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Starfarers Handbook

Welcome to Dragonstar, a boundless universe of magic and machine, science and sorcery. Intrepid adventurers explore the Outlands in starships powered by fusion fire and arcane rituals. Dwarven prospectors work veins of pure adamantite in remote asteroid belts, and elven loremasters conduct secret experiments in living space stations. Grizzled mercenaries augment their bodies with bioengineered spellware, and orc raiders armed with pulse lasers massacre innocents on isolated colony worlds.

Dragonstar is a unique space-fantasy campaign setting for the d20 System.

The Starfarer's Handbook provides everything you need to run adventrues and campaigns in this exotic setting. This book allows you to incorporate your own fantasy world into the Dragonstar universe or introduce high technology and space operal elements into your ongoing cmpaign. The Starfarer's Handbook includes new character classes, races, skills, feats, spells, high-tech equipment, firearms, robots, and vehicles. The book also presents new d20 System rules for firearms and vehicle combat.
 

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Ah, at long last... The fools do not comprehend what they have unleashed upon my home campaign! Muhahahaha!

*Ahem*

The Dragonstar Starfarer's Handbook is the first book and basically *Player's* Handbook of Fantasy Flight Games's Dragonstar line of d20 products. Dragonstar is a unique setting for D&D: sort of D&D crossed with Star Wars, Star Trek and anything else you can think of with "Star" in the title (That is why they called it Dragonstar). I think that the setting and rules are delicious, but unfortunately, the Handbook itself leaves quite a bit to be desired, hence the mere '4' rating when it COULD have gotten a perfect '5'.

Probably the easiest way for me to go over the book is to explain the Good, the Bad and the Ugly.

The Good: First of all, there's a LOT of Good. From the scrumptious full color introduction to the last chapter (Vehicles), the SFHB has plenty of Good. The new races are very well done. The Drow stats ensure that you don't need the FRCS to play one in DS, the Orc stats at long last give you the option of playing a full blooded Orc (or "Klingons" as I sometimes call 'em), the Half Dragons k1Ck @$$(in spite of their expensive ECL or "CL" as the SFHB mysteriously puts it), and, my favorite, the Soulmechs. Robots with souls. Mmmmmmmmmmm...

The Classes are good too. Although I thought some of the old ones weren't changed enough(What, the Mechanist can have the various Gravity Tolerance Feats as Bonus Feats but the Fighter can't?), most of them were just right. The new PC classes Mechanist(Technician) and Pilot are droolsome. The prestige classes are good except for the IRRITATING fact that the Technomancer has it's own spell list INSTEAD of increasing spell casting ability(like most of the prestige classes in Tome & Blood). Come on: Prestige classes that have their own spell lists are (USUALLY) for characters who don't already cast spells! I'm going to have to re-write this class for may home campaign.

Apart from making many of the old Skills VERY archaic(as opposed to only slightly archaic), the Skills chapter is good too. The new skills are very good: Demolitions, Repair, Research and Use Device being at the top of my personal list.

The Feats chapter is all good, including the modfied old Feats. As for the new Feats, Dragonblood is my favorite from a DM's point of view(very flavorful and it's worth making a prerequisite to taking the Dragon Disciple class in Tome & Blood), though Implant Spellware is my favorite from a player's perspective.

While reading the Equipment chapter, the book had to be pried away from my hands before I completely soaked it in drool and ruined it. Powered armor. Keenblade weapons. LOTS of "shooty things". Robots. 'Nuf said.

All of the new Combat rules are nice and intuitive. 'Nuf said.

The Magic chapter is great, especially Scrollware. Most of the modififications to spells are intuitive and just "make sense". I love all of the new spells too.

The final chapter, vehicles is worth getting all by itself. You could think of the book as a $20 Starship rules add on for D&D with a bonus $10 rulesbook on playing characters in a sci fi setting if you want to. The last chapter is that good. (A little short on stats for space ships, though)

In short, this book has so much good stuff it almost gets a 5. Read on to see why it doesn't.


The Bad: There's not a whole lot of bad, but wait until you get to the Ugly part!

I don't really see the point of ANY of the NPC classes being included in this book and consider them a waste of space.

I take some issue with some of the modifications to the old skills. Surely Cryptography is just high-tech Decipher Script? Not allowing even Synergy bonuses between the two skills weakens Rogues from Outlands worlds too much in my option.

Also, what about Soulmech Paladins? I guess as DM I could just say they don't have to pay credits for robotic upgrades, but what about Laying On Hands? Well I'll figue it out later.

WTH are Space and Star dragons? They're options for half dragon parents, but they're not even metioned ANYWHERE else! Now I KNOw they're going to be in the Galaxy Guide, but if it's an option for players, the characters should know about it!

Instead of having the NPC classes, the space SHOULD have been spent on a few pages of Spellware. Just the "basic" stuff like Trauma Symbiotes and Cosmetic Surgery(or whatever it's called).

Furthermore, and I do understand this is just me being picky, but The Creator and The Adversary should be way better defined than merely "Any domain but Chaos or Evil". In my campaign, the Creator won't grant access to the Chaos, Death, Evil or Trickery domains. Furthermore, The Adversary cannot grant access to the Animal, Death, Destruction, Good, Healing, Law, Luck, Plant, Protection, Strength, Sun or War domains. So there.

Finally, what happened to the Elves' "living spaceships"? I guess that's being saved for the Galaxy Guide also.

All of these things still aren't enough to reduce the score of the book below 5. Read on.


The Ugly: Oh my...

Sadly, this is the part where I must knock two points off the score.

Although having a mostly black & white book isn't bad, I DID pay thirty bucks for it. That still isn't enough to reduce the score as much as I did... however...

Editing gaffes: This is the really ugly part. Tons and tons of little things like: having Class Features listed in alphabetical order insteads of the order that the character develops them, occasionally not explaining at which level a character gets a Class Ability, or forgetting to put in bullet points for bullet point items 3 and 4 when bullet point items 1 and 2 have bullet points.

