
  Benefit: A number of times per day equal
  to 3 + your INT modifier, you may attempt an
  Intelligence check (DC 8 + your opponent’s CR or
  Hit Dice) If this intelligence check succeeds, you
  recover a memory shared by a Blooded Ghost in an
  alternate future that reveals how your enemy was
  finally brought down by some futuristic Blooded
  Ghost warrior.
  If the Intelligence check succeeds, you learn:
  ·
  Your target’s Defense Score, including touch
  and flatfooted scores.
  ·
  If your target has any form of resistances or
  immunities, including Damage Reduction.
  ·
  If your target suffers additional damage from
  any type of attack, and if so, which kind.
  Making this check is a free action. You may
  not take 10 or 20 on this check and may not retry a
  failed check against the same target for at least 24
  hours. A failed check expends a daily use of this
  feat.
  Special: Because of how they warp
   causality, you receive a +5 competence bonus on
  Intelligence checks made to receive insight into
  characters who have chosen the Time Crosser
  starting occupation.
  Scorpion Hunter (Blooded Ghost)
  You have reclaimed a genetic trait that so-
  called ‘civilized Blooded Ghosts’ evolved past, a
  dangerous scorpion-like tail able to cleave through a
  man’s chest in a single strike. You are celebrated by
  your own kind, since your tail is symbolic of the
  Ghosts in their natural state, millions of years before
  the disastrous war with the Culture began.
  Prerequisites: Blooded Ghost, Combat
  Reflexes, character level first
  Benefit: Your tail and stinger are dexterous
  enough to hold objects, but are not supple enough to
  use objects or wield weapons. Your stinger is a
  natural weapon which provides you with 10 ft reach.
  You may still threaten areas around you with your
  stinger, simply by making shorter thrusts.
  Your stinger is a secondary natural attack
  form which inflicts 1d6+STR modifier points of
  piercing damage, and threatens a critical hit (x2) on
  a natural 19-20. In addition to the physical damage,
  your stinger is a vector for a dangerous neurotoxin.
  
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  Anyone struck by the stinger must succeed on a
  FORT Save (DC 12 + your CON modifier). Initial
  and secondary poison damage is 1d4 points of
  temporary INT and DEX damage.
  Talent Mimicry (Blooded Ghost)
  When wrapped in your transformative blood
  sheath, you can tap into the unique skills of those
  you imitate.
  Prerequisite: Blooded Ghost race, Dis-
  guise 4 ranks
  Benefit: When imitating a specific character
  using your racial Blood Sheath ability, you gain a +1
  insight bonus in any skills the imitated character has
  at least 5 ranks in, as well as gaining the ability to
  speak any languages known by your target. You
  may use these skills untrained.
  Activator (Challenger)
  You can unlock latent psionic potential in
  others with just a touch.
  Prerequisite: Challenger race, Attentive
  Benefit: By spending an action point and
  making a melee touch attack against any sentient but
  non-Psionic humanoid, monstrous humanoid, giant
  or dragon with INT and WIS scores of at least 10,
  you can grant that character psionic talents.
  The touched creature gains the Psionic
  subtype and may immediately select any Psionic
  Precursor feat it meets the prerequistes for.
  A
  creature can only be activated and benefit from this
  feat once.
  Aura Flare (Challenger)
  You can energize the electromagnetic aura of
  psionic creatures in the nearby vicinity, making
  them plainly visible to others as they are to you.
  Prerequistes: Challenger
  Benefit: A number of times per day equal
  to three + your WIS modifier (minimum three
  times daily), you can ‘flare’ all psionic auras in a
  60 ft radius as a move equivalent action. All
  creatures with the Psionic subtype become
  brilliantly illuminated, imposing a -20 penalty on
  their Hide checks. You and all your allies receive
  a +1 bonus on attack and damage rolls against
  ‘flared’ targets; targets affected by this ability
  treat Cover and Concealment as being one ‘step’
  worse for the duration of this effect. The aura
  flare remains in place for one minute after activa-
  tion.
  Instinctive Vigilance (Challenger)
  Your superhuman senses give you an
  instinctive awareness of the presence and inten-
  tions of psi-capable opponents.
  Prerequisites: Challenger species, Combat
  Reflexes
  Benefit: You are never considered flat-
  footed when attacked by an opponent with the
  Psionic Subtype. Additionally, you receive a +2
  insight bonus on Initiative checks made against
  creatures with the Psionic subtype.
  
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  Chaotic Redevelopment (Cityborn)
  Cities grow and change, with houses,
  churches, businesses, schools and hospitals all being
  built, changing hands and eventually being torn down
  to make way for new structures. You have tapped
  the pulse of the city, and can quicken the changes
  occurring in your beloved city.
  Prerequisites: Cityborn race, Concrete
  Quagmire, Craft (structural) 4 ranks, Knowledge
  (streetwise) 8 ranks
  Benefit: You can raise permanent walls and
  make minor changes to the layout of buildings, which
  though created by psionics, look like ordinary
  construction. By spending an action point, you gain
  the ability to make minor and permanent changes to
  the urban landscape for a number of rounds equal to
  your INT modifier (minimum one round). You may
  make one change per round, as a standard action
  for the duration of this effect.
  You may:
  ·
  Create or demolish one wall or obstruction
  up to 3 ft thick by 10 ft tall.
  ·
  Create a 5 ft square pit, tower or hill. You
  can change elevation by up to 10 ft per
  round.
  ·
  Change the architectural style or decoration
  of up to a 20 ft square room. Examples
  include altering furniture, paint color, the
  placement of windows.
  ·
  Create or remove up to total cover for one
  Large or smaller character.
  Your ability to manipulate the city extends to
  your line of sight, out to a maximum 100 ft radius.
  You must be in a city with a population of at least
  500,000 to use this ability.
  Concrete Quagmire (Cityborn)
  You can take telekinetic control of the
  substance of the city you protect, turning concrete
  and pavement into dangerous bogs. Pavement and
  concrete melts and forms whipping tendrils. Power
  lines, shingles, other debris seems to animate and
  reach out to ensnare your opponents.
  Prerequisite: Cityborn race
  Revelation Flare (Challenger)
  A paranoid thought from you sends out a
  pulse of discordant psionic energy which reveals
  hidden and disguised adversaries.
  Prerequisite: Aura Flare
  Benefit: A number of times per day equal
  to one plus your WIS modifier (minimum once
  daily), you can ‘flare’ all disguised psychics within
  60 ft as a move-equivalent action. Any invisible
  shape changed or psionically disguised creatures
  with the Psionic subtype are revealed. Creatures
  disguised by mundane or high tech means suffer a -
  10 penalty on the Disguise check, as their natural
  features glow brightly beneath their concealment.
  Unconscious Imitation (Challenger)
  Your latent psionic talent initially manifested
  itself as an unconscious empathy. With time, you
  slowly become more like those you admire.
  Prerequisite: Challenger, character level
  first
  Benefit: Each day upon awakening you
  designate one person you are closely associated
  with, typically the squad member with the highest
  Charisma score. Your primary allegiance changes to
  match that person. You may use this person’s Base
  WILL Save in place of your own if it is higher, and
  gain a +1 insight bonus on any skills this person has
  at least 5 ranks in.
  You may change this imitation each day, and
  may do so uncontrollably when introduced to an
  especially charismatic PC or NPC.
  
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  Benefit: As a free action once per
  round, you can create rough terrain (halves
  movement rate) in up to five individual 5 ft
  squares visible to you and within 100 ft. You
  can even create rough terrain in mid-air to
  slow flying adversaries, if necessary. Once
  created, these fields remain in existence until
  your next turn, unless you choose to main-
  tain the same rough terrain squares on
  successive rounds.
  You may only use this ability in an
  urban environment.
  Skyscraper Punch (Cityborn)
  Your cities empower and protect
  you, and give you the strength necessary to
  protect them.
  Prerequisite: Cityborn race,
  Power Attack
  Benefit: When using the Power
  Attack feat, you inflict additional damage
  based upon the size of the city you are
  currently residing in. When fighting in any
  city with a population of at least one million
  you may add your CHA modifier as bonus
  damage on any attack enhanced by the
  Power Attack feat.
   If fighting in a city with a population
  of at least five million, you may add both
  your CHA modifier and ½ your total
  character level as a damage bonus to
  attacks enhanced by the Power Attack feat.
  Swimming Through Tarmac
  (Cityborn)
  Your presence desolidifies the
  ground, allowing you to sink down into
  tarmac or concrete and swim through a
  sidewalk as easily as an ordinary human swims
  through water.
  Prerequisite: Cityborn
  Benefit: A number of times per day equal
  to three plus your DEX modifier (minimum three
  times daily) you gain a modified burrow speed which
  allows you to swim through tarmac, concrete,
  pavement or other urban surfaces without harming it.
  Your burrow speed is 20 ft. Each time this ability is
  activated, you may burrow for up to one minute.
  You cannot use this ability to burrow through
  natural substances, such as wood, loose soil or
  unworked stone. If you are still within a solid square
  when your burrow duration ends, you are immedi-
  ately shunted to the nearest open space and suffer
  3d6 points of damage.
  
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  Arrogant Faith (Culture)
  Your absolute certainty in the righteousness
  and superiority of the Culture way has made
  you almost completely resistant to mental
  tampering. You are incredibly stubborn and
  resolute.
  Prerequistes: Culture Race, Iron Will,
  Knowledge (theology & philosophy) 4 ranks
  Benefit: If you fall victim to any mind-
  influencing effect, you may attempt a second
  WILL Save to negate the effect after a round.
  When making this second WILL Save, you
  may use your ranks in Knowledge (theology
  & philosophy) in place of your base WILL
  Save modifier, if higher.
  Bio-Mechanical Sentinel (Culture)
  The greatest minds and most revered
  leaders are accompanied a specially-bred
  caste of bio-organic guardians. Bio-machines
  are encoded into these warriors’ DNA
  making them machine-like from the moment of
  conception. Dispassionate and loyal unto
  death, these indomitable sentinels will stop at
  nothing to protect their assigned charges and
  to advance the Culture’s dominion.
  Prerequisite: Culture race, CON 15+,
  CHA 13+, character level first only
  Benefit: You are descended from a sentinel
  bloodline, and gain several immunities usually
  reserved for constructs. You become immune
  to fatigue, exhaustion, stunning, ability score
  damage, and ability drain.
  You are genetically programmed for vigi-
  lance and vigor. Anytime you take a level in
  the Bodyguard or Helix Warrior advanced
  classes, you receive a bonus Hit Point and a
  bonus rank in either Spot or Sense Motive.
  Call Upon the Choir (Culture)
  You can call upon the transdimensional,
  discorporate intelligences of the Bodiless
  Choir to aid you in times of strife. A perma-
  nent subspace link and electron-sized worm-
  hole gates scattered across the galaxy grants
  
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  you access to the thoughts of your revered ancestors
  anywhere in the galaxy.
  Prerequisite: Culture race, Squad Leader
  Benefit: Your permanent ansible link to the
  Bodiless Choir provides you with a +2 inherent
  bonus to your INT score. All Knowledge skills are
  considered class skills for you, and you automati-
  cally succeed on any Knowledge (history) check
  made at DC 40 or less.
  You can also summon Culture-constructed
  energy fields to provide more direct air to you, for
  up to one minute. During this time, you are sur-
  rounded by a low density forcefield that grants a +2
  deflection bonus to Defense, and a +1 competence
  bonus to WILL and REF saves.
  You may activate this feat a number of times
  per day equal to 3 + your INT modifier (minimum 3
  times per day).
  Hereditary Nanotechnology (Culture)
  The Culture genome is encoded with
  symbiotic bio-machines. Every citizen of the Empire
  is genetically superior, and augmented by ancient
  micro machine colonies dating to the foundation of
  the Culture. When using your psionic abilities, your
  body is covered with a brilliant web of luminous
  crimson tattoos.
  Prerequistes: Culture race
  Benefit: Your onboard nanonics enhance
  your race’s natural psionic capabilities. Anytime you
  activate any Psionic or Psionic Precursor feat, you
  gain a deflection bonus to Defense. This bonus lasts
  for one round after activating the power, and is equal
  to one plus the number of Psionic and Psionic
  Precursor feats you have.
  Your body is covered with glowing runic
  tattoos, and your deflection bonus takes the form of
  a glistening pink and crimson forcefield when this
  feat activates.
  Immortal Sentinel (Culture)
  Your bio-mechanical consciousness can be
  easily transplanted into a fast-grown clone body. As
  a result you have no fear of death.
  Prerequisite: Bio-Mechanical Sentinel
  Benefit: If you are slain, a back copy of
  your mind, soul and DNA can be recovered. This
  backup system resembles a small circuitry module
  found at the base of your spine. Finding and extract-
  ing this backup requires a DC 25 Treat Injury check
  for those unfamiliar with Culture bio-tech but can be
  performed automatically by any Cultrue physician.
  This backup system is a Fine object with Hardness
  5 and 20 HP.
  Using the data on this backup system, a new
  body can be cloned for you, which is identical to
  your previous body, having the same abilities, skills
  and feats. Cloning requires a well equipped genetics
  lab with a purchase DC 40, and a successful DC 25
  Treat Injury check. Force growing the cloned body
  and downloading your consciousness into it requires
  1d4+1 days. You awaken in the cloned body after
  the process is complete, with no ill-effects of your
  death.
  The knowledge that death is only a tempo-
  rary condition for you renders you immune to fear.
  Impeccable Swordsmanship (Culture)
  As evidenced by the respect accorded their
  Final Swords, the Culture values dueling ability, and
  the sword is a sacred weapon to them. You have
  mastered an efficient if theatrical fencing style unique
  to the Culture Empire.
  Prerequisite: Weapon Focus (any sword
  or knife), Base Attack Bonus +3
  Benefit: When you spend an action point to
  improve the attack roll of any sword for which you
  have selected Weapon Focus, you also receive the
  result of the action die as a bonus to your damage
  roll.
  
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  Superior Technocrat (Culture)
  The superiority of your technology and ideas
  awes the natives of less evolved planets.
  Prerequisite: Culture race, CHA 13+,
  Diplomacy 4 ranks
  Benefit: When interacting with creatures
  from a lower Progress Level, you receive a circum-
  stance bonus on Bluff, Diplomacy and Intimidate
  checks equal to twice the combat bonus you would
  receive against that creature as a result of your
  Soldier of Empire racial trait.
  Fogged Memories (Gravedigger)
  Your damaged brain tissue retains some
  fragmentary memories of your life as a human
  soldier.
  Prerequisite: Gravedigger, WIS 13+
  Benefit: You may select a second starting
  occupation which represents your former human
  existence. You receive any skills or feats offered by
  the starting occupation, but do not receive its Wealth
  bonus or Reputation improvement.
  Additionally, you may select one of the
  following advanced class abilities, which you may
  use normally, even if you do not normally meet the
  class’ prerequistes:
  Soldier (Weapon Focus), Gunslinger (Close
  Combat Shot), Bodyguard (Harm’s Way)
  Paralyzer (Gravedigger)
  Your razor sharp nails are laced with a
  paralyzing neuro-toxin venom derived from the
  preservative chemicals that keep you functional.
  Prerequisite: Gravedigger race, Animalistic
  Weapons, CON 15+
  Benefit: Anyone struck by your natural
  weapons must succeed a FORT Save (DC 12
  + your CON modifier) or become paralyzed
  for 1d6 minutes after the injury. Additionally, the
  anticoagulants and enzymes built into your
  preservative blood will prevent a target who
  failed their FORT Save from recovering HP
  through natural rest or medical care for 48
  hours.
  Tissue Replacement (Gravedigger)
  You can rip chunks off of fresh cadavers and
  attach the remains to your rotting, cyber-enhanced
  body to quickly heal your wounds. Like a movie
  zombie, you feed on the recently slain.
  Prerequistes: Gravedigger race, CON 17+
  Benefit: As a full round action, you can rip
  out organ systems and bits of muscle tissue from any
  humanoid or monstrous humanoid corpse slain
  within the last hour. With a successful DC 12 Treat
  Injury check, you can plug the bloody tissue directly
  into your own zombie-like body, where your
  onboard cyber-systems integrate the stolen tissue
  into your anatomy.
  If the check is successful, you recover 1d6
  Hit Points. You cannot take 10 or 20 on this check.
  A failed check destroys the tissue, and a corpse only
  provides enough viable tissue for a single application
  of this feat.
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  Action Bank (Human)
  You know when to act decisively, and are
  capable of performing heroic feats with amazing
  regularity.
  Prerequisite: Heroic Surge, any other feat
  or class ability which requires an action point to
  activate
  Benefit: When you take this feat, you gain
  a permanent action point that refreshes each day.
  Thus, you always have at least one action point.
  Special: You may take this feat multiple
  times. Each time you do so, you gain another
  permanent action point.
  
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  Audacity (Human)
  You’ve made a career of doing the
  impossible, and somehow surviving the insane
  risks you take. Even far more physically threaten-
  ing opponents know to treat you warily.
  Benefit: When spending an action point,
  you can choose to spend additional action points
  to increase the size of the bonus die you roll. This
  feat superceeds the rule that you can only spend a
  single action point per round.
  Normal: When adding an action dice, you roll d6
  and add the result to the die roll.
  Diversity of Experience (Human)
  You draw inspiration from your adven-
  tures and regularly incorporate new elements into
  your combat style and tactics.
  Benefit: This feat gives you a new use for
  action points. You can choose to spend 10 action
  points to purchase a new feat at any time. You
  must meet the prerequisites of any purchased feat.
  You gain the benefit of the newly purchased feat
  after 8 hours of sleep or rest.
  Hope in Desperation (Human)
  When plans fail, when friends die, when it
  all goes wrong.... you are the last hope for
  victory.
  Prerequisites: Human race, Base attack
  bonus +8 or higher, Heroic Surge, Iron Will
  Benefit: Any time you are reduced to
  25% or fewer Hit Points, one of your allies is
  reduced to negative HP or if more than half your
  allies are reduced to 25% HP or less, you receive
  the benefit of this feat.
  When these conditions are met, when
  making a full attack action, you receive an additional
  attack each round at your highest base attack bonus.
  This additional attack is in addition to extra attacks
  from feats or class features.
  Lessons in Heroism (Human)
  You learn more when you push your capa-
  bilities to the limit or trust to luck.
  Prerequisite: Human race
  Benefit: Any time you expend an action
  point to improve the result of an attack roll, saving
  throw or to activate a feat, class ability or power,
  you receive bonus XP equal to 50 x your total
  character level. You do not receive this bonus XP
  just for spending an action point to improve the
  result of a skill check.
  Purity Control (Human)
  Your hatred of mutants gives you an edge
  when brawling with them.
  Prerequisite: Human race, Mutant Hunter
  starting occupation, Brawl
  
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  Benefit: You receive a bonus on melee
  attack rolls equal to your target’s amount of Muta-
  tion Points.
  Untapped Potential (Human)
  You’ve got only partial control over your
  post-human gifts. In times of extreme stress, you can
  briefly manifest talents that you will eventually master
  towards the end of your heroic career.
  Prerequisite: Human race, Savant
  Special: This feat can only be taken before
  your 4th character level.
  Benefit: By spending an action point, you
  can manifest a higher level class ability than you
  would normally be able to. By sacrificing one action
  point, you can select any advanced class ability up
  to fifth level. By spending two action points, you can
  select any advanced class ability up to tenth level.
  Once manifested, the class ability remains in
  effect for a single round, if the ability’s effect is
  normally measured in rounds. If the ability has a
  duration of one round or less, its duration is un-
  changed when activated in this manner. Instant
  abilities take effect normally. Manifesting a class
  ability is a free action, though using the manifested
  class ability may be a standard, move-equivalent or
  other action. You may manifest a class ability even
  on another’s character’s turn, or in reaction to an
  attack. You cannot use this ability if flat-footed or
  helpless.
  If the class ability you manifest incorporates
  a physical transformation, such as a Nano-
  Sculptor’s integrated weapons system class ability,
  you are exhausted for the duration of the encounter
  as soon as the transformation ends.
  Acidic Blood (Racial-multiple)
  Your blood is genetically engineered acid
  with a dangerously high PH. Your organs and tissues
  are specifically designed to withstand this acid, and
  other solvents.
  Prerequisite: character level first. Blooded
  Ghost, Mutant, Patriot Boxer, Patriot Ivory only
  Benefit: Any time you are damaged by a
  melee attack that inflicts at least 5 points of damage,
  all creatures within 10 ft of you suffer 2d6 + your
  CON modifier points of damage, with a DC 15
  REF Save for half damage.
  Additionally, your genetic modifications
  mean you are immune to acid damage.
  Blooded Heritage (Racial-Multiple)
  When wrapped in a Blood Sheath, some
  Blooded Ghosts have the ability to father offspring
  with other humanoid races. Their children develop
  potent mutations that resemble their father’s. These
  xeno-bred children inherit some of the strength and
  guile of the Blooded Ghost race, but also an eons
  old war with the xenophobic Culture.
  Prerequisite: Character level first, Any
  player species except the Culture, Gravediggers and
  the Neon
  Benefit: Your father (or a more distant
  paternal relative) was a Blooded Ghost infiltrator.
  You gain A Blooded Ghost’s Radiation Immunity
  and Blood Sheath racial traits. Unlike a true
  Blooded Ghost’s, your Blood Sheath only remains
  viable for one hour after it is woven, and is de-
  stroyed upon suffering 20 or more points of damage.
  You are considered both a Blooded Ghost
  and a member of your mother’s species for the
  purposes of race. You may select Blooded Ghost
  racial traits.
  Half Cultural (Racial- multiple)
  You are a Culture half-breed. One of your
  parents could not control their lust for a member of a
  lower species- though born a bastard, you are
  considered a citizen of the galaxy-spanning Culture.
  Some of your Cultural parent’s genetic enhance-
  ments passed to you.
  Prerequisite: Character level first, any
  player species except Blooded Ghosts, Grvediggers,
  and Neon
  Benefit: If you have any ability score (s)
  lower than ten, it becomes ten. You gain the Genetic
  Perfection racial trait, as if you were a member of
  the Culture. No member of the Culture receives an
  attack bonus against you due to their Soldier of
  Empire racial trait, nor similar abilities granted by
  Culture racial feats.
  
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  For purposes of race, you are considered
  both a member of the Culture and your birth spe-
  cies. You may select Culture-specific racial feats.
  Hollow Bones (Racial-multiple)
  Your bones are similar to those found in
  avians. Though hollow and extremely lightweight,
  they are durable and have high tensile strength.
  Prerequisite: character level first. Blooded
  Ghost, Mutant, Patriot Ivory, Spetsnazski only
  Benefit: Your light bones make you ex-
  tremely nimble. You receive a +5 ft increase to your
  base land speed. If you have or later gain a flight
  speed, it is increased by +10 ft and your maneuver-
  ability class is improved to ‘good’. You receive a +1
  bonus on REF Saves, Move Silently, Perform
  (dance), Jump, Tumble and Initiative checks
  Drawback: You are slightly more fragile
  than an ordinary humanoid, and suffer a -2 penalty
  on FORT saves made to resist the effects of massive
  damage.
  Mustard Mutation (Racial- multiple)
  The “Mustard Man” program was a Viet-
  nam-era adjunct to the Patriot program. Designed to
  breed a generation of soldiers resistant to chemical
  and biological weapons, the program took its
  codename from Mustard Gas. The genetic modifica-
  tions took with great success and many Patriot
  mutates still display Mustard DNA.
  The Russians were able to dissect 70s-era
  Mustard Men and reverse engineer the technology,
  spreading the designer mutation to Communist
  nations and eventually world wide.
  Prerequisite: any Patriot supersoldier race
  or Spetsnazski race
  Benefit: Your specially designed lungs render
  you immune to all inhalation toxins and poisons. You
  receive a +4 racial bonus on FORT Saves made to
  resist suffocation or radiation.
  Passably Human (Racial- Multiple)
  Through an act of concentration, you can
  temporarily suppress your mutations and metahuman
  deformities, returning to a fully human appearance.
  Prerequisite: Mutant, any Patriot mutate or
  Spetsnazski only, CON 13+
  Benefit: As a full round action, you can
  assume a completely human form or return to your
  mutant state. This form is set when the feat is
  chosen, and resembles the person you would be
  without your altered genetics. While in your human
  form, you cannot be detected as a metahuman,
  either psionically (by a Challenger or a similar
  creature) nor technologically (by a gene sensor).
  You ‘read’ as a normal, baseline human
  without the Psionic subtype. If you have genetic
  alterations, soft-tech bionics or Lifechained muta-
  tions, they are also suppressed for the duration of
  the effect,
  While suppressed, you cannot use Psionic
  abilities or Lifechained talents, nor are you consid-
  ered to have Mutation Points. If you possess
  mutations or psi-talents which provide passive ability
  score enhancements or penalties, they remain active.
  Radioactive (Racial- Multiple)
  Your body generates constant low levels of
  lethal ‘hard’ radiation, and stress only increases your
  radioactive output.
  Prerequisite: Mutant, Neon or Steamer
  race
  Benefit: Your body constantly generates
  low level radioactivity. All adjacent squares are
  considered a lightly irradiated area. Any place you
  remain in for more than 24 hours is considered
  lightly irritated and remains so for at least 24 hours
  after you depart.
  By spending an action point, you can
  increase your radioactivity. All adjacent squares are
  considered a highly irritated area for one minute after
  spending the action point.
  Finally, any time you spend an action point
  to improve a CHA based skill check against another
  Mutant character, you may attempt a DC 12 Cha-
  risma check. If successful, you retain the action point
  and may use it again later.
  
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  Blue Phenotype
  (Mutant)
  Mutants have their
  own hierarchies and hold
  their own prejudices. In
  mutant society, genetics
  determines success, with
  the most exotic, capable
  and powerful mutants
  accorded the greatest
  respect. One diverse
  mutant phenotype seems to
  have an evolutionary
  advantage over lesser
  mutants. Mutants of this
  bloodline are marked by
  blue skin, feathers, or fur.
  Mutants lucky enough to
  manifest these desirable
  mutations have no difficulty
  finding Mutant lovers or
  followers.
  Prerequisite: Mutant, CON 13+, INT
  13+, character level first
  Benefit: Any cosmetic level (0 MP)
  mutations you manifest always take the form of
  some kind of blue deformity. If your psionic abilities
  have visible energy signatures, they will also prob-
  ably be blue. Any time you roll for random mutations
  and deformities, you may influence which mutation
  you manifest to a limited extent. You may choose to
  accept either the mutation you rolled, or the mutation
  directly above or below it on the random mutation
  chart.
  Finally, any time you spend an action point
  to improve a CHA based skill check against another
  Mutant character, you may attempt a DC 12 Cha-
  risma check. If successful, you retain the action point
  and may use it again later.
  Imitative Evolution (Mutant)
  Your species is known for its genetic adapt-
  ability. You can evolve natural defenses unique to
  other species, all the better to help perpetuate and
  protect your own.
  Prerequisite: Mutant race
  Benefit: You may
  select racial feats from
  any species, not
  simply Mutant racial
  feats. These feats are
  considered Mutant
  racial feats when
  chosen by you.
  Mutation Flux
  (Mutant)
  You have limited
  control over your
  form and aberrant
  genetics, and can
  adapt yourself to your
  environment.
  Prerequisite:
  Mutant race, CON
  13+
  Benefit: Each day,
  upon awakening, you
  may swap out mutations with a point value equal to
  one plus your CON modifier (minimum 2 MP) or
  less. You lose previously chosen mutations and gain
  the newly chosen mutation. This process requires
  about a minute of calm.
  You retain the newly chosen mutation until
  you next rest, when you may either swap it out or
  retain the abilities indefinitely.
  Mutant Vigor (Mutant)
  Though odd looking by human standards,
  you are a paragon of mutant strength.
  Prerequisite: Mutant race
  Benefit: You gain a number of bonus Hit
  Points equal to your current Mutation Point amount.
  Your bonus HP increase as you gain more muta-
  tions. For every 3 hit points gained in this manner,
  you gain a +1 inherent bonus to your Strength score.
  Cooperative Fire (Neon)
  The toughest, most respected Neon bulls
  are the fire-throwers, who hunt cooperatively to
  bring down adversaries, and in more peaceful times,
  to communally carve out asteroid tunnels using their
  natural fires.
  
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  Prerequisite: Neon race, male gender
  Benefit: You can project an impressive
  gout of plasma flame from your armored body as an
  attack action as often as once per minute. Your
  flame is a ranged attack with a 100 ft maximum
  range, which inflicts normally 3d6 points of fire
  damage.
  Wisps of electromagnetically plasma
  charged cling to a target for up to one minute (10
  rounds) after impact. Each time the target is struck
  by a  Cooperative Fire blast during this time, the
  target suffers an additional +1d6 points of fire
  damage (4d6 for the second hit, 5d6 for the third,
  and so on). There is no maximum ceiling on the
  additional damage that can be inflicted in
   this manner.
  Draconic Chrome (Neon)
  A handful of Neon bloodlines share traits
  similar to Earth’s mythic dragons- creatures which
  are equally revered in Neon culture. You have been
  blessed by the stars with a dragon’s form and a
  dragon’s soul.
  Prerequisite: Neon, character level first
  Benefit: An enormous pair of silver wings
  erupts from your shoulders, providing you with a
  flight speed of 60 ft (average) in a gravity well. You
  are larger and more imposingly built than even the
  toughest ordinary Neon. You receive an additional
  +2 racial ability score modifier to your STR score,
  and your natural armor bonus increases to +8.
  Magnetosphere (Neon)
  Your intense personal electromagnetic field
  shields you from energy damage and disrupts nearby
  electronics. Neon sows with this mutation are
  respected performers, who sing beautiful songs of
  high band magnetics and single sideband transmis-
  sions.
  Prerequisite: Neon race, female gender
  Benefit: Your EM aura renders you im-
  mune to electrical damage. As a standard action a
  number of times per day equal to 3 + your CHA
  modifier (minimum 3 times daily), you can generate
  an electromagnetic pulse (EMP). The EMP ex-
  plodes into a 20 ft burst radius which instantly shorts
  out all electronic devices and computers. Devices
  remain nonfunctional until repaired.
  Living creatures take no damage, however a
  creature with cybernetic implants suffer 1d6 points
  of damage per Implant (or point of Drain) with a
  maximum of 5d6 points of damage. Cyborgs must
  succeed at a DC 15 FORT save or be stunned for
  1d4 rounds. Robots, mecha and members of the
  Full Conversion Cyborg player race suffer 5d6
  points of damage.
  Finally, your command over electromagnetic
  frequencies provides a +4 racial bonus on Perform
  (sing) checks when interacting with other Neon.
  Shared Flame (Neon)
  Neon cubs are born without their protective
  fiery umbra, which ignites a few months after birth.
  Until this time, they are protected by their parents
  and their clan’s elders. You can easily project the
  flames necessary to keep your cubs alive, and can
  even extend this benefit to your humanoid allies
  Prerequisite: Neon race
  Benefit: A number of times per day equal
  to 3 + your CON modifier (minimum three times
  daily), you may touch a willing ally of Size Large or
  smaller and wrap that character in a protective fiery
  aura. For one hour after the touch, your ally receives
  the following Neon racial traits, as if he or she were
  a member of your species: Energy Immunity,
  Starborn and Photosphere.
  Anvil Stability (Patriot Anvil)
  When you plant your feet, no force on Earth
  can move you.
  Prerequisite: Patriot Anvil race
  Benefit: You cannot be tripped, bull rushed
  or moved against your will. Your stability provides
  you with a +4 racial bonus on grapple checks.
  Dark Matter Carapace (Patriot Anvil)
  Your stony hide has become so molecularly
  dense it can withstand near nuclear detonations.
  Your strange, ultra-dense and super-heavy body
  absorbs light, and warps the local gravitational
  curve.
  
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  Prerequistes: Patriot Anvil race,
  STR 17+, CON 17+
  Benefit: The Damage Reduction
  provided by your Geo-Carapace in-
  creases to DR 10/-. A 10 ft radius
  around you is never brighter than Dimly
  illuminated, regardless of prevailing
  lighting conditions.
  Drawback: You suffer an
  additional -2 racial penalty to your DEX
  score, and your weight increases by a
  factor of 10. If the normal Patriot Anvil
  weighs a ton, you weigh upwards of ten
  tons.
  Grinding Spurs (Patriot Anvil)
  Your stony hide is covered in
  jagged stone spurs and razor sharp
  facets. Your spurs move independently of
  your superstrong musculature, like silica-
  based chainsaws.
  Prerequisite: Patriot Anvil race
  Benefit: Each round you main-
  tain a grapple you inflict 2d6 + STR
  modifier points of slashing damage on
  your opponent.
  Ground Quake (Patriot Anvil)
  Your incredible mass allows you
  to bowl over unprepared opponents.
  Prerequisite: Patriot Anvil race,
  Dark Matter Carapace
  Benefit: As a standard action, you may
  slam your foot or fist down onto the ground, causing
  a localized earthquake, which affects all creatures
  within a 60 ft radius of you.
  Creatures in the tremor zone must make a
  REF save (DC 12 + your STR modifier) or be
  knocked prone, suffering 2d6 points of subdual
  damage in the process.
  Asymmetric Anatomy (Patriot Boxer)
  Your limbs are arranged in such an odd
  configuration that you can respond to assaults all
  around as easily as other Boxers handle frontal
  confrontations.
  Prerequisite: Patriot Boxer race, Alertness
  Benefit: You cannot be flanked thanks to
  your odd anatomy and quick reflexes, and do not
  suffer a penalty for engaging in melee combat while
  prone.
  Boxer Durability (Patriot Boxer)
  Your selective mutation make you an
  exceptionally tough, battle ready soldier. You take
  the legendary Boxer toughness to new extremes.
  
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  Prerequisite: Patriot Boxer, Toughness
  Benefit: Any time you gain a level in one of
  these combat focused advanced classes, you gain
  two bonus Hit Points: Soldier, Field Officer, Helix
  Warrior, Combat Type or Frontliner.
  Normal: You receive one bonus HP each
  time you take a level in one of your favored classes.
  Boxer’s Jabs (Patriot Boxer)
  You have mastered a uniquely modified form
  of American boxing designed for a creature with an
  additional pair of limbs. You quickly overwhelm your
  enemy’s defenses with blinding speed and concen-
  trated punching power.
  Prerequistes: Patriot Boxer, Improved
  Unarmed Strike, Base Attack Bonus +5
  Benefit: By spending an action point, you
  become intensely focused and frighteningly fast,
  launching a rapid-fire series of jabs that can wear
  down even the most skilled defender. For the
  duration of the encounter, any time you miss with an
  unarmed strike, you inflict your STR modifier as
  damage. Your speed and tenacity turns clean misses
  into glancing blows.
  Flexible Limbs (Patriot Boxer)
  Your two pairs of mutant arms have inhuman
  fluidity and ensnare your enemies from halfway
  across the room.
  Prerequisites: Patriot Boxer race
  Benefit: You gain 10 ft reach as an extraor-
  dinary racial trait. You can still threaten adjacent
  squares, simply by shortening your swings.
  Special: You can select this feat multiple
  times. Each time after the first, your reach increases
  by +5 ft each time this feat is chosen.
  Hectonaries (Patriot Boxer)
  Like the mythical ‘hundred handed one’ you
  can push your already mutated body further, spawn-
  ing several additional sets of additional limbs.
  Prerequisites: Patriot Boxer race, Flexible Limbs
  Benefit: A number of times per day equal
  to one plus your CON modifier (minimum once
  daily), you can undergo a startling transformation.
  Additional arms and hands emerge from every part
  of your body.
  Your chaotic mass of limbs provides you
  with a +4 deflection bonus to your armor class, as
  they absorb hits meant for your torso and vital
  zones. While transformed, you gain a +10 bonus on
  grapple checks. While grappling, you are not
  considered grappled, and can take other actions
  normally, thanks to your multiple limbs.
  You may maintain the transformation for a
  number of rounds equal to 3 + your CON modifier
  (minimum 3 rounds) per activation. Transforming is a
  move equivalent action.
  Alpha Genetics (Patriot Ivory)
  You are a genetically superior example of
  your race, decanted at great expense. All the
  strengths of your combat-ready species are maxi-
  mized in you.
  Prerequisite: Patriot Ivory race, CON 13+
  Benefit: You gain darkvision with a 60 ft
  range, and the natural armor bonus provided by
  your Adrenal Armor racial trait increases to +5. You
  are considered extremely attractive, a very desirable
  and healthy mate for other Ivories. You receive a +4
  racial bonus on CHA-based skills made against
  other Patriot Ivory characters.
  Skeletal Lacing (Patriot Ivory)
  While in utero, your skeletal structure was
  molecularly laced with a nearly unbreakable titanium/
  shift-steel alloy commonly referred to as adaman-
  tine. As a result, you are nearly unkillable.
  Prerequisite: Patriot Ivory race, character
  level first
  Benefit: Your bones are almost unbreak-
  able. You become immune to Bludgeoning damage,
  and have a 25% chance to ignore the effects of
  critical hits, as if you were wearing light
  fortification armor.
  Special: You may not select both this feat
  and Hollow Bones.
  
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  Maximize Performance (Patriot Mechanic)
  Prerequistes: Patriot Mechanic race, Drive
  or Pilot 4 ranks
  Benefit: A number of times per day equal
  to 3 + your INT modifier, you may psionically
  improve the performance of any vehicle you are
  controlling as a free action. This ability increases the
  vehicle’s top speed by 25% and removes any
  Initiative and Maneuver penalties associated with the
  vehicle. A vehicle’s performance remains maximized
  for a number of rounds equal to your INT modifier
  (minimum one round).
  Mechanical Caress (Patriot Mechanic)
  With just a touch touch, you can hotwire or
  sabotage a vehicle or instantly repair minor system
  faults.
  Prerequisites: Patriot Mechanic race,
  Hotwire, Vehicle Specialization (any)
  Benefit: You gain the psionic ability to use
  Disable Device with a vehicle for which you have the
  Vehicle Specialization as a free action. You must
  touch the vehicle and succeed at the check normally.
  You do not need tools to perform this check. You
  may do things like pop the lock without tools, start
  the engine without keys or a hotwiring kit, or crack
  the engine just by touching the paint.
  Alternatively, you may attempt any Repair
  check with a DC of 15 or less as a free action,
  without the need for tools.
  Technical Versatility (Patriot Mechanic)
  You have logged hours behind the controls
  of hundreds of vehicles, and are considered an
  expert in most of them.
  Prerequisite: Patriot Mechanic race,
  Gearhead
  Benefit: Any time you select a feat which
  refers to a specific vehicle or weapon, such as
  Vehicle Expert, Weapon Focus, Aircraft Operation
  and the like, select two different technological items.
  You gain the associated feat with both items.
  Vehicle Dominance (Patriot Mechanic)
  You can psionically take command of any
  vehicle you touch.
  Prerequisite: Patriot Mechanic race, Drive
  or Pilot 4 ranks, Vehicle Specialization (any)
  
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  Benefit: You gain the psionic
  ability to control any vehicle, even if you
  are not behind the controls. You make all
  Drive/Pilot checks for the vehicle for as
  long as you remain in control.
  To use this ability, you must be in
  physical contact with the vehicle, and lose
  control if you are no longer touching it.
  You may take command of any vehicle
  for which you have the Vehicle Special-
  ization feat. The Drive/Pilot check is a
  base DC 10 to assume control of an
  uncontrolled vehicle, or one which the
  pilot allows you to assume control of. If
  the vehicle’s pilot resists you, you must
  succeed at an opposed Drive/Pilot check.
  Emotionless (Patriot
  Switchblade)
  You are as cold and calculating as
  a combat android, completely unencum-
  bered by human emotion.
  Prerequisite: Patriot
  Switchblade race, Iron Will
  Benefit: You become immune to
  fear and pain effects. In addition, you may
  add either your CHA or INT modifier as
  a bonus on for WILL Saves. Your cold,
  steely gaze provides you with a +4 bonus
  on Intimidate checks.
  Feign Helplessness
  (Patriot Switchblade)
  You can convincingly mimic a child’s terror
  and play on the emotions of the adults you hunt. You
  are skilled at exploiting the natural reluctance to
  harm children.
  Prerequisite: Patriot Switchblade race,
  Bluff 4 ranks
  Benefit: Any Young Adult or older charac-
  ter with any good, lawful or humanitarian alignment
  suffers a -2 morale penalty on attack rolls made
  against you. Young Adult and older characters may
  expend an action point to negate this advantage;
  characters doing so are emotionally hardened and
  unaffected by this feat for 24 hours.
  Nauseating Revelation (Patriot
  Switchblade)
  You can reveal hidden truths capable of
  bringing grown men to their knees.
  Prerequisite: Patriot Switchblade race,
  Sociopathic Insight
  Benefit: When revealing a secret insight
  gained from your Sociopathic Insight feat, the
  intended victim also becomes nauseated for a
  number of minutes equal to your CHA modifier after
  the revelation.
  
