TEXT: Requires the use of the d20 Modern 
  Roleplaying Game, published by 
  Wizards of the Coast, Inc.  
  
  1 
  †ABOUT DAWNING STAR 
  Dawning Star was the first full-scale science fiction campaign setting built on d20 
  Modern and powered by the Future ruleset from Wizards of the Coast. The 
  critically-acclaimed setting was nominated for an ENnie for Best d20 Game. You 
  can learn more and download free material by visiting www.dawningstar.com. 
   
  †ABOUT TERRAFORMER 
  The Terraformer line of products from Blue Devil Games presents new material 
  designed for Dawning Star but usable in most science-fiction campaigns. Each 
  entry will offer a new prestige class, xenomorph, talent tree, feat, weapon, etc. 
  and advice on using it into your campaign and using it to “shape your world.” 
   
  †ABOUT BLUE DEVIL GAMES 
  “Fiendishly Clever.” Blue Devil Games is one of the highest-quality small-press 
  publishers on the market today. BDG products include the Dawning Star line, 
  Passages, and the forthcoming Bullseye system. Visit our website for more 
  information:  www.bluedevilgames.com. 
   
  †ABOUT ROBERT J. GRADY 
  RJ Grady has been an avid science-fiction fan and gamer for more than two 
  of his three decades. Besides training his clone army and various writing 
  projects, he spends his time studying to be a psychotherapist. 
  Invisibility Tech 
  The idea of invisibility has been around for centuries. What man once only 
  dreamed of with the aid of magic has been realized by the application of 
  cutting-edge science. Early in the 21st century, scientists made significant 
  breakthroughs in the development of so-called “metamaterials”, which can 
  be made to interact with light and other electromagnetic waves in precise 
  way. 
  Theory states that invisibility and interactivity are not simultaneously 
  possible. True invisibility would permit light waves to pass through 
  undisturbed. However, the millions of photons which make up a light wave 
  cannot be replicated perfectly by current levels of technology. Moreover, 
  an invisible person would be blind by virtue of their lack of interaction with 
  the light waves. 
  However, for most practical purposes, near invisibility is just as good. It 
  is not necessary to duplicate every photon if the character of a light wave 
  can be duplicated or transmitted. For simple camouflage, even less 
  precision is necessary. In all of these applications, to provide a useful form 
  of invisibility, however, the device creating the invisibility effect must be 
  able to respond to light in all colors and intensities and from any direction. 
  (Additional information about the actual research going on in the field of 
  metamaterials and invisibility can be found in the following articles: http://
  http://dukenews.duke.edu/2006/10/cloakdemo.html; 
  
  2 
  www.msnbc.msn.com/id/12961080; and the highly advanced site http://
  www.metamaterials.net/.) 
   
  Invisibility Rules 
  Per the Modern SRD, a truly invisible creature gains a +40 bonus on Hide 
  checks if immobile, or a +20 bonus on Hide checks if moving. Pinpointing 
  the location of an invisible character who isn’t attempting to hide requires 
  a Spot check against DC 40 if immobile or DC 20 if moving. The items 
  described in this text do not confer true invisibility—but rather “near 
  invisibility”. A creature with near invisibility gains a +32 bonus on Hide 
  checks if immobile, or a +16 bonus on Hide checks if moving. Pinpointing 
  the location of an invisible character who isn’t attempting to hide requires 
  a Spot check against DC 32 if immobile or DC 16 if moving. Additionally, 
  near invisibility confers concealment against would-be attackers. 
  Generally, near invisibility confers nine-tenths concealment, i.e., a 40% 
  miss chance. 
  The items below provide specific descriptions of their mechanical 
  effects. 
   
  Invisibility Tech Items 
  The following items make ample use of the latest development in 
  invisibility tech. 
   
