Monday, 27 June 2016

Starsword Blade Variants

The Khybe Monk's approach to individual expression extends past simple mutations and hyperspace meditations. The Khybe Monk order endorses a variety of starsword designs and techniques in wielding them. A Khybe Monk only receives training with a single style of specialized starword and is unable to use the other Khybe manifestations of the blade. All Khybe Monk retain the ability to wield basic unspecialized starswords as would Star Knights. While it is permissible for a Khybe Monk to choose their desired blade style and technique, most seek guidance from the Khybe to randomly allocate which they are trained in.

d6 Khybe Monk Starswords:

1) Gloved Starsai. 
1d6+2 x 2, + 2 AC when worn and defending against melee attacks.
Tribladed starswords erupting from a pair of wielding gauntlets. The blade are much shorter than a regular starsword  but this allows them to be used in unison. This version of the starsword allows two attacks in a combat round (both attacks require separate successful attack rolls).The triblade design is also well suited to defending against melee attacks. Meditations cannot be cast while wearing both Starsai.
2) Fat blade.
1d6 + 2, +2 AC.
A much thicker bladed starsword. Because of the blades thickness the energy is less intense and damaging than a normal startsword. The thickness is perfectly suited to deflecting blows from other starswords and rounds from energy weapons.
3) Starflail.
1d6 + 4.
A laser thin line of energy separates a barbed head of plasma from this starsword's hilt. This thin line of energy can be extended up to 20 feet, allowing this particular starsword a very impressive reach. The energy line itself causes no lasting damage, other than mild heat irritation. The design of this starsword does not allow its wielder to deflect other blades or energy weapon rounds as a normal starsword would.
4) Starwhip. 
1d6 + 4.
The plasma of this starsword curls and bends like a whip. This allows the wielder to wrap the "blade" of this starsword around their target for ongoing damage. After a successful attack the victim of this weapon must make a Saving Throw or find themselves trapped in the super heated embrace of the Starwhip. This will result in the target automatically taking 1d6+4 damage each turn until the wielder of the Starwhip decides to release them. The design of this starsword does not allow its wielder to deflect other blades or energy weapon rounds as a normal starsword would.

5) Great Starsword.
Requires 2 hands, +1 to target's AC, 1d8+5.
An enormous, super charged starsword. The hilt of this starsword constantly jostles and vibrates under the internal pressure of the barely contained energy source. This bucks and jolts the wielder's hands, making the weapon especially hard to use. Any being targeted by this weapon receives +1 to their AC.

6) Starrazor. 
1d6 +3 hits 3 closest melee targets, Attack roll d20 result of 1 = hits wielder for maximum damage.
6 shortened starsword blades spinning around a stabilized central handle. This starsword is a whirling maelstrom of plasma energy. It is an incredibly dangerous and wild weapon to wield, causing damage to the 3 closest targets to the weapon, regardless of their position as friend or foe. An attack roll d20 result of 1 results in the wielding taking maximum damage from the whirling blade. While energy weapons can be deflected with this starsword, it is useless for parrying other starsword blades.



Sunday, 12 June 2016

Khybe Monks (White Star Character Class/Star Knight variant)

"Well, The Khybe is what gives a monk his power. It's an energy source drawn from the infinite manifestations of hyperspace. It swirls restlessly and endlessly, separated from us only by the thin, yet solid wall of reality."

Kyhbe Monk Vero of the Pani. 




 Khybe monks harness and manifest the chaotic energies of hyperspace. They are a loose and anarchic order, with monasteries located on the most remote, desolate asteroids and bustling, cosmopolitan mega cities. They have no leadership hierarchy or guiding principles, other than ensuring The Khybe manifests in the strongest, most creative ways possible all across the galaxy. A Khybe monk devotes their life to preparing mind and body for ascension to their personal plane of hyperspace.