Other gaffes are things like "All keenblades provide a +1 bonus on attack rolls and this bonus stacks with bonuses for begin of masterwork quality and magic enhancement bonuses" or having a table that contradicts the text. Fortunately, nearly all of these are easy to work out or have already been errata-ed on the FFG web site.

Finally, there weren't enough illustrations! I know the story behind it (FFG had big problems with getting the art they did), but I still think that the Equipment section should have had a picture of EVERY new tech weapon and armor (like in the PHB and all WotC D&D supplements that have new equipment) and a few examples of Keenblade weapons. A few of the illustrations also looked a bit "murky" (like on page 128 ) because they were obviously originally in color.

In short, the less than perfect editing combined with the fact that 90% of the $30 book is in black & white forces me to deduct 2 points from the score. Yes, I know hardbound books have to be more expensive. Considering that, I'm still deducting 2 points.


Charisma Modifier +1: Dang it, I just can't give this book a 3! So I'm arbitrarily adding a point. Except for the "Ugly", the book DID live up to my inflated expectations. Besides, it's D&D in space! You can play a Soulmech Wizard/Mechanist! You can create an army of robots if you have the credits! You can work for the Empire, against the Empire, explore the Dark Zone or whatever you want! It's all right there and as soon as I get my grubby mits on the Galaxy Guide, my home campaign is going to REALLY have fun!

If I had the option of getting a softcover version of the exact same book for $25 it would get a score of 5. If the introduction was the same and a few more pages were in color throughout the book(Yes, I DO realise the technical difficulty of such an idea...), the book would get a 5. As it is, I have to give it a 4 because it is unfortunately less than perfect.

Final score: 4
 

Dragonstar Starfarer's Handbook

Dragonstar is a new setting for the D20 system by Fantasy Flight Games that aims to boldly go where no D20 system product has gone before. Okay, well that's not quite accurate. By the time the Starfarer's Handbook hit the streets, other d20 system products with space faring elements of some sort were already out.

However, Dragonstar's approach is not to merely make a spaceborne d20 system SF game, but to take the current D&D fantasy tropes and extend them into a far future space opera type setting. The basic idea behind Dragonstar is: take a galaxy full of D&D style worlds, and introduce technical innovation into a spacefaring society. Of course the one thing that the authors hung their hat on was the idea that somehow, races as powerful and majestic as dragons would have a strong role.

The Starfarer's Handbook is the first book in the Dragonstar line, hopefully giving a player everything they need to know to play the setting. The more setting related elements will be in the upcoming Dragonstar Galaxy Guide, and there will be more equipment in Dragonstar Imperial Supply.

A First Look

The Dragonstar Starfarer's Hanbook is a 176 page hardcover book. The cover has a dragon-like seal on the front with a bright orange backdrop, and dark gray borders with the look of machinery.

The interior of the book has both color and black-and-white sections. The title page, table of contents, and chapter one (a total of 16 pages) are all glossy full color plates, with color art and a space-patterned background. The remainder of the book is black and white on heavy paper, similar to that used on other FFG D20 system hardbounds.

The interior art is generally well done, though there were some sketchy drawings that don't personally catch my eye (especially in the class section.) The art serves both decorative and illustrative purposes, and help the reader to picture Dragonstar versions of their D&D fantasy perennials like orcs and drow, wizards and paladins.

The layout is well done. The typeface and column space are snugger than in prior FFG books, and the margins look thinner as well. The art size and usage is not overdone (and the amount of art might even be considered a little sparse.) As far as words per page, you are getting a pretty good deal. Tables are offset in attractive thematic boxes with the appearance of machinery holding a scroll.

However, the Starfarer's Handbook comes in at 16 cents per page, slightly above average for books in this range. With the good text density, this delivers a relative average value based on cost and content density alone.

A Deeper Look

The Starfarer's Handbook is organized into 9 chapters plus an index (which isn't listed in the Table of Contents.)

Chapter 1: Welcome to Dragonstar

The first chapter is an introduction to the Dragonstar galaxy and concept. Dragonstar is basically the creatures and classes of D&D 3e thrust whole cloth (magic, creatures, and all) into a far-flung space opera setting.

The majority of the first chapter is with a narrative perspective. The supposed narrator appears to be a highborn warrior on a backwards world that gets overtaken by the Dragon Empire. He first provides a perspective on what being integrated to the Dragon Empire was like, with some scenes that may set the tone for the setting, and then goes on to explain the basic premises of his universe, the Dragonstar setting.

The basic premise of the setting is that magic does not replace technology, but stands alongside it. Far future technology like you see in your typical SF game exists in Dragonstar. However, magic can continues to exist and can do things that science cannot do, such as faster than light travel.

In the Dragonstar universe, various races established empires as they expanded into space. One of the earliest pre-eminent empires was Qesemet, a kingdom composed of the good metallic dragons of D&D. However, the evil chromatic dragons weren't about to bow and scrape to this kingdom and created their own empire for their own foul purposes: Asamet.

Of course, no good could come of this situation. As the empires expanded, they got into conflicts with one another. This led to a brutal nasty war that spanned the stars. After the lives of millions were lost, the dragons came to realize that something had to change. They made peace for their own survival, and formed a new empire in which all dragon clans can take a part. Further, most other races fall under this banner, but the dragons are in charge.

Under the new empire, each dragon race holds the throne of the empire for 1000 years. After the end of the 1000 years, the throne passes to an emperor elected by a different clan. The five metallic races got the chance to go first. In the time that the Drogonstar milieu is set, the first 5000 years have passed and the throne has passed into the hands of a capricious red dragon.

The setting also introduces a "Unification Church." The Unification Church basically purports that all existing deities across the thousands of worlds are actually aspects of one or more of 12 basic deities that embody certain aspects of worship, such as the father, the mother, the destroyer, and the warrior.

