Sunday, May 22, 2016

Mythos Space: Mutation and Freak Families

Across settled space there are all kinds of isolated colony worlds, asteroid colonies and generation ships. And in such places, especially with hyperspace, radiation, limited gene-pools and alien ecosystems, a number of startling mutations become not only possible, but downright likely! Most mutations are minor things, like harelips, myopia, extra fingers/toes, skin disorders, limb length discrepancies or other medical conditions that can be explained away through unusually low Attributes or just as the players and Venture Masters imagination. But some are far more extreme, and call for greater attention.
Freak Families are bloodlines of people (HUMANS) who have a predominant mutation that is dominant in their bloodline. That-is, they breed true among themselves, or if they mate with people outside of their respective families. These Freak Families often live in larger communities, working in a variety of roles, often used as laborers, entertainers and a number of low-paying positions.
These are not the psychic-powered mutants you get in many sci-fi games. But there is no reason why these people cannot also be Psions or have Psychic Wild Talents as detailed in the Appendix of Grit and Vigor.
A few of the Freak Families of Mythos Space are:


Gigantes
Type: Warrior
Munchkin (left) and Gigante (right)
Size: Large
Intelligence: Average (9-12)
Hit Dice: 4
Movement: 20/80
Armor Class: 16
Attacks: Fists (1d6) or by weapon
Saving Throws: F10, R14, W15
Skills: Bend Bars, Break Down Doors, Lift Gates.
Environment: Any
No. Appearing: 1d8
Alignment: Neutral
XP Value: 200 (CL 4)
Gigantes (Goons, Lugs, Mooks, etc) are humans that are afflicted with Acromegaly or Gigantism, resulting in people between 7 and 9 feet in height. Exaggerated features such as heavy facial bones, big jaws and distorted ears are common. Despite the fact that many of them suffer from all manner of aches and pains, they are usually gentle, soft-spoken people. Regardless of their behavior and abilities, most people see all gigantes as brutish and quickly accuse them of all sorts of wrongdoing, just because of their size.
Gigantes are particularly plentiful on rugged planets, where the harsh climates make their great strength an asset. In the Bai Hu sector, Gigantes are the most plentiful on Skarl in the Kaiwan System and on Mnar of the Bullseye system. They are widely sought out as soldiers, guards, thugs and enforcers wherever they dwell. Along the trade routes, more than a few Gigantes can be found piloting Tramp Freighters and as mercenaries..

GIGANTES CHARACTER CREATION
Gigantes modify their starting ability scores as follows: Str +4 (max 20), Dex -2, Wis -1 and Cha -2. Gigantes are large-sized persons with a base speed of 20 feet. They have a knack for Break Down Doors and Lift Gates. Gigantes have a +25% increased carrying capacity. They are large creatures, and  must pay double the normal price for armor and clothing. Gigantes suffer a -2 penalty on Reflex saving throws due to their distorted legs and bodies. Gigantes speak any language that normal humans can. They are limited to 9th level, except as fighters, at which they can advance to 11th level.


Munchkins
Type: Scoundrel
Size: Small
Intelligence: Average (9-12)
Hit Dice: 1d6
Movement: 45/220
Armor Class: 11 (leather jacket)
Attacks: Switchblade (1d4)
Skills: Hide, Move Silently
Saving Throws: F13, R15, W15
No. Appearing: 1d20
XP Value: 100 (CL 2)
Munchkins are form of mutated human that is of unusually short stature (3-4ft) that is afflicted with hypopituitarism (or pituitary dwarfism). These "little people" are quite numerous both in the Sol system and beyond. And though widely accepted they are often treated with the same affectionate condescension extended to children, a disrespect which they rightfully dislike but will often play up in an effort to catch enemies off-guard. Munchkins are well-proportioned and hearty, and are often possessing of striking features and excellent minds. They are often found in mixed communities and working as entertainers and as assorted clerks and functionaries.
Munchkins can be found across settled space and on colony ships. They are particularly plentiful on asteroid and deep-space colonies. Large numbers of Munchkins can be found on Baktun Station in the Chakumuy system, Ona in the Urizen system and in many other places. Along the trade routes there are many Munchkin captains and pilots, with such "Half-Pint Heroes" often becoming the stuff of folklore.

MUNCHKIN CHARACTER CREATION
Munchkins modify their starting ability scores as follows: Str -1, Dex +2, Int +1, Cha -1. They are small persons and have a movement rate of 30. Munchkins have a knack for hide and move silently and have -25% reduced carrying capacity. They speak any language that normal humans can. Munchkins are limited to 9th level, except as scholars, at which they can advance to 11th level.


Pinheads 
Type: Scoundrel
Size: Medium
Intelligence: Low (3-8)
Hit Dice: 2d8
Movement: 45/220
Armor Class: 11 (Heavy clothes)
Attacks: Club (1d4+2), or fists (1d2+2)
Skills: Bend Bars, Break Down Doors, Endure
Saving Throws: F12, R15, W16
No. Appearing: 1d20
XP Value: 100 (CL 2)
Pinheads are humans that are born with microcephaly, a neurodevelopmental disorder that leave them with a small brain and skull. They stand about four feet in height and usually have protruding noses and ears. Though widely disliked, pinheads are affectionate, exuberant, sociable people who love dancing, singing and spending time with friends and family.
Pinheads are most numerous on industrial worlds, working as low-wage drudges and heavy-laborers. They are well-regarded as hard workers and loyal employees. However they are often paid poorly and given the less pleasant tasks. In the Bai Hu sector, Pinheads are most numerous on the planet Skarl in the Kaiwan system, the planets Khem and Mnar in the Bullseye system and in the Ori star system. Along the trade routes, Pinheads make excellent crews on heavy freight haulers and on mining ships but very few of them ever captain or pilot their own vessels.

PINHEAD CHARACTER CREATION
Pinheads modify their starting ability scores as follows: Str +2, Int -2 and Cha -1. Pinheads are medium-sized persons (though short) with a base speed of 30 feet. They have a knack for Endure. Pinheads are disturbing for most people, and so the reactions of human NPC's always begin as hostile (see Grit & Vigor page 69). They speak any language that normal humans can. Pinheads are limited to 9th level, except as rogues, at which they can advance to 11th level.


Wolfmen 
Type: Warrior
Intelligence: Average (9-12)
Hit Dice: 2d8
Movement: 45/220
Armor Class: 10
Attacks: By weapon or fists (1d2+1)
Skills: Bend Bars, Break Down Doors, Lift Gates
Saving Throws: F12, R15, W15
No. Appearing: 1d6
XP Value: 200 (CL 3)
Wolfmen are a type of freak that is afflicted with congenital hypertrichosis (also called Ambras syndrome) and are called Wolfmen because their appearance is similar to the mythical werewolf. Some werewolf families resemble lions or even apes. Of all types of freaks, wolfmen are the healthiest but are still not considered fully human in the eyes of baseline humans. Many play up their animal-like stereotype, using it to gain advantage and to maintain mystique.
In the 51st century, Wolfmen are most numerous on rugged colony worlds, especially ones with cold or temperate climates. They often adhere to many of the stereotypes of Wild Men of the Woods, with more than a few keeping and raising dogs or other wild beasts for hunting and war as well as to confuse their enemies. In the Bai Hu sector, Wolfmen are most numerous on the colder moons of Demhe in the Bullseye system and on Skarl in the Kaiwan system but can be found almost anywhere. A great many Wolfmen work the spacelanes, especially on tramp freighters and even in the Space Patrol as enforcers.

