Nausicaa Of The Valley Of Wind

Nausicaa of the Valley of Wind (風の谷のナウシカ, Kaze no Tani no Naushika?), a manga series as well as an anime from Hayao Miyazaki and Studio Ghibli, tells the story of Nausicaä, the princess of a small nation who lives in a world devastated by a holocaust called the "Seven Days of Fire". She tries to stop other warring nations from destroying themselves and from destroying the only means by which their world can be saved from the spread of polluted wastelands.

©2008 ~ thecrowchild
©2008 ~ thecrowchild

This is the collected work of True20Chick of the True20 forums.

BACKGROUNDS

Forest Person
Enhanced Senses: +2 racial bonus on Notice checks. Life in the Rotwood has increased the forest peoples’ senses.
Night Vision: A forest person receives the Night Vision feat for free as a bonus feat. A forest person has very acute night vision, enabling him to see twice as far as a normal human in low-light conditions.
Enhanced Endurance: A forest person receives the Endurance feat for free as a bonus feat. Forest people are much tougher than normal people.
Favored Feats: Choose one supernatural power (forest people treat their total level as their Adept level for this power).

Wormhandler
Communicate with Slugworms: +4 to Handle Animal and Sense Motive checks against slugworms. To bond with a new slugworm, a wormhandler must either spend a point of conviction or succeed on a Difficulty 20 Handle Animal check. A wormhandler character begins play with 2 slugworms.
Seek: +2 bonus to any Search check carried out with the help of a slugworm. This bonus does not stack if the wormhandler is using more than 1 slugworm in a search, but the other slugworms can aid each other (see Aiding Another in the True20 core rulebook).
Stigmatized: −4 to all Charisma checks and social skills used against other humans.
Feats: A 1st level wormhandler character has one fewer feat.

ARCHETYPES

An archetype is a set of suggestions to help a new player create a certain type of hero based on the familiar standbys of role-playing games. Each archetype consists of a role and suggested skills, and good save if the archetype uses the expert role.

Adventurer
Adventurers include daredevils, hunters, explorers, field scientists, thrill-seekers, and others called to face danger for a variety of reasons.
Role: Expert
Suggested Skills: Bluff, Climb, Escape Artist, Gather Information, Knowledge (Local), Language, Medicine, Navigate, Notice, Pilot, Sense Motive, Survival
Good Save: Fortitude or Reflex

Airship Crew
The airship crew archetype covers sailors of the sky, airship traders, and pirates.
Role: Expert
Suggested Skills: Climb, Intimidate, Jump, Knowledge (Local), Language, Navigate, Notice, Pilot
Good Save: Reflex

Craftsman
The craftsman archetype covers smiths, jewelers, merchants and anyone else with a skilled trade.
Role: Expert
Suggested Skills: Bluff, Craft (any), Knowledge (Local), Notice, Sense Motive
Good Save: Will

Gladiator
Gladiators have been fighting all their lives, whether on the streets or in some form of arena. They include disenchanted youths and poverty-stricken hoodlums looking to trade fists for coin and low-ranking members of a society’s warrior caste.
Role: Warrior
Suggested Skills: Acrobatics, Bluff, Escape Artist, Intimidate, Perform, Sense Motive.

Healer
The healer archetype covers physicians, military medics, and old women with knowledge of healing herbs and folk remedies.
Role: Expert.
Suggested Skills: Bluff, Diplomacy, Knowledge (Life Science), Medicine, Notice, Search, Sense Motive, Survival
Good Save: Will

Knight
The knight archetype covers noble-born warriors, household knights, and warrior-kings. It is possible for a member of another archetype to be knighted and carry the rank of knight, but only those born to nobility belong to this archetype.
Role: Warrior
Suggested Skills: Diplomacy, Intimidate, Knowledge (History), Knowledge (Local), Knowledge (Nobility), Language, Sense Motive, Ride

Mercenary
The mercenary archetype covers soldiers of fortune, wandering warriors, and other trained combatants who seek fame and fortune by hiring out their skill at arms.
Role: Warrior
Suggested Skills: Climb, Diplomacy, Escape Artist, Gather Information, Intimidate, Language, Medicine, Pilot or Ride

