TEXT: Requires the use of the d20 Modern 
  Roleplaying Game, published by 
  Wizards of the Coast, Inc.  
  
  1 
  †ABOUT DAWNING STAR 
  Dawning Star was the first full-scale science fiction campaign setting built on d20 
  Modern and powered by the Future ruleset from Wizards of the Coast. The critically-
  acclaimed setting was nominated for an ENnie for Best d20 Game. You can learn more 
  and download free material by visiting www.dawningstar.com. 
   
  †ABOUT TERRAFORMER 
  The Terraformer line of products from Blue Devil Games presents new material 
  designed for Dawning Star but usable in most science-fiction campaigns. Each entry 
  will offer a new prestige class, xenomorph, talent tree, feat, weapon, etc. and advice 
  on using it into your campaign and using it to “shape your world.” 
   
  †ABOUT BLUE DEVIL GAMES 
  “Fiendishly Clever.” Blue Devil Games is one of the highest-quality small-press 
  publishers on the market today. BDG product lines include Dawning Star; Passages, 
  the game of literary adventure; and the upcoming Bullseye system. Visit our website 
  for more information:  www.bluedevilgames.com. 
   
  †ABOUT SEAN MASTERS 
  Sean is a regular contributor to the active Dawning Star message boards, posting 
  under the name “Salcor.” His contributions have included PC Gen files for Dawning 
  Star, a conversion of The Forgotten Forge adventure module, and TERRAFORMER 6 - 
  Dawning Star University. 
  DEFENDERS OF THE CRIMSON BASTION 
  Deep within the Unclaimed Halls beneath the Helios-scourged surface of 
  Hephaestus, the Law-Keepers hold a strategic nexus in the struggle to 
  defeat the vaasi of the Hallowed Dark. In this small fortress lies the heart 
  of a potent fighting force, trained to wield the mysteries of Red Truth as 
  a weapon. 
  Twenty years before the humans settled on Eos a small contingent of 
  yaom border wardens joined the defenders of the Hallowed Dark. These 
  hundred-odd warrior-monks sought to destroy the darkest within the 
  ancient prison. Shortly after arriving, a young yaom warrior named 
  Sok’Oul received a vision that foretold of a great vaasi army, wielding 
  Red Truth and surging through the Helios system to some destination 
  within the Unclaimed Halls. Driven by this vision, he gathered a large 
  fighting force and drove to its source. After days of fighting their way 
  through the contested areas of the Hallowed Dark, the yaom and their 
  new comrades discovered a group of vaasi basking in a series of 
  chambers that glowed with a faint red light. Sok’Oul’s vision had led 
  them to an area where Red Truth leaked into reality. If the vaasi were to 
  hold such an area, they could create a force that none could defeat. The 
  Law-Keepers attacked without mercy, destroying the vaasi and 
  eliminating their occupation. However, the enemy now knew of this 
  
  2 
  prized location, requiring it to be defended for evermore. Ka’Toric’Quan, 
  a yaom peacekeeper, claimed this area as a new monastery. Here the 
  yaom began to guide their fellow Law-Keepers in deciphering the 
  mysteries of Red Truth. The first students were the Law-Keepers who 
  survived the initial battle. Few of the Law-Keepers that accompanied the 
  yaom survived with their minds intact. 
  Over the decades, the Crimson Bastion, as it came to be known, has 
  grown in notoriety among the Law-Keepers. Many of the bravest Law-
  Keepers seek to learn the secrets of wielding Red Truth as a weapon, but 
  the path to this knowledge is long and fraught with peril. Harnessing Red 
  Truth is itself a perilous proposition; seeking to subvert its power to 
  martial purposes even more so. Many seeking this knowledge die on the 
  journey from the Illuminary to the fortress. Of those that make the 
  journey, numerous students succumb to the insanity-inducing effects of 
  Red Truth. The rigorous mental and physical training of the wardens is 
  meant to weed out those who are not capable of surviving the battle with 
  Red Truth. There is no shame in this, and many who are not capable of 
  such feats gladly volunteer simply to defend the Crimson Bastion. Of the 
  forty-thousand members of the Law-Keepers, less than 200 non-yaom 
  have learned to channel Red Truth; of those, only one has attained the 
  level of Red Truth Master. 
  A year ago, Law gained access to a long-lost storage device from the 
  Unclaimed Halls. It contained the training regimes of the Star 
  Confederation Mind Hunters, a group of psionically attuned agents that 
  dealt with psionic criminals and psionic-related threats. The Crimson 
  Bastion was actually the headquarters of the Mind Hunters and the 
  control node for a Red Truth-negation system that had been installed 
  throughout the prison. Law directed this information transported to the 
  yaom of the Crimson Bastion, along with four neural blasters that had 
  been discovered. Since then, the wardens of the Crimson Bastion have 
  been embracing the new techniques to better fight the vaasi. Many young 
  members of the Law-Keepers believe that this is a sign from the ancients 
  and have made the dangerous journey to be a part of this new future. 
   