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  Accelerated Timeline (Shiftsteel Symbiont)
  You perceive time in a manner fundamentally
  different than other mortals. From your point of
  view, you have infinite time to make decisions and
  respond to threats. To the ordinary mortals around
  you, you seem to move with unnatural speed and
  alacrity.
  Prerequisites: Shiftsteel Symbiont, Light-
  ning Reflexes, Improved Initiative, Concentration 8
  ranks, Character level 8th
  Benefit: You may take up to two standard
  actions in a round, or trade them for move equiva-
  lent actions at a ratio of two move: one standard.
  Normal: You may take one standard and
  one move equivalent action per round.
  Hollow Shell (Shiftsteel Symbiont)
  You have completed the transformation into
  a true, evolved member of the Shiftsteel Symbiont
  race. Beneath your gleaming psi-metal carapace,
  your organs have atrophied to nothing. You have no
  need for internal systems- sub-quantum energy
  fluxuations alone sustain your consciousness.
  Prerequistes: Shiftsteel Symbiont race,
  Concentration 4 ranks, Knowledge (physical
  sciences) 4 ranks,
  Benefit: Your metallic shell is completely
  hollow, and though your face appears human, it is a
  strange mask only a fraction of an inch thick, hiding
  the nothingness inside. You do not have internal
  organs or vital zones. You become immune to critical
  hits and precision-based additional damage. You are
  not subject to energy drain, ability score damage or
  ability score drain.
  More Perfect Machine (Shiftsteel
  Symbiont)
  The alien bio-tech sewn into your DNA
  gives you powers as a byproduct of its attempts to
  rebuild the Culture starship it was originally scav-
  enged from. You alien bio-systems repaired more of
  their crippled systems than is normal for a member
  of your species, and thus you are more powerful
  than most Shiftsteel Symbionts.
  Prerequisite:  Shiftsteel Symbiont race
  Benefit: You may choose another Shiftsteel
  Machinery component as a racial trait.
  Special: You may select this ability up to
  five times. Each time you do, you gain a new racial
  trait. You cannot select the same racial trait more
  than once.
  Shift-Shard Affinity (Shiftsteel Symbiont)
  You are one of the few members of your
  species to realize that Yahn shards are the broken
  
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  fragments of one of your race’s greatest heroes,
  thrown back through space-time at the moment of
  her death. This realization allows you to draw
  extraordinary power from these rare crystal shards.
  Prerequisite: Shiftsteel Symbiont race,
  WIS 17+, Attentive
  Benefit: When carrying an Ioun stone, a
  fragment of Yahn crystal or a weapon with the Yahn
  crystal gadget, you receive a +2 bonus to your INT,
  WIS and CHA scores, thanks to the lingering soul-
  echoes trapped in the crystalline matrix.
  The bonus provided by your Probability
  Curve racial trait increases to +3, and your Prob-
  ability Curve radius increases to 60 ft. Shiftsteel
  Symbionts with this feat manifest even more impres-
  sive and ornate bio-metallic carapaces while in
  possession of a piece of Yahn crystal.
  Blackout Training (Spetsnazski)
  You have been trained to fight in total
  darkness, and hard training has further developed
  your already keen senses.
  Prerequistes: Spetsnazsi race, Alertness
  Benefit: Your darkvision range increases
  to 90 ft, and you gain Blindsense with a 10 ft range.
  In addition, you training emphasizes preparedness
  and attention to detail, giving you a +1 racial bonus
  on Initiative checks and a +3 racial bonus on Spot
  and Search checks.
  Red Room Training (Spetsnazski)
  You have been trained at a Russian “red
  room” from an early age, and have learned to fight
  and kill without hesitation or compassion. Killing
  focuses your mind and provides a pleasant adrena-
  line surge that allows you to ignore pain.
  Prerequisite: Spetsnazski race, Combat
  Martial Arts, Base Attack Bonus +1
  Benefit: After personally killing any human-
  oid, monstrous humanoid or giant, you receive a +1
  morale bonus to WILL Saves and 1 temporary HP.
  Both benefits fade at the end of the encounter. This
  bonus is cumulative with itself.
  Special: Patriot Switchblade characters
  may also select this racial feat.
  The Singularity Event
  The Singularity Event is a theoretical space-
  time event that happens at an undisclosed point in
  the future. During a climactic battle with an as-yet-
  unidentified enemy, the Shiftsteel Symbiont Lt.
  Cassandra “Crucible” Feneris is murdered. From
  scattered clues, it’s obvious that Crucible’s death
  occurs years, perhaps even decades after the
  devastation of the Timecrosser-era.
  The death of this immensely powerful
  metahuman ripples backwards in time, as fragments
  of Crucible’s body and consciousness are scattered
  throughout the multiverse. Some of these fragments
  coalesce upon impact into the rare, psycho-active
  silicate referred to as Yahn crystal. Yahn has been
  discovered and used to boot-strap indigenous
  technology by a hundred sentient species across a
  dozen realities, including the psychic warriors of
  Galaxy Command’s 3176 AD.
  The Culture designed the shiftmetal hulls of
  their starships around the properties of Yahn crystal,
  creating a causality-loop whereby Crucible’s death
  was directly responsible for her creation. Today’s
  Crucible is a junior Psi-Watch flight officer, nowhere
  near as powerful or determined as her martyred
  future-self will one day become. She is aware of her
  fate, mostly through precognitive dreams and the
  occasional time paradox. Crucible has also met at
  least one of her alternate selves: Cassie Andra
  Feneris, a pyrokinetic activist/superhero from the
  alternate 22nd Century of Otherverse America,
  when the two teamed up to stop a terror strike by a
  cross-dimensional team of Lifer extremists.
  Systema Training (Spetsnazski)
  All young Spetsnazski are taught Systema
  (The System), a unique hand-to-hand combat style
  designed by Russian covert ops troops shortly after
  World War II.
  Prerequisite: Spetsnazski race, Power
  Attack, Base Attack Bonus +2
  Benefit: Your Systema training allows you
  to inflict crippling wounds with practiced ease.
  
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  Any time you inflict at least 6 points of damage with
  any unarmed or melee weapon attack, your oppo-
  nent also suffers 1 point of temporary STR damage.
  Durable Mist (Steamer)
  The electromagnetic fields that hold your
  gaseous body together are stronger than normal.
  You can survive, almost indefinitely, even with a
  destroyed Survival suit.
  Prerequisite: Steamer race, Iron Will
  Benefit: You remain conscious and aware
  of your surroundings when your Survival Suit is
  reduced to 0 HP, though you are unable to move or
  speak and are considered helpless. You are not
  destroyed completely until you reach -100 HP. It
  takes massive, intentional damage to permanently
  destroy your cloud-mass! Even without any medical
  assistance, you regenerate 1 HP per hour when
  reduced to negative HP.
  Normal: A Steamer is unconscious and
  helpless at 0 HP and destroyed at -10 HP.
  Magnetic Bottle (Steamer)
  Your gaseous mind is contained within a self
  generated magnetic bottle. You can maintain a
  basically humanoid shape without needing a contain-
  ment suit. The electromagnetic field comprising your
  body allows for humanlike sense of touch.
  Prerequisite: Steamer race
  Benefit: You do not need a Survival Suit.
  Instead, you are a basically humanoid being com-
  posed of solidified smoke and room-temperature
  plasma discharges. You no longer suffer a racial
  penalty to your DEX score.
  When venting core, you only suffer 2d6
  points of damage, thanks to your greater control
  over your bio-mass. As you do not need a Survival
  Suit, you do not suffer ability score damage after
  venting core.
  Strange Mind (Steamer)
  You are a form of life unlike any other in the
  galaxy, and your transformed state has had a pro-
  found effect on your consciousness.
  Prerequisite: Steamer race, INT 13+
  Benefit: You become immune to mind-
  affecting abilities and to fear.
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  Psionic Precursors are minor innate psi-
  talents, which represent useful natural mutations and
  unconscious use of psi-talents. They offer non-
  psionic character classes, and members of normally
  non-psionic species, such as humans to develop
  their innate mental powers.
  Most of the precursor feats are relatively
  ‘low-powered’; game masters wishing to run a low
  key campaign inspired more by Steven King novels
  like Firestarter and The Dead Zone, television
  shows and movies like Medium, the Profiler, the
  Sixth Sense and Next, among many others, can
  simply restrict character to selecting Psionic Precur-
  sor feats rather than full fledged, comic-book style
  Psionic Feats.
  When a non-psionic character chooses a
  Psionic Precursor feat, he gains the Psionic subtype.
  Psionic characters who select a Psionic Precursor
  feat just gain a new talent.
  Akashatic Search (Precursor)
  You can tap into the akashatic memory, the
  collective unconscious of all thinking minds, human
  and alien, and borrow the ambient wisdom of the
  universe. You can search the collective unconscious
  for obscure facts and long forgotten secrets.
  Prerequisites: WIS 13+
  Benefit:  A number of times per day equal
  to your WIS modifier (minimum once per day), you
  can tap into the akashatic record. As a full round
  action which provokes attacks of opportunity, you
  enter a trance like state where you are highly recep-
  tive to psychic phenomena. While entranced, your
  personality becomes inhumanly cold and logical,
  completely incapable of emotional expression,
  though your allegiances and basic goals remain
  
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  unchanged. You may maintain the trance state
  for a number of minutes equal to your WIS
  modifier (minimum one minute)
  During this time, you may choose to
  apply any two of the following benefits. You
  may instead choose the same bonus twice;
  the effects stack. You may choose a new
  combination of benefits each time you per-
  form an Akashatic Search.
  ·
  A +2 bonus on any two Knowledge
  skills of choice
  ·
  A +2 bonus on any other skill of
  choice
  ·
  A +1 bonus on attack and damage
  rolls
  ·
  A +1 bonus on one save of choice
  ·
  A +1 dodge bonus to Defense
  ·
  Proficiency with a chosen weapon
  ·
  Ability to speak, read and write a
  chosen language
  Special: You may select this feat multiple
  times. Each time you do, you may select an
  additional benefit. Thus if you choose this feat
  twice, you can manifest up to three bonuses
  simultaneously.
  Animal Bond (Precursor)
  Your latent psi-talents enable you to
  link your mind to near by animals and experi-
  ence the world through their senses.
  Prerequisites: Animal Affinity,
  Handle Animals 4 ranks, CHA 13+
  Benefit: A number of times per day
  equal to one plus your CHA modifier (mini-
  mum twice daily), you gain the ability to
  speak with animals as if they were sentient
  creatures. Once activated this ability lasts for
  a number of minutes equal to your CHA modifier
  (minimum one minute per activation).
  Additionally, by spending an action point,
  you can forge a psychic and pheromone-based
  bond with any non-sentient animal within 60 ft of
  you. The targeted creature receives no save against
  the effect. If the creature breathes your strange
  pheromones, you can now see through its eyes (and
  interestingly enough, smell and taste anything the
  creature does). You receive real time visual informa-
  tion from the creature as long as it remains within 1
  mile of you, and does not enter any air-tight area.
  Sounds are not conveyed.
  
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   While seeing through your impromptu
  familiar’s eyes, you are semi-comatose, and can
  return to full consciousness as a standard action.
  You may maintain the trance state for a number of
  hours equal to the creature’s CON modifier, before
  the link degrades into uselessness.
  Animalistic Mutations (Precursor)
  Your body shows traces of a primal heri-
  tage, which while marking you as an outsider, also
  grants you useful survival abilities.
  Benefit: You may choose one of the
  following minor mutations, which is considered an
  extraordinary ability for you.
  ·
  Armor: Changes the texture and thickness of
  your skin. Provides you with a +2 natural
  armor bonus to Defense. You may also
  choose to increase your natural armor bonus
  to +6, but if you do so, you are so
  oddly proportioned you are always
  considered to be wearing heavy
  armor, cannot wear additional
  body armor. Clothes and power
  armor you wear must be specially
  designed, increasing the purchase
  DC by +2.
  ·
  Energy Resistance: Changes the
  character’s surface appearance.
  The character may choose one
  energy type, for which he or she
  receives Resistance 5.
  ·
  Lowlight Vision: Changes the appearance of
  the character’s eyes. Receives lowlight
  vision out to 60 ft.
  ·
  Pheromones: Changes the character’s
  general appearance and genital structure.
  Receives a +6 bonus on sexually based
  Diplomacy checks.
  ·
  Predatory Senses: Changes the appearance
  of the character’s eyes and ears. receives a
  +6 bonus on Spot and Listen checks.
  ·
  Waterbreathing: Alters the character’s nose
  and mouth structure or gives them obvious
  gill slits. The character can breathe water as
  easily as air.
  Limitations: Characters with this feat suffer a
  –4 penalty on Disguise checks. You may choose
  this feat multiple times, each time you do, you
  receive an additional beneficial mutation. The
  Disguise check penalty increases by –1 for each
  additional mutation.
  Animalistic Weapons (Precursor)
  Your body develops natural striking sur-
  faces: your claws, fangs and hooves are as deadly a
  weapon as anything a blacksmith can forge.
  Benefit: You gain any two of the following
  natural weapon types: claws, fangs, horns or
  hooves. You may make unarmed attacks using your
  natural weapons without penalty, and without
  provoking attacks of opportunity. You are always
  considered proficient in the use of your natural
  weapons. The damage inflicted with your natural
  weapons is determined by your size.
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  Limitations: Characters with this feat suffer a –4
  penalty on Disguise checks. You may choose this
  feat multiple times, each time you do, your Animalis-
  tic Weapons inflict damage as if they were one size
  category larger, though their actual size does not
  change. Each time you choose this feat, the Disguise
  check penalty increases by –1.
  Anti-Ballistic Shell (Precursor)
  When threatened, you instinctively manifest
  a barely visible ectoplasmic field that  absorbs the
  kinetic energy of incoming bullets, arrows and
  shrapnel. This instinctive energy field offers just
  enough protection to keep you alive during the worst
  firefight.
  Prerequisite: Lightning Reflexes
  
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  Benefit: You instinctively
  manifest a psionic shield when fired
  upon. This anti-ballistic force field
  activates automatically when
  needed, even if you are helpless or
  not aware of the attack so long as
  you are conscious, making it an
  ideal anti-sniper defense.
  Your ballistic field provides
  Damage Reduction 10/- against
  ranged weapons, which stacks with
  DR from other sources, such as
  Tough Hero class levels for the
  purpose of resisting bullets, arrows
  and other missiles.
  Once the Anti-Ballistic
  Shell absorbed 100 hit points worth
  of damage within a 24 hour period,
  the shield shatters, and this feat
  becomes temporarily inactive. A
  shattered Anti-Ballistic Shell field
  regenerates within a day. You are
  considered shaken for 1d6 rounds
  after your shield shatters, due to
  neural feedback from the assault.
  Anti-Psi Broadcaster
  (Precursor)
  You are the natural evolu-
  tionary response to the presence of psionic mutants.
  In addition to your amazing mental resistance, your
  mere presence impedes psionics. Your thoughts are
  ‘neural chaff’ that breaks a psi’s concentration and
  limits their effectiveness.
  Prerequisite: Iron Will
  Benefit: You produce a zone of ‘psionic
  chaff’ which impedes mental functioning. Psions
  within your broadcast range suffer headaches,
  annoying auditory hallucinations like ringing ears and
  tapping noises, and are short tempered and off
  balance.
  Any creature with the Psionic subtype who
  enters a 60 ft radius of you suffers a –2 morale
  penalty on Concentration checks, as well as all INT
  based skill checks and WILL saves. This ability
  cannot be consciously suppressed, and affects allied
  psions as well as adversaries.
  Assault Clone (Precursor)
  You are a genetically engineered
  supersoldier, cloned from DNA taken from one of
  the greatest warriors of your species. Your genetic
  conditioning gives you inherent mastery of many
  useful combat skills.
  Prerequistes: character level first only.
  Benefit: By selecting this feat, you effec-
  tively gain a ‘free-floating’ feat slot, which can be
  filled with a variety of combat feats. You plug in any
  combat feat of your choosing from the following list,
  which remains in place until you change the feat.
  
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  Changing your feat choice requires a DC 15
   Knowledge tactics check and ten minutes of
  meditative calm.
  You must meet all the prerequistes of any
  temporary combat feat. You may not use any of
  these temporary feats as a prerequisite for any other
  feat.
  Acrobatic, Advanced Firearms Profi-
  ciency, Brawl, Combat Expertise, Combat
  Martial Arts, Dodge, Double Tap, Elusive Target,
  Great Fortitude, Improved Brawl, Point Blank
  Shot, Power Attack, Streetfighting, Two Weapon
  Fighting.
  Battle-flex Claws (Precursor)
  Through an act of concentration, you imbue
  your muscles and tendons with ectoplasm, trans-
  forming your hands into deadly weapons. A glisten-
  ing carapace of liquid psi-steel forms over your
  forearms like razor-edged gauntlets.
  Prerequisite: Iron Will
  Benefit: A number of times per day equal
  to one plus your CON modifier (minimum twice
  daily), you can manifest deadly psi-claws. This feat
  grants you a claw attack, which does not provoke
  attacks of opportunity, and inflects 1d12 points of
  slashing damage, plus your STR modifier. You
  cannot grasp or manipulate objects or weapons, as
  long as this power remains in effect. You are consid-
  ered armed and proficient with your battle-claws.
  You can maintain this ability for a number of
  hours equal to one plus your CON modifier (mini-
  mum two hours) or can dismiss this ability at any
  time. Manifesting or dismissing the psi-claws is a
  standard action.
  Catharsis of Action (Precursor)
  You survived emotional trauma and pain that
  would cripple a lesser soul, and you can exorcize the
  trauma of your past with victories in the present. You
  willingly erase painful memories and blunt the
  emotional impact of past trauma by channeling the
  emotional energy into your body and conscious
  mind.
  Prerequisites: Iron Will
  Benefit: While performing any skill, you can
  sacrifice XP to improve the result of your skill
  check. For every 10 XP you sacrifice, you receive a
  +1 insight bonus on the skill check. You may sacri-
  fice enough XP to receive a bonus equal to your
  WILL Save Modifier.
  For example, a character with a +4 WILL
  Save modifier could choose to sacrifice up to 40
  XP, in order to receive a +4 insight bonus on his or
  her next skill check, or could choose to sacrifice a
  lesser amount. Using this feat is considered part of
  the action of making the enhanced skill check.
  Carrion Scavenger (Precursor)
  You eat things that would sicken and even
  kill others, gaining nutrition from filth.
  Prerequisite: CON 13, Great Fortitude
  Benefit: If necessary, you can survive on a
  diet of rotting garbage, carrion and anything even
  vaguely organic. You can survive on a diet of wood
  shavings, coal, bone and even fouler things. You
  receive a +8 racial bonus on FORT saves against
  ingested poisons.
  Chameleon (Precursor)
  Your body is surrounded by a psionic aura
  which bends light. You are almost impossible to spot
  when you focus on remaining concealed.
  Prerequisite: Hide 5 ranks, Stealthy
  Benefit: At will, you can activate or de-
  activate this psionic talent as a move equivalent
  action. Maintaining this ability is a free action. Your
  skin, hair and equipment take on the appearance
  and texture of your surroundings, including walls and
  floors. Your chameleon coloration provides you with
  a +10 bonus on Hide checks. You may only use this
  ability when wearing light or no armor.
  Circuit Neurology (Precursor)
  As a result of natural mutation and subtle
  genetic engineering, enabling you to better survive
  the information-dependant 21st century, your brain
  tissue is laced with a complex of neuro-connections
  and electro-magnetically sensitive lobes, which
  resemble a modern laptop or cell phone.
  Prerequisite: INT 13+
  
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  Benefit: Your brain is a computer-like
  structure, which in addition to your already phenom-
  enal intelligence and memory, functions like a
  standard ‘hard-tech’ computer system.
  Your natural mutation allows you to network
  wirelessly with other computers with computers, cell
  phones and other devices with a wireless card within
  60 ft, and you may access the internet (or more
  advanced communications devices) wirelessly
  through wi-fi hot spots.  Your biological computer
  system cannot be hacked and has natural defenses
  against typical computer viruses.
  You can download and install programs into
  your computer-like mind as you could to an ordinary
  computer system. You may make Computer Use
  checks without the need for external equipment. You
  can read USB flash drives and magnetic media by
  holding the device close to your skin; reading a
  device requires 2d4 minutes due to the ‘lossy’ and
  low speed ‘connection’.
  Your internal computer system has a
  Purchase DC equal to 21 + your INT modifier. If
  your mind is keen enough and your nervous system
  complex enough to support the bio-cybernetics,
  your neuro-computer can be upgraded like a hard-
  tech computer system, lending increased perfor-
  mance.
  Combat Excellence (Precursor)
  You are a psionically gifted combat adept,
  using your latent psychokinetic abilities to sharpen
  your blades on a molecular level, weaken the tissue
  your hollow points tear through, and increase the
  striking power of your blows.
  Prerequisite: Base Attack Bonus +3;
  Weapon Focus (any)
  Benefit: By spending an action point (or
  points) immediately prior to making any physical
  attack, either ranged, melee or unarmed, you can
  psionically augment the weapon’s critical threat
  range.
  
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  Each action point spent increases the
  weapons critical threat range by one. You can spend
  any number of action points simultaneously, up to
  your current base attack bonus. This effect stacks
  with feats or abilities that increase a weapon’s
  critical threat range.
  Spending the action points is a free action
  that is considered part of the attack action you
  make. You must activate this ability prior to rolling
  for attack or damage. This enhancement lasts for
  one round, and during this period, any critical hit you
  inflict is automatically confirmed.
  Combat Precog (Precursor)
  Your awareness extends a fraction of a
  second into the future, allowing you to easily evade
  an opponent’s attacks.
  Prerequisite: Knowledge: tactics 4 ranks
  Benefit: You may activate this ability a
  number of times per day equal to three plus your
  INT modifier (minimum 3 times daily). Each activa-
  tion of this ability lasts for a number of minutes equal
  to your INT modifier.
  When this ability is activated, you receive a
  +1 insight bonus to Defense, which applies even if
  you are caught flat-footed. You receive a +4 insight
  bonus on your next Initiative check, provide you
  make the check before this power’s duration
  expires.
  Energy Vampire (Precursor)
  You draw strength and sustenance from the
  biological and emotional energy and mental strength
  of others.
  Prerequisite: Deceptive
  Benefit: You can absorb the emotional
  energy of others, and draw strength from it. Any
  time you make a successful touch attack against any
  sentient creature, you may cause that creature to
  become fatigued for a number of minutes equal to
  your CHA modifier (minimum one minute). Unlike
  conventional fatigue, this ability will not make an
  already fatigued creature exhausted, the fatigue
  vanishes once the effect’s duration ends.
  Each time you render a creature fatigued
  with your touch, you receive a +1 enhancement
  bonus to STR, which lasts for 1 minute. If you touch
  and fatigue multiple creatures during this period, the
  effects are cumulative.
  Conversely, if you are fatigued or ex-
  hausted when you use this feat, each successful
  touch attack is treated as 8 hours of sleep or rest.
  This unnatural burst of energy has no effect on the
  recovery of spells or spell slots.
  Faith Healer (Precursor)
  You possess a minor healing talent that you
  view in religious terms.
  Prerequisites: Knowledge (theology and
  philosophy) 1 rank
  Benefit: A number of times per day equal
  to 3 + your CHA modifier (minimum three times
  daily) you may touch a wounded creature and
  instantly restore 1d4 HP.  In addition, if the target is
  suffering from any of the following conditions:
  cowering, dazed, fatigued, nauseated, shaken,
  stunned or unconscious, that condition is instantly
  removed.
  If your target shares the same faith or
  philosophy as you, she recovers 1d8 HP instead.
  Feral Gifts (Precursor)
  You are a genetic throwback, blessed with
  keen senses and a natural talent for stealth and
  survival. You have a bloodhound’s keen sense of
  smell and attentive ears.
  Prerequisite: Survival 4 ranks; Track
  Benefit: You gain the scent special quality,
  and can recognize familiar odors the way normal
  humans recognize faces. See chapter eight of the
  D20 Modern Core Rulebook for more details about
  the scent special quality.
  You receive a +2 insight bonus on Handle
  Animal and Survival checks.
  
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  Historical Sensitivity (Precursor)
  You can open yourself to the
  psychic and emotional echoes left
  behind in a place, using your psionic
  gifts to gain a glimpse of the past.
  Prerequisite: Either Akashatic
  Search or Psychometric Touch
  Benefit: A number of times per
  day equal to one plus your WIS modi-
  fier (minimum twice daily), you can
  open yourself to psychic impression and
  ghost memories to gain a vision of a
  place’s past. Rooms, streets, tunnels
  and other discrete locations accumulate
  psychic impressions left by powerful
  emotions experienced in a given area.
  These impressions offer you a vision of
  the past.
  The types of events most likely
  to leave psi-impressions are those of
  great emotional significance: battles and
  betrayal, marriage and murders, births
  and deaths or any other event where
  one emotion dominates. Mundane,
  everyday occurrences leave no psionic
  residue for you to detect.
  The vision of the event is dream
  like and shadowy, like a low resolution
  video clip shot in near darkness. You
  gain no special knowledge of the event,
  merely seeing a visual representation
  from a ‘neutral’ third person perspec-
  tive. You can easily read large banners
  and writing visible in the vision, but finer
  details require Spot checks to make
  out, the DC of which is determined by
  the gamemaster.
  You can scan events in real time, viewing
  events as distant as a century ago. The visions
  encompass 50 ft radius, centered on your body. You
  may maintain a trance with concentration, for up to
  an hour per vision.
  Hostile Mind (Precursor)
  Your mind recoils violently against those
  who use psionics against you.
  Prerequisite: CHA 15, Iron Will.
  Benefit: Whenever you are subject to any
  mind-influencing psionic power (regardless of
  whether the power is harmful or beneficial to you),
  the manifester must make a Will saving throw against
  
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  a DC of 10 + 1/2 your character level + your
  Charisma bonus or take 2d6 points of damage.
  Indomitable (Precursor)
  You are exceptionally resistant to mental
  tampering and psychic attacks.
  Prerequisite: Iron Will
  Benefit: If you fail a WILL Save and
  succumb to any enchantment or compulsion effect,
  you may attempt a second WILL Save at the same
  difficultly one round later, giving you a second
  chance to break the control. You only receive one
  additional chance to resist.
  Instinctive Defense (Precursor)
  When threatened, react instinctively by
  instantly achieving a psionically aware state, allowing
  you to see several seconds into the future, and
  anticipate your adversary’s moves. You cannot
  easily be ambushed.
  Prerequisite: Combat Precog
  Benefit: Any time you are flat-footed or
  otherwise your DEX bonus to Defense, this ability
  activates, providing a +2d4 insight bonus to your
  Defense score for the next attack, allowing you to
  easily dodge a sniper’s bullet or avoid a knife in the
  back. This ability only protects you against the first
  attack of an ambush. You defend against future
  attacks normally.
  Instinctive Psion (Precursor)
  You are incredibly lucky, and the petty
  inconveniences and ordinary disasters of modern life
  never seem to befall you. You unconsciously use
  your latent psi-talents in your best interest.
  Benefit: You gain a pool of bonus points
  equal to your total character level plus your CHA
  modifier (minimum 2 points) each day. You may use
  these bonus points to improve the results of any
  Craft, Gamble, Profession or Repair check, spend-
  ing them as you see fit. You may spend a single point
  to enhance multiple rolls, or spend the entire bonus
  to improve a single roll dramatically. You may spend
  your bonus pool after rolling the check, but before
  the results of that roll are revealed. Points unused by
  the end of the day are simply lost.
  In addition, you may spend a single ‘bonus
  point’ to eliminate or mitigate some minor, in game
  annoyance. For example, you could spend a bonus
  point to catch a light just before it turns red, find the
  shortest teller line at the bank, or score similar minor
  blessings, subject to game master approval.
  Intellectual Mastermind (Precursor)
  You are one of the most brilliant humans that
  has ever lived, able to use your prodigious intelli-
  gence, talent for manipulation and intricate lies to
  your advantage when dealing with ‘lesser minds’.
  Prerequisite: INT 13+ Bluff 4 ranks,
  Diplomacy 4 ranks
  Benefit: You may add your INT modifier as
  an untyped bonus on all CHA based skill checks.
  This bonus does not apply when using psionic,
  magical or other talents whose effectiveness is based
  on your CHA modifier (an example would be the
  Psionic Jinx feat).
  Mechanical Prodigy (Precursor)
  You have an instinctive understanding of
  mechanics and advanced electronics, and can push
  your machines towards maximum performance.
  Prerequisites: CHA 13+, Computer Use 4
  ranks, any of Craft: mechanical or electronic or
  Repair 4 ranks; Gearhead
  Benefit: You may add your CHA modifier
  as a bonus on any of the following, mechanically
  oriented skill checks:
  Computer Use, Craft (electronics or me-
  chanical), Demolitions, Disable Device, Drive, Pilot,
  Repair
  By spending an action point while holding
  any ordinary tool or professional kit, you can tinker
  with the tool kit for one minute and attempt a DC 12
  CHA check. If the check is successful, you perma-
  nently convert the ordinary tool kit into any other
  type of masterwork tool kit. If the check fails, you
  may choose either to lose the action point without
  effect, or destroy the tool kit.
  
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  Mind Healer (Precursor)
  You possess an innate healing talent, able to
  your latent psychokinesis on a microscopic level,
  urging cell regeneration, knitting wounds closed and
  disintegrating tumors more effectively than radiation
  treatments.
  Prerequisite: Iron Will, Treat Injury 1 rank
  Benefit: By touching a wounded living
  creature, you can use your psionic talents to speed
  the creature’s recovery, performing medical
  miracles.
  A number of times per day equal to three
  plus your WIS modifier (minimum three times daily),
  you may touch an living being, healing the creature
  for a number of hit points equal to your total charac-
  ter level plus your WIS modifier (minimum two HP).
  Using this healing touch is a standard action, which
  provokes attacks of opportunity.
  Once per day, you may touch a
  creature afflicted with a disease, and
  instantly cure the afflicted creature. Since
  this effect’s duration is instantaneous, it
  does not prevent re-infection after a new
  exposure to the disease. Alternatively, by
  touching a creature that is poisoned or
  drugged, you can instantly purge the toxin
  from the character’s system, preventing
  further damage or the need to make
  additional FORT saves.
  Limitation: Since this healing is
  psionic in nature, and merely reinforces the
  subject’s own healing gifts, this healing
  touch does not expend or manipulate
  positive energy, and thus cannot deal
  damage to undead creatures.
  Mitochondrial Activation (Precursor)
  The energy producing organelles
  within your cells have mutated into minia-
  ture atomic engines, capable of absorbing
  nearly 100 % of the chemical energy
  stored in food, giving you phenomenal
  endurance and the energy reserves neces-
  sary for super powered combat. Your body is lean
  and muscular, with virtually no body fat, despite your
  voracious appetite.
  Prerequisite: CON 13+
  Benefit: Thanks to your amazing energy
  reserves, you become virtually immune to fatigue
  and exhaustion. You are immune to the fatigued
  condition; if an effect or exertion would cause you to
  be come exhausted, you become fatigued instead.
  Your body temperature is pushed past
  human norms, and as a result, you can better survive
  extremely cold environments. You receive a +4
  bonus on FORT saves made to resist cold weather
  and extreme environmental cold as well as on FORT
  saves made to resist Ingested toxins, thanks to your
  heightened metabolism.
  Drawback: You require 50% more food
  and water than another creature of similar build, due
  to your heightened metabolism.
  
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  Natural Empath (Precursor)
  You are naturally perceptive, keenly attuned
  to the needs of others and their emotional states.
  Prerequisite: WIS 13+
  Benefit: Each day, you receive a pool of
  bonus points equal to your character level plus your
  ranks in Sense Motive. You may spend any amount
  of bonus points, up to your character level, to
  improve the result of any of the following skill
  checks:
  Bluff, Diplomacy, Handle Animal, Knowl-
  edge: behavioral sciences, Perform (any), Sense
  Motive
  You may spend points to improve a check
  result at any time, even after the results of the check
  are announced, reflecting your skill at reading a
  target’s ever changing moods and modulating your
  approach.
  Negative Suggestion (Precursor)
  You can focus a low level telepathic gift to
  place a post hypnotic command in a subject, limiting
  your victim’s behavior in simplistic ways.
  Benefit: By engaging in at least one minute
  of conversation with any sentient creature with an
  INT score of 5+, you can attempt to use your
  powers of suggestion to implant a powerful post-
  hypnotic suggestion in the victim. To use this ability,
  you must succeed at a DC 15 Bluff, Diplomacy or
  Intimidate check against the subject.
  You plant a powerful aversion in the mind of
  the subject. If the object of the implanted aversion is
  an individual or a physical object, she will prefer not
  to approach within 30 feet of it. If it is a word, she
  will try not to utter it; if it is an action, she will not
  willingly attempt to perform it; and if it is an event,
  she will not willingly attend it.
  The subject will take reasonable steps to
  avoid the object of its aversion, but will not put
  herself in jeopardy by doing so. If the subject is
  forced into taking an action she has an aversion to,
  she takes a -2 penalty on any attack rolls, ability
  checks, or skill checks involved.
  This psionic aversion lasts for a number of
  hours equal to your WIS modifier, plus one hour for
  every 5 points you beat the check DC by.
  Precognitive Dreams (Precursor)
  When you sleep, you occasionally receive
  uncannily accurate glimpses of your future. You’ve
  had precognitive dreams your whole life and always
  wake up knowing when a nightmare was just a
  nightmare, and when it predicts real danger in the
  near future.
  Prerequistes: Creative, Concentration 2
  ranks
  Benefit: By spending an action point prior
  to sleeping, your character can trigger a precognitive
  dream. While dreaming, the player has a chance to
  dictate some aspects of the coming adventure,
  allowing the character to be prepared for these
  specific threats, challenges or situations.
  Each precognitive dream allows the player
  to dictate one aspect of an upcoming adventure,
  which usually will occur within the next few hours or
  days of ‘game time’. The gamemaster can also
  choose to provide a precognitive flash of events that
  are expected to happen further along the campaign’s
  time line- for example, providing a glimpse of the
  campaign’s main villain relatively early on.
  The player can try for any of the following
  effects:
  Threat Precognition: The game master
  provides either the total challenge rating for an
  upcoming important battle, or provides a list of
  adversaries of approximately the same challenge
  rating. The precognitive player selects an appropri-
  ate adversary, which can become a random encoun-
  ter, a minion or a major recurring adversary.
  Challenge Precognition: Identical to threat
  precognition, except instead of an adversary, the
  precognitive character selects an appropriate
  challenge, such as a skill check, trap or environmen-
  tal hazard from either a gamemaster approved list or
  a more general list of challenges by CR.
  Dramatic Precognition: The precognitive
  character adds a significant element to an upcoming
  
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  scene or encounter,
  subject to game master
  approval. This new
  element can’t directly
  conflict with or contra-
  dict the ongoing story,
  or provide the charac-
  ter with an ‘instant
  win’, but can provide a
  concrete advantage to
  the player if exploited
  properly.
  For example,
  the player can declare
  that the next time his
  character is brought
  below ½ HP, some
  kind of power surge
  knocks out the lights,
  possibly aiding his
  escape. Alternatively,
  the player might
  declare a setting detail
  which serves as a
  useful clue, such as
  stating that it will be
  raining when the group encounters the real killer
  during a mystery plot.
  The gamemaster is free to interpret these
  precognitive demands as he sees fit. For instance, in
  the second example, the player could have the group
  meet all the suspects in a mystery during a driving
  rainstorm, clouding the precognitive’s vision slightly.
  It requires at least 8 hours of sleep or rest to
  receive a precognitive vision. If the character’s sleep
  is interrupted, the action point is not expended, and
  the precognitive vision simply does not occur. If the
  event dreamed occurs several days or weeks into
  the future, the precognitive can dream of the same
  event multiple times, in hopes of clarifying the event’s
  details. Note that once a vision occurs, the
  precognitive’s actions, or those of his allies might
  render the future moot.
  Psionic Disguise (Precursor)
  By taking conscious control of your muscu-
  lature, rapidly growing or absorbing body mass, and
  changing your skin tone by increasing or decreasing
  mennalin flow, you can appear to become another
  person.
  Prerequisites: Concentration 5 ranks;
  Disguise 5 ranks
  Benefits: Once per day, usually upon first
  awakening, you may choose to assume a psionic
  disguise. Your features twist and flow, your skin and
  hair darkens or lightens, and you may seem to
  change your weight and height by up to 30 lbs or
  several inches, by means of the amazing conscious
  control you have over your posture and musculature.
  Assuming this disguise takes 1 minute of unbroken
  concentration. You receive a +20 bonus on disguise
  checks made merely to disguise your identity, or a
  +15 bonus on disguise checks made to imitate a
  specific person.
  