Mind Witch
The mind witch archetype covers anyone with psychic power who uses that power to read the hearts and minds of others and know their deepest thoughts.
Role: Adept
Suggested Skills: Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (Arcane Lore), Knowledge (Behavioral Sciences), Language, Sense Motive

Minstrel
The minstrel archetype covers acrobats, bards, troubadours, and actors.
Role: Professional
Suggested Skills: Acrobatics, Bluff, Diplomacy, Disguise, Escape Artist, Knowledge (any), Language, Perform, Research, Sense Motive, Sleight of Hand.
Good Save: Reflex (for physical entertainers) or Will (for poets)

Mystic
The mystic archetype covers anyone with psychic power who uses that power to gain enlightenment and seek truth and wisdom.
Role: Adept
Suggested Skills: Concentration, Diplomacy, Gather Information, Knowledge (any), Language, Notice, Research, Search, Sense Motive.

Noble
The noble archetype covers those of aristocratic stock, whether they were born into a position of authority or were granted authority by a higher power.
Role: Expert
Suggested Skills: Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (any), Knowledge (Nobility), Language, Pilot, Ride, Sense Motive.

Priest
The priest archetype covers holy men and women, shamans, witch-doctors, witches, and others who are beholden to a deity or ideal.
Role: Expert
Suggested Skills: Concentration, Diplomacy, Knowledge (Any), Language, Medicine, Sense Motive
Good Save: Will

Scholar
The scholar archetype covers loremasters, archivists, sages, scribes, and other people who seek knowledge and hoard it like wealth.
Role: Expert
Suggested Skills: Craft (any), Diplomacy, Gather Information, Knowledge (any), Knowledge (any), Language, Medicine, Search
Good Save: Will

Scout
The scout archetype covers barbarians, rangers, nomads, hunters, hermits, and any other person who lives in the wilderness or the fringes of civilization.
Role: Expert
Suggested Skills: Climb, Handle Animal, Knowledge (Local), Knowledge (Nature), Navigate, Notice, Pilot, Search, Stealth, Survival, Swim.
Good Save: Fortitude or Reflex

Soldier
The soldier archetype covers common foot soldiers, highwaymen, fighters, brawlers, and others who seek skill at arms and warfare.
Role: Warrior
Suggested Skills: Climb, Craft (any), Handle Animal, Intimidate, Jump, Notice, Pilot, Ride

Sorcerer
The sorcerer archetype covers anyone with psychic power who uses that power to cause fear in non-psychics and gain power.
Role: Adept
Suggested Primary Skills: Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (Arcane Lore), Knowledge (Theology and Philosophy), Language, Sense Motive.

Technician
The technician archetype covers engineers, repair crews, tinkerers, shipwrights, and anyone else skilled in maintaining decaying technology.
Role: Expert
Suggested Skills: Craft, Gather Information, Knowledge (Technology), Notice, Repair, Search
Good Save: Reflex

Thief
The thief archetype covers rogues, brigands, burglars, spies, assassins, and other masters of subterfuge.
Role: Expert
Suggested Skills: Bluff, Climb, Disable Device, Disguise, Escape Artist, Gather Information, Intimidate, Jump, Knowledge (Local), Notice, Search, Sense Motive, Sleight of Hand, Stealth
Good Saves: Reflexes

CHANGED OR REMOVED SKILLS AND FEATS

The following skills and feats either do not exist or function differently in this setting.

Bluff (Cha)
You can use the Bluff skill to feint in airship combat.
Check: With a successful Bluff check, you mislead another airship so that it can’t dodge your attack effectively. This check is opposed by the target pilot’s Sense Motive check. If you succeed, the next attack your airship makes against the target ignores its pilot’s Dexterity bonus to Defense (if it has one), thus lowering the target’s Defense score. Using Bluff as a feint in airship combat is an attack action.
Special: If you have the Airship Feint feat, you gain a +2 bonus on Bluff checks when using the skill to feint in airship combat.

Computers: There are no computers or complicated electronics. This skill is not used.

Craft (Electronic): This skill is extremely rare, as electronics technology has only recently been uncovered and put back into use. Add +5 to the Difficulty for all Craft (Electronics) skill checks.

Handle Animal: Characters with at least 5 ranks in this skill can use it to handle giant insects (vermin). Wormhandlers can use this skill on their slugworms with only 1 rank in this skill.

