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  1. - Top - End - #1
    Barbarian in the Playground
     
    PirateCaptain

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    May 2007
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    Default Sci-Fi Conversion

    I have been thinking about creating a science fiction setting using 4th Edition. I have done some searching online and found a few inspiring things, but I want to know what you can offer.

    Setting Notes:
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    In a yet to be named galaxy, civilizations have risen and fallen many times. Some may be in their second or third venture into space. The known galaxy is split into several political bodies, including the slowly dying remnants of both the Arkhosian Empire and the Turathian Dominion. The last major galactic empire, the Human run Nerathan Empire, fell roughly a century ago. What is left of the Nerathan Empire is now contested space, with no remnant left save for the home system, Nerath, and two others.

    The oldest known race, a fact disputed by the people of the Sylvin System, are the Deva. They live on a secluded system (Devalus) near the vast Astral Sea Nebula.

    Truth:
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    The Deva are descendants of a race of angels expelled from the Astral Sea Nebula and ARE, in fact, older than the Sylvin people. They can now only reproduce via cloning (similar to the Asgards in Stargate SG1), leading to their racial power.


    The Eladrin, Uldrin (Elves), Hedrin (Half-Elves), and Gnildrin (Gnomes) are all from the Sylvin United Republic near the borders of the old Nerathan Empire. They use arcane magic, called Chaotics, in combination with technology to travel the galaxy. Chaotics is a magic that alters the very nature of reality, allowing people to summon balls of fire from nothing or give space vessels the ability to travel Faster Than Light. Other have accepted this method of transportation, though the bulk of Humanity relies primarily on actual technology.

    Truth:
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    In history long forgotten, Human colonists mated with the Fey-like creatures that lived on Sylvin II. Eventually, the genetics led to the four separate races, with the Hedrin (Half-Elves) containing the most Human DNA, allowing them access to Human Feats as described in the PHB.

    The idea of using arcane magic tied with technology for FTL travel was borrowed from THIS source.


    The old Arkhosian Empire was once run by the Arkonians (Dragonborn), who now rule the Arkhosian Remnant. This once proud military race is now just a shadow of their former self. The colony on Arkhon VI now serves as the center of government after the destruction of Arkhon IV in the Century Long War. The Montrin System, home of the Katirin (Dwarves), and the Lartirin (Goliaths), still lies within the borders of the Arkhosian Remnant. Arkonians tend to treat the Katirin like locusts.

    Truth:
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    Ages ago, before the Arkhosian Empire reached its height, the Katirin (Dwarves) spread from system to system, strip-mining them for their resources. Though they have learned the error of their ways, the Arkonians (Dragonborn) continue to treat them as vermin.


    The Turathian Dominion has been reduced to several systems after the Century Long War. The Turathan (Tieflings) still head the government, though Humans are starting to take a larger role in this sector of the galaxy.

    TRUTH:
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    Turathans (Tieflings) are actually descended from Human colonists from the same era as the colonists that touched down in the Sylvin System. With their proximity to the Astral Sea Nebula, they made contact with Githyanki that were enslaved by creatures they called Devils. Striking a deal with these creatures to assist in their colony's survival, the Human colonists were altered with DNA from the creatures, creating a new race.


    Between the borders of the old Arkhosian Empire and the Abyssal Hole lies Wyld Space. This dangerous sector of the galaxy is overrun with Narken (Orcs). They rape, pillage, and murder their way into expanding their dominion, with little regard for their own as well. While their methods cost them greatly, they reproduce rapidly, making up for their lost numbers. Survivors of Narken raids are common, though their physical and mental well-being is up for debate. Raped survivors are almost always pregnant with a half Narken child. These Nar (Half-Orcs) are treated with nothing but disgust by a vast majority of the galactic population.

    Truth:
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    A small population of Nar sympathizers are working to spread their message of equality. They view the Nar as victims of the Narken raids themselves.


    During the Century Long War, cybernetic creatures were created, on both sides, called the Warforged. These creatures, part organic, have managed to survive through the years and still take great pride in the political power they were enlisted with. Some even still hold grudges against other Warforged of the opposite army.

    Truth:
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    These Warforged were once volunteers of their respective governments. Toward the end of the war, some may even have been unwilling slaves. Their seemingly immortal state was an unexpected side effect.


    The Abyssal Hole is a dangerous and massive worm hole leading to what has been popularly referred to as Tartarus, home of the demons. Impossibly floating just outside the event horizon of the Abyssal Hole are the Elemental Systems. While not actually systems as popularly defined, these free floating planetoids and stars chaotically orbit each other, to this day still boggling the minds of the galaxy's mathematicians. Each planetoid houses a singular ecosystem, baffling the galaxy's astrophysicists. To sum up, impossible planets orbit each other impossibly as they impossibly dance on the edge of a worm hole that leads to Tartarus.

    Truth:
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    It's the space version of the Elemental Chaos. How much more do I have to explain this?


    The Astral Sea Nebula is what is popularly referred to as the Home of the Gods. No one yet has the technology to pierce the veil of the nebula, save for Githyanki raiders who occasionally visit border systems like Devalus, all of which never speak of what lies beyond. Never.

    Truth:
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    The Astral Sea Nebula does house creatures of god-like power, though they are not responsible for Creation itself. The first race they created were the different forms of Angels. The Angels serve them, not as slaves, but as willing followers. The Gith were created to serve as well, but were found imperfect, too similar to the other races being created beyond the nebula's veil. Banished from "heaven", the Gith split into two factions: the Githzerai and the Githyanki. The Githzerai accepted their banishment and flew down to the Elemental Systems. The Githyanki refused to be banished and survive within the Astral Sea Nebula, raiding bordering systems.


    Human FTL technology phases the starship into an alternate dimension momentarily. While the process is supposed to be nearly instantaneous, malfunctions have lead to ships returning filled with mad crew and passengers, and on just as rare occasions, with mutations and monsters. Because of these problems, FTL care is top priority on ships capable of FTL travel.

    Some of the creatures that randomly appear on jumping ships are Fragments (Shardminds). To be specific, when asked about who or what they are, they respond, "We are but Fragments." These crystalline creatures describe a "Living Gate" that they were all once a part of, which is nothing but confusing to others that try to understand and is usually considered religious nonsense.

    Truth:
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    The alternate dimension that the FTL drives are linked to is essentially the Far Realm. Man was not meant to travel to such a dimension. Little do the sentient races know that the creatures from beyond have seen this as an invasion force and are building up power to strike back.

    The Fragments are made from a crystalline material that exists between dimensions, essentially creating a barrier between them. When the first FTL drives were activated, this Living Gate was shattered, creating the Fragments.


    Other Notes:
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    I still need equivalents for the following races:
    • Shifters
    • Minotaurs
    • Wilden
    • Drow
    • Kalashtar
    • Revenant
    • Mul
    • and Thri-Kreen

    I am also planning on:
    • Reflavoring the basic ranged weapons to be energy weapons.
    • Creating a Telepath theme to allow more mind reading in the setting.
    • Creating ship to ship combat, with few to none single pilot fighter ships.
    • Altering the Skills to reflect the setting. Dungeoneering needs a change, but I may need something for Tech knowledge, Xeno knowledge, Astronavigation, and such.
    • Looking into new power sources such as Graviton, Tech, or even Mutant.

    I would also still like to incorporate the Shadowfell and Feywild somehow.


    As you can see, I have been trying to incorporate as much of the 4th Edition assumed setting as I can. If you have ideas or have seen something out there that can help, feel free to speak up.