At character creation a new character has a 10% chance of being able to "Manifest the Khybe". If this occurs, the Khybe remains latent within them but they are not yet a Khybe Monk. The character must seek out another Khybe Monk or monastery to become one. Until then they must pick another character class to begin the game. Once a character becomes a Khybe Monk their XP resets to 0. If they reached level 2 or more in another class they retain any of the abilities of that class (including Hit Points if it would be more than their new Hit Points as a Khybe Monk). The character must abide by the Weapon/Armour restrictions of a Khybe Monk.

The Khybe Manifests: When a character with latent Khybe ability experiences something appropriately traumatic, the Khybe will manifest within them. This is the particular way the powers of Hyperspace erupt from the character. A character does not need to be a Khybe Monk for this to occur, but they will receive none of the other abilities of a Khybe Monk until they seek further training.
1 x Random Psionic Ability/Power (I use this book) 
1 x Random mutation (I use this PDF, and this PDF. Thanks to Red Box Vancouver's Blog and The Weirdlands of Xhuul.)

Once a Khybe manifested character becomes a Khybe Monk, they receive the following abilities: 

Kybe monks have very similar powers and abilities to Star Knights but the chaotic vibrations of hyperspace sees these powers manifesting differently in each Khybe monk. Khybe Monks use the same Advancement table, Experience Point table, Weapon/Armour restrictions, Saving Throws, XP bonus, Star Sword Duelist and Establish Monastery ability as a Star Knight. 

Khybe Monk's also use the same Meditation Advancement table as Star Knights, but have access to different meditations (listed below). 

Khybe Monk Starsword Variants. 

Khybe Mediation: Each Khybe Monk has access to different, randomly allocated powers of Hyperspace. Roll on the following d8 table to determine which:

1) Abjuration
2) Conjuration
3) Divination
4) Enchantment
5) Illusion
6) Evocation
7) Cleric Spells
8) Druid Spells

These obviously align to  a specific Ad&d magic school (a list of all of them is handily available here). The Khybe Monk needs to meditate as a Star Knight would to "cast" them.

 The Khybe Manifests Again: Upon reaching Level 6 the eddies of hyperspace energy will surge and well within the Khybe Monk. Another suitable traumatic experience is required for this manifest as further Khybe mutations. Once this occurs the Khybe Monk receives:
1 x Random Psionic Ability/Power (I use this book) 
1 x Random mutation (I use this PDFand this PDF. Thanks to Red Box Vancouver's Blog and The Weirdlands of Xhuul.)

(The Khybe Monk is my "The Decline of Overhouse August" White Star campaign's version of Jedi/Star Knights.)

Saturday, 4 June 2016

The Shargon (White Star Character Race)

The Shargon are a player character race for White Star. 
The classes available to the Shargon are: Aristocrat, Mercenary and Pilot. 
The Shargon race requires additional XP to level up. Each class requires an additional 1000 XP to reach level 2. This higher XP requirement is then multiplied for each additional level as normal (i.e: a Shargon Mercenary requires 3000 XP for level 2, 6000 XP for level 3, 12 000 XP for level 4, etc.). 

Emerging from a mad and malfunctioning rogue AI factory world, the Shargon are a genetically manipulated clone race. They were created from the tattered remains of DNA samples from an ancient non-sentient aquatic life-form. The natural electroreception ability of that race has been infused and amplified to allow the Shargon to communicate and control electronic devices directly through a form of telepathy. The Shargon also share their ancestors heightened prey tracking sensors and powerful carnivorous jaws.

The Shargon escaped their AI creator's mechanical wasteland of a homeworld some centuries ago. While escaping, they stole the master copy of their genetic clone coding, allowing them to hatch new members of their species. The Hatchery is the name the Shargon give their sacred cloning space station. The location of The Hatchery is a close guarded secret and often changes, migrating along the dark spaces between solar systems. Due to this secrecy the galaxy at large is unsure how Shargon society operates and who or what makes the decisions to produce more Shargon clones.

The amplified electroreception ability of Shargon engineers enables them to meld, weld and craft magnetically sensitive ore with ease. This gives Shargon space craft and stations a distinctly rock-covered and craggy appearance. This rock-like quality also manifests in Shargon ceremonial armour and electronics. Rumors of Shargon wielding obscenely huge melee weapons and commanding moon sized drones made of rock often waft through the cantinas of the galaxy...