The section discussing the law handles the issue of alignment in an interesting way. Basically, it revolves around what is called the principle of active morality. By this principle, people are judged in the law by what they do, not by their alignment. Detect evil is inadmissible in courts, and a paladin can be jailed for murder if he hews down someone just for being evil (which is fine by me, since I never really cared for the "team jersey" interpretation of alignment that some GMs subscribe to anyways.)

Chapter 2: Races

The second chapter is devoted to the topic of races in Dragonstar. The chapter begins with a justification for why so many of the same races exist on different world. Of course, they put it to the handiwork of the gods, who exercised a degree of uniformity in their creations.

The chapter first addresses the existing races in the PHB and D20 SRD. There is about a page devoted to each race describing how the various races have adapted to life in the stars, their relations with other races, their world, and their tendencies with regard to religion. Most races also receive one or two new racial abilities that befit the setting. For example, dwarves sensitivity translates into a precise ability to estimate the level of gravity, elves receive bonuses with biology knowledge checks and their natural grace give them a bonus on freefall checks, and the gnomes scientific mechanical nature gives them a bonus on repair check and chemistry and physics knowledge checks, and gives them mechanist as an additional favored class.

In addition to expanding on the nature of the standard races, four new races are introduced. Or rather, three races that already exist in the PHB were given player character treatment (the drow, orcs, and half-dragons), and one brand new race is introduced: the soulmech. The drow and half-dragons are assigned level equivalents identical to the ones that appear in the DMG. Orcs and soulmechs have no level modifiers.

The soulmech is a construct given intelligence by capturing the essence of a living being via the soul bind spell. The soul is transferred into a neural net in the new construct. Soulmechs have an impressive array of race abilities and benefits, including extra hit points and most of the immunities of constructs, though they have drawbacks such as not being able to be healed by standard divine cure spells (though there are arcane spells that are effective). In theory, their drawbacks balance their advantages and their is no level modifier for soulmechs. However, I do not believe in the GURPS philosophy of balancing big advantages with annoyance. In my own campaign, I am likely to pare down the disadvantages that they get and assign them a +1 level modifier.

Chapter 3: Classes

As with the last chapter did with races, this chapter gives extended treatment to the existing d20 system classes in the Dragonstar setting, and introduces new classes.

First up, the changes to the core classes are described. Each class has a few paragraphs discussing their nature in the dragon empire, as well as mechanical changes and additions. Many of the mechanical changes are managed by the technical proficiency feat, described later. Those classes that have the technical proficiency feat are familiar with advanced technology, and many of them gain proficiencies with high tech weapons according to their class. In addition, certain new skills are added to the new classes, and some classes gain new class abilities. For example, fighters have a list of additional feats that they can select from, paladins no longer has a special mount ability, but gain improved access to divine spellware (see the chapter 4 summary), and rangers don't receive two-weapon fighting and ambidexterity, but do receive point blank shot and far shot instead.

After the new rules for the existing core classes, two new core classes are introduced: the pilot and the mechanist. Though pilot is a skill in dragonstar, members of the pilot class receive expanded access to feats related to piloting, as well as a variety of piloting related class abilities. The mechanist represents talented technicians and engineers. They also receive a selection of free feats as they gain levels, and class abilities like jury rig (make repairs without all the necessary parts) and upgrade (add bonuses to technical devices).

After the core classes, prestige classes are given a similar treatment. First, alterations and notes are provided for prestige classes in the DMG / D20 SRD, and introduced three new prestige classes. The gundancer is a mystic warrior who masters firearms, and gains class abilities that make them formidable combatants with ultramodern ranged weapons. The negotiator is a civilized class specialized in the art of diplomacy and politics in the empire. The technomancer is a characters who combine magic and science; they have their own spell list that deal with technology, and have class abilities that otherwise let them use magic to influence technology.

Finally, the NPC classes are given a similar treatment. New class skills, guidelines, and notes regarding the role of the existing NPC classes are provided, and one new NPC class is provided: the thug. The thug is a lesser version of a rogue, and is very similar to the one presented in FFG's Traps & Treachery. The thug has a backstab ability that is an inferior version of the sneak attack ability of the rogue, and a smaller selection of skills than the rogue.

Chapter 4: Skills

Chapter 4 provides notes for existing skills to fit them in the ultramodern Dragonstar setting, as well new skills for the setting. The notes for skills include situations that might arise from technologies or other situations that you wouldn't find in the typical D&D setting such as freefall. Some skills are enhanced if the character has the technical proficiency feat to allow the character to perform tasks involving technology, like using craft(armorsmith) to craft modern armor.

There are new craft, profession, and knowledge specialties in addition to a few totally new skills: cryptography, demolitions, freefall, pilot, navigate, repair, research, urban lore, and use device. Most of these are self explanatory and most require the technical proficiency feat. Some skills are affected by other feats. For example, to get full use out of pilot with aircraft or spacecraft (as opposed to simpler vehicles like cars), you need a feat with that type of vehicle.

Chapter 5: Feats

Once again, feats are divided into a section adjusting some existing feats to fit the setting and new feats that are appropriate to a high tech settings. New feats include armor proficiency (powered), autofire (improves the ability to hit with multiple shots when using an autofire weapon), crack shot (halves cover penalties), speed load (allows you to reload as a free action), starship piloting, and two-gun shooting.

There are two feats of special note. The first is the technical proficiency feat. This feat is not normally counted against a character's allotted feats. Most characters who start out being from high tech worlds receive it for free. Characters from backwards worlds can receive it for free if they spend a full character level learning advanced technology.

The second is a new item creation feat, implant spellware. Spellware is a new item type. Spellware are augmentations that you can add to living beings. This works similar to existing magic items with one major exception: the recipient pays the XP cost instead of the character doing the implantation. This is quite a difference from existing magic items, and lets characters spread the cost of making magic items. Unfortunately for us, no spellware is provided in this book. It is all in the upcoming Galaxy Guide (but you can also find some in the recent Dragon D20 Special or on the Dragonstar mailing list files page.)

Chapter 6: Equipment

Chapter 6 introduces new technological weapons, armor, and other goodies for the characters. Along with this comes new rules on availability and currency. In Dragonstar, the gold piece is replaced by the credit.

