The Modern Dispatch 088 Starship Cargos


The Modern Dispatch
Starship Cargos
by David Jarvis and Mark Gedak
Whether you are a commercial transport pilot or
Future: Datastream
an interstellar raider, it is important to know what
During 2005 Ronin Arts ran the Future: Datastream,
you are hauling or what you target is hauling. In 13
a subscription service for players using the future
Starship Cargos and Future: Datastream  2005
SRD. That material has been recently collected into
Collection, Ronin Arts has provide d20 gamers
a 170+ page PDF packed with new starships, mecha,
with a host of potential options for items that can
#88
optional rules, and also some sensor contacts. You
be found within a starship s or hovertruck s cargo
can find this collection for only $20 at www.rpgnow.
hold. For this issue of the Modern Dispatch, we have
com.
asked guest writers David Jarvis and Mark Gedak to
explore the wonders of the cargo hold once again.
Content Manager:
Open Game Content
phil reed, chris davis
All of the text of this PDF is presented as open game
What s Required to Use this PDF?
Layout:
content. While this means absolutely nothing to your
In order to use this Modern Dispatch issue you will
Chris Davis
campaign it does give other publishers permission
need the D20 Modern roleplaying game, published
to use this material as long as they follow the open
by Wizards of the Coast, Inc., and the official future
game license (see the end of this PDF).
supplement, also published by Wizards of the Coast,
Inc.. You can find both at your favorite local game
About the Authors
store or online at any number of roleplaying game
David Jarvis and Mark Gedak have been working
vendors. Though some products are suggested in the
collaboratively for several months to support the PDF
text, no other products are required to use this PDF.
publishing company Reality Deviant Publications.
Requires the use of the d20 Modern Roleplaying
Game, published by Wizards of the Coast, Inc.
8 Wooden Crates of Kryztal [PL 6]
Wooden crates line stacked against the east wall, held securely by cargo netting. The crates carry a shipping
d20 Modern and Wizards of the Coast are
label that indicates the contents and Ridilan pottery. If opened, the crates are packed with a low density packing
trademarks of Wizards of the Coast, Inc. in the
foam and a dozen earthenware vases (14 inches tall). The pots have a yellow and orange glaze; to give them
United States and other countries and are used
a fiery appearance. Along the base and rim of the vase is a ring of black, bean-shaped moldings. A successful
with permission.  d20 System and the  d20
Craft (visual art) check DC 15 will identify that the potter s seal used by all Ridilan potters is absent.
System logo are trademarks of Wizards of the
Coast, Inc. and are used according to the terms
The pottery is of course a poor reproduction; the true cargo is the black, bean-shaped moldings which are
of the d20 System License version 6.0. A copy
actually sealed packs of the drug kryztal. There are 192 samples of kryztal hidden in the moldings. Kryztal
of this License can be found at www.wizards.
is illegal on most worlds due to its mutagenic properties. Any cargo transports found to be carrying kryztal
com/d20.
are destroyed in most systems. A DC 21 Search check will reveal that the bean-shaped moldings are not
Starship Cargo
Page 1
The Modern Dispatch
permanently affixed and can be removed. Upon
further examination, the moldings are a specialized
New Drug: Kryztal [PL 6]
form of glass used to transport volatile materials. If
Potency: 6; Effects: Euphoric (3), Stimulant (3); Onset Time: 5 minutes; Dosage Intervals: 2 hours;
the glass becomes broken, the kryztal will vaporize
Duration: 24 hours; Drawbacks: Acute Side Effects, Additional Storage Requirements (hermetic, dry);
and affect all within a 10 ft. radius. Though there is
Side-Effects: Cardiac Arrest (DC 23), Impaired Reaction Time (DC 23), Unstable*; Method of Use:
no evidence of their involvement, this shipment is the
Inhaled; Craft DC: 20; Purchase DC: 14 (illegal).
property of the Black Hole Syndicate and any souls
unfortunate enough to disrupt shipment of this cargo
Kryztal is an illegal mood enhancer with terrible mutagenic side effects. It, like many illegal substances
will earn the Black Hole Syndicate s enmity.
