Hi, some of you might know me from Realmsofevil.net, where I tried to start this one PBP, but it seems not enough people have the Dragonstar book or or were interested or both. I thought I might try here where there's a bigger audience.
10 years ago, the Protalus Federation exploration vessel U.S.S. Majestic, commanded by Star Corps Captain John Rydberg, was sent to the Corzalus Nebula near the border of the Protalus Federation and the Gorganite Empire. Some unusual electromagnetic distortions had been detected by a nearby Federation science station who contacted Star Corps Command and requested that a ship be sent to study the phenomenon up close. Two months later, that science station picked up a number of escape pods containing Captain Rydberg and half of the Majestic's crew. Captain Rydberg reported that the ship had encountered an interplanar rift inside the nebula, through which a gigantic creature emerged and attacked. Approximately half of the Majestic's crew were killed in the attack, and the ship was heavily damaged. Moreover, the warp core had been damaged early on in the battle and later had to be ejected. With no hope of escape, Captain Rydberg ordered all hands to abandon ship, and then set the Majestic on a collision course with the creature. The captain reportedly entertained the notion of going down with his ship, but his beliefs in the teachings of the goddess Kylia had taught him it was better to live on rather than sacrifice himself needlessly, so he abandoned ship as well. The loss of the Majestic was not in vain though, as the science station reported no further activity within the nebula. The explosion of the ship and the death of the creature must have sealed the interplanar rift. Rydberg's surviving crew received commendations for their valor, and Rydberg himself was promoted to admiral. Ordinarily, this would be the end of the story.
Two years later, the starship Reliant was on a routine diplomatic mission to the Gorganite Empire and passed close to the Corzalus Nebula, where it picked up a large metallic mass. On approaching the object, they found it was the wreckage from a Federation starship, still mostly intact. She had sustained the most damage in her engineering and weapons control sections. The ship's registry number was NCC-3418, the Majestic's number. Clearly the ship had survived the encounter in the Corzalus Nebula two years ago, and had not been destroyed as Admiral Rydberg had claimed. But the admiral hadn't actually seen his old ship get destroyed. Which left Star Corps Command with a huge mystery: how did the Majestic survive after Rydberg had set the ship to collide with the creature? If the ship didn't hit the creature, then it must have survived. So why has nothing been detected in the nebula since the Majestic was sent there?
Now, 10 years after the Majestic's voyage, a terrible accident occured while Admiral Rydberg was on a routine inspection tour. He suffered a severe head injury, and can now remember nothing of the events of the past decade. He believes he is still the captain of the Majestic, and has been assigned to investigate some unusual electromagnetic distortions in the Corzalus Nebula. At about the same time, some new distortions were picked up in the nebula, which were much stronger than the distortions first detected 10 years ago. The first distortions were the near UV region, ~300 NM, highly unusual for a nebula which usually radiates in the IR and microwave region. The new distortions were in x-ray and gamma-ray regions. The problem lies in the chain of command. Technically, Rydberg is an admiral, and mentally capable of fulfilling his duties despite his condition. Therefore, if he wants to take the Majestic out to investigate this new occurence, that's his perogative. The only problem with that is getting the Majestic spaceworthy again. No one's set foot on board the ship in 10 years, she still has the battle scars from that time, and her systems aren't up to current Star Corps specifications. What's worse, interior scans of the ship show possible undead and even extraplanar activity throughout the ship. So, before this mission can even begin, someone's going to have to go aboard the Majestic in spacesuits to clean out any undead or outsiders. Then, a cleanup crew will have to be assigned to fix her up and get her systems up to date, including but not limited to: weapons, computer network, and warp drive. Once all that's done, the ship will have to go out and investigate the nebula, assuming that nothing from the outer planes has invaded the galaxy and that there still is a nebula to investigate with all the high-level radiation the rift is putting out!
Feel up to it? Here are the rules:
Books you'll need: in addition to the PHB, a copy of the Dragonstar Starfarer's Handbook by Fantasy Flight games.
Players: 5 max
Stat method: standard 4d6 drop low
starting level: 1
Races available: from the PHB and Forgotten Realms campaign book (no drow please). Monsters listed in Savage Species with ECL 1 are acceptable, as long as they are medium-sized or less. Finally, there are several unique alien races which are listed below:
Arctorian: These are pale-skinned humanoids with pronounced forehead ridges, typically dark hair, and smaller ears than humanoids. They are known for their highly-developed culture and philosophy. The arctorians were one of the founding members of the Protalus Federation, and their homeworld is located 5.4 light-years from the Federation capital world of Terminus. They get +2 wis, -2 cha, low-light vision, and a +2 racial bonus to any one knowledge skill of their choice. Their favored class is cleric, and they favor peaceful, good-aligned deities such as Gordania and Kylia.
