Wednesday, 6 April 2016

Random Space Encounter Generator

Roll on table 1, 2 and 3 to create random encounters within “normal” space (not hyperspace/black holes/warp tunnels, etc). Whatever is generated should warp/mutate slightly to fit the solar system it is encountered in. Table 1 gives the “area” that the encounter takes place in – these are intended to give interesting cover and obstacles to any potential stunt fighter battles.  Table 2 gives the descriptor for that area, possibly changing the way it operates and appears. Table 3 gives the thing encountered, which may be anything from valuable cargo, a band of space pirates or weird space entities. There is also a separate table to generate the Reaction and Actions of the other ships encountered. 

Most of the ships listed here refer to a “class”, meaning the analogue for that star ship listed in the White Star rulebook for that faction. There is also items listen in this table referred to in the White Star rulebook. If you don’t have the White Star rulebook just use your own starships and items!

The content of each table should be changed to reflect the specific of each system. Also, the “Weird Entity” table could be very specific to a system, or completely insane and unexpected – either way it’s a good way to start a new adventure…


Table 1:
Scenery/Obstacles/Cover:
Roll a d20:

1) Clouds of fist sized asteroids. Flying through the clouds will cause minor to moderate damage to shields and hull. The clouds vary in size from roughly that of a stunt fighter to a dreadnought.

2) Spacecraft sized cloud of asteroids, slowly drifting and colliding.  The asteroids vary in size from roughly that of a stunt fighter to a blockade runner.

3) An out of orbit moon, cracked, decaying, dead and lifeless.

4) A cluster of aged, defunct satellites, signal repeaters, landing assistors and other mechanical detritus. The cluster is approximately the size of a dreadnought spacecraft. Only ships light transport and smaller would be able to maneuver between the hunks of metal.

5) A spacestation, approximately the size of a dreadnought spacecraft. No lights, signals or transmissions are emitting from it.

6) An enormous asteroid, riddles with clearly visible caves and tunnels that a light transport or smaller spacecraft could easily enter and navigate. 

7) Clouds of stunt fighter sized chunks of ice that will melt to water when close enough to ship exhaust and energy weapon fire.  

8) Two warp portals, apart by a distance of the length of a d10 dreadnoughts. The portals are about the width and height of a terran moon. A mass of space detritus is caught in an endless loops, warping from one portal to the other, endlessly drifting from the slight push of force the portals provide on exit.

9) An enormous stone structure cubic or pyramid in shape. It is approximately the size of a dreadnought. It is riddled with entrances, windows, clear passageways and rooms indicating it was a structure for habitation. It is ancient and rotting, also clearly not intended for space travel.

10) A moon sized comet, hurtling through space with a brightly colored trail of gas and debris. Collusions with the comet would be catastrophic for most space craft.

11) An out of commission and rotting dreadnought, large holes riddling its hull. No sign of power or operation.

12)  Dead, hardened organic hive structure the size of a dreadnought. Chunks of rotting organic material trails behind the hive as it floats through space. It does not appear to be inhabited.

13) Clouds of purple and yellow ion storming that will completely dematerialize ship shield systems. The ion storm is either one moon size cloud, or several smaller clouds over a larger area.

14) Clouds of thick green gas that most rudimentary ship scanning system will indicate as extremely flammable and explosive.  The gas clouds are either one moon size cloud, or several smaller clouds over a larger area.

15) Brown green clouds of thick dust, gas and pebbles. Flying through these clouds will cause almighty din in any areas of the ship close to the external hull as stones bounce from it.  May also disrupt audio visual sensors and decrease manual visibility. The clouds are either one moon size cloud, or several smaller clouds over a larger area.

16) d20 Still smoldering husks of obliterated spacecraft involved in a recent battle. There does not appear to be any survivors but some ship signals are still live but silent.

17) A clearly living organic structure approximately the size of a moon. May be tree/seaweed/fungus/sea cucumber/coral/etc-like in its formation.