  MIND HUNTER ADVANCED CLASS 
  The Mind Hunters originated on the home world of the dosai to track 
  down and capture criminal elements of their society. When they 
  introduced the Star Confederation to Red Truth, they also recruited new 
  members into the ranks of the Mind Hunters. Throughout Star 
  Confederation history, the hunters were legendary, saving countless 
  individuals from rogue Red Truth wielders. They used their psionic 
  powers to track down those that would wield Red Truth against the 
  Confederation. Once the war began, the Mind Hunters were forced to 
  
  3 
  change to face the threat of the vaasi and their vassals. Throughout the 
  war, countless Red Truth wielders were captured and transported to the 
  Hephaestus prison. This allowed the hunters to maintain a Red Truth 
  negation field around the prison blocks and to train their newest recruits 
  against psionic enemies under their control. Unfortunately, the war took 
  a brutal toll on their ranks. When the vaasi invaded the Helios system, 
  the last members of the Mind Hunters died on Eos in the last stand to 
  defend the Star Confederation’s capitol. Law then sealed the prison on 
  Hephaestus and consigned the Mind Hunters data to a secondary storage 
  area. When the cryogenics system failed, the vaasi quickly overran the 
  areas around the prison blocks, and the Mind Hunter facilities were lost. 
  Fortunately, the defenders were able to destroy a number of Red Truth 
  wielders early in the fight for the Hollow Dark. Several years into the 
  fighting, long before the yaom joined the lawgivers, Law lost access to 
  the Mind Hunter data. However, the recapture of the Crimson Bastion 
  and the discovery of the lost data has brought the organization back to 
  life. 
  Mind Hunters are specialized wielders of Red Truth. They use their 
  psionic abilities to track other psionics and subdue them. To accomplish 
  this, they hone their skills with Red Truth, stealth, investigation, and 
  wielding advanced relics from the Star Confederation. It is a difficult path 
  to become a Mind Hunter, fraught with peril, requiring the aspiring Mind 
  Hunter to travel through the most dangerous regions of the Hollow Dark 
  and then learn how to navigate the vast ocean of information that is Red 
  Truth. Not all recruits can handle the strain. Ka’Toric’Quan, the new 
  master of the Mind Hunters, runs the Crimson Bastion and personally 
  guides aspiring Mind Hunters on the path to enlightenment. At the 
  moment, there are only fifteen Mind Hunters in the ranks of the Law-
  Keepers, but they fully expect this number to grow rapidly as they come 
  into contact with more potential recruits. 
   
  REQUIREMENTS 
  To become a Mind Hunter the characters must fulfill the following 
  criteria. 
  Allegiance: Law-Keepers 
  Skills: Autohypnosis 6 ranks, Concentration 6 Ranks, Survival 9 Ranks 
  Feats: Track 
  Special: Must be able to manifest 1st-level psionic powers or 
  otherwise have been exposed to Red Truth such as in a Red Truth 
  immersion chamber. 
   
  CLASS INFORMATION 
  The following information pertains to the Mind Hunter advanced class. 
  
  4 
  Hit Die 
  The Mind Hunter gains 1d8 hit points per level. The character’s 
  Constitution modifier applies. 
   
  Action Points 
  The Mind Hunter gains a number of action points equal to 6+one half his 
  character level, rounded down, every time he attains a new level in this 
  class. 
   