WOLFMAN CHARACTER CREATION
Wolfmen modify their starting ability scores as follows: Str +1, Con +1, Cha -2. Wolfmen have a natural armor class of 12, and suffer only 1/2 damage from cold attacks. They speak any language that normal humans can. Wolfmen can advance in any class to 11th level.



Monday, May 9, 2016

Mythos Space: Eggbot Walker (Mecha)

Eggbot Walker
Class: Light
Size: Large
Hit Dice: 15 (53 hp)
Armor Class: 19 (Steel 0.5)
Speed: 12 mph (100’)
Targeting: +1
Maneuver: +3
Weapons: 2 x light lasers, 1 x heavy machine gun (rifle), 2 x light melee (fist).
Cost: $6,000.00

The Eggbot Walker is a type of mecha that is in wide use on colony worlds, where heavy labor in dangerous environments is common. These vehicles are constructed from kits that make use of sleep-pods and other "leftover" components along with specialized parts. The pilot sits in the vehicles cockpit and can move about as smoothly as a bulky human. These mecha are used as two-legged tractors and as mechanized troops.
As combat units, these 10ft mecha are quite useful in battling the many strange lifeforms found across the far-flung colonies. They are especially appealing to colonists, as they are cheap and relatively easy to repair with scrounged parts (+2 to repair checks). Also, the low-tech aspects of the mecha are fairly resistant to infovore infestation.
All Eggbot Walkers come with the buit-in equivalent of an Advanced Breathing Apparatus (24hrs of air), Communicator and Motion Detector. These devices are integral, and cannot be removed. See Gadgets and Gizmos for details.

These rules make use of the Grit and Vigor RPG. See the vehicle rules on page 53-58 of the Grit and Vigor rulebook for details.

Saturday, April 30, 2016

Mythos Space: The Thuum'ha of Ib

Thuum'ha (Ibians)
Type: Humanoid
Size: Small (2 1/2 to 3 feet)
Intelligence: Average
Hit Dice: 0
Armor Class: 13 (light armor)
Attacks: By weapon
Movement: 30/300
Saving Throws: F14, R 16, W16
Environment: Underground, spaceship, asteroid colony
No, Appearing: Team (2d12)
Alignment: Neutral
XP 25 (CL 0)
"The beings of Ib were in hue as green as the lake and the mists that rise above it.... They had bulging eyes, pouting, flabby lips, and curious ears, and were without voice." -H.P. Lovecraft, The Doom That Came to Sarnak
The Thuum'ha (also called Ibians) are a race of alien beings originally from a lost homeworld called Ib. They dwell almost entirely on starships and asteroid colonies, travelling endlessly and trading their advanced technology with other species. The Ibians are green or green-blue with large heads, bulging eyes and large lips. Their voices are pitched lower that human ears are accustomed, making them a race of low-talkers.
Thuum'ha civilization is centered around study, particularly psionic powers and technology that uses noetic energy. They are completely lacking in empathy for other species, but are nonetheless inquisitive, and so can make an accord with other races on this account. They are also deeply avaricious, and will do just about anything for a profit. These aliens build elaborate devices, cybernetics, starships and robots, but have also been known to experiment in arcane pursuits such as the making of undead or magical and techno-magical devices. They are also notorious slavers.
Ibians organize themselves into research teams of 1d20 x 20 scholars (usually Inventors or Psions) plus additional fighters equal to 100% of the scholars. For every 40 soldiers in a tribe, there is an additional sub-commander with 1 HD. Teams are led by scholars with 2 HD and 2d6 bodyguards with 1+1 HD each.

IBIANS CHARACTERS
Ibians modify their starting ability scores as follows: Str -2, Dex +1, Con -1, Int +1. They are small creatures but have a standard speed of 30 ft. per round. Ibians can see in darkness up to 120 feet and can operate in zero-gravity conditions without any penalty, including combat, saving throws and all task checks. Their rubbery flesh give them a natural +1 bonus to Armor Class. Ibians have a knack for swimming.
Ibians They speak Ibian and may also speak Elderian, Chinese and Naacal languages. They can advance in any class and can multi-class as fighter/scholars, scholar/rogues and fighter/rogues.

This material is using the Grit and Vigor roleplaying Game by John Stater. 

Friday, April 29, 2016

Mythos Space: Mandroids

Man-Droids
Type: Undead
Size: Medium
Intelligence: Low (5-7)
Hit Dice: 2
Movement: 45/220
Armor Class: 14
Attacks: 2 claws (1d3) or by weapon
Saving Throws: F15, R15, W12
Special: Cannibalization, immune to electricity, regeneration
Environment: Underground, sewers, industrial wasteland
No. Appearing: 1d8
Alignment: Chaotic Evil
XP Value: 200 (CL 3)

Mandroids are undead monstrosities that are the result of scientific and magical experiments gone awry. While they were once human, their beings have become mingled with cybernetic and robotic parts and they are now demented and evil. These creatures typically haunt the edges of industrial sites, the lower tiers of factory planets, sewers and mining colonies, looking for space parts. Mandroids know whatever languages they knew as human beings and 10% of them can communicate in the binary language of machines as well. It is not uncommon for the speech of a mandroid to be heavily accented or slurred by mechanical and electronic sounds.
When a mandroid slays a humanoid or android opponent, it can cannibalize the corpse for spare parts in the next round, adding the flesh and robot parts to its own body. For every three corpses a mandroid cannibalizes, it gains 1 Hit Die. The mandroid only advances by cannibalizing the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A mandroid that reaches 6 HD it becomes a Greater Mandroid. All mandroids can also attach cyborg and robot body parts in this fashion (VM's discretion).
A Greater Mandroid gains an AC of 21, and is immune to cold and radiation. They have all of the standard mandroid attacks, but 2d4 cybernetic implants (each with 1 or more enhancements). A greater mandroid can reach a maximum of 14 HD through cannibalizing. A humanoid or android slain by a greater mandroid (and not cannibalized) rises as a 2HD mandroid loyal to its creator. The new mandroid becomes an evil creature under the control of its master and murderer.

Dibs on the liver!
Note: These rules are designed for use with the excellent Grit and Vigor RPG by John Stater. Its an excellent game that is based off of the d20 system, but has a strong element of the grittier sort of "old-school" games. The Mandroids are from the 1985 animated film Starchaser: The Legend of Orin. A fun movie that sought to ride on the initial Star Wars craze.