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  Limitations: Once the psionic disguise has
  been assumed, your body will not relax into its
  natural form until a full night and day (24 hrs) have
  elapsed. If killed or knocked unconscious, you will
  not regain your true face until 24 hours have
  elapsed.
  Psionic Jinx (Precursor)
  Your negativity and envy finds expression in
  a radius of unlucky psionic activity, an unconscious
  field of entropy and chaotic energies surrounds you
  and turn situations to your advantage.
  Prerequisite: Heroic Surge, CHA 13+
  Benefit: Each day you receive a pool of
  ‘jinx’ points equal to your level plus your CHA
  score. You may use these points to worsen the luck
  of those around you.
  You may apply one or more jinx points to
  any die rolls (saves, skill checks, attack rolls, die
  rolls to determine random events) made within 30 ft.
  You may choose to apply as many ‘jinx’ points as
  you like, up to twice your CHA modifier on any
  single roll. Applying ‘jinx’ points is a purely mental
  free action. Using this ability is a free action, which
  must be done prior to the results of the affected roll
  being announced.
  Psi-Seeker (Precursor)
  You can instinctively sense the presence of
  other psions, and can pierce psionic illusions with
  ease.
  Prerequisite: Iron Will; either Sense Motive
  or Spot 4 ranks
  Benefit: You can automatically sense the
  presence of any creature with the Psionic subtype
  when it comes within 100 ft. You do not pinpoint the
  creature’s presence, nor know the exact nature of its
  psionic gifts, merely the presence of another Psion.
  You receive a +4 insight bonus on WILL
  saves made to pierce psionically generated illusions,
  or to spot a creature using a psionic talent to im-
  prove the result of a Disguise check.
  Psi-Thief (Precursor)
  You can teleport small, unattended objects
  into your hand, or teleport such an item away from
  you.
  Prerequisite: Telekinesis
  Benefit: You may automatically teleport a
  Small or tinier object, weighing up to 20 lbs, that
  you can see directly into your hand. The object must
  be clearly visible and be within 60 ft. If the object is
  in the possession of an opponent, it comes to your
  hand if your opponent fails a WILL Save (DC 12 +
  your CHA modifier + your levels in a psionic class).
  You may also teleport Small or smaller
  object, weighing 20 lbs or less that is in your hand to
  any place visible to you within 60 ft. You may not
  teleport an object directly into another object or a
  creature, though you may teleport the object to the
  nearest open space close to a target.
  You may use this ability at will, as a standard
  action, as often as once per minute.
  Psychometric Touch (Precursor)
  By touching an object, you can open pick
  up the nearly imperceptible psi-traces left by previ-
  ous owners.
  Benefit: At will, you can touch any inani-
  mate, unliving object, reading the psionic traces left
  behind by the previous owner. While reading an
  object’s past, you are in a helpless trance state,
  which you may end at any time. You can maintain
  the trance state for a number of minutes equal to
  your WIS modifier (minimum one minute). The
  amount of information revealed depends on how
  long you study a particular object.
  ·
  1st round: Previous owner’s gender.
  ·
  2nd round: Previous owner’s age.
  ·
  3rd round: Previous owner’s general
  appearance.
  ·
  4th round: Previous owner’s primary
  allegiance (if any)
  ·
  5th round: How the previous owner
  gained and lost the object.
  ·
  6th round and beyond: Next previ-
  ous owner’s gender. The cycle
  repeats until all previous owners of
  the object are detailed.
  
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  An object without previous owners reveals
  no information other than a vague image of its place
  of creation. You can continue to scan for previous
  owners for as long as the power’s duration lasts. If
  you read the object again, you don’t pick up where
  you last left off in the series of previous owners.
  Pyrokinetic Ignition (Precursor)
  With a few seconds of concentration, you
  can ignite huge conflagrations.
  Benefit: You can telekinetically excite the
  structure of  mundane objects, heating them to the
  point of combustion over time. The agitation grows
  more intense in the second and third rounds after
  you manifest the power, as described below.
  Activating and maintaining a blaze is a
  standard action, which provokes attacks of oppor-
  tunity. You may use this power at will and maintain it
  for as long as desired.
  ·
  1st Round: Readily flammable
  material (paper, dry grass, tinder,
  torches) ignites. Skin reddens (1
  point of damage).
  ·
  2nd Round: Wood smolders and
  smokes, metal becomes hot to the
  touch, skin blisters (1d4 points of
  damage), hair smolders, paint
  shrivels, water boils.
  · 3rd and Subsequent Rounds:
  Wood ignites, metal scorches (1d4
  points of damage for those holding
  metallic objects). Skin burns and
  hair ignites (1d6 points of damage),
  lead melts.
  Remote Viewing (Precursor)
  You are a psychic sensitive, who
  posses clairvoyant gifts that allow you
  to see through walls and perceive
  distant events as if you were there.
  Prerequisite: Iron Will
  Benefit: You can concentrate on
  some locale and see as if you were
  there. Distance is not a factor but the
  locale must be known, either a place
  familiar to you or an obvious place,
  such as behind a door or around a
  corner. If you chose to use this power
  to view the interior of an opaque
  container, you perceive the contents as
  if the container’s walls had become
  transparent, and are subject to local
  lighting conditions.
  Entering a clairvoyant trance is a full round
  action which provokes attacks of opportunity. You
  may maintain the clairvoyant trance for a number of
  minutes equal to one plus your WIS modifier
  (minimum two minutes). You may use this power at
  will; however, you can not enter a clairvoyant trance
  within an hour of ending a previous clairvoyant
  trance.
  
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  Savant (Precursor)
  You are exceptionally gifted, able to learn
  new skills quickly and effortlessly, and excel in your
  chosen field.
  Prerequisite: INT 13+
  Benefit: When you select this feat, you
  must choose either to be either a physical savant
  (specializing in STR, DEX or CON based skills), or
  an intellectual savant (specializing in INT, WIS or
  CHA based skills). You may place skill ranks within
  your chosen specialty as you see fit, with no level
  based cap on skill ranks.
  Normal: Skill ranks are limited to your total
  character level + 3.
  Special: You may select this feat twice to
  become both a physical and intellectual savant.
  Second Chance (Precursor)
  You take a hand in influencing the probable
  outcomes of your immediate environment. You see
  the many alternative branches that reality could take
  in the next few seconds, and use this foreknowledge
  to gain a subtle but overwhelming tactical advantage.
  Prerequisite: Instinctive Psion
  Benefit: You gain a limited form of precog-
  nition, which allows you to reroll any single attack
  roll, saving throw, ability or skill check once a round
  round. You may use this ability a number of times
  per day equal to 3 plus your CHA modifier (mini-
  mum 3 times daily).
  You must take the result of the reroll, even if
  it’s worse than the original roll. You do not have to
  make another roll if you are satisfied with your
  original roll.
  Special: When spending an action point to
  receive bonus dice, you may expend a daily usage of
  this power to reroll your action dice in hopes of
  receiving a higher bonus. You must take the result of
  the reroll, even if it is worse than the original roll.
  You do not have to make another roll if you are
  satisfied with your original roll.
  Sensory Expansion (Precursor)
  You have far more than just five senses; or
  even the cliched ‘sixth’ sense, possessing the kind of
  sensory capability usually reserved for advanced
  combat cyborgs and spy-gear.
  Prerequisite: WIS 13+
  Benefit:  You can perceive portions of the
  electromagnetic spectrum unseen by most humans.
  By concentrating, you can easily perceive local
  commercial radio and television broadcasts. By
  succeeding on a DC 12 Concentration check, you
  can intercept police and military signals, air traffic
  control data, as if listening on a police scanner or
  similar device. While attuned to these frequencies,
  you are effectively helpless, but can end the trance
  state at any time.
  You may attempt a DC 15 Concentration
  check to intercept any cellular phone signal within
  100 ft, or to detect any functioning electronic
  devices (including concealed bugs and the like)
  within a similar radius.
  Your keen senses act as a natural stress and
  lie detector. You receive a +4 insight bonus on
  Sense Motive checks and Spot checks made to
  penetrate a Disguise if you and your subject are
  within 10 ft. The nerves on your hands are delicate
  enough to read text printed on ordinary sheet of
  paper in total darkness.
  Serpentine Mane (Precursor)
  Your long hair writes and moves with a life
  to its own, twining around opponents and always
  secretly working for your benefit.
  Prerequisite: CHA 15+, either Iron Will or
  Confident
  Benefit: You have total psychic control
  over every strand of your hair. Your prehensile hair
  grants you a +2 bonus on all grapple and disarm
  checks, as well as Sleight of Hand and Escape Artist
  checks. If your hair is uncovered, you are always
  considered to have a ‘hand free’ for the purpose of
  what combat abilities you can bring to bear.
  
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  Limitation: If your hair is ever cut or
  burned, you lose the benefit of this feat until it
  regenerates to it’s full length, which requires 1d6+1
  days.
  Smell Nanonics (Precursor)
  Hard experience has taught you the danger
  of concealed nano-weapons and stealth cyborgs.
  You’ve developed a sixth sense that allows you to
  detect concealed ultra-tech. Your brain has trained
  itself nearly imperceptible data and you experience
  this sub-psionic awareness as a distinctive ‘mechani-
  cal’ odor.
  Prerequisite: Attentive
  Benefit: You are instantly aware of the
  presence of any nano-colony, nano-tech based
  genetic enhancement or soft-tech cybernetics, as
  well as all cybernetics and smartlights, including
  inactive devices. If you move within 60 ft of one of
  these devices, you become aware of their presence.
  You may attempt a WIS check (DC 10 +
  the item’s Restriction rating) to pinpoint the location
  of the device. If you succeed at the check by 10 or
  more points you gain a basic awareness of the
  device (s) purpose and capabilities.
  Silicon Based (Precursor)
  You are a silicon based humanoid lifeform,
  possibly a mutant by the standards of your species.
  Your non-carbon based biology makes you more
  durable and resilient than most of the Milky Way’s
  creatures.
  Prerequisite: character level first only
  Benefit: Your silicon based anatomy means
  you are much harder to kill than typical carbon-
  based life. You receive a +2 racial bonus on all
  FORT Saves and receive a +2 natural armor bonus
  to Defense.
  Drawback: Your anatomy is significantly
  different than most other humanoids. Medics suffer a
  -4 penalty to treat you, unless they have the Xeno-
  Medic feat.
  Sociopathic Insight (Precursor)
  You have an instinctive talent for sensing and
  exploiting emotional weakness.
  Prerequisite: Sense Motive 4 ranks or
  Natural Empath
  Benefit: Any time you make a successful
  Sense Motive check against a sentient target, you
  perceive some hidden emotional weakness about
  that person. At anytime within 24 hours of making
  the Sense Motive check, you can reveal this embar-
  rassing, disturbing or painful insight to that target.
  You must be within 30 ft of the target, who must be
  able to clearly hear you. Revealing your sociopathic
  insight is a move equivalent action.
  Doing so provides you with a +2 insight
  bonus on Bluff and Diplomacy checks made against
  the target. This bonus lasts until the end of the
  current encounter. Further, the target is considered
  shaken for the duration of the encounter. Creatures
  immune to fear are not affected by this feat.
  Solar Empowerment (Precursor)
  Your hail from a planet with a cold, dying
  star, and under the light of a yellow sun in the prime
  of its sequence, you gain incredible strength and
  endurance.
  Prerequisites: Planetary Adaptation (either
  dark or cold world), Endurance
  Benefit: When in a system with a blue
  (Class O, B or A) or yellow (Class G) sun, you
  receive a +4 racial bonus to your STR score and
  gain Fast Healing 2, so long as you remain within ½
  lightyear of the star.
  You receive no benefit when traveling
  through interstellar space, or when in a system with
  any other type of star. You gain the benefit of this
  feat in a binary star system, provided at least one of
  the stars meets the criteria.
  Special: Alien creature with the Nocturnal
  (EX) racial trait may substitute that for the Planetary
  Adaptation feat.
  
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  Superficial Mind Scan (Precursor)
  You can read the minds of those around
  you, easily scanning their surface thoughts.
  Prerequisite: WIS 13+, Sense Motive 4
  ranks
  Benefit: You can detect a creature’s surface
  thoughts. The amount of information revealed
  depends on how long you study a particular area or
  subject. You may manifest this ability at will, and
  maintain the scan for up to one minute per point of
  your WIS modifier. Manifesting this ability is a
  standard action, and you must rest at least one
  minute between activations of this talent.
  ·
  First round of the scan: Reveals the
  presence or absence of thinking minds (from
  conscious creatures with an INT score of 1
  or higher) within a 60 ft cone emanating
  from you. You do not pinpoint scanned
  creatures or know their exact location.
  ·
  Second round of the scan: You know the
  number of sentient creatures (INT score of
  5+) and the INT score of any creature
  within your scanning range.
  ·
  Third round of the scan: You detect the
  surface thoughts of any mind within the area.
  The subject can attempt a WILL Save (DC
  12 + your WIS modifier) to avoid having its
  thoughts read. Animals and similar low
  intellect creatures have simple, instinctual
  drives you can pick up.
  If the subject succeeds on a WILL save,
  you must manifest this ability again to have another
  chance. Each round you concentrate on maintaining
  the scan, you can scan another 60 ft cone. The
  power can penetrate barriers, but may be stopped
  by 1 ft of stone, 1 foot of common metal, a thin lead
  sheet, or 3 ft of wood or dirt.
  Telekinesis (Precursor)
  Streamers of luminous ectoplasmic energy
  flow from your body and drift towards objects you
  concentrate on. With concentration, you can move
  small objects at significant distances.
  Prerequisite: CHA 13+
  Benefit: You may move objects
  telekinetically as a standard action. You may move
  unattended objects weighing ten pounds per point of
  your CHA modifier. You may utilize this ability at
  will, directing the object (s) as a standard action,
  which provokes attacks of opportunities.
  You may perform Craft and DEX based
  skills using telekinesis, but suffer a –4 penalty on all
  skill checks due to lack of sensitivity. You may throw
  objects telekinetically, but suffer a –4 penalty on
  attack rolls.
  Thrown objects inflict 1d4 points of subdual
  damage per 10 lbs. Hard or edged objects inflict
  1d4 points of lethal damage per 10 lbs.  Inhalation
  poison telekinetically thrown in an adversary’s face
  or nose inflicts a –2 circumstance penalty on the
  unfortunate victim’s FORT saves. Telekinesis cannot
  be used directly against living beings or objects in
  another creature’s possession.
  Telekinetic characters can affect all objects
  within line of sight in a 60 ft radius. Telekinetic
  characters may simultaneously move a number of
  objects equal to their CHA modifier.
  Telekinetic Aim (Precursor)
  Your latent telekinetic gifts steady your
  hands and guide your bullets and arrows to their
  targets.
  Prerequisite: Base Attack Bonus +1
  Benefit: By making a DC 20 Concentration
  check, the character may add his CHA modifier to
  his ranged attack rolls when using the full attack
  action. The attack roll(s) must be made using a
  weapon that fires physical projectiles- a gun, bow,
  crossbow, cannon or the like. You may not use this
  feat to guide energy blasts towards their target.
  Telekinetic Strength (Precursor)
  Reinforcing your physique with telekinetic
  energy allows you to perform amazing physical feats.
  Prerequisites: Iron Will
  Benefit: You may add your WIS modifier
  as an untyped bonus to any STR check or STR
  based skill check. You may use this ability three
  times per day.
  
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  Twin Bond
   (Precursor)
  You share an
  unbreakable psionic
  bond with a twin
  sibling.
  Prerequisite: charac-
  ter level first only
  Benefit: You
  forge a powerful
  psychic link to your
  twin brother or sister,
  who may be an NPC
  ally or a fellow PC.
  The other twin is also
  assumed to have this
  feat.
  You can
  communicate with
  your twin through a
  silent telepathic bond
  so long as you are
  within a five-mile
  radius of each other.
  You instantly know
  the health and emo-
  tional state of your twin, as well as the distance and
  general direction to the twin.
  You may concentrate and see and hear
  through your twin’s senses, so long as you are both
  within five miles. While experiencing the world
  through your twin’s eyes, you are considered
  helpless, but you can end the trance state at any
  time, as a free action.
  Urban Stealth (Precursor)
  Your minor but useful psychic talents allow
  you to slip between the cracks of 21st century
  America’s endless, intrusive surveillance.
  Benefit: An invisible psycho-kinetic shroud
  covers you at all times, blurring your image and
  distorting your voice. You cannot be recorded or
  photographed by any camera, and your voice is
  distorted beyond recognition, though not beyond
  understanding when recorded. Your voice and image
  are distorted and garbled on real-time communica-
  tion links such as cell phones and video
   communication. Sensors that merely recognize your
  presence, such as pressure plates, motion detectors
  or infrared, but cannot identify you are unaffected by
  this ability.
  You receive a +4 insight bonus on Disable
  Device checks made to shut down sensor systems
  or recording devices, as well as a +4 insight bonus
  on Search checks made to detect cameras and other
  surveillance devices.
  Vibratory Scan (Precursor)
  You are so tuned to the motion of creatures
  around you; you no longer need your eyes to see.
  Instead, you can feel movement all around you,
  enabling you to pinpoint hidden enemies with ease
  with a strange telekinetic radar
  Prerequisites: Blind Fight, Concentration 5 ranks
  Benefit: You gain tremorsense with a 60 ft
  effective radius
  
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  High level psions can
  reshape reality, wield devastating
  energies and perform miraculous
  feats. For all their powers, psions
  are not mages: instead they
  represent the ultimate evolution of
  mankind, a mental potential that is
  only unlocked in a handful of
  homo sapiens.
  In order to choose a
  Psionic Feat, a character must
  possess the Psionic subtype,
  either by being a member of a
  Psionic race or class, or by
  selecting one or more Psionic
  Precursor feats.
  Agony Field (Psionic)
  Through an act of con-
  centration, you create a glistening
  field of ectoplasm only a few
  millimeters thick. Ectoplasmic
  tendrils reach out of your mind to
  share your sensations all minds
  near you.
  Prerequisite: Pain
  Transference
  Benefit:  A number of
  times per day equal to 3 + your
  WIS modifier, (minimum 3 times
  daily) you can create a psionic agony field. The
  agony field forms as a sphere with a 30 ft radius,
  centered on yourself.
  Once the agony field is created, affected
  creatures can leave the area of effect, but remain
  affected by this power as long as they remain on the
  same plane. Creatures caught within the agony field
  can attempt a WILL save (DC 10 + your levels in
  psionic classes if any + your WIS modifier) to
  negate the effect.
  You create an affinity feedback loop with all
  creatures within the area. While the duration lasts,
  affected creatures take all damage (including status
  ailments and ability damage or drain) as you do and
  heal all wounds as you do. Hit points gained or lost
  persist after this power ends.
  Creatures in range are also subject Psionic
  abilities, magical powers and other extra-normal
  effects. Creatures that have an affinity to you gain a
  saving throw against each new power transferred
  through the affinity field as if the power were mani-
  fested upon them normally. All magical and psionic
  effects transferred to subjects fade at the end of this
  power’s duration, although instantaneous effects
  remain.
  
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  If you suddenly become immune to a
  particular effect or power, the effect or power to
  which you are immune cannot be transferred to
  creatures that have affinity to you.
  Animal Command (Psionic)
  You can psionically override animal instincts
  and control lower lifeforms like combat drones. You
  can communicate with and command animals as
  easily, if not more easily, than you interact with other
  humanoids.
  Prerequisites: Animal Bond
  Benefit: You can communicate empathically
  with any creature with the animal, magical beast or
  vermin type, and at the game master’s options, with
  similar but more exotic non-sentient creatures.
  Unless commanded to attack or guard, or threat-
  ened by you, most creatures of these types have an
  initial starting attitude of Indifferent towards you.
  You can speak with and attempt to influence
  non-sentient creatures with a Bluff, Diplomacy, or
  Intimidate check, as well as attempt to gain basic
  information about things the animal has experienced
  through simple empathic conversation.
  A number of times per day equal to three
  plus your CHA modifier (minimum three times
  daily), you can take complete command of an
  animal’s, magical beast’s or vermin’s body, operating
  the creature like a puppet. The creature must have
  an INT score of 3 or less to be affected by this
  ability. You may not command any creature with HD
  or CR greater than your total character level.
  Unwilling animals receive a WILL Save to
  resist the effect (DC 10 + ½ your character level +
  your CHA modifier); success means that specific
  animal cannot be affected by this ability for 24
  hours. You can direct the animal’s behavior, even
  commanding it to fight on your behalf as a full round
  action. You have total command over the creature,
  and can force it into suicidal behavior. You must
  have line of sight to command an animal in this
  manner.
  The control effect lasts for a number of
  minutes equal to your CHA modifier (minimum one
  minute), and upon the end of the effect, most animals
  will attempt to flee your presence as rapidly as
  possible.
  Animal Overlord (Psionic)
  You can compartmentalize your mind,
  becoming the leader of a large, mind controlled pack
  of servitor animals. You allow your subconscious
  mind to command your beasts, allowing you to act in
  concert with the pack.
  Prerequisite: Animal Command
  Benefit: The duration of your animal
  command ability is extended to a number of hours
  equal to your CHA modifier (minimum one hour).
  You may simultaneously command a number of
  creatures equal to your INT modifier. No single
  member of the pack may have more HD or CR
  greater than your own total character level, and the
  total pack can have a maximum HD equal to twice
  your total character level.
  You instantly and effortlessly transmit
  commands to your mind controlled pack, allowing
  you to control your beasts as a free action. You may
  act normally while commanding your pack, but still
  require line of sight to your mind-dominated pack.
  Aphasia (Psionic)
  With a bolt of unchecked psionic force, you
  can blast a targets mind, inflicting pin-prick neural
  hemorrhages and micro-strokes, which destroy a
  victim’s capabilities.
  Prerequisite: Superficial Mind Scan
  Benefit: As a standard action, you can
  unleash a psionic blast against any living creature
  within 30 ft. You may use your Aphasia power as
  often as once per round.
  A victim targeted by this ability suffers a
  debilitating micro-stroke that permanently removes
  1d6 skill ranks, chosen by you at the time the power
  is activated. Victims suffer an additional +1d6 points
  of skill-rank damage per point of your WIS modifier
  (maximum 5d6 ranks).
  
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  You may target any skill you know the target
  to possess, target the skill or skills the target has
  most recently used, or target any languages the
  target can speak or read. If the target has fewer skill
  ranks than you could remove, the power removes all
  possible skill ranks and than ceases, having no
  additional effect.
  Your target may attempt a WILL Save (DC
  10 + your WIS modifier + your levels in a psionic
  class) to partially negate the effect. Targets who save
  against this effect only suffer the loss of a single rank
  in one particular skill.
  Cloud Mass (Psionic)
  You can transform your body into a free-
  floating cloud of ectoplasm and charged
  psi-particles.
  Prerequisite: Iron Will, Concentration 8 ranks
  Benefit: As a move action, you can trans-
  form yourself into a cloud of ectoplasm or regain
  your human density.
  While in your ectoplasmic state, you re-
  semble a glistening cloud of fog or smoke, which
  vaguely resembles your human form. While ecto-
  plasmic, you are intangible and immune to physical
  harm, though you have no STR score, and cannot
  directly interact with physical objects. While ecto-
  plasmic, you can pass through any non-airtight
  container or barrier. While ectoplasmic, you gain a
  flight speed of 30 ft (clumsy), and your base land
  speed is reduced by 10 ft.
  You may become ectoplasmic at will, and
  maintain your intangible state indefinitely, until you
  consciously choose to re-solidify.
  Drawback: As an ectoplasmic entity, you
  suffer double damage from energy based attacks,
  including psionic energy attacks. You cannot enter
  water, and cannot move against a wind in excess of
  10-15 mph. Stronger winds force you to return to
  your solid human form.
  Cosmic Energy Battery (Psionic)
  Your cells are already designed to absorb
  the vibrant energy of a main sequence star, and can
  absorb ambient cosmic radiation to increase your
  power.
  Prerequisite: Solar Empowerment
  Benefit: You are sustained by ambient
  cosmic radiation, which makes you immune to the
  harmful effects of radiation, to suffocation and hard
  vacuum. You do not need to eat or drink.
  When in a heavily irradiated area, you
  receive a +2 enhancement bonus to your STR and
  CON scores, as your body absorbs and process the
  radiation as extra power.
  Ectoplasmic Barrier (Psionic)
  You can create an impenetrable barrier of
  solid ectoplasm, a psionic force field that can
  withstand everything up to and including a low yield
  nuke.
  Prerequisite: Anti-Ballistic Shell
  Benefit: A number of times per day equal
  to 3 + your WIS modifier (minimum 3 times daily)
  you can manifest a nearly unbreakable wall of
  psionic energy and hardened ectoplasm. The
  Ectoplasmic Barrier cannot move, and is immune to
  damage of all kinds. Spells, breath weapons, energy
  attacks cannot pass through the wall in either
  direction. The Ectoplasmic Barrier is mostly trans-
  parent, so gaze based attacks/effects can pass
  through, and is not airtight.
  The psion can choose to sculpt the barrier
  into a flat, vertical plane whose area is   up to 60 ft
  square, or into a sphere or hemisphere with a radius
  of up to 10 ft per point of his WIS modifier.
  Once activated, the Ectoplasmic Barrier
  remains as long as the psion concentrates on main-
  taining the field to a maximum of one minute per
  point of his WIS modifier. Activating or maintaining
  this feat is a standard action.
  Ectoplasmic Corona (Psionic)
  You can generate a mobile ectoplasmic
  cocoon around your body that moves as you do and
  provides an impressive defense.
  Prerequisite: Anti-Ballistic Shell
  
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  Benefit: A number of times per
  day equal to 3 + your WIS modifier
  (minimum 3 times daily) you can
  manifest psionic armor. The ectoplas-
  mic corona extends a few inches from
  your skin, covering you completely. The
  corona absorbs and negates magic
  missiles and other force-based attacks
  directed at you, and provides a +4
  bonus to Defense. The corona carriers
  no armor penalty or arcane spell failure
  chance.
  Once activated, you can
  maintain the corona for a number of
  minutes equal to one plus your WIS
  modifier (minimum two minutes),
  without further concentration.
  Feedback Agility (Psionic)
  You can perform amazing
  acrobatic feats, making jumps that even
  Olympic champions would find impos-
  sible.
  Prerequisites: Telekinetic
  Strength
  Benefit: You may make a
  vertical leap without needing to make a
  running start. However, if you can make
  a running start of at least 20 ft, you
  receive a +4 bonus on the Jump check.
  Your telekinetic strength has
  focused to the point you always add
  your WIS modifier as a bonus on your
  Jump checks, enabling you to perform truly amazing
  leaps.
  Normal: A running start is required to make
  a vertical leap.
  Gravity Control (Psionic)
  With a thought, you can increase the planet’s
  gravitational pull or negate it completely.
  Prerequisite: Telekinesis, Telekinetic
  Mastery, Concentration 4 ranks
  Benefit: A number of times per day equal
  to 3 + your CHA modifier (minimum 3 times daily),
  you can alter gravity in a 100 ft radius around your
  body. This field moves with you as long as the effect
  remains active. This gravity field affects everything
  within the radius, except you, unless you specifically
  choose to be affected. You can otherwise move and
  operate normally.
  You may choose to either create a High
  Gravity environment or a zero gravity environment,
  as described in the D20 Future core rulebook.,
  within this field. You may maintain the field for up to
  one minute per point of your CHA modifier per
  activation. You may change between high and zero
  
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  grav environments as
  often as once per round
  during this time. Acti-
  vating and maintaining
  the field is a standard
  action.
  Hypercognition
  (Psionic)
  You are one of
  the greatest deductive
  minds on the planet,
  processing data in a
  revolutionary new way
  which allows you to
  solve otherwise impos-
  sible conundrums.
  Prerequisite:
  either Circuit Neurology
  or Savant (mental)
  Benefit: You
  make lightning-fast
  deductions based on
  only the slightest clue,
  pattern, or scrap of
  memory resident in your
  mind. You can make
  reasonable statements
  about a person, place,
  or object, seemingly
  from very little knowl-
  edge. However, your
  knowledge is in fact the
  result of a rigorously logical process that you force
  your mind to undertake, digging up and correlating
  every possible piece of knowledge bearing on the
  topic (possibly even extracting echoes of knowledge
  from the Astral Plane).
  The nature of the knowledge you gain
  concerning the subject of your analysis might include
  the answer to a riddle, the way out of a maze, stray
  bits of information about a person, legends about a
  place or an object, or even a conclusion concerning
  a dilemma that your conscious mind is unable to
  arrive at.
  An INT
  check, or appro-
  priate Knowledge
  check may be
  required to obtain
  the desired infor-
  mation. If so, you
  can manifest
  hypercognition as
  an immediate
  action prior to
  making the check
  and receive a +20
  bonus for doing so.
  Using
  Hypercognition is a
  free action, which
  is considered part
  of the Knowledge
  or INT check
  made during the
  manifestation of
  this ability. You
  may activate this
  ability a number of
  times per day
  equal to one plus
  your INT modifier
  (minimum twice
  daily).
  Incomplete Wormhole (Psionic)
  By opening microscopic wormholes within a
  target’s body, you rip away blood, bone and tissue,
  shredding a foe from within and spreading his
  remains across a thousand mile radius.
  Prerequisite: Wormhole
  Benefit: A number of times a day equal to 3
  + your INT modifier (minimum 3 times daily), you
  can create a series of random, dangerously incom-
  plete wormholes within an enemy’s body. Your
  target must be within 60 ft of you, and you must be
  able to clearly see your target. A victim may attempt
  a FORT save (DC 10 + your levels in psionic
  classes if any + your INT modifier) for half damage.
  
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  As a standard action, you psychoportively
  disperse minuscule portions of the subject, dealing
  5d6 points of damage. You may also choose to
  spend an action point or points to increase this
  deadly power’s lethality: for each action point you
  spend, this ability inflicts an additional +1d6 points
  of damage, with no maximum damage ceiling.
  Mechanical Discordance (Psionic)
  You can project a quantum energy field,
  which disrupts electrical circuits, distorts physical
  laws like inertia and friction, and impedes chemical
  reactions. Complex machines of all types, from
  automobiles to 9mm handguns, fail in your presence.
  Prerequisite: Anti-Psi Broadcast or Urban
  Stealth
  Benefit: By concentrating, you can shut
  down a single machine you have line of sight to
  within 60 ft. Concentrating on a machine is a stan-
  dard action; the machine (which can be any vehicle,
  weapon, electronic device, surveillance equipment,
  ect) fails to work as long as you maintain concentra-
  tion on suppressing its function. You may also
  choose to disable one specific system of a more
  complex machine (ie: disabling a plane’s radio but
  leaving its avionics untouched).
  The game master may rule that exceptionally
  large or complex devices (a nuclear reactor, a USN
  aircraft carrier, ect) can only be partially affected if
  at all. Unattended devices receive no save; an object
  being worn, used or piloted resists the effect using its
  operator’s FORT save. Since cybernetics are
  protected and enveloped by their host’s ‘krillian’
  aura, they cannot be affected. Sentient robots and
  AI s cannot be affected by this power.
  Life Thief (Psionic)
  You can kill with a touch, stealing the vital
  energy of the soul, and using the stolen energy to
  maintain your own body.
  Prerequisite: Energy Vampire
  Benefit: You can absorb the energy of
  another living creature with a successful touch
  attack. Your vampiric touch deals 1d6 points of
  damage per two character levels (maximum 10d6 at
  20th level).
  You gain temporary hit points equal to the
  damage you deal. However, you can’t gain more
  than the subject’s current hit points +10, which is
  enough to kill the subject. The temporary hit points
  disappear 1 hour later.
  Memory Scan (Psionic)
  You can hack a subject’s memory like a
  computer system, searching through memories that
  are both recent and easily accessible and thoughts
  buried under a weight of years and experiences.
  Non-psionics can hide few secrets from you.
  Prerequisite: Superficial Mind Scan
  Benefit: A number of times per day equal
  to 3 + your WIS modifier (minimum 3 times daily)
  you can initiate a full scale memory scan. You must
  be within 30 ft of the target to initiate or maintain the
  scan. You may maintain the memory scan with
  concentration, up to one minute per point of your
  WIS modifier. An unwilling target may resist the
  memory scan with a WILL Save (DC 12 + your
  WIS modifier + your levels in a psionic class).
  All the subject’s memories and knowledge
  are accessible to you, from memories deep below
  the surface to those still easily called to mind. You
  can learn the answer to one question per round, to
  the best of the subject’s knowledge. If the subject
  succeeds on a WILL Save, it is not required to
  answer the question; however, making a save does
  not end the power. You can ask the subject a new
  question (or the same question) in subsequent
  rounds for as long as the power’s duration persists.
  You can probe a sleeping subject and
  automatically get an answer to your question. If the
  subject then succeeds on a WILL save, it wakes
  after providing the first answer and thereafter can
  resist answering by making WILL saves as de-
  scribed above.Subjects that do not wish to be
  probed can attempt to move beyond the power’s
  range, unless they are somehow hindered.
  
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  You pose the questions tele-
  pathically, directly to the target’s
  subconscious mind, and the answers to
  those questions are imparted directly to
  your mind. You and the subject do not
  need to speak the same language,
  though less intelligent creatures may
  yield up only appropriate visual images
  in answer to your questions.
  Since the memory scan targets
  the subject’s subconscious mind, you
  can receive truthful, relevant information
  even from a creature that cannot
  consciously remember the information,
  such as an amnesiac or mind-wiped
  creature.
  Mental Overload (Psionic)
  With a glance, you can over-
  load a target’s consciousness with
  agony or ecstasy.
  Prerequisite: CHA 15+
  Benefit: As a free action once
  per round you can lock gazes with any
  sentient target and attempt to overload
  their senses. The target must succeed at
  a WILL Save (DC 10 + your CHA
  modifier + ½ your levels in psychic
  character classes, if any) or become
  effectively nauseated for 1d6+1
  rounds. You can overload a target with
  either agonizingly painful or intensely
  pleasurable sensations, at your option.
  This ability does not function against crea-
  tures immune to pain effects or subdual damage.
  Molecular Disintegration (Psionic)
  While intangible, your ghostly body gener-
  ates damaging electromagnetic and quantum dis-
  charges, which disassemble solid matter.
  Prerequisite: Cloud Mass
  Benefit: While transformed into your
  cloud-state, you may envelop an adversary of your
  size or smaller simply by moving into the target’s
  square. While in the same square with a target, your
  energized body lashes out at the opponent. Your
  presence inflicts 2d6 points of either fire or acid
  damage per round you remain in the enemy’s
  square. You choose whether to inflict fire or acid
  damage when this feat is chosen, and once the
  choice is made it cannot be changed.
  Pain Transference (Psionic)
  You can dampen down your pain, deadening
  your nerves by an act of will, storing the agony of
  your wounds until you release the neuro-kinetic
  energy as a debilitating psionic strike.
  
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  Prerequisite: Iron Will, Focused
  Benefit: Any time you suffer at least 10
  points of damage, you may attempt a DC 15
  Concentration check, as a free action, to transform
  the pain into a damaging psionic energy surge. If the
  check is successful, your body crackles with a
  short-lived neuro kinetic charge, which you can
  utilize in one of two ways.
  You can internalize the energy charge,
  receiving a short-lived surge of adrenaline and focus.
  You receive a +1d3 insight bonus to STR and DEX,
  which lasts for one minute per 10 points of damage
  inflicted. Using the Pain Transference feat in this way
  is a free action.
  You can externalize the energy charge,
  gaining the ability to make a ranged touch attack
  (with a 30 ft maximum range) against a single target
  on your next action. You blast your opponent with
  psionic energy, like a mental taser, which leaves your
  target debilitated with agony. The target is paralyzed
  for 1d3 rounds, plus one round for every ten points
  of damage inflicted. The target can attempt a WILL
  save (DC 12 + your WIS modifier + your ranks in
  psionic classes) to negate this agonizing effect.
  Polyglot (Psionic)
  You instantly and intuitively grasp the
  underlying rules of unfamiliar languages and codes,
  and can pick up a completely new language in
  seconds.
  Prerequisite: Savant (mental)
  Benefit: You can understand any creature
  that has a language. You can also speak that lan-
  guage, assuming you are physically capable of doing
  so (a human with this feat might have difficultly
  ‘speaking’ with a creature that communicates
  through scent cues, but would have no problem
  understanding the creature’s scent messages).
  You gain literacy in an unfamiliar language
  after 1d4+1 minutes of study. Finally, your familiarity
  with codes and ciphers provides you with a +10
  racial bonus on Decipher Script checks.
  Psi-Adhesion (Psionic)
  Your body is surrounded by an ultra-short
  range telekinetic field, just a few microns in diameter,
  which forms a nearly unbreakable molecular bond
  between you skin and a surface you touch, enabling
  you to climb walls and ceilings as nimbly as a spider.
  Benefit: You can climb and travel across
  vertical surfaces and even traverse ceilings as well as
  a spider does. Your fingertips or feet must be
  uncovered, and your hands must be free to climb in
  this manner.
  You gain a climb speed of 30 ft, and do not
  need to make Climb checks to scale a surface.
  Psi-Bolt (Psionic)
  You can fire a powerful bolt of charged
  ectoplasm and psionic force which attacks oppo-
  nents both physically and emotionally.
  Prerequisite: Iron Will
  Benefit: As a standard action, you can
  unleash a devastating psionic blast. You may use this
  ability as often as once per round.
  Your psi-bolt inflicts 1d6 points of force
  damage, plus an additional +1d6 points of damage
  per point of your WIS modifier (maximum 6d6).
  The psi-bolt is a ranged attack with a maximum
  range of 60 ft.
  A creature who takes damage from your
  psi-bolt must also succeed at a WILL Save (DC 10
  + your WIS modifier + your levels in a psionic class)
  or be stunned for one round. Targets who fail their
  saves are bombarded with painful memories and
  discordant sensory input. Objects and mindless
  creatures, such as robots, constructs and some
  undead are immune to the psi-bolt’s effects.
  Psi-Grenade (Psionic)
  You can create devastating telekinetic
  explosions, which explode like psionically charged
  grenades, shredding living tissue and destroying
  minds.
  Prerequisite: Psi-Bolt
  Benefit: Rather than targeting a specific
  adversary with your Psi-Bolt you can create a
  charged sphere of psionic energy, which you hurl
  
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  like a grenade. The hurled psi-
  grenade is considered a ranged
  attack with a maximum range of 60
  ft, like the Psi-bolt it is based upon.
  The psionic grenade has a
  blast 20 ft blast radius. All sentient
  creatures caught within the blast radius
  are affected as normal for a psi-bolt.
  Creatures caught within the blast radius
  may attempt a DC 15 REF save for half
  damage.
  Psychic Lockdown (Psionic)
  A single touch from you disrupts a
  psion’s mental energy fields and causes
  agonizing neural chaos within them, prevent-
  ing your adversaries from manifesting psionic
  abilities.
  Prerequisite: Anti-Psi Broadcast
  Benefit: By touching the bare skin of a
  creature with the Psionic subtype, you can
  attempt to temporarily lock down the enemy
  psion’s mental abilities. Using this feat is a touch
  attack. The victim can attempt to resist the effect’s
  abilities by succeeding at a WILL save (DC 10 +
  your levels in psionic classes if any + your CHA
  modifier).
  If the target fails her save, she cannot
  manifest any Psionic Precursor or Psionic feats, nor
  manifest any supernatural (SU) or spellike (SP)
  abilities granted by membership in a psionic race or
  class. If the race or class grants extraordinary (EX)
  abilities, those are unaffected by the power disrup-
  tion. The power disruption remains in effect for 2d6
  rounds.
  Psychic Surgery (Psionic)
  You can reach deep into damaged tissue and
  seal it shut by sheer force of will.
  Prerequistes: Mind Healer or Faith
  Healing, Treat Injury 8 ranks
  Benefit: By expending an action point and
  touching a wounded creature whose HP total is -9
  or greater, you instantly restore the target to full HP.
  Using this ability is a full round action, and you are
  exhausted after using this ability.
  Strength of Will (Psionic)
  Strength is more than purely physical. Your
  unshakable will power and strength of conviction
  sustains and protects your body as well as the
  sanctity of your mind.
  Prerequisite: Iron Will, Indomitable
  Benefit: You use your WILL Save modifier
  in place of your FORT Save modifier as long as you
  are conscious. From the moment this feat is chosen,
  the only time you will ever use a FORT Save again is
  if you are unconscious.
  