was developed as a drug to keep soldiers involved in protracted sieges alert and positive. It was not until
the duration expired that the soldiers of the Western Edge learned of its unstable properties. Kryztal
Case Hardness/Hit Points: 5/10 (crate), 3/5
is synthesized at extremely cool temperatures and hermetically sealed in an atmosphereless steelglass
(steelglass)
container. At room temperature it is a gas and at temperatures above 110 F it destabilizes and becomes
Cargo Space Requirments: Two, five foot
completely harmless. A sample of kryztal must be taken every two hours to maintain its effect. Many early
squares, 300 lbs.
soldiers had the kryztal set to release directly into their life support system at regular intervals.
Cargo Value/Purchase DC: 10 (imitation
pottery), 33 (kryztal)
When taken the drug fills the user with a sense of peace and a freedom from fatigue. This translates into a
Restriction: Illegal (+4) (both the kryztal and
+3 morale bonus to Will saves and +3 bonus to Fortitude checks to resist fatigue and unconsciousness after
the selling of imitation goods is considered
the onset time has elapsed. At this point the user must make a Fortitude check (DC 23) or suffer cardiac
illegal).
arrest and immediately drop to -1 hit points. Additionally, the user must make a Fortitude save (DC 23) or
for the duration of the drugs effect suffer a -4 penalty on all Initiative checks (success means the user only
suffers a -2 penalty.) Far more disturbing and dangerous is the mutagenic property that activates when a
20 Faulty Mecha Sensor
dosage interval is first missed or the 24 hour duration expires. The user must make a final Fortitude save
(DC 23) or gain one mutation and two drawbacks from the mutations section of the future SRD. These
Modules (PL 6)
mutations last for two days, unless the save was failed by 10 or more and then they are permanent.
Inside this cargo hold you find five aluminsteel
cases, each containing four Nighthawk IFF Target
Designation System modules. These modules were
New Drug Side Effect: Unstable
bound for an asteroid mining colony in the Charon
At the end of its duration the drugs unstable matrix causes mutations in the user.
Nebula. The mining colony has been reporting
attacks from Khytari raiders in recent weeks. The last
Craft DC Modifier: -15.
attack left their mecha defense squadron in bad need
Duration: Two days or permanent.
of repair. Strangely enough, a cursory examination of
Saving Throw: Fortitude negates; if failed by 10 the effect becomes permanent.
this cargo reveals that the sensor modules appear to
Game Rules: The user gains one mutation and two drawbacks from the mutations section of the future
have been tampered with.
SRD.
Special: Unlike most side effects, the unstable side effect is triggered the first time a dosage interval is
A Repair check (DC 25) determines that the sensory
missed or when the drugs duration elapses.
nodes have been rewired so that operators of this
sensory array will believe that hostile targets are
indeed friendly, negating the equipment bonus for the
target designation system.
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The Modern Dispatch
Case Hardness/Hit Points: 10/30.
Nighthawk IFF Target Designation System (PL5)
Cargo Space Requirements: Five, five foot squares,
The Nighthawk International Friend/Foe (IFF) Target Designation System is an elaborate sensor array that
2000 lbs.
scans incoming vehicles for identifying marks and compares the profile it generates to an internal database
Cargo Value/Purchase DC: 28 for Mark I, 30 for
containing thousands of vehicle schematics. The results are then relayed to the pilot, identifying the inbound
Mark II, 32 for Mark III, 34 for Mark IV, 36 for
vehicle(s) as either friendly or non-friendly targets. This translates to an equipment bonus to Initiative rolls
Mark V.
for the operator of the mecha based on the rating of the onboard Nighthawk IFF system. There are five
Restriction: 
different categories (denoted Mark I - Mark V). The Purchase DC varies depending on the equipment bonus
conferred (+1 to +5).