  Class Skills 
  The Mind Hunter’s class skills are as follows. 
  Autohypnosis (Wis), Concentration (Con), Gather Information (Cha), 
  Investigate (Int), Knowledge (Current Events, Streetwise) (Int), Listen 
  (Wis), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis). 
   
  Skill Points at Each Level: 5+ Int modifier. (4+ int modifier for 
  nonhumans) 
   
  CLASS FEATURES 
  The following class features pertain to the Mind Hunter advanced class. 
   
  Psionic Affinity 
  While Mind Hunters do not themselves wield psionics, their 
  training grants them affinity for such powers and allows them 
  to manifest quasi-psionic powers. Moreover, Mind Hunters 
  gain psionic power points according to the table on the right. 
  While these power points are primarily used to activate the 
  Mind Hunter’s class abilities, they can be used as normal 
  power points if the Mind Hunter has access psionic powers 
  from some other source. 
   
  Detect Psionics 
  At 1st level, the Mind Hunter learns his most important skill: 
  detecting the presence of those who wield Red Truth. He can 
  detect psionics, as the power. This ability is usable at will 
  and costs no power points to manifest. For purposes of this 
  ability, his manifester level is equal to his class level. 
   
  Neural Blaster Training 
  At 1st level, every initiate is trained on how to use the basic weapon of 
  the Mind Hunters, the neural blaster. If he does not already possess one, 
  he is given one by the organization. The Mind Hunter gains the benefit of 
  the Exotic Firearms Proficiency (Neural Blaster) feat regardless of 
  Class 
  Level 
  Power 
  Points 
  Per Day 
  1 
  5 
  2 
  10 
  3 
  17 
  4 
  24 
  5 
  33 
  6 
  42 
  7 
  53 
  8 
  64 
  9 
  77 
  10 
  90 
  
  5 
  whether he meets the prerequisite. Additionally, the Mind Hunter suffers 
  no penalty for lack of PL familiarity when wielding the weapon. 
   
  Psionic Tracking 
  At 2nd level, the Mind Hunter learns to track a person’s Red Truth 
  signature. By peering into Red Truth he is able to glimpse a target’s 
  information trail. He can 
  follow a Red Truth signature 
  by making a Concentration 
  check. The typical DC for a 
  fresh trail is 10. This DC 
  increases or decreases 
  depending on how strong 
  the quarry’s psionic 
  signature is and the age of 
  the trail, according to the 
  table on the right. The DC 
  modifiers for manifester 
  level and power level 
  overlap and do not stack; 
  use the larger of the two 
  modifiers for any given 
  signature. The Mind Hunter 
  may expend 1 power point to 
  gain a +1 insight bonus to 
  the check, up to a maximum number of power points equal to his class 
  level. 
    
   
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  Def 
  Rep 
  1 
  +0 
  +0 
  +0 
  +2 
  Psionic Affinity, Detect Psionics, Neural Blaster 
  Training 
  +1 
  +0 
  2 
  +1 
  +0 
  +0 
  +3 
  Psionic Tracking, Undetectable 
  +2 
  +0 
  3 
  +2 
  +1 
  +1 
  +3 
  Bonus Feat, Psionic Defense 
  +2 
  +0 
  4 
  +3 
  +1 
  +1 
  +4 
  Neural Blaster Specialization 
  +3 
  +0 
  5 
  +3 
  +1 
  +1 
  +4 
  Negate Psionics 
  +4 
  +1 
  6 
  +4 
  +2 
  +2 
  +5 
  Improved Detect Psionics 
  +4 
  +1 
  7 
  +5 
  +2 
  +2 
  +5 
  Neural Blaster Mastery 
  +5 
  +1 
  8 
  +6 
  +2 
  +2 
  +6 
  Improved Negate Psionics 
  +6 
  +1 
  9 
  +6 
  +3 
  +3 
  +6 
  Bonus Feat 
  +6 
  +2 
  10 
  +7 
  +3 
  +3 
  +7 
  Psionic Duel 
  +7 
  +2 
  Condition 
  DC 
  Mod 
  Manifester Level or HD of Psionic Creature 
   
  1-3 
  +8 
  4-6 
  +6 
  7-9 
  +4 
  10-12 
  +2 
  13+ 
  +0 
  Power Level of Active Power 
   