The Shargon inherit all the features and special abilities of their chosen class, except for bonus to Saving Throws (Base saving throws remain the same, but class specific bonuses do not apply)

Race Abilities: 

Ability scores: Plus 2 to Strength and Constitution, minus 2 to Intelligence and Dexterity.

Saving Throw: Due to the heavily irradiated and polluted environment of their AI creator's homeworld, the Shargon receive +4 when resisting radiation and +2 when resisting poison.

Lungs: Regardless of common misconception, Shargon have a similar respiratory system to humans. Thus they cannot breath underwater. Their AI creators were not concerned with that component of their genetic ancestors.

Bite: All Shargon are blessed with enormous, razor toothed mouths. They may bite opponents for d8 damage (plus Strength bonus).

Electromagnetic Vibration Sense: All Shargon are able to sense the vibration of living, organic beings within a 10 meter radius of them. A Saving Throw or modified stealth check may be required if said organic beings is actively trying to hide.

Electroreception: A network of genetically modified ampullae laces every Shargon's body. This has a variety of benefits. Shargon are able to interface directly and organically with electronic devices. This includes the ability to manifest an internal OS for interacting with The Matrix and its simulacrum. This means each Shargon has its own internal commlink device. Shargon receive a bonus of +2 to any skill or ability checks relating to the use of electronics or computer systems. They are also able to send commands to electronic devices at the speed of thought. The Shargon's ampullae network unfortunately does not assist them in the piloting of vehicles of any kind. Having Electroreception intrinsically gives the Shargon's the ability to use the Nefarious and Intrusive Holonet/Commlink Operation and Nefarious and Intrusive Security Hardware Operations skills. There is no bonus to this outside of their innate +2. To get better at these skills they must pay for each level of training as normal.

Electroganic Drone Skill: All Shargon start with the Electronic Drone Control and Creation skill at the "Skilled" level. Because of their electroreception ability they essentially "talk" telepathically to their drones, leading to a closer bond than is normal for eletroganic drone engineers. Additionally, Shargon electroganic drones only ever require 25% biomass for initial creation, and are imbued with the craggy, rock like re-enforcing ore melding typical of Shargon engineering (give a +2 AC to all drones created).

Electronic Empathy: The Shargon find themselves inhabiting two worlds. That of the organic and physical, and that of the electronic and virtual. They also retain some residual awe and religiosity towards their AI creators. As such The Shargon have an emotional attunement towards the electronic. They may become incensed at the mistreatment of electronic manifestations of any type, be that AI or drone, trash compactor or automated assembly line.

Return to The Hatchery: Most Shargon are expulsed from The Hatchery at level 1. Communities of Shargon settlement exist across the galaxy, but the majority of Shargon do not know the ever changing location of their space station of birth. At level 8 an ancient and deeply buried electroreception ability manifests within a Shargon. They become sub-unconsciously aware of the location The Hatchery, and will be able to sense it's location regardless of distance.

Hatchery Commander: When a Shargon reaches level 10, proving itself to be a venerable and exemplary clone, it is bestowed the rank of Hatchery Commander. This rank gives the Shargon a voice of authority within The Hatchery, allowing them to create and guide the lives of untold Shargon clones.

Notes:

Names: The Shargon generally refer to clones from their Hatchery batch and younger as brother and sisters, and clones from older Hatchery batches as mother and father. Both pronouns are used interchangeably for all Shargon as they are all completely genderless and sterile. As all Shargon are able to identify one another via distinct electroreception signals, they do not need names. They will take blunt, basic names to assist, humor or mock other races that require such things.

Other names: Shargon may be referred to using the following terms, depending on the speakers galactic background or opinion of the Shargon: Selgon, Selargon, Sharkmen, Jaws, Shelctros, Sharktos and Toofies.


(These guys popped into existence when a player in my White Star campaign wanted to hire some bodyguards from the very cosmopolitan "Bazaar" aboard the Vat-home. Random table alien creation rolls gave me "Shark" and "Virtual Society". The character who employed 3 "Sharkmen" bodyguards unfortunately died mid-mission. As a consolation I let him play one of the "Sharkmen" necessitating to the creation of The Shargon!)