250 Aquaconverters [PL 6]
Equipment Slots: 1
This 10 ft. by 20 ft. alumisteel case holds 250
Activation: None (Passive scan)
aquaconverters (See Future SRD). The case is sealed
Range: 1-mile-radius emanation centered on your mecha.
with a mechanical lock. Opening the lock without a
Area: All non-living targets in a 1-mile radius.
key requires a Disable Device check (DC 30). The
Duration: Persistent (passive scan mode).
shipping manifest shows that the aquaconverters were
Saving Throw: None.
bound for a biological research facility on Altara IV.
Purchase DC: 18 for Mark I (+1), 20 for Mark II (+2), 22 for Mark III (+3), 24 for Mark IV (+4), 26 for
A Knowledge (current events) check (DC 20) will
Mark V (+5).
reveal that local Starnet communication traffic had
Restriction: None.
picked up a distress signal from Altara IV a week
ago. Shortly after, all contact with the water planet
was lost.
trade the vanadium to the Black Hole Syndicate for more durable, faithful and happy pets since the end
weapons, slaves and kryztal. Vanadium is usually of earth s information age. Each container holds a
Case Hardness/Hit Points: 10/30
used to make a light interlocking armor plating for single  Princess model of the Neo-Unicorn Mk. II
Cargo Space Requirements: Three, five foot
starships. Vanadium is considered to be a strategic line. The cargo container s computerized manifest
squares, 1000 lbs.
metal by many of the war-like races of the Volut is encrypted to prevent people from gleaning the
Cargo Value/Purchase DC: 32.
galaxy including the Khytari. cargo information, though it can be recovered with
Restriction: 
a successful Computer Use check DC 28. The
Case Hardness/Hit Points: 15/45 computerized lock can be open with a successful
Cargo Space Requirments: Four, five foot squares, Disable Device check DC 31.
1120 lbs. of Refined
1120 lbs.
Cargo Value/Purchase DC: 28 The cargo is supposed to be delivered to Empress
Vanadium [PL 6]
Restriction: Licensed (+1) Reis on Desak II in fourteen galactic standard days.
These four 5ft. by 5 ft. cargo containers hold two
Each of the neo-unicorns have been attuned to only
hundred 1.4 lb. bricks of the soft ductile metal known
respond to a person of her DNA profile. The forth
as vanadium. The container is filled with a neutral
4 Crates of Neo-Unicorn Mk. II
neo-unicorn has been sabotaged by a member of the
argon atmosphere to prevent oxidation of the metal
Desak Liberation Force. When the child empress is
before it arrives at the corvette shipyards at Anchelon
Neo-pets [PL 7]
riding the neo-unicorn, if its invisware accessory is
III. This particular shipment of Vanadium was mined
The four neutronite cargo cases are stamped with
activated, the neo-unicorn will explode with a power
and refined by the Ghasmorgh of Tarkhog Prime.
the logo of the Neo-Pet Corporation. The Neo-Pet
equal to that of a singularity grenade (see future
Possessing no starships of their own, the Ghasmorgh
Corporation has been providing the galaxy with
SRD).
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The Modern Dispatch
invisibility is to make it appear that the neo-unicorn is able to teleport from place
New Robot: Neo-Unicorn Mk. II [PL 7]
to place, its horn glows blue briefly before it disappears.
Neo-Unicorn Mk. II was one of the first  fantastical creature designs developed
Purchase DC: base DC of robot body + one quarter the base DC of the robot
for the Neo-Pet line. The complexity of its design made it a very expensive pet
body.
for a child.
Purchase DC: 32
Variant Neo-Unicorn Mk. II Neo Battler [PL 7]
Restriction: 
Though rare a number of neo-battler versions of this robot exist. Dubbed
 Princess Pain by its owners the princess only enters more elite battles. In
 Princess : CR ½; Medium-size construct; HD 1d10+10; hp 15; MAS  ; Init
additional to the statistics indicated above  Princess Pain also possesses the
+1; Spd 40 ft.; Defense 17 (+1 Dex, +6 equipment), touch 11, flat-footed 16;
following modifications:
BAB +0; Grp +2; Atk +2 melee (1d4+2, bite) or +2 melee (1d6+2, horn); FS 5 ft.