Gorganites: The Gorganites have a strong culture based on strength, honor, and respect for the world around them. Gorganite priests (clerics), shamans (druids) and honor warriors (paladins) are the greatest positions in gorganite society. The gorganites have been at war for 10,000 years with the Elven Starleague, during which the elves have attempted to supress the gorganite culture and enslave the gorganite people. Some gorganites, those who are tired of the constant fighting or who have been dishonored, have defected to the Federation. Gorganites get a +2 str, +2 con, -2 wis, and -4 cha, low-light vision, a bonus exotic weapon proficiency, and a +2 racial bonus to climb, concentration, jump, and swim checks. Their favored class is fighter. Gorganites worship lawful deities and those with warlike aspects. Kelarin is highly favored by good Gorganites, while evil ones support Norgrath (for his warlike aspect) and Sarlagon (for his tyrannical bent).
Remesorians: The Remesorian homeworld is located in the Neutral Zone. 1,500 years ago it was devestated in a major battle between the Gorganites and the Starleague Elves. That battle marked the first appearance of the drow, and their use of deadly radiation weapons left the planet a wasteland. Nearly nothing was left of the Remesorian industrial base or culture. Few people can match a Remesorian's determination to work and make something of themself. Remesorians get a +2 con, -2 wis, darkvision, a +4 racial bonus to resist the effects of radiation, +2 bonuses to listen, spot, and wilderness lore checks. Their favored class is ranger. Remesorians believe their faith in the cause of good and their connection to the earth is what let them survive, so they favor the goddesses Gordania and Gaia, and deities with similar portfolios.
Seltharians: The small, green-skinned Seltharians have a well-earned reputation for greed and mischief. They're interested in making a fast credit, but usually won't resort to illegal means to do so. They're more likely to engineer questionable, but legal, enterprises rather than deal in weapons and illicit goods. Their fondness for humor and tricks is only matched by gnomes. The Seltharian government helped create the Protalus Federation, and the Seltharian homeworld is near the border of Federation and Gorganite space. Relations between Seltharians and Gorganites are cordial; the Gorganites regard Seltharians as honorable merchants and businessmen. Sletharians get a +2 dex, -2 str, low-light vision, a +2 bonus to appraise and sense motive checks, and a +4 racial bonus to swim checks. They can hold their breath for 25*their con score in rounds, and swim is always a class skill for them. Their favored class is rogue. The Seltharians don't favor any one deity, but like all races, they pay Gordania a great deal of respect, and also worship more chaotic deities, like Sargos and Regina.
Trelvarians: The idyllic world of Trel is one of the most beautiful places in the galaxy, well-known for its elaborate crystal architecture and its peaceful inhabitants: the Trelvarians. They have all the skin tones of humans, are hairless, and fairly tall. Trelvarians have great interest in literature and botany. The libraries on Trel are second only to the Federation Library on Terminus, and the botanical gardens make even elves stand in awe. Trelvarians receive a +2 int, -2 con, darkvision, +2 bonuses to research, spot and any one knowledge skill. The knowledge skill that gets the bonus is always a class skill for them. Their favored class is wizard. Th Trelvarian connection to nature leads them to worship Gaia and the elemental deities, and Trelvarian magicians usually multiclass as clerics of Tervaren, the god of magic.
Classes: PHB, Starfarer's Handbook, and Psionics Handbook classes are good. Prestige classes from the DMG, Defenders of the Faith, Tome and Blood, and Manual of the Planes are good as well. (If you have a PrC from somewhere else, ask me to see if I have the book in which your PrC is found.) You can also use a monster class from Savage Species, as long as the creature ends as medium-sized or below(Shipboard space and weight requirements restrict large creatures from serving aboard spaceships).
Deity information: There is no "Unification Church" (as defined in the Starfarer's Handbook) in this universe. Rather, there is a "traditional fantasy" pantheon of deities, a list which players in my quest for the Dragonstones game will no doubt find familiar!