Knowledge (History): This skill can be used untrained for any skill check with a Difficulty of less than 10. Characters receive a +2 circumstance bonus to any Knowledge (History) check pertaining to their homeland.

Knowledge (Technology) (Int)
You can make a Knowledge (technology) check to correctly identify airships as well as identify unfamiliar technological devices.
Check: The Difficulties for identifying technological items vary depending on the type of information required:
Identifying an airship by its type: Difficulty 10.
Determining the function or purpose of a particular mechanical system: Difficulty 15.
Determining the function or purpose of a particular mechanical or electrical system: Difficulty 15.
Recalling the standard, factory-model design specs of a particular type or class of airship: Difficulty 20.
When confronted with an unfamiliar piece of technology or artifact, you can make a Knowledge (technology) check to correctly surmise the primary (if not singular) purpose of the device. A successful check result does not enable you to activate the item, nor does it make you proficient with the item. The Difficulty of the Knowledge (technology) check depends on the item being identified:

Table 1: Difficulty of Knowledge
Unfamiliar Item Difficulty
Basic tool or instrument 10
Vehicular component 15
Airship component 20
Ancient technology 25

NEW FEATS

The following feats are specific to the campaign setting, and are available to any character.

Animal Companion (Expert)
Prerequisite: Animal Empathy
You have a close bond with a natural animal. It is your companion, but more like a close friend an ally rather than a pet. Your animal companion can be any herbivore up to one size category larger than yourself, or any predator your size or smaller. Your animal companion’s maximum starting level is equal to half your total levels (minimum 1).
An animal companion is completely typical for its kind except as noted below. As you advance in level, the animal gains levels in the Animal creature type, with subsequent increases in its combat bonus, skill ranks, and feats (see the description of the Animal creature type in the True20 Adventure Roleplaying book). If you release your companion from service or it dies, you may gain a new one by encountering an animal in the wild and improving its attitude towards you. Once its attitude towards you is Friendly, you must spend a point of Conviction to make it your animal companion.
You can handle your animal companion as a free action, or push it as a move action, even if you don’t have any ranks in the Handle Animal skill. You gain a +4 circumstance bonus on all Animal Empathy checks and Handle Animal checks made regarding your animal companion.
Bonus Tricks: Your animal companion receives one bonus trick for every 2 levels it gains while it is your companion. These bonus tricks are in addition to any that you might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. You select these bonus tricks, and once selected, they can’t be changed.

Airship Dodge (General)
Prerequisites: Trained in the Pilot skill, Airship Operation (of the appropriate type).
You are adept at dodging attacks while piloting airships. When piloting an airship of a type with which you are proficient (see the Airship Operation feat), you apply a +1 dodge bonus to your ship’s Defense against attacks from one enemy airship you designate during your action. You can select a new enemy ship on any action.

Airship Feint (Expert)
Prerequisites: Trained in the Pilot skill, Airship Operation (of the appropriate type).
You are skilled at misleading your enemy in airship combat. When piloting a ship with which you are proficient (see the Airship Operation feat), you can make a Bluff check in airship combat as a move action. In addition, you receive a +2 bonus on Bluff checks made to feint in airship combat.

Airship Gunnery (General)
You are proficient with airship weapon systems. You do not take a penalty on attack rolls when firing an airship weapon.

Airship Operation (General)
Prerequisite: Trained in the Pilot skill.
Select one of the following types of airships: glider, exotic, gunship, brig, or monitor. You are proficient at operating airships of that type. When operating an airship of the selected type, you take no penalty on Pilot checks made when operating the airship, and you also apply your full combat bonus to Defense to the ship’s Defense.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different type of airship (glider, exotic, gunship, brig, or monitor).

Craft Ceramic (Expert)
Prerequisite: Any appropriate Craft skill 3 ranks
You can create any ceramic weapon, armor or shield. Broken ceramic weapons and armor cannot be repaired.

Craft Insect Shell (Expert)
Prerequisite: Any appropriate Craft skill 6 ranks
You can carve and shape insect shell to create any weapon, armor, or shield. Broken shell weapons and armor cannot be repaired. In certain circumstances, however, a piece of shell equipment can be reconfigured into a smaller version. For instance, a broken shell sword can be whittled into a dagger, or a Medium shield can be carved down into a Small shield.