  1-2 
  +8 
  9 
  +0 
  Every hour since the source passed 
  +2 
  3-4 
  +6 
  5-6 
  +4 
  7-8 
  +2 
  
  6 
  Undetectable 
  At 2nd level the Mind Hunter learns how to manipulate their own 
  informational signature in Red Truth. The Mind Hunter (plus all his gear 
  and any objects he carries) become difficult to detect by clairsentience 
  powers such as clairvoyant sense, remote viewing, and true seeing. If a 
  clairsentience power or similar effect is attempted, the manifester of the 
  power must succeed on a manifester level check (1d20 + manifester 
  level) against a DC of 15 + the Mind Hunter’s class level. The Mind Hunter 
  may expend 1 power point to increase the DC to detect them by +1 up to 
  a maximum number of power points equal to his class level. 
   
  Bonus Feat 
  At 3rd and 9th level, the Mind Hunter gains a bonus feat. He selects the 
  feat from any of the following but must meet all prerequisites: Alertness, 
  Blind-fighting, Combat Martial Arts, Combat Throw, Defensive Martial 
  Arts, Dodge, Focused, Greater Mind Shield, Heroic Surge, Increased 
  Power Points, Information Dense Mind, Mind Shield, Nerve Pinch, 
  Stealthy. 
   
  Psionic Defense 
  At 3rd level, the Mind Hunter’s ability to resist the effects of Red Truth 
  improves. He gains power resistance equal to 15 + his class level. 
   
  Neural Blaster Specialization 
  At 4th level, the Mind Hunter has increased his expertise with the neural 
  blaster. The Mind Hunter can ready the weapon as a 
  standard action (rather than 1 minute as normal). 
  Additionally, the Mind Hunter can mentally attune the 
  neural blaster to do Intelligence, Wisdom, or Charisma 
  damage. Attuning a neural blaster is a free action made 
  prior to the attack roll. Finally, the Mind Hunter can 
  expend power points to increase the weapon’s damage 
  die up to a maximum number of power points equal to 
  his class level. The damage die increases according to the table on the 
  right. 
   
  Negate Psionics 
  At 5th level, the Mind Hunter learns how to strengthen the barrier 
  between the information dimension of Red Truth and our own. He can 
  negate psionics, as the power. The cost to manifest this power is 3 power 
  points. For purposes of this ability, his manifester level is equal to his 
  class level 
   
  Power 
  Points 
  Damage 
  Die 
  1 
  1d8 
  3 
  1d10 
  5 
  1d12 
  7 
  1d20 
  
  7 
  Improved Detect Psionics 
  At 6th level the Mind Hunter’s ability to detect psionics improves as 
  follows: The range increases to 600 feet; the Mind Hunter learns all of 
  the relevant information about any auras within 1 round; he gains a 
  bonus to his Psicraft check equal to his class level; the ability is no 
  longer prevented by natural barriers of any kind; and psionic powers and 
  effects of less than 9th level are unable to prevent the detection. 
   
  Neural Blaster Mastery 
  At 7th level, the Mind Hunter has mastered the neural blaster. He can 
  expend a number of power points up to his class level to 
  gain an insight bonus to his attack roll equal to the number 
  of power points expended. Additionally, the Mind Hunter can 
  expend 5 power points in lieu of drawing power from a 
  traditional power pack. Finally, the Mind Hunter can expend 
  power points to increase the DC of the Will save to avoid 
  the damage up to a maximum number of power points equal 
  to his class level. The DC increases according to the table 
  on the right. 
   
  Improved Negate Psionics 
  At 9th level the Mind Hunter’s ability to negate psionics improves as 
  follows: The range increases to long (400 ft. + 40 ft./level); the Mind 
  Hunter gains a +5 bonus to his negation check; the radius of the area 
  negation effect increases to 60 feet; and the cost to manifest the ability 
  is reduced to 2 power points. 
   