Kylia* (G) goddess of love, healing, and mercy, neutral good. Domains: charm+, good, healing, renewal+, sun. Favored weapon: heavy mace
Gaia *(G) goddess of the Earth, neutral good. Domains: animal, cavern+, good, earth, metal+, plant, water. Favored weapon: warhammer
Tervaren (G) god of magic, neutral. Domains: illusion+, knowledge, luck, magic, rune+, spell+. Favored weapon: quarterstaff
Kurroth^ (G) god of death, evil, and murder, neutral evil. Domains: death, destruction, evil, hatred+, suffering+, terror++, undeath+. Favored weapon: scythe
Gastania^ (G) goddess of shadows and darkness, neutral evil. Domains: darkness, evil, knowledge, protection, spider+, trickery. Favored weapon: dagger
Allia (G) goddess of time, neutral. Domains: fate+, knowledge, luck, time+, timing++, travel. Favored weapon: shortsword
Void (aka Gray) (G) god of space, neutral: Domains: air, darkness+, knowledge, moon+, travel. Favored weapon: quarterstaff
Kelarin* (G) god of justice and wisdom, lawful good. Domains: good, knowledge, nobility+, law, sentinel++, war. Favored weapon: longsword
Norgrath^ (G) god of war and destruction, chaotic evil. Domains: chaos, destruction, evil, hatred+, strength, tyranny+, war. Favored weapon: greatsword
Gordania* (G) goddess of dawn and daylight, neutral good. Domains: air, charm+, good, fire, healing, sun, travel. Favored weapon: morningstar
Sargos (G) god of deceit, games, and thievery, chaotic neutral. Domains: chaos, illusion+, luck, timing++, trickery. Favored weapon: rapier
The Faerie Queen (G) goddess of fey-kind, ruler of the fey courts, chaotic neutral. Domains: air, chaos, elf+, family, knowledge, magic, retribution+, tyranny+, war. Favored weapon: longsword
Dalachin (I) god of order and stability, lawful neutral. Domains: law, knowledge, magic, planning+, sentinel++, strength. Favored weapon: warhammer
Duragen (I) god of the seas and oceans, chaotic neutral. Domains: chaos, ocean+, storm+, travel, water. Favored weapon: shortspear
Voraga (I) goddess of cold, cruelty, and the north wind, lawful evil. Domains: air, cold++, evil, destruction, law, oblivion++, water. Favored weapon: battleaxe
Dravok* (I) god of peace and freedom, chaotic good. Domains: chaos, charm+, good, knowledge, portal+, protection. Favored weapon: quarterstaff
Sarlagon^ (I) god of tyranny and oppression, lawful evil. Domains: destruction, evil, law, tyranny+. Favored weapon: heavy mace
Regina (I) goddess of good luck, chance, and daring, chaotic good. Domains: chaos, good, luck, timing++, trickery. Favored weapon: longbow
Endymia (I) goddess of nature and the woodlands, neutral good. Domains: animal, good, protection, plant, renewal+, scalykind+. Favored weapon: longsword
Argaren Silverblade (I) god of courage and protection, lawful good. Domains: good, law, protection, sentinel++, war, warding++. Favored weapon: longsword
Vilesira^ (I) goddess of plagues and disease, neutral evil. Domains: death, evil, destruction, knowledge, suffering+. Favored weapon: dagger
Turok (I) god of untamed wilderness, neutral. Domains: air, animal, earth, fire, plant, water. Favored weapon: quarterstaff
Daymoin (I) god of the truth, neutral. Domains: knowledge, luck, nobility+, protection, strength. favored weapon: heavy mace
Ensami (I) goddess of the moon, chaotic good. Domains: chaos, good, luck, moon+, protection, time+, travel. Favored weapon: rapier
Caleb (I) god of sages and scholars, lawful good. Domains: good, knowledge, law, magic, rune+, spell+. Favored weapon: quaterstaff
Sidara (I) god of the grey elves, lord of logic, lawful good. Domains: good, elf+, law, knowledge, mentalism+, protection, sun Favored weapon: quarterstaff
Phylicia (L) goddess of rebirth, spring, and east wind, neutral good. Domains: good, healing, protection, renewal+, sun. Favored weapon: light mace
Surmara (L) goddess of summer, freedom of nature, and the south wind, chaotic good. Domains: air, chaos, good, spell+, sun, trickery. Favored weapon: dagger
Corimon (L) god of temperance, patience, autumn, and the west wind, neutral good. Domains: air, good, knowledge, sentinel++, strength. Favored weapon: battleaxe
Mudra (L) god of contracts, commerce, and deals, lawful neutral. Domains: law, knowledge, timing++, trade+, trickery. Favored weapon: heavy mace
Sutra (L) goddess of teaching and education, lawful good. Domains: good, knowledge, law, mentalism+, rune+. Favored weapon: quarterstaff
Thellos (L) god of elemental earth, neutral. Domains: cavern+, earth, knowledge, metal+, plant. Favored weapon: warhammer
Brelia (L) goddess of elemental air, neutral. Domains: air, illusion+, knowledge, travel, trickery. Favored weapon: longbow
Tylia (L) goddess of the beneficial fire, neutral good. Domains: good, family+, fire, healing, renewal+. Favored weapon: quarterstaff
Draca (L) Tylia's twin, goddess of the harmful fire, neutral evil. Domains: destruction, evil, fire, retribution+, suffering+. Favored weapon: light flail
Thardran (L) god of elemental water, neutral. Domains: knowledge, ocean+, storm+, travel, water. Favored weapon: shortspear
Serena (L) goddess of meditation, inner peace, and spirit, neutral good. Domains: charm, good, healing, illusion+, sun. Favored weapon: morningstar
letters by the names
G=greater god
I=intermediate god
L= lesser god
Symbols by the deity's name:
*seelie court member
^unseelie court member
Elves can only worship the Faerie Queen, a seelie court member, and unseelie court member, or Sidara.
