Looking to start a homebrew game with Dragonstar rules

Epoch

First Post
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.
 

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Attached to this post is a star map of Protalus Federation space (or at least it should be attached, I hope it works!) Listed below is some astronomical data on the stars in Federation territory, as well as some important planets orbiting those stars.

The astronomical data is given by the following method: the spectral class (color) of the star is given by a letter, followed by a number 0-9. The lettering system is as follows:

O: dark blue (the hottest stars)
B: blue
A: light blue
F: white
G: yellow (our own sun's spectral class)
K: orange
M: red

The temperature of a star decreases from 0-9. Our sun is G2, which means it's slightly cooler than a G0. Followed by the spectral class is the luminosity class, or size of the star. This is a roman numeral:

I: supergiant
II: bright giant
III: giant
IV: subgiant
V: main sequence or "dwarf" (our sun's luminosity class)

So, our sun's entire designation would be G2V, for a main sequence, relatively hot yellow star. Now, on to the stars on the map:

single stars

Aldronia O5V. Aldronia is the hottest star in Federation territory, which means that its habitable planets are further away from the star. Aldronia VI, VII, and VIII are currently inhabited by members of the PHB races and a large number of Seltharians. Aldronia IX is currently under consideration for colonization by the Federation council. 1.3 billion, 2.8 billion, and 3.6 billion inhabitants live on Aldronia's three inhabited worlds.

Beta Mintar M1IV: Beta Mintar was considered a companion to larger Mintar until it was first viewed up close by Federation scientists who discovered that the two were separated by 3.75 light years. The second planet in Beta Mintar is suitable for colonization, but has not been as yet, as few potential settlers are willing to live so close to the border with the Gorganite Empire.

Gordania's Glory G0I: This giant star was once believed to be a beacon in the skies given by the goddess Gordania to guide ancient seafaring vessels. 9 out of 11 planets in orbit around this giant star are inhabited, and each one is considered a vacation spot throughout the Federation. Paradise World (the fourth planet) is the most popular, though each world has something unique to offer. Gray Elven cities are prominent on each world, as this is the star system where, millenia ago, the Gray Elven god Sidara battled the Faerie Queen to protect the lives of his people. The goddess Gordania came to his aid with a host of celestial gold dragons, and helped to defeat the Faerie Queen. The Gray Elves now honor both deities: Sidara in the names of their cities and Gordania in the name of the star system.

Korleb F3V: Korleb is a unique system in that its two inhabited worlds have no inherent magnetic field. The humanoids on Korleb, therefore, were leaders in developing artificial magnetic fields, including those used aboard spacecraft. Korleb is also in close proximity to the Gorganite Empire, and the Gorganites have long coveted the system for the technological resources in place there. To say that the truce between the Federation and the Gorganite Empire is an uneasy one, is one of the biggest understatements in the galaxy.

Mintar M1II: The second of four giant stars in Federation space, Mintar has become a haven for migrant Remesorians seeking refuge from their ravaged homeworld. 1,500 years ago, Remesoria was ravaged by a savage combat between the Gorganite Empire and the Elven Starleague. It was the first time that the Starleague deployed their genetically-engineered dark elven troops, and the radiation weapons they used left the planet nearly lifeless. Mintar's sun and third planet closely resemble the Remesorian homeworld before the devestation, so many have relocated there. There is currently a petition to have the third planet christened New Remesoria.

Protalus G2V: The Protalus system contains the Federation capital world of Terminus, home to aliens of every size and description. 85% of the planet's surface is covered by liquid water, and so most of the Federation government offices take up entire islands. The largest island, roughly the size of North America, is home to the Federation Presidential Chambers, the Senate, and Star Corps Academy, where the members of the Federation's elite exploration force receive their training.

Seltharia F4V: The fourth planet in this system is the home of the green-skinned aliens known as Seltharians, though other humanoids can be found here as well. The Seltharians originally opposed the formation of the Federation, as they were concerned as to how the new government would affect their trade practices. They were finally convinced when the government said it would provide additional protection against pirate vessels (which were a large problem in Federation territory at the time) and that Seltharia would become the home of the Federation Subcouncil on Commerce. This arrangement suited the profit-minded Seltharians just fine.

Trel B1III: The blue giant Trel is home to the wise Trelvarian species, the first alien species encountered by space explorers from Terminus. When Terminus took its first steps into space, the Trelvarians were there to provide wisdom and guidance, which was much needed as the territory that would become Federation space was a dangerous place at the time. Ruthless space pirates operating out of Dragon's Nest were harassing freighters and other ships from nearby habited worlds, and were beginning to get out of hand. As a relatively-central location for the known inhabited worlds at the time (the worlds beyond Dragon's Nest hadn't been explored), the Trelvarians urged the government of Terminus to call together all the governments of the inhabited worlds for a council on how to deal with the Dragon's Nest space pirates. A joint military operation combining the space power of 11 inhabited systems converged on Dragon's Nest, and the pirates surrendered without a single shot fired. The governments met again after the pirates were stopped, and formed the Protalus Federation to protect each other, and any ships in their territory, from future pirate attacks. In the 152 years since that time, the Protalus Federation has grown into a strong interstellar government and has gained a reputation as a peaceable domain where learning and exploration take precedence over warfare and greed.