Toping the list of new items are firearms. Most firearms fall into three categories: ballistic, laser and blasters. Ballistic weapons are standard bullet throwing guns. Under Dragonstar, lasers are treated as fire attacks per the D20 system rules, and blasters (which throw pulses of ionized particles) are treated as electricity attacks. This lets these weapons be neatly integrated with the existing system.

Some of the weapons introduced deal impressive damage compared to basic d20 system weapons. A laser rifle does 3d10 points of damage, and a blaster rifle does 4d10. And there are fully automatic versions of these weapons. Needless to say, Dragonstar is a very deadly milieu compared to the standard D&D setting.

There are also add ons that you can add to weapons like bayonets, electronic scopes, and laser sights.

A variety of grenades and other explosive weapons are to be had. Again, they are very deadly. Grenades are handled like (duh!) grenade-like weapons. They affect a given burst radius and a reflex save is allowed for half damage.

There are a few melee weapons to be had as well. There are items like stun gauntlets and batons that stun the target for a meager 1 round, and normal sharp weapons can be made as keenblades by using industrial alloy laminated with diamond. Keenblades have an improved attack roll and threat ranges. However, I don't like the name keenblade as the d20 system already uses the term keen as a magical weapon enhancement.

As deadly as the weaponry of Dragonstar is, it is a good thing there is plenty of high-tech armor to choose from. Most of the armor is similar in nature to standard D&D armor, but has a much higher armor bonus for a given armor bonus, and have a rather small dexterity penalty.

A new category of armor is powered armor. In addition to having an impressive armor bonus, powered armor provides a relatively high strength to the user.

The chapter provides the standard array of high tech gear that you will find in most space SF games, such as communications gears, sensor gear, medical equipment, survival gear, "subterfuge gear" (espionage and criminal related items), tools, space gear, and power cells.

The chapter finishes out with a fairly well rounded system for robots. Robot chasses are provides for each of the standard d20 system size categories from tiny to colossal. To any of these you can add certain enhancements and programming. Programming can add levels in the expert or warrior prestige classes. Finally, some examples of common robots are provided.

Chapter 7: Combat

The combat chapter tells you everything you need to know to take into account the more modern elements of combat in the d20 system. This includes rules for attacks of opportunity, autofire weapons, using multiple missile weapons, reloading, explosives, concealing weapons, and different weapon types.

Autofire weapons can fire bursts. Each burst fires three targets. A character with such a weapon rolls an attack roll as normal, but for each 5 points by which they exceed the AC of the target, they inflict an additional hit (up to a maximum of three, of course).

Autofire weapons can also use the suppressive fire rule. Suppressive fire is done in a standard cone as per the d20 system rules. The attacker makes a to hit roll at a penalty. Anyone in that area which would be hit by the roll has to make a reflex save or suffer one of the attacks.

Chapter 8: Magic

Some of the more interesting alterations to the d20 system basics in the Dragonstar setting are spellbook software and scrollware. Spellbook software is a means for wizards to store their spells without bulky books. In Dragonstar, spells may be kept in datapads (small handheld computers) by means of this software. The storage costs for spells is similar to the basic d20 system. However, there are a few advantages to this. First off, there are no more bulky spellbooks to lug around. Second, your can back up spellware on different storage devices or on the "InfoNet."

Scrollware is a means of maintaining spell scrolls on storage devices. Writing scrolls still requires the same XP expenditure as in the basic d20 system, but the you do not need to buy the basic components. You do have to buy the storage space on your datapad, but that is a one-time cost. After you use the scrolls, the space is freed up for future scrolls.

The chapter provides a few guidelines for adapting the existing spells to the setting, such as giving the spiritual weapons of the unification church and defining the effect of the freedom of movement spell in space.

The chapter ends with a short selection of new spells for the setting. The cause damage and repair damage spells are a set of sorcerer/wizard spells that cause or repair damage to objects (including constructs and soulmechs) that closely parallels the cure and inflict spells of divine spellcasters. Endure radiation is a version of endure elements that applies to radiation (the greater versions of this spell exist as well). Irradiate inflicts radiation damage on targets. Refuel refuels or recharges an object. Electric scry allows the caster to cast spells through an electrical monitoring device as if it were a scry spell.

Chapter 9: Vehicles

The final chapter describes an element that most d20 system fantasy games don't have to worry about. The vehicles chapter introduces rules for vehicle statistics, movement and combat.

Vehicle movement is denoted by a number, and the system introduces three new scales that help keep everything sane, one for ground vehicles, aircraft, and spacecraft. Character scale combat is assumed to be the basic level of the scale where a speed of 1 square equals 5 feet. One square is 50 feet in ground vehicle combat, 500 feet in aircraft combat, and 5000 feet in space combat.

Vehicles all have speed ratings in terms of squares per round. They also have acceleration ratings, though with a good pilot roll, you may improve on that acceleration. (Yes, I know that space vehicles shouldn't have a top speed. It appears that FFG has chosen to err on the side of playability over realism, which should not be surprising given the approach of the d20 system to date.)

The system provides guidelines for vehicle movement and for adapting the d20 combat system to vehicles, taking into account things like turning, arcs of fire, crew abilities, and collisions, guided weapons, and vehicle damage.

The chapter provides a variety of sample ground, air, and space vehicles. The statistics for vehicles introduce new size categories beyond colossal. These new size categories are simply designated by adding a roman numeral to colossal, i.e. colossal II - colossal VI. I was more comfortable with the vehicle scales that WotC's Star Wars and Mongoose's Seas of Blood used which simply gave "tiny" vehicles a different meaning than tiny creatures.

The starship section also contains extra details on space travel such as booking passage and the FTL device of the Dragonstar setting, the starcaster. Starcasters are magical devices (remember the philosophy of Dragonstar is that you use magic to do things that can't really be done in real life). They are considered artifact class devices, and have charges. They can be recharged only by the expenditure of XP by someone with the craft wondrous item feat.