Tuesday, April 26, 2016

Mythos Space: The Nug Soth of Yaddith

NUG-SOTH
Type: Monstrous Humanoid 
Size: Small (3’ tall) 
Intelligence: High (13-18) 
HD: 1
AC: 18 (Light armor and buckler)
ATK: Mind thrust and by weapon
MV: 20/60
SV: F 16, R 13, W 13
Environment: Any 
No. Appearing: Band (1d20)
Alignment: Neutral 
XP: 100 (CL 2)
"Without definite intention he was asking the PRESENCE for access to a dim, fantastic world whose five multi-coloured suns, alien constellations, dizzy black crags, clawed, tapir-snouted denizens, bizarre metal towers, unexplained tunnels, and cryptical floating cylinders had intruded again and again upon his slumbers... -H.P. Lovecraft & E. Hoffman Price, "Through the Gates Of the Silver Key"
The Nug Soth are an alien race originally from the long-lost planet Yaddith. They are vaguely humanoid beings with traits similar to mammals, reptiles, and insects. Nug Soth stand about 2½ tall and weigh between 30 and 35 pounds., they are yellow-green to dark brown in color and have a tapir-like snout. They are a curious, intelligent species that has colonized numerous worlds and can be found dwelling with or near human colonies. They have iridescent compound eyes. Nug Soth prefer to wear light clothing, and are sometimes content with just a sturdy harness. They speak their own language.
All Nug Soth suffer only 1/2 damage to acid and can use the mind thrust psychic power once per day. Nug Soth organize themselves into hives of 2d20 x 20 warriors and a number of non-combatants equal to 100% of the warriors. Hives have 4d6 giant bombardier beetles used as guard animals and mascots. For every 40 warriors in a hive, there is one leader with 3 HD. Hives with up to 200 warriors are led by a 4th to 7th level psion. Hives with more than 200 warriors are led by 5th to 8th level psion or occultist.
15% Light and buckler (AC 17), short sword, mk1 laser pistol
30% Medium armor and buckler (AC 18), short sword, mk1 laser pistol
35% Heavy armor and buckler (AC 18), vibro dagger
20% Giant beetle, heavy armorand shield (AC 19), vibro dagger, mk1 laser pistol
Spells: 1/day–mind thrust. Special Qualities: Resistance to energy (acid)

NUG-SOTH AS CHARACTERS
Nug Soth modify their starting ability scores as follows: Int +1, Str -1, Wis -1. They have base land speed of 20 ft. and a +2 bonus to AC from their chitin, which also gives them 50% resistance to acid. Their compound eyes give them a knack for finding secret doors. Nug Soth characters retain the ability to cast mind thrust once per day. Nug Soth speak English and Nug Soth. They might also speak Chinese, Cthuloi, Enochian, French, Latin and the language of insects. Nug Soth can advance in any class, and can multiclass as scholar/rogues and fighter/rogues. Whatever class or classes they pursue, they can only advance to a maximum of 9th level.

IN MYTHOS SPACE
The Nug Soth are an ancient, space-faring people from the planet Yaddith. These insectoid beings have colonies across the stars, often sharing worlds with Terran species. Ages ago, Yaddith was invaded by the Dholes, subterranean monsters distantly related to the Pnathian Deathworm but far more intelligent and more powerful. The Nug-Soth sought a way to prevent the destruction of their planet's crust by the Dholes, but to no avail. Eventually, the Dholes overwhelmed them and destroyed the Nug-Soth's civilization. Survivors of the catastrophe escaped, however, and hid on various planets.
As a species, most Nug Soth have lost their formerly space-faring culture, clinging to survival amidst many far-flung colonies across space. The Nug Soth priest caste is composed of Psions (Scholar sub-class), who maintain the races remaining technology, history and culture. 
Colonial efforts of the Tsan-Chan Empire and its corporate states have not been kind to Nug Soth colonies, generally conquering the Nug Soth populace and using them as cheap labor.

Monday, April 25, 2016

Mythos Space: Planet of the Vampires (Terrore nello spazio)

A distress beacon brings a group of astronauts to an alien world where they discover a derelict spacecraft and its dead and calcified giant crew. When the astronauts start being picked off one by one the true horror of their situation begins to be realized. If this premise sounds vaguely familiar it might be because you’ve seen or at least heard of Ridley Scott’s seminal science fiction masterpiece Alien. What is odd is that both Scott and author Dan O’Bannon claim to have not seen Mario Bava’s Planet of the Vampires prior to filming Alien. Having just watched Planet of the Vampires I’m going to go out on a limb here and say someone is definitely fibbing or at least very forgetful.
As this movie is an excellent example of blending Planetary Adventure and Horror, it is an excellent source of inspiration for Mythos Space and using the Grit and Vigor RPG. And so I am detailing some major characters, its central monster(s) and a spacecraft below. Now I am not going to be giving away the plot and its numerous twists and appeals, but I am detailing a few characters, a monster and a new starship. As for the movie, I recommend that you check it out for yourself here, or wherever you may find it.
Note: These rules are designed for use with the excellent Grit and Vigor RPG by John Stater. Its an excellent game that is based off of the d20 system, but has a strong element of the grittier sort of "old-school" games.

Captain Markary (Barry Sullivan)
Captain Markary is the captain of the starship Argos and is the only character in the film that is almost immune to the psychic powers of the Auran aliens. He also appears to be the only person in the  movie with ANY common sense. Despite personal tragedy, weird aliens and the continuous danger to himself and his crew, Captain Markary keeps his head throughout the film and keeps on fighting.
In the film, the Captain is apparently a scientist as well as being a military man. He is smart, tough a decent combatant, and willing to throw himself into any fight that presents itself.
Overall, I found this character as a refreshing change from what is generally presented as leading men in more modern movies. Its nice to see strong, able and compassionate characters who are also capable of being tough guys.
Spaceman/Fighter, LVL 7/3, HP 39, AC 12, MV 40, ATK +4, SV F9 R8 W11, Str 13 Int 14 Wis 17 Dex 11 Con 13 Cha 13
Special: +2 bonus on Will saving throws vs fear and anxiety. 1/day can delay the damage dealt by a single attack or effect for 8 rounds. Can temporarily increase two physical ability scores at a time. At the end of the duration, the daredevil is fatigued for 10 minutes.
Can operate in zero-gravity conditions without any penalty, including combat, saving throws and all task checks. Proficient with the weapons on all spacecraft or aircraft, if any and can coax +10% more speed from aircraft and spacecraft. He can apply any combat feats that they have, such as Power Attack, Dodge and Expertise, to aircraft and spacecraft when using them in dogfights and space battles.
Knacks: Listen at Doors, Move Silently, Track
Skills (Spaceman): Acrobatics, Chemistry, Display Knowledge, Electronics, Endure, Jump, Mechanics, Pilot Aircraft and Treat Injury.
Skills (Fighter): Bend bars, break down doors, endure, gunnery, jump, lift gates
Feats: Iron Will, Leadership, Pugilist
Weapons and Equipment: Advanced Breathing Apparatus, Communicator, Electronics Repair Kit, Plasma Rifle (8d6), Space Suit.