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  Shockpulse (Psionic)
  With an angry gesture, you
  can project a wall of psychic force
  and excited air molecules that
  slams into your adversaries like a
  wrecking ball.
  Prerequisite: Focused,
  Concentration 8 ranks
  Benefit: By succeeding at
  a Concentration check as a
  standard action, (DC 10 + the
  number of previous successful
  checks made to generate a pulse),
  you can fire pulse of high impact
  kinetic energy.
  Your shockpulse is a
  ranged touch attack with a 60 ft
  maximum range, which inflicts 4d6
  + WIS modifier points of blud-
  geoning or subdual damage,
  chosen when the blast is fired.
  Once you fail a Concen-
  tration check to generate a
  Shockpulse, you cannot use this
  feat for an hour. You can begin
  using this feat normally after an
  hour of rest.
  Spontaneous Evolution (Psionic)
  Your body automatically adapts to hostile,
  threatening environments, with your body physically
  changing in response to danger. If drowning, you
  manifest gills, if burning your skin hardens into a
  calcified exoskeleton, and so on.
  Prerequisite: CON 13+, Endurance
  Benefit: Once per day, you can activate a
  powerful mutagenic gift. Activating this power is a
  free action. Once manifested, this power remain
  active for a number of hours equal to your CON
  modifier (minimum one hour).
  Your body automatically adapts to hostile
  environments. You can adapt to underwater, ex-
  tremely hot, extremely cold, or airless environments,
  allowing you to survive as if you were a creature
  native to that environment. You can breathe and
  move (though penalties to movement and attacks, if
  any for a particular environment, remain), and you
  take no damage simply from being in that environ-
  ment. You become immune to all toxins and poisons
  for the duration of the effect.
  You need not specify what environment you
  are adapting to when you manifest this power;
  simply activate it, and your body will instantly adapt
  to any hostile environment as needed throughout the
  duration.
  You can somewhat adapt to extreme
  environmental features such as acid, lava, fire, and
  electricity. Any environmental feature that normally
  directly deals one or more dice of damage per round
  deals you only half the usual amount of damage.
  
  ���
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  Suicide Drive (Psionic)
  With a few well chosen words, you can
  completely shatter a victim’s mind, leaving them
  nearly catatonic with depression and self loathing, all
  too willing to end their own lives and save you the
  trouble.
  Prerequisites: Intellectual Mastermind,
  Sociopathic Insight
  Benefit: By spending at least five minutes in
  conversation with any sentient creature with an INT
  score of 5 or higher, you may attempt a Diplomacy
  or Intimidate check (DC 25 + the target’s WIS
  modifier).
  If this check is successful, you utterly
  destroy the target’s mind, devastating their ego and
  bringing all their hidden faults and secrets to light in
  the cruelest way possible. The target becomes
  nearly catatonic with depression, and is considered
  dazed, and though the affected character can defend
  himself normally, few consider it worth the effort to
  do so. The character is consumed with thoughts of
  suicide, and will attempt suicide in the most logical,
  straightforward and effective manner possible unless
  restrained or unconscious.
  The depressive, dazed state remains in
  effect for a number of days equal to your CHA
  modifier, or until the victim undergoes psychiatric
  treatment, which requires a DC 25 Knowledge:
  behavioral sciences check and at least a day of
  effort. The overtly suicidal state lasts for a number of
  hours equal to your CHA modifier, plus one hour for
  every point you beat the check DC by. This is a
  mind affecting, language dependant effect.
  Telekinetic Mastery (Psionic)
  You can lift truly incredible weights with your
  mind.
  Prerequisites: Telekinesis, Focused
  Benefit: You may telekinetically lift up to
  100 lbs per point of your CHA modifier.
  Normal: You may telekinetically manipulate
  objects weighing up to 10 lbs per point of your
  CHA modifier.
  Telekinetic Sniper (Psionic)
  You are one of the deadliest snipers alive,
  using your latent psi-talents to find weaknesses in
  even the most heavily defended target.
  Prerequisite: Telekinetic Aim, Dead Aim,
  Base Attack Bonus +5
  Benefit: When firing any ranged ballistic
  weapon you could use in conjunction with your
  Telekinetic Aim feat as a full round action, you treat
  the attack as a ranged touch attack rather than a
  conventional ranged attack.
  Teleport Trade (Psionic)
  You have learned to use your teleportational
  gifts offensively, using them to take control of the
  battlefield, and reposition the players, both friend
  and foe, to your choosing.
  Prerequisite: Visual Teleport
  Benefit: When using your Visual Teleport
  feat, you may choose to use your teleporting ability
  in a new way. You instantly swap positions between
  your current position and that of a designated
  creature, of the same size category, within your
  teleport range. Willing creatures receive no save,
  and a creature unwilling to be teleported may resist
  the movement with a WILL Save (DC 10 + your
  INT modifier + your levels in any psionic class).
  Alternatively, you can swap the positions of
  any two allies in range. This power affects creatures
  of Large or smaller size. You can bring along up to a
  medium load objects, but not other creatures.
  Temporal Fossilization (Psionic)
  With a touch, you can lock a target into
  temporal stasis, paralyzing them and freezing them in
  place exactly as they are.
   Benefit: Freezing a target requires a range
  touch attack, and the temporal stasis can be negated
  with a successful WILL save (DC 12 + your levels
  in psionic classes if any + your INT modifier). A
  touched target remains in temporal stasis for a
  number of hours equal to your INT modifier.
  Your touch covers the target in a translucent
  carapace, which glistens like oil. This temporal gel
  instantly freezes the target. Following the application
  
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  of this power, the subject appears lifeless. In fact, it
  is not dead (though no life can be detected with
  powers or spells that detect such).
  When the power’s effect ends, the ‘tempo-
  ral gel’ melts away, and the subject is in exactly the
  state he was prior being affected by crystallize. A
  target damaged or destroyed during the stasis period
  remains slain or injured when the effect ends.
  You may activate your temporal fossilization
  ability a number of times per day equal to 3 + your
  INT modifier (minimum 3 times daily) Each time you
  activate this power, your hands glow with psionic
  energy, enabling you to make temporal stasis touch
  attacks for a number of rounds equal to your INT
  modifier.
  Trauma Lash (Psionic)
  You have learned how to use your internal
  pain as a defense mechanism, manifesting a stinging
  torrent of incomplete memories and chaotic impres-
  sions. The force of your pain and rage hits like a
  taser.
  Prerequisite: Catharsis of Action
  Benefit: As a standard attack action, which
  does not provoke attacks of opportunity, you can
  sacrifice XP and by doing so channel mental trauma
  into a powerful psychic blast.
  You must spend a minimum of 25 XP to
  project a trauma lash. You can spend more points to
  increase the damage your trauma lash can inflict.
  Your psionic lash screams from your body in
  a cone shaped emanation 30 ft long. Any sentient
  creatures with an INT score of 5 or greater caught
  within the cone must succeed at a WILL save or be
  affected by the agonizing psi-strike. The base save
  DC is 10 + ½ your character level + your CHA
  modifier.
  A creature that fails its save is paralyzed for
  1d4 rounds. Mindless and non-sentient creatures, as
  well as creatures immune to mind influencing effects
  are not affected by your trauma lash.
  Enhancement: Each additional 10 XP you
  sacrifice increases the WILL Save DC modifier by
  +1. IN addition, for every 20 XP you spend on the
  blast, the duration of the paralysis effect is
  increased by +1 round.
  Traumatic Neuro-Dart (Psionic)
  You have learned how to use your internal
  pain as a defense mechanism, manifesting a stinging
  torrent of incomplete memories and chaotic impres-
  sions. You can channel your rage into a lethal laser-
  like blast that can cripple or kill.
  Prerequisite: Cantharis of Action
  Benefit: As a standard attack action, which
  does not provoke attacks of opportunity, you can
  sacrifice XP and by doing so channel mental trauma
  into a powerful psychic blast.
  You must spend a minimum of 25 XP to
  project a neuro-dart. You can spend more points to
  increase the damage your trauma lash can inflict.
  Your Neuro-Dart is treated as a ranged
  touch attack with a maximum 60 ft range. A creature
  struck by your Neuro-Dart suffers 2d6 points of
  force damage. Each additional 10 XP sacrificed
  increases the strikes damage by +1d6 points, to a
  maximum of 10d6 points of damage, at a cost of
  105 XP.
  If you choose to spend 50 of more points of
  XP on the Neuro-Dart, it inflicts splash damage on
  any creatures within an adjacent square. Creatures
  exposed to splash damage suffer half damage, and
  may attempt a DC 15 REF Save to avoid the splash
  damage entirely.
  Visual Teleportation (Psionic)
  You can travel faster than light, instantly
  teleporting short distances faster than the human eye
  can follow.
  Benefit: As a move action, you can teleport
  yourself from your current position to any other spot
  within 50 ft, to which you have line of sight.  You can
  bring along possessions that amount to as much as a
  medium load, including small living creatures that
  weigh as much as 20 pounds. Movement caused by
  the use of dimension slide does not provoke attacks
  of opportunity. You may activate this power as often
  
  ���
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  as once per minute. If you somehow attempt to
  transfer yourself to a location occupied by a solid
  body or a location you can’t see the power simply
  fails to function.
  By spending an action point, you can
  activate this power instinctively as a free action,
  teleporting out of the way of an attack, even an
  ambush. Though you need not be consciously aware
  of the attack, and may use this ability while flat
  footed, you may not use this ability when helpless,
  paralyzed or unconscious.
  Wormhole (Psionic)
  You can open dimensional portals that bend
  space-time, allowing you to step between continents
  as easily as you step between rooms.
  Prerequisite: Iron Will,
  Remote Viewing, Knowledge:
  physical sciences 4 ranks
  Benefit: A number of times
  per day equal to 3 + your INT
  modifier (minimum 3 times daily)
  you can tear open a glistening hole
  in space-time. Your warp portal is
  roughly 10 ft in diameter, and
  remains a stable, two way transit
  point for the duration of the effect.
  Gasses, ranged attacks and the like
  can pass through the portal, just as
  they could through an open door.
  You may open a warp-
  portal to any place you know well,
  to an obvious location (such as
  behind a door or around a corner)
  or any place you have scanned with
  Remote Viewing or another psionic
  ability. You may create a portal to
  any place within 1,000 miles per
  point of your INT modifier.
  The portal remains open for
  as long as you maintain concentra-
  tion on it, and for 1d6 minutes after
  you cease concentrating on it. You
  can also close a portal you’ve
  created at any time, as a standard action.
  You may attempt to widen your portal by
  succeeding at a DC 20 Knowledge: physical
  sciences check. If successful, the portal’s diameter
  increases by 1 ft per point you beat the check by. A
  wormhole teleporter may attempt to close another
  teleporter’s wormhole by succeeding at an opposed
  WILL save.
  
  ���
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  �������� �� ���������
  The coolest heroes of 1990s comics had the
  coolest toys. Most of the Image founders were life
  long comic and anime fans, and introduced Ameri-
  can comic readers to the concept of power armor,
  Akira-influenced bullet bikes, and an assortment of
  energy weapons so uniquely lethal a team equipped
  with a half dozen could take over most small nations
  Most of the new tech for a Psi-Watch
  campaign is far more advanced than 21st century
  science would ordinarily be able to produce. Early
  Image comics featured everything from snub-nosed
  laser pistols, to full cybernetic conversion and
  advanced power armor… all in a fictional 1992
  outwardly identical to the one we all lived through.
  Used in conjunction with the weapons, gadgets and
  equipment enhancements presented in the D20
  Future campaign setting, these new props capture
  the exciting and ultra-slick reality of Image’s early
  supersoldiers.
  ���� ������ �������
  Human armorers working for Psi-Watch
  have constructed an amazing array of deadly energy
  weapons. Psi-Watch weapons are heavy, bulky and
  built for intimidation and style. The exception of
  course, are the deadly “Choi” series of high conceal-
  ment holdout pistols. Meanwhile, the famous ar-
  morer Metamorphosis North imports 22nd century
  weapons from a war torn alternate future.
  
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  Ajax .50 cal Railrifle (PL 6)
  The Ajax .50 cal Railrifle is an improved
  version of a reliable Vietnam era rail-gun design. The
  massive weapon is distinguished by its slate grey,
  triangular barrel, studded with pressure vents, which
  stretches nearly 5 ft. Adding in the magnetic propul-
  sion array, sights and detachable tripod, the weapon
  is nearly 7 ft long.
  The Ajax uses concentric magnetic rings
  within its barrel to accelerate a .50 cal depleted
  uranium and tungsten steel slug upwards of Mach 5.
  The Ajax can punch through a destroyer’s hull at a
  range of nearly a mile, making it one of the deadliest
  sniper rifles ever devised. This weapon is always
  considered a master craft weapon, and grants a +1
  bonus on ranged attack rolls.
  ARPL 1996 Plasma Pulse Rifle (PL 7)
  The ARPL 1996 is a new model energy
  weapon, built using heat resistant composites
   and miniaturized chemical coolant systems,
  designed with the express purpose of
  marrying the damage dealing capability of
  a heavy energy weapon with the rate of fire of a
  modern assault rifle.
  The ARPL 1996 is a relatively blocky and
  non-ergonomic weapon, and the cooling systems
  built into the heavy cowling trade accuracy for
  firepower. Unlike conventional assault rifles, the
  ARPL is usually treated as a squad support weapon,
  a relatively lightweight alternative to bulkier heavy
  weapons.
  Atom Cracker Heavy Rifle (PL 6)
  This massive device is only used by the
  strongest Frontliner troops, and has been in service
  since the mid 190s. The device resembles an old
  combustion engine more than a modern energy
  weapon, with four piston-like devices, two on either
  size of the barrel, which pump in and out as the
  weapon power cycles. Iraqi scavengers often mount
  the Atom Cracker as a “technical”- a jury-rigged
  vehicle weapon mounted on the bed of a pickup
  truck, and use it against Psi-Watch armored ve-
  hicles.
  Special: This weapon is designed to unleash
  the atomic energy stored within heavily armored
  targets. The weapon’s target suffers additional
  damage equal to its Natural Armor or Equipment
  bonus to defense on a successful hit. This weapon is
  usually only deployed to take down mecha, con-
  structs, armored vehicles and other such heavily
  armored adversaries.
  
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  Choi Snub-nosed Ion Pistol (PL 6)
  The Choi Snub-nosed has been in use since
  the early 1980s, and is one of Psi-Watch’s oldest
  and most dependable energy weapons. The short
  barreled energy weapon is only slightly bulkier than
  a holdout pistol, and is composed almost entirely of
  ceramic and non-ferrous Culture alloys, making it an
  ideal stealth weapon.
  The Choi fires a short pulse of ionized
  plasma, which strikes as lethally as a thunderbolt.
  Reloading is fairly simple: crack the Choi open on
  the break point, slip in a new power cell and close.
  The Choi is designed for high concealment,
  and grants its user a +1 equipment bonus on Sleight
  of Hand checks made to conceal the weapon.
  Choi Stormfront Pistol (PL 6)
  The Choi Stormfront is a slightly modified
  version of the Choi Snub-nosed, designed for rapid
  fire. The Choi trades raw damage output for reliable
  fully automatic fire. Like the Snub-nosed, the
  Stormfront is a sleek, miniaturized high concealment
  pistol which grants its user a +1 equipment bonus on
  Sleight of Hand checks made to conceal the
  weapon.
  Garrison-4 Rocketbox (P 6)
  The Garrison-4 is an ultra-miniaturized
  Stinger missile launcher, roughly the size and weight
  of a high caliber pistol. The weapons four barrels
  hold four solid fuel missiles, each roughly the size of
  a pencil, but packing a dense explosive warhead.
  Though common as a hand weapon, Garrisons are
  often integrated into a suit of power armor or as a
  weapon gauntlet in non-powered armor. The
  weapon is named for its most famous user, the
  hulking Patriot Anvil warcriminal, Garrison.
  The missiles communicate wirelessly with a
  targeting computer in the Garrison, enabling in-flight
  course corrections and detonation. The missiles will
  not arm if within 30 ft of the Garrison, and the
  weapon’s internal guidance systems grant the
  weapon a +2 equipment bonus on ranged attacks.
  A standard garrison warhead inflicts 4d6
  points of damage, half of which is slashing damage
  from shrapnel and half of which is fire damage. A
  box of four Garrison rockets is Purchase DC 12.
  IMI Peregrine argon laser pistol (PL 7)
  Produced by Israeli Military Industries, the
  producers of the Desert Eagle, the Peregrine is a
  sleek, ultra-micronized energy pistol. The Peregrine
  is known for its two projection arrays, pen-hole
  sized energy conduits, one beneath the other. The
  twin ‘barrels’ project green argon based lasers,
  which are ideal for use in fog, dust and underwater.
  The Peregrine is a tiny weapon, designed to
  be tucked into a boot of a belt loop, and grants its
  user a +1 equipment bonus on Sleight of Hand
  checks made to conceal the weapon.
  Mastiff Particle Slinger (PL 6)
  The Mastiff is a British made particle beam
  weapon built to SAS specifications. The weapon is
  designed to resemble the familiar Mossberg 500
  ATP6C, and serves a similar tactical function. The
  Mastiff has a wide, trapezoidal barrel slitted with
  energy discharge vanes.
  The Mastiff Particle Slinger, unlike many
  energy weapons can be set for non-lethal, “stun”
  damage: superficial friction and burns and deep
  tissue bruising, but little lasting harm. Switching
  between ballistic and subdual damage is a free
  action.
  Mjolinr Ion Cannon (PL 7)
  Named for Thor’s hammer, the Mjolinr is a
  deadly squad support weapon, designed for mowing
  down enemy soldiers by the dozens. The Mjolinr is
  a modern version of a flame-thrower, using ionized
  plasma and lightning-like electrical discharges as a
  safer, easier to carry alternative to napalm. Early
  prototypes of the Mjolinr entered service during the
  first Gulf War, and the weapon has a history of
  dependability and safety.
  The Mjolinr is a bulky, three barreled
  weapon worn strapped to the user’s forearm,
  powered by a high-density storage battery worn as
  
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  a backpack. The weapon’s three cavernous barrels
  are arranged triangularly, and are lined with electro-
  magnets and generators, which work in unison to
  project a devastating bolt of lightning.
  No feat or attack roll is necessary to use this
  fearsome weapon. It fires a 5 ft wide, 30 ft long line
  of ionic discharges that deals 6d6 points of electrical
  damage to all creatures and objects in its path. Any
  creature caught in the ion-stream can attempt a DC
  15 REF Save for half damage. Creatures with cover
  gain a bonus to their REF save.
  The Mjolinr’s power-pack is a relatively
  stable power source. It has hardness 10 and 10 hit
  points. If breached, the electro-active chemicals
  inside are designed to become inert when exposed
  to air. A destroyed power pack simply ceases to
  function. The Mjolinr has enough of a charge to
  fire 10 times before needing to be replaced or
  recharged. A new power cell has a purchase DC
  of 13.
  MN-14 Wyvern SMG (PL 6)
   The Griffin is an old and reliable Meta-
  morphosis North slug thrower, first introduced in
  the mid 1980s. The light weapon is designed to
  fit comfortably in the hand, and includes folding
  stock and miniature pneumatic stabilizers which
  keep the gun steady as it fires. The Wyvern is
  common among Detroit PSI-SWAT, and is
  often used against superhumanly tough meta-
  gangers.
  The weapon offers superior aim, and is
  always considered a masterwork quality
  weapon, providing a +1 masterwork bonus to
  attack and damage rolls.
  MN-18 Stormblade Ion Pistol (PL 7)
   This handheld weapon is barely larger than
  a .22 Beretta, but fires a beam of charged ions
  powerful enough to scorch through titanium plate.
  One of Metamorphis North’s newest designs, the
  Stormblade might actually be too powerful for its
  intended purpose as a holdout weapon. It’s difficult
  to aim, and the ion stream is risky to use in an
  enclosed environment.
  The Stormblade imposes a -1 penalty on
  ranged attack rolls, due to its over-charged design.
  On a roll of a natural 1 with the weapon, energy
  ‘backsplash’ inflicts 1d6 points of electrical damage
  to the wielder.
  MN-20 Manitcore Machine Pistol (PL 6)
  The Manticore is a small, sleek, and com-
  pletely non-metallic machine pistol developed for
  US military Special Forces. Most of the weapon’s
  frame is composed of high-density plastic, and the
  
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  barrel is made from genetically engineered, heat-
  resistant cellulose. The Manticore’s action is as
  simple and reliable as it is possible to make an
  automatic, and is designed for easy cleaning and
  field repair. This reliable weapon is the default gun
  for Puzzle Ops wetworks squads.
  Special: The case less fiberglass/polymer
  flachette ammunition fired by the Manitcore shatters
  when it hits its target, and litters the battlefield. All
  squares adjacent to a damaged target are consid-
  ered to be littered with caltrops.
  Rapmund 40mm Heavybore Plasma Rifle (PL 6)
  The Rapmund 40mm is an American plasma
  rifle designed for anti-tank use. The blocky, short
  barreled weapon is designed to contain massive
  energy discharges, firing a stream of plasma that
  resembles a solar flare in miniature. The Rapmund is
  man portable only by heavy cyborgs and power
  armor troops; the blocky weapon resembles a
  Harley Davidson engine more than a conventional
  firearm, and is capped with a smooth ruby-like
  discharge point. Even the strongest soldiers are
  forced to wield this massive gun two handed, and
  the Rapmund is a common vehicle mounted squad
  support weapon.
  The Rapmund’s energy blasts explode upon
  impact. In addition to damaging the target normally,
  any creature or object within 5 ft of the impact point
  suffers splash damage, equal to half the damage
  inflicted on the main target. Splashed targets can
  attempt a DC 12 REF save to halve the splash
  damage.
  ����� ��� ���� �������
  Their empire is millions of years older and
  more advanced than human civilization. The technol-
  ogy of the Culture can easily seem like magic to less
  advanced races, and their weapons are the darkest
  and most lethal magic.
  Deep Discounts on Guns
  The weapons in this chapter are a lot
  cheaper than the guns in the first edition of Psi-
  Watch. I made this change because in comparison to
  the weapons in Galaxy Command and Otherverse
  America, Psi-Watch’s guns seemed overpriced, but
  definitely not under powered. All three settings are
  high tech, but in keeping with the style of early
  Image comics, I felt that exotic, implausible guns
  should be most common in Psi-Watch. I reduced the
  price of these cumbersome and deadly weapons to
  better emulate the source material.
  Genelocked
  All Culture weapons are genetically locked,
  and will not fire for someone not of the Culture race.
  Because of their familiarity with the Steamers and
  Shiftsteel Symbionts, members of these races may
  also use Culture guns normally.
  It requires a DC 30 Computer Use check to
  reprogram a Culture weapon for use by a member
  of another species. The check DC increases to 40 if
  the weapon is being programmed for use by a
  Blooded Ghost.
  Legendkiller Rifle (PL 8)
  The Legendkiller Rifle is recognizable thanks
  to its smooth, triangular barrel made of some
  crimson alloy the color of pooled blood. The
  weapon fires small darts rather than conventional
  bullets, and at the core of each round is a tiny Yahn
  sliver. The crystal silver ransacks the victim’s
  memory stores and inflicts massive psychic damage
  on him. Older, more experienced characters are
  more prone to the memory-ripping effects of the
  Legendkiller.
  Special: In addition to its base damage, the
  rifle inflicts +1 HP worth of extra damage per Hit
  Dice of the target.
  Logical/Linear Assault Rifle (PL 8)
  The Logical/Linear Assault Rifle is probably
  the finest conventional firearm ever devised. Firing
  depleted shift-steel hollowpoints at nearly 500
  rounds/minute, a burst from this sleek bio-mechani-
  
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  cal rifle can punch
  through tank armor.
  Quantum computers in
  the buttstock adjust
  probability curves for the
  shooter, ensuring predict-
  able, above-average hits
  with every trigger pull.
  Special: The L/L
  Assault Rifle inflicts fixed
  damage. A single shot
  from the weapon inflicts 9
  points of ballistic damage
  on the first hit against a
  particular target. On the
  second attack and all
  successive shots, the L/L
  Assault Rifle inflicts 13
  points of damage against
  that particular target.
  Oracular Railgun (PL 8)
  This sleek long
  barreled rail-gun is
  sheathed in pearlscent
  shiftsteel alloy. The rifle’s
  shiftsteel casing forms the
  core of a rudimentary AI which is linked to the
  greatest tactical minds in the Bodiless Choir. The
  Oracular Railgun is designed to kill soldiers; its semi-
  precognitive tactical programming gives it an edge
  against well trained opponents.
  Special: The Oracular Railgun receives an
  insight bonus to ranged attack rolls made against any
  target with Soldier, Bodyguard, Field Officer Helix
  Warrior, Combat Type or Frontliner class levels.
  The bonus provided is equal to ½ the target’s Base
  Attack Bonus (rounded down).
  Remembrance Probability Laser Rifle (PL 8)
  This short barreled weapon resembles a
  bull-pup assault rifle carved from ivory and ever
  shifting liquid silver. Crystaline energy nodes are
  embedded in the weapon’s hilt and near the trigger,
  and glow with blue, red and gold light when the
  beautiful weapon is fired. The glow means the
  weapon is warping causality, ensuring that its shots
  hit their mark, again and again.
  Special: Once an adversary is successfully
  struck by the Remembrance Probability Laser Rifle,
  all successive shots made against that target auto-
  matically hit. This special ability only functions as
  long as the target remains within the weapon’s first
  or second range increment.
  White Light Laser Pistol (PL 8)
  The Culture first encountered the mysterious
  “White Wave” more than 50,000 years ago, and
  after centuries of study discovered a way to repli-
  cate its reality altering energy. Since then, the Culture
  has used this sleek techno-organic pistol to put
  down Mutant rebellions across a dozen parallel
  timelines.
  
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  FORT Save (DC 10 + the
  damage inflicted) or be trans-
  formed as if by a White Wave.
  White Waves are described
  fully in a sidebar alongside the
  Mutant racial write up.
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  The following weapon
  gadgets are common in a Psi-
  Watch campaign and can be
  added to most firearms. The
  player may also choose
  gadgets from other sources,
  such as the weapons enhancements detailed in the
  D20 Future campaign setting.
  Avatar Rounds (PL 8)
  Culture warrior priests developed their
  version of Avatar Rounds millions of years before
  humanity discovered their own versions of these
  deadly weapons, as an outgrowth of their research
  into the White Corridor and the life beyond.
  Avatar Rounds are nano-laced projectiles
  which resemble baroque, golden bullets. When these
  high tech rounds connect, they release a burst of
  quantum energy, which resonates on the same
  frequency as the humanoid soul. Any creature killed
  by an Avatar Round is accelerated through the
  afterlife, subsumed into the Avatar Wall. Few beings
  ever return from the Avatar Wall, and those that do
  are so psychologically transformed, their previous
  existence is virtually irrelevant.
  Avatar Rounds inflict the same damage as a
  standard bullet, and have no additional effect on any
  creature not immediately killed by the bullet. Any
  creature slain by an Avatar Round suffers twice the
  usual penalty for being raised or resurrected, and
  cannot easily return to life.
  Restriction: Ranged weapons only
  Purchase DC Modifier: A single Avatar
  Round has a base purchase DC equal to the base
  price of the ammunition plus +8.
  An energy weapon can be modified to
  project an Avatar pulse with every shot. Doing so
  requires a DC 40 Craft: electronics check, and
  represents at least 4 hours of work.
  Purchasing an Avatar modified energy
  weapon increases the weapon’s Purchase DC by
  +10.
  Coherent Energy (PL 6)
  The weapon’s energy discharge matrixes are
  reinforced with magnetic fields and artificially
  produced telekinetic shields. The weapon fires a
  coherent beam of energy, which strikes a target with
  physical force, slamming a target like a blast from a
  high pressure fire hose.
  A weapon modified with this gadget can
  knock a target. In addition to suffering typical
  weapon damage, a victim struck by a round from
  this energy weapon must succeed at a FORT save,
  or be knocked prone by the blast’s staggering
  impact.
  
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  Restriction: Ranged energy weapons only
  Purchase DC: FORT DC 14 +3
   FORT DC 16 +4
   FORT DC 18 +5
  Impact Bolt (PL 6)
  Using the same mag-field technology behind
  Coherent Energy weaponry, Impact Bolt modified
  energy weapons use short-duration forcefields that
  keep the energy blast tightly contained while in flight
  and shatters at the moment of impact.
  Impact Bolt modified weapons deal addi-
  tional ballistic damage with every strike. The more
  complex and expensive the modification, the greater
  the additional damage inflicted.
  Restriction: Ranged energy weapons only
  Purchase DC: Additional +1d6 ballistic
  damage, +4 DC
   Additional +2d6 ballistic
  damage, +6 DC
   Additional +3d6 ballistic
  damage, +10 DC
  Integrated (PL 6)
  Many Psi-Watch
  operatives integrate energy
  weapons into their body
  armor, giving them fire-
  power without significantly
  adding load and leaving
  their hands unencumbered.
  Integrated weapons
  systems are typically
  shoulder, chest mounted
  or built into a combat
  gauntlet.
  Though the
  Integrated weapon may
  look significantly different
  than its standard counter-
  part, but functions identi-
  cally. Activating an inte-
  grated weapon is a
  standard action.
  Restriction: Large or smaller energy weapons only
  Purchase DC Modifier: +2
  Mutant-Seeking (PL 7)
  This weapon enhancement is especially
  common among anti-mutant military and police units,
  Zookeepers performing snatch and grab ops in Los
  Angeles and anti-mutant Hunt Clubs. A gene sensor
  built into the firearm works with the onboard target-
  ing computer to steer guided flachette rounds
  directly into Mutant targets.
  Anyone using a Mutant Seeking firearm
  receives a bonus on ranged attack rolls in the first
  weapons first range increment equal to the target’s
  number of Mutation Points. This weapon enhance-
  ment cannot function when the weapon is fired on
  full or semi-automatic mode, and applies to single
  aimed shots and double taps only.
  Restriction: Firearms only, requires inte-
  grated Gene Sensor
  Purchase DC Modifier: +4
  
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  Predator Ammunition (PL 7)
  Predator Ammunition is a catchall term for a
  wide variety of nano-active ammo types, all of which
  use micro robotics to steer the slug through the
  victim’s body to maximize tissue damage and
  ballistic damage, and which release deadly toxins
  directly into the wound track as they go. Wounds
  from Predator rounds are almost always fatal.
  Any one wounded by a Predator round
  must succeed at a DC 12 FORT save or suffer 1
  point of CON damage, in addition to the normal
  effects of being shot. If the gunman possesses feats
  (such as Controlled Burst or Double Tap) which
  increases the damage done, the save DC increases
  by +1 for each additional die of damage inflicted,
  reflecting the additional trauma and toxin dose of
  additional rounds impacting.
  Restriction: Firearm ammunition only
  Purchase DC Modifier: +6
  Restriction: Increases base restriction by +2,
  to a minimum of +2 (Restricted).
  Psi-Linked (PL 6)
  The weapon is equipped with an onboard
  quantum computer programmed with the user’s
  neural patterns. A psi-linked weapon responds to its
  user’s thoughts, and the weapon’s damage dealing
  capabilities are reinforced by the user’s willpower.
  Artificially generated telekinetic fields help channel
  energy to the target’s weak points.
  A psi-linked energy weapon adds one of the
  user’s metal ability modifiers as a bonus to the
  weapon’s attack rolls and damage. Only creatures
  with the Psionic subtype can use and fire a Psi-
  linked weapon; the weapon simply fails to function in
  the hands of a non-psionic. A Psi-Linked weapon
  may only be modified to function in conjunction with
  a single mental ability score; once chosen, the keyed
  ability score cannot be changed with expensive and
  time consuming modification.
  Restriction: Ranged energy weapons only
  Purchase DC: INT Keyed +4 ; WIS Keyed
  +6 ; CHA Keyed +4
  Psychodisruptive (PL 6)
  An energy weapon modified with this gadget
  fires ectoplasmic pulses designed specifically to
  disrupt the neural functions of psionic targets.
  In addition to suffering normal damage, any
  creature with the Psionic subtype who is stuck by a
  blast from the weapon must succeed at a FORT
  save or be unable to use any psychic Supernatural
  or Spelllike ability for 1d4 rounds.
  Restriction: Ranged energy weapons only
  Purchase DC: FORT DC 12 +4
   FORT DC 14 +6
   FORT DC 16 +8
  Self Replicating Ammunition (PL 7)
  A nano-factory is built into the weapon,
  which produces standard ammunition from ambient
  pollution and atmospheric impurities, a gun modified
  with this gadget never runs out of ammunition or
  needs to be reloaded; new rounds are created
  instantly each time the gun is fired.
  Restriction: Ranged ballistic weapons only
  Purchase DC Modifier: +6
  ������ �������
  While guns are order of the day, most
  soldiers carry a melee weapon as a back-up, or for
  silent wetwork. Some of the more interesting
  weapons used by Psi-Watch’s diverse factions are
  described below.
  Censor’s Whip (PL 7)
  The Censor’s Whip is a Culture mind-
  weapon. The whip’s length is woven with psycho-
  disruptive metal cabling. A victim struck by the whip
  feels physical pain and suffers damage, but the
  weapon’s effects are even more insidious. Discor-
  dant neural impulses burst silently at the moment of
  impact, causing micro strokes and permanent
  memory loss.
  Like all whips, this weapon is treated as a
  ‘ranged weapon’ with a maximum range of 15 ft,
  and no range penalties. The whip can wrap around
  an enemy’s leg or appendage, you can make a whip
  
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  attack with it by succeeding at a ranged touch
  attack. You do not provoke an attack of opportunity
  when using a whip in this way. If you are tripped
  during you own trip attempt, you may drop the whip
  to avoid being tripped.
  When using a whip, you get a +2 bonus on
  your opposed attack roll to disarm an opponent
  (including the roll to keep from being disarmed if you
  fail to disarm you opponent).
  Special: Any sentient creature struck by the
  whip must succeed at a DC 12 WILL save or suffer
  a debilitating micro-stroke that permanently removes
  1d6 skill ranks. The whip targets the skills most
  recently used by the target. If the target has fewer
  skill ranks than you could remove, the power
  removes all possible skill ranks and than ceases,
  having no additional effect.
  Heat Glide (PL 6)
  Heat Glides are tiny combat drones, de-
  signed with a single use hostile AI. The shruiken-
  shaped robot’s onboard computers and pin-hole
  sized maneuvering engines are designed to run hot.
  The Heat Glide’s circuitry burns out within seconds
  of activation, turning a ‘design flaw’ into a lethal
  assault: by the time one of these brutal
  weapons strikes its target, it has superheated itself to
  close to 500 degrees F.
  Heat Glides can modify their course in flight,
  and are incredibly accurate. When thrown, they lock
  onto the target, giving the attacker a +1d4-1 equip-
  ment bonus on the ranged attack roll. The varying
  (and sometimes non existent) bonus reflects the low
  quality, unpredictable onboard guidance system.
  Powered Vorpal (PL 7)
  The Powered Vorpal blade is a fearsome
  Culture officer’s saber, which uses the localized
  
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  distortion of spacetime to slice effortlessly through
  flesh and bone. The dramatically curved, scythe-like
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  molecules. A Powered Vorpal saber can kill even
  the most fearsome warrior with a single lucky
  stroke.
   Upon a roll of natural 20 (followed by a
  successful roll to confirm the critical hit), the Pow-
  ered Vorpal severs the opponent’s head (if it has
  one) from its body. Some creatures, such as many
  aberrations and all oozes, have no heads. Others,
  such as golems and undead creatures other than
  vampires, are not affected by the loss of their heads.
  Most other creatures, however, die when their heads
  are cut off.
  Thermo-Blade (PL 5)
  A Thermo-Blade combat/utility knife is a
  advanced and highly destructive hand weapon. The
  Thero-Blade projects a thin sheet of stellar-tempture
  plasma contained within a multi-layered magnetic
  containment field designed to resemble a knife
  blade. The weapon’s power supply, field projector
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  Vapor Sword (PL 8)
  Vapor Swords use ultra-pressured air and
  exotic gasses, contained behind glistening, glass-like
  containment fields to slice easily through even the
  densest armor. Vapor Swords are among the
  favorite weapons of Culture duelists, favored not
  only for their combat capability but for their exotic
  beauty.
  Special: Vapor Swords resemble katanas,
  and the long, two handed blade requires Exotic
  Weapon Proficiency (katana) to wield one handed.
  Vapor Swords ignore half a target’s equipment or
  natural armor bonus to Defense (round down),
  making them ideal anti-armor weapons.
  Special: The exotic gases comprising a
  Vapor Sword are similar to the gaseous body of
  Steamer mutants, and the Culture has used similar
  weapons to put down Steamer uprisings on dozens
  of worlds. These weapons inflict another +1d6
  points of damage when used against a Steamer.
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  The already impressive weapons in
  Psi-Watch can be enhanced with the follow-
  ing gadgets to make them even deadlier.
  These enhancements are especially common
  among Culture duelists.
  Action Linked (PL 7)
  The weapon is laced with advanced
  emotionally-responsive circuitry and a
  rudimentary animal-level AI. The Action
  Linked weapon responds instantly to
  adrenaline surges, muscle tremors and subtle
  twitches that indicate intense focus and anger
  on its wearer’s part.
  When spending to enhance
  an Action Linked weapon’s melee attack roll
  by spending an action point, the weapon’s
  Critical Threat range becomes 15-20 for the
  very next attack the weapon makes.
  Purchase DC Modifier: +7
  Anti-Mutagenic (PL 6)
  This wickedly serrated weapon is
  molecularly impregnated with a deadly
  hemotoxin which is designed to rupture
  Mutant blood cells. Weapons such as these
  are often found among Mutant-hunting
  bigots, and are often used as informal and
  threatening symbols of the anti-Mutant
  movement.
  A Mutant damaged by an
  Anti-Mutagenic weapon must succeed at a
  DC 20 FORT Save or suffer 1d4 points of tempo-
  rary INT, WIS and DEX damage.
  Purchase DC Modifier: +8
  Restriction Modifier: Always Illegal (+4)
  Fate Edged (PL 8)
  The Culture bestows these blades upon
  young officers at the completion of their training. The
  weapon uses advanced quark-computers in the
  weapon’s hilt to manipulate spacetime in a tiny area
  around the user. Subtly rewriting local physical laws,
  the Fate Edged weapon protects its wielder with
  what seems like incredible coincidences and luck.
  When any Ioun Stone is placed in a specially
  designed inset in the hilt, the Fate Edged weapon
  provides the user with a +1 luck bonus on all saving
  throws.
  eapons only
  Purchase DC Modifier: +6
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  Shiftsteel (PL 8)
  The weapon is manufactured from the same
  exotic living metal found in Culture starship hulls.
  The golden weapon is at its best in the hands of a
  Culture citizen, and is a symbol of racial superiority.
  Culture soldiers have used Shiftsteel blades to
  conquer hundreds of worlds.
  When wielded by a member of the Culture,
  the weapon’s damage is maximized.
  Purchase DC Modifier: +10
  Yahn Crystal (PL 6)
  Yahn is a strange psychoactive crystal, found
  seemingly randomly on a thousand worlds. The
  unique purple-crimson crystal can be allowed to
  steel to produce some of the finest muscle-powered
  weapons in the galaxy. Yahn weapons are especially
  dangerous in the hands of psychic warriors.
  Yahn Weapons provide their user with
  a +1 insight bonus on attack rolls if that user
  has the Psionic subtype. The weapons glow a
  soft purple when held by a psychic. Yahn
  Weapons have no special properties in the
  hands of a non-psionic creature.
  Purchase DC Modifier: +3
  Yahn Weapons provide their user with a +1
  insight bonus on attack rolls if that user has the
  Psionic subtype. The weapons glow a soft purple
  when held by a psychic. Yahn Weapons have no
  special properties in the hands of a non-psionic
  creature.
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  Boxer Neural Coordinator (PL 6)
  This polymer helmet fully encloses the
  wearer’s head, and due to its T-shaped visor
  resembles a modern version of a Greek Spartan’s
  helmet. Neurocircutry built into the helmet helps
  control the neurological problems that plague Patriot
  Boxer mutants and makes the wearer a better, more
  perceptive soldier.
  While wearing the helmet, a Patriot Boxer
  character receives a +2 equipment bonus to her INT
  and WIS scores, bringing her racial penalties on
  those scores to +0. The helmet provides a +1
  morale bonus on attack rolls made for attacks of
  opportunity only.
  Additionally, the Neural Coordinator
  incorporates built in Second-Gen Nightvision
  Goggles and a military grade walkie-talkie system.
  These features are usable by any wearer.
  Bug Juice (PL 6)
  “Bug Juice” is a nanotechnological enhance-
  ment protocol designed by Elliot Kenning, the
  famous “Bug Man” of Psi-Watch. The serum was
  developed during the early 1950s, and has kept Psi-
  Watch’s most legendary operatives fit and healthy
  for decades.
  The serum must be injected directly into a
  patient’s spinal fluid, requiring a successful DC 18
  Treat Injury check. Failure means the dose is wasted
  without effect, and failure by 10 or more indicates
  the patient suffers spinal damage, which inflicts 1d6
  points of permanent STR and DEX drain.
  If the check is successful, the Bug Juice
  enhances the patient. The patient ceases to age for
  the duration of the dose, and gains a mostly perma-
  nent +2 enhancement bonus to his STR and CON
  scores. A single does lasts about one decade,
  wearing off approximately 10 years after the injec-
  tion. Most Psi-Watch agents receive a booster
  injection every 8-9 years of active duty once begin-
  ning a Bug Juice regimen.
  Combat Web (PL 5)
  A Combat Web harness is a product of 21st
  century military ingenuity at its best. This combat
  harness distributes the weight of a soldier’s gear
  evenly across his body, allowing the soldier to carry
  his equipment more comfortably. A Combat Web
  harness has several dozen pouches for carrying small
  bits of gear, attachment points to store weapons, a
  bedroll, canteens and other useful equipment. The
  harness also has a quick release buckle allowing the
  soldier to drop all his gear as a free action.
  A soldier using a Combat Web harness can
  carry 25% more weight than his Strength score
  (and/or other abilities) would suggest. In addition,
  the soldier can designate one of his carried weapons
  as being easily accessible, thanks to the harness. The
  
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  soldier can draw this weapon from the harness as a
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  the character doesn’t meet the prerequisites for
   that feat.
  Gene Sensor (PL 6)
  A gene sensor is a palm sized computer with
  an attached sensor wand. The device can read a
  target’s genetic structure and display a comprehen-
  sive readout within seconds. The scanner requires
  physical contact with the subject, and can also be
  used to scan minute physical forensic traces (like
  flakes of skin, blood, semen, hair follicles, ect) left
  behind at a scene to build an image of missing
  person or suspect. Running a genetic scan is a full
  round action which provokes an attack of
  opportunity.
  Beginning in PL 7, gene sensors no longer
  require physical contact, and can provide a genetic
  readout on any creature within a 10 ft radius of the
  scanner. The scanner’s readout displays
  the subjects:
  ·
  Natural height and weight
  ·
  True race and species
  ·
  Gender
  ·
  Natural hair and eye color
  ·
  Age category
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  The presence of any hereditary diseases or
  genetic anomalies
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  The presence and kind of any genetic
  enhancements, mutations or soft tech
  bionics.
  Krana Stabilizer (PL 6)
  This unique bracelet is designed specifically
  for Blooded Ghost biology. The device resembles a
  silver watchband, with a single blood red gem at its
  face. The device injects chemicals into the blood-
  stream from concealed needles on its underside.
  While wearing a Krana Stabilizer, a Blooded
  Ghost can maintain its Blood Shell disguise indefi-
  nitely. The disguise does not decay, but can still be
  destroyed or willingly dismissed.
  