  Psionic Duel 
  At 10th level the Mind Hunter learns how to engage his enemies in a one-
  on-one battle of wits: the psionic duel. This is a dangerous conflict in 
  which the combatants’ very minds are at stake. As such, it is only 
  invoked in the direst of circumstances. To use this power, the Mind 
  Hunter designates a target within 30 feet that is within his line of sight. 
  The target must be able to manifest a psionic power, have a psionic-like 
  special ability, or otherwise interact with Red Truth. Commencing the 
  duel is a full-round action. 
  When the duel starts, both the Mind Hunter and his opponent make 
  opposed Wisdom checks. If the Mind Hunter wins the check, his 
  opponent becomes locked in the duel. As long as the duel persists, 
  neither the Mind Hunter nor his opponent may take any action other than 
  to either psionically attack or attempt to withdraw, both of which are full-
  round actions. To psionically attack, the attacker and defender make 
  opposed Wisdom checks. The loser of the check takes temporary 
  Power 
  Points 
  DC 
  Modifier 
  1 
  +1 
  3 
  +2 
  5 
  +3 
  7 
  +4 
  9 
  +5 
  
  8 
  Wisdom damage equal to the difference between the two checks. If the 
  Mind Hunter elects to withdraw, the duel immediately ends. If his 
  opponent attempts to withdraw, he must succeed at an opposed Wisdom 
  check. The Mind Hunter (but not his opponent) may expend up to 25 
  power points on any check  during the duel (whether attacking, 
  defending, or preventing an opponent’s withdrawal) and gains a bonus of 
  +1 for every 5 points expended (up to a maximum of +5). 
   
  NORAYLITH, THE RED BRIAR 
  Noraylith, a haimedian, is a 10th-generation member of the Law-Keepers. 
  His ancestors have served as keepers of the hydroponics bays for over 
  200 years, protecting and nurturing these vital sources of food for those 
  fighting against the vaasi in the Hallowed Dark. Like many haimedians 
  before him, Noraylith chose to serve as a warrior, defending the bays 
  from vaasi attacks. In his youth, he learned how to fight in the 
  underground halls and caverns, but he never ventured far from the 
  hydroponics bays. There was a belief among the haimedians of 
  Hephaestus, that if they were not able to sink their roots in the fresh soil, 
  then they would be quickly driven mad by the lack of nutrients and 
  adequate light. But Noraylith yearned to do more than be shackled to the 
  soil of the hydroponics bays; he wanted to take the fight to the vaasi. His 
  family and peers believed that this uncommon attitude came from a 
  bizarre mutation, for many of the seedlings of Noraylith’s generation 
  suffered from a genetic nanite attack while they were still growing in the 
  ground. Noraylith’s physiology regressed several millennia to a time 
  when the haimedian’s were covered in thorns for self-defense. 
  After a decade of defending the hydroponics bays, two yaom, Sok’Oul 
  and Ka’Toric’Quan, came looking for warriors. Their mission was to take 
  an important region of the Contested Halls from the vaasi. Noraylith 
  volunteered over the objections of his family and friends. After three 
  days, Noraylith left the light of the hydroponics bays with a group of sixty 
  other Law-Keeper warriors. The first few days were difficult for Noraylith, 
  but he managed to find soil to meet his daily needs, though never under 
  very good conditions. The quest was fraught with danger, and at least 
  half of the warriors perished during the journey due to disease, nanites, 
  and battles with the vaasi. 
  During the trip, Ka’Toric’Quan instructed the warriors on how to 
  prepare their minds for the coming battle. Noraylith found a level of 
  clarity and focus that he never dreamed was possible, even in his 
  nutrient coma. Shortly thereafter, Sok’Oul directed the warriors to secure 
  an area where Red Truth was seeping through into reality. The vaasi had 
  recently discovered it and were planning to build a psionic-attuned army 
  to crush the Law-Keepers. The area was to be important in the Great War 
  
