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From the Basics --- Building a Space Opera Campaign
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<blockquote data-quote="Louis the Rogue" data-source="post: 2878280" data-attributes="member: 40655"><p>Ah, the <em>space opera</em>... few phrases more effectively blend the realms of science-fiction and fantasy. I had the idea of a space opera campaign myself at one point (who hasn't), and decided I wanted to effectively advance DnD into the future as a sort of strange parralel. Goblins raiding space stations in Ferengi-like cruisers only to be gunned down by sleek elven dogfighters? The idea intrigued me, so I set about to create various "space races", and so far have managed four. Posted here, for your analysis, the space elf, space dwarf, space gnome, and space halfling.</p><p><em>Note:</em> I used the <em>D20 Future</em> rules when creating the space races, which my campaign coincidentally followed.</p><p></p><p>SPACE ELF RACIAL TRAITS</p><p>= +2 Dex, -2 Con</p><p>= Medium-size</p><p>= Base speed 30 ft.</p><p>= Immune to sleep effects.</p><p>= Low-light vision</p><p>= +2 to Drive and Pilot checks. Space elves are natural born pilots.</p><p>= +2 to Listen, Search, and Spot checks. A space elf that passes within 5 ft. of a secret or concealed door is entitled to a Search check as if actively looking for it.</p><p>= Weapon Focus (beam sword) as a bonus feat. Space elves still practice swordplay.</p><p>= Personal Firearms Proficiency as a bonus feat. Space elves still practice archery, but their "bow" has evolved with their culture (see Elven Beambow, below).</p><p>= Free Language Skills: Read/Write Elven, Speak Elven</p><p>= Level Adjustment: +0</p><p></p><p>SPACE DWARF RACIAL TRAITS</p><p>= +2 Con, -2 Cha</p><p>= Medium-size</p><p>= Base speed 20 ft.</p><p>= Darkvision 60 ft.</p><p>= +2 to Craft checks related to stone or metal.</p><p>= Stonecunning; as the ability in the <em>Player's Handbook</em>.</p><p>= Stability: as the ability in the <em>Player's Handbook</em>.</p><p>= +2 on saving throws against poison.</p><p>= +1 on attacks against orcs and goblinoids. Even in the future, dwarves retain a racial enmity toward these creatures.</p><p>= +4 dodge bonus to AC against giants.</p><p>= Planetary Adaption (any one) as a bonus feat. Space dwarves usually mine galactic outposts, so they get used to harsh environments.</p><p>= Treat the Dwarven Beamaxe (see below) as a simple weapon for dwarves.</p><p>= Free Language Skills: Read/Write Dwarven, Speak Dwarven.</p><p>= Level Adjustment: +0</p><p></p><p>SPACE GNOME RACIAL TRAITS</p><p>= +2 Int, -2 Str</p><p>= Small. +1 size bonus to Defense, +1 size bonus on attack rolls, +4 size bonus on Hide checks, -4 penalty to grapple checks. Lifting and carrying limits are 3/4 those of a Medium-size character.</p><p>= Base speed 20 ft.</p><p>= Low-light vision.</p><p>= +2 to Computer Use and Repair checks. Space gnomes are natural tinkerers.</p><p>= +2 to Craft (electronics) checks.</p><p>= +2 to Listen checks.</p><p>= Starship Operation or Mecha Operation (character's choice) as a bonus feat.</p><p>= Salvage as a bonus feat.</p><p>= +1 on attacks against kobolds and goblins.</p><p>= +4 dodge bonus to AC against giants.</p><p>= Free Language Skills: Read/Write Gnome, Speak Gnome</p><p>= Level Adjustment: +0</p><p></p><p>SPACE HALFLING RACIAL TRAITS</p><p>= +2 Dex, -2 Str</p><p>= Small. See Space Gnomes, above.</p><p>= Base speed 20 ft.</p><p>= +2 to Climb, Jump, and Move Silently checks. Space halflings are naturally athletic, and naturally cautious.</p><p>= +2 to Listen checks.</p><p>= Bonus feat (character's choice, as human). Space halflings have reached an adaptability comparable to humans.</p><p>= Free Language Skills; Read/Write Halfling, Speak Halfling.