Purchase DC: 33
by 5 ft.; Reach 5 ft.; SQ construct traits; AL Owner; SV Fort +0, Ref +1, Will +0;
Init +3
Str 14, Dex 12, Con  , Int  , Wis 10, Cha 1
Defense 18, touch 12, flat-footed 16
Skills: Jump +10, Listen +10, Spot +10
Atk +2 ranged (2d10, plasma pistol), +0 ranged (3d10, plasma pistol with double
Feats: Run
tap)
Equipment: 
SV Ref +2
 Princess has the following systems:
Dex 14
Frame: Biomorph
Feats: Double Tap, Point Blank Shot, Run
Locomotion: Legs (Multiple; 4; +10 ft.)
Feat System: Double Tap Feat Chip, Point Blank Shot Feat Chip
Armor: Resilium Armor
Ability Upgrade: Dexterity Upgrade (+4)
Sensors: Class IV Sensor System
Accessories: Vocalizer, Weapon Mount replaces horn (2d10, plasma pistol),
Skill System: Jump Skill Chip (4 ranks), Language Chip (any one), Listen Skill
Weapon Safety Lock**
Chip (8 ranks), Spot Skill Chip (4 ranks)
Feat System: Run Feat Chip
* This robot uses the unlimited robot feat variant rule first discussed in Future:
Ability Upgrade: Dexterity Upgrade (+2)
Datastream  2005 Collection.
Accessories: Experimental Invisiware Suite*, Integrated Videophone
** All neo-battlers are programmed with a weapon safety lock that prevents the
*Designers of the Neo-Unicorn Mk.2 have been encouraged to play up the
neo-battler from targeting anything other than other neo-battlers. The program
magical nature of the unicorns in this design. As such they are experimenting
that guarantees this has exceptional security. This feature has a Purchase DC of
with an invisiware suite that will render the neo-unicorn invisible for 4 rounds.
10 + ½ base robot DC.
This ability is very taxing and a neo-unicorn must make a Fortitude check DC
15 + 5/use above one or be forced into a system shutdown for 24 hours. The
Cargo Value/Purchase DC: 36 (any special notes). adding most of the weight. Neo-Pet Corporation has
Case Hardness/Hit Points: 25/75 Restriction:  found that using such containers has reduced the
Cargo Space Requirements: Four five foot squares, amount of smash and grab raiding of their products
90,000 lbs.* * The  Princess neo-unicorns weigh approximately common along the outer spiral of the Weilix galaxy.
2,000 lbs a piece with the neutronite containers
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The Modern Dispatch
Mini-bomb, Gyrocluster [PL 7]
New Vehicle Gear [PL 7]: Vehicle Bomb Bay
A gyrocluster bomb is roughly the size of a jet pack. When activated, the
A vehicle mini-bomb bay is a small compartment, usually mounted under the
gyrocluster bomb explodes, releasing a number of gyros equal to the rating of
carriage of a vehicle near the rear. A mini-bomb bay can hold up to 16 mini-
the bomb (1-5) which then shoot out 10 feet from the initial blast and 15 feet into
bombs, 8 mini-fusion bombs, 4 mini-gyrocluster bombs or 1 mini- plasma bomb.
the air creating a kill zone. The gyros begin a spinning motion, shooting out rail
The control mechanism allows for 1 bomb to be released as a standard action.
shards. The gyro clusters have a range increment of 30 ft. The initial blast does
Alternately, the pilot may release half the payload or as a full round action.
1d6 points of concussion damage to a 10 ft. area and knocks victims prone. Each
individual gyro does 3d12 points of damage to a 15 ft. radius. Each gyro fires
Restrictions: Mini-bombs only.
continuously for a number of rounds equal to the weapon s rating then falls to the
Purchase DC: 23
ground, empty.
Purchase DC: 20 (Rating I), 22 (Rating II), 24 (Rating III), 26 (Rating IV), 28
(Rating V)
New Weapons
Restriction: Military (+3)
Mini-bomb, Basic [PL 5]
Mini-bombs are roughly the size of a handheld computer. Mini bombs are made
of a combination of dynamite and semtex and deal 6d6 points of concussion Mini-bomb, Plasma [PL 7]
damage to a 10ft radius. They are armed via a remote trigger and explode on Plasma bombs are the size of a footlocker. They come equipped with detonator
impact with another object (a human, wall, etc). which arms the bomb upon release from a bomb bay. Alternately, the detonator
Purchase DC: 19 can be remotely activated if the bomb is placed in a fixed location (such as
Restriction: Military (+3) against a building, in a van, etc). When detonated, the bomb does 5d10 points of
fire damage in a 60ft radius.