18) The putrid and disintegrating carcass of some mythical, long dead space beast. Its features are rotted beyond recognition and classification. All that is left behind is flesh, bone, ichor and organs frozen and floating in space approximately the size of a dreadnought. Frozen globules of blood approximately the size of a stunt fighter orbit the carcass.

19) d20 unmanned, unpowered ancient stunt fighter class ships, drifting together connected by a web of fuel and powerlines. They are of a design and make not seen in eons.

20) Clusters of drifting, stunt fighter sized globules of a type of dark matter. While entering them will not cause lasting or physical damage, entering them will result in complete ship system failure. This dark matter will pass through any physical barriers (ship hulls/shields) as if the matter around the globule has absolutely no effect on it. Organic creatures will become unconscious for d10 minutes if they come into passing contact with a globule. Anything remaining in contact with the dark matter for more than a few minutes will disappear from existence.


Table 2:
Descriptor/mutator/weirdness:
Roll a d20:

1) The scenery, whatever it is, has clearly been nibbled/chomped/eaten by a now absent space leviathan.

2) d8 AI controlled drones, belonging to the major power in the system. They have the same stats as a Stunt fighter, but no shields and half the hit points. They are guarding/conducting surveillance on the area.

3) d8 AI controlled drones, belonging to a system specific rogue human group. They have the same stats as a Stunt fighter, but no shields and half the hit points. They are guarding/conducting surveillance on the area.

4) d8 AI controlled drones, belonging to a system specific alien menace. They have the same stats as a Stunt fighter, but no shields and half the hit points. They are guarding/conducting surveillance on the area

5)  An unexplained source or sources of gravity are dragging the scenery towards it. Ships may also be affected by this effect.  Objects and detritus will be clustered, tight and swirling towards the gravity source.

6) The scenery or part of the scenery has the alarming property of draining electronic energy systems. Ships in the vicinity/contact too long will lose power completely and drift aimlessly in space – all systems offline.

7) The scenery or part of the scenery has the alarming property causing one of the following systems to go offline, d4: 1) shields 2) scanning and targeting 3) engines 4) weapon systems.

8) Garbled/disturbing/intruging localized transmissions

9) Inhabited by system specific alien menace – along with the housing required by that race.

10) Inhabited by system specific rogue humans (rebels, pirates, anarchists, etc) - along with the housing required.

11) Floating globules of magnetic, liquid metal. Will stick to star ships leading to unusual hull shapes and possibly loss of speed.

12) The scenery is churning and swirling in a massive gravitational maelstrom. This maelstrom may affect the movement of star ships travelling through it.

13) The scenery is caught in an unexplained ring of gravity. The scenery is a slowly rotating ring (like Saturn’s) missing a central mass to cause the formation.

14) Dog sized chitinous organic life with the ability to live in the vacuum of space are thriving in the area. They are attracted to something here. 

15) Elephant sized chitinous organic life with the ability to live in the vacuum of space are thriving in the area. They are attracted to something here. 

16) The area is replete with a valuable resource that can be salvaged, mined or foraged. It may be the scenery itself, or attatched/ingrained within the scenery.

17) Space mushrooms or truffle balls of various sizes and colours coat the physical objects in the area, or float listlessly in space. They will explode in clouds of spores when coming into contact with space craft and their engine exhaust.

18) The area, or parts of it, emit hazardous levels of radiation that may seep through ship hulls depending on the craft.  

19) Space miraging causes objects in the area to multiply, shimmer, blur and other wise confuse those nearby.

20) The physical objects in the area coated in clusters of dog sized eggs. Eggs may or may not be covered in slime and goop and raised on a stalk. Obscene lifeforms may or may not be contained within.

Table 3:
Contents:
Other Ship Reactions and Desires:
Whenever encountering ships from Table C and D roll on the following table to see what they are doing there and how they will react to the PC’s star ships. You can take the first result and use both Reaction and Action, or roll twice. 