Conclusion

The Dragonstar's Starfarer Handbook is a mechanics-instensive book, having little in the way of exposition and setting description beyond the basic overview in the initial chapter and the character race and class notes. I do not slight it for that, because it is tackling a big topic, but many readers will come away wanting to know more about the setting. What is provided will leave you asking many questions about how things work. For most of those, you will probably have to wait for the Dragonstar Guide to the Galaxy.

I was pretty impressed with the authors' treatment of the topics, and only a few things left me uncomfortable. For example, while I have always bought the existing explanation for the way AC works in d20 system combat in D&D, for me it feels a little hollow in a setting with ultratech weapons. It would seem like a big enough barrage of energy would be sufficient to help overcome armor, but as it stands a holdout pistol is no less likely to penetrate powered armor than a blaster rifle. Again, it seems like they are erring on the side of playability over realism, but on this one I am still a little uncomfortable.

Overall, I feel that FFG did what they set out to do with this book. Other custom-built d20 system games may be able to handle some of these topics better, but for introducing D&D into a high tech universe, this is a very good product.

Now bring on the Guide to the Galaxy!

-Alan D. Kohler
 

The Starfarer's Handbook is Fantasy Flight Game's new space based Dungeons and Dragons campaign setting. It's important to remember that this is not a complete new game, but a new campaign world. Also, it adds a number of hard sci-fi elements as well to the D20 spectrum as well.

From a production standpoint, FFG's layout for the SFH is well thought out. As another hardcover offering to the D20 line of products, there are certain standards that FFG continues to maintain. The feel is very similar to that of their Legends & Lairs series of hardcovers, but with enough variations to differentiate it from that line as well.

After a glossy and visually impressive background story preface, you get into the meat and potatoes of the book. The chapters follow the same basic layout and development as the Player's Handbook Core Rulebook - races, classes, skills, feats, et cetera - in that order. Additionally, they deal with modifications to existing races first in each chapter and add the new material following. It makes it rather simple to get the feel of the changes as you read along.

The new races, classes and pretige classes are all well balanced and thought out. Only two new standard classes (Mechanist & Pilot) are added, so the attempted feel of D&D in space is easier to maintain. Also, only 10 new skills are added as well. Again, these are logical additions and do not overwhelm the background over which they are meant to be placed. Also, some of these new skills are added to the class skills for existing D&D classes. There are also a number of new feats, and these too follow logically from existing feats as well as though necessary to a sci-fi oriented canpaign.

The most difficult part of transposing a fantasy setting into a sci-fi setting comes in the equipment. The most notable area for difficulty is firearms. Compared to long sword damage, the damage of firearms is easily twice as much or more on average. Needless to say, the firearms in Dragonstar are deadly. From slug-throwers (i.e. bullets) to energy weapons, the numbers are well-reasoned and sensible. Also, energy weapons are all detailed with what form of damage they inflict (electricity, fire, sonic, etc.), so any resistances will still be able to be applied. It's also important to remember (and FFG does!), that in a sci-fi setting, firearms and ranged attacks become more prevalent than melee. It is encouraging to see that an important part of the setting is so well done.

There are many aspects covered in this book: religion, scrollware, digital spellbooks, robots, starship piloting and others. There is plenty of detail to get you started on a new campaign. As a result, this book feels like a "Dragonstar Player's Handbook". It seems that it will also be important to get the Dragonstar Galaxy Guide as the Dungeon Master's Guide equivalent. It promises to have more campaign background information and more detailed game mechanics as well. However, the SFH is still affordable and a great value for the price. I look forward to seeing more for this setting and playing it in the months ahead.
 

Introduction

The Starfarer's Handbook more or less had to be my first product review done for EnWorld. I can't remember being as excited about a product since Manual of the Planes.

The Starfarer's Handbook is the first book in Fantasy Flight Games' promising Dragonstar series - basically a setting that finally takes DnD into the vast reaches of space. It has been attempted before - Spelljammer springs to mind - but the previews convinced me that this time it would be done exactly right. So was it? What did FFG attempt to do and did they do it right? The answer is yes....

The Concept of Dragonstar

Dragonstar attempts to take DnD into space with a minimum of fuzz. It attemps to recreate the special feeling of all the elements that makes DnD what it is - the familiar races, classes, monsters and magic system. This is were the concept really shines and the Starfarer's Handbook is a good start to this exciting line. It's basically a Player's Guide - you won't find any details on the setting itself - except for a general introduction in chapter 1 (the only full-colour sadly) and the tidbits you can collect from the various descriptions (especially the chapter on races). The basic premise is that technology has evolved normally - parallel with magic - but whenever the natural science cannot cope (such as faster-than-light-travel), magic steps in and solves the problem.
Dragonstar is very is a classical space opera setting - it includes most of the cliches that we love so much: Energy weapons, sentient robots (called Soulmechs), faster-than-light travelling starships, fantastic creatures and a Galactic Empire (ruled by Dragons no less!). Personally I always found that the DnD elements are perfectly suited for this kind of campaign - let's take a look at how it turned out.