Purchase DC: 27
Mini-bomb, Fusion [PL 6]
Restriction: Military (+3)
Mini Fusion bombs are roughly the size of a shoe box. When activated via
remote trigger, the bomb sets off a small fusion reaction dealing 8d6 points of
fusion damage to a 30 ft. radius.
New Damage Type: Fusion Damage
Purchase DC: 22
Fusion damage is based on nuclear fusion where light nuclei such as deuterium
Restriction: Military (+3)
and lithium combine together into heavier elements and release large amounts of
energy. Weapons which have a fusion stage do ½ fire damage and ½ concussion
damage simultaneously.
navigation coordinates which lead to a desert planet These hoverbikes have been modified from factory
8 Autodyn Hoverbikes [PL 7]
known as Echelon Prime. A Knowledge ( current condition. Each are equipped with the following
A search check (DC 20) reveals a large smuggler s
events ) check (DC 20) reveals that Echelon Prime is modifications:
compartment which holds 8 jet-black Autodyn
in the middle of a bloody civil war. Six warlords vie
Hoverbikes. There is no shipping manifest for the
for control of the planet and its precious commodity,
hoverbikes, but clues to their final destination can
deuterium; a mineral used in the processing of fuel
be gleaned by analyzing the navigation computer.
for fusion-powered starships.
A Computer Use check (DC 20) reveals a set of
Starship Cargo
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The Modern Dispatch
Crystal Carbon Armor
The Cargo Specifics
The Autodyn Hoverbikes are equipped with the
In addition to gauze bandages, syringes, vitamins, blood plasma and other various sundry items, each of the
following weapons:
cases contains specialized supplies as detailed below:
2 Mounted Rail Guns (one forward-facing,
one rear-mounted) (3d12, Ballistic)
Case 1: This case contains 200 uses of Biocort. Biocort is a unique chemical compound that enhances
1 Mini-Bomb Bay (center-mounted on the
the human body s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause
vehicles undercarriage) with 4 gyrocluster bombs
the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort
(Rating II).
heals at twice the normal rate for a 24-hour period.
Case Hardness/Hit Points: 10/30.
Case II: This case contains 7 medicomp sensors. The mechanicomp sensor is a hand-held computer or
Cargo Space Requirements: Four, five foot
computerized gauntlet designed to assist in the evaluation and healing of the human body. The medicomp
squares, 500 lbs.
can identify a creature s current and maximum hit points. Additionally, thanks to the medicomp s extensive
Cargo Value/Purchase DC: 44
library of medical records and biological knowledge, any treatments administered using the medicomp as a
Restriction: Military (+3)
reference are more efficient, granting a +4 equipment bonus on all Treat Injury checks.
Case III: This case contains 500 uses of neutrad. A chemical found in many first aid kits, neutrad is a
Emergency Supplies [PL 7]
special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad
In the darkened cargo hold of a damaged freighter lie
injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the
three, 5 ft. by 10 ft. alumisteel cases (see future SRD).
skin of the target, it samples the target s blood and sends the data back to the analyzer, which determines
Each is stamped with the official emblem of the
the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the
Apex Sun Interstellar Medical Supply Corporation,
neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation
a large  A ringed by a halo with a sunburst in the
poisoning and its effects in 1d4 hours.
background. The cases are sealed with a mechanical
lock. Opening the lock without a key requires a
Disable Device check (DC 22). Each case holds 120
space, which was, presumably, the cause of death for webbing are the tightly bound bodies of twenty to
lbs. of medical supplies (advanced medkits). The
the five-man crew. thirty Mirlarians. Their meditative cocoons hang from
shipping manifest indicates the supplies were marked
the ceiling, stick to the walls and cover every square
Priority Alpha. The ship was bound for a prison
Case Hardness/Hit Points: 10/30 inch of the cargo hold. Having fled the destruction of
colony on Algaron V, a small ice-covered planet in
Cargo Space Requirements: Three, five foot Helle qa III, the refugee Mirlarians were only able to
the outer rim of the solar system.
squares, 750 lbs. escape with a minimum of personal effects.