Symbols by the domain names:
+=domain from Forgotten Realms campaign setting
++=domain from Kingdoms of Kalamar players guide
There are no specific racial gods, except for elves as noted above. Dwarves tend to lean towards worshipping Gaia, Kelarin, and deities with similar portfolios. Gnomes and halflings tend to favor Kylia, Gaia, and similar gods. Half-orcs favor Kelarin, Kurroth and more martial-oriented gods. Humans and half-elves will worship just about any of the gods, and all of the races pay a great deal of respect towards Gordania (Gordania is the Mystra of my setting!! bwahaha! )
Alignments: any nonevil is ok. Any good is recommended.
Rank and department (new system): Each of your characters is an officer in Star Corps, the elite scientific/exploration/military force of the Protalus Federation. In addition to some free gear (listed below), you get to pick a department for your character which basically describes his/her duties aboard ship. . The way these work is like this: each department has a list of skills and associated with it a list of bonus feats associated with it. Once you pick your department, you pick two skills from the skill list, and one feat from the feat list. The skills you pick become permanent class skills for you (you can buy them for 1 point per rank no matter what classes you multiclass into). In addition, if a skill you pick is already a class skill, you get a permanent +1 bonus to skill checks with that skill. But, you only get the bonus if the skill you pick is a class skill for your class at 1st level. If you multi into a class that has that skill as a class skill later on, you don't get the bonus. The feat gained is in addition to the automatic feat gained by all characters at 1st level, any bonus feats, etc. There's no restrictions as far as what class can be in what department. (all feats and skills are used as described in the SFHB or PHB unless stated otherwise).
Here are the departments:
Command: Command department officers set up and administer duty schedules, and evaluate the effectiveness of each department. They also operate the flight control systems on a vessel. Command officers are designated by red uniform shirts.
Command skill list: Diplomacy, freefall, Gather information, intimidate, knowledge (astronomy, history, Star Corps, or physics), navigate, pilot, sense motive, urban lore.
Command feat list: aircraft pilot, born spacer, or starship piloting. Or skill focus (any command list skill)
Engineering: Engineering officers maintain and repair the technical systems on a ship. Engineers wear yellow uniform shirts.
Engineering skill list: craft (electronics, mechanics, or robotics), demolitions, disable device, knowledge (engineering, mathematics), open lock, repair, use device.
Engineering feat list: Gearhead, Hacker, or low-G tolerance. Or skill focus (any engineering list skill)
Security: Security officers are responsible for maintaining a safe and secure environment on board the ship. They mediate and resolve disputes between crew members, and respond to threats from hostile forces. Security officers wear brown uniform shirts, but occasionally don camoflague fatigues when on a planet's surface.
Security skill list: bluff, demolitions, diplomacy, disable device, freefall, gather information, intimidate, search, urban lore, wilderness lore.
Security feat list: combat reflexes, improved unarmed strike, martial weapon proficiency (any), point-blank shot. Or skill focus (any security list skill)
Science: Science officers carry out the primary duty of Star Corps, study of the physical makeup of the galaxy. Aside from their abilities in their respective fields, science officers are generally excellent computer and sensor system operators. The sensors on Star Corps vessels are far superior than those on Gorganite ships, and can analyze the structures of Elven vessels. This was an important bargaining chip in the negotiations of the Neutral Zone treaty 150 years ago. Science officers wear blue uniform shirts.
science skill list: cryptography, decipher script, knowledge (any science skill), research, urban lore, use device.
science feat list: hacker, improved initiative, information junkie. Or skill focus (an science list skill)
medical: medical officers keep their crewmates in top physical shape. Space duty can be physically demanding, so no ship leaves spacedock without a sufficient medical staff. Medical officers wear blue shirts, but a special badge distinguishes them from science officers.
medical skill list: diplomacy, heal, knowledge (biology, chemistry), profession (herbalist or pharmicist), use device.
medical feat list: information junkie, remote operation, temperature tolerance or skill focus (any medical list skill)
As the game progresses, your characters will be evaluated on their performance, and may receive promotions to higher rank. You each start out at the lowest rank, ensign, and can move up as you reach higher levels. Higher rank will result in an increase in the amount of credits you receive, more authority over NPC crew members, access to more secure areas of the ship, and more important duties.
Starting cash: maximum amount of credits for your class. Also, you get some free gear: a free set of combat fatigues (in your department's color), personal communicator, and your choice of holdout laser, laser pistol, blaster pistol, or screamer pistol. Note that the holdout laser, blaster pistol, laser pistol, screamer pistol, holdout laser, blaster rifle, laser rifle, screamer rifle, assault blaster, and assault laser can be set to deal subdual damage. Your character may receive orders to use your weapons in this mode only, and may be subject to disciplinary action if you do otherwise.
The game will begin in a Star Corps mothball shipyard. Your characters will be preparing to board the Majestic in order to clear out any bad guys. You will each be issued a vac suit (with built-in personal communicator and language translator) and multiscanner by your superior officer (NPC played by me). These two items are to be returned at the end of this mission.