    Edits:
    • The Turathian Dominion was moved to border the Astral Sea Nebula to properly reflect the bargins made with the Devils...my bad. I seriously thought they made the deal with the demons of the Abyss. I need to alter my standard campaign now, too. RUINS EVERYTHING!
    • Githyanki were changed to the proper Githzerai. I need to remember to think like a true southerner; damn Githyankis are all evil.
    • The Sylvin System has been upgraded to the Sylvin United Republic. I needed more large bodies of government to populate the galaxy.
    • Further reworking the Githzerai and Githyanki. I can't seem to get the details right. Maybe now it's fine.
    • Eldrin (Elves) have been renamed the Uldrin. [06/28/2011]
    • Races put in Alphabetical order for easy reference. [06/28/2011]
    • Gahb Oligarchy now the Gahb Collective. [07/05/11]
    • Added a proper pronunciation guide to the races. [07/06/11]


    Obsidian Portal Wiki

    Updates:
    Official Campaign Race Information [07/08/11]
    The Known Galaxy [07/27/11] (Galactic Gazetteer)
    Chaotics and Technology [08/17/11] (Perma-Energy Battery power updates)
    4th Edition Mechanical Changes [08/01/11] (Primitive Weapons)

  2. - Top - End - #2
    Dwarf in the Playground
     
    KingFlameHawk's Avatar

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    Default Re: Sci-Fi Conversion

    Seems like a fun idea and here is some more:

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    For equivalent shifters, Minotaurs, and Wilden I like the idea of the Warforged and genetic engineering so they could be genetic supersoldiers created from humans. For a name I have two ideas; 1. what most people call them, something that shows that people have like to no respect for them like their original millitary name like Type-S1 (Longtooth), Type-S2 (Razorclaw), Type-M (Minotaur) and Type-W (Wilden). 2. A name they call themselves.

    For the Drow I like the idea of the Tieflings so a similiar one for the drow I think would work. For them they could have made the bargin specifically with a single being from the other side (Lolth) and the Eladrin's DNA was altered by her. For a name something like the others like, Dorin or something.

    Revenant, For them something like the normal, people who were thought dead but have come back for an unexplained reason. They could talk about seeing a strange Raven like creature before awakening. Also I like the idea about FTL travel and maybe they could also come from that, the person dies then sometime later they just appear on a ship somewhere.

    Mul, easy, the half Human half Katirin people breed as slave labor by the old Arkhosian Empire. For a name, Katil or something

    Also (I don't know if you know this) but in the original the Tieflings got their powers from deals with infernal forces, aka devils, not demons. If in your version their powers come from demons you will most likely need to reflavor some stuff about the tieflings and other things that come from infernal powers, like a lot of the warlock stuff. for an example the tiefling racial power could be renamed Abysmal Wrath instead.
    Last edited by KingFlameHawk; 2011-06-26 at 02:50 AM.

  3. - Top - End - #3
    Barbarian in the Playground
     
    PirateCaptain

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    Default Re: Sci-Fi Conversion

    Quote Originally Posted by KingFlameHawk View Post
    For equivalent shifters, Minotaurs, and Wilden I like the idea of the Warforged and genetic engineering so they could be genetic supersoldiers created from humans. For a name I have two ideas; 1. what most people call them, something that shows that people have like to no respect for them like their original millitary name like Type-S1 (Longtooth), Type-S2 (Razorclaw), Type-M (Minotaur) and Type-W (Wilden). 2. A name they call themselves. [...]Mul, easy, the half Human half Katirin people breed as slave labor by the old Arkhosian Empire. For a name, Katil or something.
    Ooo, I like that. Supersoilders, eh? While I actually managed a spot for Minotaurs in the campaign on their own planet, I like the rest. Expect an update.

    Quote Originally Posted by KingFlameHawk View Post
    For the Drow I like the idea of the Tieflings so a similiar one for the drow I think would work. For them they could have made the bargin specifically with a single being from the other side (Lolth) and the Eladrin's DNA was altered by her. For a name something like the others like, Dorin or something.
    Yeeeees. Working it in now.

    Quote Originally Posted by KingFlameHawk View Post
    Revenant, For them something like the normal, people who were thought dead but have come back for an unexplained reason. They could talk about seeing a strange Raven like creature before awakening. Also I like the idea about FTL travel and maybe they could also come from that, the person dies then sometime later they just appear on a ship somewhere.
    I wish this could work, but the FTL drive is specifically linked to the Far Realm. However, I think I can do something similar with the Kalashtar. Their psionic abilities feel like I can tie them to the Far Realm FTL drives easily. Perhaps they are a simple mutation, coming back different and then showing signs of psionic ability.

    Quote Originally Posted by KingFlameHawk View Post
    Also (I don't know if you know this) but in the original the Tieflings got their powers from deals with infernal forces, aka devils, not demons.
    Whoops! I honestly thought it was the demons. I'll look into this change.

  4. - Top - End - #4
    Barbarian in the Playground
     
    PirateCaptain

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    Default Re: Sci-Fi Conversion

    Official Campaign Race Information

    Playable

    The Aktirins (Duergar):
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    The Aktirins (ak-tēr-ĭns) are descendants of the Katirin (Dwarves) during their locust-like spread across the galaxy, those that denied peace remained behind. At some point in time, they made a similar deal with the dark forces beyond the Nebula Veil as the Turathans (Tieflings). At the moment, the Aktirins remain in their Aktirin Union. They have not claimed a new star system to strip mine in several generation. No one knows why.

    Truth:
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    The Aktirins are currently recovering from a biological epidemic. On their newest system, a dormant virus was unearthed during their mining process and slowly infected a vast majority of their population as the mined materials were shipped across the Union. They plan to resume their consumption of the known galaxy once they have their feet back on the ground.

    Seeds:
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    • Contact with colonies near the Aktirin Union has been lost. Is this a sign that the Union is about to return to its strip-mining of the galaxy?


    Arkob (Kobold):
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    The Arkob (r-kb) are small reptilians that come from Arkhon VI and are second class citizens in the Remnant. They are not cunning enough to make the demands in their government to change that, and do not seem to mind outside of the occasional "yip" behind the Arkhonians' back.
    Seeds:
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    An Arkob rebellion has begun in the Arkhosian Remnant! Clearly, the Arkob could not conceive of this on their own. Who is behind this rebellion and what is their true goal?


    Arkonians (Dragonborn):
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    The Arkonians (r-kn-ē-ĭns) are a reptilian race with ties to the Dragons. Some say their veins pump the blood of Dragons, while others say the Arkonians are responsible for the origin of the Dragon myth. There is no record indicating the Arkonians were capable of space travel at the time of the earliest known Dragon myths.

    The Arkonians are the rulers of an empire that has been dying out for over five centuries. When they recall the glory days, there is a twinkle in their eye. Perhaps one day, they will reclaim their former glory. For now, the galaxy is a dangerous place and even the Arkonians need to make a living.

    Compared to the Turathians (Tieflings), the Arkonians are quite benevolent to what subjects they have left. However, there are still problems between Arkonians and the Katirin (Dwarves) and the Nutirin (Muls). The Katirin are forced to live in squalor while the Nutirin are still a slave race within the Empire's borders, below even the Arkob (Kobold).

    Seeds
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    The Emperor has died without producing an heir. Many scholars were hired to trace the royal lineage and found a successor on a planet deep into contested space. It is up to the PCs to escort this person straight to the Arkon System.


    Bullywug:

    The Changed (Kalashtar):
    Thanks to KingFlameHawk for inspiration.
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    As FTL travel increased, so too did a number of creatures return...different. They would first go about doing the usual for some time (2d4 days after the jump), though noticeably more aloof. After, they would suffer great pain as they slowly metamorphosed into one of the Changed (chān-jĭd). At that time, they are a new creature, with little to no recognition of their past life.

    Many fear the Changed, though no more than they fear Fragments (Shardminds).

    Truth:
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    Though they do not know it, the Changed are secret spies for the intelligences in the Far Realm.


    Daidrin (Drow):
    Thanks to KingFlameHawk for inspiration.
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    Near the Elemental Systems and the Abyssal Hole sits the Daidrin (dā-drĭn) Matriarchy. The dark skinned Daidrin look frighteningly similar to the people of the Sylvin System, enough for people to assume a genetic lineage. However, the Daidrin keep to themselves, enthralled with continual infighting. A Matriarch's term could last as short as a day in their space.

    Truth:
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    Long ago, Eladrin and Uldrin (Elves) colonists crashed in a system dangerously close to the Elemental Systems and the Abyssal Hole. A single voice called out to them, a demon-goddess named Lolth. The colony was saved and slowly they found themselves changed, no longer the pale skin pacifists that originally landed there.


    Devas:
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    The Devas (dā-vŭs) are an ancient race, arguably the first race to exist outside the Astral Sea Nebula. They tend to keep to themselves, spending their time in temples contemplating the mortal soul. Their home system, Devalus, is littered with shrines, temples, and churches.