SUGGESTED PROHIBITED SUPERNATURAL POWERS

Supernatural powers are psychic rather than magical, and are very subtle. If a supernatural power can be explained as being psychic in nature it should be allowed. If a supernatural power puts too much of a strain on the laws of physics it should not be allowed.

The following powers are not appropriate to this setting, but since the Elemental shaping powers can technically be considered as psychic in nature (pyrokinesis, etc.) they may be allowed at the Narrator’s discretion.

Table 2: Powers Not Appropriate
Blink
Computer Link
Elemental Powers*
Flesh Shaping
Ghost Touch
Imbue Life
Imbue Unlife
Phase
Plane Shift
Plant Shaping
Self-Shaping
Teleport

BESTIARY

DRAGON WORM
Long, multi-segmented creatures that look like centipedes with several pairs of wings.

Size and Type: Huge 6th level Vermin
Speed: 50 ft. fly (good)
Abilities: Str +3, Dex +2, Con +1, Int —, Wis +0, Cha −4
Skills: Notice 9 (+13)
Feats: —
Traits: Darkvision 60 ft., Vermin Traits
Combat: Attack +4 (−2 size, +4 base, +2 Dex), Damage +7 (bite), Defense +4 (−2 size, +4 base, +2 Dex), Initiative +2
Saving Throws: Toughness +7 (+4 size, +1 Con, +3 natural), Fortitude +6 (+5 base, +1 Con), Reflex +7 (+5 base, +2 Dex), Will +2 (+2 base)

Skills: Dragon Worms have a +4 racial bonus on Notice checks.

GIANT DRAGONFLY
Giant dragonfly-like creatures that are the sentries of the Rotwood.

Size and Type: Large 3rd level Vermin
Speed: Spd 20 feet, 70 ft. fly (good)
Abilities: Str +3, Dex +3, Con +2, Int —, Wis −1, Cha −2
Skills: Notice 6 (+9)
Feats: —
Traits: Darkvision 60 ft. , Vermin Traits
Combat: Attack +3 (−1 size, +1 base, +3 Dex), Damage +5 (bite), Defense +3 (−1 size, +1 base, +3 Dex), Initiative +3
Saving Throws: Toughness +6 (+2 size, +2 Con, +2 natural), Fortitude +5 (+3 base, +2 Con), Reflex +6 (+3 base, +3 Dex), Will +0 (+1 base, −1 Wis)

Skills: A giant dragonfly has a +4 racial bonus to Notice checks.

HEEDRA
Immortal, troll-like creatures.

Size and Type: Large 10th level Aberration
Speed: 30 ft.
Abilities: Str +6, Dex +0, Con +6, Int −4, Wis +1, Cha −1
Skills: Notice 6 (+11), Survival 7 (+8 )
Feats: Die Hard, Great Fortitude, Improved Grab, Improved Initiative
Traits: Immortal, Regeneration
Combat: Attack +6 (−1 size, +7 base, +0 Dex), Damage +6 (unarmed) or by weapon, Defense +6 (−1 size, +7 base, +0 Dex), Initiative +4
Saving Throws: Toughness +8 (+2 size, +6 Con), Fortitude +11 (+3 base, +6 Con, +2 Great Fortitude), Reflex +3 (+3 base, +0 Dex), Will +8 (+7 base, +1 Wis)

Brain Core: The only way to kill a heedra is to destroy the core in its head. The opponent must declare that they are striking for the core and roll a critical hit. If successful, the attack counts as a coup de grace (see the True20 core rulebook). Since heedras are so rare, a character must succeed on a Difficulty 20 Knowledge (History) check to know of this weakness. Dorok characters receive a +4 bonus to the check.

Regeneration: Each round a heedra gains an extra recovery check with a +4 bonus. Damage dealt by fire cannot be healed in this way. A heedra that loses a piece of its body regrows it in 70 minutes. Holding the severed member against the stump enables it to reattach instantly.

Skills: Heedras have a +4 racial bonus on Notice checks due to their keen eyes.

(Note: These guys weren't in the movie. They are but one of the many nasty surprises that you can find only in the manga series!)

HORSECLAW
Big, ostrich-like riding bird.