Sanya (Norma Bengell) 
Crew-member Sanya is played by the delectable Norma Bengell, and one of the few members of the ships crew to not become completely useless under stress. Sanya is smart, calm and intelligent, and despite initially having trouple with psychic assault, she keeps her head throughout the film.
On the ship, Sanya is a pilot and minor tech, and apparently is a pretty good one. The other crew seem to respect her and Captain Markary trusts her insight and abilities.
As a fan of full-figured women, I really enjoyed the presence of this actress in this film. There were not an abundance of scenes with her in her underwear or anything, but the fact that she is a WOMAN is not shied away from. Sure her dialogues is wooden and she appears to be in the movie to stumble into trouble, but she is a handy shot and not afraid of danger.
Spaceman, LVL 5, HP 25, AC 12, MV 40, ATK +3, SV F11 R11 W12, Str 10 Int 14 Wis 15 Dex 12 Con 14 Cha 17
Special: +2 bonus on Will saving throws vs fear and anxiety. 1/day can delay the damage dealt by a single attack or effect for 8 rounds.
Can operate in zero-gravity conditions without any penalty, including combat, saving throws and all task checks. Proficient with the weapons on all spacecraft or aircraft, if any and can coax +10% more speed from aircraft and spacecraft. He can apply any combat feats that they have, such as Power Attack, Dodge and Expertise, to aircraft and spacecraft when using them in dogfights and space battles.
Knacks: Athletics, Etiquette, Influence People
Skills : (Spaceman): Acrobatics, Chemistry, Display Knowledge, Electronics, Endure, Jump, Mechanics, Pilot Aircraft and Treat Injury.
Feats: Lighting Reflexes, Iron Will
Weapons and Equipment: Advanced Breathing Apparatus, Communicator, Plasma Rifle (8d6), Space Suit.


Auran Fiend (Monster)
Type: Undead
Size: Medium
Intelligence: Genius (17-19)
Hit Dice: 5
Movement: Fly 45/450
Armor Class: 14 [laser]
Attacks: Corrupting touch (1d6)
Saving Throws: F13, R13, W11
Special: Incorporeal, natural invisibility, rejuvenation, imprisonment, psychic powers
Environment: Any
No. Appearing: 1d4
Alignment: Chaotic Evil
XP Value: 600 (CL 7)
Auran Fiends in their natural form look like lights that can be yellow, white, green, or blue. They are capable of taking possession of a living body. The Aurans are an alien race of undead spirits that are a remnant of an ancient, evil race that seeks to continue existing by taking over other civilization.
Once per round, a haunt can merge with a living creature and seize control of its body. The target can resist the spirit’s attempt at possession with a successful Will saving throw. If the save succeeds, the spirit is rebuffed and pushed away. A target that successfully saves cannot be possessed by that spirit for 24 hours. If the save fails, the spirit vanishes into the target’s body and takes control of it. Leaders among the Aurans are always powerful occultists, and use their powers to create undead servants (zombies, ghouls and vampires) and create weird arcane technology.
Auran Haunts have the following psychic powers: Clairsentience, cloud mind, dominate, ego whip, empathic projection, ESP, id insinuation, mental barrier, mind thrust, telekinesis, thought shield; 1/day—Negation, psychic crush, tower of iron will. Auran Leaders (Spells): Animate dead, audible glamour, augury, control weather, create undead, desecrate, exorcism, phantasmal force.


NAVICELLA-Class Deep Space Cruiser
Tremendous Construct
HD 99 (347 hp),
AC 12 (Titanium DR 14)
SPD 80 mph (4M mph in space)
MVR -6
CP 4/20
WT 1,650 tons
Special: Spindizzy drive, Fully-stocked machine shop, research lab and electronics repair shop.
The Navicella Class cruiser is a deep space explorer and science ship designed for long journeys. The interior of these vessels is spacious and has room for a considerable amount of equipment. These vessels have the equivalent of a fully stocked machine shop, electrical repair lab and medical research lab onboard, as well as room and supplies for up to twenty crew-members. These ships are an old model, but still in use by survey teams and universities as research craft. As they are not warships, they do not come equipped with weapons, but many owners outfit them with a few just in case.

Keep your plasma rifles ready!

Saturday, April 23, 2016

Mythos Space: The Pnathian Deathworm

PNATHIAN DEATHWORM
Type: Vermin
Size: Large (12-22’ long, 133 lb.)
Intelligence: Non (0)
Hit Dice: 5
Movement: 50/550 (Burrow 20, Climb 30)
Armor Class: 14
Attacks: bite (2d6)
Saving Throws: F 10, R 13, W 13
Environment: Underground, Sewers, Swamps
No. Appearing: Bundle (1d6)
XP Value: 500 (CL 6)
"Now Carter knew from a certain source that he was in the vale of Pnath, where crawl and burrow the enormous bholes; but he did not know what to expect, because no one has ever seen a bhole, or even guessed what such a thing may be like. Bholes are known only by dim rumour from the rustling they make amongst mountains of bones and the slimy touch they have when they wriggle past one. They cannot be seen because they creep only in the dark." - H. P. Lovecraft, The Dream-Quest of Unknown Kadath.
Also known as a Bhole, the Pnathian Deathworm is a vicious predator and scavenger that is a frequent threat to explorers and colonists on numerous planets and moons. Pnathian Deathworms were first encountered in the subterranean tunnels of the Moon of Pnath, but can theoretically be found on any world that supports a carbon-based ecosystem. When a Pnathian Deathworm finds prey, it shoots its jaws out at the end of its reversible throat, allowing it an extra 5-ft. reach. For those not practiced in fighting deathworms, this attack gains a +5 bonus to hit. The jaws are quite powerful, and are capable of crushing weapons and armor. Any time a deathworm's attack fails by no more than 2 points, the target must pass a Reflex save or the worm's attack is treated as a sundering attack against their equipment, in the following order: Shield, weapon, armor, cybernetics.  In systems without rules for sundering attack, simply force the target's equipment to pass an item saving throw, or the target to pass a save vs. paralysis, or be destroyed.
Special Qualities: Blindsight, immunity to poison or disease, resistance to acid and cold.

IN MYTHOS SPACE
Pnathian Deathworm's are a menace to colonists across settled space, particularly in mining colonies whose delving bring them into the territory of these creatures. It is believed that these creatures share a planet of origin with the Nug Soth, who hunt deathworms as a source of food (and vice-versa). These monsters reproduce asexually, and "bud" in response to an abundance of food, quickly growing in number until food is depleted. If no food is available, these creatures will go into hibernation that can last for centuries.

Note: These rules are designed for use with the excellent Grit and Vigor RPG by John Stater. Its an excellent game that is based off of the d20 system, but has a strong element of the grittier sort of "old-school" games.

