Category Archives: Strange Stars

Instaplanet Sci-Fi Generator

Instaplanet

Coming up with a planet on the fly can be hard… coming with a few locations on that planet on the fly can be even HARDER.  Instaplanet is so you can generate the interesting things in the surrounding area on the fly.  You can use this in conjunction with the Die Drop Planet Generator (pg XX).  Simply take a piece of paper and various dice (see below) and drop them on the paper.  Consult the chart below and mark down the locations (see pictures below in example).

 

As far as the number of the dice you drop, that is your call.  If you want the planet to be densely populated with Landmarks and Population Centers, then drop numerous d6’s and d8s.  If you only want one or two Interesting Features drop a d4 or a d10 (or both) and one Point of Conflict, just drop 1d10 (%).

If you feel a roll on any of these tables is unique, once it has been rolled simply cross it off and create a new one.

 

Once you have your map, you can quickly link them to what you have created with the Die Drop Planet Generator and just fill in some quick gaps.  The distance between each location is your call.  You can do something like each 1″ on apart is 10, 15, 30 miles, etc.  Or roll 2d6 and that’s the number of hours or days the locations are from one another.  Then just fill in the blanks with random encounters, etc.

I have an example below.

d4- Interesting Feature

  1. Ancient Temple
  2. Recently Unearthed Crashed Ship
  3. Blighted Lands
  4. Massive Sink Hole

 

d6- Landmark 1

  1. Lake/River
  2. Badlands
  3. Swamp
  4. Mud Flats
  5. Forest
  6. Canyon

 

d6- Landmark 2

  1. Mountain
  2. Forest
  3. Hills
  4. River
  5. Rocky Outcropping
  6. Desert

 

d8- Population Center

  1. Industrial
  2. Agricultural
  3. Science
  4. Education
  5. Scrap
  6. Settlement
  7. Religious
  8. Mixed (choose two)

 

d10 (%)- Point of Conflict

  1. Two Groups are in Dispute Over Precious Material
  2. Mining Facility Has Collapsed
  3. Robots at Construction Facility Have Gone AWOL
  4. Hover Bike Race
  5. Smuggler Deal Going Down
  6. Smuggler Deal Getting Busted by Authorities
  7. Land Owners Being Bullied to Sell Their Land
  8. Facility That Uses Slave Labor
  9. Strike at Facility That has Erupted into Riots
  10. Military Combat Exercise

 

d10- Interesting Feature 2

  1. Formation of Large Crystals
  2. Massive Power Source
  3. Lone Arcology
  4. Isolated Religious Temple
  5. Isolated Research Facility
  6. Large Cliff With Expertly Carved Faces into the Rock Wall
  7. Hive of Recently Discovered Insects (or Animals)
  8. Colony of Exiled Aliens
  9. Abandoned Penal Colony
  10. Abandoned Research Facility

 

PLANETARY EXAMPLE

First part was generated off of Die Drop Planet Generator

Name– Rockbalt

Tech level– high

Population Density– Sparse- There are a few colonies on the planet.  Roughly tens of thousands of inhabitants.

Events/Obstacles– An unrecognized configuration of starship has crashed on the planet

Events/Obstacles– Celebration turns into riots when a beloved public figure is assassinated during the ceremonies

Fascinating Structure– An ancient, large black obelisk that rests just outside of the city.

Structures– Prefabricated structures created from metal and fiber-plastic

Planet Type– Lush jungle planet.

Then I dropped some dice on a piece of paper and marked their location.

Instaplanet 1

Then I traced over it all with pen so the picture didn’t look so crappy.

Instaplanet 2

 

Then flushed out these locations with stuff I rolled from the Die Drop chart and what popped into my head.  I left out the assassination and obelisk stuff- figuring those would be good ideas for the jungle area- should the adventures every go there.

Instaplanet Labeled

 

 

All-in-all the process between the two maps took me roughly 20 minutes and I have a baseline for a planet that my players may adventure on, or they may just stop off and kill shit before heading to the stars again.  In the end I have a planet that can be used later- or not- and it only took 30 minutes of my time.

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Die Drop Planet Generator for Sci-fi Games

I am currently working on a book for the awesome White Star system that I’ll be using to aid in my Strange Stars game.   I love die drop charts so I figured I’d create one for this.

 

Simply roll a d4, d6, d8, d10, d10 (%), d12, and a d20.  Then roll a d20 and consult the name chart.  Boom.  Done.  I have also provided two examples that are “flushed out” after I consulted the results.