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  MindShield Combat Crown
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  The Mindshield
  Combat Crown is a light
  kevlar and plastic helmet that
  resembles the facial protection
  worn by boxers and martial
  artists. The Mindshield helmet
  is woven with miles of
  integrated fiber optic cables
  and multiple layers of ‘spun
  lead’, metallic fibers which
  resemble heavy cotton
  batting. Micro-batteries in
  the Crown send pulses of
  artificially created psionic
  energy through the maze of
  fiber optics, rendering the
  wearer virtually immune to
  psionic detection and
  control.
  The crown’s
  wearer receives an equip-
  ment bonus on WILL saves
  made against mind-influ-
  encing Psionic effects
  specifically targeting the
  character. The bonus
  granted determines the
  crown’s price. The Com-
  bat Crown prevents
  Psions from detecting the
  wearer using any psionic
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  does not hinder non-
  psionic senses in any way.
  In campaigns that
  integrate magic and other
  potential sources for
  mind-influencing effects,
  the game master is the
  final arbiter as to whether the Combat Protects
  against non-psionic mind influencing effects (such as
  a vampire’s hypnotic abilities, a bard’s morale-
  influencing talents and spells such as charm person).
  Psi-Watch Communicator
  Fetish (PL 6)
  The communicator fetish is a
  small badge engraved with the
  Psi-Watch ‘all-seeing eye’ logo.
  The communicator fetish allows
  for 258-bit quantum encrypted
  communication with any other
  fetish or with the Bradbury
  Station CIC. It’s range is
  upwards of 3,000 miles. The
  fetish can handle up to 10
  simultaneous communications.
  The fetish also allows
  Bradbury Slide operators to
  pull the wearer out of hostile
  situations. By spending an
  action point and pressing an
  emergency button (a move
  equivalent action) the wearer
  can request immediate evac
  to Bradbury Station. The
  station’s Slide operator can
  lock onto the fetish and
  teleport the wearer out of
  any non-airtight location,
  above and beyond the Slide
  system’s usual limitations.
  Second-Gen Night Vision
  Goggles (PL 6)
  Modern nightvision
  goggles built to special
  forces specifications have
  all but eliminated the
  problems of older-model
  NVGs, namely mono-
  chrome vision and lack of
  depth perception. Colors
  are muted when viewed
  through these advanced
  NVGs, but can still be
  discerned, and the
  picture is much more like normal human vision.
  These goggles function identically to standard
  NVGs, but do not impose the  –4 penalty on Spot
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  Soldier’s Paint (PL 6)
  This chemically active war paint comes in a
  variety of colors and is laced with steroids, anesthet-
  ics and other drugs absorbed through the skin.
  Supersoldiers often paint their faces in imitation of
  the most storied Frontliners, decorating themselves
  with eye-catching, unique designs.
  Applying Soldier’s Paint requires a full
  round action. For 4 hours after the application, the
  wearer gains a +1 bonus on FORT saves. The effect
  ends if the paint is washed away. The wearer
  becomes nauseated for 24 hours if he uses the paint
  more than twice in any given 24 hour period.
  Sparker Pylon (PL 5)
  Sparker Pylons are simple iron spears
  equipped with electrical discharge circuitry, solar
  cells and back up power taps. The pylon’s only
  purpose is to generate an electrical surge every few
  seconds which prevents Psi-Watch derived “slide”
  teleporters from functioning.
  No Slide system will function within 500 ft
  of a Sparker pylon. The pylon has a solar cell
  allowing for unlimited daylight usage, and can run
  indefinitely on house current. The Pylon’s internal
  storage cells hold enough power for 1d4+1 hours of
  use, and the Pylon can function for 4-6 hours when
  drawing on a standard automobile battery.
  A Sparker Pylon is a relatively simple device
  to manufacture; a homemade sparker can be jury-
  rigged with a DC 18 Craft: electronic check, and at
  least 2 hours of work.
  Surge Pack Psi-Circuitry (PL 7)
  Psi-Watch researchers have pioneered
  advances in psi-tech and energy storage, each of
  their innovations slated for frontline service. Surge
  Packs are single use, disposable psionic batteries,
  designed to push combat-psions past their biological
  limits and provide additional ammunition for living
  weapons.
  Surge Packs are small bio-adhesive patches
  lined with microcircuitry and nano-tech storage cells.
  These self adhesive patches can be fitted to a
  psion’s bare skin as a standard action.
  Once affixed, the Surge Pack transfers a
  ‘surge’ of psionic energy to the user, allowing the
  psion to use any Psionic feat, Psionic Precursor feat
  or supernatural/spell like class ability from a psionic
  class which has a limited number of uses per day an
  additional time that day. Surge Packs have no effect
  on non-psionic creatures, and do not enhance
  abilities that are not limited by uses per day. The
  number of additional charges per day determines a
  Surge Pack’s price.
  Trigger Scent (PL 5)
  This pheromone-based aerosol is contained
  within a small metal spray canister, resembling an
  ordinary canister of pepper spray. When sprayed on
  any living target, the scent clings for up to 30 min-
  utes, or until washed away. Spraying an unwilling
  target is a ranged touch attack with a 30 ft max
  range.
  For as long as the spray lasts, any charac-
  ters with the Animalistic Weapons feat receive a +1
  morale bonus on melee attack and damage rolls
  against the sprayed target. However, characters with
  the Animalistic Weapon feat suffer a -2 morale
  penalty on melee attack rolls made against other
  targets if they remain within 30 ft of the sprayed
  target.
  UN Supervision Band (PL 6)
  This rubber wrist band is manufactured in
  UN blue. The band turns a mottled blue-green if the
  wearer activates any Psionic ability other than
  Challenger racial feats or abilities, or Talents from
  the Powered Hero’s Booster and Nullifier feat trees.
  UN-PET operatives are forced to wear
  these items on missions, but many carry a few
  spares tucked into a sock or a belt pouch to cheat
  the system if it becomes necessary to bust out more
  impressive powers.
  
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  Yahn Shards (Any PL)
  Yahn crystal deposits are found around the
  galaxy. Raw shards of the alien gem have a strange,
  alien beauty, and are often carried by Shiftsteel
  Symbionts as symbols of their race. According to
  the gleaming alien warriors, the memories of their
  greatest leader are encoded in the crystals, and by
  meditating on the shards, the Symbiont can catch a
  fleeting glimpse of the future.
  A character holding or wearing a Yahn shard
  receives a +1 insight bonus on any three Knowledge
  skills of choice, chosen when the Shard is first
  discovered/purchased. Once chosen, the skill
  selections can’t be changed.
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  The Culture word for “tool” is Ioun (pro-
  nounced oy-een),and the Culture name for these
  psychoactive crystals has migrated to multiple
  worlds. Ioun Stones are psycho-reactive technology
  based around the unique property of Yahn Crystal.
  The assembly of new Ioun Stones is the
  responsibility of the Ghostwise caste. Culture
  Shiftsteel Symbonts are entrusted with refining the
  raw Yahn Crystal and installing the nearly micro-
  scopic psi-circuitry that powers the thought-tech.
  Ghostwise monestaries and shipboard foundries turn
  out literally billions of new Ioun Stones each year- a
  fundamental technology used by virtually every
  member of the far flung and hyper-populated
  Culture species.
  Ioun Stones come in various shapes and
  colors, which indicate their purpose. Nearly micro-
  scopic circuitry is visible within the crystalline facets.
  All Ioun stones are machine cut and polished to
  microscopic tolerances. They are smooth and
  perfectly faceted. The coin-sized gems float in the air
  and must be within 3 feet of their owner to be of any
  use. When a character first acquires a stone, she
  must hold it and then release it, whereupon it takes
  up a circling orbit a few feet from her head.
   Thereafter, a stone must be grasped or netted to
  separate it from its owner.
  The owner may voluntarily seize and stow a
  stone (to keep it safe while she is sleeping, for
  example), but she loses the benefits of the stone
  during that time. Ioun stones have Defense 24, 10 hit
  points, and hardness 5. The stones can also be
  incorporated into a costume, placed in the hilt of a
  weapon or otherwise permanently stored. They
  function as long as they are within 2-3 ft of the
  owner.
  Ioun Stones are always Licensed (+1) items.
  On Culture worlds, they are Restricted (+2) items
  for non-Culture characters.
  A character may attempt to build a custom
  Ioun Stone. Doing so requires a Yahn Shard, a
  micro-electronics lab and an electronic tool kit. The
  Craft (electronic) DC is equal to the Stone’s Pur-
  chase DC -3. Shiftsteel Symbionts and those who
  have chosen the Ghostwise starting occupation
  receive a +2 competence bonus on this check.
  Doubled Stones
  During the construction process, you may
  attempt to construct an Ioun Stone with any two
  features. Doing so adds +15 to the stone’s Craft
  DC. Failure ruins the Yahn Shard. The designer
  determines the color and shape of a double stone.
  Double Ioun Stones add +8 to the Purchase DC of
  the more expensive standard stone.
  
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  Powered armor and human-sized mecha have been
  a staple of sci-fi gaming and science fiction in general
  for decades. Powered armor gives its pilot the
  firepower of a tank and the mobility and dexterity of
  human infantry; if the suit is flight capable, a single
  suit of powered armor can dominate the battlefield,
  acting as unparalleled close air support.
  The construction rules in Psi-Watch’s
  original edition were based heavily on the Weapons
  of Powered Armor Destruction series that I
  contributed to as a freelancer working for Louis
  Porter Jr. Designs. In turn, these rules were based
  on the Mecha construction rules found in D20
  Future. As far as they went, the rules were (and still
  are) solid, but can be unnecessarily challenging to
  work with. While they offer unparalleled depth to
  designers and game masters, they also produce
  slightly homogenous suits.
  Using these rules to custom-build the iconic
  armors used in the Otherverse America campaign
  setting highlighted this last shortcoming. Instead of
  the diversity of armors I intended when I wrote the
  rule-set, I realized that some components were so
  good they ended up in every armor, while other
  components set on the shelf gathering dust. Doing
  the math to calculate the armor’s final purchase DC
  and juggling body-part specific equipment slots is a
  workable system, albeit an annoying one.
  The improved Powered Armor design
  system in this sourcebook is designed to be faster,
  easier and more fun to use. Whether you’re a
  freelancer wanting to quickly design D20 Modern
  compatible mecha for your own projects, a player
  wanting to build the best damn weapon in the air, or
  a gamemaster needing to quickly equip an Illegal
  Army, things should be a bit easier with these new
  rules.
  Designing a suit of Powered Armor is a
  multi-stage process.
  Step One: Choose Powered Armor Chassis
  Decide how heavy and bulky your armor
  will be, which determines its physical capabilities and
  how many bonus equipment slots it has after being
  assigned a role.
  Step Two: Choose Powered Armor Role
  A Powered Armor’s role defines how it will
  be used in combat. Your armor’s role determines its
  starting equipment loadout, which decides the suit’s
  price and capabilities.
  Step Three: Customize Your Powered Armor
  Add weapons, sensors and other gadgets to
  make your armor unique. You may add a number of
  extra components to your Role-specific gear, as
  described in the Chassis write-up.
  Step Four: Determine Cost and Make Final
  Modifications
  Decide the total purchase price of the armor,
  and use optional disadvantages to make the armor
  cheaper
  Differences
  The main difference between this edition and
  the first generation Shell-construction rules in Psi-
  Watch is the absence of body-specific equipment
  slots. Armorers can place weapons and gadgets as
  needed on their armor; the exact placement of a
  component is now just a matter of description.
  Armors built using this system will likely be a
  little bit more capable, as the most common armor
  components come standard. Adding Armor Roles
  simplifies purchasing equipment, turning a time
  consuming task into something more akin to playing
  with Lego blocks. Snap a Chassis to a Role and
  then snap on a few additional pieces, and you’ve got
  a new Shell suit. The new construction process is
  designed to be similar to character creation: choose
  a race (Chassis), select a class (Role) and assign
  feats (Equipment). Hopefully the new process will
  be as quick and intuitive for you as it was for me.
  
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  The following components are common to
  all suits of Powered Armor by default. A few
  components might be left off by a garage trying to
  build a suit on the cheap, but for the most part,
  every suit in a particular progress level has these
  features.
  The reduction to the final suit Purchase DC
  gained by removing one of these standard compo-
  nents is listed below. These standardized features do
  not take up equipment slots, though many of these
  features can be improved and enhanced by slotted
  gadgets.
  Independent Life Support
  The Powered Armor is environmentally
  sealed. When armored, the pilot is completely
  immune to airborne toxins, hard vacuum, disease
  and radiation. Unless the armor is breached or
  destroyed, the pilot is also immune to contact and
  injury poisons, and may be immune to exotic attacks
  that require skin to skin contact.
   The armor can purify outside air
  indefinately, and also includes an independent 24
  hour oxygen supply and integrated canteen with
  enough water to sustain one creature of the pilot’s
  size for 24 hours.
  Removal Effects: Add One Slot Remove a
  DC 17 Component
  Basic Comms/Sensor Package
  The Powered Armor is equipped with
  integrated nightvision systems which provides the
  pilot with lowlight vision and darkvision with a 60
  ft range.
  The armor is equipped with a radio trans-
  ceiver that can transmit on multiple frequencies either
  in line of sight or omni-directionally. It can handle up
  to 10 simultaneous two way conversations.
  The armor is also equipped with an inte-
  grated and encrypted cell phone. The armor’s
  onboard computer system has Internet (or Mesh)
  access, and is equivalent to an upgraded desktop
  computer.
  Removal Effects: Add No Slots Remove a
  DC 15 Component
  Comfort Lining
  A cloth underlayer lined with temperature
  and pressure sensitive gel rests close to the pilots
  skin, preventing the blisters, abrasion and muscle
  atrophy prolonged wear can cause the pilot. Minor
  electrical discharges stimulate muscles to prevent
  cramping.
  The pilot of a suit of Power Armor with this
  enhancement can sleep inside his or her armor
  without being fatigued the next day, as if the charac-
  ter possessed the Endurance feat.
  Removal Effects: Add No Slots Remove a
  DC 10 Component
  I.F.F. Transponder
  The suit’s Identification Friend/Foe tran-
  sponder clearly identifies it as a ‘friendly’
  unit to its allies on a chaotic battlefield. Ranged
  weapons used by members of the same unit or
  military branch cannot target the suit intentionally.
  The suit’s transponder transmits the suit’s approxi-
  mate location (accurate within a 60 ft radius) to all
  friendly units within 25 miles; the information is
  typically displayed on a pilot’s HUD.
  The data is transmitted on a 258-bit quan-
  tum encrypted channel, and requires a DC 45
  Computer Use check to intercept or alter.
  Removal Effects: Add No Slots remove a
  DC 5 Component
  
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  Space Seal
  The Powered Armor is capable of operating
  in deep space indefinitely, and surviving the stresses
  of an orbital launch or reentry.
  Removal Effects: Add One Slot Remove a
  DC 20 Component
  Electro-Responsive Paint
  The armor’s hull is impregnated with color-
  shifting molecular paint, impregnated with micro-
  scopic metal filaments. These filaments contort when
  exposed to low level electrical currents passed
  through the hull, allowing the armor to instantly
  change color and patterning.
  Many military suits have a ‘dress uniform’
  color scheme designed for visibility, intimidation and
  display, which can be transformed into a muted
  camo pattern at the touch of a button. With a
  standard action, the pilot can alter the suit’s colora-
  tion and patterning, including altering decals and unit
  patches.
  The pilot can take a standard action to
  program the suit’s color scheme to blend in with the
  surrounding environment, granting the suit and pilot a
  +2 equipment bonus on Hide checks made in that
  terrain.
  Removal Effects: Add No Slots Remove a
  DC 14 Component
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  Smartglass Construction
  Advances in nano-fabrication have resulted
  in the construction of an advanced polymer that
  bends light around its molecular surface. The natural
  state of the armor is invisible, as is anything con-
  cealed beneath the alloy. The armor is only visible
  when its electro-responsive paint is set for display
  mode; when the current to the paint is shut off, it
  becomes transparent, ‘revealing’ the transparent
  polymer beneath.
  The Powered Armor gains a +40 bonus to
  Hide checks if immobile, or a +20 bonus when
  moving. Pinpointing the location of an invisible armor
  not actively attempting to hide requires a Spot check
  (DC 40 if immobile, or DC 20 if moving).
  When invisible, the armor gains 50%
  concealment against attacks even from creatures that
  correctly pinpoint it’s fighting space. The armor is
  invisible in its natural state, and can maintain its
  invisibility indefinitely, without drawing on suit power.
  Removal Effects: Add No Slots Remove a
  DC 23 Component
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  When you choose your armor’s chassis, you
  determine how bulky and heavily armored the suit is.
  This in turn determines how physically powerful and
  durable the armor is, and how many extra upgrade
  slots the suit has after fitting it with role-specific gear.
  If you want a stronger, more heavily armored or
  faster model you can upgrade your basic Chassis by
  installing custom gear.
  Skin Suits (PL 7)
  Skin Suits are ultralight powered armor
  made from innovative materials like genetically
  modified spidersilk, next generation Kevlar compos-
  ites, and high durability plastic. Compared to larger
  chassis, Skin Suits have negligible weight and follow
  the contours of the human body almost exactly. Skin
  Suits offer almost no armor or strength enhancement
  to the wearer, but can be concealed under suffi-
  ciently bulky clothing. Skin Suits are ideal for spies
  or covert operatives; these armors are as comfort-
  able as clothing, and nearly as light.
  Vindicator’s armor in Marvel’s Alpha
  Flight series is a perfect example of a combat
  skinsuit, as are the Freemen suits in Dune, and the
  Future Warrior 2020 armor being developed by the
  US military.
  
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  Features Common to all Skin Suits
  Size: Skin suits are effectively a tight fitting
  body stocking, custom-fitted to the pilot. Wearing a
  Skin Suit does not change the pilot’s size. No
  cockpit is required: the pilot wears the Skin Suit like
  a tight fitting, armored body stocking.
  Attribute Enhancement: None. Wearing a
  skin suit typically offers no STR or DEX enhance-
  ment, nor does the ultralight suit significantly encum-
  ber its pilot. A Skin Suit can be concealed under
  loose or bulky clothing, such as robes or a parka.
  Skin Suits do not provide their pilot with a
  slam attack. Reach and base speed are typically
  equal to the pilot’s.
  Base Hardness: 2
  Bonus Hit Points: Most Skin Suits have 25
  HP, which are added to the pilot’s total, and sub-
  tracted first when the pilot takes damage.
  Weight: 50 to 75 lbs.
  Fighting Space: 5 ft x 5 ft or pilot’s
  unarmored value
  Reach: 5 ft or pilot’s unarmored value
  Bonus Equipment Slots: One
  Base Purchase DC: 27
  Restriction: Military (+3)
  Hard Suits (PL 7)
  Hard Suits are a relatively light form of
  powered armor, a fully enclosed mechanical cara-
  pace which still manages to follow the human form
  fairly closely. Hardsuits are virtually impossible to
  conceal; a pilot in hard armor resembles a humanoid
  robot.
  The most recognizable powered armors in
  fiction are Hard Suits: Iron Man wears a Hard Suit,
  as do the Knight Sabers in Bubblegum Crisis and
  Halo’s Master Chief. The Empire’s Storm Troopers
  and the Dead Boy infantry troops in Rifts all wear
  lightly armored, mass production model hardsuits.
  The transformable Cyclone armor in Robotech is an
  exceptionally versatile Hard Suit.
  Features Common to All Hard Suits
  Size: Increase the pilot’s size by one cat-
  egory when armored. A Medium sized pilot in this
  type of armor becomes Large, and suffers a –1 size
  penalty on Defense, as well as a –4 size penalty on
  Hide checks. The pilot receives a +4 size bonus on
  Grapple checks.
  No cockpit is necessary: the pilot wears the
  Hard Suit like a suit of plate armor.
  A Hard Suit typically has a base speed of
  30 ft or the pilot’s unarmored speed, if that is
  greater.
  
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  Attribute Enhancement: A Hard Suit typi-
  cally provides the pilot with a +4 equipment bonus
  to STR and a +2 equipment bonus to DEX. A
  Large Hard Suit typically has a single slam attack
  that deals 1d8 points of damage (plus STR modi-
  fier).
  Base Hardness: 5
  Bonus Hit Points: Most Hard Suits have 50
  HP which are added to the pilot’s total, and sub-
  tracted first when the pilot takes damage.
  Weight: Typically 100-150 lbs.
  Fighting Space: 10 ft x 10 ft or pilot’s
  unarmored value
  Reach:  10 ft or the pilot’s
  unarmored value
  Bonus Equipment Slots: Two
  Base Purchase DC: 30
  Restriction: Military (+3)
  Shells (PL 6)
  Shells, also referred to as Shell
  Suits, are exceptionally large and heavy
  suits of powered armor. Shells are
  massive, barrel-chested armored jugger-
  nauts. They resemble gigantic, heavily
  armored robots.
  Shells are typically combat
  oriented, front line war suits with incred-
  ible firepower and a host of onboard
  weapons systems. The power suits in
  Hienlien’s Starship Troopers are Shells,
  as are the Genoshan armors Jim Lee
  designed in X-Men: Extinction
  Agenda. The VOTOMS units in Ar-
  mored Trooper Votoms are Shells, as
  are most of the bulky, battle-hardened
  combat armors worn by characters in
  the Warhammer 40,000 universe.
  Features Common to All Shells
  Size: Increase the pilot’s size by
  one category when armored. A Medium
  sized pilot in this type of armor becomes
  Large, and suffers a –1 size penalty on Defense, as
  well as a –4 size penalty on Hide checks. The pilot
  receives a +4 size bonus on Grapple checks.
  No cockpit is necessary: the pilot wears the
  Shell like a suit of plate armor.
  A Shell typically has a base speed of 30 ft
  or the pilot’s unarmored speed, if that is greater.
  Attribute Enhancement: A Hard Suit typi-
  cally provides the pilot with a +6 equipment bonus
  to STR. Huge Shells typically have a single slam
  attack which deals 2d6 points of damage (plus STR
  modifier).
  
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  Base Hardness: 10
  Bonus Hit Points: Most Hard Suits have 100
  HP which are added to the pilot’s total, and sub-
  tracted first when the pilot takes damage.
  Weight: Typically 400-700 lbs.
  Fighting Space: 10 ft x 10 ft or pilot’s
  unarmored value
  Reach:  10 ft or the pilot’s unarmored value
  Bonus Equipment Slots: Three.
  Base Purchase DC: 32
  Restriction: Military (+3)
  Exo Frames (PL 6)
  Exo Frames are bulky, often non humanoid
  suits of powered armor which blur the line between
  large personal armor and small mecha. Suits of this
  style are massive, heavily armored walking tanks.
  Rather than wearing an Exo Frame like a suit of
  armor, the pilot typically operates the war machine
  from a cramped cockpit in the torso.
  The Loader that Ripley presses into service
  as a combat suit in Aliens is an exo-frame, as are
  the heavily armed infantry units in Matrix: Revolu-
  tions. The soldiers in the appropriately named Exo-
  Squad cartoon piloted exo-frames. The iconic
  Glitterboy suit in Rifts is also an exo-frame, as are
  the spider-like Tachicomas in Ghost in the Shell.
  Features Common to All Exo-Frames
  Size: Increase the pilot’s size by two catego-
  ries when armored. A Medium sized pilot in this
  type of armor becomes Huge, and suffers a –2 size
  penalty on Defense, as well as a –8 size penalty on
  Hide checks. The pilot receives a +8 size bonus on
  Grapple checks.
  The Exo-Frame is required to have a small
  cockpit, usually placed in the armor’s torso or
  backpack. This cockpit does not effect the cost or
  extra equipment slots remaining to the armor.
  An Exo-Frame typically has a base speed of
  30 ft or the pilot’s unarmored speed, if that is
  greater.
  Attribute Enhancement: An Exo-frame
  typically provides the pilot with a +10 equipment
  bonus to STR. Huge Shells typically have a single
  slam attack which deals 2d6 points of damage (plus
  STR modifier).
  Base Hardness: 10
  Bonus Hit Points: Most Exo-frames have
  200 HP which are added to the pilot’s total, and
  subtracted first when the pilot takes damage.
  Weight: Typically between ½ ton and two tons
  Fighting Space: 10 ft x 10 ft or pilot’s
  unarmored value
  Reach:  10 ft or the pilot’s unarmored value
  Bonus Equipment Slots: Five.
  Base Purchase DC: 35
  Restriction: Military (+3)
  Pricing Logic
  I set the pricing benchmarks so that an
  average suit of powered armor with a single role will
  cost between 60,000 and 200,000 dollars: a price
  point in line with a top of the line luxury car, not a
  realistic military vehicle. Realistically, powered armor
  would probably cost as much as modern tanks or
  next generation fighters, if not more. Prices should
  be in the 30,000,000+ dollar range, but are kept
  low to ensure that Powered Armor is still accessible
  to even independently funded high level characters.
  Like many things about my Power Armor system, its
  pricing scheme is based on power armor as they
  appear in comics like Iron Man and anime like
  Bubblegum Crisis, not real-world DARPA proto-
  types.
  Stripped Down Armors
  With each equipment package, the amount
  of slots a component takes up and its price are
  listed. If you choose to remove or swap out one of
  the Role’s standard components, you may gain one
  or more extra equipment slots. Reduce the Role’s
  loadout cost by the indicated purchase DC. See the
  table on page 204 of the D20 Modern Core
  Rulebook for a dollar to purchase DC conversion.
  
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  After deciding on the armor’s Chassis type,
  the next decision defines how it is expected to be
  used. The armor’s chosen role is similar to a
  character’s class. The armor’s role determines the
  armor’s starting weapons and equipment load out.
  You can further customize the armor by adding
  additional components, or leave it as is. Combine
  the basic statistics of your Chassis with the basic
  statistics of your Role to determine your armor’s
  final capabilities.
  Multi-Role Armors
  You may equip multiple Roles if desired. In
  this case, add the purchase price of each role’s
  equipment package to get the final price of the
  armor. Remove any duplicated components (if any),
  unless its specifically noted that the component can
  be equipped more than once (such as Armor
  Upgrades or a Visor Laser).
  Air Superiority
  The armor is designed for speed, maneuver-
  ability and dog-fighting superiority. Standard weap-
  ons loadout includes extreme range weapons. Air
  superiority suits need advanced sensor suites to
  detect and engage adversaries before they come
  over the horizon.
  At Progress Level Six
  Total Purchase DC: 32 (58,500 dollars)
  Class III Sensor Suite (One Slot, DC 25),
  Medi-Comp (One Slot, DC 12), Onboard Naviga-
  tion, Advanced (No Slot, DC 16), Sensors, Com-
  bat Enhancement Load (One Slot, DC 19), Tactical
  Ranging System +3 (One Slot, DC 20),
  Afterburners (One Slot, DC 13), Avionics,
  Advanced x4(No Slots, DC 16x4 = DC 21),
  Expanded Flight Range (One Slot, DC 25),  Flight
  Mode (One Slot, DC 20),
  
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  Armor Enhancement x3
  +10 Hardness, +50 HP (No Slots,
  DC 20x3 = DC 24), Electronic
  Countermeasures
  (One Slot, DC 20)
  Flachette Rifle (One Slot,
  DC 22), Pencil Box Missile
  Launcher: 8 shot (4x EMP Bolus,
  4x anti-vehicle) (One Slot, DC 29)
  At Progress Level Seven
  Upgrade to Class V Sensor Suite.
  Total Purchase DC: 33
  At Progress Level Eight and
  Beyond
  Upgrade to Class VII Sensor
  Suite. Total Purchase DC: 34
  Anti-Armor
  Artillery armors are
  walking gun-platforms. Equipped
  with more firepower than an entire
  carrier air-wing, these juggernauts
  are often deployed in advance of
  infantry troops. They soften up
  targets with heavily armored
  sustained bombardments before
  other armored troopers, with more
  precisely targeted weapons, move
  in to hold the territory they’ve
  gained.
  At Progress Level Six
  Total Purchase DC: 31 (39,400 dollars)
  Infrared Optics (One Slot, DC 20), MAV
  Drone (One Slot, DC 10), Medi-Comp (One Slot,
  DC 12), Sensors, Combat Enhancement Load (One
  Slot, DC 19), Sniper Rangefinding Software (One
  Slot, DC 25), Tactical X-Ray Gear (One Slot, DC
  25)
  Fan Jets (One Slot, DC 18)
  Armor Enhancement x2 (+10 Hardness)
  (No Slots, DC 20x2 = DC 23), Hostile Environ-
  ment Cladding (fire 10) (One Slot, DC 17), Retract-
  able Shield +2 (One Slot, DC 15)
  FL-5 Aurora Assault Laser Rifle (One Slot,
  DC 22), Flachette Rifle (One Slot, DC 22), M-52
  Firestar Rocket Launcher x2 (12 shots total) (Two
  Slots, DC 22x2=DC 24)
  At Progress Level Seven
  Swap FL-5 for AP-121 Liberty Fusion Cannon
  (One Slot, DC 28). Total Purchase DC: 32
  At Progress Level Eight and Beyond
  Same Basic Technology
  
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  Anti-Personnel
  Anti-Personnel armors are designed to
  shred lightly armored targets. Equipped with a
  variety of area effect weapons, anti-personnel
  armors have one purpose: kill as many enemy troops
  as possible in as short a time as possible. Mobility
  and sensors are important, but firepower is para-
  mount.
  At Progress Level Six
  Total Purchase DC: 32 (60,000 dollars)
  Infrared Optics (One Slot, DC 20), Inte-
  grated Equipment (bolt cutters, Demolitions kit)
  (One Slot, DC 15), MAV Drone (One Slot, DC
  10), Medi-Comp (One Slot, DC 12), Sensors
  Combat Enhancement Load (One Slot, DC 19),
  Tactical Ranging System +1 (One Slot, DC 16),
  Tactical X-Ray Gear (One Slot, DC 25)
  Armor Enhancement x4 (+10 Hardness,
  +100 HP) (No Slot, DC 20x4= DC 25), Hostile
  Environment Cladding x2 (Fire Resistance 20) (One
  Slot, DC 17x2 = DC 20),
  AA-25 Downpour Chaingun (One Slot, DC
  28), Extra AA-25 Ammo Space x1 (DC 12),
  Firefog Dispenser (One Slot, DC 22), Flame
  Thrower (One Slot, DC 22), M-702 Dragontooth
  Quill Cannon (One Slot, DC 24), Extra M-702
  Ammo (One Slot, DC 19)
  At Progress Level Seven
  Add Laser Point Defense Grid (One Slot,
  DC 28). Total Purchase DC: 33
  At Progress Level Eight and Beyond
  Add Tsunami-550 Plasma Pulsar (Two
  Slots, DC 25). Total Purchase DC: 34
  ELINT / Electronic Warfare
  The armor is stripped down to make room
  for an array of radars, FLIR optics, laser
  rangefinders, high resolution cameras, communica-
  tions and jamming arrays. The armor’s main purose
  is electronic recon, and is often deployed far ahead
  of allied forces to gather ELINT (electronic intelli-
  gence) and SIGINT (signals intelligence). The suit is
  also equipped with high-power jamming equipment
  to disrupt enemy communications.
  At Progress Level Six
  Total Purchase DC: 35 (130,200 dollars)
  Class III Sensor Suite (One Slot, DC 25),
  MAV Drone (One Slot, DC 10), Medi-Comp (One
  Slot, DC 12), Pilot Interface Link (No Slot, DC
  22), Tailgunner Instinctive-AI (One Slot, DC 24)
  Avionics, Advanced x2 (One Slot, DC 16x2
  = Dc 19), Expanded Flight Range (One Slot, DC
  25), Flight Mode (One Slot, DC 20)
  Armor Enhancement x1 (+50 HP) (No Slot,
  DC 20), Electronic Countermeasures (One Slot,
  DC 20), EM Jamming Field x2 (One Slot, DC 30x2
  = DC 33), Hostile Environment Cladding (Electricity
  Resistance 10) (One Slot, DC 17)
  Visor Laser (One Slot, DC 22)
  At Progress Level Seven
  Upgrade to Class V Sensor Suite (One Slot,
  DC 30), Add Stealth Cloak (One Slot, DC 40).
  Total Purchase DC: 41
  At Progress Level Eight and Byond
  Upgrade to Class VI Sensor Suite (One
  Slot, DC 32), Remove Stealth Cloak. Add Ghost
  Mode Array (One Slot, DC 32). Total Purchase
  DC: 38
  Force Recon
  The armor is designed for speed and
  maneuverability, and for survivability in urban
  warfare scenarios. The armor is mobile, durable and
  bristling with weapons.
  At Progress Level Six
  Total Purchase DC: 31 (46,500 dollars)
  Blindsight Suite (No Slot, DC 12), Class I
  Sensor Suite (One Slot, DC 18), MAV Drone (One
  Slot, DC 10), Medi-Comp (One Slot, DC 12),
  Sensors, Combat Enhancement Load (One Slot,
  DC 19), Tactical X-Ray Gear (One Slot, DC 25),
  Toss Cams (One Slot, DC 10)
  
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  Fan Jets (One Slot, DC 18), Spinter En-
  doskeleton (One Slot, DC 20)
  Armor Enhancement x3 (+5 Hardness,
  +100 HP) (No Slot, DC 20x3= DC 24), Retract-
  able Shield +4 (One Slot, DC 18)
  AA-25 Downpour Chaingun (One Slot, DC
  25), Extra AA-25 Ammo (One Slot, DC 19),
  Combat Claws (No Slot, DC 15), Pencilbox Missile
  Launcher 4 shot (anti-vehicle x4) (One Slot, DC
  25), Smartpulse Hitter (One Slot, DC 24)
  At Progress Level Seven
  Upgrade to Class IV Sensor Suite. (One
  Slot, DC 27). Total Purchase DC: 32
  At Progress Level Eight and Beyond
  Add Kinetic Shroud (One Slot, DC 42).
  Total Purchase DC: 43
  Infantry
  The power armor is designed for front line
  infantry and squad support roles. The suit is a
  bipedal tank, able to jog at upwards of 60 mph and
  tear through a military convoy. Infantry suits tend to
  be fairly standardized- the basic and least powerful
  armor fielded by an organization’s grunts.
  At Progress Level Six
  Total Purchase DC: 30 (35,000 dollars)
  Infrared Optics (One Slot, DC 20), Inte-
  grated Equipment (back pack and combat web)
  (One Slot, DC 14), MAV Drone (One Slot, DC
  10), Medi-Comp (One Slot, DC 12), Onboard
  Navigation, Advanced (No Slots, DC 16),
  Pseudomuscle Endoskeleton (One Slot, DC 20),
  Tactical X-Ray Gear (One Slot, DC 25), Toss
  Cams (One Slot, DC 14)
  Sprinter Endoskeleton x3 (One Slot, DC
  20x3 = DC 24)
  Armor Enhancement x1 (+5 Hardness) (No
  Slot, DC 20), Hostile Environment Cladding (Fire or
  Force Resistance 10) (One Slot, DC 17)
  M-702 Dragontooth Quill Cannon (One
  Slot, DC 24), M-88 Talon Rocket Launcher (One
  Slot, DC 22)
  At Progress Level Seven
  Add M-73 Particle Cannon (Two Slots, DC
  30). Total Purchase DC: 32
  At Progress Level Eight and Beyond
  Same Basic Technology
  Labor
  The armor is not designed for combat, but
  with its great strength, endurance, hazardous envi-
  ronmental shielding and utility systems, it can make a
  decent guerilla-warfare suit if pressed. Suits like
  these are used for underwater salvage, fuel loading,
  mining and similar hazardous duty; Labor armors
  can easily be modified for deep space salvage and
  asteroid mining.
  At Progress Level Six
  Total Purchase DC: 29 (25,200 dollars)
  Class I Sensor Suite (One Slot, DC 18),
  Display Screens (No Slots, DC 10), Integrated
  Equipment (one or two professional kits of choice,
  DC 15 base price or less, Basic Mechanical Kit,
  Fire Extinguisher) (Three Slots, DC 19 total),
  Locking Joints (One Slot, DC 14), Medi-Comp
  (One Slot, DC 12) Psuedo-Muscle x3 (One Slot,
  DC 20x3 =  DC 24)
  Boring Drill (Two Slots, DC 12), Hydro
  Impeller (One Slot, DC 15), Pressure Adaptation
  (One Slot, DC 22)
  Armor Enhancement (+5 Hardness) (No
  Slot, DC 20), Hostile Environment Cladding (En-
  ergy Resistance of Choice 10) (One Slot, DC 17)
  Masterwork Monomolecular Combat
  Claws (No Slot, DC 22), Visor Laser (One Slot,
  DC 22)
  At Progress Level Seven
  Add Shapememory Multi-Tool (One Slot,
  DC 17) Total Purchase DC: 29
  At Progress Level Eight and Beyond
  Add Magnetic Manipulator (One Slot, DC
  34) Total Purchase DC: 35
  