</p><p>= Level Adjustment: +0</p><p></p><p>SPACE RACE WEAPONS</p><p>The following weapons are specific to the space elf and space dwarf, respectively.</p><p></p><p><strong>Elven Beambow: </strong> The beambow is the logical extension of the elves' love of archery. It superficially resembles a composite longbow, but is obviously mechanical. A beambow still requires two hands to use (one to aim the bow, and one to fire), but it can be activated one-handed if the character accepts a -2 attack penalty. Upon activation, the bow fires a (usually) sapphire-colored bolt of energy. Because it is not a true bow, bow-specific feats such as Rapid Shot and Manyshot do not work on it, but firearm-specific feats may work. Also, because it is not a true bow, there cannot be a "composite" beambow.</p><p></p><p>Weapon: Beambow, elven</p><p>Damage: 2d8</p><p>Critical: x3</p><p>Damage Type: Fire</p><p>Range Increment: 110 ft.</p><p>Size: Two-handed (Large)</p><p>Purchase DC: 24</p><p>Restriction: Elf (+1)</p><p></p><p>Dwarven Beamaxe: Although initially developed as a cutting tool for dwarven miners, it wasn't long before the mighty warrior race fashioned a beamaxe as a weapon.</p><p></p><p>Weapon: Beamaxe, dwarven</p><p>Damage: 2d10</p><p>Critical: x3</p><p>Damage Type: Fire</p><p>Range Increment: -</p><p>Size: One-handed (Medium)</p><p>Purchase DC: 19</p><p>Restriction: Dwarf (+1)</p><p></p><p>CREATING BEAM WEAPONS</p><p>Many popular archaic weapons may be given a futuristic zest by turning them into "beam weapons". Base on the beamsword (a variant of the longsword) presented in <em>D20 Future</em>, it is easy to create a weapon template for beam weapons.</p><p></p><p>Damage: Double the number of dice used (for example, 1d6 becomes 2d6)</p><p>Critical: As base weapon</p><p>Damage Type: Changes to fire</p><p>Range Increment: As base weapon</p><p>Size: As base weapon</p><p>Purchase DC: As base weapon +6 (to calculate purchase DC's for weapons from the <em>Player's Handbook</em>, remember that 1 gp = $10, and find the appropriate purchase DC on page 204 of the <em>D20 Modern Roleplaying Game</em>).</p><p></p><p>Example Beam Weapon: Beam Rapier</p><p>Damage: 2d6</p><p>Critical: 18-20/x2</p><p>Damage Type: Fire</p><p>Range Increment: -</p><p>Size: One-handed (Medium)</p><p>Purchase DC: 18</p><p>Restriction: None</p></blockquote><p></p>
[QUOTE="Louis the Rogue, post: 2878280, member: 40655"] Ah, the [I]space opera[/I]... few phrases more effectively blend the realms of science-fiction and fantasy. I had the idea of a space opera campaign myself at one point (who hasn't), and decided I wanted to effectively advance DnD into the future as a sort of strange parralel. Goblins raiding space stations in Ferengi-like cruisers only to be gunned down by sleek elven dogfighters? The idea intrigued me, so I set about to create various "space races", and so far have managed four. Posted here, for your analysis, the space elf, space dwarf, space gnome, and space halfling. [I]Note:[/I] I used the [I]D20 Future[/I] rules when creating the space races, which my campaign coincidentally followed. SPACE ELF RACIAL TRAITS = +2 Dex, -2 Con = Medium-size = Base speed 30 ft. = Immune to sleep effects. = Low-light vision = +2 to Drive and Pilot checks. Space elves are natural born pilots. = +2 to Listen, Search, and Spot checks. A space elf that passes within 5 ft. of a secret or concealed door is entitled to a Search check as if actively looking for it. = Weapon Focus (beam sword) as a bonus feat. Space elves still practice swordplay. = Personal Firearms Proficiency as a bonus feat. Space elves still practice archery, but their "bow" has evolved with their culture (see Elven Beambow, below). = Free Language Skills: Read/Write Elven, Speak Elven = Level Adjustment: +0 SPACE DWARF RACIAL TRAITS = +2 Con, -2 Cha = Medium-size = Base speed 20 ft. = Darkvision 