Friday, April 22, 2016

Mythos Space: Simek 109-E Tramp Freighter

SIMEK 109-E TRAMP FREIGHTER
Colossal Construct
HD: 96 (336 hp)
AC: 17 (DR 12)
SPD: 90 mph (4M mph in space)
MVR: +1
ATK: 2 x rocket cannons (10d8)
CP: 4/8
WT: 165 tons
Special: Titanium Hull 1/2", 100 metric ton cargo capacity. Spindizzy Drive, Hyperdrive.
The Simek 109-E Tramp Freighter is a multipurpose, mid-bulk transport ship designed by Wishstar Colonial Spacecraft Corporation. The hulls and engines are constructed at WCSC's shipyard at New Simek, Kinsei, with final outfitting being outsourced to a dozen smaller companies, including the newly formed Kaiwan Ship Works on Skarl.
These vessels are often used by explorers, prospectors and far-ranging merchants who find them excellent for long-distance transport. Adventurers love these ships, as they are relatively cheap, and require only minimal upkeep. Modifications are common, particularly armor, shield generators and other changes. A common use of these vessels is by merchant organizations and leased out to adventurers who then must transport cargo. This is the recommended course of Venture Masters with a group of would-be space adventurers. If PC's want to buy one of these vehicles, they go for about $1 million dollars and regular maintenance in the range of $1k a month (fuel, minor repairs,etc).
As standard with Terran made Starships, these vessels are equipped with a Spindizzy Drive. This specialized engine allows spaceships to travel the vast distances between planets at great speed. Simply put, when activated outside of a gravity well (an asteroid, moon or planet), a vehicle equipped with a Spindizzy drive can travel 100 million miles per day, or 4 million mph. The ship also comes with a Hyperdrive, allowing the vessel to enter Hyperspace, thus allowing for interstellar travel.
Note: This vessel's stats are designed with the Grit and Vigor RPG in mind and makes use of the Hyperspace and Space Battles rules.


Wednesday, April 20, 2016

Mythos Space: Cybernetics (Equipment)

Cybernetics


The life of an adventurer is a dangerous one, and characters can lose body parts due to a large number of dangers. Combat, disease, fire, radiation, extreme cold and even a really bad roll can render even the toughest adventurer crippled, blind or suffering other disabilities. But thankfully through advanced technology, a character has the option (with enough money) to be rebuilt, better, stronger, faster...
Each of these devices is an option for characters who need replacement parts or who otherwise wish to enhance themselves. In science fiction, such options are appealing to reflect grizzled veterans, re-built laborers, cyber-fetishists, technophiles and survivors of various sorts.
These rules are designed for use with the excellent Grit and Vigor RPG by John Stater. Its an excellent game that is based off of the d20 system, but has a strong element of the grittier sort of "old-school" games.

TOLERANCE 
A human or humanoid body can only tolerate so much cyberware before becoming more machine than person. In the case of Androids, this is a question of becoming more robot than android. To reflect this fact, a character can have a maximum bumber of cyberware as his or her CON modifier +1. Going over this limit does not necessarily kill the character, but will turn him or her into a Construct, and thus an NPC.

HEALING AND REPAIR
As a general rule, cybernetics are treated as part of the characters body, and is healed along with it in the form of Hit Points etc. However in the case of Sunder or Ranged Sunder attacks (GnV page 73-74), specific wounds (GnV page 75-76) or other effects that might damage cyberware directly, the cyberwares Item Saving Throw (GnV page 64) is that of Steel and Titanium (Saving Throw 4). Repairing this sort of damage requires that the surgeon have the Electronics and Treat Injury skills, and having both an Electronics Repair Kit and a Medical Kit. The Venture Master may require special equipment or space parts.

Electricity Vulnerability
A creature with one or more cybernetic attachments takes 50% more damage from any attack that deals electricity damage. This vulnerability to electricity can be offset by an anti-shock implant.

BASIC CYBERWARE
Here is a selection of basic cyberware that is available on most planets with a spaceport. All of these entries have the following details;
Upgrade Slots: This represents the number of additional devices than might be included in the piece of Cyberware. These do not need to be filled right away, but can be added to during the course of play.
Standard Gadgets: These are gadgets and weapons that can be found in the equipment lists found in Chapter III of the Grit and Vigor Rulebook. The relative costs of the equipment is added to the base cost of the cyberware.
Advanced Gadgets: These are taken from the Advanced Weapons and Gadgets and Gizmos lists. The relative costs of the equipment is added to the base cost of the cyberware.
Cost: This is the base cost of cyberware.

Anti-Shock Implant
This tiny implant, embedded near the recipient’s brain stem, negates the cyborg's
special vulnerability to electricity.
Upgrade Slots: n/a
Typical Gadgets: n/a
Advanced Gadgets: n/a
Cost: $80.00

Arm
This implant can replace the hand, forearm, elbow, upper arm, and shoulder. GMs may
wish to reduce the number of available upgrade slots for hand or forearm-only replacements.
Upgrade Slots: 5
Standard Gadgets: Chemistry Set, Computer (Personal ), Dagger (any), Electrical Tool Kit, Fire Extinguisher, Flashlight (any), Hydraulic Compressor, Jaws-of-Life (requires Hydraulic Compressor), Mechanical Tool Kit, Medical Aid Kit, Multipurpose Tool, Pistol (any), Surgery Kit.
Advanced Gadgets: Diagnostic Scanner, Energy Baton, Healing Pack, Laser Pistol, Plasma Pistol, Power Fist, Stun Baton, Stun Pistol, Vibro Dagger.
Cost: $500.00

Ear
Ear implants replaces one or more auditory receptors. They can augment the inner ear and completely replace the outer ear as well.
Upgrade Slots: 2
Standard Gadgets: Audio Recorder, Police Scanner, Radio (any), Micropphone (shotgun), Mobile Telephone (requires matching oral/nasal implant).
Advanced Gadgets: Communicator (requires matching oral/nasal implant), Motion Detector.
Cost: $200.00

Eye
One eye implant replaces one visual receptor.
Upgrade Slots: 2
Standard Gadgets: Camera (any), Flashlight (any), Telescope.
Advanced Gadgets: Infra-Red Goggles, Laser Pistol, Stun Pistol, X-Ray Goggles.
Cost: $200.00

Leg
This implant can replace the foot, lower leg, knee, thigh, and hip. GMs may wish to reduce the number of available upgrade slots for foot or lower leg-only replacements.
Upgrade Slots: 5
Standard Gadgets: Chemistry Set, Computer (Personal ), Electrical Tool Kit, Holster (any), Hydraulic Compressor, Mechanical Tool Kit, Medical Aid Kit, Surgery Kit.
Advanced Gadgets: Diagnostic Scanner, Healing Pack, Hologram Projector.
Cost: $250.00

Oral/Nasal
Oral/nasal implants can replace the jaw and chewing organs, throat, vocal apparatus, and olfactory systems.
Upgrade Slots: 3
Standard Gadgets: Chemistry Set, Gas Mask, Mobile Telephone (requires matching ear implant).
Advanced Gadgets: Advanced Breathing Apparatus, Communicator (requires matching oral/nasal implant).
Cost: $300.00

Skull/Brain
This implant replaces damaged bone and/or brain matter, and is usually in response to fractures and/or head trauma.
Upgrade Slots: 2
Standard Gadgets: Computer (Personal ), Helmet.
Advanced Gadgets: Diagnostic Scanner, Motion Detector.
Cost: $200.00