10 years ago, the Protalus Federation exploration vessel U.S.S. Majestic, commanded by Star Corps Captain John Rydberg, was sent to the Corzalus Nebula near the border of the Protalus Federation and the Gorganite Empire. Some unusual electromagnetic distortions had been detected by a nearby Federation science station who contacted Star Corps Command and requested that a ship be sent to study the phenomenon up close. Two months later, that science station picked up a number of escape pods containing Captain Rydberg and half of the Majestic's crew. Captain Rydberg reported that the ship had encountered an interplanar rift inside the nebula, through which a gigantic creature emerged and attacked. Approximately half of the Majestic's crew were killed in the attack, and the ship was heavily damaged. Moreover, the warp core had been damaged early on in the battle and later had to be ejected. With no hope of escape, Captain Rydberg ordered all hands to abandon ship, and then set the Majestic on a collision course with the creature. The captain reportedly entertained the notion of going down with his ship, but his beliefs in the teachings of the goddess Kylia had taught him it was better to live on rather than sacrifice himself needlessly, so he abandoned ship as well. The loss of the Majestic was not in vain though, as the science station reported no further activity within the nebula. The explosion of the ship and the death of the creature must have sealed the interplanar rift. Rydberg's surviving crew received commendations for their valor, and Rydberg himself was promoted to admiral. Ordinarily, this would be the end of the story.
Two years later, the starship Reliant was on a routine diplomatic mission to the Gorganite Empire and passed close to the Corzalus Nebula, where it picked up a large metallic mass. On approaching the object, they found it was the wreckage from a Federation starship, still mostly intact. She had sustained the most damage in her engineering and weapons control sections. The ship's registry number was NCC-3418, the Majestic's number. Clearly the ship had survived the encounter in the Corzalus Nebula two years ago, and had not been destroyed as Admiral Rydberg had claimed. But the admiral hadn't actually seen his old ship get destroyed. Which left Star Corps Command with a huge mystery: how did the Majestic survive after Rydberg had set the ship to collide with the creature? If the ship didn't hit the creature, then it must have survived. So why has nothing been detected in the nebula since the Majestic was sent there?
Now, 10 years after the Majestic's voyage, a terrible accident occured while Admiral Rydberg was on a routine inspection tour. He suffered a severe head injury, and can now remember nothing of the events of the past decade. He believes he is still the captain of the Majestic, and has been assigned to investigate some unusual electromagnetic distortions in the Corzalus Nebula. At about the same time, some new distortions were picked up in the nebula, which were much stronger than the distortions first detected 10 years ago. The first distortions were the near UV region, ~300 NM, highly unusual for a nebula which usually radiates in the IR and microwave region. The new distortions were in x-ray and gamma-ray regions. The problem lies in the chain of command. Technically, Rydberg is an admiral, and mentally capable of fulfilling his duties despite his condition. Therefore, if he wants to take the Majestic out to investigate this new occurence, that's his perogative. The only problem with that is getting the Majestic spaceworthy again. No one's set foot on board the ship in 10 years, she still has the battle scars from that time, and her systems aren't up to current Star Corps specifications. What's worse, interior scans of the ship show possible undead and even extraplanar activity throughout the ship. So, before this mission can even begin, someone's going to have to go aboard the Majestic in spacesuits to clean out any undead or outsiders. Then, a cleanup crew will have to be assigned to fix her up and get her systems up to date, including but not limited to: weapons, computer network, and warp drive. Once all that's done, the ship will have to go out and investigate the nebula, assuming that nothing from the outer planes has invaded the galaxy and that there still is a nebula to investigate with all the high-level radiation the rift is putting out!
Feel up to it? Here are the rules:
Books you'll need: in addition to the PHB, a copy of the Dragonstar Starfarer's Handbook by Fantasy Flight games.
Players: 5 max
Stat method: standard 4d6 drop low
starting level: 1
Races available: from the PHB and Forgotten Realms campaign book (no drow please). Monsters listed in Savage Species with ECL 1 are acceptable, as long as they are medium-sized or less. Finally, there are several unique alien races which are listed below:
Arctorian: These are pale-skinned humanoids with pronounced forehead ridges, typically dark hair, and smaller ears than humanoids. They are known for their highly-developed culture and philosophy. The arctorians were one of the founding members of the Protalus Federation, and their homeworld is located 5.4 light-years from the Federation capital world of Terminus. They get +2 wis, -2 cha, low-light vision, and a +2 racial bonus to any one knowledge skill of their choice. Their favored class is cleric, and they favor peaceful, good-aligned deities such as Gordania and Kylia.
