RandomCrap

Feat    Prerequisites    Benefit Skill Synergy    —    Gain two new class skills or a +2 insight bonus to those skills Medical Expert    Life Science 1 rank, Medicine 1 rank, Physical Science1 rank    Treat deadly wounds more quickly, and provide long-term care without a medical lab Extra Resolve    Character level 5th    Gain 2 additional Resolve Points Master Crafter    Computers, Engineering, Life Science, Mysticism, Physical Science, or Profession 5 ranks    Craft items in half the normal time

"To answer your question regarding a full body replacement, it would cost 48,000 credits for an organic replacement, a full cybernetic body would cost 16,000 credits, an android body sheath would cost 9000 credits. Replacing your heart and three limbs would cost you a total of 500 credits."

Khathid Heat (Level 1) Price: 95 Type: Drug (injury); Save Fortitude DC 13 Addiction: DC 13 (Physical) Track: Physical; Effect: +2 morale bonus to saves vs sleep effects and a -2 penalty to Sense Motive checks for 6 hours.

Kinetic Module Mk 1: You can lift up to 25 bulk within a 1-meter cube of volume. Level 5, price 3000, capacity 20, range 10. 1 usage for 2d6 damage. Mk 2: You can lift up to 50 bulk within a 6-meter cube of volume. Level 9, price 12000, capacity 40, range 20. 2 usage for 2d12 damage. Mk 3: You can lift up to 100 bulk within a 9-meter cube of volume. Level 13, price 50000, capacity 60, range 30. 3 usage for 4d12 damage. Mk 4: You can lift up to 200 bulk within a 12-meter cube of volume. Level 17, price 250000, capacity 80, range 40. 4 usage for 6d12 damage.

Sustained force: moves an object within the module's limit up to 10 feet per round in any direction (including up or down). The kinetic field ruptures if the object is forced beyond the module's range. Move action to lift, swift action to release. This form of use consumes one charge per minute.

Violent thrust: hurl the object toward any target. You must make an attack roll to hit the target, using your base attack bonus plus your key score modifier as your attack bonus. This is considered a special weapon; if you don't have a feat granting Kinetic Module Proficiency, this is at a -4 penalty to the attack roll. The object causes damage ranging from 2d6 to 6d12 based on mass. Objects that miss the target land in a square adjacent to the target. All crits impose the Knockdown effect.


 * The crafting ranks are required to design the form and function.  Once designed, a schematic is the result; anyone with the schematic can skip this step.
 * UPBs are required to print the schematic.
 * With a general-purpose forge (standard PC/NPC workshops), this extrusion process requires 30% of the official price in UPBs.
 * With a general-purpose manufactory adjusted to the product's specs (alibaba and overseas factories), the extrusion requires 20% of the official price in UPBs.
 * With a single-purpose manufactory designed from the start for only one product (an expensive endeavor left to corps), the extrusion requires 10% of the official price in UPBs.
 * There are no level requirements.  If you have the schematic, the UPBs, and access to the workshop, you can make the thing.
 * A one-use schematic is sold on market at 50% of the item's price.  An unlimited-use schematic is sold on market at 100% of the item's price; they want you to buy from them, not make your own!
 * This DRM can be cracked with a Computers check at a DC of 20 + item level.
 * Cracked schematics can be purchased at a black market for 20% of the item's price.
 * Cracked schematics can be found for free with ranks in Culture and Computers equal to the item's level, so long as you're connected to an uncensored and widespread datasphere.
 * A DIY shop will rent you a workshop at 20% of the official price.
 * Knockoff goods are therefore found all over the place at 50% of the official price, but their statblocks are that of a similar item one level below them.  You get what you pay for.

Clinger Launcher CR 1/2 XP 200 Type: analog; Perception: DC 17; Disable: Engineering DC 12 (disable motion sensors) or DC 18 (jam trap door shut) Trigger: location; Reset: manual; Bypass: Effect: Vibration Clingers (1d6+1 nonlethal/round); Save: Reflex DC 11 avoids/Fort DC 11 per turn breaks free; multiple targets (all targets in a 10-ft.-square area)

Once sensors detect victims in the target area, a panel will open exposing several dozen holes. Pink sticky rubbery tentacles 1 meter long each launch out to hit multiple targets in the area. Those struck  are partially grappled, the vibration clingers wrapping around limbs and curves, squirming and vibrating against erogenous zones, causing damage to stamina. They will fall off one they have applied any nonlethal damage to HP (be that 1 point, or a full 7 points).