Size and Type: Large 4th level Animal
Speed: 60 ft.
Abilities: Str +3, Dex +0, Con +4, Int −4, Wis +0, Cha −1
Skills: Notice 7 (+7)
Feats: Endurance, Night VisionB, Run
Traits: Empathic Bond
Combat: Attack +2 (−1 size, +3 base, +0 Dex), Damage +3 (bite) or +4 (kick), Defense +2 (−1 size, +3 base, +0 Dex), Initiative +0
Saving Throws: Toughness +6 (+2 size, +4 Con), Fortitude +8 (+4 base, +4 Con), Reflex +4 (+4 base), Will +1 (+1 base)

Empathic Bond: At will, a horseclaw can form an empathic bond with any rider who has a Charisma of +2 or greater. Once the bond is formed, it is permanent until either the horseclaw or the rider consciously ends it. A bonded rider receives a +2 circumstance bonus to any save or skill check regarding the horseclaw.

LANDGRUB
Big, bloodsucking grub-like worms.

Size and Type: Small 1st level Vermin
Speed:
Abilities: Str −3, Dex +2, Con +1, Int −4, Wis +0, Cha −1
Skills: Notice 4 (+4)
Feats: —
Traits: Attach, Blood Drain, Vermin Traits
Combat: Attack +3 (+1 size, +0 base, +2 Dex) (+6 grapple), Damage −2 (bite), Defense +3 (+1 size, +0 base, +2 Dex), Initiative +2
Saving Throws: Toughness +0 (−1 size, +1 Con), Fortitude +2 (+2 base), Reflex +4 (+2 base, +2 Dex), Will +0

Attach: If a landgrub hits with a touch attack, it uses its many legs and mandibles to latch onto the opponent’s body. An attached landgrub is effectively grappling its prey. The landgrub loses its Dexterity bonus to Defense and has a Defense of 11, but holds on with great tenacity. Landgrubs have a +12 racial bonus on grapple checks.
An attached landgrub can be struck with a weapon or grappled itself. To remove an attached landgrub through grappling, the opponent must achieve a pin against the landgrub.

Blood Drain: A landgrub drains blood, dealing 1 point of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and slinks off to digest the meal. If its victim dies before the landgrub’s appetite has been sated, the landgrub detaches and seeks a new target.

OHMU
The great and terrible juggernauts of the Rotwood.

Size and Type: Huge 10th level Supernatural Beast
Speed: 40 ft.
Abilities: Str +8, Dex −4, Con +6, Int +1, Wis +4, Cha +4
Skills: Concentration 5 (+9), Intimidate 4 (+8 ), Knowledge (Life Sciences) 5 (+6), Knowledge (Supernatural) 5 (+6), Notice 5 (+9), Search 5 (+6), Sense Motive 5 (+9), Survival 5 (+9), Swim 4 (+12)
Feats: Die Hard, Great Fortitude, Iron Will, Power (6)B, RageB, Spirited Charge, Tireless
Traits: Darkvision 120 ft., Torpor, Trample
Powers: Rank 13, key ability Charisma, Power check +17, Save Difficulty 19, Cure, Heart Reading, Mind Touch, Nature Reading, Scrying, Sense Minds
Combat: Attack +4 (−2 size, +10 base, –4 Dex), Damage +18 (trample), Defense +4 (−2 size, +10 base, –4 Dex), Initiative −4
Saving Throws: Toughness +18 (+4 size, +6 Con, +8 natural), Fortitude +17 (+7 base, +8 Con, +2 great fortitude), Reflex −1 (+3 base, −4 Dex), Will +13 (+7 base, +4 Wis, +2 iron will)

Torpor: An ohmu can enter a sleep-like state at will, and remain in torpor for 1 week per point of Constitution (minimum 1). During this time, it does not need to eat or breathe. Bright flashing lights cause an ohmu to make a Difficulty 15 Will save or go into a torpor-like state for 1 minute (10 rounds).

Trample: As a full-round action, an ohmu can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over opponents in its path; any creature whose space is completely covered by the trampling ohmu is subject to the trample attack. Trampled opponents can attempt attacks of opportunity, but these take a −4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a Reflex save (Difficulty 23) to take half damage. A trampling ohmu can only deal trampling damage to each target once per round; no matter how many times its movement takes it over a target creature.

SLUGWORM
Small, slug-like worms that have a psychic link with the Wormhandlers.