  9 
  against the darkness. 
  The trip through the darkness took almost a week, passing through 
  the depths of the Hallowed Dark. When the remaining warriors arrived, 
  they were faced with a nightmare. Three true vaasi and six vaasi 
  servitors were holding a small series of rooms off a main corridor. The 
  fighting was intense. Noraylith and the others were battered by a 
  combined physical and mental assault. At some point during the fighting, 
  Noraylith felt his sanity beginning to slip, the walls between reality and 
  Red Truth falling away. It was as if an undertow tugged at his roots, 
  pulling him into a swollen river of pure information. After what seemed 
  like an eternity, Noraylith managed to stem the flow of information, 
  calming the immense waters around himself. At the end of the battle, 
  Sok’Oul, Ka’Toric’Quan, Noraylith, and ten others stood triumphant. The 
  rest either died in combat or succumbed to the mind-shattering power of 
  Red Truth. 
  After the Crimson Bastion was claimed, Noraylith was asked to train 
  with the yaom in the ways of Red Truth. He accepted and was one of the 
  first non-yaom to wield Red Truth against the vaasi in the Hallowed Dark. 
  After years of hunting down vaasi and training new psionic warriors, 
  Ka’Toric’Quan asked Noraylith to begin training as a Mind Hunter. 
  Noraylith accepted without question, and tales of the red-leaved 
  haimedian circulated quickly through the Hallowed Dark—a tale that 
  continues to draw new warriors seeking the knowledge of how to wield 
  Red Truth as a weapon against the Darkness. 
   
  Noraylith Strong Hero 3/Battle Mind 5/Mind Hunter 4; CR 12; neutral 
  medium plant (haimedian); HD 3d8+3 plus 5d8+5 plus 4d8+4; hp 69; Mas 
  14; Init +1 (+1 Dex); Spd 15 ft.; Defense 23, touch 20, flat-footed 22 (+1 
  Dex, +9 class, +3 armor); BAB +9; Grp +9; Atk +9 melee (1d8+2, picker 
  club) or +10 ranged (1d4 plus poison, dart gun); Full Atk: +9/+4 melee 
  (1d8+2, picker club) or +10/+5 ranged (1d4 plus poison, dart gun); FS 5 ft. 
  by 5 ft.; SA Psi-blade; SQ Carbon dioxide breather, combat manifestation, 
  detect psionics, immunities, imprint tattoo, inorganic technology 
  limitations, neural blaster specialization, neural blaster training, nutrient 
  coma, psionic affinity, psionic defense, psionic tracking, psychic shield, 
  scent, undetectable; AL Law-Keepers; Rep 1; SV Fort +8, Ref +2, Will +9; 
  AP 11; Str 11, Dex 12, Con 12, Int 12, Wis 16, Cha 10. 
  PL Familiarity: 7 
  Occupation: Law-Keeper Warrior 
  Skills: Autohypnosis +15, Climb +2, Concentration +11, Gather 
  Information +4, Hide +4, Investigate +5, Jump +6, Listen -1, Move Silently 
  +4, Search -3, Spot -1, Survival +12 
  Talents: Melee Smash, Improved Melee Smash 
  
  10 
  Feats: Archaic Weapons Proficiency, Armor Proficiency (light), Greater 
  Mind Shield, Mind Shield, Organic Technology Familiarity, Personal 
  Firearms Proficiency, Psi-Training, See Red Truth, Track, Wild Talent 
  (missive), Xeno-Medicine, Simple Weapons Proficiency 
  Psionic Powers (32 power points per day, manifester level 5th): 0 - 
  daze, haywire, lowlight vision; 1st - defensive combat precognition, matter 
  agitation, vaasi sense; 2nd - combat prescience 
  Mutations: Heat/Cold Susceptibility, Prickly Pear, Reduced Speed 
  Languages: Sporegus, Unispeak (speak only) 
  Possessions: Neural blaster, pricker club, Keeper blade, dart gun, 9 
  darts with Napper, 9 darts with Creeping Moldstuff, shade plate, general 
  gear 
   