Planet Two

 

d4- Tech Level

  1. Low
  2. Medium
  3. High
  4. Futuristic

 

d6- Population

  1. Abandoned– The society is gone- abandoned for whatever reason. There may be a few survivors here and there.
  2. Sparse– There are a few colonies throughout the planet. Most likely small outposts.  Probably no more than several tens of thousands inhabitants on the planet.
  3. Decent– A few colonies throughout the world, or a few cities, or one large city. Roughly a population of several million inhabitants.
  4. Busy– The planet is teeming with inhabitants. There are several large cities on the planet.   The planet has roughly a population of several hundred million to billions.
  5. Packed– The planet is bustling with inhabitants. There are several massive cities on the planet.  The population has roughly a population of several billion people.
  6. Metropolis– The planet is over-populated and may even be one giant city (GM’s call). The planet has a population of tens of billions of people.

 Planet Three

d8- Events/Obstacles

  1. A sickness ran rampant through the population, killing roughly 20% of the inhabitants.
  2. A long running conflict has just come to an end and the world (or part of it) is celebrating.
  3. An unrecognized configuration of starship has crashed into the planet.
  4. The leader of the government has been assassinated. The world is in morning.
  5. The Mining Consortium desires to land on the planet and begin an invasive drilling process.
  6. A fleet of ships has arrived and formed a blockade around the planet for some unknown reason.
  7. The sun has been eclipsed for 1d6 days- a completely unnatural occurrence and the local populace does not know the cause behind this strange phenomenon.
  8. Tensions are running high amongst two rival factions. Tension and open hostility are high.

 

d10- Events/Obstacles

  1. Electric storms are raging through the area causing electronics to short out and shut down.
  2. A large group of pirates have congregated around the planet and are charging a tax to anyone wishing to set down.
  3. A strange fungus has wiped out many of the planet’s crops. The planet is in a state of famine.
  4. Several grizzly murders have occurred in the main city. People are wary of one another and look at everyone with suspicion.
  5. A group of ferocious aliens has set down on the planet and is engaged in a ritualistic hunting event. They don’t care if they hurt others in the process.
  6. Earthquakes rattle the area, destroying many buildings and damaging shuttleports.
  7. A strange breed of fuzzy rat is breeding at an alarming rate. In a few days the cities will be overrun with these cute, but annoying, rodents.
  8. Celebrations turn into riots when a beloved public figure is assassinated during the ceremonies.
  9. An old enemy of one of the PC’s shows up on the planet, and is looking for revenge.
  10. The planet is currently in a state of martial law- making traveling and gathering information extremely difficult.

Planet Four

d10 (%)- Fascinating Structures

  1. A crashed ship that has been turned into a tavern/inn.
  2. An ancient, large black obelisk that rests just outside of the city.
  3. A government building that is built on massive floating lily pads.
  4. An inverted pyramid built into the ground by ancient hands.
  5. A building made from faintly glowing crystal.
  6. An ancient religious temple intricately carved from limestone.
  7. The penal colony is built on a massive crab walker and moves around the planet.
  8. Building is a spaceship that hovers in the sky.
  9. Structure is sculpted from a comet that crashed on the planet thousands of years ago.
  10. Building of soft angles and several stories is constructed completely out of gold.

 

d12- Structures

  1. Prefabricated structures created of metal and fiber-plastic.
  2. Structures are made of stone and mud.
  3. Many of the structures are created from storage/shipping containers.
  4. The structures are created from non-functioning/redesigned starships.
  5. Structures are created from living plant matter.
  6. All structures have a conch shell-like construction.
  7. Buildings are huge arcologies.
  8. Structures are made of a bronze metal that is warm to the touch.
  9. Structures are round glass buildings.
  10. The inside of the buildings are labyrinthine.
  11. The buildings are covered in solar panels.
  12. The buildings are all built on large metal or stone stilts.