The Meat of the Book

After the introduction in chapter 1 the book moves on to a discussion of the races in the Dragonstar setting. You'll find concise descriptions - with a few mechanical changes - of all the standard DnD races in this chapter as well as a few new ones. Drow, Half-Dragons and Orcs have been added as standard races and are very well presented - they should see a lot of play in DS campaigns. In addition a new race - the Soulmech is presented. Soulmechs fill the human-like android (think Data) niche and are very well done. Some might be inclined to give them an ECL+1 rating instead of their ECL+0 - but Soulmechs have many disadvantages and I would let playtesting decide the issue before making any changes.
Chapter 3 deals with classes and contains pretty basic stuff: Discussion on the role of the class in the DS setting, new abilities and skills were appropriate etc. The cleric entry - for instance - includes details on the deities of the Unification Church and the Dualist Heresy (the two major religious philosophies of the Dragon Empire). Two new classes are included as well -the Mechanist (a master of mechanics) and the pilot (the ace of the air). The two new classes are fairly interesting and generally well done - I'm not sure how popular they'll be player-wise but they are solidly build. The chapter concludes with a walkthrough of the NPC classes (adding the Thug from Traps and Treachery) as well as the PrC in the DMG to which it adds three new: The Gundancer (an instant favourite), the Negotiator (useful, and fitting - but mostly NPC based) and the Technomancer (good).
Chapter 4 deals concisely with all the skills in the PHB and shows new ways to apply them in a hi-tech environment. Several new sub-skills are add to the Craft, Profession and Knowledge skills and the following new skills have been added: Cryptography, Demolitions, Freefall, Pilot, Navigate, Repair, Research, the great Urban Lore and Use Device. These new skills are nice and generic and a must-have in any d20 Sci-fi campaign. All in all a very, very useful chapter.
Chapter 5 deals with feats the same way it dealt with skills - a description of how to apply the PHB feats in the new setting and then adds new ones fitting to the setting. The new feats are mechanically very sound - Greg Benage really did his homework before doing this book - and mostly deal with piloting, ranged weapons and the environment of space. Good examples are: Crack Shot (you are adept at shooting targets behind cover), Evasive Piloting, High-G Tolerance and Two-Gun Shooting (yes - now you can be Bruce Willis too).
The next chapter was the one I flipped straight to myself - the Equipment chapter! I've got to say that I generally love this (especially with the upcoming Equipment guide Imperial Supply in mind), my only gripe being the lack of better weapon illustrations. You'll find a ton of ranged energy and slug-throwing weapons here, keenblades, modern armor (including powered armor), and all the basic equipment a modern adventurer needs. Players should love the Plasma Rifle, Multi-Shoot Missile Launcher (do I here a cheer from the UT and Quake players out there?), anti-air missiles, carbon fiber bows and automatic crossbows (the two latter for the romantics among you). The chapter offers much more than weapons and armor, however, you'll find useful gear ranging from the simple datapad and language translator to Behaviour Analyzers, Autodocs and Hostile Environment Suits. The chapter rounds-up with detailed rules for Robots - these are very generic and will allow you to create many, many different robots - more information would be nice though. Let's hope Imperial Supply adds to this interesting theme.
Chapter 7 deals magnificently with combat in a hi-tech environment. Lots of new details are added to ranged combat - the best being the new rules for Autofire and Suppressive Fire - they are easy, balanced and well-thought out. Looking forward to having my orcs spraying supressive fire down a hallway with their Blaster Rifles. Apart from ranged combat this chapter delves into Explosives, Grenades and Rockets.
Chapter 8 deals with magic - no more cumbersome spellbooks for your wizards - no - now wizards use spellbook software on their datapads! The system is pretty similar to the standard system in most respects though. The chapter includes the usual discussion of spells in a hi-tech setting and adds 30 new spells mostly focused towards affecting technological installations and constructs.
The final chapter of the book provides us with a nice and easy Vehicle combat system that blends seemlessly with the existing rules. Greg Benage was right to simplify the system as much as he has - this will keep combat fast and furious. A basic array of vehicles of all sorts (cars, hovercraft, walkers and starships) is provided. This is again very nice and generic but will hopefully be expanded on in Imperial Supply.

Conclusion

Dragonstar has been met with much hype and judging from this initial product of this - hopefully long line - of products, a strong generic and probably succesful setting has been born. There are a few minor mechanical issues in the book (which have been addressed elsewhere) but otherwise this book is close to flawless. It's a nice hardcover with fine artwork and plenty of meaty parts.
If you are expecting a full campaign setting in this book - you'll be disappointed. You'll need the Galaxy Guide (coming in February) to start a Dragonstar campaign - it'll detail radiation, spellware (magical cybernetics), planet-building and other setting specific information. I won't hold this against the Starfarer's Handbook, though, and won't knock it down to 4 (it's close to 4,5 really) because of this. FFG didn't make us believe that you got a whole setting with the Starfarer's Handbook and the book succeeds superbly at what it sets out to do!

-Zarrock
 

Dragonstar. A new Genre is born, well... Not exactly new, since SpellJammer once delved in the Idea of DnD in space, but now it is DnD in high tech space. I have to say that I was extremely eager to get that book and now that I have it and read it twice I have to say that it lives up to my expectation.

Page count : 172
Cover : Hard cover
Inside : 16 color pages, 156 black and white.
Price : With taxes 48$ (Canadian Dollars)

Illustration : 4.5
New Rules : 5
Editing : 4
Value : 4.5
Tilt : 5++

The good:

The Hard cover is beautiful, with a design that makes me think high tech more than DnD in space but otherwise very nice. It follows the general WotC idea to make cover designs something else than pictures of characters. WotC made their core rule books look like Ancient Books and FFG made them look like Datapads.

The Art work in the book is, personally, very good, the classes drawings are superb. The equipment section could have profited from a couple more pages with drawings of each of the items as in the player hand book. Hopefully this will be covered in the upcoming Imperial Supply.

The introduction to the book is all color with a couple of illustrations, it gives us a feel of the setting without being too precise. The upcoming Galaxy Guide will cover the background of the world.

I will not go in details of each of the chapters since some people here already did so with good discernment.

But I need to add some lines about the starship rules. They are, in my humble opinion, great. They are simple yet much more detailed than the starwars rules. They permit tactical movement on a map without being as complex as Starfleet command. The ship stats follows the size increment of standard DnD and I feel it is correct that way. I have played some battles alone and, with these rules, no pair of X-Wing would be able to blast a star destroyers, as I have done in a couple of mock up battles with the starwars rules. So if the traveller d20 rules doesn't come up with an even better system, this is the system I will use for all my high tech d20 games. Again, it is simple, workable and you won't lose an entire gaming session making starship battles resolution.

An other rules that I enjoy, the autofire and suppressing fire rules, very simple and fun. They are much better, again, than the starwars autofire rules.