Gorganites: The Gorganites have a strong culture based on strength, honor, and respect for the world around them. Gorganite priests (clerics), shamans (druids) and honor warriors (paladins) are the greatest positions in gorganite society. The gorganites have been at war for 10,000 years with the Elven Starleague, during which the elves have attempted to supress the gorganite culture and enslave the gorganite people. Some gorganites, those who are tired of the constant fighting or who have been dishonored, have defected to the Federation. Gorganites get a +2 str, +2 con, -2 wis, and -4 cha, low-light vision, a bonus exotic weapon proficiency, and a +2 racial bonus to climb, concentration, jump, and swim checks. Their favored class is fighter. Gorganites worship lawful deities and those with warlike aspects. Kelarin is highly favored by good Gorganites, while evil ones support Norgrath (for his warlike aspect) and Sarlagon (for his tyrannical bent).
Remesorians: The Remesorian homeworld is located in the Neutral Zone. 1,500 years ago it was devestated in a major battle between the Gorganites and the Starleague Elves. That battle marked the first appearance of the drow, and their use of deadly radiation weapons left the planet a wasteland. Nearly nothing was left of the Remesorian industrial base or culture. Few people can match a Remesorian's determination to work and make something of themself. Remesorians get a +2 con, -2 wis, darkvision, a +4 racial bonus to resist the effects of radiation, +2 bonuses to listen, spot, and wilderness lore checks. Their favored class is ranger. Remesorians believe their faith in the cause of good and their connection to the earth is what let them survive, so they favor the goddesses Gordania and Gaia, and deities with similar portfolios.
Seltharians: The small, green-skinned Seltharians have a well-earned reputation for greed and mischief. They're interested in making a fast credit, but usually won't resort to illegal means to do so. They're more likely to engineer questionable, but legal, enterprises rather than deal in weapons and illicit goods. Their fondness for humor and tricks is only matched by gnomes. The Seltharian government helped create the Protalus Federation, and the Seltharian homeworld is near the border of Federation and Gorganite space. Relations between Seltharians and Gorganites are cordial; the Gorganites regard Seltharians as honorable merchants and businessmen. Sletharians get a +2 dex, -2 str, low-light vision, a +2 bonus to appraise and sense motive checks, and a +4 racial bonus to swim checks. They can hold their breath for 25*their con score in rounds, and swim is always a class skill for them. Their favored class is rogue. The Seltharians don't favor any one deity, but like all races, they pay Gordania a great deal of respect, and also worship more chaotic deities, like Sargos and Regina.
Trelvarians: The idyllic world of Trel is one of the most beautiful places in the galaxy, well-known for its elaborate crystal architecture and its peaceful inhabitants: the Trelvarians. They have all the skin tones of humans, are hairless, and fairly tall. Trelvarians have great interest in literature and botany. The libraries on Trel are second only to the Federation Library on Terminus, and the botanical gardens make even elves stand in awe. Trelvarians receive a +2 int, -2 con, darkvision, +2 bonuses to research, spot and any one knowledge skill. The knowledge skill that gets the bonus is always a class skill for them. Their favored class is wizard. Th Trelvarian connection to nature leads them to worship Gaia and the elemental deities, and Trelvarian magicians usually multiclass as clerics of Tervaren, the god of magic.
Classes: PHB, Starfarer's Handbook, and Psionics Handbook classes are good. Prestige classes from the DMG, Defenders of the Faith, Tome and Blood, and Manual of the Planes are good as well. (If you have a PrC from somewhere else, ask me to see if I have the book in which your PrC is found.) You can also use a monster class from Savage Species, as long as the creature ends as medium-sized or below(Shipboard space and weight requirements restrict large creatures from serving aboard spaceships).
Deity information: There is no "Unification Church" (as defined in the Starfarer's Handbook) in this universe. Rather, there is a "traditional fantasy" pantheon of deities, a list which players in my quest for the Dragonstones game will no doubt find familiar!