Please note each broad faction category listed in the following tables has a different modifier to their reaction, reflecting their general demeanor. The PC’s prior relationship with the faction should also be taken into consideration, the modifiers below assume the PC’s are total outsiders. 

Table A:
Cargo, housed in appropriate, sealed and unlocked containers:
Roll a d20:

1) d20+10 stay alert and awake for one week pills. Require 24 hours of sleep after the dosage week.

2) d100+10 Laser rifles (Page 33 of the White Star Rulebook).

3) Room sized crate of precious or ancient stone art (statues, tablets, reliefs).

4) d20+10 extreme bliss for 24 hour pills. Require 12 hours of sleep after the dosage.
5) Commlink containing security codes for nearby space or planetary base. 

6) Commlink containing complete layout and schematics for nearby space or planetary base.

7) Commlink containing data for cutting edge, never seen before star ship modification.

8) d20+10 fully matured clone slaves in hibernation. Gene treated to be incredibly suggestable and easily trained.

9) d100 perfectly preserved, alive and operating transplant organs – ready for installation.

10) d6 suits of powered armour (page 95 of the White Star Rulebook).

11) d4 cybernetic arms (Page 95 of the White Star Rulebook) and d4 cybernetic missile weapons (Page 96 of the White Star Rulebook).

12) An Atomizer (Page 97 of the White Star Rulebook).

13) d20+10 amnesia pills that will cause the taker of the drug to forget the previous 48 hours.

14) Plastic surgery med bot bay. Able to drastically alter one human body for disguise or alteration once a week. Requires 48 hours of rest after the procedure. The med bot is a fully contained unit about the size of a tanning bed.

15) Alien organic crystal ball. This slimy basketball sized globular black pearl gives an insight into the future in exchange for sentient life. If allowed to interface with a sentient mind (via extendable tubes and tentacles that hook onto and enter brain matter) the ball will give the that sentient a glimpse into the future. The information gleaned will come out in a hysterical babbling fit as that person dies within 10 minutes of interfacing with the crystal ball.

16) d4 AI units that can be installed into any Star ship or land craft.

17) d20+5 hibernating exotic and dangerous non sentient aliens or animals.

18) A Medical Vat (Page 98 of the White Star Rulebook).

19) d20+5 X 1000 credits worth of ore.

20) d6 Starship cloaking devices (Page 57 of the White Star Rulebook).

Table B:
Weird entities:
Roll a d8:

1) d6 fleshy, multi limbed, organic star ships about the size of a stunt fighter. They look like a fleshy torpedo, with appendages and organs protruding out in all directions. They are made up of an amalgamation of vaguely human features. They have no shields or weapon systems but are very fast (use stunt fighter stats), propelled by unseen, unknown force. There fleshy, giant hand like appendages can latch onto other ships and slowly tear them apart. One of the ships will be carrying something random from Table A.  Roll on the Reaction and Action table to see what they are up to. They communicate clearly using psychic voice transmission.

2) A dreadnought sized ratty and rotting salvaged star ship. It looks like it is made up from the remains of hundreds of destroyed star ships. The salvaged ship is controlled by a self aware AI that is travelling through space to further grow itself. Roll on the Reaction and Action table to see what the ship is up to. Its constant and most pressing concern is the gathering of more scrap material to grow. Use the same stats as a Dreadnought with the following modifications: halved hitpoints and shields, weapons: 4 x Laser Cannons (4d6 ), Proton missiles X 1 (8d6), only modification is an FTL drive.

3) An ancient blockade runner sized star ship controlled by an AI (Same stats as a blockade runner, no weapons). It is a plague carrying ship, rife with a variety of diseases and viruses. Airborne contamination is constantly pumped through the air supply and many stocks of different diseases are in cyro-storage in the ships hanger.  The AI will hail and request immediate docking with any ships it encounters claiming it has gifts for those onboard. The ship was sent from a distant system on the behest an alien species that thrives in disease ridding environments.