Wednesday, 1 June 2016

The Pan System

After a year of running my "Decline of Overhouse August" White Star campaign, my players have finally clawed their way out out of the star system they began their adventure in. Employed as agents for the massive human control system that is the Overhouse Augustan Empire, they become at first disillusioned then repulsed by the petty politics, lies and connivings of their home. The party become aware of  numerous alien influences throughout the system, and were frustrated with their superior's blatant disregard for the safety of the system through their willful ignorance of such forces.

When the party was bestowed the honor of meeting an Imperial Delegation, the first in hundreds of years, they were taken aback by the rotting, undead cybernetic husk that met them. Further, the "dangerous criminals" they were tasked with delivering to the delegation were in fact no more than children. When a squad of star ships made of bone and moss swooped in to the golden station and a group of goat men emerged to save the children from the clutches of The Emperor the party decided to assist the newcomers in the rescue.

Given before unseen interstellar fuel  the party was able to enter hyperspace, and leave system G33. Emerging in a larger, weirder galaxy than they knew ever existed, the party discovered they had helped save a cohort of Khybe (Force,Way) sensitive children. What follows is a brief description of the new system they emerged from hyperspace within, the Pan system.

Overview: The Pan system is a dark one, missing a star as a central gravitational point. Instead a purple green glow pervades the astral bodies of the system. This glow emanates from the anchoring central mass that is a stabilised black hole.  Having a dwarfed black hole as  "sun" gives the system a measure of secrecy from the forces of the Overhouse August - drone probes and scanners ignore it as an anomaly unfit for sentient life.

Titan Pan: The body of an impossibly immense goat-man is curled around the black hole center of the Pan system. This is Titan Pan, the eon aged home of the Pani. The curled titan keeps the black hole stabilized and prevents the rest of the system being sucked in beyond the event horizon. Titan Pan's body is ever erupting in masses of vines, moss, trees and shrubs, giving it a breathable atmosphere. The Pani sing and dance to the vegetation, forging halls, cities, stations and ports across Titan Pan. The Pani themselves emerge fully formed from wounds briefly formed across Titan Pan's form. The Pani mine the bone and sinew of Titan Pan to construct their space faring ships. The Pani were assisted in employing Titan Pan's body as space exploration technology by their closest neighbors, the Vat-Spawn of Xan.


Xan, the Vat-Home: A tiny planetoid, encased and encompassed by a much larger spacestation drawing energy from the planetoid's core. The planetoid is known as Xan. It is barren and atmosphere-less but at its core is an immense mass of rich nuclear plasma. The spacestation, known as the Vat-Home, uses this plasma as an energy source. The spacestation is of an elegant, curvingly geometric design that glows a calming pink-beige. The Vat-home hosts the Vat Republic, a direct democracy of  500 Vat-Spawn. The Vat-Spawn are 8 foot tall featureless humanoids, who through an infinite supply of grown replacement clones, ostensibly live forever. The Vat Republic is peaceful and inquisitive, welcoming  galactic travelers of all races to their home. This has lead to the creation of the Bazaar, an intergalactic marketplace that is ever changing and evolving. The Vat-Spawn do not stray from the Pan System, fearful of leaving their precious Vat-Home. Though the Vat Spawn are wise and intensely talented in scientific research, the mystery of who created them and their home eludes them.

Arba: A rocky, black and mountainous wasteland, pockmarked by belching geysers of lava and gas. Though Arba's surface is unfit for most forms of life, the immeasurably complex and sprawling cavern system beneath the surface is. As if the geysers were the exhaust of some planetwide internal atmosphere geneator, the caverns have air breathable by humans, and are heated to a pleasing humanoid room temperature. The untold caverns are the home of the Rog, a primitive society of shape shifting worms.

Tagos: A dead, freezing rock. Deep pockets of interstellar fuel are below the surface and the Vat-Spawn of Xan having established extensive mining operations.

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.