Kylia* (G) goddess of love, healing, and mercy, neutral good. Domains: charm+, good, healing, renewal+, sun. Favored weapon: heavy mace
Gaia *(G) goddess of the Earth, neutral good. Domains: animal, cavern+, good, earth, metal+, plant, water. Favored weapon: warhammer
Tervaren (G) god of magic, neutral. Domains: illusion+, knowledge, luck, magic, rune+, spell+. Favored weapon: quarterstaff
Kurroth^ (G) god of death, evil, and murder, neutral evil. Domains: death, destruction, evil, hatred+, suffering+, terror++, undeath+. Favored weapon: scythe
Gastania^ (G) goddess of shadows and darkness, neutral evil. Domains: darkness, evil, knowledge, protection, spider+, trickery. Favored weapon: dagger
Allia (G) goddess of time, neutral. Domains: fate+, knowledge, luck, time+, timing++, travel. Favored weapon: shortsword
Void (aka Gray) (G) god of space, neutral: Domains: air, darkness+, knowledge, moon+, travel. Favored weapon: quarterstaff
Kelarin* (G) god of justice and wisdom, lawful good. Domains: good, knowledge, nobility+, law, sentinel++, war. Favored weapon: longsword
Norgrath^ (G) god of war and destruction, chaotic evil. Domains: chaos, destruction, evil, hatred+, strength, tyranny+, war. Favored weapon: greatsword
Gordania* (G) goddess of dawn and daylight, neutral good. Domains: air, charm+, good, fire, healing, sun, travel. Favored weapon: morningstar
Sargos (G) god of deceit, games, and thievery, chaotic neutral. Domains: chaos, illusion+, luck, timing++, trickery. Favored weapon: rapier
The Faerie Queen (G) goddess of fey-kind, ruler of the fey courts, chaotic neutral. Domains: air, chaos, elf+, family, knowledge, magic, retribution+, tyranny+, war. Favored weapon: longsword
Dalachin (I) god of order and stability, lawful neutral. Domains: law, knowledge, magic, planning+, sentinel++, strength. Favored weapon: warhammer
Duragen (I) god of the seas and oceans, chaotic neutral. Domains: chaos, ocean+, storm+, travel, water. Favored weapon: shortspear
Voraga (I) goddess of cold, cruelty, and the north wind, lawful evil. Domains: air, cold++, evil, destruction, law, oblivion++, water. Favored weapon: battleaxe
Dravok* (I) god of peace and freedom, chaotic good. Domains: chaos, charm+, good, knowledge, portal+, protection. Favored weapon: quarterstaff
Sarlagon^ (I) god of tyranny and oppression, lawful evil. Domains: destruction, evil, law, tyranny+. Favored weapon: heavy mace
Regina (I) goddess of good luck, chance, and daring, chaotic good. Domains: chaos, good, luck, timing++, trickery. Favored weapon: longbow
Endymia (I) goddess of nature and the woodlands, neutral good. Domains: animal, good, protection, plant, renewal+, scalykind+. Favored weapon: longsword
Argaren Silverblade (I) god of courage and protection, lawful good. Domains: good, law, protection, sentinel++, war, warding++. Favored weapon: longsword
Vilesira^ (I) goddess of plagues and disease, neutral evil. Domains: death, evil, destruction, knowledge, suffering+. Favored weapon: dagger
Turok (I) god of untamed wilderness, neutral. Domains: air, animal, earth, fire, plant, water. Favored weapon: quarterstaff
Daymoin (I) god of the truth, neutral. Domains: knowledge, luck, nobility+, protection, strength. favored weapon: heavy mace
Ensami (I) goddess of the moon, chaotic good. Domains: chaos, good, luck, moon+, protection, time+, travel. Favored weapon: rapier
Caleb (I) god of sages and scholars, lawful good. Domains: good, knowledge, law, magic, rune+, spell+. Favored weapon: quaterstaff
Sidara (I) god of the grey elves, lord of logic, lawful good. Domains: good, elf+, law, knowledge, mentalism+, protection, sun Favored weapon: quarterstaff
Phylicia (L) goddess of rebirth, spring, and east wind, neutral good. Domains: good, healing, protection, renewal+, sun. Favored weapon: light mace
Surmara (L) goddess of summer, freedom of nature, and the south wind, chaotic good. Domains: air, chaos, good, spell+, sun, trickery. Favored weapon: dagger
Corimon (L) god of temperance, patience, autumn, and the west wind, neutral good. Domains: air, good, knowledge, sentinel++, strength. Favored weapon: battleaxe
Mudra (L) god of contracts, commerce, and deals, lawful neutral. Domains: law, knowledge, timing++, trade+, trickery. Favored weapon: heavy mace
Sutra (L) goddess of teaching and education, lawful good. Domains: good, knowledge, law, mentalism+, rune+. Favored weapon: quarterstaff
Thellos (L) god of elemental earth, neutral. Domains: cavern+, earth, knowledge, metal+, plant. Favored weapon: warhammer
Brelia (L) goddess of elemental air, neutral. Domains: air, illusion+, knowledge, travel, trickery. Favored weapon: longbow
Tylia (L) goddess of the beneficial fire, neutral good. Domains: good, family+, fire, healing, renewal+. Favored weapon: quarterstaff
Draca (L) Tylia's twin, goddess of the harmful fire, neutral evil. Domains: destruction, evil, fire, retribution+, suffering+. Favored weapon: light flail
Thardran (L) god of elemental water, neutral. Domains: knowledge, ocean+, storm+, travel, water. Favored weapon: shortspear
Serena (L) goddess of meditation, inner peace, and spirit, neutral good. Domains: charm, good, healing, illusion+, sun. Favored weapon: morningstar
letters by the names
G=greater god
I=intermediate god
L= lesser god
Symbols by the deity's name:
*seelie court member
^unseelie court member
Elves can only worship the Faerie Queen, a seelie court member, and unseelie court member, or Sidara.