  NEURAL BLASTER 
  The neural blaster originally appeared in Helios Rising in the weapons 
  section of The Gateway Station. The full entry is reproduced below along 
  with additional information regarding the weapon. 
  A primitive forerunner of the brainshock technology pioneered on 
  Green Reach, the neural blaster relies on the power of a Red Truth-
  enabled wielder to expose the minds of its targets to the power of Red 
  Truth. It was not a very common weapon during any time in the Star 
  Confederation history. After development of the brainshock technology 
  began, stores of Green Reach neural blasters were offloaded to a 
  handful of sites, including the Helios Gateway Station, the Hall of Masters 
  on Thres, and the prisons of Hephaestus Presently, only one blaster 
  remains on the Helios Gateway Station. The status of the stores in the 
  Hall of Masters and on Hephaestus is presently unknown. These weapons 
  were considered highly dangerous but more humane than other lethal 
  weapons. They were often assigned to the Mind Hunters, a group of 
  specially trained psionicists charged with dealing with psionic criminals 
  and military threats within the Star Confederation. This device can only 
  be used by those who have psionic power points, which further limited 
  any widespread use. 
  The neural blaster consists of a horseshoe-shaped hand-held unit, 
  which is held with the two prongs pointed at the target. This unit is 
  connected to an intricate set of neural sensors worn on the skull, usually 
  in the form of a tight fitting skullcap, goggles, or a helmet. Due to the 
  delicate connections the neural sensors must make, the weapon takes 
  one minute to ready, and the wielder can take no other actions during 
  that time. Once ready, the weapon may be fired normally, requiring the 
  expenditure of five power points and a ranged touch attack against the 
  target. Creatures truck by the neural blaster must make a Will save (DC 
  15 + the wielder’s Wisdom bonus) or take 1d6 points of temporary 
  
  11 
  Wisdom damage. The neural blaster runs off of a Star Confederation 
  power pack and consumes five charges each time it is fired. 
  A neural blaster requires the Exotic Firearms Proficiency (neural blaster) 
  feat to wield properly. 
   
  RED TRUTH REVEALED 
  A complete treatment of psionics in the Dawning Star setting, including a 
  full description of the phenomenon and dozens of psionic powers, is 
  available at: http://www.dawningstar.com/pdf/RedTruth_Revealed.pdf. 
  Weapon PL Damage 
  Crit 
  Dmg 
  Type 
  Range 
  Incr 
  RoF 
  Magazine 
  Size 
  Neural 
  Blaster 
  9 
  1d6 Wis 
  - 
  Psionic 
  50 ft. 
  S 
  Power pack and 
  power points 
  S 
  Wgt 
  2 lb. 
  Restr 
  Res 
  (+2) 
  Your character’s gun is a marvel of 23rd-century technology... 
   
  ...Why does his picture look like something from the 1800s? 
   
  The world of DAWNING STAR can be a dark and dangerous place with vaasi 
  hiding in all the dark corners. So don’t saddle your character with a PC 
  portrait suitable only for the shadows. Instead, tap into the best resource 
  this side of the Eosnet: AvatarArt. Now you can have a custom-made 
  character illustration that even the Republic and Faction Camps will agree 
  is sweeter than pectar pie. Go to www.avatarart.com to bring your hero to 
  life with stunning visuals. “Every Hero Needs a Home.” And every hero 
  needs a portrait that will make a saurian weep with envy. 
  
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards 
  of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc ("Wizards"). All 
  Rights Reserved. 
   
  1. Definitions: (a)"Contributors" means the 
  copyright and/or trademark owners who have 
  contributed Open Game Content; 
  (b)"Derivative Material" means copyrighted 
  material including derivative works and 
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  transformed or adapted; (c) "Distribute" 
  means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or 
  otherwise distribute; (d)"Open Game Content" 
  means the game mechanic and includes the 
  methods, procedures, processes and routines 
  to the extent such content does not embody 
  the Product Identity and is an enhancement 
  over the prior art and any additional content 
  clearly identified as Open Game Content by 
  the Contributor, and means any work covered 
  by this License, including translations and 
  derivative works under copyright law, but 
  specifically excludes Product Identity. (e) 
  "Product Identity" means product and product 
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  "Trademark" means the logos, names, mark, 
  sign, motto, designs that are used by a 
  Contributor to identify itself or its products or 
  the associated products contributed to the 
  Open Game License by the Contributor (g) 
  "Use", "Used" or "Using" means to use, 
  Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative 
  Material of Open Game Content. (h) "You" or 
  "Your" means the licensee in terms of this 
  agreement. 
   
  2. The License: This License applies to any 
  Open Game Content that contains a notice 
  indicating that the Open Game Content may 
  only be Used under and in terms of this 
  License. You must affix such a notice to any 
  Open Game Content that you Use. No terms 
  may be added to or subtracted from this 
  License except as described by the License 
  itself. No other terms or conditions may be 
  applied to any Open Game Content 
  distributed using this License. 
   
  3.Offer and Acceptance: By Using the Open 
  Game Content You indicate Your acceptance 
  of the terms of this License. 
  4. Grant and Consideration: In consideration 
  for agreeing to use this License, the 
  Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, 
  the Open Game Content. 
   