    Over the generations, the Devas lost the ability to reproduce naturally. Their species continues through a process of cloning and mental transfer.

    Truth:
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    The Deva are, in a way, truly the first race to exist in the greater galaxy. Renegade angels, either servants of dead gods or those that didn't agree with their god's decisions during the Dawn War, escaped through the Nebula Veil and landed on the first sustainable planet they could find. Eventually, without the benefit of direct contact with divine energy and learning to reproduce biologically, they evolved into the Deva they are today.

    The Githyanki tend to avoid Devalus because the Deva are able to summon help from the Angels, but only because who the Githyanki work for.


    Dopah (Changelings):
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    The Dopah (dō-p) are creatures from the planet Pahlus. There are some who deny their existence; that is until they end up dead at the hands of a trusted friend or loved one. The Dopah are the perfect thieves, assassins, and spies. Only the highest members of the Arkhosian, Nerathan, Turathian, and Sylvin governments are completely aware of the Dopahs existence. The rest of the galaxy tell rumors of changelings and doppelgangers.

    Truth:
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    When they were first discovered, the Dopah were under developed intellectually. Mimicking the explorers, one of the Dopah made contact, startling the explorers as there was now two of one their own. The Dopah could not communicate with the explorers at that time, but was quick to learn.

    Eventually the Dopah spread across the stars, mimicking the creatures they made contact with and eventually returning to Pahlus to share what they had learned. Soon, the Dopah became a full fledged member of the galactic community.


    Eladrin:
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    In the Sylvin United Republic, the Eladrin (ěl-a-drĭn) are the command class, though not exclusively. They are natural leaders, spellcrafters, and technicians. As the intellectuals of their world, they are responsible for most scientific breakthroughs into Chaotics, including the creation of the Chaotics FTL drive.

    Truth:
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    The Eladrin, like all the species of Sylvin II, are the descendants of the native species of fey-like beings and Nerathan colonists. With the most fey blood in their ancestry, the Eladrin appear the most like the original Sylvins.


    Fragments:
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    To the rest of the known galaxy, Fragments (frag-mĭnts) are a mystery, and a frightening one at that. They appear randomly on ships during a Phase, referring to themselves always in the plural third person. "We are but fragments," they always say.

    They always speak of being a part of a "Living Gate", a boundary between "this plane and the other." It is assumed to be apart of their own unique religion.

    Truth:
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    The boundary between the real galaxy and Other Space, known as the Living Gate, is partially shattered every time a Tech based FTL drive is activated. Little by little, the boundary between the two realities thins. Some pieces of the Living Gate gain sentience and become Fragments.

    When a ship Phases, Fragments are aware of their voyage as the passage of time is different in the space between spaces. As a vessel returns to the real galaxy, the Fragment latches on and uses it to escape.


    The Gahb (Goblins, Hobgoblins, Bugbears, Bladelings):
    Thanks to KingFlameHawk and The_Pyre for inspiration
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    The Gahb (gb) come in several breeds: Gahb (Hobgoblin), Gahblin (Goblin) [gb-lĭn], Gahbeer (Bugbear) [gb-bēr], Gahm (Ogres) [gm], Gahbril (Trolls) [gb-rēl], and Banesblades (Bladelings) [bāns-blāds]. Created by the god Bane behind the back of his fellow deities, the Gahb are his attempt to make war against the galaxy and take it for his own. (see the NPC section for the Gahm and the Gahbril)

    The Gahb are the ruling class, the intellects and military leaders.

    The Gahblins are the working class, the builders, farmers, and grunt soldiers.

    The Gahbeer are the brute force behind the Gahb. They are the enforcers, soldiers, and heavy lifters.

    The Banesblades are the religious leaders. They are the link between the Gahb and their creator.

    The Gahb rule the Gahb Collective, a section of space intersecting the line between the Turathian Domionion and the Aktirin Union, and between the Akrhosian Remnant and the Astral Sea Nebula. They are slowly expanding their borders.


    Genasi:
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    The Genasi (jən-s-ē) are one of a few races native to the Elemental Systems.


    Githyanki Assault Fleet:
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    Dancing between the borders of the Astral Sea Nebula, the Githyanki (gěth-yāng-kē) attack border worlds, capturing and pillaging. It is interesting to note that they never have attacked the Deva home world, Devalus.

    If a Githyanki were captured, a rare thing in and of itself, they say nothing about their ultimate goals, or what occurs behind the Nebula Veil. They are so stubborn in their silence that some think it might be magically induced.

    Truth:
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    The Githyanki were once part of an ancient race called the Gith, a race just slightly younger than the Angels. They were one of the first races created in the greater galaxy just before the Dawn War. During the war, the race was split in two, half working with the gods and the other half for the Primordials. The original Gith home world is lost to the ages.

    Over the eons, most of the Githyanki were enslaved by Devils. They now pilot astral ships among the Astral Sea Nebula, attacking systems along the border, except for the Deva, who are strong enough to call for instant help from the Angels.


    Githzerai Trader Fleet:
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    Flying in and out of the Elemental Systems, the Githzerai (gěth-zār-ī) trade with nearby systems, and escape into the Elemental Systems should the Narken attempt to overtake them. Currently they are close friends with the Sylvin United Republic.

    Truth:
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    The Githzerai were once part of an ancient race called the Gith, a race just slightly younger than the Angels. They were one of the first races created in the greater galaxy just before the Dawn War. During the war, the race was split in two, half working with the gods and the other half for the Primordials. The original Gith home world is lost to the ages.

    As time passed, the Githzerai eventually broke free of their masters' grasp and took to the Elemental Systems in hastily made vessels.


    Gnildrin (Gnomes):
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    The smallest of the Sylvin races, the Gnildrin (nĭl-drĭn) are stealthy and sly. They are the masters of deception and illusion, but usually decide to use these talents for performing rather than for the government.


    Hanzar (Minotaurs):
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    Coming from Hanzari Prime in the Hanzari System just within the borders of the old Arkhosian Empire, the Hanzar (han-zr) live deep within their planet's crust in a complex labyrinth of caverns and tunnels. Ninety percent of the planet's water exists underground, and while this makes their underground existence ideal, there are some Hanzar that travel the mountainous terrain of the surface.


    Hedrin (Half-Elves):
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    Jested for their resemblance to Nerathans, the Hedrin (hě-drĭn) use it to their advantage as the Republic's best diplomats and negotiators. Also their world's most adaptive people, they can be found in nearly all positions of life.

    Truth:
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    As descendants of both the original Sylvin race and Nerathan colonists, the Hedrin have the most human DNA in them, allowing them to pass for Nerathan on occasion.


    Katirin (Dwarves):
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    The Katirin (kŭ-tēr-ĭn) were once the locusts of the galaxy, spreading from world to world, strip mining it of its resources and moving on to the next.

    They were eventually pacified by the Arkons and their home world, Montrin VII, made part of the growing Arkhosian Empire. Now, they are a second class race, always looked down on by the Arkons.


    Kendarin (Halflings):
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    The Kendarin (kĭn-dr-ĭn) hail from Kendara III within the borders of the old Nerathan Empire. They are a barbaric people, fierce, tiny, and ready to stab your kneecaps at a moments notice. They tend to be hired as ruthless killers and assassins. The Kendarin worship the Frozen Empress (Raven Queen) openly and loudly, pleasing her with their deeds and offerings of other peoples' souls, usually via an airlock leading the dark, cold of space. While they may not be continuously active in their search for trouble, they seem to find it continuously.


    Kenku:
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    Their home world lost to time, the Kenku (kĭn-kōō) can generally be found in the dark alley societies of large cities and metropolitan worlds.


    Kykzyk (Thri-Kreen):
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    The Kykzyk (kĭk-zĭk) reside on the planet Kyzykz, snuggled just outside the ancient boundaries of both the Arkhosian Empire and the Nerathan Empire. Their proximity to Wyld Space makes them vulnerable to attack from the Narken (Orcs). To compensate, they have become master weapon smiths and combatants.