Cargo Value/Purchase DC: 30
A Knowledge (current events) check (DC 20) will
Restriction: Licensed (+1) Case Hardness/Hit Points: 2/5. (The mirlarian have
reveal that yesterday a distress call went out on a
sealed the entire cargo hold with their webbing).
priority channel. Authorities at the prison colony
Cargo Space Requirements: Twenty five - 5 ft.
reported a full-scale riot in progress and asked for
Refugees from
squares, 35 lbs per refugee (average 875 lbs.)
immediate assistance from the Tarun Galactic Police
Cargo Value/Purchase DC: Nil (the mirlarian are
Force. The medical support freighter s logs record
Helle qa III [PL 7]
refugees)
leaving late last night from Janus II. Sometime in the
Golden yellow webbing hangs from every
Restriction: 
last 20 hours the ship ran through the tail of a comet.
conceivable surface in the cargo hold. Amongst the
The hull has been breached in a number of areas,
causing the venting of its precious atmosphere into
Starship Cargo
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The Modern Dispatch
fascination with bondage as well as their arachnid
appearance makes them unsettling to most intelligent
What happened to Helle qa III?
species they encounter.
Helle qa III was the first target of the prototype super weapon being developed at the Echo Destroyer
Speed: 30 ft., climb 10 ft.
Weapons Research and Manufacture Facility located on Helle qa VII. Helle qa III was largely uninhabited
Darkvision (Ex): A Mirlarian has darkvision out to
at the time of its destruction, possessing a small colony of 800 Mirlarian settlers trying to escape religious
a range of 60 ft. Darkvision is black and white only,
persecution. The destruction of New Mirlar, as the Mirlarians called it, was quick and devastating. The
but otherwise like normal sight, and Mirlarian can
blast from Helle qa split the planet s moon into two pieces before striking the western plains of New
function with no light at all.
Mirlar. The blast tore through the planetary crust and into the core of the planet, sending shockwaves
Light Sensitivity (Ex): Abrupt exposure to bright
through the underground colony of the Mirlarians. The core began to superheat and within an hour
light (such as sunlight) blinds a Mirlarian for 1 round.
vaporized much of the surrounding rock. Within three hours the whole planet had vaporized leaving only a
On subsequent rounds, mirlarians take a -1 penalty
debris field and pieces of its moon in orbit. Small numbers of Mirlarians escaped.
on all attack rolls, saves, and checks when working in
bright lights.
Adaptive Gas Exchange (Ex): The unique
masochism and sadism. Mirlarians are encouraged to
physiology of the Mirlarian is such that they can
New Species: Mirlarian
struggle violently against their bindings in order to
breathe in any sort of atmosphere. They suffer no ill
 That jacket doesn t look very confining, wouldn t
promote purification; they were not aware that other
effects from poisonous gases as well.
you be more comfortable more firmly wrapped?
species were as fragile as they turned out to be.
Web (Ex): A Mirlarian can throw a web once per day
for every four character levels they possess. This is
The Mirlarians are a compact species no taller than
Mirlarians adventurers tend to operate alone,
similar to an attack with a net but has a maximum
3 ft. and not weighing more than forty pounds. Four
away from the judging eyes of others. The ability
range of 20 feet, with a range increment of 10 feet,
pair of solid amber eyes dominate an otherwise
to survive in any atmosphere, web projection and
and is effective against targets of up to Medium-size.
featureless face. Their purplish-grey segmented body
climbing ability makes them excellent spies and
The web anchors the target in place, allowing no
is cover with short stiff black hairs. They possess tiny
infiltrators. Many Mirlarians that have left their own
movement.
claws that are good for clinging onto rock surfaces
society become explorers as well.