Tail/Tentacle
This implant replaces or adds a tail, tentacle, or cluster of tendrils, typically attached to the torso, shoulders, or lower back. This limb can be used to hold items and grants an extra attck dealing unarmed combat damage.
Upgrade Slots: 2
Standard Gadgets: Bull Whip, Dagger (any), Multipurpose Tool, Pistol (any).
Advanced Gadgets: Energy Baton, Laser Pistol, Plasma Pistol, Stun Baton.
Cost: $200.00

Torso
This implant augments the chest and abdomen of the cyborg, and can replace the circulatory, respiratory, and/or digestive organs.
Upgrade Slots: 6
Standard Gadgets: Backpack (60 lbs), Body Armor (any), Chemistry Set, Electrical Tool Kit, Fire Extinguisher, Hydraulic Compressor, Mechanical Tool Kit, Medical Aid Kit.
Advanced Gadgets: Advanced Breathing Apparatus, Force Screen Belt, Hologram Projector,Motion Detector, Space Suit.
Cost: $600.00


CYBORGS IN MYTHOS SPACE
Cyborgs are most common in the military, law enforcement and manufacturing careers of Mythos Space, where potentially crippling accidents are part of the job. Many cyborgs are ex-military of some sort or another and usually have some really good stories about how they got this or that implant. However, despite the coolness of cybernetics, most people are disturbed by extensive upgrades.
Several organizations, races and groups have a particular focus on Cyborgs. Such as:

Acolytes of Zo-Kalar: The Elder One called Zo-Kalar (lord of birth and death) has a sizable following among Cyborgs, who see the enigmatic entity as a type of cyborg or hybrid construct. Rigorous personal control and an adherence to logic is a main teaching of this society.

Androids (Race): Androids who get cybernetic implants are actually looking for upgrades and enhancements to their mechanical forms. Eventually, such androids are more like robots than people.

Cai Shen Intersolar (Corporation): This corporation specializes is security services and mercenaries, and such has a great use for cyborgs. Cyborgs comprise a large number of their specialized operatives, and can expect access to excellent gear and upgrades.

Cult of Gtuhanai: This cult is dedicated to the Great Old One Gtuhanai, the Destroyer God of the Aartna. This entity manifests as a Unicron-like all-devouring machine vortex. And as-such is appealing to Androids and certain technophilic cultists. Cyborgs feature greatly in their cult.

Deep Ones and Gillies (Race/Creatures): Manipulating life-forms is an old art of the Deep Ones, though they generally prefer bio-engineering and symbiotes over cybernetics. However, in the 51st century, Gillies in particular have taken to cyberware as a means to adapt and grow.

Monday, April 11, 2016

Mythos Space: Arms and Equipment Pt2

As promised, here are some more devices that are useful to adventurers in the universe of Mythos Space. Most of these devices can be purchased in the markets of settled worlds that have a spaceport. All of these rules are designed for use with the Grit and Vigor tabletop roleplaying game by John Stater.

GADGETS AND GIZMOS
These are devices that have use in both industry, policing duties, colonial settlements and adventures! Those devices that list a power source are referring to those found in This Article.
Advanced Breathing Apparatus: These apparatus include a backpack mounted air tank. Tanks are good for 10 hours of use. The apparatus renders the wearer immune to gaseous toxins, including poisonous gas, inhaled radiated dust, and airborne diseases. Cost: $300.00 /$20.00 per additional tank of air
The right tool for the right job.
Antitox: This drug completely dilutes and cleanses poisons and chemical toxins from the system 2 rounds after injection and removes all negative effects. Cost: $2.00.
Communicator: These  communications devices are similar to walkie-talkies, to headset communicators or hand-held gizmos with similar parameters. A typical communicator uses either radio or microwave emitters/receivers, giving a range from 1d10 miles and weighs about 1-2 pounds.
Power Source: Power Cell. Cost: $10.00 (2)
Diagnostic Scanner: This hand-held electronic device, when used within 10 feet of a given subject (the scanner must be directed towards the target), will scan its bloodstream, electric impulses, and general chemical content with a variety of sophisticated sensors. The scanner has a compressed memory bank filled with a large library of diseases and general illnesses, and the information gleaned from the scan is cross-referenced with its memory bank to diagnose whatever disease or sickness (if any) is affecting the target. The diagnostic scanner detects and accurately identifies diseases, chemical contaminant levels, the presence of parasitic infestations, radiation levels, broken bones, degenerative genetic illness, poison, etc. In game terms this device will give anyone with the Treat Injury skill a +10 bonus to all such roles. Power Source: Beltpack. Cost: $50.00
Force Screen Belt: This priceless artifact creates a reactive force field around the wearer. While energized, the shimmering force field resists all forms of damage, absorbing the first 20 points of damage per round. Power is only used when and if the wearer is struck. The energy field negates all other forms of powered shields worn by the user. Power Source: Plutonium clip. Weight: 3 lbs. Cost: $600.00.
Healing Pack: This phenomenal device appears to be a small hand-held pack with dials and lights on it, the size of an old-style calculator. The pack, when held over a serious wound and activated, begins to beep and blink, and almost “magically” heals the wound (in fact, it emits a specialized radiation wave that accelerates cellular regeneration activity); it sutures open cuts, mends bones, replaces tissue, etc. A single discharge of energy heals the subject of 3d10 hit points instantly. The device requires power, however, and it cannot cure diseases, nullify poison, or bring subjects back from the dead. In addition, it has a flat 25% chance of malfunctioning if used on any form of non-terrestrial lifeform (Aliens), instead inflicting 1d10 points of damage from its use. A healing pack weighs 2 pounds. Power Source: Minifusion cell. Cost: $60.00.
Hologram Projector: This item appears similar to a flat black trophy stand, with a button or dial concealed inconspicuously on the front, back, or bottom. When the button is pressed an emitter creates a 3D holographic image, floating roughly three inches to a foot above the unit. The image created rotates a full 360 degrees over the course of thirty seconds. The image programmed into the hologram projector can be virtually anything; a commemorative image of a popular movie star, medical diagrams, flashy advertisements, a flag billowing in the wind, etc. A small port on the side permits a different image card to be inserted if desired. Power Source: Power Cell. Cost: $200.00.
Infra-Red Goggles: These appear as heavy silvered goggles. The lenses are filled with a glycene coating, filtering out all light except for that produced by infra-red. These goggles allow the wearer to clearly discern heat sources in the dark as the mutation thermal vision to a distance of 240’. These goggles weigh 2 pounds. Cost: $100.00.
Medi-Spray (I, II): This magnificent miracle drug is dispensed in small handheld canisters with a nozzle at one end and an activation button on the opposite side. Such canisters come in a variety of colors and shapes, but there are two main medical variations of the basic drug available, wound healing and spore neutralization. The first kind (I) sprays a liquid-form artificial “flesh” onto any wounded area, which quickly bonds and heals the wound (heals 2d8 hit points per dose); the second (II) sprays a white-cell agitator that fights any and all forms of spore infestation or other infections with 100% effectiveness. All Medi-sprays optimally have 10 doses of spray; they cannot usually be reloaded, and are disposable. Cost: $20.00 (type I), $30.00 (type II).
Motion Detector: This item appears to be a fanciful metal device, with a glass T.V. tube on its topside. The device, when activated and pointed in a certain direction, detects all motion in a cone up to 50’ long and 30’ wide at the terminal end. Things that are moving appear as dots on the screen, showing their relative position in the cone and the rate of their speed. The detector will only detect motion by things no smaller than a mouse. A motion detector weighs 4 pounds. Power Source: Beltpack. Cost: $50.00.
Power Fist: This appears to be a single heavy black metal glove, perhaps spiked or studded with a fine chrome trim. The fist is a perfect exoskeletal covering for the human fist, and is, in effect, a power-assisted limb. The power fist allows the wearer to grip far more powerfully than a normal human fist, able to crush the likes of a metal power clip in a single motion. This weapon acts to magnify the strength of the user in melee attacks (or feats of strength), giving an enhancement bonus of +4 to the wearer’s Strength. If two power fists are used, the bonus increases to +8, but only for two-handed operations (such as wielding a two-handed weapon, or using both hands to bend bars). A power fist weighs 8 pounds. Power Source: Beltpack or backpack. Cost: $150.00 each or $250.00 for a set.
Regeneration Tank: This most advanced of all medical devices is a large immovable tank, filled with a special chemical fluid that accelerates the regenerative capabilities of the human body. Any patient submerged in the regen tank is sustained by the chemical. The body is kept alive in much the same manner as in a womb, relying on umbilical support from the tank’s machinery (these automatically attach to a patient). Fluid in the tank causes wounds to heal and ruptured or damaged organs to regenerate. Such devices require a great deal of power to operate, and the patient is effectively unconscious and vulnerable while immersed in the tank. The healing abilities of the tank are dependent on the damage suffered. A person with 50% of his hit points will always be healed (100% chance), with a 25% drop in the chance for every 1/4 of hit points lost from that point on. Fatal injuries are not reversed, but those with potentially fatal consequences, such as diseases, are. Rumors abound about a special type of regen tank that was capable of bringing someone back from the dead if used within 24 hours of death, though such reanimation tanks are likely the inventions of unhinged minds. Power Source: Power pack. Cost: $1000.00.
Robot Dog: These dogs look and act like normal dogs, but are actually robots. They may appear mechanical or natural, depending on the model and mission. Use of these robots requires the Sidekick Feat and the purchase of this robot.  Cost: $300.00
Space Suit: These suits supply complete protection from space, and comes with a Advanced Breathing Apparatus and n air tenk. The suit is not armor, and provides no protection against weaponry of any type. However, the suit is self-sealing. If penetrated, the wearer suffers any damage incurred by weapons, but is still considered protected from the dangers of vacuum, radiation and temperature extremes. Space Suits look much like coveralls and can fit under a jacket or bady armor. Cost: $100.00.
Survival Kit: This type of item was generally only issued to soldiers in the field, but many types are available. The typical kit contains a water-purification bag, a simple sewing kit, a book of 20 waterproof matches, a compass, four gobs of chewing gum, eight pieces of sweet candy (no nutrition, but raises energy level due to sugar content), a razor blade and holder, and a single ten-dose canister of medi-spray. A survival kit weighs 10 pounds. Cost: $15.00.
X-Ray Goggles: This form of super-science advanced eyewear permits the wearer to see into and through solid matter. The wearer can see through a stone wall and up to 30 feet. The wearer may see 60 feet if looking through wood and other low-density material. A 10 foot squared area (100 square feet) can be visually examined each turn, and any secret doors, hidden recesses, or traps will be evident. Lead or gold will block x-ray vision. Power Source: Power Cell. Cost: $100.00.