4) An organic and sentient space station is set up in the area. It is manned by humanoid shaped drone workers devoid of features who work tirelessly to create a good from Table A. The station looks like a massive amalgamation of human internal organs. The station is also armed with d20 organic starships listed on result 1 on this table. Roll on the reaction table above to see how the sentient space station communicates physically with those it encounters.

5) Heavy transport, inhabited by d30 Myconid Walker aliens (Mushroom octopi that use mind control spores to take over hosts). The heavy transport is floating slowly, engines unpowered. The ship will hail passer byes and report in stilted, warped voices that they are having trouble piloting their craft and require assistance. The Myconid Walker’s require more hosts. If boarded the Heavy Transport is choked with spores and fungi growth. Though they want more hosts, the aliens would also appreciate knowledge on how to operate the ship…

6) A blockade runner sized space creature that resembles a mix of a bat and an eagle. It has the same stats as a blockade runner, minus shields. It manifests an energy beam from its hoary beak that does the same amount of damage as a heavy laser (6d6). It communicates physically in a shrilly manifesting voice. Roll on the reaction and action table to find out what it is up to.



Table C:
Single ships:
Roll a d10:

1) Alien menace stunt fighter class.

2) Major power in the system stunt fighter class.

3) Rogue humans (rebels, pirates, anarchists, etc) stunt fighter class.

4) Rogue humans (rebels, pirates, anarchists, etc) blockade runner class.

5) Independent merchant/trader/smuggler light transport class.
Area of expertise, d6: 1) Ore/Salvage 2) Ship parts 3) Weaponry/Armour
4) Cybernetics/Computers 5) Medical Equipment 6) Exotic life forms/Clones/Slaves.  

6) Independent merchant/trader/smuggler medium transport class
Area of expertise, d6: 1) Ore/Salvage 2) Ship parts 3) Weaponry/Armour
4) Cybernetics/Computers 5) Medical Equipment 6) Exotic life forms/Clones/Slaves.  

7) Alien menace blockade runner class.

8) Prominent individual space yacht.
Individual type, d6: 1) Celebrity 2) Gangster/criminal 3) General/Security Head
4) Politician 5) Scientist/researcher 6) Religious figure

9) Major power in the system star cruiser class.

10) Major power in the system dreadnought cruiser class.

Table D:
Group of ships:
Roll a d10:

1) d8 Alien menace stunt fighter class.

2) d8 major power in the system stunt fighter class.

3) d8 Rogue humans (rebels, pirates, anarchists, etc) stunt fighter class.

4) Rogue humans (rebels, pirates, anarchists, etc) blockade runner class + d8 Rogue humans (rebels, pirates, anarchists, etc) stunt fighter class.

5) d6 Independent merchant/trader/smuggler light transport class.
Area of expertise, d6: 1) Ore/Salvage 2) Ship parts 3) Weaponry/Armour
4) Cybernetics/Computers 5) Medical Equipment 6) Exotic life forms/Clones/Slaves.  

6) d6 Independent merchant/trader/smuggler medium transport class
Area of expertise, d6: 1) Ore/Salvage 2) Ship parts 3) Weaponry/Armour
4) Cybernetics/Computers 5) Medical Equipment 6) Exotic life forms/Clones/Slaves.  

7) Alien menace blockade runner class + d8 Alien menace stunt fighter class.

8) Prominent individual space yacht + d8 major power in the system stunt fighter class.
Individual type, d6: 1) Celebrity 2) Gangster/criminal 3) General/Security Head
4) Politician 5) Scientist/researcher 6) Religious figure.

9) Major power in the system star cruiser class + d8 major power in the system stunt fighter class.

10) Major power in the system dreadnought cruiser class + d8 major power in the system stunt fighter class.