Size and Type: Tiny 0-level Vermin
Speed: 5 ft.
Abilities: Str −3, Dex +0, Con +1, Int —, Wis +0, Cha −2
Skills: Notice 4 (+4), Search 0 (+8 )*
Feats: —
Traits: Darkvision 30 ft., Rapport, Vermin Traits
Combat: Attack +2 (+2 size), Damage −2 (bite), Defense +2 (+2 size), Initiative +0
Saving Throws: Toughness −1 (−2 size, +1 Con), Fortitude +3 (+2 base, +1 Con), Reflex +0, Will +0

Rapport: Slugworms share an instinctive, mildly psychic link with their wormhandler.

Skills: A slugworm receives a +8 racial bonus to Search checks when scent is a factor.

SQUIRRELFOX
Size and Type: Tiny 0-level Animal
Speed: 20 ft.
Abilities: Str −5, Dex +5, Con +0, Int −4, Wis +1, Cha −1
Skills: Acrobatics 4 (+13), Climb 0 (+9), Notice 0 (+1), Stealth 0 (+17)
Feats: —
Traits: Darkvision 60 ft., Scent 60 ft.
Combat: Attack +7 (+2 size, +5 Dex), Damage −5 (bite), Defense +7 (+2 size, +5 Dex), Initiative +5
Saving Throws: Toughness −2 (−2 size, +0 Con), Fortitude +0, Reflex +7 (+2 base, +5 Dex), Will +1 (+1 Wis)

Skills: A squirrelfox is extremely agile, and receives a +4 racial bonus on Acrobatics, Climb, and Stealth checks. It uses its Dexterity modifier rather than its Strength for Climb checks.

WING WORM
Giant fly-like creatures as big as a house.

Size and Type: Huge 9th level Vermin
Speed: 20 ft., 50 ft. fly (poor)
Abilities: Str +7, Dex −1, Con +5, Int —, Wis −1, Cha −1
Skills: Notice 12 (+13)
Feats: —
Traits: Darkvision 60 ft., Vermin Traits
Combat: Attack +3 (−2 size, +6 base, −1 Dex), Damage +10 (bite), Defense +3 (−2 size, +6 base, −1 Dex), Initiative −1
Saving Throws: Toughness +12 (+4 size, +5 Con, +3 natural), Fortitude +11 (+6 base, +5 Con), Reflex +5 (+6 base, −1 Dex), Will +2 (+3 base, −1 Wis)

Skills: A wing worm receives a +2 racial bonus on Notice checks.

VEHICLES

Corvette
The corvette frequently used as an escort ship for the slower airships and other transports and brigs. It is fast enough to act effectively as a gunship and maneuverable enough to make impressive turns.

The weapon systems mounted on a corvette are a nose-mounted missile battery and 5 machinegun turrets: two nose-mounted, one rear-mounted, and two top-mounted turrets. The rearmost weapon is on a full turret.

Gargantuan Airship (Corvette)
Airship Operation Feat: Brig
Size: 50 ft. by 25 ft. (1 square)
Cruising Speed: 90 mph (9 squares)
Size Modifier/Maneuverability: −4/+1
Initiative: -1
Toughness: +11
Defense: 11 (-4 size, +1 maneuverability, +2 pilot Dex, +2 pilot combat bonus)
Gun Points: 28
Attack: Light cannon battery (front arc) −1 ranged (+15, 400 ft.), 5 heavy machineguns (2 front arc, 1 partial turret front/left/right arc, 1 full turret twin-barrel, 1 aft arc) −1 ranged (+8/+12, 100 ft.)
Payload: The cannon battery is a 4-barrel light cannon, which counts as a 'double twin-barrel' weapon. The cannon battery is fired by the pilot and has 3 shots. Each machinegun has a belt feed equaling near 1,000 rounds of ammo and is capable of autofire.
Capacity Points: 16; 16 passengers (8 CP), 8 tons cargo (8 CP)
Crew: 1 pilot, 1 copilot/ navigator, 5 gunners (Trained, Skill +4, Dex +2, Combat +2).
Traits: Hard to Fix ×2 (-2), Heavily Armed ×6 (+12), Highly Maneuverable +1 (+2), Underpowered Engines (-2)
Purchase Difficulty: 74

Powered Glider
A powered glider can attain a maximum altitude of 3,000 ft. The powers glider has a low capacity for holding weight. It can hold approximately three to four times it’s own weight, and that’s on the top, any force pulling down from the bottom exceeding one-half the glider’s weight, will cause the glider to lose altitude at a rapid rate, eventually crashing.