    Latirin (Goliaths):
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    The Latirin (lŭ-tēr-ĭn), another species native to Montrin VII, are the silent brooders of their world. What they lack in public speaking, they make up for in their strength of will and body. If you thought the Katirin were stubborn, you clearly haven't met a Latirin.

    Normally, the Latirin keep to themselves. During the Katirin spread across the galaxy, the Latirin were content with their underground mountain homes. It wasn't until the Arkons discovered the Latirin that they started to find their way into the stars.


    Nar (Half-Orcs):
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    During Narken invasions, there are many who die. They are the lucky ones. Many a female have survived Narken raids, forced to take an unwanted child to term. These children are the Nar (nr).

    These half-Narkens have a hard time finding a place to fit in. Too many know the problems that the Narken create along the ever growing borders of Wyld Space. The Nar suffer because of their ancestry. There are people, usually involved in shady business, that actually prefer to hire Nar due to their history. Where the reputation of the Narken cannot make a point, the Nar are cursed with their strength and resilience as well.

    Truth:
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    Because the question is bound to come up, there is the issue of abortion when it comes to this species. I recommend that you do not press the issue unless you know your group is up to that kind of situation.

    Victims of the Narken that have been impregnated will find it difficult to abort the fetus. While not impossible, something about the Narken DNA makes such a procedure nearly impossible, giving it a strong chance of death. This is why Nar are not as rare as you would think they would be.


    Narken (Orcs):
    Spoiler
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    Gods help the poor souls that live close to the ever expanding borders of Wyld Space, for eventually the Narken (nr-kĭn) will come for them. The Narken jump from world to world killing, raping, and pillaging, taking what they want and then some. Most of the time, a raiding party will come and go, however there is the occasional invading force.

    The Narken make it no secret that an invading force is on the way, giving colonists at least some time to evacuate. However, there will always be the few who refuse to leave their homes and stay to fight. These are the ones that are commonly referred to as "suicidal".


    Nerathan (Humans):
    Spoiler
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    (nr-ath-ĭn)


    Neran (Shade):
    Spoiler
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    (nr-ən)


    Nul (Gnoll):
    Spoiler
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    In the Nulix System, once controlled by both the old Turathian Dominion and the old Nerathan Empire, are the Nuls (nŭls), a race of barbaric warriors. The Humans fear them above all other races, and are uncomfortable with their proximity to the Nerath System. The Turathian Dominion used them to their advantage during their expansion and the Century Long War.


    Nutirin (Muls):
    Thanks to KingFlameHawk for inspiration.
    Spoiler
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    During the Century Long War, the two sides of the conflict conducted experiments in creating super soldiers. One of these failed experiments was the breeding of Humans and Katirin (Dwarves) by the Arkonians (Dragonborn), creating the Nutirin (nōō-tēr-ĭn) race. The creation was far too unruly for the Arkonians to control properly in combat situations. They were turned into a slave race. Most Nutirin are now free, save for those still in the Arkhosian Remnant.


    Shadar-Kai:
    Spoiler
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    (shŭ-dr-kī)


    Turathan (Tiefling):
    Spoiler
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    (tr-ath-ĭn)


    Uldrin (Elves):
    Spoiler
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    (ŭl-drĭn)


    Vryloka:
    Spoiler
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    The Vryloka (vrī-lōk) are a race of noble humanoids from Vryka V. Viewed as weak by some species, they have actually perfected politics, espionage, and stealth because of this.

    Truth
    Spoiler
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    The Vryloka are descendants of a humanoid shape-shifting race, possibly from Pahlus, that were driven off from their home-world, possibly for not being as well adept at shifting as others. For one reason or another, they made Vryka V their new home. However, the proximity of the Vryka system to Forbidden Space caused changes to occur to the race. Over the generations, their life forces were slowly drained by the dark energies nearby. This eventually created a society that could not make war, and instead they made territorial and resource claims via politics, hence the noble air about them.


    Warborn (Revenant, Shifters, Wilden):
    Thanks to KingFlameHawk for inspiration.
    Spoiler
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    Genetic manipulation in search of the perfect soldier was quite common during the Century Long War. Several new races sprout up from these experiments:
    • The Turathan's (Tieflings) experiment, the Reanimate Program, was an attempt at creating soldiers with greater endurance and vitality. Using a combination of science and magic that was once forbidden to them, but is lost now, the R-Series (Revenants) was born.
    • Project Lycan, an experiment using Lycanthrope DNA, was created midway into the Century Long War by the Arkonians (Dragonborn). Two separate breeds of these creatures, Ly-1 (Longtooth Shifter) and the Ly-2 (Sharpclaw Shifter), were created. Being far more successful than the Nutirin, they took their place in the ranks of the Arkhosian Armies.
    • Experiments in natural camouflage were of great interest in the Turathan Dominion. Attempts at combining flora with fauna DNA using Chaotics techniques stolen from the Sylvin, eventually created the W-Series (Wilden), a race of plant people. Used in the forests of contested planets, the W-Series Warborn were the best scouts and soldiers in these fields.


    Warforged:

    Non-Playable

    Angels:

    Archon:

    Demon:

    Devil:

    Dragons:
    Spoiler
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    Myths of Dragons (drag-ŭns) can be heard on nearly every planet hosting sentient life. While the more specific details differ from system to system, each legend refers to them as enormous winged reptilians accompanied with a strange breath weapon.

    Strangely enough, stories of such creatures traveling the vacuum of space have been reported. There have been some reports of ships being attacked by such creatures, but survivors are rare and laughed away.


    Drider:

    Equanti (Centaur):
    Spoiler
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    (ě-kwn-tē)


    Giants:

    The Gahb (Ogres, Trolls):
    Thanks to The_Pyre for inspiration.
    Spoiler
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    Out of all the Gahb, there are two breeds that are beyond any real control; the Gahm (Ogres) and the Gahbril (Trolls).

    If the Gahbeer (Bugbears) are the brute force behind the Gahb, then the Gahm are the hurricanes. A force to be reckoned with, even the Gahb are reluctant to use these creatures in their conquest; they want at least a few survivors to become their slaves, after all.

    The Gahbril, otherwise known as Plan B, are put into reserve unless there is an exceptionally well defended force. The regenerative properties of the Gahbril make them nearly impossible to kill, but it also makes them obscenely arrogant. There have been several Gahbril uprisings, but none have succeeded.


    Kuo-Toa:

    Lizardfolk:

    Lycanthropes:

    Myconid:

    Rakshasa:

    Satyr:

    Titans:

    Treants:

    To Come:
    Spoiler
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    Non-playable races:
    • Azer
    • Banshrae
    • Berbalang
    • Chitine
    • Craud
    • Cyclops
    • Derro
    • Djinn
    • Drakkoth
    • Dryad
    • Efreet
    • Ettercap
    • Ettin
    • Firbolg
    • Fomorian
    • Galeb Duhr
    • Gremlins
    • Grimlock
    • Harpy
    • Marut
    • Medusa
    • Nagpa
    • Norker
    • Nymph
    • Oni
    • Phoelarch
    • Quickling
    • Sahuagin
    • Salamander
    • Satyr
    • Slaad
    • Spriggan
    • Tanarukk
    • Troglodyte
    • Tulgar
    • Weaver
    • Wood Woad
    • Xivort
    • Xorn
    • Yuan-ti

    I would very much like to logically shorten this list of NPC races. Argue for or against at your leisure. If there is one not listed you think would be a fine fit, say so.

  5. - Top - End - #5
    Barbarian in the Playground
     
    PirateCaptain

    Join Date
    May 2007
    Gender
    Male

    Default Re: Sci-Fi Conversion

    Chaotics and Technology

    Chaotics
    Spoiler
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    At one point in time, every race has dabbled with arcane energy, using the magic to improve life or to destroy it. Races that left the magic behind in their world's history vary in their reasons. For Humans, they started to focus their energy on technology, a method that was faster, easier, and cheaper than magic, at least at the time.

    The original fey-like residents of the Sylvin System called this magical arcane energy Chaotics, as their descendants still do. It pulls at the strings of reality, and is reshaped to the manipulator's design. It takes great force of will or personality to manipulate the fabric of reality, and few find themselves with the ability to do so.

    Design Notes:
    Spoiler
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    I'm beginning to think that arcane based classes that rely on an ability other than Intelligence will be mostly based in Chaotics, with the exception of a few Wisdom based classes that will be mixed.