Binary star systems

Alpha 186 G2V and M2V: Of the 5 planets in the Alpha 186 system, 4 are inhabited, and Alpha III has rich deposits of titanium, chromium, and other important structural metals. Alpha III is home to the Federation Metallurgical Institute, and the wealth brought in from the systems metal exports makes it one of the richest systems in the Federation.

Alpha Strymius G2V and G7V: Alpha Strymius has been a popular stopping point for travelers between Trel and Seltharia for ages. The dense asteroid field between the 7th and 8th planets is a place where many pilots go to test their skills, and so Star Corps decided to establish an advanced piloting school for its best combat pilots on Alpha Strymius V.

Arctoria B2V and G6V: Green is the prominent color on the beautiful garden world of Arctoria, primarily because of its blue and yellow stars. The alien Arctorians are a peaceful race who prefer studies of nature and philosophy over all else. The Arctorians supported Terminus and Trel in forming the Federation, as their ships had practically no defenses against the advanced ships of the Dragon's Nest space pirates.

Silius Massive M0I and B2V: The Silius Massive system, or simply "The Massive," is an impressive sight to see for many space travelers, rivalled only by the 5-star system Dragon's Nest. The Massive was the second star system visited by explorers from Terminus, and is where the Federation's extensive magical spell database is kept up to date.

Trinary Systems

Ademen B1III, A2V, and M5V: The Ademen trinary system is home to a group of Arctorian colony worlds: Ademen III, IV, V, and V's moon. The colonies were only established within the past century, where astrogation techniques were perfected to the point where the Arctorian ships could navigate around the Arctorian Nebula without being thrown off course.

Callius Cluster all M0V: This cluster of red dwarf stars provides about the same heat as a single white star, enabling it to have a total of 4 habitable worlds. Those on Callius V and VI see only a single red star from their viewpoint, while those on III and IV can see all 3 stars in the group with their naked eyes. The Federation Science and Technological Institute is on the fourth planet.

Kylia's Haven B1II, A2V, and K0I: Two giant stars and a white main sequence star dominate this system. Haven IV and Haven V are habitable, and are major religious centers in the Federation. Every good and neutral deity has at least one temple on both planets, and the greater gods have temples more than a square mile in area. Kylia's Holy City is on the 5th planet, and pilgrims from across the galaxy risk a possible encounter with a Gorganite battle cruiser to visit this site.

Rymtar A0IV, G2V, and K7V: The Rymtar system also has a high proportion of inhabited planets, 7 out of 10. The Rymtar Deep Space Telescope is maintained in orbit around the third planet, and gives Star Corps and other explorers a glimpse into the unexplored territories that lay beyond this system.

5-star System

Dragon's Nest B0III, A2V, A2V, G2V, and M3V: This 5-star system was once believed to be the place where the ancient celestial dragons gave birth to the gods of the known worlds. This is now considered just a myth, but Dragon's Nest distinguished itself in another way. 160 years ago a large group of pirate vessels united their efforts and began a reign of terror using Dragon's Nest as their base of operations. It took 8 years and a combined fleet of ships from 11 systems to put a stop to their actions, but the result was the birth of the Protalus Federation.
 

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Rognar, Male Dwarf
Hit Dice: (1d6)+3
Hit Points: 9
Initiative: +1
Speed: Walk 20'
AC: 11
Attacks:
Damage:
Face\Reach: 5 ft. by 5 ft.\5
Special Qualities: +1 to hit orcs/goblinoids,+2 on Appraise of stone/metal items,+2 on stone/metal Craft check,+4 dodge vs giants,Gravity Sense,Guerilla Repair,Jury-rig,Minor Upgrade,save +2 vs spells,save +2 vs. poison,Stonecunning,Traps
Saves:
Fortitude: +3,
Reflex: +1,
Will: +3
Abilities:
Str 17,
Dex 13,
Con 17,
Int 13,
Wis 13,
Cha 12
Skills:
Craft (Electronics) 5;
Craft (Shipmaking) 5;
Demolitions 5;
Disable Device 5;
Knowledge (Weaponry) 5;
Profession (Engineer) 7;
Repair 7;
Research 5;
Feats:
Gearhead,
Skill Focus (Profession (Engineer)),
Alignment: Chaotic Good
Possessions:
 
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Tanstaafl: I'm guessing you're asking because you're interested but don't have the book. That's cool though! The main difference between D&D and Dragonstar is, naturally the money and equipment. So if you want in I can PM you and walk you through it.

Calim: everything looks fine, except that we're not in the Dragon Empire. ;)

Uriel: welcome aboard.

Two spaces still open!
 


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