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  Medic
  Equipped with a variety of
  sensors, medical tools and life saving gear,
  medic-class armors are basically walking
  surgical suites. By long standing tradition
  and international law, medics do not carry
  weapons, though independent operators
  often bend or break this rule.
  At Progress Level Six
  Total Purchase DC: 25 (8,200 dollars)
  Infrared Optics (One Slot, DC
  20), Integrated Equipment (Halogen
  floodlight, Masterwork medical kit,
  Masterwork SAR kit, Masterwork
  pharmacist kit) (Four Slots, Total DC 21),
  Sensors, Medical/Scientific Grade (One
  Slot, DC 15)
  Pseudomuscle Exoskeleton (One
  Slot, DC 20)
  Retractable Shield +2 (One Slot,
  DC 15)
  Combat Claws (No Slot, DC 15)
  At Progress Level Seven
  Add Shapememory Multi-Tool (One Slot,
  DC 17) Total Purchase DC: 26
  At Progress Level Eight and Beyond
  Add Ablative Forcedome (Two
  Slots, DC 39) Total Purchase DC: 40
  Riot-Control
  Though heavily armored and equipped with
  a plethora of defensive weapons, the armor is not
  designed for offensive use. The armor is designed to
  withstand enormous punishment and to capture
  without killing.
  At Progress Level Six
  Total Purchase DC: 35 (125,700 dollars)
  Display Screens (No Slot, DC 10), Infrared
  Optics (One Slot, DC 20), Integrated Equipment
  (video camera,) (One Slot, DC 17), Locking Joints
  (One Slot, DC 14), MAV Drone (One Slot, DC
  10), Medi-Comp (One Slot, DC 12),
  Pseudomuscle Endoskeleton x2(One Slot, DC 20x2
  = DC 23), Toss Cams (One Slot, DC 14)
  Sprinter Endoskeleton (One Slot, DC 20)
  Armor Enhancement x3 (+5 Hardness,
  +100 HP) (No Slots, DC 20x3 = DC 25), Hostile
  Environment Cladding (One Slot, DC 17), Retract-
  able Shield +6 (One Slot, DC 22)
  
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  Eelshock Discharge System (One Slot, DC
  22), M-702 Dragontooth Quill Cannon (One Slot,
  DC 24), Pencilbox Missile Launcher: 12 shot x2 (24
  shots: 12 gluebomb, 6 mercy missile, 3 optic pulsar,
  3 anti-vehicle) (Two Slots, DC 30x2 = DC 33),
  Reluctance Field (One Slot, DC 22)
  At Progress Level Seven
  Add Tailgunner Instinctive AI (One Slot,
  DC 24). Add Though Shield (One Slot, DC 18).
  Add Combat Coordinator +1 (Two Slots, DC 28).
  Total Purchase DC: 36
  At Progress Level Eight and Beyond
  Add Ghost Mode Array (Two Slots, DC
  32), Add Ablative Forcedome (Two Slots, DC 39)
  Total Purchase DC: 41
  Sniper
  Ultra-long range firepower is the name of
  the game. Precision and stealth are primary con-
  cerns.
  At Progress Level Six
  Total Purchase DC: 31 (37,900 dollars)
  Class III Sensor Suite (One Slot, DC 25), Inte-
  grated Equipment (ghile suit) (No Slot, DC 7),
  Sensors, Combat Enhancement Load (One Slot,
  DC 19), Sniper Rangefinding Software (One Slot,
  DC 25), Tactical Ranging System +5
  (One Slot, DC 24)
  Crawler Gloves (No Slots, DC 14), Mag-
  Lev Skimmer (One Slot, DC 24)
  Armor Enhancement x1 (+50 HP), (No
  Slot, DC 20)
  Either Flachette Rifle or FL-5 Aurora
  Assault Laser Rifle (One Slot, DC 22)
  At Progress Level Seven
  Add Gamma/Nuetron Stream (One Slot,
  DC 26), Swap FL-5 Aurora for  ULR Railgun (Two
  Slots, DC 35). Total Purchase DC: 36
  At Progress Level Eight and Beyond
  Swap ULR Railgun for Unlimited Length
  Laser (Two Slots, DC 42). Total Purchase DC: 42
  Wetworks
  Wetworks-role armors are designed for
  melee combat. With enhanced strength, stealth
  features, and advanced sensors, the suit is designed
  for night ops. Get in, kill the target before he detects
  the pilot and get out without anyone seeing the
  armor.
  At Progress Level Six
  Total Purchase DC: 31 (48,000 dollars)
  Class II Sensor Suite (One Slot, DC 21),
  Infrared Optics (One Slot, DC 20), Integrated
  Equipment (ghile suit) (No Slot, DC 7),
  Pseudomuscle Endoskeleton (One Slot, DC 20),
  Sensors, Combat Enhancement Load (One Slot,
  DC 19), Tactical X-Ray Gear (One Slot, DC 25),
  Toss Cams (One Slot, DC 14)
  Crawler Gloves (No Slot, DC 14), Mag-
  Lev Skimmer (One Slot, DC 24)
  Armor Enhancement x2 (+100 HP) (DC
  20x2 = DC 23)
  Masterwork Monomolecular x2 Combat
  Claws (No Slot, Total DC 27), Flachette Rifle (One
  Slot, DC 22),
  At Progress Level Seven
  Add High Frequency feature to Combat
  Claws (Total Component Purchase DC becomes
  37). Add Combat Coordinator +2 (Two Slots, DC
  32). Total Purchase DC: 39
  At Progress Level Eight and Beyond
  Add Ghost Mode Array (Two Slots, DC
  32), Add Striking Viper Electro-Whip (One Slot,
  DC 20). Total Purchase DC: 39
  
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  You can further
  customize your armor by
  replacing standard compo-
  nents and adding new gear
  in your bonus equipment
  slots. Remember, you can
  also combine roles, which
  is expensive, but the best
  way to quickly add several
  themed pieces of gear.
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  Additional Equipment
  Slots (PL 6)
  You receive an additional
  bonus equipment slot.
  Equipment Slots: Add one
  slot.
  Purchase DC: 20
  Blindsight Suite (PL 6)
  A suit of armor
  with this sensor suite can
  operate at full efficiency in absolute darkness, and is
  not hampered by rain, fog or other environmental
  factors. The blindsight suite uses a combination of
  light amplification, infrared vision and active RA-
  DAR and SONAR to pinpoint objects out to 180 ft.
   This system also upgrades the detection
  radius of any other sensor systems, improving the
  armor’s darkvision ability (if any) by 25%.
  Equipment Slots: None
  Activation: Move Action (to activate or
  deactivate)
  Purchase DC: 12
  Restriction: Military (+3)
  Class I Sensor Suite (PL 6)
  This sensor system includes air/space radar
  that allows a mecha operator to scan the basic
  topography of the surrounding area and pick out
  targets well enough to aim weapons at them. A
  Class I 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:
  
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  • The target’s size.
  • The target’s locomotive capabilities.
  • The target’s present direction or trajectory.
  Equipment Slots: one
  Activation: Move action (active scan mode only).
  Range: 1-mile-radius emanation centered on
  your mecha.
  Area: 1 nonliving target (active scan only).
  Duration: Persistent (passive scan mode) or
  1 round (active scan mode).
  Purchase DC: 18.
  Restriction: None.
  Class II Sensor Suite (PL 6)
  This sensor system includes an electromag-
  netic (EM) detector array that localizes electromag-
  netic 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 appli-
  cable.
  • The target’s Hardness and HP as well as the
  composition of the armor
  • The target’s weapon systems (functional and
  nonfunctional).
  Equipment Slots: one
  Activation: Move action (active scan mode only).
  Range: 1-mile-radius emanation centered on
  your mecha.
  Area: 1 nonliving target (active scan only).
  Duration: Persistent (passive scan mode) or
  1 round (active scan mode).
  Purchase DC: 21.
  Restriction: None.
  Class III Sensor Suite (PL 6)
  This system combines the features of the
  Class II sensor system with an advanced night-vision
  unit. The mecha operator gains darkvision to a range
  of 90 feet. A Class III sensor system also 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 appli-
  cable.
  • The target’s Hardness and HP as well as the
  composition of the armor
  • The target’s weapon systems (functional and
  nonfunctional).
  Equipment Slots: one
  Activation: Move action (active scan mode only).
  Range: 1-mile-radius emanation centered on
  your mecha.
  Area: 1 nonliving target (active scan only).
  Duration: Persistent (passive scan mode) or
  1 round (active scan mode).
  Purchase DC: 25.
  Restriction: Licensed (+1).
  Class IV Sensor Suite (PL 7)
  This system includes electromagnetic (EM),
  infrared detector, hi-res video, and nightvision
  sensors similar to those found on the Class II and
  Class III systems. It also incorporates a ladar
  system that uses low-powered laser beams to
  quickly locate and identify difficult terrain, distant
  obstacles, and targets.
  The mecha operator gains darkvision to a range of
  
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  120 feet. A Class IV sensor system also grants a +4
  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 appli-
  cable.
  • The target’s Hardness and HP as well as the
  composition of the armor
  • The target’s weapon systems (both functional and
  nonfunctional).
  • How much damage (in hit points) the target has
  taken.
  Equipment Slots: one
  Activation: Move action (active scan mode only).
  Range: 10-mile-radius emanation centered
  on your mecha.
  Area: 1 nonliving target (active scan only).
  Duration: Persistent (passive scan mode) or
  1 round (active scan mode).
  Purchase DC: 27.
  Restriction: Licensed (+1).
  Class V Sensor Suite (PL 7)
  This system improves upon earlier sensor
  systems by replacing the air/space radar with
  powerful multiband radar that quickly and effort-
  lessly identifies and tracks mecha, creatures, and
  vehicles. It also combines the electromagnetic,
  infrared, and video scanners into a single, more
  powerful array. The Class V sensor system also
  extends the mecha’s nightvision capability. The
  mecha operator gains darkvision to a range of 180
  feet. A Class V sensor system also grants a +6
  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 appli-
  cable.
  • The target’s Hardness and HP as well as the
  composition of the armor
  • The target’s weapon, defense, and sensor systems
  (both functional and nonfunctional).
  • How much damage (in hit points) the target has
  taken.
  Equipment Slots: one
  Activation: Move action (active scan mode only).
  Range: 10-mile-radius emanation centered
  on your mecha.
  Area: 1 nonliving target (active scan only).
  Duration: Persistent (passive scan mode) or
  1 round (active scan mode).
  Purchase DC: 30.
  Restriction: Licensed (+1).
  Class VI Sensor Suite (PL 8)
  This sensor system resembles the Class V
  sensor array, except that it replaces the multiband
  radar unit with multiphase radar capable of penetrat-
  ing nearly any obstacle or barrier.
  The mecha operator gains darkvision to a range of
  180 feet. A Class VI sensor system also grants a +8
  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.
  
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  • The target’s Hardness and HP as well as the
  composition of the armor
  • The target’s weapon, defense, and sensor systems
  (both functional and nonfunctional).
  • How much damage (in hit points) the target has
  taken, and how much damage it can withstand (that
  is, hit points remaining).
  Equipment Slots: one
  Activation: Move action (active scan mode only).
  Range: 100-mile-radius emanation centered
  on your mecha.
  Area: 1 nonliving target (active scan only).
  Duration: Persistent (passive scan mode) or
  1 round (active scan mode).
  Purchase DC: 32.
  Restriction: Licensed (+1).
  Display Screens (PL 5)
  Flat panel LCD displays have been built into
  the armor’s back, chest, thighs and other large, flat
  surface areas. Some armors with this upgrade
  display humanoid digitized faces in their faceplate.
  An armor with this upgrade can display
  propaganda, information or advertisements, as well
  as play commercially available DVDs, mp3s and
  similar file formats. Display screens can also be used
  to shed light (5 ft bright/ 30 ft shadowy), and may be
  deactivated at will for stealth.
  Equipment Slots: None
  Purchase DC: 10
  Ghost Mode Array (PL 8)
  The power armor has been enhanced with a
  chassis-wide system of energy conduits and dimen-
  sional projectors, backed by one of the most
  powerful quantum computers ever devised. The
  armor and its pilot are no longer bound by the laws
  of physics.
  Armor with this upgrade can become
  ethereal for up to two minutes (twenty rounds) per
  day. The armor can become ethereal or regain
  solidity as a free action. The armor’s intangible state
  need not be used at once, and can be broken up in
  one round increments throughout the day.
  Equipment Slots: Two
  Activation: Free action
  Duration: 20 rounds maximum, in 1 round
  increments
  Saving Throw: None
  Purchase DC: 32
  Restriction: Military (+3)
  Independent Operations (PL 7)
  The power armor is equipped with ad-
  vanced AI and pseudo-musculature articulators,
  enabling the armor to operate independently, without
  direct control from the pilot.
  As a full round action, the suit’s designated
  user/pilot can command the suit to activate and
  operate independently, as a separate entity. While
  acting independently, the power armor uses the Suit
  Sentience’s INT, WIS and CHA scores. The
  armor’s base STR and DEX scores are equal to 10
  + the suit’s enhancement bonuses to those scores (if
  any). As a construct, the armor does not have a
  CON score.
  The armor is treated as a construct for the
  purposes of saving throws and immunities when
  unpiloted. Its base HP is equal to the bonus HP the
  armor provides to the pilot. The armor has no skill
  ranks or feats, unless they are specifically added as
  a feature of the armor.
  The armor adds any equipment or other
  bonus types provided by on-board equipment to its
  untrained skill checks. Unless specifically com-
  manded otherwise, the armor can use its onboard
  systems and weapons normally when acting inde-
  pendently.
  The pilot can return the armor to its inactive
  state by a spoken command, as a free action. The
  armor has the same allegiances or alignment of its
  designated pilot, unless the designer specifically
  programs a different moral code.
  A pilot can also ‘program’ the armor to
  enter Independent mode if he is knocked uncon-
  scious, killed while piloting the armor, or fails a
  WILL save while piloting the armor. The Indepen-
  dent armor will flee to a pre-designated safe area if
  possible, and will fight to defend the pilot if not able
  
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  to flee. There is no limit (other than suit run time) to
  the amount of time the armor can operate indepen-
  dently.
  Prerequisite: Suit Sentience
  Equipment Slots: Two
  Activation: Full round action
  Purchase DC: 24
  Restriction: Licensed (+1)
  Infrared Optics (PL 5)
  The suit can see into the infrared portion of
  the spectrum, allowing it to detect minute changes in
  temperature. The pilot can detect the body heat of
  most living creatures and machines, provided they
  are warmer than the surrounding environment (most
  undead, some reptilian creatures and some ‘stealth’
  machines do not register). This negates the conceal-
  ment penalty for darkness or invisibility; if the
  environment is too warm or if the creature does not
  radiate body heat, the miss chance applies normally.
  The pilot receives a +2 bonus on Spot
  checks made against creatures attempting to Hide in
  a cooler environment. When used to spot concealed
  cyborgs or robots, this bonus increases to 2 + the
  cyborg/robot’s Drain rating or number of implants.
  Equipment Slots: One
  Purchase DC: 20
  Restriction: Licensed (+1)
  Integrated Equipment (PL 6)
  You can build a variety of useful tools into
  Powered Armor, from halogen flood lights to
  surgical equipment. Choose and purchase any piece
  of equipment, which is integrated into the armor and
  may be used at any time.
  At the gamemaster’s discretion, compact
  tools do not take up an equipment slot, and only
  
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  bulky equipment requires an equipment slot.
  Equipment Slot: Zero or One at GM discretion
  Purchase DC: Add +1 to the equipment’s
  Base Purchase DC
  Locking Joints (PL 6)
  The suit’s joints can lock magnetically (and
  unlock) upon a subvocal command from the pilot,
  giving the suit increased stability and a nearly
   unbreakable grip. Once the suits joints are locked in
  place, (a free action), the pilot receives a +4 equip-
  ment bonus on checks made to resist being tripped,
  bull rushed or disarmed. If the pilot is grappling a
  target and locks the suit’s joints, the target suffers a
  –4 circumstance penalty on grapple checks made to
  break a pin.
  Equipment Slots: One
  Activation: Free action
  Purchase DC: 14
  Restriction: None
  Magnetic Manipulators (PL 7)
  Powerful magnetic field generators are
  woven throughout the suit’s hull, and advanced
  onboard computers can shape the resulting magnetic
  fields around the armor with incredible precision.
  A suit fitted with magnetic manipulators can
  remotely manipulate ferrous objects weighing up to
  2,500 lbs at a distance of up to 100 ft, assuming
  clear line of sight. Common among industrial suits
  and deep space salvage models, this type of system
  has obvious combat potential.
  The pilot can attempt to hurl magnetically
  controlled objects as improvised weapons, but
  doing so is difficult to time, and the pilot suffers a –4
  circumstance penalty on attack rolls. The pilot can
  also remotely ‘grapple’ a ferrous opponent. When
  doing so, the magnetic field is treated as a creature
  the same size as the armor, and the shell pilot’s ranks
  in Pilot and DEX modifier replace his or her BAB
  and STR modifier for this check. The grappled
  creature or mecha obviously cannot attempt to
  grapple the magnokinetic armor in turn.
  Equipment Slots: Two
  Activation: Standard actions to lift/control
  magnetized objects
  Range: 100 ft
  Target: up to 2,500 lbs of ferrous material
  Duration: 20 minute active cycle, 1 minute
  cool down cycle
  Purchase DC: 34
  Restriction: Licensed (+1)
  M.A.V. Drone (PL 5)
  The Micro Ariel Vehicle is a tiny, delicate
  airplane with a short battery life and limited range,
  but is useful in seeing around corners or into fortified
  areas. This small aircraft is small enough to fit into a
  man’s palm. The MAV Drone has 15 HP, a fly
  speed of 90 ft (perfect) and AC 15 when in the air.
  The MAV Drone receives a +20 equipment
  bonus to Spot and Listen checks, and has
  darkvision out to a 60 ft radius. The MAV instantly
  transmits any data it sees or hears back to the pilot.
  The MAV does not have any advanced sensors, just
  video and audio capabilities.
  Equipment Slots: Launcher and ‘docking
  station’ take up one equipment slot.
  Activation: Standard actions to control the
  MAV Drone
  Range: 1000 ft
  Duration: 5 minute flight time
  Purchase DC: 10 for launcher and MAV; 6
  for each additional disposable MAV
  Restriction: Military (+3)
  Medi-comp (PL 6)
  The armor is equipped with an array of
  medical sensors that provide a constant, real time
  read out of the pilot’s health and physical status. The
  information can be transmitted wirelessly to allied
  suits, or accessed by a trained medic, making it
  easier to treat a downed pilot.
  Anyone who accesses the suit’s medical
  computer (by making a DC 15 computer use check
  when physically linked to the armor) receives a +4
  insight bonus on all Treat Injury checks made to
  
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  assist the pilot for the next 24 hours. The suit
  wirelessly transmits this data to all allied systems
  within 1 mile.
  Equipment Slots: One
  Range: 1 mile
  Purchase DC: 12
  Metabolizer Symbiote (PL 7)
  The techno-organic armor acts as a sym-
  biote, absorbing nutrients, water, oxygen and other
  life giving substances from its environment and
  feeding them to the pilot. Nutrients may be trans-
  ferred through feeding tubes, IV lines, or absorbed
  through the pilot’s skin.
  While wearing the power armor the pilot
  does not need to eat or drink. The armor can
  indefinitely metabolize oxygen, giving it an unlimited
  life support capacity so long as there is at least some
  atmosphere to synthesize life-giving compounds
  from. This enhancement ceases to function in hard
  vacuum, though the armor’s conventional life sup-
  port systems function normally.
  Prerequisites: Bio-Organic template only
  Equipment Slots: One
  Saving Throw: None
  Purchase DC: 14
  Onboard Navigation, Advanced (PL 6)
  The armor is equipped with a several
  onboard compasses, highly detailed street atlases
  that are updated each time it recharges, and a real-
  time GPS receiver. The pilot’s reflexes and reaction
  time are increased to make him a better, safer driver
  and mecha-jockey.
  The pilot receives a +8 equipment bonus on
  Navigate checks and +4 equipment bonus on Drive
  and Pilot checks. The pilot can automatically find his
  or her way back to any area he designates as a ‘way
  point’ when beginning a trip, and can always sense
  the distance and direction to an assigned way point.
  The onboard computer can store up to 12 way
  points.
  Equipment Slots: None
  Purchase DC: 16
  Personal Holo-Disguise (PL 7)
  The personal holo-disguise is an optical
  sheath that projects a convincing, ultra-high fidelity
  holographic disguise around the user. The armor
  receives a +20 equipment bonus on purely visual
  Disguise checks. If the cyborg is touched, the
  armor’s real dimensions and texture are apparent,
  regardless of the holographic shell.
  The suit’s onboard computer can store up to
  24 preprogrammed disguises, and can also sponta-
  neously generate a disguise, based upon the users
  
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  mental or verbal commands. Activating a ready-
  made disguise or dismissing it is a free action.
  Creating an original new disguise is a full
  round action which provokes attacks of opportunity.
  The optical sheath will also conceal the armor’s
  worn or carried weapons as innocuous objects,
  consistent with the preprogrammed disguise. The
  holographic disguise can be maintained for up to 10
  minutes (100 rounds) of continual operation, before
  the laser image emitters enter a 12 minute cooling off
  period.
  Equipment Slots: one
  Activation: Free action or full round action
  Range: Personal
  Target: You
  Duration: 10 minutes on, 12 minutes cooling
  off
  Saving Throw: None
  Purchase DC: 35
  Restriction: Military (+3)
  Pilot Interface Link (PL 6)
  The suit is wired with an assortment of
  metabolic sensors, which determine minor variations
  in the pilot’s body in response to stress or g-forces,
  as well as neural interfaces which instantly translate
  the pilot’s commands. The suit enables the power
  armor pilot to be a more effective pilot, even when
  the pilot is operating a larger mecha or vehicle while
  encased in the power armor.
  The pilot receives a +4 bonus on Computer
  Use, Drive and Pilot checks made while wearing the
  power armor.
  Equipment Slot: None
  Purchase DC: 22
  Pseudomuscle Endoskeleton (PL 6)
  An ingenious series of artificial muscle tissue,
  a specially reinforced frame and hydraulic array
  enables the armor to lift and carry enormous weight.
  Armor with this enhancement receives an additional
  strength bonus, based upon the size of the armor.
  You may select this enhancement up to five
  times. Each time the component is chosen, after the
  first, you gain an additional +2 bonus to STR.
  Skinsuit: Cannot receive this enhancement.
  Hardsuit : +2 STR
  Shell  +3 STR
  Exo-Frame: +5 STR
  Equipment Slots: One
  Purchase DC: 20
  Restriction: None.
  Regeneration Engine (PL 7)
  The suit of power armor works tirelessly to
  keep its pilot alive. Nanotech surgeons close
  wounds as soon as they are inflicted, and the armor
  injects healing proteins directly into the pilot’s
  bloodstream. The pilot is bathed in a constant flood
  of healing fluids and medicines.
  Each hour the pilot remains in the power
  armor he or she regenerates 1d4 HP. While wearing
  the suit, the pilot receives a +4 bonus on FORT
  saves.
  Prerequisites: Bio-Organic template ;
  Metabolizer Symbiote
  Equipment Slots: One
  Purchase DC: 29
  Restriction:  Restricted (+1)
  Sensors, Combat Enhancement Load (PL 6)
  The power armor is equipped with ad-
  vanced sensor systems, including laser range finding,
  active and passive sonar modes, and multi-fre-
  quency scanning radar.
  The armor receives a +4 bonus on Spot and
  Listen checks, and a +2 bonus on Initiative checks.
  Equipment Slots: One
  Saving Throw: None
  Purchase DC: 19
  Restriction: Military (+3)
  Sensors, Medical/Scientific Grade (PL 5)
  The armor  is equipped with variety of useful
  sensors and alternate visual modes, such as MRI, x-
  ray, and sonographic vision. The power armor can
  determine the chemical composition of objects,
  
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  detect the presence of foreign chemicals in the body,
  and perform most of the medical tests capable in a
  well equipped modern hospital internally.
  The pilot receives a +4 chassis bonus to
  Treat Injury, Knowledge: earth & life science,
  physical science and Repair checks made while
  wearing the armor.
  Equipment Slots: One
  Purchase DC: 15
  Restriction: Licensed (+1)
  Shapememory Multi-Tool (PL 7)
  The armor’s gauntlets are upgraded with
  shapememory polymers, which can change shape in
  response to electrical stimulation, transforming into a
  variety of useful tools and devices. As a standard
  action, the pilot can transform the suit’s gauntlets into
  any tool or piece of equipment available at the
  current PL, assuming that piece of equipment is at
  least 2 size categories smaller than the armor.
  The shapememory multitool can transform
  itself into any masterwork equipment needed,
  granting a +2 equipment bonus on any skill that
  requires a tool kit to perform.
  The multitool can also transform itself into any melee
  weapon with the same size restrictions. These
  duplicated weapons function identically to their
  standard counterparts. The multi-tool cannot be
  disarmed though it can be sundered which destroys
  this upgrade.
  Equipment Slots: One
  Activation: Standard Action
  Purchase DC: 17
  Sniper Rangefinding Software (PL 6)
  Advanced target recognition software and
  multi-stage zoom optics are slaved to advanced
  trajectory processors. The result is an armor that
  does not suffer distance penalties on ranged attacks.
  Equipment Slots: None
  Purchase DC: 25
  Restriction: Mil (+3)
  Stealth Cloak (PL 7)
  Onboard cameras take full motion video of
  the area around and behind the armor while ad-
  vanced hologram projectors project a real time
  image of the cyborg’s surroundings. The armor
  becomes effectively invisible, hidden behind a
  moving image of the world without it.
  By using the stealth cloak to bend light
  around its hull, the armor can become invisible. An
  invisible suit gains a +40 bonus to Hide checks if
  immobile, or a +20 bonus when moving. Pinpointing
  the location of an invisible suit not actively attempting
  to hide requires a Spot check (DC 40 if immobile,
  or DC 20 if moving).
  When invisible, the armor gains 50%
  concealment against attacks even from creatures that
  correctly pinpoint it’s fighting space. Activating or
  deactivating this system is a free action. The pilot
  can maintain the suit’s invisibility for up to one
  minute, before the suit’s hologram projectors enter a
  2 minute cool down cycle.
  Equipment Slots: Two
  Activation: Move Equivalent Action
  Duration: 1 minute on, 2 minutes cooling off
  Purchase DC: 40
  Restriction: Military (+3)
  Suit Sentience (PL 6)
  The armor is equipped with an advanced,
  full-Turing AI nearly as complex as a human mind,
  an artificial ‘suit mind’ which verges on true sen-
  tience. The suit has its own personality and con-
  sciousness, both of which are designed to comple-
  ment and enhance the pilot’s abilities. The suit’s AI
  aids the pilot in avoiding danger, and can advise the
  pilot, even act independently to a limited degree.
  A suit sentience has its own INT and WIS
  scores. Standard suit-minds have base INT, WIS
  and CHA scores at 8. The suit has 10 points, which
  can be spent improving any of its mental abilities, or
  purchasing any skills the armor designer feels is
  necessary. The suit speaks and is literate in the
  pilot’s native language by default, and can be trained
  
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  for greater awareness. The armor receives bonus
  skill points for a high INT modifier.
  The suit can make Spot, Listen and Sense
  Motive checks independently, and will do so for the
  pilot on his or her initiative count. When using other
  skills, the suit sentience can either act passively,
  which effectively means the suit mind takes the Aid
  Another action to assist the pilot. The pilot can also
  allow the suit to act independently, in which case the
  suit makes the check, and the pilot takes the Aid
  Another action to assist the suit. The suit acts
  independently until the task is completed or until
  commanded to relinquish control.
  Equipment Slots: One
  Purchase DC: 28
  Restriction: None
  Tactical Ranging System (PL 6)
  The standard computer-assisted targeting
  system for mecha combines holographic displays
  and heuristic target-prediction profiling to increase a
  mecha operator’s accuracy. The system grants an
  enhancement bonus on attack rolls (+1 to +5) when
  using a specific ranged weapon selected by the
  operator. Switching the bonus from one weapon to
  another requires a move action.
  The tactical ranging system has five different
  categories (denoted Mark I through Mark V). The
  purchase DC varies depending on the enhancement
  bonus conferred.
  Equipment Slots: one
  Activation: Move action (to activate or
  switch).
  Range: Personal.
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 16 for Mark I (+1), 18 for
  Mark II (+2), 20 for Mark III (+3), 22 for Mark IV
  (+4), 24 for Mark V (+5).
  Restriction: Mil (+3)
  Tactical X-Ray Gear (PL 6)
  Using a combination of thermal imaging, X-
  rays, and vibration sensors, this sensor suite enables
  the operator to effectively see through solid objects.
  Fine details can’t be detected, but armor fielding this
  component 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.
  Equipment Slots: one
  Range: 150 feet cone emanating from the
  mecha
  Duration: one round/activation
  Purchase DC: 25
  Restriction: None.
  Tailgunner Instinctive AI (PL 6)
  Early military artificial intelligences proved
  prohibitively expensive, and the Tailgunner I-AI was
  a stopgap measure until true AIs could be pro-
  grammed. Tailgunner I-AIs are based on the nueral
  map of test animals- a copy of a wolf, cat, falcon or
  chip’s mentality- downloaded directly into the armor.
  Tailgunner I-AIs are completely loyal to their
  suit’s wearer, and want nothing more than to please.
  They love praise from their wearers, and many retain
  quirky animal characteristics and a sense of person-
  ality that’s refreshing to pilots used to the cold
  efficiency of standard, later-gen military AIs.
   Armor equipped with this component
  receives a +2 equipment bonus on Spot and Navi-
  gate checks, a +1 insight bonus to Initiative and +2
  insight bonus to Defense.
  Equipment Slots: One
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 24
  Restriction: Licensed (+1)
  
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  Toss Cams (PL 5)
  Toss Cams are dime-sized, disposable video
  cameras that can be thrown into dangerous areas to
  spot concealed adversaries. By throwing a handful
  of Toss Cams into an area before beginning battle,
  the Power Armor’s pilot receives a +10 equipment
  bonus on all Spot checks made to detect hidden
  opponents, as well as a +1 circumstance bonus on
  Initiative.
  Equipment Slots: A payload of 10 handfuls
  worth of Toss Cams takes up one equip-
  ment slot.
  Activation: Standard Action
  Duration: One Round
  Saving Throw: None
  Purchase DC: 10 Handfuls of Toss Cams
  and the software to use them are DC 14.
  Restriction: Military (+3)
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  Afterburners (PL 6)
  The afterburner system dumps a shot of raw
  fuel into the armor’s thruster system, giving the
  mecha a temporary speed boost. The armor’s flight
  speed is doubled for one round. The pilot can
  activate this component a number of times per day
  equal to 3 + the number of times this implant is
  installed.
  Equipment Slots: one
  Activation: Free action.
  Duration: 1 round.
  Purchase DC: 13
  Avionics, Advanced (PL 6)
  Aerodynamic styling, large, highly flexible
  flight-assist wings, improved software and highly
  efficient thrusters help the Power Armor perform
  better in the air. Each level of advanced avionics
  taken improves the Power Armor’s flight speed by
  +20 ft and its in-air maneuverability one category.
  This enhancement may be taken multiple times.
  Prerequisites: Flight Mode
  Equipment Slots: None
  Purchase DC: 16
  Restriction: None
  Blink Drive (PL 7)
  The armor is fitted with a micro-miniaturized
  warp engine, allowing it to enter hyperspace for
  fractions of a second, and instantly cover short
  distances. Though miniaturized to the point it is man
  portable, the blink drive is still an incredibly bulky
  component, and requires frequent service and has a
  long cool down cycle.
  You may activate the armor’s blink drive as
  a free action, at any time, even in response to an
  attack. If you succeed at a REF Save(DC 10 + ½
  the attack roll), you can activate the blink drive to
  teleport to safety from an attack that would normally
  hit.
  When the blink drive activates you can
  teleport instantly to any open space large enough to
  contain the armor within 100 ft. You must have line
  of sight to your destination.
  Once activated the Blink Drive enters a one
  minute cool down cycle, and cannot be reactivated
  until one minute has elapsed. A PL 8 Blink Drive has
  a 1 round cool down cycle, allowing it to be used
  virtually at will.
  Equipment Slots:  Two
  Activation: Free action
  Range: 100 ft teleport range
  Target: You
  Duration: Instant
  Purchase DC:  (PL 7) 35 (PL 8) 38
  Restriction: Restricted (+2)
  Boring Drill (PL 5)
  Heavy gauge drills and shovel like hands
  deploy from bulky bods on the armor’s forearms,
  chest and shoulders, allowing the armor to easily
  bore through loosely packed earth or rubble. The
  Power Armor gains a Burrow speed of 20 ft.
  Drawback: While the digging bores and
  shovels are extended, the pilot cannot grasp objects
  or carry anything in the suit’s hands, unless the armor
  has additional limbs.
  Equipment Slots:  Two
  Purchase DC: 12
  Restriction: None
  
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  Crawler Gloves (PL 6)
  The gloves and boots of the power
  armor are equipped with pneumatic suction
  grippers or molecular adhesive pods that make
  it possible for the power armor to climb and
  travel on vertical surfaces or even traverse
  ceilings. The power armor must have its hands
  free to climb in this manner. The armor gains a
  30 ft Climb speed.
  The armor does not lose its DEX bonus
  when climbing, and does need not make Climb
  checks to traverse a vertical or horizontal
  surface (even when climbing upside down).
  Equipment Slots: None
  Purchase DC: 14
  Restriction: None
  Expanded Flight Range (PL 7)
  Thanks to incredible advances in fuel
  storage, and system miniaturization, the Power
  Armor increases its flight range to nearly that of
  an early jet aircraft, without significantly increas-
  ing bulk.
  Power Armor with this enhancement can fly
  for a maximum of 200 miles, before needing to
  refuel. Refueling requires volatile and exotic sub-
  stances and has a purchase DC of 18.
  Prerequisites: Flight Mode, at least one
  level of Advanced Avionics
  Equipment Slots: One
  Purchase DC: 25
  Restriction: Restricted (+2)
  Fan Jets (PL 5)
  The armor has one or more high efficiency,
  fan jet rotors, which allow it to fly and hover in place
  without falling. The armor can only fly while carrying
  a light or medium load. The robot gains a fly speed
  of 30 ft (poor maneuverability).
  Equipment Slots: One
  Purchase DC: 18
  Restriction: None
  Flight
  Mode (PL 6)
  The power armor
  is equipped with a
  compact but efficient
  vectored thrust system and a
  simple avionics platform. Short
  maneuvering wings allow the armor
  some in-air control, but on the whole, the
  armor is a clumsy flier.
  The Armor gains a Flight speed of 50 ft
  with average maneuverability. The armor carries
  enough fuel for the power armor to travel up to 20
  miles before needing to refuel. Refueling requires
  dangerous and combustible chemicals with a Pur-
  chase DC of 18.
  Equipment Slots: One
  Purchase DC: 20
  Restriction: None
  
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  Gravity Spinner (PL 8)
  A suit of power armor can instantly adjust its
  personal gravitational attraction, allowing the suit to
  walk up walls and ceilings, perform incredible
  acrobatic feats and pull off incredible, high-g maneu-
  vers in air to air combat. By changing the direction
  the suit is being pulled by gravity, the gravity spinner
  allows the suit almost effortless agility.
  A suit with this upgrade can move normally
  along any horizontal or vertical surface: any orienta-
  tion the pilot chooses becomes the suit’s ground.
  The pilot receives a +20 equipment bonus on Jump
  and Tumble checks, and the suit’s maximum jumping
  distance is not limited by height.
  The pilot does not need to make a running
  start prior to making a jump, but receives a +10
  circumstance bonus if he or she gets at least a 20 ft
  running start. If the armor has a flight speed, its
  maneuverability increases by two categories, to a
  maximum of Perfect maneuverability.
  Equipment Slots: One
  Activation: None (activation is considered
  part of the move action)
  Purchase DC: 32
  Restriction: None
  Hydro Impeller (PL 5)
  The power armor uses pressurized water to
  propel itself silently and quickly when submerged.
  Vents on the armor’s dorsal areas allow water to
  flow from impellers on the hips or at the base of the
  robot’s spine.
  The armor gains a swim speed of 30 ft; if the
  pilot already has a swim speed his or her speed is
  improved by +20 ft when wearing the armor. The
  suit can safely descend to a maximum of 300 ft.
  Equipment Slots: One
  Purchase DC: 15
  Restriction: None
  Mag-lev Skimmer (PL 6)
  The Mag-Lev skimmer enhancement allows
  the Power Armor to hover a few inches off the
  ground at all times, slightly increasing its speed and
  maneuverability. Though this enhancement doesn’t
  afford the mobility of true flight, it can be maintained
  indefinitely, at low cost.
  This enhances the base speed of the armor
  by 15 ft. The armor constantly hovers 1” to 6” off
  the ground, meaning at the GM’s option, the armor
  might be immune to certain traps like trip wires and
  pits. The Power Armor is considered to have the
  Spring Attack feat, even if the pilot does not nor-
  mally meet the prerequistes.
  Equipment Slots: One
  Purchase DC: 24
  Restriction: None
  Pressure Adaptation (PL 7)
  Using ultra dense composites and limited
  force shield reinforcement, a man-sized suit of
  power armor can descend to the same crushing
  depths a submarine can. Rather than breathing
  oxygen, the pilot breathes liquid oxygen, which helps
  insulate the pilot and equalize the suit’s internal
  pressure.
  The power armor can safely descend nearly
  one mile and operate safely at that depth indefinitely.
  Each time this enhancement is chosen, the suit’s
  maximum safe depth increases by one mile.
  Equipment Slots: One. Successive upgrades
  do not require a slot.
  Purchase DC: 22
  Restriction: None
  Roller Mode (PL 7)
  The suit’s external plating is rounded and
  smoothed, with external hard points and weapon
  mounts integrated seamlessly into the armor’s slick
  hull. The suit is designed for curl into a smooth,
  frictionless transport ‘roller ball’ with incredible
  mobility and dexterity.
  The suit is designed for speed in this mode;
  pressurization systems and harmonics designed to
  affect the pilots optic nerve and inner ear keep the
  
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  pilot comfortable and well balanced no matter how
  quickly or disconcertingly the rapidly spinning roller
  mode suit moves.
  While in roller mode, the suit cannot use any
  onboard weapons, nor can it carry objects. The
  pilot goes into a fetal ball, with the suit plating shifting
  to form a perfect sphere around him. Transformation
  is a full round action which provokes attacks of
  opportunity.
  While in roller mode, the suit is incredibly
  fast and nimble. It receives a +70 ft bonus to base
  land speed when moving over mostly smooth terrain,
  and a +8 equipment bonus to Initiative checks. The
  roller cannot cross rough terrain, jump or swim.
  Equipment Slots: Two
  Activation: Full round action
  Purchase DC: 25
  Restriction:  Restricted (+1)
  Sprinter Endoskeleton (PL 5)
  An artificial skeletal system and pseudo-
  musculature allows the armor to asorb most of the
  effort of running. The pilot can run marathon dis-
  tances without effort, thanks to the suit’s ergonomic,
  labor saving enhancement.
  The armor’s base land speed is increased by
  +15 ft, and the pilot receives the Run feat while
  wearing the armor. This component can be selected
  multiple times, each time improving the pilot’s base
  land speed by +15 ft.
  Equipment Slots: One
  Purchase DC: 20
  Trans Atmospheric Flight Range (PL 8)
  A Power Armor enhanced with this feature
  can achieve escape velocity, travel in Near Earth
  orbit, and reenter the atmosphere safely. By traveling
  with the Earth’s rotation, the mecha’s pilot can travel
  incredible distances in a very short time. In a straight
  line, the Power Armor can fly at a maximum of
  Mach 2. By making a transatmospheric hop, the
  mecha can effectively increase its speed to Mach
  15+ (meaning the Mecha can arrive anywhere on
  Earth within about a hour).
  Power Armor with this enhancement can fly
  for a maximum of 3,500 miles, before needing to
  refuel. Refueling requires volatile and exotic sub-
  stances and has a purchase DC of 25.
  Prerequisites: Flight Mode, at least one
  level of Advanced Avionics, Space Skin
  Equipment Slots: Two
  Purchase DC: 38
  Restriction: Restricted (+2)
  Zero G Stabilizer (PL 7)
  The stabilizer allows the mecha and its
  operator to function normally in low-gravity and
  zero-g environments. The pilot receives the Zero G
  Training feat while wearing the armor.
  Equipment Slots: One
  Purchase DC: 15
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  Ablative Forcedome (PL 7)
  The armor projects a semi-transparent
  screen of charged molecules and room-temperature
  plasma contained behind atom-thin magnetic fields.
  The dome like force shield radiates from projection
  arrays in the suit’s spinal plating, hip cladding
  and belt.
  As a standard action, the pilot can activate
  the forcedome, which encompasses everything in an
  airtight, 30 ft spherical or hemispherical radius
  around the armor. The forcedome has 100 HP and
  no hardness. A forcedome can be improved,
  granting it additional HP. Each 20 HP added in-
  creases the component’s Purchase DC by +1.
  When the forcedome is reduced to 0 HP, it
  shatters like glass, the feedback destroying the
  forcefield generator. A damaged forcefield recovers
  1 HP per minute (requiring 100 minutes to return to
  full strength). The pilot can dissolve the forcefield as
  a free action.
  