Symbols by the domain names:
+=domain from Forgotten Realms campaign setting
++=domain from Kingdoms of Kalamar players guide
There are no specific racial gods, except for elves as noted above. Dwarves tend to lean towards worshipping Gaia, Kelarin, and deities with similar portfolios. Gnomes and halflings tend to favor Kylia, Gaia, and similar gods. Half-orcs favor Kelarin, Kurroth and more martial-oriented gods. Humans and half-elves will worship just about any of the gods, and all of the races pay a great deal of respect towards Gordania (Gordania is the Mystra of my setting!! bwahaha! )
Alignments: any nonevil is ok. Any good is recommended.
Rank and department (new system): Each of your characters is an officer in Star Corps, the elite scientific/exploration/military force of the Protalus Federation. In addition to some free gear (listed below), you get to pick a department for your character which basically describes his/her duties aboard ship. . The way these work is like this: each department has a list of skills and associated with it a list of bonus feats associated with it. Once you pick your department, you pick two skills from the skill list, and one feat from the feat list. The skills you pick become permanent class skills for you (you can buy them for 1 point per rank no matter what classes you multiclass into). In addition, if a skill you pick is already a class skill, you get a permanent +1 bonus to skill checks with that skill. But, you only get the bonus if the skill you pick is a class skill for your class at 1st level. If you multi into a class that has that skill as a class skill later on, you don't get the bonus. The feat gained is in addition to the automatic feat gained by all characters at 1st level, any bonus feats, etc. There's no restrictions as far as what class can be in what department. (all feats and skills are used as described in the SFHB or PHB unless stated otherwise).
Here are the departments:
Command: Command department officers set up and administer duty schedules, and evaluate the effectiveness of each department. They also operate the flight control systems on a vessel. Command officers are designated by red uniform shirts.
Command skill list: Diplomacy, freefall, Gather information, intimidate, knowledge (astronomy, history, Star Corps, or physics), navigate, pilot, sense motive, urban lore.
Command feat list: aircraft pilot, born spacer, or starship piloting. Or skill focus (any command list skill)
Engineering: Engineering officers maintain and repair the technical systems on a ship. Engineers wear yellow uniform shirts.
Engineering skill list: craft (electronics, mechanics, or robotics), demolitions, disable device, knowledge (engineering, mathematics), open lock, repair, use device.
Engineering feat list: Gearhead, Hacker, or low-G tolerance. Or skill focus (any engineering list skill)
Security: Security officers are responsible for maintaining a safe and secure environment on board the ship. They mediate and resolve disputes between crew members, and respond to threats from hostile forces. Security officers wear brown uniform shirts, but occasionally don camoflague fatigues when on a planet's surface.
Security skill list: bluff, demolitions, diplomacy, disable device, freefall, gather information, intimidate, search, urban lore, wilderness lore.
Security feat list: combat reflexes, improved unarmed strike, martial weapon proficiency (any), point-blank shot. Or skill focus (any security list skill)
Science: Science officers carry out the primary duty of Star Corps, study of the physical makeup of the galaxy. Aside from their abilities in their respective fields, science officers are generally excellent computer and sensor system operators. The sensors on Star Corps vessels are far superior than those on Gorganite ships, and can analyze the structures of Elven vessels. This was an important bargaining chip in the negotiations of the Neutral Zone treaty 150 years ago. Science officers wear blue uniform shirts.
science skill list: cryptography, decipher script, knowledge (any science skill), research, urban lore, use device.
science feat list: hacker, improved initiative, information junkie. Or skill focus (an science list skill)
medical: medical officers keep their crewmates in top physical shape. Space duty can be physically demanding, so no ship leaves spacedock without a sufficient medical staff. Medical officers wear blue shirts, but a special badge distinguishes them from science officers.
medical skill list: diplomacy, heal, knowledge (biology, chemistry), profession (herbalist or pharmicist), use device.
medical feat list: information junkie, remote operation, temperature tolerance or skill focus (any medical list skill)
As the game progresses, your characters will be evaluated on their performance, and may receive promotions to higher rank. You each start out at the lowest rank, ensign, and can move up as you reach higher levels. Higher rank will result in an increase in the amount of credits you receive, more authority over NPC crew members, access to more secure areas of the ship, and more important duties.
Starting cash: maximum amount of credits for your class. Also, you get some free gear: a free set of combat fatigues (in your department's color), personal communicator, and your choice of holdout laser, laser pistol, blaster pistol, or screamer pistol. Note that the holdout laser, blaster pistol, laser pistol, screamer pistol, holdout laser, blaster rifle, laser rifle, screamer rifle, assault blaster, and assault laser can be set to deal subdual damage. Your character may receive orders to use your weapons in this mode only, and may be subject to disciplinary action if you do otherwise.
The game will begin in a Star Corps mothball shipyard. Your characters will be preparing to board the Majestic in order to clear out any bad guys. You will each be issued a vac suit (with built-in personal communicator and language translator) and multiscanner by your superior officer (NPC played by me). These two items are to be returned at the end of this mission.