  5.Representation of Authority to Contribute: 
  If You are contributing original material as 
  Open Game Content, You represent that Your 
  Contributions are Your original creation and/
  or You have sufficient rights to grant the 
  rights conveyed by this License. 
   
  6.Notice of License Copyright: You must 
  update the COPYRIGHT NOTICE portion of 
  this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or 
  distributing, and You must add the title, the 
  copyright date, and the copyright holder's 
  name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to 
  Use any Product Identity, including as an 
  indication as to compatibility, except as 
  expressly licensed in another, independent 
  Agreement with the owner of each element of 
  that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in 
  conjunction with a work containing Open 
  Game Content except as expressly licensed in 
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  owner of such Trademark or Registered 
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  8. Identification: If you distribute Open Game 
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  portions of the work that you are distributing 
  are Open Game Content. 
   
  9. Updating the License: Wizards or its 
  designated Agents may publish updated 
  versions of this License. You may use any 
  authorized version of this License to copy, 
  modify and distribute any Open Game 
  Content originally distributed under any 
  version of this License. 
   
  10 Copy of this License: You MUST include 
  a copy of this License with every copy of the 
  Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not 
  market or advertise the Open Game Content 
  using the name of any Contributor unless You 
  have written permission from the Contributor 
  to do so. 
   
  12 Inability to Comply: If it is impossible for 
  You to comply with any of the terms of this 
  License with respect to some or all of the 
  Open Game Content due to statute, judicial 
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  may not Use any Open Game Material so 
  affected. 
   
  13 Termination: This License will terminate 
  automatically if You fail to comply with all 
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  within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the 
  termination of this License. 
   
  14 Reformation: If any provision of this 
  License is held to be unenforceable, such 
  provision shall be reformed only to the extent 
  necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, 
  Wizards of the Coast, Inc. 
   
  System Reference Document Copyright 2000-
  2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, John D. 
  Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave 
  Arneson.  
   
  Modern System Reference Document 
  Copyright 2002-2004, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich 
  Redman, Charles Ryan, Eric Cagle, David 
  Noonan, Stan!, Christopher Perkins, Rodney 
  Thompson, and JD Wiker, based on material 
  by Jonathan Tweet, Monte Cook, Skip 
  Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, 
  and JD Wiker. 
   
  Dawning Star: Operation Quick Launch 
  Copyright 2004, Justin D. Jacobson 
   
  Helios Rising, Copyright 2006, Justin D. 
  Jacobson 
   
  INDICIA 
   
  Principal Writing by Sean Masters. Cover 
  Illustration by AvatarArt. Editing and Layout 
  by Justin D. Jacobson. 
  'd20 System' and the 'd20 System' logo 
  are trademarks of Wizards of the Coast, Inc. 
  and are used according to the terms of the d20 
  System License version 6.0. A copy of this 
  License can be found at www.wizards.com/
  d20. d20 Modern and Wizards of the Coast 
  are trademarks of Wizards of the Coast, Inc. 
  in the United States and other countries and 
  are used with permission. 
  All other content is ©2008 Justin D. 
  Jacobson. Dawning Star, Operation Quick 
  Launch, Helios Rising, TERRAFORMER, 
  their corresponding logos, and all Blue Devil 
  Games logos are trademarks of Justin D. 
  Jacobson. This edition of TERRAFORMER is 
  produced under version 1.0a of the Open 
  Game License, version 6.0 of the d20 System 
  License, version 5.0 of the d20 System 
  Trademark Logo Guide, and the Modern 
  System Reference Document by permission of 
  Wizards of the Coast, Inc. Subsequent 
  versions of this product will incorporate later 
  versions. All rights reserved. Product Code 
  BDV5063. 
  Designation of Open Content: All of the 
  content not specifically enumerated as Closed 
  Content is Open Content, including but not 
  limited to the advanced class and all 
  associated mechanics. 
  Designation of Closed Content: Dawning 
  Star logos and titles, TERRAFORMER logos 
  and titles, the cover illustration and the term 
  vaasi and darkling. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Books/3p/BDG - Terraformer - 13 - PrC - Mind Hunter.pdf