Small Weak Tentacle Pod CR: 4 XP: Type: analog; Perception: DC 26; Disable: Life Science DC 21 (disable sensory) or DC 27 (jam pod shut) Trigger: visual (5 feet) ; Reset: automatic; Effect: (3d6+2 nonlethal/round); Save: Reflex DC 15 avoids/Fort DC 15 per turn breaks free; one target

This pod is about 2 feet in diameter, it's appearance varies with the local fauna/flora. The pod flowers open, and several slippery tentacles shoots out to grapple prey, getting under or ripping open clothing and armor to slides into any holes it can. Once the prey runs out of stamina from nonlethal damage, it will begin depositing one egg every turn doing 2 points of nonlethal damage every turn until the prey reaches 0 hp, then it will release it's prey. Escape before falling unconscious: Prey will be Dazed for a number of round equal to the assault. They will then be Staggered for an equal number of rounds. Eggs Implanted: Eggs (chicken egg sized) will double in size for every 5 points of constitution the prey has with a total duration of the prey's constitution score. If there are more eggs then the prey's constitution score, they will be "nauseated" in the later half of incubation. Prey will begin laying eggs at the end of the incubation period, taking 1 point of nonlethal stamina damage (or no damage if they have no stamina left).

Level    Damage    Price    DC 1    Raep 1    150    10 2    Raep 1d2    500    11 3    Raep 1d3    1000    12 6    Raep 1d6    3400    13 9    Raep 2d6    13300    14 12    Raep 3d6    35400    16 15    Raep 4d6    110000    18 20    Raep 5d6    830000    20

The first round, the target is Entangled. The second round, the target is Grappled. The third round, the target is Helpless. A successful Reflex save (with penalties appropriate to each condition) ends the effect, but it will try again if you remain in reach. On the round after being Grappled, the target takes the listed amount of nonlethal damage every round until the target succeeds at their Reflex save. The ongoing damage is also ended if the target takes any amount of electricity damage, but the target must still squirm free. While raep can be turned down to 1 damage per round, it can also be set to greater time increments, e.g. 1 damage per minute, 1 damage per hour, etc. Raep uses 1 charge per minute and should really be plugged into an outlet. Raep can also be stocked with harmless fluids and solids for ingestion or injection.

http://therafimrpg.wikidot.com/pregnancy-rules

How To Spend A Day Of Downtime (If You Have A Spaceship)

Bounty Hunting: Thrust engine * Piloting check, result in profit per character level Exploration: Drift engine * Physical Science check, result in profit per character level Safe Trading: Ship size * Diplomacy check, result in profit per cargo rack Asteroid Mining: Ship size * Engineering check, result in profit per cargo rack Fuel Scooping: Ship size * Piloting check, result in profit per fuel tank

(and if you don't)

Professional freelancing: skill result / 2 Unskilled labor: 4 flat

Moral of the story: get a spaceship

Veav's unified theory of individual character advancement:

Lucky (CR 1/8-1/4) - scrape past one encounter Survivor (CR 1/2-2nd level) - endure two encounters Adventuring (3rd level and higher) - punch out seven encounters

CR    Credits req    XP req 1/8    30    15 1/6    60    30 1/4    125    60 1/3    250    125 1/2    500    250 1st    1000    500 2nd    2000    1000

Charged Plasma: While normal plasma weapons use battery power to super heat ambient gasses, Charged Plasma weapons use storage modules of similar shape and size to contain super heated elactormagnetically charge helium gas produced as a waste product from hydgoen fusion power plants that are common throughout all known worlds. These storage modules use their own stored plasma to fuel an electromagentic bottle to contain their contents, and a fully charged storage module will only lose one charge every 10 years. Plasma weapons can be purchased to use Charged Plasma storage modules, and existing plasma weapons can be converted to use Charged Plasma storage modules with about 10 minutes of work by an able bodied engineer. Flame Weapons can also recived this conversion. Weapons that use Charged Plasma cannot use batteries or fuel tanks. The advantage of Charged Plasma is the speed and cost of refueling. Charged Plasma storage modules can be recharged 1 charge per round when connected to a power core or larger storage tank. The cost is minimal, only costing 10% of the total cost of the storage module simply for equipment wear and tear and any staff costs. Storage modules cost the same as the equivalent battery, while flamer weapons use the same charged plasma storage modules as Charged Plasma weapons do.