 

d20- Environment

  1. Desert planet.
  2. Ice planet.
  3. Lush jungle.
  4. Planet is covered in massive mushrooms.
  5. Patches of the planet are barren rock.
  6. Toxic and covered in a miasma. All cities are built in protective domes.
  7. Giant crystals grow out of the ground and hum when lifeforms are near.
  8. Planet is a gas cloud. All buildings are on floating rocks.
  9. Entire planet is an ocean. All buildings are in protective domes or built above the sea on floating barges.
  10. Swamp planet.
  11. Volcanic planet.
  12. Planet is toxic and barren. All life lives under the planet crust.
  13. Planet is covered in massive sand storms.
  14. Planet is swampy. It rains 90% of its cycle.
  15. Arid planet.
  16. Tundra planet.
  17. Planet of lush vegetation. The vegetation forms a conscious hive mind.
  18. Artificially built planet. No one knows who constructed this wonder.
  19. Planet is a living being and is covered in fleshy membranes.
  20. Roll twice and combine.

 

 

Planet name (roll 1d20)

  1. Tryklar
  2. Abtoss One
  3. Z-7665H
  4. Hyphron
  5. Haven
  6. Yzrak
  7. Port Myth
  8. Nazpar
  9. D-5517
  10. Poplar
  11. Ghystar
  12. Byztine
  13. Klaxon
  14. Beta
  15. P-4832Z
  16. Rockbalt
  17. Carcass
  18. Victory
  19. Whendon
  20. Lythblat

 

Planet One

Example One: Carcass is a failed colony world that was abandoned after the tensions that ran high between two rival factions exploded into a small but fierce civil war. Many argue that the colony didn’t survive due to the low tech that was provided for settlement.  Carcass is an ocean world where all the structures are built upon floating barges.  The architecture of all the buildings resembles large round glass buildings.  Earthquakes are shaking the ocean floor and causing massive waves to rattle the area, destroying many buildings and damaging the abandoned shuttleports.

 

Example Two: D-5517 is planet covered in massive mushrooms that stand 20’-40’ in height, and is renowned for its advanced technology and its highly dense population of tens of billions of inhabitants.  The capital building of D-5517 is a spaceship that hovers in the sky.  Most of the buildings are constructed of a bronze metal that is warm to the touch.  Recently D-5517 has had its share of troubles: a strange breed of fuzzy rat is breeding at an alarming rate.  In a few days the cities will be overrun with these cute, but annoying, rodents.  Also an unrecognized configuration of starship has crash landed in the capital city.


Strange Stars (White Star) Session 1 Recap, Part 2

Strange Stars Cover

 

Last post I gave the back drop of our campaign using the awesome Strange Stars setting and the kick ass White Star rules.  Today we blast off into ADVENTURE!

Players

Liam- A djagga Assassin

Fletch- A kosminok Tech Specialist

Nate- A “Cold Egg” Ksaa Scoundrel

*Race information here.

Adventure doesn’t always go… according… to plan…

So the three of them are traveling on a medium transport by the name of “Within Arm’s Reach” captained by Reeves “Trick Shot” Hammond.  Trick Shot was a renowned scoundrel in his earlier age, but had taken ill with a rare wasting disease.  He lost his left eye, his right arm, and both his legs before a cure was found.  Trick Shot had a cybernetic eye and arm to replace what he lost, but refused to get his legs replaced, and instead uses a hover chair to cart himself around.

The group had landed on the dying planet of Deshret in the Zuran Expanse after receiving a tip from a friend that they had discovered an energy signature that was most likely a derelict ship that had crashed down in one of the few remaining patches of jungle left on the world.

The adventure starts with them roaring out of Within Arm’s Reach on their “Fingers” (hover bikes) along with two NPCs (a djagga named Fix and a human named Smelly) and Trick Shot and two NPC gunners riding in the Palm (a cargo loader).  See picture below.

Ships
The group roared out of the cargo bay on their “Fingers” and headed into the thick jungle.  Starting on the first round and then every two rounds thereafter I rolled a d6 for each player.  If the die came up a 1 or 2 that meant the player came across a situation on their Finger (IE. thick vines, fallen or live tree, etc.)  The player then had to make a Saving Throw to pull off a cool maneuver to avoid this obstacle.  If they failed the ST, then they hit the obstacle and their Finger takes 1d6 damage.  Nate was the first to get a 1 on his test and failed, resulting in 2 damage to his ride.  The second was Fix (a djagga NPC on a Finger).  He rolled a 1 on his ST.  I gave him a second save to avoid death- NOPE.  CRASH…  BOOM…  DEAD.

So sad- I actually had some cool thoughts for ‘ol Fix.

The group continued whizzing through the jungle when suddenly a whooping and loud roar echoed through the jungle.  Coming out of the jungle towards them was a group of 5 hover bikes that were painted with gold and yellow triangles.  “Oh great!  It’s Zen’s goons!” Yelled Trick Shot over the comlink.  One of the goons took a potshot at one of the players and missed.  “Ok boys!  Open up on them!”