    So! As of this writing, all Intelligence arcane classes will be using technology, as well as a few Wisdom ones.

    Edit [7/19/11]: Scratch that. I've changed my mind there.


    The Sylvin method of combining Chaotics with technology is unique to their society. Other societies that use Chaotics for star travel usually have organic based technology.

    ...more to come.


    Tech
    Standard D&D 4e equipment is still relevant in this setting. What was once known as Magic Items is now Tech Items, though Magic Items can still exist in this universe through Chaotics.
    Spoiler
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    Armor
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    {table]Armor|Bonus|Min. Enhancement Bonus|Check|Speed|Price (gp)|Weight|Property
    Energy Weave, Cloth|+0|+2|-|-|special|5 lb.|Resist Energy 5[/table]

    {table]Arkhosian Military Plate; Level 10 Uncommon
    Standard issue for all military officers. Not only does it protect against physical attack, but energy weapons have less of an effect against it, as well.
    Lvl 4 +1 840 gp; Lvl 19 +4 105,000 gp
    Lvl 9 +2 4,200 gp; Lvl 24 +5 525,000 gp
    Lvl 14 +3 21,000 gp; Lvl 29 +6 2,625,000 gp
    Armor: Plate, special
    Enhancement: AC
    Property: You gain a resist 7 energy.
    Level 14 or 19: You gain a resist 12 energy.
    Level 24 or 29: You gain a resist 17 energy.
    Special: This armor must be issued from a military source to a member of the Arkhosian military.[/table]

    {table]Turathan Military Uniform (Command); Level 10 Uncommon
    The uniforms of officers in the Turathian military are lined with special magnetic strips used for repelling attacks from most weapons.
    Lvl 4 +1 840 gp; Lvl 19 +4 105,000 gp
    Lvl 9 +2 4,200 gp; Lvl 24 +5 525,000 gp
    Lvl 14 +3 21,000 gp; Lvl 29 +6 2,625,000 gp
    Armor: Cloth, special
    Enhancement: AC
    Property: When a critical hit is scored against you with an energy weapon, you roll a 1d20. On a roll of 16-20, the critical hit becomes a normal hit.
    Special: This armor must be issued from a military source to a member of the Turathian military.[/table]


    Equipment
    Spoiler
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    Energy Battery, Equipment Grade: Power source for equipment. The life span of the average battery is roughly 48 to 72 hours if the device is left activated. Price: 2 gp

    Environment Field, light: This device attaches to your clothing and emits a low level energy field that regulates your immediate environment to keep you at a comfortable temperature and humidity level. This device does not protect against damaging effects. Price: 1 sp Weight: 5 lb.

    Glowrod: With a quick snap and a shake, these foot long rods shed bright light up to 20 squares away for 4 standard hours. Replaces the Sunrod. Price: 2 gp Weight: 1 lb.

    Identity Card: Most governments, facilities, and spaceways require the presence of a person's Identity Card before giving them access. Price: free

    Insta-flame: Upon opening the can, the chemicals within burst into flames. Be sure to secure it to the ground first. Price: 1 gp

    Nutrition Capsules (10 days): Bland and unable to satisfy, these nutrition capsules ensure you are at least able to survive. Price 5 gp Weight 10 lb.

    Standard Travel Kit: This kit includes all the following items: a backpack, a light environment field, an insta-flame, a belt pouch, two glowrods, ten days worth of nutrition capsules, 50 feet of hempen rope, and a cold/hot thermos. Price: 15 gp Weight: 33 lb.

    Thermos, hot/cold: Price: 1 gp Weight: 4 lb.

    Weapons Grade Energy Battery, Poor: Ammunition for energy weapons. Contains 2 points of energy. Price: 5 gp

    Weapons Grade Energy Battery, Normal: Ammunition for energy weapons. Contains 4 points of energy. Price: 9 gp

    Weapons Grade Energy Battery, Plus: Ammunition for energy weapons. Contains 6 points of energy. Price: 13 gp

    Weapons Grade Energy Battery, Advanced: Ammunition for energy weapons. Contains 8 points of energy. Price: 17 gp

    {table]Perma-Energy Battery; Level 10 Rare
    This ancient ammunition pack never truly runs out of energy.
    Wondrous Item 5,000 gp
    Property: This device acts as a Normal Weapons Grade Energy Battery.
    Power (At-Will): Minor Action. The device recharges one point of energy.
    Power (Short Rest): The device recharges to full capacity.[/table]


    Gadgets
    Spoiler
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    Personal Computer Pad: Roughly the 8"x5"x1/2" in shape, this computer pad gives you a +2 to any Technology roll. It can also store up to a Gillanin* of information. Store bought, the computer pad holds about 1/4 Gillanin of preloaded information. You can search for information in most fields, essentially replacing the normally used skill with Technology, but only if you take 10. Price: 20 gp
    *A Gillanin is 100 nins. A single nin can hold about a paragraph of information, a rough estimate of 500 characters.

    {table]Translation Lenses; Level 2 Uncommon
    These small goggles are capable of translating most known written languages.
    Wondrous Item 520 gp
    Property: With this item equipped, you can read most written languages as determined by the Dungeon Master.[/table]

    {table]Translation Earpiece; Level 10 Uncommon
    This small device fits in your ear, turning their gibberish into Galactic Common.
    Wondrous Item 5,000 gp
    Property: With this item equipped, you can understand most spoken languages as determined by the Dungeon Master.[/table]

    {table]Galactic Translator; Level 22 Uncommon
    This small device is placed on your temple. With access to your brain, it allows you to read, understand, and speak most known languages.
    Wondrous Item 325,000 gp
    Property: With this item equipped, you are able to read, write, comprehend, and speak most languages as determined by the Dungeon Master.[/table]


    Vessels

    Weapons
    Spoiler
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    Energy based weapons can normally be used with one attack power per round without consequence.* If used more than once per round, deduct a point for each attack power used beyond the first from the weapon's battery. When the battery is drained, it needs to be replaced.
    *Meaning if a single attack power allows you to make multiple attack rolls, it still counts as a single use.

    Superior Melee Weapons
    One-Handed
    {table]Weapon|Prof.|Damage|Range|Price|Weight|Prop.|Group
    Energy Sword|+3|d10|-|15 gp|6 lb.|Versatile, Energy|Tech Blade[/table]

    Energy Sword: This weapon remains turned off while sheathed but activates upon it being drawn.

    Simple Ranged Weapons
    One-Handed
    {table]Weapon|Prof.|Damage|Range|Price|Weight|Prop.|Group
    Palm Laser|+2|d6|10/20|15 gp|2 lb.|Load free, Energy|Blaster Pistol[/table]
    Two-Handed
    {table]Weapon|Prof.|Damage|Range|Price|Weight|Prop.|Group
    Laserbolt|+2|d8|15/30|15 gp|4 lb.|Load minor, Energy|Blaster Pistol[/table]

    Laserbolt: Optional replacement for the Crossbow.
    Palm Laser: Optional replacement for the Hand Crossbow.

    Military Ranged Weapons
    Two-Handed
    {table]Weapon|Prof.|Damage|Range|Price|Weight|Prop.|Group
    Laser Rifle|+2|d8|15/30|15 gp|2 lb.|Load free, Small, Energy|Blaster Rifle
    Phase Rifle|+2|d10|20/40|20 gp|3 lb.|Load free, Energy|Blaster Rifle[/table]

    Laser Rifle: Optional replacement for the Shortbow.
    Phase Rifle: Optional Replacement for the Longbow.

    Superior Ranged Weapons
    Two-Handed
    {table]Weapon|Prof.|Damage|Range|Price|Weight|Prop.|Group
    Laser Burst Rifle|+2|d12|25/50|20 gp|5 lb.|Load free, Energy|Blaster Rifle
    Laser Sniper|+2|2d10|50/100|40 gp|16 lb.|Load minor, Energy|Blaster Rifle[/table]

    Laser Burst Rifle: This automatic rifle fires three quick bursts of energy with each pull of the trigger.