  Enhanced Camouflage Cloak 
  Often called simply the “N-cloak” by Republic operatives, the EC cloak 
  comes from Old Earth, where the technology had recently been realized 
  just prior to evacuation. Although the Dawning Star did not come with a 
  significant amount of military hardware, Republic manufacturers were able 
  to replicate cloaks for use by military scouts and other government 
  personnel. Although Eos is a place of constant technological shortage, the 
  cloak is a straightforward technology by Republic standards. Many 
  private individuals have been able to illegally produce additional cloaks.  
  The cloak is made of a durable metamaterial that bends light waves, 
  casting only the barest shadow. It resembles a long poncho with a hood. 
  Effectively, the cloak provides constant concealment. If the user covers 
  his face (generally leaving him unable to see), it provides nine-tenths 
  concealment. Covering most of the body (such as leaving the hands and 
  face exposed) provides one-half concealment. The cloak functions at a 
  generous wavelength, but does not provide protection from either radio 
  detection (including radar) or X-rays. The black inner lining provides some 
  visual clues if visible, but if properly folded, the cloak itself can become 
  nearly invisible. Military-issue cloaks are embedded with a tracking device 
  to help locate them if inadvertently misplaced. 
  N-Cloaks have a hardness of 5 and have 5 hit points. Unlike other 
  objects, they take normal damage from heat and lasers (as opposed to 
  half damage), and they take 3d6 points of damage from exposure to 
  strong light sources (such as a flash grenade). 
   
  
  3 
  Enhanced Camouflage Veneer 
  This is a metamaterial coating commonly applied to metal plates for use 
  on vehicles. Still early in development, it is rarely used for three reasons. 
  First, it is expensive to manufacture. Second, it is incompatible with other 
  outer coverings, including rust spore protection and armor materials, 
  which limits its practical applications. Third, the veneer is relatively fragile, 
  and vehicles often encounter hazards that would quickly destroy it. 
  However, the Republic does own a handful of light aircraft with the 
  veneer, which are used as scouts and couriers. They have a generous 
  spectrum protection and depend on low band radar for sight and 
  communication during flight. Once deployed, they often lower protection 
  on some portions of the craft (by opening screens or ports) or send out 
  remote drones. 
  Typically, the veneer grants nine-tenths concealment under ideal 
  circumstances, one-half when it is partially visible (due to UV or radar 
  visibility, for instance), and none if a system is used that exceeds its 
  spectrum (such as IR radar used to detect a vehicle that is not invisible to 
  radar due to its own need for radar). 
  The Purchase DC of the veneer is 5 + one-half the base purchase DC 
  of the vehicle. 
   
  Gear Blind 
  This item is essentially a small N-cloak, repurposed for use on small 
  objects the size of a briefcase or a rifle. The blinds are equipped with 
  remote engagement fobs, allowing the invisibility effect to be disabled with 
  the push of a button. It sees frequent use on diplomatic pouches and 
  sniper rifles. 
  Gear blinds have a hardness of 5 and have 5 hit points. Unlike other 
  objects, they take normal damage from heat and lasers (as opposed to 
  half damage), and they take 3d6 points of damage from exposure to 
  strong light sources (such as a flash grenade). 
   
  Ghost Claws 
  The original “ghost claws” were Vaasi relics, discovered quite by 
  happenstance in one of the ruins on Eos. They are nothing more than 
  dagger-like blades made of near-invisible metamaterials, honed to 
  extraordinary sharpness through advanced manufacture techniques. 
  They can elude both radar and X-rays. A ghost claw can be easily 
  spotted if it is covered in blood or gore. Otherwise, it is all but invisible 
  save for the barest shadow. 
  Some faction-camp warlords have started manufacturing their own 
  copycat blades using rudimentary N-cloak technologies stolen from 
  Republic research facilities. These copies generally do not provide the 
  same breadth of spectrum invisibility, although in theory they could. The 
  blades themselves are usually affixed to a transverse handle and meant 
  to be gripped between the third and fourth fingers of the hand (though 
  other formats are certainly possible). The Republic does not manufacture 
  ghost claws, viewing them as weapons of assassination. The target of an 
  
  4 
  attack from someone armed with the claws often does not become 
  aware of the attack until it is too late. 
  Ghost claws require the Exotic Weapon Proficiency (ghost claw) feat 
  to properly wield. 
   
  Ice Drones 
  These small flying robots combine tech from three cutting-edge fields to 
  create a spy drone that can capture video, biometrics, and other data 
  from unsuspecting targets. The humans’ nascent nanotech program 
  allows for a much smaller design than prior spy drones (.5-2 cm 
  depending on the model). Breakthroughs in telemetry and burst 
  transmissions allow for greater and more secure information capture. And 
  the recent enhancements to the EC cloak (along with the drones’ small 
  size) allow for practical invisibility. 
  The ice drones (officially referred to as information-capture 
  electronically-camouflaged remote drones) are controlled in the field with a 
  small unit that looks like and weighs as much as an ordinary portable 
  computer. The drone can be pre-programmed to scout a particular area, 
  locate a particular target (via face recognition software), or can be 
  manually directed through the control unit. 
  In addition to information-gathering, a few of the drones have been 
  augmented with small explosive devices or injectible toxicants (either 
  poison or bioweapon material). When directed by its controller, these 
  special drones can fly into the ear canal of a designated target and carry 
  out their suicide assassinations. 
   