The bad:

As in all the Roleplaying books these days, here in Canada, the price of the book is about 48 dollars with taxes, expensive, for the page count(172), but worth it in my opinion.

I would have liked having the spellware in the starfarers handbook as all have said.

Some editing errors.

But all in all I would remove 0.5 from the score for the bad, but since I need to round up, it gives a 5. I am sure that it is bound to become a classic and I am sure it will be a very successful RPG line.

Dominique "Beholder" Paquin
http://rpghost.com/rpgzone
 

Note: This is not a playtest review.

Price: $27.95
Pages: 176
Price Per Page: About 16 cents per page, above average for this size of product.

Format: Hardcover

Front Cover: A futuristic orange and black cover with a draconic logo in the centre. Indicative of its rules-based focus, this is a design rather than art per se, much like the Core Rulebooks.

Additional Page Use: The back cover provides an introduction and overview of the sourcebook. Inside covers are blank. The first two pages contain contents and credits, the last four pages contain an ad, the OGL and an index.

Internal Art: The first chapter, which is all colour, contains several pieces of good art. The rest of the book has monotone sketches and drawings which range from average to superb, with most being good - I found the character sketches in the 'Classes' section particularly evocative.

Page Layout: Margins, text density and white space are all fairly standard, nothing outstanding. Sidebars are used appropriately, and OGC is defined at the beginning of each chapter.

Style: Most of the book is fairly rules-focused and as such, takes a similar tone to the core rulebooks. The first chapter, which is a first-person view on the campaign setting, I found a little irritating, though perhaps the character is irritating and the writing evoked the personality well!

Whats Inside:

Chapter One: Welcome To Dragonstar, gives an overview of the campaign setting from the point of view of an Imperial Legion veteran explaining the setting to a new conscript from an outlying planet. The veteran was originally a citizen of a planet that was a standard D&D fantasy setting, when 'aliens' arrived that proved to be part of a galactic empire run by dragons and drow. The chapter covers some history and explains neatly the existence of similar races (humans, dwarves, elves, etc.) on planets throughout the universe, thus introducing us to the religious views that pervade the empire - the Unification Church (which reduces all gods to twelve archetypes) and Dualism (which reduces these still further to the Creator and the Adversary). We are also introduced to the concept of the law and the drow secret police who tend to enforce it, and the high status and importance of half-dragons as a kind of minor nobility under the dragons. Starships and space travel are briefly discussed, and the chapter concludes with some notes on the planets on the edge of the expanding galactic empire (known as the Outlands) and the Imperial Legions that are sent to make 'first contact'.

Chapter Two: Races, re-introduces the basic D&D races with a new slant related to the setting and space travel, including some discussion of the races abilies related to the setting such as gracvity sense for dwarves and +2 racial bonus on Demolitions checks for half-orcs. Four new races are also presented - Drow, Half-Dragons, Orcs and Soulmechs (robots that have been animated with a sentient soul). Drow are given a Level Equivalent of 2 and Half-Dragons of 3 to balance these races' abilities in relation to the other races (as per the DMG). Its hard to say without playing one, but I was concerned about the Half-Dragon's +8 Str, +2 Con, +2 Int, +2 Cha, increased hit dice, +4 natural AC, ability to fly, darkvision and low-light vision, natural bite and claw attacks, breath weapon, and immunities, being balanced by a Level Equivalent of 3. They seem comparatively much highre-powered than say Drow (whose major differences to elves are +2 Int, +2 Cha, Darkvision (and light blindness), spell resistance and some basic spell abilities), who get a Level Equivalent of 2. I realise this is a WotC issue rather than a Dragonstar one, but the situation looks unbalanced.

Chapter Three: Classes, again looks at the standard D&D classes in the light of the new space-age setting such as introducing new firearms-related bonus feats for fighters, divine spellware for paladins, and favored terrain for rangers. Two new classes, Pilot and Mechanist, are also presented. There is also a discussion of changes to the Prestige Classes from the DMG, and 3 new Prestige Classes - Gundancer (monk with firearms), Negotiator (mind-reamer), and Technomancer (manipulates machines with magic). Finally, NPC Classes are discussed and a new one, Thug (to rogue as warrior is to fighter), presented.

Chapter Four: Skills, reviews the D&D skills in light of the Dragonstar setting - e.g. Balance is affected by Gravity, Bluff is harder when being monitored by a behavior analyzer, and there are rules for opening electronic locks. Some new skills are introduced - cryptography (codebreaking), demolitions (explosives), freefall (maneuvring in zero- or low-gravity environments), pilot, navigate (including space navigation), repair (and sabotage), research (mainly via the Infonet), urban lore (like wilderness lore but surviving in cities), and use device (for complex technological devices, including hacking).

Chapter Five: Feats, looks at standard D&D feats in the context of Dragonstar - this deals mainly with the consequences of availability of firearms but does, significantly, change the Skill Focus feat to a +3 bonus. Lots of new feats are introduced - aircraft piloting, armor proficiency (powered), autofire, born spacer, combat ace, crack shot, dragonblood (sorcerer an additional favored class), hacker, implant spellware, etiquette, evasive piloting, gearhead, gunner, gunner's eye, high g-tolerance, improved far shot, improved shot on the run, information junkie, lead foot (fast driver), low g-tolerance, mobile shot, pressing attack, ram, raptor's instinct (good at targeting runs in vehicles/ships), remote operation, space jockey, speed load, starship piloting, technical proficiency (an important feat that gives you access to several other skills and feats), temperature tolerance, two-gun shooting, vehicle dodge, and zero-g tolerance.