  6. - Top - End - #6
    Barbarian in the Playground
     
    PirateCaptain

    Join Date
    May 2007
    Gender
    Male

    Default Re: Sci-Fi Conversion

    The Known Galaxy

    Recognized Galactic Authorities
    Spoiler
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    Aktirin Union

    Arkhosian Remnant

    Daidrin Matriarchy

    Gahb Collective

    Nerathan Empire
    Spoiler
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    Currently, the Nerathan Empire has been reduced to a handful of planets, three of which capable of supporting life. Nerath Prime holds the head of the empire. The other two life supporting planets, Nentir and Elsir, have small colonies scattered about the surface.


    Sylvin United Republic


    Important Locations
    Spoiler
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    Haven VII: Floating just outside of the Haven System about 1 AU away from the gas giant Haven VI, Haven VII is a popular M.S.O. (Mobile Stellar Oasis) a safe distance from the S.Z. (FTL Safe Zone). As players, you may think of it as the galaxy's Tortuga (Pirates of the Carribean), Mos Eisley (Star Wars), or our very own Las Vegas. It is a place you go to spend all of your hard earned money and to find work to repay the debts made there.
    The Haven System lies almost directly between the Nerathan Empire and the Arkhosian Remnant in Contested Space.


    Timeline Notes:
    Spoiler
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    The Century Long War happened before the Nerathan Empire.
    The Deva are the oldest race outside of the Astral Sea Nebula.
    The original fey race of the Sylvin System was also old, but younger than the Deva.
    Known History begins roughly 2000 standard galactic years before the Century Long War.

    • ~130 Before Nerath: The Century Long War ended. Both the Turathian and Arkonian empires retreat closer to their home systems.
    • 0 Age of Nerath: The Nerathans gather their resources and claim star systems surrounding their home system. The Nerathan Empire is born.
    • 225 Age of Nerath: The Nerathan Empire is at its highest. Everything is looking up for the Empire.
    • 232 Age of Nerath: The Nerathan Empire begins to fall apart due to stretching their reach too far.
    • 235 Age of Nerath: Unruly Nul raiders are hired to skirmish against armed forces of the Empire along the borders.
    • 237 Age of Nerath: The unofficial war with the Nul rages deep into imperial space. Rebel colonies break away.
    • 241 Age of Nerath: The Emperor himself joins a siege on the capitol by Nul and rebel forces. In the end, the capitol was saved, but at the cost of the Emperor's life.
    • 243 Age of Nerath/0 After Nerath: The Empire falls back to a small handful of systems and three habitable worlds, including the home system.
    • 115 After Nerath: Current Year.


    Rough Sketch of the Map:
    And dear Lord, I mean rough...

    Galactic Map
    LINK

    Galactic Gazetteer
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    Mobile Stellar Oases
    Spoiler
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    Haven VII


    Star Systems of the Galaxy
    Spoiler
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    Arkon:
    Spoiler
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    Galactic Coordinates:
    Planets
    Arkon IV (destroyed)
    Spoiler
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    Climate:
    Gravity:
    Moons:
    Length of Day:
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    Capital:
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    Sociology
    {table]DC|Result
    |[/table]

    Arkon VI
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    Gravity:
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    Sociology
    {table]DC|Result
    |[/table]


    Devalus
    Spoiler
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    Galactic Coordinates:
    Planets:
    Deval
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    {table]DC|Result
    8|Deval is the only satellite orbiting Devalus. This is considered an impossibility, though it is true.
    |[/table]


    Elsir
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    Sociology
    {table]DC|Result
    |[/table]


    Hanzari
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    {table]DC|Result
    |[/table]


    Haven
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    Sociology
    {table]DC|Result
    |[/table]


    Kendara
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    Sociology
    {table]DC|Result
    |[/table]


    Kyzykz
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    Sociology
    {table]DC|Result
    |[/table]


    Montrin
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    Sociology
    {table]DC|Result
    |[/table]


    Nentir
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    Sociology
    {table]DC|Result
    |[/table]


    Nerath
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    Sociology
    {table]DC|Result
    |[/table]


    Nulix
    Spoiler
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    {table]DC|Result
    |[/table]


    Pahlus
    Spoiler
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    {table]DC|Result
    |[/table]


    Sylvin
    Spoiler
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    Sociology
    {table]DC|Result
    |[/table]


    Turath
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    {table]DC|Result
    |[/table]


    Vryka
    Spoiler
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    Sociology
    {table]DC|Result
    |[/table]


    Yeenog
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    Name:
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    Sociology
    {table]DC|Result
    |[/table]


    Travel in the Galaxy
    Spoiler
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    ...


    Religions:
    Spoiler
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    Unified Polytheism
    Spoiler
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    As cultures and belief structures intertwined through the ages, so too did the religions of the various galactic species until there was one unified church: The Pan-galactic Astral Church. Both major and minor deities were successfully integrated into a pantheistic model, some gods combining into one due to uncanny similarities in domains and influences; for example, how Bahamut is both a platinum dragon and an old man who prefers the company of small birds. (I want to incorporate older versions of D&D gods as well as gods from different campaigns. For example, perhaps Obad-Hai was Melora's father, or she is a shapeshifter, sometimes taking the form of a man to fool people.)


    Monotheism
    Spoiler
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    There are still plenty of purists who hold true to their ancestors' beliefs. Many Uldrin still feel that Correlon is still the "One True God".


    Henotheism
    Spoiler
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    A smaller group of people agree that divine creatures exist other than their own god, but do not raise them to god-hood. They are inferior, yet still divine and of a higher power than angels.
    The Gahb Collective believe that Bane is the true driving force behind existence, but acknowledge the presence of enemy gods attempting to usurp his power.


    The Deniers (for lack of a better term)
    Spoiler
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    Though not quite atheists, the Deniers are people who admit to creatures that exist on another level as they do, but do not worship them as gods. Sure, they may ask for help on occasion, but not out of worship or as a prayer, but as a kind gesture, kin to an Ant asking a Man to offer them a crumb of bread.


    Atheism, Agnosticism, Apatheism, etc...
    Spoiler
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    There is plenty of doubt and denial in the galaxy. With the growth of sciences comes the need to rationalize, which can lead to thinking of religion as unrealistic or silly (not to say this is the belief of all people who fall in the above categories).

    However, keep in mind that this is a Science Fantasy campaign. The gods have a very real role in the galaxy (divine power source, people!), ergo people who fall into this category will be rare. It is up to these characters to rationalize and determine their own opinions as situations arise.

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    This idea is awesome.
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    Reserved for 4th Edition mechanical changes.

    Power Sources:
    Spoiler
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    Chaotics: Replaces the Arcane power source. This is a purely cosmetic change. It is often referred to as Arcane in the galaxy as much as it is called Chaotics.
    Mutation: Your genetics have been altered, giving you extra abilities. This can be used as an optional replacement of the Primal power source.
    Tech: Technology makes life easier, not to mention combat. Several classes can replace their power source with Tech (see Classes).


    Keywords:
    Spoiler
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    Chaotics: Replaces the Arcane keyword. This is a purely cosmetic change, like the power source.
    Energy: Energy weapons are a highlight of science fiction and as such, these weapons have the Energy keyword associated with their damage.
    Toxin: Replaces the Poison keyword. The name change gives it more context, allowing room for radiation effects to come into play.


    Races

    Languages
    Spoiler
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    Unless they are from the same planet, each race has it's own unique language.

    At 1st level, you have all the languages associated with your Race plus one additional language per your Intelligence modfier.


    New Themes
    Spoiler
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    Arkhosian Galactic Command: (leader) Prerequisite: Born in the Akhosian Remnant. You are a natural leader amongst your people. You were at one point in time a commanding officer in the Arkon Space Forces.

    Other Space Mutation: (striker or controller) At some point in time, you were exposed to a portion of Other Space, mutating your genetics into something not natural.

    Sylvin Space Command: (controller) Prerequisite: Born in the Sylvin United Republic. You were bred to command. You were, or still are, a command officer of the Sylvin United Space Fleet.


    Classes
    Spoiler
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    Re-flavors:
    Spoiler
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    Nanophite: Druid re-flavor based on the Swarm Druid build. Due to the nature of the class, you must be a Warforged. A Nanophite is able to break down into swarms of nanobots. This class uses the Tech keyword.

