The First Wave Colonizer owes its genesis to the fairly obscure Justifiers RPG, an indy game from the early 90s featuring a hardbitten crew of Anthro explorers. I actually downloaded the game a couple years ago, and it's pretty nice. Even though it wasn't a specifically 'furry' work, I think the excellent sci-fi comic, Alien Legion was an influence- the two works had a very similar feel. Systemwise, Justifiers had a lot in common with the Palladium house system, and had similarly high quality (though badly scanned) art. The Colonizer template is my homage to this classic furry game, while the War Rover armor, below, is a tip of the hat to the shortlived and almost completely forgotten 90s toon, Road Rovers.
The pics accompanying this post are the cover for the Justifiers RPG, and a John Picot image I'll likely use to illustrate the Colonizers in Fursona Unleashed.
Enjoy,
CHRIS
Especially tough,
self-reliant and bold Anthros make excellent first wave colonists, taming
hostile worlds so less rugged Anthros and non-genetically engineered humanoids
can then follow. First Wave Colonizers are often genetically engineered by
terraforming and aerospace mega-corps, custom grown for the mission at hand.
Often, these bold Anthro explorers are not free- their creation, early
development and specialized technical training are all debts they must repay to
their makers, leaving them in near-perpetual indenture.
Ability Score Modifiers
+2 CON, +2 WIS,
-2 CHA
First Wave Colonizers are
tough and blessed with a degree of common sense and environmental awareness
that other Anthros can’t match, but they’re more comfortable out on the rugged
frontier than in the cities.
Colonizer Training (EX)
First Wave Colonizers are
given a top-notch technical education, which gives them the diverse skill set
needed by a growing colony. The First Wave Colonizer receives a +2 template
bonus on the following skills: Craft (mechanical and structural), Heal, Pilot,
Survival.
When making Survival checks
to find sustenance in the wild, the First Wave Colonizer’s minimum die result
is 10. Treat results of 1-9 as 10 instead.
Colonizer Proficiencies (EX)
First Wave Colonizers are
proficient with simple and martial firearms, and gain Personal and Advanced
Firearms proficiency. They are also proficient with all armor with the Space
Suit property.
Indenture Contract (EX)
First Wave Colonizers are considered indentured to the mega-corp that created them. They gain the Hunted and Traceable disadvantages, without gaining additional Gifts of Nature for them, and are considered employees of their creator mega-corp, and must undertake potentially hazardous missions on the company’s behalf. The First Wave Colonizer can buy off their contract, by repaying the company the cost of their creation (plus interest and fees), removing these disadvantages and becoming a fully free sentient.
First Wave Colonizers are considered indentured to the mega-corp that created them. They gain the Hunted and Traceable disadvantages, without gaining additional Gifts of Nature for them, and are considered employees of their creator mega-corp, and must undertake potentially hazardous missions on the company’s behalf. The First Wave Colonizer can buy off their contract, by repaying the company the cost of their creation (plus interest and fees), removing these disadvantages and becoming a fully free sentient.
The total cost of the
Anthro’s indenture is 25,000 gp plus 1,000 gp x the sum total of all the
Anthro’s ability score modifiers. Add 5,000 gp if the Anthro has spellcaster or
psionic manifester levels. If the Anthro takes actions that cost their creator
money, such as by destroying or damaging corporate facilities or equipment
during a mission, the associated costs are added to his indenture.
Planetary Adaptation (EX)
First Wave Colonizers gain the Planetary Adaptation feat.
First Wave Colonizers gain the Planetary Adaptation feat.
Size Restriction (EX)
First Wave Colonizers are always size Medium, though Colonizers with the Quadruped racial trait can instead be size Large. This standardization of size and body morphology saves the megacorps’ some money when creating and equipping their Anthro explorers.
First Wave Colonizers are always size Medium, though Colonizers with the Quadruped racial trait can instead be size Large. This standardization of size and body morphology saves the megacorps’ some money when creating and equipping their Anthro explorers.
Some New Magic Items
These magic items are
excerpted from the appropriate sections of the text, and are just some of many
you’ll find in the sourcebook. All of them reference the Colonizer cultural
template in some way.
Collar, Purpose-Giving
Aura strong transmutation CL 9th
Slot neck Price 18,000 gp (DC 28) Weight negligible
A variety of Purpose-Giving Collars exist, all designed to bend an
Anthro’s body, mind and soul towards a particular way of life. Sometimes these
items are marks of slavery, forced onto an Anthro against their will in order
to transform that creature into something he or she is not. In other times and
places, Purpose-Giving Collars are badges of office, willingly donned by
Anthros of a particular caste. Style and coloration vary wildly.
All Purpose-Giving Collars function in the same manner. Once donned by
a creature of the Anthro subtype, the wearer gains a specific Anthro Template
encoded in the Collar, immediately losing existing Anthro Templates, if any,
and applying the Template’s ability score modifiers and gaining its traits.
Once donned, the Purpose-Giving Collar effectively fuses into the creature’s
body, and cannot be removed without remove
curse or similar magic.
The appearance of a particular Collar is usually a clue to which Anthro
Template the Collar will apply. Some templates are rarely, if ever offered as a
Collar.