Tuesday, 8 March 2016

Electroganic Sentient Creation/Manipulation/Operation (White Star)

The science of electroganics involves the fusing of re-animated organic material to cybernetic equipment. The process may retain some aspects of the organic components but the core control and computing brain of the creation is cybernetic. The creation and upkeep of electroganic drones and sentients is expensive and resource heavy. The science is also illegal and unethical in most governments and moral codes across the galaxy.

To learn the skills of electroganics a teacher must be found and coerced into passing on their knowledge. Due to the sensitivity of their craft, these teachers do not often make their knowledge well known. The teacher will most often request the student to provide the cost of the material components of the lessons (see costs for training) plus any premium that seems appropriate for the sensitivity of the skill.

The issuing of commands to Electroganic beings is only possible by the creator of that being. Issuing a command takes a round. For a command to be successful the issuer of the command must make a skill check of 4 on the appropriate electroganics skill (Experts and Masters will never fail this check). The creator of the being has the ability to use their voice or commlink to issue commands. The GM may decide a particularly complicated command requires a higher skill check than 4. In some circumstance the GM may rule that a high enough Nefarious and Intrusive Holonet/Commlink Operation or Nefarious and Intrusive Security Hardware Operations skill check could be used to issue illicit commands to an electroganic being.


Both Electroganic Drone and Sentient creation requires the construction and outfitting of a workshop, which costs 500 credits. 



Electroganic Sentient Creation/Manipulation/Operation is the practice of building artificially intelligent, sentient beings with both organic and cybernetic components. Once constructed these beings may be allocated experience points earned by their creator in the course of their adventures. While this will allow the electroganic to get better at whatever role they have been allocated at creation, parts and labor are required to improve the electroganic’s Hit Dice. This means the electroganic sentient may level up in their class with enough experience points, they do not automatically receive extra hit dice for this increase in ability. Each electroganic sentient is given a class at time of creation. Electroganic sentient are much more intelligent and independent than electroganic drones and may be given instructions and tasks that reflect their intelligence statistic. Game masters may waive the Skill Check requirement for giving orders to electroganic beings if the electroganic sentient is intelligent enough.  Electroganic sentients may seek freedom from their creators if the situation and their intelligence warrants it.  

Material cost, skill checks and time needed for construction are listed below under each level of the skill.

Cybernetic upgrades can be installed into electroganic sentients at ½ price because of the ease at which their body interfaces with such equipment.

Skilled: + 2 to d12 skill checks

Allows the control of 1 electroganic sentient.
Allows the construction first level electroganic sentient.
Costs 1000 credits per electroganic sentient and requires 75% intact biomass of deceased sentient species, takes 1 weeks work time.
@ End of work time a skill check of 6 must be successful for electroganic sentient to be operational. If failed, time and credit cost me be halved and attempted again (ad infinitum).
At creation the electroganic sentient statistics are determined with 2d6 for each statistic.
Increasing an electroganic sentient hit dice to reflect their level costs 1000 credit x level, this takes 1 day @ end of work time a skill check of 8 must be successful for improvements to be operations. If failed, time and credit cost me be halved and attempted again (ad infinitum).

Expert: +4 to d12 skill checks

Allows the control of 2 electroganic sentients.
Allows the construction first level electroganic sentient.
Costs 1000 credits per electroganic sentient and requires 50% intact biomass of deceased sentient species, takes 1 weeks work time.
@ End of work time a skill check of 6 must be successful for electroganic sentient to be operational. If failed, time and credit cost me be halved and attempted again (ad infinitum).
At creation the electroganic sentient statistics are determined with 3d6 for each statistic.
Increasing an electroganic sentient hit dice to reflect their level costs 1000 credit x level, this takes 1 day @ end of work time a skill check of 8 must be successful for improvements to be operations. If failed, time and credit cost me be halved and attempted again (ad infinitum).

Upgrade statistic: 1 of the electroganic sentient’s statistics may be upgraded by 1d6 for a cost of 2500 credits, this takes 1 day @ end of work time a skill check of 8 must be successful for improvements to be operations. If failed, time and credit cost me be halved and attempted again (ad infinitum).