    Technomage: This is a re-flavoring of either the PHB Arcanist Wizard, or the Essentials Mage. Instead of using Chaotics, they use Technology as their power source, usually from a power pack and attached implement. Since this class is based in a piece of equipment, there needs to be a balance; either increased damage, additional uses, or extra status effects.

    Tinker: Artificer reflavor that uses Technology as a power source.


    Changes:
    Spoiler
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    The following classes gain Tech (INT) as a class skill:
    • Bard
    • Scoundrel
    • Thief
    • ???



    Classes in the Setting:
    Spoiler
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    Chaotics
    Spoiler
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    • Artificer:
    • Bard:
    • Binder:
    • Hexblade:
    • Mage:
    • Sorcerer:
    • Swordmage:
    • Warlock:
    • Wizard:

    Divine
    Spoiler
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    • Avenger:
    • Blackguard:
    • Cavalier:
    • Invoker:
    • Paladin:
    • Runepriest:
    • Templar:
    • Warpriest:

    Martial
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    • Executioner: (1/2)
    • Hunter: (1/2)
    • Knight: In a galaxy filled with ranged weapons, there is little room for a melee fighter.

      Inspiration from HERE (this just makes a lot of sense to me).

      The credo of the fighter is summed up in its first lesson: Any fool can learn how to use a blaster in six weeks. Learning the sword take a lifetime. Fighters are classified according to strict imperial standards, and are developed at a small number of fighter academies scattered throughout the Imperium. These academies are no replacement for personal tutelage, however, for after graduating from these academies, fighters must seek out master fighters and train under them in the deadliest school of all: real combat. For those few who survive these dangerous lessons, there is high demand among the noble houses for military instructors and leaders of men.

      Being a fighter is about control and discipline. The training of a fighter emphasizes unity of body, mind and spirit; thus they are often of a philosophical bent (usually stoic, but there is diversity among masters). Weapons are objects of respect, for they are an extension of the fighter himself. Each fighter has a code of honor, but this code varies wildly from fighter to fighter; conflict may occur if two fighters find their codes in diametric opposition (defend the weak versus cull the weak).
    • Ranger: The Rangers are specialists in long range combat, focusing on a single target at a time. They are travelers and adventurers by nature.
    • Scoundrel:
    • Scout: (1/2)
    • Slayer:
    • Thief:
    • Warlord:
    • Weaponmaster: There is not much use for the melee fighter in these troubling times. When any low life and their mother can fire a gun, what use is there for the guy with the sword? However, those that choose the way of the sword can find business in guard duty, entertainment, or even in the act of teaching as they were taught.

    Primal
    Spoiler
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    • Barbarian:
    • Druid:
    • Hunter: (1/2)
    • Scout: (1/2)
    • Seeker:
    • Sentinel:
    • Shaman:
    • Warden:

    Psionic
    Spoiler
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    • Ardent:
    • Battlemind:
    • Monk:
    • Psion:

    Shadow
    Spoiler
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    • Assassin:
    • Executioner: (1/2)
    • Vampire:



    Skills:
    Thanks to The_Pyre for inspiration.
    [spoiler]Some minor alterations to the 4E Skill selections will be needed to fit the campaign. See full character sheet skill set here.

    Alterations:
    • Arcana will be replaced by Chaotics. This is a purely cosmetic change, like the power source.
    • Dungeoneering will be replaced by Astronavigation. This will be used to determine proper Fold or Phase coordinates when using the FTL drives, understanding the strange world that is Other Space,
    • History will be replaced with Sociology. This will be used for understanding the cultures and history of sentient races, galactic politics, religions, and economics.
    • Nature will be replaced with Natural Sciences. This will be used for understanding the natural world, such as animals, plants, and possible some forms of biotechnology.
    • Religion will be replaced with Astral. This will be used for understanding what little is known about the Astral Sea Nebula and the creatures that reside within.


    New Skills
    Spoiler
    Show
    • Tech (INT): This will be used to understand and repair technology and some forms of biotechnology. [see Classes for which classes will have this listed as a selectable skill]


    Equipment
    Spoiler
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    Original 4th Edition weapons gain the property Primitive.

    Primitive: This weapon is now mechanically used as an Improvised weapon, meaning you do not benefit from a Proficiency bonus, and the damage is changed to 1d4 for one-handed weapons and 1d8 for two-handed weapons.


    Ship to Ship Combat
    Spoiler
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    When it comes to Ship to Ship combat, scale changes to accommodate for size. In Normal Scale, each square is counted as a 5'. In Ship Scale, each square is counted as roughly 100', or 30 meters.

    Ship Scale
    When it comes to Ship to Ship combat, scale changes to accommodate for size. In Normal Scale, each square is counted as a 5. In Ship Scale, each square is counted as roughly 100, or 30 meters.
    {table]Category|Space|Ship Type
    Swarm|n/a|Fighters*
    Tiny|1/2**|Bomber
    Small|1|Yacht
    Medium|1|Transport
    Large|2x2|Freighter
    Huge|3x3|Colony Ship/Scout
    Gargantuan|4x4|Battleship
    Colossal|5x5|Command Vessel
    Colossal II|6x6+|Moon Space Station[/table]
    *There is only one government capable of using one-man craft, or Fighters: The Daidrin Matriarchy.
    **Four individual Tiny sized ships can share the same square.


    Basic Ship Crews
    Engineer: The Engineer maintains the ship's systems, making sure everything is working smoothly. They always function first in a combat on the ship's turn.
    Captain: The Captain is in charge of the entire vessel. He orders the crew, making the decisions on what actions to take each turn. He is also capable of making an Inspiration roll to give the crew a bonus for the round, though a poor Captain could cause the crew to doubt, gaining a negative to their actions.
    Pilot: In charge of maneuvering the vessels and localized scanning.
    Secondary Pilot: On ships that are Gargantuan or larger, the Secondary Pilot is used to take care of the localized scanning to allow the Primary Pilot the time to pilot the vessel safely.
    Tactical: In charge of long range sensors, analysis of encountered objects and vessels, shields, and weapon systems.

    If a vessel requires more than one Engineer, the Chief Engineer acts as the primary roller, and the others use Aid Another to supplement his roll.

    Larger vessels require more shield arrays and weapon batteries, meaning more Tactical officers will be needed. They can separate the jobs, some manipulating shields while the others operate the weapons; or they can divide the different sides of the vessel amongst themselves.

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    Default Re: Sci-Fi Conversion

    I would steal from ideas from Gamma World as well.

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    I have to say that this is the only D&D space-epic that I've read that I would actually play! I'm absolutely loving the concept and second the motion to include some Gamma World in the mix. One question though, how are the classes going to work? Custom? Revised 4E?
    Sloth the Worst Rogue Ever and his pal the Gelatinous Cube Avatar by Sorcerer Blob

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    Default Re: Sci-Fi Conversion

    Quote Originally Posted by Sorcerer Blob View Post
    One question though, how are the classes going to work? Custom? Revised 4E?
    Most of the class revisions will be refluff. Purely cosmetic. For example, a Technomage will just be the Essential's Mage using technology. As it is something the character can lose, unlike a purely arcane Mage, the Technomage will get bonuses to something for balance.

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    Default Re: Sci-Fi Conversion

    Technology is an interesting take, but the problem with technology is that, by definition, it is easily accessible to most. To me that would make magic seem less mysterious and rare and more like something anyone in your setting could have, up to and including non-spell-casters like fighters.

    Now, if you made it something less accessible, say like people who have access to magic in your setting actually have learned the secrets of how to manipulate of the physical realm via the rules of Quantum Mechanics. This still gives tremendous flavor while making magic not wholly accessible to all and still allows it to be as effective as before without having to change anything but the "how" it is accessed. It still would require training (school vs mage tower, etc) and still would make sense as far as why a manipulator of physics can supercharge molecules and create immense friction that leads to the creation of a fireball 20 feet away.
    Sloth the Worst Rogue Ever and his pal the Gelatinous Cube Avatar by Sorcerer Blob

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    Well, I was going to make Tech based magic nearly impossible to control without a PHD. Dangerous to the untrained and maybe even expensive...or make the lower class tech spellcasters Sorcerers. It hasn't crossed my mind yet. Working on races still.