Chapter Six: Equipment, discusses availability, wealth and money, and weapon types, before launching into a description of a large variety of weapons including lasers, tasers, blaster carbines, shotgun, submachine gun, flamethrower, missile launcher, plasma rifle, laser/plasma/blaster/ion cannon, grenades of varying types, rockets, and torpedoes. There is a table similar to that in the PHB, with full stats for each weapon too. Some discussion of firearm accessories is also given (e.g. bayonet, scope, silencer) along with relevant stats. The same approach is taken with armour (and includes powered armor and camouflage bonuses). Various other equipment is also covered (communications (e.g. credit chip, datapad, language translator, personal communicator), sensors (e.g. behavior analyzer, holocam, surveillance laser), medical tech (e.g. diagnostic monitor, medkit), survival gear (e.g. artificial gill, filter mask, flare gun), subterfuge gear (e.g. lockbreaker, microbug, signal jammer), tools (e.g. laser torch, demolitions kit), space gear (e.g. magnetic boots, thruster pack), power cells, clothing, and some miscellaneous gear). The remainder of the section (8 pages) deals with robots, and covers design rules, programming, skill use, upgrades, and a few examples (recon drone, and technical, medical, security and military robots).

Chapter Seven: Combat, deals primarily with new rules for firearms and explosives. It looks at areas such as firing into a crowd, attacking through cover, shooting at objects and weapons, autofire, firing two weapons, and damage types for various weapons (i.e. fire damage from lasers, electricity from blasters, and sonic from screamers, etc.).

Chapter Eight: Magic, looks at the influence technology has had on magic - all spellbooks are now held on datapads, and scrolls are now one-shot self-destructing files. Some changes in the effects of magic in relation to the campaign setting are discussed such as fire in space, noxious clouds in relation to protective suits, and computer displays. Where necessary, spell clarifications for original D&D spells are given, mostly in relation to effects on soulmechs. 30 new spells are proffered including detect surveillance, endure radiation, and instant reboot.

Chapter Nine: Vehicles, begins by looking at vehicle movement (scale, speed, changing speed, maneuvers, turns, terrain, mishaps, and collisions). The section on vehicle combat looks at encounter distance, crew quality, intitiative, combat actions (acquire target, attack, evasive action, ramming, and targeting run), fire arcs, guided weapons, and vehicle damage (broken down into different sections of the vehicle). There are then a number of examples of vehicles such as utility hovercraft, scout walker, and strike aircraft. A discussion of starships follows dealing with booking passage, starcasters (spaceships with magical teleporting abilities) and starcasting, and artificial gravity. The sourcebook ends with a number of example spacecraft including freighter, destroyer, and battleship.

The High Points: Dragonstar is meant to be a rules sourcebook for D&D in space, and it succeeds admirably in achieving it. What I particularly liked, as a Star Wars fan and with little interest in the technical details of space combat, was that this is space opera rather than hard sci-fi. Rules are tailored towards playability rather than pseudo-reality, and kept the feel of D&D, whilst moving on a few thousand years. With the existence of the Outlands, it offers the possibility of introducing the setting directly into your current D&D campaign without seeming too inconsistent. It manages to keep the D&D rules pretty much 'in situ' whilst introducing new rules and ideas that round out the setting without steering too far away from the central theme. The mix of magic and technology is a little more intense than in your standard Star Wars/Star Trek setting, and I can see this theme being one of Dragonstar's most important concepts as further product is released.

The Low Points: I felt the first introductory chapter was a little simplistic and irritating, giving hints about the setting without any real answers - I'm sure this will be rectified in future product but the style was still annoying. My preference would have been to have foregone the colour in the first chapter and reduced the price somewhat - I found it a bit incongruous to suddenly find myself switching from colour to mono - I felt like maybe they'd run out of ink or something. Though I'm sure they will be very popular, but I was not keen on the encouragement to use drow, half-dragons and orcs as new character races (though soulmechs are an excellent choice) - I would have preferred them, as they did with most of the rest of the book, to stick more closely to the standard D&D races.

Conclusion: All in all, a stimulating and rewarding take on D&D in space. The negative issues discussed above meant it just failed to achieve top marks, but its not far off. If you're looking for a total change of style and pace in your D&D campaign, or looking for a more generic D20 sci-fi roleplaying setting than Star Wars, I highly recommend Dragonstar.
 

I've had this product for quite some time and I think its about time I did my review. I've been wanting to run a Greyhawk 2000 game for over a year but then when I saw Dragonstar I figured that would be better. Fantasy Flight Games is giving good support with 2 free small adventures and the intro gives good ideas for taking your regular D&D game to the stars.

The book does a great job of adapting all the corebooks to a new setting. All the classes, races, skill and feats are fully adapted.

The weapons seem really powerful when you first look at them and they are definitely more powerful than the standard fantasy weapons. The good guns cost thousands, about what wands of magic missile cost. I can definitely see elemental resistances as being far more valuable and stats like str much less valuable. 10 electric resistance as a +3 enchantment is a joke in standard fantasy but when all the top damage weapons you encounter are electric that's the equivalent of 10/- DR in a standard setting which is a bargain as a +3 enchantement.

While half dragons are now ECL 5 in a fantasy setting, they really aren't much more than ECL 3 in a dragonstar setting. +8 str adds nothing to your gun damage and someone with 10 str can strap on power armor and get an equivalent STR score.

Trauma symbiotes are interesting pieces of equipment. They can stop up to 30 pts of damage from a single attack if you get criticalled for a cost of 6k. They can take 20 damage before they start dying. You can turn them off as a free action if they get in bad shape. This is one of the ways to deal with higher damage.

Everything has to be evaluated in a new context and I find that very exciting. The more I consider the material the more I feel it is possible to strike a good balance between everything.

You can convert standard adventures to dragonstar adventures more easily than you think. This is probably the best adaptation of the d20 system to something other than standard fantasy.
 

It should be mentioned that errata is available for the Starfarers Handbook on Fantasy Flight Games' homepage. I believe the Soulmech gets an ECL modifier.
 

There are already several detailed reviews about the Starfarers Handbook, so I'll keep this short. It's kinda like Dungeons & Dragons meets Star Wars, but it is also its own uniqueness. Soulmechs, a new PC race, are very cool. Players can, with the DM's permission, play a Half-Dragon PC. It's hardcover. The one thing I would like to have seen more of in this book is Spellware. The bottom line is I like, and recommend, this product.
 

Into the Woods

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