  Master Scout Suit 
  This is a fancier version of the N-cloak, designed as a collection of loose 
  outer garments which can be worn over other clothing or light armor. The 
  suit consists of a hood and mask, jacket, pants, durable gauntlets, and 
  weatherproof boots. It provides the same advantages as the cloak but 
  also retains its full effect even while the wearer is moving. The face visor 
  has a built in UV vision system, effectively granting advanced nightvision, 
  while allowing the wearer to cover his entire form (granting nine-tenths 
  concealment). The visor itself is visible to ultraviolet light; other UV vision 
  systems can detect the visor (negating the nine-tenths concealment and 
  leaving only one-half concealment). 
  The master scout suit is substantially more expensive to produce than 
  the enhanced camouflage cloak, but it also offers substantial advantages 
  in the form of functionality and ease of use. Only a few of these suits 
  have been produced to date, seeing use in the EDF’s special forces. 
  Obtaining one of these suits is a top priority for the EFL. 
  Master scout suits have a hardness of 5 and have 7 hit points. Unlike 
  other objects, they take normal damage from heat and lasers (as 
  opposed to half damage), and they take 3d6 points of damage from 
  exposure to strong light sources (such as a flash grenade). 
   
   
   
  
  5 
  Mirrored Camo Grease 
  This is a low-tech application to approximate invisibility under suitable 
  environmental conditions. The grease itself is comprised of metallic 
  particles suspended in a clear viscous material that adheres to and dries 
  quickly when applied to human skin. Typical camouflage grease is 
  smeared on exposed skin and comes in appropriate colors for the 
  environment the wearer intends to be. Mirrored camo grease, as its name 
  suggests, results in a reflective surface that captures the colors and 
  patterns of the wearer’s surroundings. This effect creates a more subtle 
  and more accurate camouflage and allows the wearer to maintain the 
  effect even when moving between different types of terrain. Mirrored 
  camo grease confers one-half concealment on the wearer. 
  A typical container of mirrored camo grease has enough material for 
  three full applications. 
   
  Robot Phantom Plating 
  The Republic has just taken to coating standard biodroid robots head-to-
  toe in metamaterials, making them all but invisible. However, they are still 
  vulnerable to radar, due to their reliance on radio communication. 
  The Purchase DC of the plating is 5 + one-half the base purchase DC 
  of the robot’s frame 
   
  Video Camouflage System 
  The video camouflage system is a computer-based concealment system 
  and alternative to the metamaterial tech in development. The entire 
  surface of the object is covered with video sensors. The information 
  captured by the sensor array is transmitted from one side of the covered 
  object to the other. Someone viewing the object sees a replicated image 
  of what is on the opposite, giving the illusion of invisibility. Due to the 
  holographic properties of the material, the illusion of depth and space is 
  complete. The system has significant drawbacks, however. First, it is 
  vulnerable to electricity and powerful energy attacks. Second, because of 
  the use of video processing, the system is not instantaneous. It does not 
  cope well with rapid movement, producing a flickering, obvious effect. 
  Third, the optical and electrical components can be detected by very 
  sensitive devices. 
  There are three versions in use by the Republic. The Personal Video 
  Camouflage System is a full body suit, including a light helmet. Because of 
  the nature of the technology, vision is not impaired with the PVCS. The 
  VCS Screen is a portable unit consisting of two screens, each 2m square, 
  that conceal anything placed in the middle. The screens fold into a 
  compact container capable of being worn on the back. Finally, vehicular 
  versions are available—although they only work when the vehicle is at 
  rest. 
  When the subject is still, VCS provides nine-tenths concealment. For a 
  human to gain this bonus, they must make a Concentration check each 
  round (DC 15). The system is ideal for robots, who can easily remain still. 
  When moving up to 30 feet in a round, the system provides one-half 
  concealment. Between 30 and 60 feet per round, it provides only one-
  
  6 
  quarter concealment. At more than 60 feet per round, it provides no 
  advantage. At more than 120 feet per round, the system actually grants a 
  +2 circumstance bonus to anyone attempting to Spot or Search the 
  covered object, due to the flickering, discontinuous appearance. At 
  distances less than 5 feet, it does not provide concealment, but confers a 
  -2 equipment bonus to Spot checks made to locate the concealed object. 
  The system does affect UV and IR vision, but not microwaves or radio. 
  Video camouflage systems have a hardness of 3 and have 5 hit 
  points. Unlike other objects, they take normal damage from heat and 
  lasers (as opposed to half damage), and they take 3d6 points of damage 
  from exposure to strong light sources (such as a flash grenade). 
  The Purchase DC of the vehicular system is 8 + one-half the base 
  purchase DC of the vehicle 
   