The combat was fast, deadly, and fun!  One of the enemy goons went the same way as poor ‘ol Fix and collided with a tree.  I allowed the players to either fire a one-handed ranged weapon at a -4 (none of them were Swoop Racers, so they got modifiers) or they could make a Dex check (roll under the attribute- or use Piloting skill) to do a fancy move and get behind an enemy and fire their front arc lasers.

Nate stopped his Finger and took two shots at a goon, destroying the vehicle and sending the goon flying off to his death, and then took off again to catch up to the action.  Fletch tried several maneuvers (failing the first) and then finally destroying the goon’s ride.  Liam stopped his Finger and attempted to snipe a goon, but missed, eventually getting back into the fray and zapping a goon with his Finger’s front arc lasers.

When there was only one goon left he made a rude gesture and whizzed off back into the jungle.  The group let him go and continued towards where the energy signature was located.

Eventually they came across a large derelict ship.

Crashed Ship

The group looked at the ship (I’ll post the map once the session is complete) and realized that this was only the back half of the ship (the drive/engineering section).  What happened to the front will probably never be discovered.

The group found a massive hole in the front where the ship had been ripped apart.  Fletch indicated they should go in through there.  As the group made to enter a loud voice echoed through the clearing.  “Why have you come to our sacred area!  Why are you disturbing the God From Above!?  Why is your unworthiness here?”  Everyone looked up to see a strange figure standing atop the crashed ship.  They were wearing armor and a helmet.  In one hand was a wicked-looking pike and in the other a laser pistol.

dead-space

 

The group tried to offer some banter, but failed.  “You hear that my pretties?!  They come here to upset our God!  Kill them!”  Small arrows and spears suddenly erupted from the jungle.  Emerging from the underbrush were small little fuzz balls.  The figure with the helmet swung down a rope and disappeared into the bowels of the ship.

Critter

When I showed this picture to my players they were elated that they got to kill Critters.  15 of the little bastards surged out of the woods.  The fight was a hard one.  Smelly and both NPC’s with Trick Shot fell in combat and Liam and Fletch nearly did as well.

Fletch hooked his Finger up to a small energy port on the outside of the ship and hacked it to turn on any light that would still be working.  He then projected his voice on the system speakers “You have all angered the God From Above!  You will all die!”  The remaining little creatures screeched and fled into the jungle.  Fletch also heard screeching echoing from within the ship.

After the group licked their wounds and recovered they entered the ship.  Fletch stepped in and was immediately attacked by a hidden laser turret.  The group took some pot shots at the turret- destroying it quickly.  The group continued to the large door in front of them and found a large container which housed a deactivated Scout Robot.  Fletch started rubbing his hands together.

The group could hear a humming through the far door on the other side of the room and decided to go through it.

We ended here because Liam had to leave- and the group was already sporting many laser burns and puncture marks from the previous battles.  I gave out XP and we said good night.

Next session is on the 21st of June and hopefully they will finish exploring the crashed ship.


White Star Session 1 Recap- Part 1

Strange Stars Cover

Blast off to ADVENTURE!!!

Sunday saw the kickoff of my Strange Stars campaign using the awesome White Star rules.  This is the first game I’ve run with my group since my burnout nearly 4 months ago.  My original group (peeps I’ve been playing with for about 10-15 years) had sent me text messages (or emails) asking when we were gonna game again- so I decided to keep it small and more manageable and play with just four people.  See if my diminishing burnout could handle that.

So my group looked at the classes from the book and what I created and we ended up with and the races that I stated up from Strange Stars and made their decisions.

Aside: I’m also using the skill rules I ported over from Beyond the Wall:

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 

Here’s what we ended up with:

Liam– An Assassin Djagga

Strange Stars pic

Liam choose his two skills of stealth and escape artist.  His race also gave him notice as a skill.

Fletch– A Tech Specialist Kosmonik


Kosmoniks

Fletch choose BLANK as his four skills

Nate- A scoundrel “Cold Egg” Ksaa (he’s an archaeologist, really).

 

Ksaa

 

Nate choose computers, stealth, archaeology, alien history, and xeno-biology as his five skills.

 

The Set Up

When we originally discussed what the group wanted to be, the vote was treasure hunters.  None of them wanted to captain a ship.  They wanted an NPC to “captain” and they would go where adventure led them or through discussion- steer the ship…  That’s Jake with me.