Master: +5 to d12 skill checks

Allows the control of 4 electroganic sentients.
Allows the construction first level electroganic sentient.
Costs 1000 credits per electroganic sentient and requires 25% intact biomass of deceased sentient species, takes 1 day work time.
@ End of work time a skill check of 6 must be successful for electroganic sentient to be operational. If failed, time and credit cost me be halved and attempted again (ad infinitum).
At creation the electroganic sentient statistics are determined with 4d6 drop the lowest for each statistic.
Increasing an electroganic sentient hit dice to reflect their level costs 500 credit x level, this takes 1 hour @ end of work time a skill check of 8 must be successful for improvements to be operations. If failed, time and credit cost me be halved and attempted again (ad infinitum).

Upgrade statistics: 3 of the electroganic sentient’s statistics may be upgraded by 1d6 for a cost of 2500 credits, this takes 1 day @ end of work time a skill check of 8 must be successful for improvements to be operations. If failed, time and credit cost me be halved and attempted again (ad infinitum). 

Destruction of Electroganic Sentient:
As a large component of all electroganic sentient’s form is organic, reaching 0 Hit Points means destruction for that sentient. Recovering the vast majority of the cybernetic components of the sentient for future use requires a skill check of 10 to be successful. If passed, the next sentient created using those components will be at half the normal credit price.

   

Tuesday, 1 March 2016

Electroganic Drone Creation/Manipulation/ Operation (White Star)

The science of Electroganics involves the fusing of re-animated organic material to cybernetic equipment. The process may retain some aspects of the organic components but the core control and computing brain of the creation is cybernetic. The creation and upkeep of electroganic drones and sentients is expensive and resource heavy. The science is also illegal and unethical in most governments and moral codes across the galaxy.

To learn the skills of electroganics a teacher must be found and coerced into passing on their knowledge. Due to the sensitivity of their craft, these teachers do not often make their knowledge well known. The teacher will most often request the student to provide the cost of the material components of the lessons (see costs for training) plus any premium that seems appropriate for the sensitivity of the skill.

The issuing of commands to Electroganic beings is only possible by the creator of that being. Issuing a command takes a round. For a command to be successful the issuer of the command must make a skill check of 4 on the appropriate electroganics skill (Experts and Masters will never fail this check). The creator of the being has the ability to use their voice or commlink to issue commands. The GM may decide a particularly complicated command requires a higher skill check than 4. In some circumstance the GM may rule that a high enough Nefarious and Intrusive Holonet/Commlink Operation or Nefarious and Intrusive Security Hardware Operations skill check could be used to issue illicit commands to an electroganic being.


Both Electroganic Drone and Sentient creation requires the construction and outfitting of a workshop, which costs 500 credits. 


Electroganic Drone Creation/Manipulation/ Operation:

Electroganic Drone Creation/Manipulation/Operation is the practice of building non-sentient, low intelligence creatures. Material cost, skill checks and time needed for construction are listed below under each level of the skill.


Skilled: + 2 to d12 skill checks

Allows the control of 2 Electroganic drones.
Allows the creation of up to 2HD electroganic drones.
Requires approximately 50% of original biomass of being – only basic functioning remains.
Costs 500 credits per HD, takes 1 week work time per HD.
@ End of work time a skill check of 4 + HD must be successful for electroganic drone to be operational. If failed, time and credit cost me be halved and attempted again (ad infinitum).
Weapons can be installed into beings at cost of weapon (limit of 1 weapon).
AC = AC at death of original being.

Expert: +4 to d12 skill checks

Allows the control of 4 Electroganic drones
Allows the creation of up to 6HD electroganic drones.
Requires approximately 50% of original biomass of being – only basic functioning remains.
If approximately 70% original biomass is recovered a skill check of 6 must be made for special powers of living creature to be transferred to electroganic drone.
Costs 500 credits per HD, takes 1 day work time per HD.
@ End of work time a skill check of 2 + HD must be successful for electroganic drone to be operational. If failed, time and credit cost me be halved and attempted again (ad infinitum).
Weapons can be installed into beings at cost of weapon (limit of 2 weapons).
Ability to bolster a drone’s armour at a cost of 750 credits per bonus to AC (up to +5).
AC = AC at death of original being + AC bolstering.