VEHICLES, LAND
Such vehicles run the gamut of animal-powered carts up to motorcycles, hight-speed cars and land rovers. Most are common thruought the settled worlds of Mythos Space and have the same costs, stats and rules as those found in chapter ??? of the Grit & Vigor RPG.

HOVER VEHICLES
These vehicles are common on any world with an active spaceport. They travel by use of an antigravity inductor engine, fueled by a mini-fusion cell. They come in similar forms to more primitive vehicles, including hoverbikes, hovercars, hovertrucks, and hoverbusses. As these vehicles run for a long time on a single mini-fusion cell and need little maintenance, they are very popular on colony worlds.
Hoverbus.
Most of these vehicles have fairly simple controls, similar to land-vehicles, and can be flown with either the Drive or Pilot skill, whichever is highest. Some vehicles have robotic controls, with programmed behavior or even artificial intelligence, though these are rare since the Mythos Wars (for fear of Infovore Infestation). Vehicles may have armor and other characteristics similar to robots.
Some Hover Vehicles are:
Hoverbike: Like a motorcycle, but able to fly. These vehicles have an open cockpit, requiring special gear and/or an independant air supply. Size: M, HD: 2, AC: 16, SPD: 250 mph, ACC: 125, MVR: +2, CP: 1/0, Wt(t): 0.1, Cost: $1,150.00.
Hoverbus: Like a bus or troop transport, but able to fly. These vehicles are airtight and have oxygen for 24 hours for ten people. Size: L, HD: 10, AC: 16, SPD: 200 mph, ACC: 100, MVR: +0, CP: 1/3, Wt(t): 1.6, Cost: $6,000.00.
Hovercar: Like an automobile, but able to fly. These come in luxury or workaday varieties. These vehicles are airtight and have oxygen for one standard week (7 Earth days). Size: L, HD: 10, AC: 16, SPD: 300 mph, ACC: 150, MVR: -2, CP: 1/5,Wt(t): 1.5 tons, Cost: $5,100.00.
Hovertruck: These are workaday vehicles built to carry cargo and up to two passengers. These vehicles are airtight and have oxygen for one standard week (7 Earth days). Size: L, HD: 14, AC: 16, SPD: 250 mph, ACC: 125, MVR: -3, CP: 1/2, Wt(t): 3.3, Cost: $6,000.00.

Sunday, April 10, 2016

Mythos Space: Arms and Equipment Pt 1

From Hydra Miniatures
The tools of the adventurers trade are many, the chief of which is pluck, grit and a will to succeed and survive. However the importance of good gear, especially weapons, cannot go understated.
The universe of Mythos Space Campaign Setting is a dangerous one, with Eldritch Abominations, the hazards of space and old fashioned evil, stupid and indifferent people can get a character killed in short order without the proper equipment. And so I will be detailing some special equipment suitable for most space adventurers.
Right now I am focusing on Weapons and Power Sources. But in the weeks to come I will be detailing some select Gadgets, Gizmos, Vehicles and Robots. So stay tuned!

WEAPONS AND POWER SOURCES
The following weapons and equipment are generally available in the Mythos Space Campaign Setting. For a description of what these statistics mean, see Chapter 3 of the Grit and Vigor Roleplaying Game by John Stater. Generally, most would-be adventurers use the same weapons and equipment as found in earlier eras, and so can be purchased as found in the weapons and equipment found in Grit and Vigor. This is mostly because such items are fairly cheap and easy to manufacture on colony worlds. The high-tech goodies found below are the nifty gadgets that wealthy adventurers, law enforcement and the more successful criminals have access to.
All of the weapons and armor listed in the gamebook are available on most worlds (pending local laws and tech levels).