An entangled creature can escape with a DC (10 +
and scurrying across their webs.
1/2 character level + Constitution modifier) Escape
Artist check or burst the web with a DC (10 + 1/2
Species Traits
Mirlarians, by practice, are now isolationists. Long
character level + Constitution modifier +4 racial
Mirlarian share the following species traits:
ago the Mirlarians left their home world never to
bonus). The web has 5 hit points, hardness 2, and is
Type: Aberration
return. Setting of in all directions, they sought to
immune to fire but dissolve readily in contact with
Size: Small. Mirlarian gain a +1 size bonus to
bring enlightenment to the furthest corners of the
alcohol.
Defense, a +1 size bonus to on attack rolls, and a
universe. For a time they tried to live among other
Mirlarians can also create sheets of sticky webbing
+4 to Hide checks. They take a  4 size penalty on
races and even tried to share the Truth with others.
from 5 to 20 feet square. They usually position these
grapple checks. Their lifting and carrying limits are
Sadly a number of unfortunate accidents has lead
to snare flying creatures but can also try to trap prey
three-quarter of those of a Medium-size character.
many civilizations to ban the ritual binding practices,
on the ground. Approaching creatures must succeed
Mirlarian must use two hands to wield a Medium-
known as the mirlar trials, and expel the Mirlarians.
on a DC 20 Spot check to notice a web, or they
size weapon, and light weapons for them are Tiny or
Mirlarians know that the universe is filled with
stumble into it and become trapped as though by a
smaller.
complex struggle and suffering; only by experiencing
successful web attack. Attempts to escape or burst the
Ability Modifier: +2 Strength, -2 Dexterity, +2
this suffering to the fullest in life will the soul be free
webbing receive a +5 bonus if the trapped creature
Constitution, -2 Charisma. Mirlarians are physical
from suffering in the afterlife. The mirlar trials often
has something to walk on or grab while pulling free.
powerful, but clumsy and socially awkward. Their
involve restrictive binding combine with elements of
Starship Cargo
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The Modern Dispatch
Each 5-foot-square section has 5 hit points, hardness
2, and is immune to fire but dissolve readily in
The Artifacts
contact with alcohol.
To say that these artifacts are old would be a gross understatement. They were already antediluvian when
A Mirlarian can move across its own sheet web at its
the first druids built Stonehenge back on earth. These relics come from an ancient civilization which rose
climb speed and can determine the exact location of
and fell when the earth was still a mass of white-hot primordial matter. The artifacts are five Onyx-hued
any creature touching the web. Mirlarians are never
statues that are carved out of stone which is laced with an unknown ore. Blue lines run vertically lace each
entangled by they own web.
statue.
Skills: Mirlarian have a +4 racial bonus to all Climb
and Escape Artist checks.
Statue I: This 3 ft tall relic is a carving of a monstrous looking being. The creature is incredibly muscular,
Free Language Skills: Read/Write Mirlarian, Speak
with four arms and a three-pronged tail. Its head is bulbous with eyes protruding in various places. Long
Mirlarian
tentacles with suckers on the underside snake out from its mouth.
Level Adjustment: +1
Statue II: This 3 ft statue is of, presumably, a female version of the first statue. Three sets of full, round
breasts can be seen just underneath the tentacles. Overall, the figure is less muscular, with smooth curves
Tomb Raiders with Five
and only two prongs on the tail. The creature seems to be smiling.
Archeological Artifacts from
Statue III: This 4 ft tall statue is truly monstrous, resembling a gigantic coiled worm with tentacles
a Dead Planet [PL 8] snaking out from various places on its smooth body, especially around the cavernous mouth.
The passengers on this ship are carrying artifacts
from a dead planet. The exact location of which, Statue IV: This 2 ft tall statue is an odd deviation from the first three, being of a small, bald humanoid
these highly paranoid men are unwilling to divulge boy roughly 10 years of age. The boy - who has no discernable retinas - is holding a triangular object in
to the characters. They have a haunted look about both hands. A polished orb is set in the center of the object. Strange symbols are etched along the objects
them. They are frequently encountered whispering perimeter.
amongst themselves, but fall silent as soon as the
PC s enter the room. A Listen check (DC 21) will Statue V: The last statue isn t a statue at all, but rather a 5 ft tall obelisk. Strange sigils are carved all over
reveal snatches of conversation: the obelisk. In the center is a cavity shaped like a star burst.