Master: +5 to d12 skill checks

Allows the control of 6 Electronic drones.
Allows the creation of up to 10HD electroganic drones.
Requires approximately 25% of original biomass of being – only basic functioning remains.
If approximately 50% original biomass is recovered a skill check of 6 must be made for special powers of living creature to be transferred to electroganic drone.
Costs 500 credits per HD, takes 1 hour work time per HD.
@ End of work time a skill check of 2 + HD must be successful for electroganic drone to be operational. If failed, time and credit cost me be halved and attempted again (ad infinitum).
Weapons can be installed into beings at cost of weapon (limit of 4 weapons).
Ability to bolster a drone’s armour at a cost of 250 credits per bonus to AC (up to +5).
AC = AC at death of original being + AC bolstering.

Destruction of Electroganic Drones:


As a large component of all electroganic drone’s form is organic reaching 0 Hit Points means destruction for that drone. Recovering the vast majority of the cybernetic components of the drone for future use requires a skill check of 10 to be successful. If passed, the next drone created using those components will be at half the normal credit price. 

Wednesday, 17 February 2016

Star Witch Class (White Star)


An order emerging from the nebulatic netherworld, Star Witches commune with beings whose quantic machinations control the movement of suns and planets.  Individual Star Witches will emerge from rips in spacetime, aware of their commitment to the order, but unsure of their past and destiny.  A Star witch’s appearance is the herald of disaster, turmoil and strange goings-ons. A Star Witch’s loyalty to dark matter and ability to break the rules of reality makes her both feared and misunderstood.  


Due to a Star Witch’s fluid relationship with the physics of time and space she is a boon to the planning, preparation and defense of a party.   As well as foreseeing (and preventing) potential tragedies in the following day’s adventure, a Star Witch can probe behind the very fabric reality itself in search of answers. While averse to the combat piloting of space craft herself, the Star Witch’s powers allow her to drastically alter the battlefield to her ally’s advantage. 

Star Witch Advancement Table:

 

Level

XP

HD

BHB

ST

1

0

1

0

14

2

2000

1+1

0

13

3

4000

2

+1

12

4

8000

2+1

+1

11

5

16000

3

+2

10

6

32000

3+1

+2

9

7

64000

4

+3

8

8

128000

4+1

+3

7

9

256000

5

+4

6

10

512000

5+1

+4

6

 

 

Star Witch Dark Matter Ritual Advancement Table: 

 

Level

1st level

2nd level

3rd level

4th level

5th level

1

-

-

-

-

-

2

-

-

-

-

-

3

2

-

-

-

-

4

2

1

-

-

-

5

2

2

1

 

-

6

2

2

1

1

-

7

2

2

2

2

1

8

2

2

2

2

2

9

3

3

3

2

2

10

              3

3

3

3

3

 

 

 

Star Witch Class features:

Weapon/Armor restrictions: Star Witches may use clubs, daggers, firearms, laser pistols, and staffs. They can wear Light Armor, but do not use shields.

Astrology: When a Star Witch has time to rest and enter a meditative state she will gain insight into the future. To gain this insight a Star Witch needs a full 8 hours of rest, meditation and a natural (ie: not through a camera or telescope) view of the stars.  When the heavenly bodies speak to her she will be warned of upcoming disaster.

After the rest/meditation period that Star Witch must make a Saving Throw. If she fails, she discerns no message. If she passes the Saving Throw she has the ability to allow party members to re-roll any failed rolls. This ability lasts until the next time the Star Witch rests/mediates (and must make the Saving Roll again). The amount of rolls that can be re-rolled is equal to the Star Witch’s level. Additionally, the Star Witch must note by how much she passed the Saving Throw. This number is added as a bonus to any re-rolls.