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  Equipment Slots: Two
  Activation: Standard action
  Range: 30 radius around the armor (either
  spherical or hemispherical)
  Purchase DC: 39
  Restriction: Military (+3)
  Armor Enhancement (PL 6)
  The armor is equipped with a fortified
  superstructure reinforced by external armor plating
  and multiple layers of internal armor. Each time this
  component is chosen you either improve your
  armor’s Hardness or Bonus Hit Points. Each
  component either provides +50 Bonus HP or +5
  Hardness.
  Hardness Cap: A suit of
  powered armor can have a maxi-
  mum of Hardness 30. Additional
  bonus HP are not limited.
  Equipment Slots: None
  Purchase DC: 20
  Restriction: Licensed (+1)
  Electronic Countermeasures (PL 5)
  The armor has anti-surveil-
  lance and tracking systems inte-
  grated. The suit’s powerful ECM
  systems can jam missile guidance
  system and scramble surveillance
  systems.
  The pilot and his armor
  receive a +8 chassis bonus to
  Defense when targeted by any
  guided missile. This bonus does not
  apply to un-guided missiles, such as
  bullets and arrows, nor to energy
  weapons.
  Equipment Slots: One
  Purchase DC: 20
  Restriction: Military (+3)
  EM Jamming Field (PL 6)
  The armor is designed to
  emit an electromagnetic distortion
  field, which interferes with electronic
  devices and impedes modern military systems that
  depend on high technology.
  The suit’s EM jamming field disrupts the
  functioning of all electronic devices within a 60 ft
  radius. Any weapons incorporating high tech fire
  control or guidance systems suffer a –2 penalty
  when used within 60 ft of the power armor, and all
  modern vehicles suffer a similar Drive or Pilot
  penalty.
  Any skill dealing with electronics (such as
  Computer Use or Demolitions, as well as tech-aided
  Treat Injury checks) suffer a –2 penalty. Cyborgs
  and robots suffer a –2 penalty on Initiative checks
  and attack rolls when near the power armor.
  
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  Allied units are typically shielded from the
  effects of their own faction’s dissonance fields.
  Activating or deactivating this field is a standard
  action.
  The range of this component can be in-
  creased by +60 ft by increasing the component’s
  purchase DC by +2 per enhancement.
  Prerequisite: Electronic Countermeasures
  Equipment Slots: One
  Activation: Standard action
  Range: 60 ft radius
  Target: Electronic devices and creatures
  within range
  Purchase DC: 30
  Restriction: Military (+3)
  Hostile Environment Cladding (PL 5)
  The armor’s superstructure is reinforced and
  its vital systems are sealed and backed up to enable
  the pilot to withstand otherwise lethal environments.
  Each time this upgrade is chosen, the armor be-
  comes gains Energy Resistance 10 against a specific
  energy type.
  Special: This upgrade can be selected
  multiple times; each time it is selected, the effects
  stack. The designer can also choose to render the
  armor resistant to multiple types of energy. Each
  time this upgrade is chosen, the armor loses an
  equipment slot to accommodate the survival systems
  and additional armor.
  Equipment Slots: One. Successive upgrades
  do not require a slot.
  Purchase DC: 17
  Restriction: None
  Kinetic Shroud (PL 8)
  The armor projects a zone of entropy and
  molecular discordance around itself. Anything
  moving into a several inch radius of the armor at
  more than 5-10 miles per hour hits a wall of entropy,
  a kinetic quagmire that absorbs the projectile’s
  inertia and instantly cuts its speed.
  All ranged weapons targeted at the armor
  suffer a 25% miss chance. The armor receives a +2
  circumstance bonus on REF saves made to avoid
  area of effect attacks and hazards.
  Equipment Slots: One
  Purchase DC: 42
  Restriction: Military (+3)
  Nano-Repair Unit (PL 8)
  State-of-the-art nanites swarm over the
  surface of the armor at the first indication of damage.
  The armor automatically heals 5 points of damage
  per round. The nano-repair unit ceases to function if
  the armor loses all its hit points.
  Equipment Slots: one
  Purchase DC: 43
  Restriction: Restricted (+2).
  Point Defense Laser Grid (PL 7)
  The armor is equipped with a series of
  powerful, ultra-short range lasers designed to
  vaporize incoming projectiles. The armor gains
  Damage Resistance 10/- against conventional
  physical projectiles (such as bullets and arrows).
  Though larger weapons, such as missiles,
  are too large to frag completely, the armor receives
  a +4 equipment bonus on all REF saves made to
  evade the effects of projectile explosives, as long as
  its defense grid is active. A point defense grid can
  function continuously for 1 minute (10 rounds)
  before shutting down and entering a 2 minute cooling
  cycle.
  Equipment Slots: One
  Activation: Standard action
  Duration: One minute on, two minutes
  cooling off
  Purchase DC: 28
  Restriction: Military (+3)
  Reflective Cladding (PL 7)
  The armor is honeycombed with energy
  discharge circuits hidden behind a gleaming, highly
  reflective hull. The armor can reflect energy attacks
  back to their souce.
  If hit with any energy attack the armor is
  resistant to, the armor will automatically reflect the
  energy weapon upon its source. The armor will
  reflect an energy bolt up to 60 ft away from the
  
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  armor, or the first range increment of the attack,
  whichever distance is shorter.
  If the original attack required an attack roll,
  it ‘attacks’ the caster/shooter at the same attack
  result. If the original effect is an area effect attack, it
  will detonate normally when it strikes the reflected
  target, or 60 ft away from the armor. Victims caught
  in the reflected explosion may save against the
  damage normally.
  If the pilot of the reflective armor is only
  partially immune to the energy blast, he or she
  suffers any remaining damage normally.
  Prerequisite: Hostile Environment Clad-
  ding (at least 1 form of energy)
  Equipment Slots: None
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: Special
  Purchase DC: 25 + one half the power
  armor’s base purchase DC
  Restriction: Military (+3)
  Retractable Shield (PL 6)
  A retractable tactical shield is built into the
  armor’s gauntlets and forearm. When not in use, the
  shied folds for easy storage.
  When deployed, the shield provides a shield
  bonus to defense but the pilot cannot hold a weapon
  in that hand. Deploying or retracting the shield is a
  move equivalent action. The shield’s bonus deter-
  mines the component’s price.
  Equipment Slots: One
  Activation: Move-equivalent
  Purchase DC:
  +2 bonus DC 15
  +4 bonus DC 18
  +6 bonus DC 22
  Restriction: Restricted (+2)
  Self Repair System I (PL 7)
  The armor is equipped with redundant
  systems, which allow its onboard computers to find,
  diagnose and repair system faults. The armor
  automatically recovers 5 points of damage per hour,
  during which time the armor cannot move or attack.
  Equipment Slots: One
  Purchase DC: 30
  Restriction: None.
  Self Repair System II (PL 7)
  The armor’s self repair systems are ex-
  tremely fast and efficient. The armor automatically
  recovers 10 points of damage per hour of non-use
  or 5 points of damage per hour of use.
  Equipment Slots: One
  Purchase DC: 40
  Restriction: None
  Thought Shield (PL 7)
  The armor is equipped with anti-psionic
  baffles and neural cutouts. It projects counter
  frequencies in real time, directly into the pilot’s brain,
  allowing the pilot an inhuman, robotic resistance to
  mind probes and psi effects.
  While wearing the armor, the pilot becomes
  immune to all mind influencing and fear effects. In
  addition, the pilot becomes incredibly strong willed
  and mentally resilient, and is more difficult to sway
  with social skills. The pilot’s mental toughness
  increases the DC of any CHA based skill check
  made against the pilot by +4.
  Equipment Slots: One
  Purchase DC: 18
  Restriction: Restricted (+2)
  
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  AA-25 Downpour Chaingun (PL 6)
  The Downpour is an ultra-rapid fire
  minigun which fires depleted uranium slugs.
  Originally designed by the United States army,
  the AA-25 is a designated ‘anti-armor’ weapon,
  found on a wide variety of combat armor, light
  mecha and tank-buster aircraft. It is a dependable
  and relatively lightweight weapon, capable of
  unleashing a withering barrage.
  The Downpour inflicts 6d6 points of
  ballistic damage on a successful hit. The standard
  unit includes storage space for up to 4 50-round
  ammo drums, which are ejected and reloaded
  automatically as one drum empties.
  Each additional equipment slot devoted to
  ammo storage allows the pilot to carry up to 6
  additional 50 round ammo drums. Each additional
  ammo drum has a Purchase DC of 12 (Military +3).
  Equipment Slots: One for rifle and 200
  rounds of ammunition
  Activation: Standard Action
  Range Increment: 50 ft
  Critical: 19-20/x2 ROF: Semi/Full
  Purchase DC: 28
  Restriction: Military (+3)
  AP-121 Liberty Fusion Cannon (PL 7)
  The Liberty Fusion cannon is a massive, arm
  or shoulder mounted cannon which draws its lethal
  power directly from the armor’s nuclear power
  source. Designed as an anti-troop weapon, the
  deadly energy cannon can mow down an entire
  platoon of unarmored or lightly armored targets in a
  single blast.
  The fusion cannon fires a roughly spherical
  blast of nuclear energy which inflicts 8d8 points of
  fire damage. The blast explodes like a grenade with
  a 30 ft blast radius. Those caught within the blast
  can attempt a DC 18 REF save for half damage.
  The blast unleashes a short-lived but lethal
  burst of radiation, and those caught within the blast
  are considered to be exposed to a Highly Irradiated
  area for 1 round, as per the rules for radiation
  exposure found in chapter four of the D20 Future
  campaign setting.
   Equipment Slots: One
  Activation: Standard Action
  Range: 200 ft  ROF: Single shot
  Target: All creatures and objects within 30 ft
  blast radius
  Saving Throw: DC 18 FORT Save half
  Purchase DC: 28
  Restriction: Military (+3)
  Combat Claws (PL 5)
  The suit is equipped with razor sharp
  composite-steel talons which the pilot can retract or
  extend at will, as a free action. These weapons inflict
  slashing or piercing damage based upon the armor’s
  size. The claws are considered to be a weapon one
  size category smaller than the suit.
  
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  Large or smaller: 2d6
  Huge: 2d8
  Gargantuan: 4d6
  Colossal: 4d8
  Masterwork combat claws provide a +1
  masterwork bonus on attack and damage rolls.
  These finely weighted, well balanced high-tech
  talons are expensive weapons and are typically hand
  forged by master craftsmen.
  Design Note
  Remember that Combat Claws can also be
  described as bayonets, chainsaws, surgical or
  industrial saws and similar devices rather than
  Wolverine-like melee weapons if you prefer.
  Equipment Slots: None
  Activation: Standard action
  Range: Touch
  Purchase DC:  15 normal quality or 17 for
  masterwork quality
  Restriction: Restricted (+2)
  Combat Claw Enhancements
  Non-powered Combat Claws can be
  enhanced with various high-tech devices. These
  enhancements are priced as Purchase DC modifiers
  for the combat claws they ‘upgrade’. Only master-
  work quality combat claws (Base Purchase DC 17)
  can be upgraded.
  Bio-war Agent (PL 7): The armor’s talons
  are designed to safely deliver a deadly chemical
  payload. The designer chooses either any disease
  (described on page 215 of the D20 Modern core
  rulebook), any contact or injury poison. In addition
  to suffering physical damage from the claws, the
  victim risks contracting the disease or being poi-
  soned.
  The designer can also create deadly, (but
  well shielded) radioactive blades, which expose the
  victim to a Severely Irradiated area for one round
  with each successful blow. (D20 Future campaign
  setting, page 81).
  Component Purchase  DC Modifier: +6
  Energy Channel (PL 6): The talons are
  wired to project a specific form of energy, with
  almost microscopic discharge systems built into the
  blades on a molecular level. When this enchantment
  is chosen, the designer chooses a specific energy
  type: Fire, Cold, Electrical or Sonic.
  A successful strike with the blades inflicts an
  additional +1d6 points of energy damage with each
  hit. This enhancement can be chosen up to four
  times, inflicting up to +4d6 points of energy damage
  with each hit.
  Component Purchase DC Modifier: +3 per
  each 1d6 points of energy damage.
  High Freq Blade (PL 7): The durable steel
  talons vibrate at several thousand revolutions per
  second. The blade vibrates so quickly it can ‘phase’
  through conventional armor. These blades ignore
  natural armor and equipment bonus to Defense.
  Component Purchase DC Modifier: +10
  Monomolecular (PL 6): Monomolecular
  blades are far sharper than conventional counter-
  parts.
  Monomolecular blades increase the damage
  inflicted by the combat claws by a single die, the
  type of which is determined by the armor’s size. A
  blade can receive this enhancement up to four times,
  dramatically increasing its cutting power.
  Component Purchase DC Modifier: +5 per
  each additional damage die
  Combat Coordinator (PL 7)
  The armor is designed to make the pilot a
  more effective soldier and hand to hand combatant.
  Articulators within the suit’s endoskeleton work in
  conjunction with the power armor’s Suit Sentience.
  The highly advanced combat AI makes the pilot
  more coordinated, and includes complete data files
  on most martial arts techniques and military tactics.
  The suit acts semi-autonomously, transforming the
  pilot into a far more effective warrior.
  
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  While wearing the suit, the pilot receives a
  +1 to +5 enhancement of his or her base attack
  bonus. This BAB increase may improve the pilot’s
  attacks per round, and affect how feats such as
  Power Attack work. Effectively, the pilot adds the
  suits BAB to their own, making them a much more
  effective fighter. No calculations based on BAB
  (such as a monster’s base saves or HD) are in-
  creased by the Combat Coordinator.
  Equipment Slots: Two
  Purchase DC:  BAB +1  28 ; BAB +2 32 ;
  BAB +3 36 ; BAB +4 40 ; BAB +5 44
  Restriction: Military (+3)
  Eelshock Discharge System (PL 6)
  The surface of the armor’s hull is woven
  with visible circuit patterns, which conduct electricity
  through the armor’s hide. The power armor can
  deliver a lethal shocking punch, or channel its armor
  through its armor to lethally fry a close-in attacker.
  The discharge system adds +3d6 points of
  electrical damage to all melee attacks made with the
  armor. If the pilot is grappling a target while the
  discharge system is active, the victim suffers 6d6
  points of electrical damage per round of contact. If
  activated underwater, this system affects all crea-
  tures within a 30 ft radius of the armor. Activating or
  deactivating the eelshock system requires a standard
  action.
  Equipment Slots: One
  Activation: Standard Action
  Range: Touch or 30 ft radius underwater
  Target: Creature touched or all creatures
  within 30 ft radius when underwater
  Purchase DC: 22
  Restriction: Military (+3)
  Firefog Dispenser (PL 7)
  Firefog is a highly flammable chemical spray
  that fills the air around the Power Armor and makes
  movement hazardous. The short-lived firefog cloud
  bonds with air molecules, and is so unstable that the
  friction created by normal movement can ignite it,
  turning the air around the Power Armor into a lethal
  firestorm.
  Anyone moving faster than 10 ft per round
  within the area of a Firefog cloud willignite the
  chemical. All targets within the cloud’s radius take
  6d6 points of fire damage. The explosion can set
  combustibles on fire.
  Victims caught within the cloud can attempt
  a DC 18 REF Save to halve the damage. Typically
  the Power Armor is specially insulated to avoid
  damage from its own cloud, making this weapon
  ideal for laying ambushes
  Equipment Slots: One
  Activation: Free action to deploy a cloud
  Range: 30 ft radius, centered on the Power
  Armor
  Target: All creatures and objects in range
  Duration: A cloud can lie dormant for up to
  1 minute before dissipating harmlessly;
  effects are instant when triggered.
  Saving Throw: REF DC 18 Half Effect
  Purchase DC: 22
  Restriction: Military (+3)
  FL-5 “Aurora” Assault Laser Rifle (PL 6)
  This low-slung assault rifle is compact and
  quiet, ideal for infantry use. The weapon’s blue-
  green laser beam is ideal for dusty or humid condi-
  tions.
  The Aurora assault laser rifle inflicts 3d6
  points of force damage on a successful hit and
  draws on the suit’s internal power supply.
  Equipment Slots: One
  Activation: Attack Action
  Range Increment: 200 ft
  Critical: 20/x2   ROF: Semi
  Purchase DC: 22
  Restriction: Military (+3)
  Flachette Rifle (PL 6)
  The long barreled flachette rifle uses mag-
  netic acceleration to launch metal shards, the size of
  pencil shavings, into a target at Mach 3. Because a
  single flachette ‘shot’ uses a load of ammunition only
  about the size of a quarter, a flachette rifleman can
  carry hundreds of shots in the same space taken up
  by a few clips of conventional ammo.
  
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  A flachette rifle inflicts 4d6 points of
  ballistic damage on a successful attack, and
  the armor piercing rounds reduce the target’s
  Hardness or non-magical Damage Reduction
  (if any) by one quarter.
  Equipment Slots: One for rifle and
  100 rounds of ammunition
  Activation: Attack Action
  Range Increment: 150 ft
  Critical: 20/x3   ROF: Single shot
  Purchase DC: 22 (Purchase DC 10
  for each additional 100 round ammo
  clip)
  Restriction: Military (+3)
  Flame Thrower (PL 5)
  Used primarily against soft,
  unarmored targets, a flame-thrower sprays a
  30-foot cone of burning liquid fuel. Anyone
  caught within the cone must succeed at a
  Reflex save (DC 14) or take 4d6 points of
  fire damage.
  The flame-thrower carries enough fuel
  for 20 attacks; refueling the tank has a pur-
  chase DC of 12. The napalm fuel tank has
  Hardness 5 and 20 HP. If the tank is
  breached, the flame thrower detonates
  inflicting maximum damage centered on the
  pilot.
  Equipment Slots: One
  Activation: Attack action.
  Area: 30-foot cone.
  Saving Throw: Reflex half (DC 14)
  Purchase DC: 22
  Restriction: Military (+3)
  Gamma Neutron Stream (PL 7)
  The Gamma Neutron stream is a powerful,
  hand held energy weapon that uses deadly bursts of
  high energy radiation to kill opponents behind cover.
  Both gamma waves and neutron particles pass
  through solid matter. Since the GN stream does no
  damage to non-living matter, this weapon is ideal for
  air marshals, guards aboard military submarines, the
  crew of starships, and those who want to capture
  equipment undamaged for salvage
  In game terms, the G.N. Stream ignores the
  effects of cover, and completely ignores a target’s
  Defense. If the G.N. Stream strikes a target, he or
  she must make a FORT save DC 18 or suffer 1D6
  points of Constitution temporary drain from radiation
  poisoning.
  Equipment Slots: One for projector and
  enough radioactive material for 10 shots
  
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  Activation: Standard Action
  Range Increment: 30 ft  ROF Single Shot
  Saving Throw: FORT DC 18 negates
  Purchase DC: 26 (Purchase DC 18 for each
  radioactive ammo clip)
  Restriction: Military (+3)
  Holt Model Combat Spheres (PL 7)
  Using advanced magnetic field generators, a
  suit of armor equipped with this deadly, anti-per-
  sonal weapon can fire several golf ball sized metal
  spheres, which the pilot can steer with magnetics.
  Fast and responsive, these combat spheres are
  deadly, exceedingly precise weapons- perfect for
  low intensity urban warfare.
  A Holt launcher fires 3-4 small spheres
  which can be used in two ways.
  The spheres can be fired in dumb mode, as
  simple ballistic weapons. If they strike the target,
  they do 4d8 points of ballistic damage, and return
  instantly to the pilot once their deadly mission is
  accomplished, ready to be caught in a mag-field and
  thrown at a new target.
  The spheres can be fired as guided weap-
  ons. When fired as a guided weapon, they require
  the operator to concentrate on maintaining targeting.
  If the pilot’s concentration is broken, the spheres
  return to their orbit around the armor. While fired in
  guided mode, the pilot can steer them directly
  towards a target. In guided mode, Holt Spheres add
  the pilot’s INT modifier as a bonus on the attack
  roll, and can steer around partial cover. They ignore
  anything less than total cover when attacking a
  target.
  Equipment Slots: One to accommodate
  launcher and EM field generator
  Activation: Standard Action or concentra-
  tion
  Range Increment: 50 ft
  Critical: 19-20/x2   ROF: Semi
  Purchase DC: 34
  Restriction: Military (+3)
  Nitrogen Mister(PL 7)
  A Nitrogen Mister uses a supercold liquid
  oxygen and nitrogen mist as a ‘cold flamethrower’.
  The nitrogen mist can destroy tissue as effectively as
  napalm, but is less hazardous for the operator and
  does less damage to the surrounding environment,
  both important considerations in urban combat.
  The Nitrogen Mister sprays a 30 ft cone of
  freezing mist. Anyone caught within the cone must
  succeed at a DC 15 REF save or suffer 4d8 points
  of cold damage. The mist-throwers tank carries
  enough mixture for 20 shots; refueling the tank has a
  Purchase DC of 10.
  Equipment Slots: One
  Activation: Standard Action
  Range: 30 ft cone emanating from the armor
  Target: All targets within range
  Saving Throw: REF Save DC 15 negates
  Purchase DC: 20
  Restriction: Military (+3)
  Jetblade (PL 6)
  Jetblades come in a variety of designs, with
  most resembling heavy bladed pikes, long handled
  axes or other fearsome weapons. The weapons
  blade is a heavy slab of orbital steel, typically too
  heavy to be lifted by an unarmored pilot! The
  massive blade is fitted with micro-thrusters in the
  head and top portion of the shaft, which fire in
  sequence at the apex of the pilot’s blow, vastly
  increasing the blade’s destructive power.
  The jet blade is a two handed exotic
  weapon. It deal slashing damage based upon the
  size of the armor. The pilot can wield the armor
  effectively without requiring a special feat while
  wearing a suit of armor programmed for jet-blade
  combat. An exotic weapon proficiency feat is
  required to use the jet blade when unarmored.
  Large or smaller: 4d6 (10 ft reach)
  Huge: 4d8 (15 ft reach)
  Critical 18-20/x2
  Equipment Slots: One
  Activation: Standard Action
  Purchase DC: 24
  Restriction: Military (+3)
  
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  M-702 Dragontooth Quill Cannon (PL 6)
  The Dragontooth is an ultra-rapid fire anti-
  personal/assault weapon. The short barreled rifle is
  fully enclosed inside a sleek, almost organic shell,
  and its ammunition is a marvel of miniaturization. The
  Dragontooth is designed for fully automatic fire, and
  since its ‘quills’ are small, tack-like caltrops, it can
  fire off remarkable amounts of ammo.
  The M-702 and its internal magazine take
  up one equipment slot; it holds 400 rounds of
  miniaturized ammunition, and each additional equip-
  ment slot used allows the pilot to carry an additional
  400 rounds. Additional 400 round magazines have a
  purchase DC of 19.
  A successful hit from the cannon inflicts 3d6
  points of piercing damage, and spreads caltrops
  (spent but still razor sharp ammunition) in a 10 ft
  radius around the target.
  Equipment Slots: One for rifle and 400
  rounds of ammunition
  Activation: Attack Action
  Critical 20/x2 ROF Semi/Full
  Range Increment: 20 ft
  Purchase DC: 24
  Restriction: Military (+3)
  M-53 Firestar Rocket Launcher (PL 5)
  The multi-barreled M-53 Firestar rocket
  launchers fire self-guided incendiary-tipped rockets
  at any point within range. When the rocket reaches
  the designated target point—which can be a point in
  mid-air—it explodes, dealing 6d6 points of fire
  damage to everything within its burst radius. A
  successful Reflex save (DC 17) reduces the damage
  by half. The system carries six rockets.
  ·
  This component can also fire M-55 Skram
  rockets, which inflict 6d6 points of slashing
  damage (REF DC 17 half).
  ·
  This component can also fire M-88 Talon
  rockets, which inflict 6d6 points of damage,
  half of which is fire half of which is slashing
  (REF DC 17 half).
  ·
  This component can also fire M-75 Cricket
  rockets, which inflict 6d6 points of sonic
  damage (REF DC 17 half).
  Equipment Slots: One for launcher and 6
  shot missile rack. One per additional 6 rocket
  storage.
  Activation: Attack action.
  Range: 200 feet.
  Area: 20-foot-radius burst.
  Purchase DC: 22 for rocket launcher and
  6 rockets, 12 per additional 6-rocket pack.
  Restriction: Military (+3).
  M-73 Sandblast Particle Cannon (PL 7)
  The Sandblast is an impressive, long bar-
  reled particle weapon. The weapon’s main body is a
  sleek, perfectly square barrel over five feet long.
  Vents running the rear half of the weapon suck in
  atmospheric impurities, mixing them with the 10 lb
  block of earth, grit and sand stored in the chamber,
  and super accelerating the resulting sludge past
  Mach 5; the end result, a stream of ionized particles
  that can scrub away armor and flay flesh from bone.
  The particle beam is a single shot weapon,
  which inflicts 8d12 points of ballistic damage on a
  successful hit. The pilot can reload the weapon
  (which is required every 40-50 shots) simply by
  scooping up a handful of gravel, dirt and sand and
  depositing it in the particle magazine, making this an
  extraordinarily cheap weapon to fire, and one
  favored by troops operating without conventional
  supply lines.
  Equipment Slots: Two
  Activation: Attack Action
  Range Increment: 30 ft
  Purchase DC: 30
  Restriction: Military (+3)
  M-9 Barrage Chaingun (PL 5)
  Essentially a high-tech version of the a
  Vietnam-era minigun, the M-9 Barrage has multiple
  barrels that fire large-caliber ammunition, dealing
  5d6 points of ballistic damage on a successful hit.
  The base unit has enough room for four 50-round
  ammo belts. Each additional equipment slot devoted
  
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  to ammo storage has room for six more ammo belts.
  Each additional ammo belt has a purchase DC of 8.
  Equipment Slots: one
  Activation: Attack action.
  Range Increment: 60 feet.
  Critical: 20/x2  ROF: Semi/Full
  Purchase DC: 21.
  Restriction: Restricted (+2).
  Pencilbox Missile Launcher (PL 6)
  The Pencilbox Missile Launcher is a product
  of micro-miniaturization, a much smaller version of
  the Sidewinder III missile launchers carried on most
  modern warplanes. The missiles fired from the
  Pencilbox are, as their name implies, roughly the size
  and shape of a thick pencil.
   These small rockets pack a powerful
  punch, and are fitted with a dense explosive war-
  head. Since Pencilbox missiles are standardized, the
  launcher can be fitted with a number of different
  warheads, each of which has different combat
  capabilities, allowing for a wide variety of threat
  responses.
  A Pencilbox warhead is fired at a target
  point, which can be point in mid air and than ex-
  plodes, dealing damage to everything within the
  missile’s blast radius. Those caught within the burst
  can attempt a DC 17 REF save for half damage.
  A Pencilbox launcher can hold 4, 6, 8, or 12
  missiles depending on its model, with larger pay-
  loads being comparatively more expensive. Reloads,
  regardless of warhead type, are sold in 4 shot
  ‘packs’. Missile reloads are always considered
  Military gear and have a +3 Purchase DC modifier.
  Equipment Slots: One
  Activation: Standard Action
  Range: 200 ft
  Target: All creatures and objects within blast
  radius (radius varies by warhead)
  Saving Throw: DC 17 FORT Save half
  Purchase DC:
  4 shot: DC 25
  6 shot: DC 27
  8 shot: DC 29
  12 shot: DC 30
  Restriction: Military (+3)
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  Reluctance Field (PL 6)
  The Reluctance Field is a passive sonic
  weapon designed for riot control and for
  incapacitating an enemy without killing them. A
  suit of Power Armor equipped with this
  weapon gives off a constant subsonic field that
  distorts the signals sent to the inner ear, causing
  nausea, motion sickness, vomiting, and occa-
  sionally even unconsciousness.
  Any one caught within the Reluctance
  Field’s radius must make a FORT save (DC
  22) or be nauseated for as long as they remain
  within the field and for 1d4 minutes after
  leaving the area of effect. Succeeding on the
  FORT save means the target is only sickened,
  and recovers fully 1 round after leaving the
  area.
  Troops can be protected from a
  Reluctance Field with specially made head-
  phones with sound baffles designed to cancel
  out the specific frequency of the field. These
  headphones have a purchase DC of 14 (Mili-
  tary +3).
  Over the counter motion sickness
  medicine (Purchase DC 6) gives the target a
  +2 circumstance bonus on the FORT save.
  Equipment Slots: One
  Activation: Standard action
  Range: 50 ft radius, centered on the
  Power Armor
  Target: All living beings within range
  Duration: Persistent
  Saving Throw: FORT DC 22 Partial Effect
  Purchase DC: 22
  Restriction: Military (+3)
  Smartpulse Hitter (PL 6)
  The smartpulse hitter is an inelegant name
  for an elegant and precise weapon. Using localized
  gravity manipulation, an emitter in the suit’s hands or
  forearms roughly the size of a half-dollar can project
  a moving wall of pure kinetic energy that travels just
  slightly under the speed of sound. A smartpulse can
  slam through plate steel with the force of a wrecking
  ball.
  A smartpulse hitter fires a beam of force
  which inflicts more damage the farther it travels. If
  fired at a target within 50 ft, the smartpulse inflicts
  2d6 points of bludgeoning damage, plus an addi-
  tional +1d6 points of bludgeoning damage for every
  additional 50 ft it travels, to a maximum of 5d6
  points of damage after a 200 ft journey.
  Equipment Slots: One Activation: Standard
  action
  Range: 200 ft max range
  Purchase DC:  24
  Restriction: Military (+3)
  
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  ������
  Stinger VIII Launch Rack (PL 5)
  The stinger missile rack is an early anti-
  armor weapon. Relatively bulky and crude, this
  weapon is effectively an integrated version of the
  LAW rocket launcher. The weapon is smaller and
  lighter than similar weapons carried on warplanes,
  and is comprised of a deployable shoulder, spine or
  forearm mounted launcher and small but deadly
  Stinger VIII rocket.
  Each equipment slot dedicated to this
  weapon allows the integration of another launch
  tube; most suits of power armor carry a second
  Stinger VIII, magnetically attached to their suit’s
  thigh or belt. Reloading the missile tube is a standard
  action, which provokes attacks of opportunity.
  Additional Stinger VIIIs have a Purchase
  DC of 11.
  The Stinger VIII hits its target and explodes
  like a grenade, inflicting 10d6 points of damage to all
  creatures and objects within a 10 ft radius. (REF
  Save DC 18 for half damage). The warhead is a
  shaped charge, designed to blow through armor and
  fortifications. As such, the missile ignores up to 10
  points of Hardness or non-magical Damage Reduc-
  tion. This applies only to the target struck, not to
  other objects within the burst radius.
  Safety sensors in the warhead prevent it
  from arming and detonating within 30 ft of the armor.
  No feat is required to use the weapon if it is inte-
  grated into the armor, as the suit’s fire control
  software governs the missile rack.
  Equipment Slots: One for launch tube and
  storage space for one missile
  Activation: Standard action to fire or reload
  Range Increment: 150 ft
  Saving Throw: REF Save DC 18 half
  Purchase DC:  15
  Restriction: Military (+3)
  Stormline Electrocannon (PL 7)
  The Stormline is an updated version of the
  early 20th century flame thrower, which uses chemi-
  cal reactions to fire a lethal stream of electricity. No
  attack roll or special training is necessary to use this
  fearsome weapon.
   It fires a 5 ft wide, 30 ft long line of ionic
  discharges that deals 6d6 points of electrical damage
  to all creatures and objects in its path. Any creature
  caught in the ion-stream can attempt a DC 15 REF
  Save for half damage. Creatures with cover gain a
  bonus to their REF save.
  The weapon’s power-pack is a relatively
  stable power source. It has hardness 10 and 10 hit
  points. If breached, the electro-active chemicals
  inside are designed to become inert when exposed
  to air. A destroyed power pack simply ceases to
  function. The Stormline has enough of a charge to
  fire 10 times before needing to be replaced or
  recharged. A new power cell has a purchase
  DC of 15.
  Equipment Slots: Two
  Activation: Standard action
  Range: 30 ft
  Target: all targets or objects within range
  Saving Throw: REF DC 15 half
  Purchase DC:  24
  Restriction: Military (+3)
   “Striking Viper” Electro-Whip (PL 7)
  The Striking Viper is an electrified cable with
  embedded servomotors that wrap around the target.
  The Striking Viper deals electricity damage accord-
  ing to the armor’s size: Medium or Small 1d10
  Large 2d10 and Huge 4d10. Striking Viper whips
  have a 15 ft range. The pilot can also attack adja-
  cent opponents, simply by shortening her swing.
  When using the Striking Viper or any 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 eject the Striking Viper electro-whip to avoid
  being tripped.
  Equipment Slots: one
  
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  Activation: Attack action.
  Range: 15 ft reach.
  Purchase DC: 20
  Restriction: Restricted (+2).
  SUS-3316 Combat Shotgun (PL 6)
  The SUS-3316 is an advanced multiple
  barreled shotgun. Its three short barrels are housed
  in a bulky, triangular housing, spaced equidistantly
  around an automated ‘reloading corridor’ running
  the length of the three barrels. New shells are loaded
  into the multiple barrels as soon as the empty shells
  are ejected.
  The SUS-3316 carries one shell in each
  chamber and holds 9 additional shells in the reload-
  ing corridor. Reloads are sold in packs of 12, and
  have a Purchase DC of 8, making this a cheap but
  reliable military and law enforcement weapon.
  Each barrel fired inflicts 2d8 points of
  damage. The pilot can choose to fire all three barrels
  simultaneously, without requiring any special training
  to do so, inflicting up to 6d8 points of ballistic
  damage on a single unlucky target.
  Equipment Slots: One
  Activation: Standard action
  Range Increment: 10 ft
  Purchase DC:  18
  Restriction: Restricted (+2)
  Technophage (PL 8)
  The armor is impregnated with advanced,
  hostile nano-colonies and parasitic organ-analogues.
  The armor can upgrade itself by absorbing and
  feeding upon the technology of other suits of power
  armor, cyborgs and similar high tech combatants.
  The armor can actually cannibalize other suits with a
  touch, and integrate the stolen hardware with its own
  systems. Technophage suits are rightly feared as one
  of the glaaxy’s best anti-powered armor weapons.
  While the pilot has another suit of power
  armor (or cyborg, robot or other high tech combat-
  ant) pinned in a grapple, the pilot can steal one or
  more of the opponents onboard systems. The
  grappled armor permanently loses the system, and
  suffers 4d6 points of damage as their suit systems
  are violently dissected.
  The Technophage armor cannot steal a
  system it already possesses, meaning that it typically
  cannot steal an opponent’s life support systems, or
  other extremely common devices. The
  Technophage’s armor gains the stolen technology,
  and can use the system normally for 1d4+1 hours,
  as their vampire-like armor ‘digests’ the stolen
  technology.
  The technophage armor can normally only
  steal systems which take up one equipment slot. The
  Technophage’s ‘flexible’ equipment slot transforms
  to accommodate the stolen equipment. The
  Technophage can steal more complex systems by
  designating additional equipment slots as ‘flexible.’;
  two flexible equipment slots means the pilot can steal
  technology using two equipment slots, and so on.
  Prerequisites: Bio-organic template ;
  Shape-memory multi-tool
  Equipment Slots: Two or more (one to
  accommodate nanotech node, other slot(s)
  is ‘flexible’ and transforms to accommodate
  the stolen system.
  Activation: Standard action
  Range: Touch
  Duration: 1d4+1 hours
  Saving Throw: None (or DC 10 + ¼ WILL
  Save when facing sentient machine adver-
  saries, such as cyborgs or advanced an-
  droids)  Purchase DC:  45
  Restriction: Military (+3)
  Tsunami-550 Plasma Pulsar (PL 7)
  The flattened, widebarreled Tsunami-550
  plasma pulsasr has two aperture settings: focused
  beam and wide-angle beam.
  The pilot can switch between settings as a
  move action. The focused beam setting deals 12d6
  points of fire damage 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
  
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  can make a Reflex save (DC 19) to reduce the
  damage by half. Critical hits aren’t possible on the
  wide-angle setting.
  Equipment Slots: Two
  Activation: Attack action.
  Range Increment/Range: 150 feet (focused
  beam), or 60 feet (wide-angle).
  Target/Area: Single target within 1,500 feet,
  or 60-foot cone.
  Critical 20/x2 or none  ROF: Single
  Saving Throw: None or Reflex half (DC 19;
  see text)
  Purchase DC: 25
  Restriction: Military (+3).
  ULR Railgun (PL 7)
  The ULR Railgun uses super conducting
  magnetic rings running the length of a collapsible
  three meter barrel to fire an iron and gold jacketed
  slug at more than 5 times the speed of sound. The
  long barreled weapon retracts into itself when not in
  use.
  The ULR railgun inflicts massive damage,
  inflicting 10d8 points of ballistic damage on a
  successful hit and has extraordinary range. The ULR
  railgun’s internal magazine holds 10 slugs; each 10
  round magazine has a Purchase DC of 10.
  Equipment Slots: Two
  Activation: Standard action
  Range Increment: 500 ft
  Critical 20/x4 ROF: Single
  Purchase DC:  35
  Restriction: Military (+3)
  Unlimited Length Laser (PL 8)
  The ultimate evolution in laser beams, this
  highly coherent beam of focused light has continen-
  tal, even planetary range. Atmospheric conditions do
  not hinder the beam or cause it to diffuse. The
  yellow-green laser beam is limited more by the
  curvature of the planet than by range penalties.
  An unlimited length laser has unlimited range,
  and has no range increment. The pilot suffers a -1
  penalty per mile of distance between the laser and its
  target due to loss of visual definition, not because the
  laser loses power.
  An unlimited length laser inflicts 5d6 points
  of force damage on a successful hit.
  Equipment Slots: Two
  Activation: Standard action
  Range Increment: unlimited
  Critical 20/x4 ROF: Single
  Purchase DC:  42
  Restriction: Military (+3)
  Visor Laser (PL 6)
  The suit’s helmet is equipped with a power-
  ful, short range laser, which fires at any target within
  the pilot’s line of sight. The visor laser is a relatively
  low power, short range weapon, which is often used
  as a last line of defense or a surprise ‘hold out’
  weapon rather than a main gun.
  A visor laser automatically strikes any visible
  target within 20 ft of the armor, and inflicts 2d6
  points of fire damage. You may install this compo-
  nent up to 4 times, each time increasing the damage
  by +1d6 to a maximum of 5d6 points of fire damage
  with four installations.
  Equipment Slots: One. Additional installa-
  tions do not require slots.
  Activation: Attack Action
  Range: 20 ft
  Purchase DC: 22
  Restriction: Military (+3)
  Weapon Mounting Bracket (PL 6)
  You may mount any handheld ranged or
  melee weapon to the armor. Choose and purchase
  any weapon. The armor may use it normally, and
  cannot be disarmed, though the weapon can be
  sundered. The suit’s software provides the pilot
  proficiency with any mounted weapon.
  Equipment Slots: One
  Purchase DC: Increase components base
  purchase DC by +2
  
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  The last step to designing a suit of
  Powered Armor is simple math. Add the
  cost of the Power Armor’s Role to the cost
  of the Basic Chassis to determine the final
  Purchase DC. If you think the armor is too
  expensive, you may add one or more
  disadvantages to the armor to lower the
  price…. at the cost of performance.
  Alternatively, you may add templates that
  change how the armor functions. Alter the
  final purchase DC by the disadvantage’s or
  template’s modifier.
  Badly Outdated (Disadvantage)
  The power armor is an older model
  that has not aged well; its weaknesses are
  well documented, and most enemy pilots
  have extensively studied the suit’s capabili-
  ties.
  Any character hailing from a higher
  PL than the Badly Outdated power armor
  from receives a +4 circumstance bonus on
  any checks made to detect the power
  armor’s presence, a +4 circumstance bonus
  on Knowledge: tactics checks made
  concerning the outdated armor and a +1
  circumstance bonus on ranged attack rolls
  made against the armor.
  Base Purchase DC Modifier: -1
  Bio-Organic (PL 6) (Template)
  Rather than simply being an ad-
  vanced war machine, the Power Armor is an
  artificially constructed life form, with an artificially
  maintained metabolism. Bio-organic power armor
  tends to be faster and more responsive than ‘hard-
  tech armor’, and most pilots enjoy the fact that their
  armor now has survival instincts, no matter how
  rudimentary.
  