Medium-size Airship (Glider)
Airship Operation Feat: Glider
Size: 8 foot wingspan (1/4 square)
Cruising Speed: 80 mph (8 squares)
Size Modifier/Maneuverability: +0/+2
Initiative: +5
Toughness: 5
Defense: 19 (+2 maneuverability, +4 pilot combat bonus, +3 pilot Dex)
Capacity Points: .0625; 125 lbs. cargo (.0625 CP)
Crew: One pilot (Expert, Skill +9, Dex +3, Combat +4).
Passenger Capacity: One
Cargo Capacity: 125 lbs.
Traits: Highly Maneuverable ×2 (+4), Overpowered Engine ×2 (+4), Unarmed (-4), VTOL Capability (+1)
Purchase Difficulty: 35

SPECIAL MATERIALS

Ceramic
Armor Effect: All armor made of this ceramic adds a +1 equipment bonus to Toughness. Only scale mail, breastplates, all heavy armors and shields can be made of this material. Reduce weight on all ceramic armor by 20%.
Weapon Effect: All weapons made of this ceramic add +1 to hit. Reduce weight on all weapons by 20%.
Purchase Difficulty: +2 to the purchase Difficulty of the item.

Insect Shell
Armor Effect: Insect shell body armor adds a +3 equipment bonus to Toughness, provides DR 5/ohmu shell, and weighs 10% less. Only scale mail, breastplates, all heavy armors and shields can be made of this material.
Weapon Effect: Weapons made from insect shell weigh 25% less. The opponent’s equipment bonus to Defense is reduced by −2 (minimum +0).
Purchase Difficulty: +5 to the purchase Difficulty of the item.

Special Gear
Filter Mask: There are three kinds of filter mask: light, medium, and heavy.
Light Filter Mask: A light filter mask straps over the mouth and nose. Goggles must be worn separately to protect the eyes. Provides a +2 bonus to Fortitude saves to resist the miasma; Purchase Difficulty: 2.
Medium Filter Mask: A medium filter mask is similar to a light filter mask, but has a longer snout for greater filtration. Medium filter masks incorporate goggles and cover the wearer’s entire face. Provides a +4 bonus to Fortitude saves to resist the miasma and a −2 penalty to Search and Notice checks; Purchase Difficulty: 4.
Heavy Filter Mask: A heavy filter mask covers the wearer’s entire head and ears. Provides a +8 bonus to Fortitude saves to resist the miasma, a −2 penalty to Listen checks, and a −4 penalty to Search and Notice checks.; Purchase Difficulty: 6.
Special: A filter mask large enough for a riding beast has +1 to the Purchase Difficulty.
Siren Shells: Siren shells emit a piercing whistle as they rocket through the air. Any creature with fewer than 5 levels and an Intelligence of -4 or less must succeed on a Difficulty 15 Will save or be stunned for 1 round. Purchase Difficulty: 11.
Strobe Grenade: A strobe grenade is about the size of a hand-grenade that releases a bright flash of light that can blind a creature that sees it. When detonated, all creatures with normal vision that are within 30 feet of the strobe grenade must succeed on a Difficulty 15 Reflex save or be blinded for 1 minute. Purchase Difficulty: 10.
Worm Flute: A worm flute is a small device about the size of a tin can. It is activated by wind, either by blowing through it like a normal whistle or by spinning it on the end of a line. The sound it produces can be heard for up to 60 feet. Using a worm flute is a full-round action. Any insect that can hear the tones produced by a worm flute must succeed on a Difficulty 15 Will save or be soothed and made docile. A character with the Animal Affinity feat may add +2 to the save Difficulty. Purchase Difficulty: 7.

The Fungus Jungle
Saving Throw: Difficulty 15; initial damage 2 Constitution damage, secondary damage 4 Constitution damage.
Deep in the Jungle: Save Difficulty is 19.

Reference

True20 forums - Nausicaa: In the Valley of Wind thread

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