·
Anthroid: Segmented
silvery-grey metal links with circuit components on the underside.
·
Eroticized: A
tight choker of black lace.
·
Extreme: Heavy
day-glo nylon with a big lock, safety pin-studs or similar decorations.
·
First Wave Colonizer: Breathable nylon in camo patterns with a military
style dog-tag.
Construction
Requirements Craft
Wondrous Items, creator must be an Anthro with the appropriate template, polymorph
Cost 9,000
gp (DC 25)
Colonizer Armor
Aura moderate conjuration CL 9th
Slot armor Price 28,000 gp (DC 29) Weight 12 lbs
Most First Wave Colonizers are issued standardized field uniforms that
contain everything they might need when venturing into unknown, hostile
ecosystems. Colonizer Armor is a deep navy coverall reinforced with
silvery-grey hardened polymer plating. The Anthro’s megacorporate patron has
their crest emblazoned on the breast plate or spinal plating, along with an identifier
code unique to each Anthro. The Colonizer Armor allows the Anthro wearer to
farther indenture themselves to their megacorp by taking advantage of nano-tech
enhanced ‘company store’.
Colonizer Armor is +1 scout
armor.
Special:
When Colonizer Armor is worn by
an Anthro with the First Wave Colonizer template, its true abilities awaken. At
any time, the Anthro can access a ‘company store’ nano-factory built into the
right gauntlet’s control panel to conjure a variety of small items. It requires
one minute for the armor to produce a small item.
Company
Store Features
The armor can produce any of the following
·
An MRE sufficient
to sustain a Medium creature for one day.
·
Small,
non-restricted technological items weighing less than 5 lbs (such as a flashlight, multitool, wrench,
smartphone, ect). The items cannot be magical, unique or not available to
the general public.
·
Ammunition clips
or energy cells for weapons provided by the Anthro’s megacorp.
Each time the Anthro accesses the ‘company store’ the Anthro’s
indenture total is increased by 50 gp + twice the gp value of the item
conjured. Conjured technology bears the creating megacorp’s logo and branding.
Occasionally the sponsoring megacorp will run ‘specials’ on particular items,
charging significantly less indenture on specific items (particular flavors of
MREs, specific hygiene items, toys or luxuries) to encourage additional
spending.
Company
Protective Features
The Anthro can increase their indenture by +100 gp as an immediate action. Doing so allows the Colonizer Armor to act as +4 scout armor for one minute.
The Anthro can increase their indenture by +100 gp as an immediate action. Doing so allows the Colonizer Armor to act as +4 scout armor for one minute.
Company
Life Support Features
The Anthro can increase their indenture by +120 gp in order to grant the Colonizer Armor the space suit mundane armor property for four hours.
The Anthro can increase their indenture by +120 gp in order to grant the Colonizer Armor the space suit mundane armor property for four hours.
Construction
Requirements Craft Magic Arms and Armor, emergency spacesuit, fabricate
Cost 14,000
gp (DC 27)
War Rover Armor
Aura faint enchantment CL 5th
Slot armor Price 7,500 gp (DC 25) Weight 25 lbs
Once genetic engineering is weaponized, every nation-state and NGO that
can afford it begins custom-breeding Anthro super-soldiers. War Rover Armor is
an American armor system fairly typical of the gear provided to trusted,
battle-tested Anthro operatives. War Rover is a matte gunmetal grey hardsuit
with a burst of patriotic red, white and blue detailing painted on the left
pauldron. The modular armor is designed to be worn by a variety of Anthros of
different sizes and breeds, though the armor is especially prized by uplifted
canids.
War Rover Amor is a set of +1
Anthro-adaptive, benevolent MP tactical armor. Special occult-tech systems
built into the armor allow an Anthro wearer with the scent special quality to retain use of this ability even when the
armor is fully environmentally sealed without compromising its protective space suit armor quality.
Construction
Requirements Craft Magic Arms and Armor, aid, Anthro adaptation, instant armor or make whole, creator must be an Anthro
Cost 3,750
gp (DC 22)
Colonizer’s Rifle
Aura faint conjuration CL 5th
Slot weapon Price 6,500 gp (DC 24) Weight 10 lbs
Veteran, trusted First Wave Colonizers are usually issued these
superior weapons. A Colonizer’s Rifle is a modern derivative of the venerable
and dependable AK-47 identified as a mega-corporate weapon by the logo and ID
tag built into the butt-stock.
The Colonizer’s Rifle is a +1
AK-47 of infinite ammunition.
As a swift action, a wielder with the First Wave Colonizer Anthro
template can choose to increase their indenture to their patron megacorp by
+300 gp to gain an additional +3
enhancement bonus (making the weapon a +4
AK-47 of infinite ammunition) for
one round.
Similar
Items
The mega-corps that create Colonizer-tech sometimes issue enchanted
sidearms to their genetically engineered troops. A Colonizer’s Pistol might
be built on a Colt M1911, Desert Eagle .50 or Glock 17 action, with no major
reduction in cost, nor change in capabilities.
Construction
Requirements Craft Magic Arms and Armor, infinite ammunition
Cost 3,250
gp (DC 22)
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