60 ft. = +2 to Craft checks related to stone or metal. = Stonecunning; as the ability in the [I]Player's Handbook[/I]. = Stability: as the ability in the [I]Player's Handbook[/I]. = +2 on saving throws against poison. = +1 on attacks against orcs and goblinoids. Even in the future, dwarves retain a racial enmity toward these creatures. = +4 dodge bonus to AC against giants. = Planetary Adaption (any one) as a bonus feat. Space dwarves usually mine galactic outposts, so they get used to harsh environments. = Treat the Dwarven Beamaxe (see below) as a simple weapon for dwarves. = Free Language Skills: Read/Write Dwarven, Speak Dwarven. = Level Adjustment: +0 SPACE GNOME RACIAL TRAITS = +2 Int, -2 Str = Small. +1 size bonus to Defense, +1 size bonus on attack rolls, +4 size bonus on Hide checks, -4 penalty to grapple checks. Lifting and carrying limits are 3/4 those of a Medium-size character. = Base speed 20 ft. = Low-light vision. = +2 to Computer Use and Repair checks. Space gnomes are natural tinkerers. = +2 to Craft (electronics) checks. = +2 to Listen checks. = Starship Operation or Mecha Operation (character's choice) as a bonus feat. = Salvage as a bonus feat. = +1 on attacks against kobolds and goblins. = +4 dodge bonus to AC against giants. = Free Language Skills: Read/Write Gnome, Speak Gnome = Level Adjustment: +0 SPACE HALFLING RACIAL TRAITS = +2 Dex, -2 Str = Small. See Space Gnomes, above. = Base speed 20 ft. = +2 to Climb, Jump, and Move Silently checks. Space halflings are naturally athletic, and naturally cautious. = +2 to Listen checks. = Bonus feat (character's choice, as human). Space halflings have reached an adaptability comparable to humans. = Free Language Skills; Read/Write Halfling, Speak Halfling. = Level Adjustment: +0 SPACE RACE WEAPONS The following weapons are specific to the space elf and space dwarf, respectively. [B]Elven Beambow: [/B] The beambow is the logical extension of the elves' love of archery. It superficially resembles a composite longbow, but is obviously mechanical. A beambow still requires two hands to use (one to aim the bow, and one to fire), but it can be activated one-handed if the character accepts a -2 attack penalty. Upon activation, the bow fires a (usually) sapphire-colored bolt of energy. Because it is not a true bow, bow-specific feats such as Rapid Shot and Manyshot do not work on it, but firearm-specific feats may work. Also, because it is not a true bow, there cannot be a "composite" beambow. Weapon: Beambow, elven Damage: 2d8 Critical: x3 Damage Type: Fire Range Increment: 110 ft. Size: Two-handed (Large) Purchase DC: 24 Restriction: Elf (+1) Dwarven Beamaxe: Although initially developed as a cutting tool for dwarven miners, it wasn't long before the mighty warrior race fashioned a beamaxe as a weapon. Weapon: Beamaxe, dwarven Damage: 2d10 Critical: x3 Damage Type: Fire Range Increment: - Size: One-handed (Medium) Purchase DC: 19 Restriction: Dwarf (+1) CREATING BEAM WEAPONS Many popular archaic weapons may be given a futuristic zest by turning them into "beam weapons". Base on the beamsword (a variant of the longsword) presented in [I]D20 Future[/I], it is easy to create a weapon template for beam weapons. Damage: Double the number of dice used (for example, 1d6 becomes 2d6) Critical: As base weapon Damage Type: Changes to fire Range Increment: As base weapon Size: As base weapon Purchase DC: As base weapon +6 (to calculate purchase DC's for weapons from the [I]Player's Handbook[/I], remember that 1 gp = $10, and find the appropriate purchase DC on page 204 of the [I]D20 Modern Roleplaying Game[/I]). Example Beam Weapon: Beam Rapier Damage: 2d6 Critical: 18-20/x2 Damage Type: Fire Range Increment: - Size: One-handed (Medium) Purchase DC: 18 Restriction: None [/QUOTE]
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