Terran (Humans) Homeworld: Terra (3rd planet from sun) Home System: Sol (9 planets) https://danbooru.donmai.us/posts/2619982

Terrans are the newest additional to the galactic civilizations. Showing up 300 years ago just as the first of their orginaly broadcasted radio waves where detected from when they had begun there rapid technological progress. To some this was no accident and may well have been premeditated. Terrans are the most open minded and curious of all the known sapient races, open to new ideas and adapting them in ways other races never dreamed of. With that said, their thought process is rather chaotic like the Khathid.

Their various controlled systems and world have just as varied government structure, but for a majority it's a federation of plaents. However corporations have a heavy influence on this federation, and like any other corporations have entire worlds or systems under their control.

The oddest things about humans is they are very secular, though their previous history showed they where heavily invested in religion, religion was the greatest threat to their peace and their technological development pushed them further and further away from religious practices, an opposite of all other races.

The second oddity is no other race can find their home system. While this system has heavy sway over the going ons of all systems and worlds under terran control, terran government and corporations have stone walled all attempts to get this information. Many terrans encountered where not born in their home system or home world, and terran navigation computers lack data on it's location. Despite all this great detail is known about it's makeup, but there are suspicions this information is false.

Due to the above reasons, humans are generally regarded with suspicion by all other races in all matters, and it takes a great deal of work for individual terrans to overcome this. This matter is made worse by the abundance of Terran pirates, Terran corporations are among the most cutthroat of all corporations, and Terrans are rapidly expanding their influence and control.

Krot (Dog/Wolf) (use dwarf race) Homeworld: Ri-Dar (Two self orbiting worlds, 3rd orbit from sun) Home System: Lasu (4 planets, 14 planetoids) https://e621.net/post/show/1107099

Steady, solid, stalwart are the three words that describe the Krot the best. They only trust that which they made with Krot hands, and are slow to adopt new ideas until it has been thoroughly tested, then it is adapted to the Krot way of doing things.

The Krot are prone to kingdoms and empires, as duty and loyalty are very core to their way of life. This has put them at odds and at war with the Valaran over the millennia.

Valaran (Foxes) (use elf race) Homeworld: Vulpas (2nd planet from sun) Home System: Frenix (8 systems) https://e621.net/post/show/609467

While Valaran appear to be capricious and flighty, it is only due to their free spirited nature. This makes Valaran generally ill suited for short term studies. Despite this, there are many well renowned Valaran scientists and researchers. It just takes them a great deal of time to get results as they jump from one project to another until they finally find something that calls out to them.

Valaran controlled systems are dotted with small kingdoms and independent planets, all that sit vaguely under the aegis of the Valaran empire that behaves more like a federation of planets who just decided that someone claiming to be an Emperor was too much of a bother (or notice) to say otherwise.

Lagora (Lagomorphs/rabbits) (use Half-elf race) Homeworld: Harsid (1st planet from sun) Home System: Doffin (12 planets) https://e621.net/post/show/129665

The exotic Lagora a generally considered to be a demure graceful race. This is further from the truth. The easy going Lagora are quite content to keep the status quo when they find a satisfied life style, but achieving that may be an adventure.

Lagora where regularly kidnaped as slaves by the darker elements of Krat and Valaran organizations. This prevented them from establishing a stable government until their first contact with a large Khathid convoy fleet that offered security in exchange for a place to rest. Due to this, the Doffin system is the one and only system Lagora control. While the Lagora wish to recognize Khathid into their government, the Khathid are too fractured to have any representatives.

Khathid (Felines) (Use half-orcs race) Homeworld: Kattun (4th planet from sun) (Destroyed) Home System: Flarf (5 planets) https://e621.net/post/show/211768

Khathid are the wandering race. At one point in the past their entire race was filled with an uncontrollable rage that ran out of control and caused a massive planetary war that shattered their planet into pieces. Since then they have roamed the galaxy as nomads. This tends to put them in an outsider status, and hampers attempts at fruitful employment, causing many Khathid to turn to more shady careers in criminal underworlds, or as soldiers and mercenaries.

This leads to many Khathid becoming pirates, and it is not uncommon to find pirate ships crewed by a mix of human and Khathid. However all Khathid are given Doffin citizenship if they so desire.

Homeworld: Home System: