Star Frontiers

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Star Frontiers D20 System Universal Role-Playing System Star Frontiers The Expanded Universe Handbook Version 4.5 Expanding the scope of the Star Frontiers Universe What will I find in this Book? The book you hold in your hands contains a myriad of optional rules that can be used to expand the scope of the Star Frontiers Game. Everything in this book is optional and Administrators are encouraged to read everything over and then pick and choose what if anything he wishes to incorporate into his Campaign. Within this book are new feats, new equipment, and new options like Mutation and Psionics which can greatly change the flavor of the Star Frontiers game. Players may look through these pages and might want to play a Mutant, or Psychic character, but before he does, he should consult with his Administrator because it might not be something that the Administrator is prepared to introduce into his campaign. This book and the material herein have been designed to add new excitement and open up new avenues of game play for Players and Administrators to explore, so in that spirit read on and maybe you‘ll find something here that you haven‘t seen yet, and might want to add to your game. I hope so. Victor M. Gil de Rubio Table of content Section One: Expanding Character options. 5 Mutants…………………………………… 44 New Merits/Flaws………………………….. 5 Mutant template……………………….. 44 Description: Merits………………………….. 5 Statistics that remain unchanged………… 44 Description: Flaws…………………………… 7 Mutant Powers gained…………………… 44 New skills……………………………………… 8 Using mutant abilities……………………. 44 Bribery……………………………………….. 8 Gaining additional mutations……………. 45 Environmental adaptation……………………. 8 Mutant powers………………………….. 45 Recruiting……………………………………. 9 Descriptions……………………………… 46 New Feats……………………………………… 10 Minor (Positive) mutations………………. 46 Descriptions………………………………….. 11 Minor (Negative) mutations……………… 51 Epic level characters……………………….. 21 Major (Positive) mutations………………. 54 Expanded equipment lists………………… 22 Major (Negative) mutations……………… 59 Equipment Endurance points………………. 22 Psionics in the Frontier…………………… 60 Specialized clothing………………………… 22 The Psychic character……………………. 60 Protective Apparel/Armor………………… 22 Level information………………………… 60 Protective Apparel/Armor……………………. 23 Definitions……………………………….. 60 Powered Armor………………………………. 23 Determining Psionic powers…………….. 62 Melee Weapons………………………………. 25 Learning additional Psionic powers……… 62 Powered melee weapons……………………… 25 Wild Talent template…………………… 63 Exotic Melee weapons………………………… 25 Psionic Merits/Flaws……………………. 64 Ranged weapons……………………………… 26 Descriptions……………………………… 64 Projectile/Gyrojet/Sprayer weapons…………… 26 Psionic skills…………………………….. 65 Beam weapons………………………………… 27 Descriptions……………………………… 65 Grenades/Mines……………………………….. 28 Psionic Feats…………………………….. 69 Vehicle mounted/Heavy PGS weapons……….. 28 Descriptions……………………………… 69 Vehicle weapons/Heavy Beam weapons……… 29 General feats……………………………… 69 Anti-vehicle weapons…………………………. 29 Psionic feats………………………………. 71 Vehicle mounted/Anti-vehicle heavy PGS……. 29 Meta-Psionic feat…………………………. 75 Vehicle mounted/Anti-vehicle Beam…………. 29 Psionic Item Creation feats……………….. 76 Ammunition………………………………….. 30 Available Psionic disciplines……………. 79 Weapon attachments…………………………. 31 Psychic point cost…………………………. 79 Explosives…………………………………… 32 Psychic disciplines…………………………. 79 Timers and accessories……………………… 32 Descriptions……………………………….. 81 Standard equipment……………………….. 32 Level one…………………………………… 81 Adventurer‘s gear…………………………… 32 Level two…………………………………… 91 Containers…………………………………… 32 Level three…………………………………. 97 Energy storage………………………………. 33 Level four………………………………….. 104 Entertainment equipment…………………… 33 Level five………………………………….. 110 Explorers gear………………………………. 33 Level six…………………………………… 113 General equipment………………………….. 33 Section four: Specialized equipment……… 119 Medical goods………………………………. 34 Specialized computers…………………….. 119 Micro-satellite……………………………….. 35 Macro-computers…………………………… 119 Vehicle gear…………………………………. 35 Computer gauntlet………………………….. 119 Specialized gear……………………………… 35 Virtual net helmet and the Virtual world…… 120 Specialized clothing………………………….. 35 V-net helmet…………………….………….. 120 Section Three: Optional rules………………... 36 V-net Persona Program……………………… 120 Genetics……………………………………… 36 V-net Persona definitions…………………… 121 Simulating genetic research in game terms….. 37 V-net threats………………………………… 121 Designer diseases……………………………. 37 V-net addiction……………………………… 121 Genetic manipulation of plant life…………... 37 Robots………………………………………. 122 Genetic manipulation of higher species……… 37 Robot types…………………………………. 122 Templates……………………………………. 38 Combat Mechs…………………………….. 137 Aquan………………………………………… 38 Mech bodies………………………………… 137 Bio-weapon…………………………………... 