Fantasy characters in a Space Opera

GuardianLurker

Adventurer
OK. A little background here. I recently completed my last major story arc in my D&D homebrew. At the end of it, my players managed to work things so that the next arc will be the fantasy characters on galactic stage. After looking at various options (Dragonstar, T20, d20Future, and Space Hero), I settled on d20Future as the main system. One of the key differences between the two settings is that the Fantasy-based world is the only spot in the universe that has access to real magic. Psionics gets a little bit of a break due to setting background, but even it's substantially weaker.

Of course, D&D and d20Future don't use exactly the same rule base, so I've had to house rule a few things. Before I started, I figured I'd run the proposed rules through a peer review to make sure I haven't missed anything. Comments, questions, and clarifications are all welcome.

EDIT:
One final check: These are house rules intended for a long term campaign using a mix of D&D and d20 Modern characters for the PCs versus d20 Future NPCs and a mix of d20 Future and D&D monsters. The fantasy characters are beginning the campaign at 17th level or so, but will lose access to magic. The d20 Future characters will be starting at 10th. I expect the campaign will run for at least 10 levels, meaning I'll be working with Epic-Level characters shortly.

Fantasy characters start the game with 20 ranks in a few Int-based Modern skills of their choice. They won't have access to any high-tech personal equipment to start. They do have opportunities (which at least some/most of them won't take) to pick up a level in a d20 Modern class, and a single d20 Modern skill of any kind to 9 ranks. I didn't want them to be completely helpless when they started, but give them a hard "We're not in Kansas anymore" shock at the start.

Given all of that, and knowing that all those numbers are complete WAGs at the balance I want, what issues do you all forsee? Do I need to up the d20 future starting level? Are there any issues with Epic Modern/Future play (besides the fact that its one huge houserule)? What am I missing?

 
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As long as none of hte characters in the core group are arcanists or clerics, this looks like fun. But if you do have some core spellcasters in the group, it certainly feels like they are going to get the heavy end of the stick smacked about their heads for a while.
 

HellHound said:
As long as none of hte characters in the core group are arcanists or clerics, this looks like fun. But if you do have some core spellcasters in the group, it certainly feels like they are going to get the heavy end of the stick smacked about their heads for a while.
Acutally I have two spellcasters - a bard and a cleric.

Strangely enough, the bard is primarily the party's "investigator" and isn't reliant on his spells. He's also taking the Commo slot on the ship. His role in the party is essentially unchanged.

The cleric is taking the Pilot slot on the ship, so even though he's going to lose a lot of spellcasting oomph, he's not going to lose a whole lot of importance. Strangely enough, it's the Dex-based fighter (a dervish) that's picked up the Medic slot.

Gah! That reminds me. I have to detail how Jump Gates work, since I'm hooking them into the astral (where magic works).
 

Snice your keeping the astral plane part of it the cleric may be able to reach his diety, though it would be a faint connection (allowing him only his domain spells/ abilities plus 0 lvl & 1st lvl spells). Just an idea. Thanks Maester Luwin
 

@MLuwin: Not a bad idea. However, I was planning full access, just like I would in a standard fantasy game, especially since distance on the Astral Plane isn't normal.
 

Depending on how you set up the jump technology, you may find it possible to create a portable conduit with which the bard or cleric could cast spells.
 


Jump Drives

Jump Drive/Gate and Piloting
As the wags say, "Every starship isn't." This is technically true. Even the fastest faster-than-light drives are essentially impractical for interstellar travel, requiring a little longer than 2 weeks to cross a single light-year. Interstellar travel is solely dependent on Jump Gates (and for the more advanced races, Jump Drives). Jump Gates are originally a First One technology discovered by the Seleth at the beginning of the First Star Empire. While present-era sentients are capable of operating, repairing, and even (to some extent) improving them, the original math still has not been fully comprehended.

What is understood is that Jump Gates transport ships into a different .... place. Colloquially, it's called Greyspace. The wits call it Astral Space, and the academics call it Jump Space. The pedantic academics call it "the Straszinsky-Roddenberry-Stith Topological Continuum", when those around them let them complete the name. By whatever name it goes by, navigation through it is more an art than a science, and highly skilled starnavigators are also highly paid starnavigators.


Jump Space Travel DCs
Code:
Distance...................DC..Normal Travel Time
Same system................15..2d6 hours
Up to 10 light years.......20..1d4x6 hours
11 to 100 light years......25..1d4x10 hours
101 to 1000 light years....35..1d6x20 hours
1001 to 10000 light years..45..1d10x50 hours
Over 10000 light years.....60..1d12x100 hours

Jump Space DC Modifiers
Code:
Condition...............Modifier
Destination w/ beacon...+10
Destination w/o beacon..+0
Advanced Jump Drive.....+5
Class VIII+ Sensors.....+10
Class V+ Sensors........+5
Class III+ Sensors......+0
Class II- Sensors.......-5

Jump Space Travel Results
Code:
Navigate 
Roll......Result
DC-30......Forever lost. Ship crashes in strange world. Roll on Crash Table.
DC-20......Failed. Try again after attempt completes. Roll (3d10x10)+30 twice; 
.............this is degrees left/up from straight to target, out distance to 
.............target. Recompute distance to target from this point.
DC-10......Double Time, Will Save DC 20 +3d20 hours/% distance
DC+0.......Normal Time, Will Save DC 15 +3d10 hours/% distance
DC+10......Normal Time, Will Save DC 10 +1d6 hours/% distance
DC+20......1/2 Time, No storm
DC+30......1/4 Time, No Storm

*Crash Table not detailed because it's dependent on Campaign Cosmology. Essentially, it's a variant "Random Color Pool Table" from MotP.
 
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You might want to take a look at my Future: Arcana PDF over at RPGNow. It sounds like the sort of thing that would fit what you're planning.
 

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