Passenger I: Can you believe what we
have found? I want to do more research
Passenger IV:  Don t think about such passenger and is hidden in their personal quarters.
before we turn them over to Krannik.
things. Riley was stupid and superstitious. Once characters know the name of the passengers, a
Passenger II:  I ve been having
His fear is the only thing that killed Computer Use check (DC 18) will call up a location
nightmares ever since we left that damned
him;That and the fall of course. of their quarters and a Disable Device check DC 20
rock.
Passenger V:  I just want to get this will override the locks.
Passenger III:  Do you think they are still
damned job over with. I m never going
following us? I shudder to think about
back there again. Case Hardness/Hit Points: 30/50
what they ll do if they catch us You saw
Cargo Space Requirements: Five, five foot squares,
what happened to Riley...
The five artifacts are stored in separate containers 50 lbs. each
megatanium chests so as to limit their contact with Cargo Value/Purchase DC: Unknown
each other and reduce the chances of all five being Restriction: Illegal (+4)
stolen. Each one is in the possession of a different
Starship Cargo
Page 8
The Modern Dispatch
latest mission, an insurgent campaign on another
Xenomorphic Cyborg
Sample Khytari Cyborg (Space creature Strong
planet the Khytari have been working to destabilize
Hero 4/Soldier 4): CR 9; Medium-size humanoid;
in preparation for an invasion.
Warriors in Cryostasis (PL 8)
HD 4d8+20 plus 4d10+20; HP 80; Mas 20; Init
Upon entry to this incredibly cold cargo hold you
+6; Spd 20 ft, fly 30 ft. (average); Defense 21,
Case Hardness/Hit Points: 2/15
find 8 cryotanks, each containing a Khytari cyborg.
touch 17, flatfooted 19 (+0 size, +2 Dex, +5
Cargo Space Requirements: Eight, five foot
These cyborgs were on route to a military base on
class, +4 equipment); BAB +7; Grap +8; Atk +8
squares, 5000 lbs.
Dagon; the home world of the Khytari empire. There
melee (2d8+2, Concussion rod), or +9 ranged
Cargo Value/Purchase DC: 
the cyborgs were to undergo a debriefing of their
(3d10+0, Plasma Rifle); FS 5 ft by 5 ft; Reach
Restriction: 
5 ft; SQ cold resistance 20, damage reduction
4/ , fire resistance 20, darkvision 60 ft., radiation
resistance, vacuum survival; AL Khytari military;
SV Fort +9, Ref +5, Will +2; AP 4; Rep +0; Str 13,
Dex 14, Con 20, Int 10, Wis 10, Cha 8.
Occupation: Military (Knowledge [Tactics],
Navigate)
Skills: Climb +3, Intimidate +4, Knowledge
(Tactics) +5, Listen +5, Move Silently +2, Navigate
+5, Spot +5, Survival +7
Feats: Advanced Firearms Proficiency, Alien
Weapons Proficiency, Armor Proficiency (light),
Armor Proficiency (medium), Combat Martial Arts,
Improved Initiative, Personal Firearms Proficiency,
Power Attack, Simple Weapons Proficiency, Wild
TalentB, Zero-G Training
Talents (Strong Hero): Melee Smash, Ignore
Hardness
Talents (Soldier): Weapon Focus, Weapon
Specialization, Tactical Aid
Cybernetics: External Weapon Mount (plasma
rifle) 10/5, Fortified Skeleton -/12, Injector
Unit (boost x2, biocort) 2/5, Invisiware 4/20,
Nightvision Optics -/2, Psi Implant
Psionic Power: 3/day burst or far hand or valor.
Possessions: Combat Armor, Concussion rod,
Plasma Rifle; Wealth +6
Starship Cargo
Page 9


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