38 Mech statistics……………………………… 138 Healer………………………………………… 39 Mech Weapon and Defensive slots…………. 138 Morphean…………………………………….. 40 Overheating…………………………………. 138 Nocturnal……………………………………… 41 Basic Combat Mech Statistics………………. 139 Optional rule: Genetic specimen flaw……… 41 Large Combat Mechs……………………….. 139 Other Benefits of Genetic research………… 42 Huge Combat Mechs……………………….. 139 Cloning………………………………………. 43 Gargantuan Combat Mechs………………… 139 Combat Mechs (Cont.)- Mega-Corps (Cont.)- Colossal Combat Mechs…………………… 140 Synthetics corporation……………………. 170 Mech chassis………………………………. 140 Universal Households…………………….. 170 Combat Mech Upgrades………………… 141 A.I.P.S…………………………………….. 170 Descriptions……………………………….. 142 Tachton industries…………………………. 171 Weapons and Defenses…………………… 144 GODco……………………………………. 171 Repairing Mechs………………………….. 144 WarTech industries……………………….. 171 Sample Mechs…………………………….. 145 Keller Arms………………….……………. 172 Section Five: Expanded Rules…………….. 148 Eversafe Industries……………………… 172 Careful aim……………………………….. 148 Trade Cartels……………………………. 172 Firing from a moving vehicle……………. 148 Capellan Free Merchants…………………. 172 Grenade bounce………………………….. 148 United Trade Coalition…………………… 173 Opening specialized doors……………… 148 Free Trade Coalition……………………… 173 Iris valve or sliding door………………… 148 Employment………………………………. 173 Hatchway………………………………… 148 Competition………………………………. 174 Airlock…………………………………… 148 Piracy in the Frontier…………………… 174 Donning a specialized suit……………….. 148 Cults and Cadres………………………… 174 Robot malfunctions………………………. 149 Silver Death Cult…………………………. 175 Shooting at targets in a crowd……………. 149 The Free Frontiersman Foundation………. 175 Throwing explosives……………………… 150 Anti-Satharian League……………………. 175 Section Six: Expanded Campaign info…… 151 Frontier Peace Organization………………. 175 Technology of the Frontier……………….. 152 The Human Liberation Front………………. 175 An overview of the Frontier………………. 152 The Investors………………………………. 176 A Brief History of the Frontier……………. 152 Traveling on most Frontier Worlds….… 176 UPF……………………………………….. 158 Public transportation……………………… 176 Rim Coalition…………………………….. 158 Flyers……………………………………… 176 Spacefleet………………………………….. 159 Water craft………………………………... 176 Gollwyn Academy…………………………. 159 Animals…………………………………… 176 Enlisted personnel…………………………. 159 Space travel………………………………. 176 Planetary defenses…………………………. 160 Directions in Interstellar space………… 177 Planetary militias………………………….. 160 The Spacers guild………………………... 177 Planetary governments……………………. 160 Star Law………………………………….. 161 Star Law adversaries…………………….. 161 UFIA………………………………………. 161 The Syndicate……………………………… 161 Shadow worlds…………………………….. 161 Other Government agencies……………… 162 Colonial Affairs committee………………… 162 FOSS……………………………………….. 162 Frontier Trade Administration……………… 162 League of Ambassadors……………………. 162 UPF postal Service…………………………. 162 UPF trade commission…………………….. 162 Warmaster‘s Guild………………………… 163 Time in the Frontier……………………… 163 Languages………………………………… 163 Mega-Corporations……………………… 164 Corporate history…………………………. 164 Corporate Wars…………………………… 165 Stages of a Corporate War…………………. 166 Prominent Mega-Corps………………….. 166 Pan Galactic Corporation…………………… 167 Streel………………………………………… 167 CDC………………………………………… 168 Interplanetary Industries…………………….. 168 Star Play Industres………………………….. 168 Newton Enterprises of Thesius…………….. 168 Trans-Travel……………………………….. 169 GVMPI…………………………………….. 169 Galactic Taskforces Incorporated…………. 169 MercCo……………………………………. 170 Section One: Expanding the character’s options This section introduces new options for characters in the Frontier. New Merits and Flaws, Feats, and Equipment options can be found below that are geared to increase the scope and capabilities of the Heroes of the Frontier. New Merits and Flaws The following are a list of additional Merits, and Flaws for characters in Star Frontiers. As was stated before these are an optional part of the game and a Player should check with his Administrator before choosing any of the following traits. It should be noted that these traits do not stack. If a trait‘s powers overlap with another trait only the trait with the highest bonus is used. Merits Cost Merits Cost Absolute Authority * 2 Improved recovery 3 Acrobatic 3 Instinctual driver 2 Agile 3 Instinctual pilot 3 Animal affinity 2 Investigator 3 Artisan 3 Knowing glance 2 Athletic 3 Legendary toughness 5 Aura of trust 4 Life bond 5 Born rider 3 Lion heart 3 Born Spacer 4 Low key 2 Cast iron stomach 2 Mental stability 3 Contortionist 2 Mobility 3 Daredevil 3 Negotiator 2 Deceitful 3 Night owl 2 Deft Hands 3 Nimble fingers 3 Diligent 2 Potent Psychic* 5 Endurance 3 Scavenger 2 Fame 2 Sharp-eyed 3 Favored instrument 2 Slippery mind 3 Focused 3 Sprint 2 Golden tongue 2 Stealthy 3 Grim determination
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