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    Hm... How about nanomachinery? Would that fit one way or another into the campaign?

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    The campaign is completely open to suggestion! We're nowhere near a finished idea. Keep the ideas flowing! I want this to make sense and be fun to play in.

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    Default Re: Sci-Fi Conversion

    Somehow, this reminds me of a cross between Star Wars and Warhammer 40k. I'm loving it so far, but it seems that there are too many empires / former empires running around with FTL. Not exactly a bad thing, but I think it's too common.

    One more thing: the eladrin and elves (eldrin) are named too closely. It might cause some miscommunication down the line.
    Last edited by The_Pyre; 2011-06-27 at 06:16 PM.
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    Quote Originally Posted by The_Pyre View Post
    the eladrin and elves (eldrin) are named too closely. It might cause some miscommunication down the line.
    Pronunciation is key. El-Ah-Drin. El-Drin.

    .......yeah, I'll look into changes. Frankly, I like it but I can throw in some extras.

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    Default Re: Sci-Fi Conversion

    It's no problem in tabletop, but once you go PbP and/or start writing about it, you're one typo away from accidentally starting a war with the wrong people.

    Here's a contribution of sorts. The skills in general need to be adjusted to take the setting changes into account. As much as possible, I wouldn't want to add new skills, as that adds extra complexity.

    Arcana > Chaotics - everything about magic; some info regarding the Sylvins
    Dungeoneering > Astronavigation - FTL drives and snippets of info about Hyperspace / Far Realm; some info regarding the kalashtar and Fragments
    History > Sociology - cultures of sentient races, plus related information; lots of info regarding most races
    Nature > Biology - information regarding biological creatures, mostly anatomy, habitat, etc...
    Religion > Astral - scant info about the Astral Sea Nebula, Deva, githyanki, and Devils

    I somehow got a Master of Orion 2 feel as I was writing the above. Unfortunately, it looks like we'll need to add a skill for Tech knowledge.
    Last edited by The_Pyre; 2011-06-28 at 08:39 AM.
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    OP: OMG this is one of the coolest projects I have seen on this board!! I love scifi! Thank you for spending your time to do this!

    edit: lets see....

    dungeoneering could be knowledge of how a ship is generally layed out (since it sounds like all your ships will be rather large).

    # Shifters- probably some type of hybrid-cyborg, think the Cylon-human analogs from battlestar galactica. Except they have a lot more power over their own bodies.

    # Minotaurs- some sect of geneticist that believe we evolved from animals (what a thought!!) and that they'd be better off similar to an animal.

    # Wilden- easy, crystaline life force! Recently discovered. Now being integrated into the population

    # Drow- miners that got left/abandoned somewhere harsh. So they had to live underground. Time, and genetic manipulation made them what they are today.

    # Kalashtar- could pull another page from SG SG1 and make them Ori possessing mortals or the more benevelant ascendants-to experience something, obviously they would limit their powers to experience whatever it is (i.e. the campaign.)

    # Revenant- easy, science has revived them! but they aren't quite what they were....

    feel free to PM me if you want anymore help with this project. Its very cool.

    PS also dont forget to barrow from warhammer 40k. They'd have an answer to almost everything. Course don't want to copy them either.
    Last edited by randomhero00; 2011-06-28 at 06:10 PM.
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    Default Re: Sci-Fi Conversion

    As far as other skills go, I see no reason why Athletics, Acrobatics, Bluff, Diplomacy, Endurance, Insight, Intimidate, Perception, Stealth, and Streetwise couldn't remain the same. It definitely would make things easier for you in the long run.

    That said, Religion is a toughy. I'd almost be tempted to replaced it with a Xeno-biology type skill. But that also depends on how much of the pantheon you are planning on using, and how influential it will be. (I see your reference of Lolth in relation to the Drow)

    The above listed skills I suggest leaving as-is would need to have some expanded uses in scope of the campaign setting. Diplomacy might need to be expanded to speak an alien language not known, or whatever works for you.

    Just a few ideas I had in regards to the skills edit earlier today.
    Sloth the Worst Rogue Ever and his pal the Gelatinous Cube Avatar by Sorcerer Blob

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    Default Re: Sci-Fi Conversion

    Changelings! Created as the perfect spies during the same war that produced the Warforged, maybe?

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    Default Re: Sci-Fi Conversion

    Changelings would be like Darlocks.

    @Sorcerer Blob: Yeah, most of the skills will definitely remain untouched. I think extra languages can easily be handled by the Linguist feat. Maybe the Sociology (History) skill can act as Decipher Script for unknown languages.
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    Default Re: Sci-Fi Conversion

    On the idea of Languages...should there be Universal Translators? Or is this like Stargate where everyone can inexplicably speak English?

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    Love the idea, gonna have to subscribe to this thread...

    Jump and Warp are pretty overused, you're right. What about "Tunneling", as in "creating a wormhole tunnel between two points". Or old school sub-space.

    Piloting skills? Tech feat chains? So looking forward to this setting!

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    Default Re: Sci-Fi Conversion

    I thought tunneling and jumping were pretty much the same thing.

    You could also just blatantly rip off the stargates ("no its a fargate! It has nothing to do with that other similar thing!" /ATHF).

    I actually (albeit briefly) played in a 4e game where we found a gate system. They were a bit of a mix between the stargates and a teleportation circle (and time travel).

    For instance they were old and the power was fading (they also ran off magic fyi) so they only worked during certain phases of the moon where magic was stronger.

    Your "fargates" could be unfit for people though (unprotected) so they're mostly in space and huge, something ships use. This could lead to interesting lanes of travel where a galactic police force patrols and space pirates rob.

    You said you wanted space ships for sure, so maybe they also give off so much radiation that its too dangerous for them to be on a inhabited planet.

    I vote for the universal translator. Make it cost a lot of gold/credits. It fits in the ear and translates real time. But make em rare. I always hate scifis where everyone speaks english for some reason (altho in stargate they did give a reason...lemme know if you want to know, its semi long).
    Last edited by randomhero00; 2011-06-29 at 02:27 PM.
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    Default Re: Sci-Fi Conversion

    There's a magic item that lets you use Comprehend Languages, if I'm not mistaken. That should fit the Universal Translator easily.

    Also, Fargates are an awesome idea.

    Drawingfreak made it quite clear he doesn't want small ships, so piloting skills and feats might not be so important. There might be one or two feats (like Mounted Combat) and just one skill (Astronavigation?) to cover all the bases. However, he did say he wanted ship-to-ship combat, although I'm not sure how PC's would fit into that.
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    Quote Originally Posted by randomhero00 View Post
    Your "fargates" could be unfit for people though (unprotected) so they're mostly in space and huge, something ships use. This could lead to interesting lanes of travel where a galactic police force patrols and space pirates rob.
    Sounds like Freelancer to me. Awesome game

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    Quote Originally Posted by The_Pyre View Post
    There's a magic item that lets you use Comprehend Languages, if I'm not mistaken. That should fit the Universal Translator easily.
    We must find this item for reference. GO MY MINIONS!

    Quote Originally Posted by The_Pyre View Post
    However, he did say he wanted ship-to-ship combat, although I'm not sure how PC's would fit into that.
    I will be looking at any airship rules, or even just sea ship rules, that may apply for reference.

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    Default Re: Sci-Fi Conversion

    Anybody have a copy of 3.5's Stormwrack? I think the ship-to-ship rules there would be easily adaptable.

    Also, we can make two kinds of far gates: artificial ones powered by tech and chaotics, and natural ones that are actually places where the division between normal space and the Far Realm is weak. Holes in normal space leading to the Far Realm can be like black holes, sucking everything in and effectively making stuff cease to exist.

    Also, I imagine the far spawn are like the bad guys in Dead Space. You make a warp, but things somehow go wrong...

    Re: Skills, I'm thinking of additional uses for Endurance. Something to make it more useful without making it absolutely necessary would be nice...
    "You can never have enough dakka."

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    Default Re: Sci-Fi Conversion

    Now there's a good idea why the far-gates wouldn't be on any planets; each time they open there's a chance for far spawn to escape. You would so NOT want far spawn in your backyard :D
    Murder is wrong... Unless it levels you up.

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