Control the Solar Winds (4th): When a Star Witch reaches 4th level she gains the ability to warp the gravitational flow of space to either help or hinder the movement of spacecraft. A Star Witch will not be able to take any other actions while maintaining this effect. A starship will receive a bonus or penalty of half the Star Witches level (rounded down) to their Movement statistic while affected.

Saving Throw: Star Witches receive a +2 bonus on Saving Throws against mechanical devices.

XP bonus for Intelligence: Star Witches with an Intelligence of 13 or 14 receive a 5% Experience Bonus, and those with 15 or higher get 10%.

Contact Coven (6th): Once a Star Witch reaches the 6th level she will be contacted by her Coven. Most Coven members are in deep black hole meditation and communicate to the Star Witch via manipulation of the physical world. Messages may appear in the flight of animals, rock formations, crystal deposits and the like. These messages will alert the Star Witch to the mission and path her sisters require her to take.

Black Hole Meditation Pod (10th): At level 10 a Star Witch gains access to her black hole meditation pod.  Regaining access to this pod will give the Star Witch clear insight into her identity and purpose. It will allow her to travel into the nether realm of dark matter via black holes. There she can commune with her coven and gain deep insights into the base mechanics of the universe. Black hole mediation pods can use black holes to travel to any system in the universe the Star Witch has basic knowledge of.  It takes 8 hours for this travel to take place and the Star Witch emerges rested and meditated. The use of black hole travel will inadvertently lead to fluctuations in the space time continuum.

Dark Matter rituals: A Star Witch is able to active Dark Matter Rituals as shown on the Star Witch Dark Matter Rituals advancement table. The same rules for preparing and casting Star Knight Meditations and Alien Mystic Gifts apply to Dark Matter Rituals. A Star Witch must choose if she is going to rest and meditate to prepare either Dark Matter Rituals or her Astrology ability. She cannot prepare both in a the same rest period. There is a number of Alien Mystic Gifts and Star Knight meditations the Star Witch is able to cast as a Dark Matter Ritual. These are listed below.


Gifts and Meditations:
Level 1:
Read languages.
Level 2:
Locate object.
Level 3:
Alter time, Vision (level 5 star knight spell – a Star Witch may cast this spell at a much lower level).  Level 4:
Expand senses.

Star Witch Dark Matter Rituals:
Level 1:
Astronomical Event:  The Star Witch summons an impressive Astronomical event in the sky above her, or in the system she travelling through. Some example include: a solar eclipse, meteor shower, aurora borealis
Level 2:
Scramble Targeting System: The Star Witch creates a distortion field around a starship she can see. This adds the Star Witch’s level to the starship’s armor class for d10 plus the Star Witch’s level rounds. 
Level 3:
Disable Starship: The Star Witch creates a warping field around a starship she can see. This will disable a randomly determined starship system for d10 plus the Star Witch’s level rounds. D6 starship systems: 1) Engines 2) Weapons 3) Shields 4) Modifications 5) Targeting 6) Hull (half AC).
Level 4:
Day to night: The Star Witch changes day to night or night to day.   
Level 5:
Gravity pool: The Star Witch summons a gravity pool, at a point in space she can see, which draws starships towards it like a tractor beam (page 58 of White Star rulebook). It will indiscriminately suck starships towards it, causing multiple ships to crash into one another for damage. The Star Witch must remain in the same solar system for the gravity well to be maintained

Warp loop:  The Star Witch creates a warp portal between two different points in space.  She must be able to see the point in space when she creates each portal and the two points must be created within a month of each other. Once created the warp loop will last for d10 months.  Starships of dreadnought size or below can travel through the warp. It is possible for interdimensional beings to seep into the Star Witch’s galaxy unintentionally through a warp loop. If a Star Witch is proliferating warp loops, a Saving Throw is recommended to see if this occurs.