  The X-Globe 
  This small, silvery spheroid is approximately three inches in diameter and 
  weighs approximately two pounds. Its surface is flawless and highly 
  reflective with no noticeable seams. Only one of these items has been 
  discovered, retrieved from the Council Ruins earlier this year by a 
  Republic xenoarchaeology team. Activating the globe requires tracing a 
  precise movement on its surface. Once activated, the globe generates a 
  spherical field of invisibility with a diameter of ten feet. Anything within the 
  field is truly invisible, enjoying the full bonuses to their Hide checks and 
  total concealment against would-be attackers. However, creatures within 
  the field are still able to see normally. 
  Republic researchers have not even scratched the surface of their 
  examination of the globe, and they have only the barest idea of how it 
  operates. The leading theory is that the globe generates a unique 
  electromagnetic field that is able to guide light waves around it 
  undisturbed. Simultaneously, the globe utilizes an array of pinpoint sensors 
  to capture the environment outside the field and project a holographic 
  replica for the wielder’s benefit. Of course, this is all really just rank 
  speculation. Researchers are terrified of “losing” the globe to its own 
  invisibility field. They hypothesize that it contains some sort of locator 
  system but have, as of yet, been unable to identify it. 
   
  
  7 
  Item 
  PL 
  Size 
  Weight Purchase 
  DC 
  Restriction 
  Enhanced Camouflage Cloak 
  6 
  Medium 
  3 lbs. 
  20 
  Mil (+3) 
  Enhanced Camouflage Veneer 
  6 
  — 
  — 
  Special 
  Mil (+3) 
  Gear Blind 
  6 
  Small 
  2 lbs. 
  18 
  Mil (+3) 
  Ice Drones 
  6 
  Diminutive 
  — 
  28 
  Mil (+3) 
  Master Scout Suit 
  6 
  Medium 
  5 lbs. 
  22 
  Mil (+3) 
  Mirrored Camo Grease 
  5 
  Diminutive 
  — 
  14 
  — 
  Robot Phantom Plating 
  6 
  — 
  — 
  Special 
  Mil (+3) 
  Video Camouflage System (PVCS) 
  6 
  Medium 
  7 lbs. 
  21 
  Mil (+3) 
  Video Camouflage System (screen) 
  6 
  Large 
  12 lbs. 
  20 
  Mil (+3) 
  Video Camouflage System (vehicular) 
  6 
  — 
  — 
  Special 
  Mil (+3) 
  Weapon 
  PL 
  Damage 
  Critical 
  Damage 
  Type 
  Size 
  Wgt 
  Purchase 
  DC 
  Restriction 
  Ghost Claws 
  6 
  1d6 
  19-20 
  Piercing 
  Small 
  2 lbs. 
  20 
  Mil (+3) 
  
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  System Reference Document Copyright 2000-
  2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, John D. 
  Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave 
  Arneson.  
   
  Modern System Reference Document 
  Copyright 2002-2004, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich 
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  by Jonathan Tweet, Monte Cook, Skip 
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  Wiker. 
   
  Dawning Star: Operation Quick Launch 
  Copyright 2004, Justin D. Jacobson 
   
  Helios Rising, Copyright 2006, Justin D. 
  Jacobson 
   
  TERRAFORMER 12, Copyright 2007, Justin 
  D. Jacobson 
   
  INDICIA 
   
  Principal Writing by Robert J. Grady. Cover 
  Illustration by Danilo Moretti. Editing and 
  Layout by Justin D. Jacobson. 
  'd20 System' and the 'd20 System' logo are 
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  trademarks of Wizards of the Coast, Inc. in the 
  United States and other countries and are used 
  with permission. 
  All other content is ©2007 Justin D. 
  Jacobson. Dawning Star, Operation Quick 
  Launch, Helios Rising, TERRAFORMER, 
  their corresponding logos, and all Blue Devil 
  Games logos are trademarks of Justin D. 
  Jacobson. This edition of TERRAFORMER is 
  produced under version 1.0a of the Open Game 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Books/3p/BDG - Terraformer - 12 - Item - Invisibility Tech.pdf