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  The most important advantage of a Bio-
  Organic armor is the fact that the suit can slowly
  regenerate damage over time, and the suit requires
  little routine maintenance. Most routine repairs are
  carried out automatically as the suit rests between
  missions.
  Bio-organic power armor automatically
  heals itself at a rate of 1 HP per hour when dam-
  aged. The armor can be healed through magical or
  psionic means, as well as being Repaired like any
  other machine.
  Base Purchase DC Modifier: +2
  Complex Launch (Disadvantage)
  The power armor requires nearly an hour of
  preflight checks, maintenance, loading and fueling
  before it is ready for combat duty.
  Under normal circumstances, it takes an
  hour to prepare the armor for launch. In an emer-
  gency, the pilot and ground crew (if any) can attempt
  a DC 20 Pilot check to rush the preflight. If the
  check is successful, the armor is ready for use in 30
  minutes, minus one minute per every three points the
  pilot beats the check DC by.
  Base Purchase DC: -2
  Crystaline Matrix Plating (Disadvantage)
  The armor’s hull is a silicon based polymer,
  which while strong and durable under most circum-
  stances, has distinct design flaws. The armor cannot
  withstand blunt force trauma or sonics, both of
  which misalign the armor’s crystalline matrix and
  lead to stress fractures.
  The armor suffers double damage from all
  Bludgeoning attacks and from sonic or force weap-
  ons. The armor’s Hardness does not apply against
  Bludgeoning attacks.
  Base Purchase DC Modifier -4
  Decoed (Template)
  Just like any other high end vehicle, a suit of
  Power Armor can be customized, chromed and
  fitted with all sorts of gadgets. Add an impressive
  sound system, intricate airbrushing, and some
  decorative lighting, the Power Armor can look as
  good as it flies. Pilots wearing a Decoed suit receive
  a +2 bonus to any Bluff or Perform checks made
  while wearing the suit, including Bluff checks to feint
  in combat.
  Base Purchase DC: +2
  Digital Snap Storage (PL 8)
  The armor is comprehensively scanned,
  digitized and the exact position of its every compo-
  nent atom mapped. This allows the armor to be
  digitized, stored in definitely as an energy pattern.
  A digitally mapped suit of armor can be
  stored as data, and activated with a spoken com-
  mand. In its inert state, a Digital Snap suit of armor
  is stored in an innocuous projection array, typically
  built into a specially designed watch or PDA. The
  armor’s storage unit has Hardness 5 and 10 hit
  points; if the projector is destroyed, the armor
  stored digitally within is also destroyed.
  A suit of armor stored digitally can be
  donned or removed as a free action, by speaking a
  command word. The armor materializes around the
  wearer, replacing his or her civilian clothes, which in
  turn are held in quantum stasis.
  Purchase DC Modifier: +8
  Engineered Stealth (Template)
  The armor is designed for low visibility, low
  emission stealth. Its superstructure is painted a matte
  black and grey, and its surfaces have been rounded
  and smoothed to avoid radar returns. The armor’s
  heat emissions and electromagnetic signature are
  masked. The armor’s superstructure is mostly plastic
  and composite, making it difficult to detect magneti-
  cally.
  The power armor cannot be detected by
  infrared, magnetic resonance imaging, sonar or
  radar. It receives a +6 equipment bonus on Hide
  and Move Silently checks, and may move at full
  speed when Hiding, without incurring a penalty.
  Base Purchase DC Modifier  +2
  
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  Garage Built (Disadvantage)
  Garage Built Power Armor was constructed
  by a technologically adept hobbyist; while the suit’s
  inventor is obviously skilled, he or she probably
  didn’t have the best resources available for building
  the armor. As a result, though the power suit may
  resemble a conventional model of power armor, its
  systems are very different, and possibly inferior. On
  the other hand, the suit may have unexpected
  capabilities and hidden surprises that can catch
  conventional power armors off guard.
  Unreliability: Any time the pilot rolls a
  natural 1 on any save, or check made while wearing
  this suit of power armor, one of its equipment slots
  (gamemaster’s choice) ceases to work. Making a
  DC 15 +1d4 Repair Check can repair the damaged
  equipment slot.
  Base Purchase DC Modifier: -6
  Glitchy (Disadvantage)
  The power armor never seems to work
  properly, and is prone to constant and irritating
  system failures.
  The pilot suffers a –1d4 penalty (rolled
  daily) on Initiative checks made while piloting the
  armor, as well as a –1d4 penalty on all Repair and
  Craft checks made to repair or upgrade the armor.
  Base Purchase DC Modifier -4
  Hazardous Fuel (PL 7 or lower only)
  (Disadvantage)
  The power armor requires a dangerous and
  expensive power source, which must be replaced
  every 24 hours of runtime.
  Refueling the power armor requires at least
  an hour of work, and a DC 10 Repair check. The
  power armor’s fuel has a Purchase DC of 22
  (restricted +2), and the armor’s exhaust or waste
  products themselves might be dangerous, toxic,
  explosive or highly radioactive…. Or a combination
  of all those.
  Base Purchase DC Modifier: -3.
  Liquid Armor (PL 8) (Template)
  In its inactive state, the armor is a viscous,
  nano-impregnated liquid metal. The armor can be
  stored in a container the size of a soda can, and can
  be poured over the pilot like oil. Donning a suit of
  liquid armor is a full round action which provokes
  attacks of opportunity.
  The armor instantly hardens when activated
  by a recognized voice or telepathic command,
  instantly absorbing pollution and stray air molecules
  and transmuting them into additional mass. When the
  pilot enters a specific coded command sequence,
  the armor returns to its inactive state, washing off the
  pilot’s body and returning to its storage container.
  When inactive, the armor only weighs 5 to 10 lbs,
  though is easily recognizable as a high-tech weapon
  by most future police and military officers.
  Base Purchase DC Modifier: +2
  Multiped Chassis (PL 6) (Template)
  A suit of Power Armor can be designed
  with a non-humanoid lower body for greater
  strength, speed and stability. The pilot’s legs are
  folded beneath his or her body, and advanced
  motive-AI subsystems in the suit’s torso and abdo-
  men coordinate the power armor’s movement.
  Depending on the armor’s design, the final result
  might resemble a mechanical centaur, or the armor
  might maneuver on 6-8 insectoid legs projecting
  from a bulbous thorax.
  The power armor’s base land speed is
  improved by +20 ft. The armor is incredibly stable,
  receiving a +4 equipment bonus on checks made to
  resist being bull rushed or tripped. The power
  armor’s carrying limits are double those of a compa-
  rably sized creature with the same (enhanced) STR
  score.
  Drawback: A multiped armor moves at half
  speed when navigating stairs or obstructions. The
  bulky suit’s Armor Penalty increases by –3, or it
  gains an –3 Armor Penalty.
  Special Restriction: A Skin Suit cannot
  receive this template.
  Base Purchase DC Modifier: +5
  
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  Neural Feedback (PL 6) (Disadvantage)
  The nerve link cyber-circutry woven through
  out the armor links pilot and machine, allowing for
  fine, instinctive control. Unfortunately, the nerve-link
  is so sensitive that when the suit is damaged, the
  pilot feels pain.
  Any time the power armor is hit with an
  attack inflicting at least 25 points of damage, regard-
  less of whether that attack penetrates the armor’s
  Hardness, the pilot must succeed at a DC 14 WILL
  Save, or be shaken for 1d6 rounds. A pilot who is
  already shaken becomes stunned instead.
  Base Purchase DC Modifier:-2
  Parasitic (PL 6) (Disadvantage)
  The suit’s pilot is put at risk by the physical
  and mental demands the power armor puts on her.
  A parasitic armor feeds upon its pilot, using some
  form of humanoid biological matter or energy to
  sustain itself. The pilot is weakened, and possibly
  seriously ill after spending extended periods of time
  within the armor.
  Each day (or portion of a day) spent within
  the armor, the pilot suffers one of the following ill
  effects. The suits designer chooses the effect when
  the armor is designed, and cannot there after be
  changed.
  ·
  Pilot suffers 1d4+1 points of tempo-
  rary STR, DEX or CON damage.
  ·
  Pilot suffers 1d8+1 points of tempo-
  rary INT, WIS or CHA damage.
  ·
  Pilot suffers d4 points of HP dam-
  age per every two character levels
  or HD. HP damage caused by a
  parasitic suit of armor is not subject
  to regeneration or fast healing, and
  must be healed normally or by
  magical healing.
  Special: This disadvantage may be chosen
  multiple times, creating a lethally flawed suit of
  power armor.
  Base Purchase DC Modifier: -8
  Psi-Responsive Shielding (PL 7) (Template)
  Neuro-taps built into the armor’s inner lining
  channel psionic energy throughout a web of intricate
  circuitry built into the armor. By responding to
  subconscious desires and instinctive muscle move-
  ments, the Psi-Responsive armor uses the stored
  psychokinetic energy to reinforce specific parts of
  the armor as needed, responding to assaults faster
  than even enhanced humans can.
  Psi-Responsive Shielding improves the
  armor’s protective capability and makes the armor
  far more comfortable to use, a high tech second skin
  for a psychic warrior.
  Only a creature with the Psionic subtype can
  activate the integrated neurotaps and power the psi-
  responsive systems; a non-psi wearing armor
  enhanced with this gadget does not receive the
  enhancement’s benefit.
  Armor enhanced by Psi-Responsive shield-
  ing provides the wearer with an additional Deflection
  bonus, the amount of which determines the Purchase
  DC modifier. Psi-Responsive shielding makes armor
  more comfortable to wear, easier to move in, and
  reduces the armor check penalty by –1, regardless
  of how much protection the armor offers.
  Purchase DC Modifier:
  +1 Deflection bonus +3 DC
   +2 Deflection bonus +5 DC
  +3 Deflection bonus +7 DC
  Psi-Tap Variable Enhancement Suit (PL 7)
  (Template)
  Similar to the Psi-Responsive Shielding
  enhancement, this device is commonly built into both
  powered and non-powered body armor. Psionic
  energy collection nodes draw on the wearer’s neural
  energy, which is than fed back into artificial muscle
  fibers woven through the armor. Stimulated by raw
  psionic energy, these psuedo-muscles respond
  instantly, rapidly increasing the wearer’s strength,
  speed and agility.
  Only a creature with the Psionic subtype
  with Psionic or Psionic Precursor feats can activate
  
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  the integrated neurotaps and power the psi-respon-
  sive systems; a non-psi wearing armor enhanced
  with this gadget does not receive the enhancement’s
  benefit.
  Only a creature with the Psionic subtype can
  activate the integrated neurotaps and power the psi-
  responsive systems; a non-psi wearing armor
  enhanced with this gadget does not receive the
  enhancement’s benefit. The wearer may choose
  from several benefits when using this device; chang-
  ing the enhancement suit’s configuration to receive
  different bonuses is a full round action.
  The Psi-Tap VES can manifest one of the
  following enhancements for each Psionic or Psionic
  Precursor feat the wearer possesses, making these
  suits far more useful in the hands of a highly trained
  psychic with a disciplined mind. There is no limit,
  other than this, to the amount of benefits the wearer
  can manifest simultaneously. If the wearer desires, he
  or she can manifest the same enhancement more
  than once, in which case the effects stack with
  themselves (a psion with 2 Psionic feats manifesting
  a +2 insight bonus to STR for example).
  
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  The Psi-Tap VES can be programmed to
  manifest any of the following benefits, which remain
  active so long as the wearer remains conscious and
  within the armor.
  ·
  Ability Score Increase: A +1 insight
  bonus to STR, DEX or CON
  ·
  Base Landspeed Increase: +5 ft to
  base land speed
  ·
  Damage Resistance: gains DR 1/-,
  which stacks with DR from class
  levels and feats
  ·
  Energy Resistance: Gain Energy
  Resistance 3 against a chosen form
  of energy
  ·
  Immunity to critical hits and subdual
  damage while armored.
  Purchase DC Modifier: +10 DC
  Psycho-Addictive (Disadvantage)
  The neural circuitry which links pilot and machine is
  poorly tuned, resulting in paranoia, addictive behav-
  ior and obsession; many early power armor pilots
  suffered crippling mental breakdowns after a few
  months piloting their prototype war suits.
  Operating the suit is intensely pleasurable
  and emotionally satisfying. The pilot must succeed at
  a DC 12 WILL save anytime he is compelled to
  leave the suit for anything other then the most
  obvious and necessary reasons (if his life is in
  obvious danger by remaining suited up). If the pilot
  fails the save, he will delay leaving the suit as long as
  possible, and will be shaken for 1d4 hours after
  leaving the armor.
  If the pilot does not spend at least four hours
  each day in the suit, he is grumpy, irritable and
  distracted, suffering a –2 penalty on attack rolls, skill
  checks and saving throws until he is able to suit up.
  The pilot can shake off the addictive effects of the
  armor by spending at least one month without
  piloting the suit.
  Base Purchase DC Modifier: -3
  Sexualized Power Armor (Template)
  The Power Armor is designed for seduction
  and decoration, and though the suit’s provocative
  design turns heads and attracts attention, the suit’s
  combat effectiveness suffers. Sexualized Power
  Armor features body hugging contours, exposed
  skin and risque styling.
  Only a Skinsuit or Hardsuit may  can be
  Sexualized. Any character wearing a suit of Sexual-
  ized Power Armor receives a +2 equipment bonus
  on all sexually oriented Bluff and Diplomacy while
  wearing the flattering, form fitting armor.
  Sexualized Armor is not normally environ-
  mentally sealed, though exceptionally high-tech
  societies might protect their nearly nude pilots
  behind durable force fields. Sexualized Power
  Armor may not receive the Space Skin, Pressure
  Adaptation or Life Support components unless it is
  from PL 8 or higher, and incorporates advanced
  force field technology.
  Special Restriction: Sexualized Power
  Armor cannot have greater than Hardness 10, nor
  have greater than 150 HP.
  Base Purchase DC Modifier: -3
  Short Runtime (Disadvantage)
  The power armor has a shorter operational
  life than normal, due to substandard batteries,
  inefficient engines, a variety of high drain weapons
  installed, or some other design flaw.
  The armor can only function for 4 hours
  before shutting down and recharging. The recharge
  process requires at least 2 hours.
  Base Purchase DC Modifier: -4
  Smart Light Power Armor (PL 8+) (Template)
  A suit of Smart Light Power Armor has
  virtually no physical mass. Instead, a Smart Light suit
  is powered by a series of shaped force fields,
  photon based components made out of “memory”
  light. The suit is run by powerful quantum computers
  with no physical components. In short, the armor is
  
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  a hologram of a hologram projector, capable of
  projecting it’s own image indefinitely!
  When a suit of Smart Light armor is inactive,
  it is little more than a bundle of loose photons and
  electrons, trailing invisibly behind the pilot. Once a
  Smart Light suit is activated, it acts in all ways like a
  normal suit of Power Armor of it’s size and class.
  However, this suit of armor can be dismissed or
  reactivated by its wearer as a free action.
  Smart Light suits are almost completely
  undetectable when in their inactive mode; attempts
  to detect the Smart Light require an advanced
  sensor suite, and require a character to make a
  Computer Use Check (DC 30).
  A hacker can render an opponent’s Smart
  Light active or inactive by using a full round action to
  make a Computer Use Check (DC 12 + the
  Smartlight’s total Hardness). Hardness is used to
  calculate the difficulty of the Computer Use check
  because it represents the complexity of the Smart
  Light’s programming and security features.
  Smartlight power armor is especially
  vulnerable to Smartlances, a type of weapon
  designed specifically to destabilize smartlight
  matrixes, which is described fully in the
  Otherverse America campaign setting.
  Most Smart Light suits have no physical
  components; they are made purely of information.
  However, a few older model Smart Lights require
  the pilot to carry a physical projector, roughly the
  size of a silver dollar.
  These projectors have hardness 5, and 10
  HP. Destroying them destroys the Power Armor.
  Note that most pilots carry their Smartlight matrix in
  an inside pocket, meaning it is protected by the
  Power Armor when in use.
  Base Purchase DC Modifier: +15
  (DC +12 for older model
  Smartlights with a projector)
  Support Requirement (PL 6) (Disadvantage)
  In addition to the pilot, the suit of armor
  requires a mission control and computer support
  staff to function. The pilot and suit must remain in
  constant, real time communication with a command/
  support staff of at least three to five experts. Sup-
  porting the power armor requires 1d4+1 Computer
  Use and Pilot checks per round. Check DCs are
  typically 11 + 1d4, but the game master might assign
  a higher DC if the pilot attempts to do something
  unusual with the suit, or if the suit is heavily dam-
  aged.
  If the support fails a check during the round,
  or if contact is lost with the command center, the
  suit’s effectiveness is badly degraded. The pilot can
  only take partial actions until command is reestab-
  lished, and can only make a single move or standard
  action per round. The pilot suffers a –4 penalty on
  all attack and damage rolls until command is rees-
  tablished.
  Base Purchase DC Modifier: -8
  Transformable (PL 7) (Template)
  A suit of power armor enhanced with this
  template can transform into a non humanoid vehicle
  form at will and return to robot mode just as easily.
  The designer selects a vehicle form for the armor
  when the suit is created. The chosen vehicle form
  can be any form of vehicle no more than two size
  categories larger than the armor, and available at the
  same progress level.
  The designer can choose any vehicle de-
  sired: an ordinary, unmarked car or light truck, a
  motorcycle, Humvee, star fighter, hovercraft, jet
  fighter even an Abrams battle tank or small yacht.
  The designer effectively pays for the suit’s vehicle
  mode as an armor component of the same price,
  including any restrictions on the vehicle. This in-
  creases the transformable armor’s base purchase
  price, even before the template price modifier is
  added.
  Once the alt-mode is chosen, the power
  armor can switch between forms as a full round
  action, which provokes attacks of opportunity. The
  
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  armor reconfigures itself safely around the pilot, and
  he appears in the cockpit or drivers seat of the
  vehicle once the transformation is completed.
  The transformed armor can use most
  onboard devices and weapons in vehicle mode,
  subject to commonsense limitations: for example, a
  robot with built in fighting claws couldn’t use its
  mechanical talons in a non-humanoid form.
  Special: If the designer is willing to pay the
  high R&D costs and accommodate the design
  restrictions associated with doing so, this template
  can be selected multiple times, creating ‘triple
  changers’ or even more versatile suits: armors with
  more than one change form.
  Special Restriction: Skin Suits cannot
  receive this template.
  Base Purchase DC Modifier: +15 Plus
  Vehicle Purchase Price
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  The following vehicles are an example of the
  kind of sleek, stylish transports, jumpjets and bullet
  bikes drawn by creators like Jim Lee and Mark
  Silvestri. These vehicles are in wide use by Psi-
  Watch and its rivals.
  Bayonet Combat Hovercycle (PL 7)
  The Bayonet combat hovercycle is a sleek,
  high maneuverability urban warfare platform with
  incredible firepower. The Bayonet hovercycle can
  best be described as a stripped down motorcycle
  chassis mounted atop a rapid fire, heavy bore
  particle cannon. The particle beam is integrated
  directly into the Bayonet’s systems, and the hover
  bike’s engines, power supply and maneuvering jets
  are interwoven with the long barreled main gun.
  The Bayonet has great
  speed and agility, and the front-firing
  particle beam can vaporize virtually
  anything in its path. The Bayonet
  incorporates ultra-tech hover
  systems, using artificially generated
  telekinetic fields in place of a pneumatic or mag-lev
  ‘cushion’, dramatically increasing the gun-bike’s
  maneuverability.
  Bayonet Combat Hovercycle
  Crew:  One
  Passengers: Zero
  Cargo Space: Zero lbs
  Initiative Penalty:  +0
  Maneuver Penalty: +2
  Top Speed: 350 (35)
  Defense:  10
  Hardness:  5
  Hit Points: 25
  Size: Medium
  Purchase DC: 32
  Restriction: (+3) Military
  EagleHawk Suborbital Troop Transport (PL 7)
  The EagleHawk suborbital troop transport is
  the 21st Century answer to the archaic C-130, a
  hulking warplane that can carry a complete squad
  and all their gear anywhere in the world in a matter
  of hours. The wedge shaped, multiple winged craft
  was one of the most advanced aircraft in the world
  when it debuted in late 1998, and it proved its utility
  during the hellish autumn of 2001. Constructed from
  shapememory polymers, the vaguely insectoid craft
  is capable of limited metamorphosis, and can alter its
  aerodynamic profile ‘on the fly’.
  Larger than a football field, the massive
  plane is surprisingly nimble, and can take off from a
  short runway, as well as use its magnetic levitation
  engines to hover in place or make VTOL hops. The
  EagleHawk’s rear doors iris open for loading cargo,
  or when inserting troops by air-drop. As the
  EagleHawk has aged, its role within the military has
  expanded. Hundreds of  EagleHawks are equipped
  with full surgical suites and are used as emergency
  medivac platforms.
  
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  Crew: 3
  Passengers: 15
  Cargo Space: 45,000 lbs
  Initiative Penalty: -6
  Maneuver Penalty: -4
  Top Speed: 2,200/220
  Defense:  6
  Hardness:  10
  Hit Points: 60
  Size: Colossal
  Purchase DC: 43
  Restriction:  Military (+3)
  Flying Rhino Heavy Troop Transport (PL 7)
  The Flying Rhino is slower and less maneu-
  verable than the EagleHawk, but much more heavily
  armored and equipped with a suite of anti-armor
  weapons. The Rhino is an unattractive, bee-like craft
  whose dorsal surface is studded with heavy-duty
  hover thrusters and maneuvering verners. The Rhino
  is deployed only during the most dangerous airborne
  insertions, when an EagleHawk would be cut to
  ribbons by incoming flak.
  When airborne, the Rhino is surrounded by
  a semi-tangible mac-tik forcefield, which helps
  deflect small arms fire as well as improve its other-
  wise abyssal aerodynamic profile. Referred to as
  ‘the soap bubble’ by Rhino pilots, this light forcefield
  is a lifesaver for crew and plane.
  The Flying Rhino’s forcefield provides it with
  Damage Reduction 10 against ballistic damage,
  which stacks with the vehicle’s Hardness. This
  forcefield is only active when the vehicle is airborne.
  The Rhino is a clumsy flier, but does have full hover
  capabilities.
  The Rhino has one final quirk, which makes
  ideal for spec-ops insertions. The troop bay at the
  rear of the aircraft, which resembles
  an insect’s bulbous thorax, is made
  from a one-way polymer. Opaque
  from the outside, the troop bay’s
  walls and floors are completely
  transparent when viewed from
  within. Flying in the troop bay takes
  
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  some getting used to, but its ‘transparent’ construc-
  tion makes it an ideal launch point for teleporters,
  who have a good, clean line of sight to their target
  zones on the ground.
  Weapon Notes: The Flying Rhino is
  equipped with a Gamma/Neutron stream. This
  fearsome weapon ignores natural and equipment
  bonuses to Defense as well as hardness, making it
  an ideal ‘tank-killer’. Those struck by the GN
  stream are considered to have been exposed to a
  highly radioactive environment for one round.
  Crew: 2
  Passengers: 14
  Cargo Space: 4,500 lbs
  Initiative Penalty: -6
  Maneuver Penalty: -4
  Top Speed: 190/19
  Defense: 6
  Hardness: 15
  Hit Points: 75
  Size: Gargantuan
  Purchase DC: 42
  Restriction: Military (+3)
  Phobos Suborbital Troop Transport (PL 7)
  The Phobos model suborbital troop
   transport is the 21st and 22nd century answer to the
  aging C-130, a hulking warplane that can carry a
  complete squad and all their gear anywhere in the
  world in a matter of hours. The wedge shaped,
  multiple winged craft is based on Culture aircraft
  designs, and constructed using advanced composites
  and shape-memory polymers recovered from
  crashed Culture vessels.
  Larger than a football field, the massive
  plane is surprisingly nimble, and can take off from a
  short runway, as well as use its magnetic levitation
  engines to hover in place or make VTOL hops. The
  Phobos’ front canopy lifts for loading and unloading,
  and is fitted with a jump bay for parachute inser-
  tions.
  Many Psi-Watch Phobos transports are
  fitted with a short range Slide system, which has a
  range of 150 miles, and is subject to the same
  limitations as the Slide systems on Bradbury station.
  These modified Phobos T transports circle the
  battlefield to extract troops, and are often used as
  airborne medical stations and command centers.
  Phobos Suborbital Troop Transport
  Crew: 3 (crew 4 for Phobos T, requires an addi-
  tional Slide system operator)
  Passengers: 15
  Cargo Space: 45,000 lbs
  Initiative Penalty: -6
  Maneuver Penalty: -4
  Top Speed: 2,200/220
  Defense:  6
  Hardness:  10
  Hit Points: 60
  Size: Colossal
  Purchase DC: 43(Purchase DC 47 if fitted with
  shortrange Slide system)
  Restriction: (+3) Military
  Regulator Combat ATV (PL 6)
  The Regulator is a heavily armored
  troop carrier, designed to withstand
  frontline combat against superhuman
  opponents. Resembling a massive,
  well armored cargo van, the Regula-
  tor is designed to carry a large
  number of troops or heavy cargo
  load, but still be nimble enough to
  rumble through urban streets.
  
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  The Regulator is equipped with firing ports,
  which can be opened to allow troops inside to fire
  out of the van, but still provide the shooters with 9/
  10th cover.  Many Regulator combat platforms are
  equipped with onboard, vehicle-mounted weapons
  to increase firepower and survivability.
  Regulator Combat ATV
  Crew:  1
  Passengers: 7
  Cargo Space: 250 lbs
  Initiative Penalty:  -2
  Maneuver Penalty: -2
  Top Speed: 90/9
  Defense:  6
  Hardness:  15
  Hit Points: 65
  Size: Gargantuan
  Purchase DC: 42
  Restriction: (+3) Military
  Slipstream Street Maglev (PL 6)
  The Slipstream is a sleek maglev
  craft, designed for high speed urban pursuit
  and tuned for maximum performance. The
  Slipstream resembles a bulky, heavily ar-
  mored but aerodynamic motorcycle. Unlike a
  conventional cycle, the Slipstream is not a
  wheeled vehicle; instead a row of powerful
  electromagnetic emitters runs the length of
  the underside, and maneuvering thrusters line
  the hoverbike’s flanks. When powered
  down, the Slipstream rests on retractable,
  fold down skids.
  The Slipstream is one of the most
  agile land vehicles ever created, capable of
  reaching speeds approaching that of a small
  airplane, but its speed and frictionless
  handling can make it lethally difficult for an
  amateur rider to operate. The Slipstream
  generates such an intense electromagnetic
  field, Slide systems will not function within
  500 ft of the bike.
  Slipstream Street Maglev
  Crew:  1
  Passengers: 0
  Cargo Space: 0 lbs
  Initiative Penalty: +1
  Maneuver Penalty: -2
  Top Speed: 410/41
  Defense: 10
  Hardness:  5
  Hit Points: 20
  Size: Large
  Purchase DC: 29
  Restriction: (+2) Restricted
  
  ���
  ��������������������������
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  Psi-Watch. Begins Page 8
  Chain of Command. Page 8
  Bradbury Station. Page 8
  The Slide System. Page 9
  N.N.S. Engine. Page 9
  Extremis Clone Technology. Page 10
  Project: Gladiator. Page 11
  The Psionic Throne. Page 13
  The Bradbury Poker League. Page 13
  Recent History. Page 14
  Puzzle Ops. Begins Page 16
  The Scholarship Division. Page 18.
  UN-PET. Page 19
  The Beehive. Page 20
  The Antfarm.  Page 21
  Patriot Medical. Page 22
  The Genomic Underground. Begins Page 22.
  Nightflight. Page 24
  The Land of White Jaguars. Page 24
  Humanity’s Sweat. Page 27
  The Huxley Emergence. Begins Page 27
  The Church of the Themlic Mind. Page
  29
  The Zookeepers. Page 30
  Cell Bravado. Page 30
  Metamorphis North. Begins Page 31
  Detroit PSI-SWAT. Page 32
  Triple Helix. Page 34
  The Thunder Battalion. Page 35
  The Nails. Page 36
  The LA Pyru Nation. Page 36
  The Nation of Cebary. Begins Page 38
  The Free Cebary Militia. Page 39.
  The Progressive Republic of Mung Thoy Tan.
  Begins Page 39
  The Shark’s Current. Page 40
  The Blacklist. Page 41
  The Paint. Page 43
  The Culture: Society & Technology. Begins Page
  44.
  The Children of Wellforged. Page 46
  Final Sword Chapterhouses. Begins Page
  46
  The Maidens of Vigilant Genocide. Page
  47
  The Enlightenment of Unworthies. Page
  48
  The Terran Sword Dojo. Page 48
  �����������������������
  �����������
  Psi-Watch Player Races. Begins Page 50
  Racial Summary Chart. Page 50
  Human Racial Traits Sidebar. Page 51
  Blooded Ghosts. Page 51
  Racial Feats. Page 183
  Challengers. Page 54
  Racial Feats. Page 185
  Cityborn. Page 56
  Racial Feats. Page 186
  The Culture. Page 58
  Racial Feats. Page 188
  Gravediggers. Page 60
  Q-Z Gravediggers. Page 62
  Racial Feats. Page 190
  Mutants. Page 63
  Mutants Slaves of Cebary. Page
  64
  The White Wave. Page 65
  Racial Feats. Page 194
  Neon. Page 66
  Racial Feats. Page 194
  The Patriot Program. Begins Page 69
  Patriot Anvil. Page 70
  
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  Racial Feats. Page 195
  Patriot Boxer. Page 72
  Racial Feats. Page 196
  Patriot Ivory. Page 73
  Racial Feats. Page 197
  Patriot Mechanics. Page 75
  Racial Feats. Page198
  Patriot Switchblades. Page 76
  Racial Feats. Page 199
  Shiftsteel Symbionts. Page 78
  Culture Shiftsteel Symbionts.
  Page 81
  Racial Feats. Page 200
  The Singularity Event. Page 201
  Spetsnazski. Page 81
  Racial Feats. Page 201
  Steamers. Page 83
  Culture Steamers. Page 85
  Racial Feats. Page 202
  ����������������������������
  ������
  Psi-Watch Starting Occupations. Begins Page 86
  Deep Sleeper. Page 86
  Failed Candidate. Page 86
  Feral Mutant. Page 87
  Lifer Refugee. Page 87
  Meta-Ganger. Page 88
  Mutant Hunter. Page 88
  Narcissican Clone. Page 89
  Nightflight Citizen. Page 90
  Romanov Survivor. Page 90
  Time-Crosser. Page 90
  Tube-Grown. Page 91
  Children of the Anthill. Page 91
  Culture Starting Occupations. Begin Page 92
  Ghostwise. Page 92
  Lawsinger. Page 92
  Military Adept. Page 93
  Sword Cult Acolyte. Page 93
  Undercaste. Page 94
  Worldseeder. Page 94
  Powered Hero Basic Class. Page 95
  Combat Teleporter Advanced Class. Page 106
  Combat Type Advanced Class. Page 110
  Final Sword Advanced Class. Page 115
  Frontliner Advanced Class. Page 121
  Incinerator Advanced Class. Page 126
  Mind Reaper Advanced Class. Page 132
  Nano-Sculptor Advanced Class. Page 137
  Ultra-Mind Advanced Class. Page 144
  �������������������������
  �������
  Basic Military Training Sidebar. Page 151
  Military and Espionage Feats. Begins Page
  151
  Racial Feats. Begins Page 183
  Refer to Chapter One Index for exact
  location of racial feats.
  Human Racial Feats. Page 190
  Multi-Racial Feats. Page 192
  Psionic Precursors. Begins Page 202
  Psionic Feats. Begins Page 220
  ��������������������������
  �������
  The Human Arsenal. Page 233
  Ranged Weapons Chart. Page 234
  Culture Ranged Weapons
  Culture Ranged Weapons Chart.
  Page 240
  Ranged Weapon Enhancements. Page 240
  Melee Weapons. Page 242
  Melee Weapons Chart. Page 244
  Melee Weapon Enhancements. Page 245
  Gadgets and Equipment. Page 246
  Gear Chart. Page 247
  Ioun Stones. Page 250
  Ioun Stones Chart. Page 251
  Powered Armor Construction. Begins Page 253
  Features Common to All Powered Armor
  254
  
  ���
  Skinsuits. Page 255
  Hard Suits. Page 256
  Shells. Page 257
  Exo-Frames. Page 258
  Powered Armor Roles. Begins Page 259
  Air Superiority. Page 259
  Anti-Armor. Page 260
  Anti-Personnel. Page 261
  ELINT / Electronic Warfare. Page 261
  Force Recon. Page 261
  Infantry. Page 262
  Labor. Page 262
  Medic. Page 263
  Riot-Control. Page 263
  Sniper. Page 264
  Wetworks. Page 264
  Powered Armor Equipment. Begins Page 265
  Components: Sensors and Gadgets. Page 265
  Components: Mobility. Page 275
  Components: Defenses. Page 278
  Components: Weapons. Page 282
  Pencilbox Mini-Missile Chart. Page 288
  Powered Armor Templates. Begins Page 293
  Vehicles. Begins Page 300
  Bayonet Combat Hovercycle. Page 300
  EagleHawk Suborbital Troop Transport.
  Page 300
  Flying Rhino Heavy Troop Transport. Page
  301
  Phobos Suborbital Troop Transport. Page
  302
  Regulator Combat ATV. Page 302
  Slipstream Street Maglev. Page 303
  
  ���
  ���������
  The Paint, Misfit Studios, 2006.
  Prototype: Gun Priest, LPJ Designs, 2007.
  Written by Ross Payton
  Psi-Watch v1, Otherverse Games, 2007
  APEX Sourcebook, Otherverse Games, 2009
  Coven of Bast, Otherverse Games, 2009
  The Gentle Assassin Advanced Class, Otherverse Games, 2008
  Psi-Watch: Unlimited Edition, Otherverse Games, 2010.
  Written by Chris A. Field
  
  ���
  Psi-Watch: Unlimited Edition
  presents a slick, stylish new way of looking
  at psionics, not to mention modern
  espionage and supers gaming.  The
  campaign setting owes a major debt to my
  life-long love of comics, and is inspired by
  my generation’s comic book renaissance.
  Psi-watch is designed to emulate
  the thrill of those early Image comics, to
  allow players and gamemasters alike to
  bring some of their sleek style and over-
  whelming firepower to the gaming table.
  Psi-Watch is designed with the player in
  mind, presenting an assortment of new
  powers, advanced classes, weapons, power
  armor and vehicles…. New tactics for a new
  kind of war game.
  Psi-Watch Unlimited Edition is the
  same stylish modern action game you were
  playing already, but better. Incorporating
  new elements, such a greatly expanded
  version of the Powered Hero Basic Class
  introduced first in Otherverse America,
  new races, new classes, and new racial
  feats, the Unlimited Edition offers gamers
  more options. Filled with expanded world
  information, campaigns built using the
  Unlimited Edition will be deeper and more
  rewarding. New factions and adversaries
  give the setting additional depth and
  history. The already well-received Powered
  Armor construction rules in Psi-Watch get
  a comprehensive overhaul- the new system
  is quicker and easier to use without
  sacrificing depth and flexibility.
  Quicker and easier to use is the
  watch word for the entire product.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Otherverse Games/Psi-Watch Unlimited Edition.pdf