ADVANCED MELEE WEAPONS
These are all high tech versions on primitive weapons. All require a power source.

Energy Baton: When this baton hits an opponent, it emits a high-voltage charge. The energy damage will not penetrate a force screen. This weapon does 2d6+15 points of damage, and each hit counts as a discharge. Cost: $120.00, Damage: 2d6+15, Weight: 5lbs, Power Source: Beltpack or backpack.
Stun Baton: This appears to be a metal baton that emits an energetic glow and subtle hum when activated. The baton, when it hits an opponent, lets off a low-voltage charge that does 2d6 damage and stuns the target for 1d6 rounds if a FORT save fails. The stun baton can remain powered for 15 minutes before depleting the power cell. Cost: $200.00, Damage: +1d8, Weight: 3lbs, Power Source: Beltpack or backpack.
Vibro Dagger: A vibro dagger resembles an ordinary dagger (and can be used as one for 1d4 hp damage), but when activated, the blade vibrates at a high rate of speed, making it a more effective weapon. Anyone attacking with an activated vibro dagger receives +2 to hit and deals 1d4+6 hp damage. A vibro dagger may remain powered up for 60 minutes before depleting a power cell. Cost: $225.00, Damage: 1d4+6, Weight: 2lbs, Power Source: Minifusion cell.
Vibro Sword: A vibro sword is much like a vibro dagger, but resembles a long sword (and can be used as one when inactivated, for 1d8 hp damage). Anyone attacking with an activated vibro sword receives +2 to hit and deals 1d8+16 hp damage. A vibro sword may remain powered up for 40 minutes before depleting a power cell. Cost: $350.00, Damage: 1d8+16, Weight: 5lbs., Power Source: Minifusion cell.

ADVANCED FIREARMS
These are the personal weapons available for individual purchase on most planets. More advanced weapons do indeed exist, but are restricted to military use. The real power of these high tech energy weapons is their lightness and potential rate of fire.










Laser Pistol Mk1: The earliest forms of laser pistol, designed for a number of uses and is widely sold throughout the galaxy, the laser pistol Mark 1 appears to be a silvery slender pistol. This weapon does 5d6 hp damage. Cost: $700.00, Rate of Fire: As many attacks as the user, Damage: 5d6, Range: 300 ft./600 ft., Shots: 10, Weight: 2 lbs., Power Source: Power clip, beltpack or backpack.
Laser Rifle: The laser rifle is really just an extended laser pistol Mk1, but incorporating various features, not the least of which is larger and sturdier laser generation equipment (requiring the larger and more extended shape and design). Cost: $750.00,Rate of Fire: As many attacks as the user, Damage: 6d6,
Range: 900 ft., Shots: 10, Weight: 7lbs, Power Source: Power clip, beltpack or backpack.
Plasma Pistol: The plasma pistol was an experimental attempt at compacting the power and damage of the plasma rifle into a pistol-sized weapon. The required magnetic generators made the weapon ungainly and large (looking like a souped-up “ray-gun” with antennae and such), and the plasma generated was comparatively low powered. Cost: $700.00, Rate of Fire: As many attacks as the user, Damage: 7d6
Range: 300 ft., Shots: 10, Weight: 5 lbs., Power Source: Minifusion cell.
Gotta be quicker on the draw in Mythos Space!

Plasma Rifle: The plasma “rifle” (really a portable “cannon”) is a very advanced form of weaponry. The weapon generates a strong electric field, applying it to a low-pressure gas; this gas is super-heated and atoms within begin to create nuclear reactions as they collide. In effect, the gas medium causes a controlled and directed series of nuclear reactions in a concentrated bolt of energy. The weapon is a heavy device with multitudes of knobs and switches. Cost: $750.00, Rate of Fire: As many attacks as the user, Damage: 8d6
Range: 400 ft., Shots: 10, Weight: 15lbs, Power Source: Minifusion cell.
Stun Pistol: These widely found weapons were the standard armament of civil authorities; they come in a variety of forms and shapes, but are usually pistol-sized. In general, the stun gun transforms power from its source into a lowvoltage field, ray, or emission that stuns the nervous system of the target for 2d4 turns if he fails a FORT save. It ignores the AC provided by armor, using only the character’s base AC.
Cost: $300.00, Rate of Fire: As many attacks as the user, Damage: 2d4 Stun, Range: 150 ft., Shots: 10,
Weight: 2lbs., Power Source: Power clip.


POWER SOURCES
Various items of this type were created to supply power to the technological devices of mankind’s creation. The power source (or “fuel cell”) is an electrochemical device that converts the chemical energy of the fuel into a direct current output, like a “continuous-process battery”. Most fuel cells used hydrogen as a fuel. The various types of power sources in Mythos Space are as follows:
Power Cell: This item is a small flat circular battery, used to power certain civilian energy-consuming devices. This is the most primitive form of power source, being, in effect, a battery. Chemicals within the pack produce an electric charge when forced to interact, this being the source of produced power. Power: 1 year continued use, Cost: $20.00,
Power Pack: Power packs give power to almost everything in mankind’s world, including ultra-modern blenders, computers, and even cars. The power pack is roughly the size of a toaster or car battery, but may be as small as a thin textbook. A power pack weights about 3 pounds. Power: 5 years continued use, Cost: $60.00.
Power Clip: The power clip, created for use with portable weapons, is a small black “battery.” When slid into any acceptable receptacle (such as an energy weapon’s clip port), it immediately powers the weapon.
Power: 10 discharges/15 years, Cost: $40.00.
Power Beltpack: The power beltpack consists of a black plastic (or metal) belt with small power packs attached, along with a power cord and universal adapter/capacitor. The beltpack can be used to power energy weapons and other devices that will accept it. A power beltpack weighs 2 pounds. Power: 25 discharges/30 years, Cost: $400.00
Power Backpack: This type of item is a small black backpack, carried on plastic, leather, or rubber straps, linked around the chest. The power backpack has a power cord with universal adapter / capacitor (fits into any item that will receive it). A power backpack weighs 4 pounds. Power: 50 discharges/60 years, Cost: $650.00.
Minifusion Cell: This device is a small silver clip with an orange or red radiation symbol; it continuously processes internal hydrogen fuel to power its miniature fusion reactor, providing a potent output of power.
Power: 10 discharges/120 years, Cost: $800.00.
Plutonium Clip: This was used to power the various advanced portable nuclear weapons (such as radiation rifles and fusion rifles). It appears to be a thin glass cylinder (a special zirconium glass) with a glowing green core of plutonium-239. The plutonium within is drawn from the clip as the weapon fires, draining it just like “charges.” Power: 10 discharges/240 years, Cost: $1,500.00
Radioactive Battery: These batteries were developed to power the basic functions (not weapon systems) of robotic units over a long period of time, so that they would not require recharging. The battery generates power through a combination of a slow fission reaction and the decay of radioactive isotopes.
Power: 500 years continued use, Cost: $2,000.00

When down at the local space bar, keep your weapons handy...

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