So the three of them are traveling on a medium transport by the name of “Within Arm’s Reach” captained by Reeves “Trick Shot” Hammond.  Trick Shot was a renowned scoundrel in his earlier age, but had taken ill with a rare wasting disease.  He lost his left eye, his right arm, and both his legs before a cure was found.  Trick Shot had a cybernetic eye and arm to replace what he lost, but refused to get his legs replaced, and instead uses a hover chair to cart himself around.

The group had landed on the dying planet of Deshret in the Zuran Expanse after receiving a tip from a friend that they had discovered an energy signature that was most likely a derelict ship that had crashed down in one of the few remaining patches of jungle left on the world.

The adventure starts with them roaring out of Within Arm’s Reach on their “Fingers” (hover bikes) along with two NPCs (a djagga named Fix and a human named Smelly) and Trick Shot and two NPC gunners riding in the Palm (a cargo loader).  See picture below.

 

To be continued- Riding through the jungle!  Ambush! Crashing!  And Death!

Ships


Playable Alien Races From Strange Stars for White Star

A few weeks ago I did some posts of the various races from Strange Stars that a player may want to be when they are zooming around the cosmos of this awesome RPG setting.  I was planning on running the game using Savage Worlds… that is until the awesome White Star was released.  I’ve nixed the idea of using SW and am heading full steam ahead with using WS (awww..  Isn’t that fucking cute- they are backwards representations of one another).

With that decision I decided I need to create the same races using the WS rules.  I also made the decision not to enforce the race as class mantra.  Players  can be whatever race or class they damned well want.

Enjoy!

Here is the description/rules on skills that I’ve adopted for WS.

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 

 

The Alliance

Baseline Human

blade_runner_0072

Humans are prevalent throughout the known universe, almost like a galactic cockroach.  Humans are tenacious and somehow always able to get themselves out of trouble.  Humans with one skill of their choice and also are born with innate luck.  Once per session they are allowed to reroll one failed roll.

 

Blesh

Blesh 1

The blesh are a gestalt species blending human and nonhuman. Their insectoid bioroid forms grow like fruit from cybernetic trees on their homeworld. Their minds are a fusion of post-sapient alien intelligence with one of 1,803 digitized human minds downloaded from a crashed ark. Blesh are a peaceful species with reverence for other sophonts. Perhaps due to the human component of their minds, they have a strong curiosity about ancient human artifact (SS, pg 11).

 

Chitin: The thick carapace of the blesh allows them to ignore two points of damage from any attack.

Cybernetic Enhancements: Blesh are “born” with cybernetic enhancements when they emerge from their flesh pods that are attached to their cybernetic tree.  A blesh starts with one piece of cyberware listed in White Star, pages 95-96 for free.

Linked Healers: When the blesh are away from their cybernetic trees they heal slower than normal creatures at 1 HP back every two days instead of 1 per day.  When near a cybernetic tree, a blesh heals 2 HP back per day.

Recommended classes: Tech Specialist or Pilot.

 

Deva

Deva

Resembling beings out of the paleo-spiritual memes of Earth, the winged deva are the most mysterious of the Alliance’s members. The deva are supportive of the Alliance and promote peace but are largely aloof from the affairs of other cultures. They are primarily concerned with their Great Work: the repair of 10 moon-sized artificial worlds in their home system. These are said to be huge brains and possibly components of an even greater mind (SS, pg 11).

 

Angelic Wings: Deva have wings that utilize energy harmonics that allow them to fly in atmosphere or even in the vacuum of space.  A deva flies at a rate of 250 feet per round.  A deva can only fly short distances in space (roughly 1000 miles) before they become exhausted and unable to carry on.  They can cover that distance in roughly 3.5 hours.

Vacuum Resistant: Deva are able to survive in the vacuum of space without any protective suit and do not take damage from decompression for 6 hours before having to make a saving throw to avoid taking damage due to exposure.  When they make the Vigor check they receive +2 to the roll.

Recommended classes: Aristocrat or Alien Mystic.

 

Gnome

Gnome

The gnomes are small humanoids who live and mine within asteroids. Their society resembles that of eusocial insects; they have two castes (managers and workers) and only one Mother at a time produces young per clan. A gnome Mother is actually an external womb generated by the mating of a female and male. Gnomes are gregarious and inquisitive but slow and deliberate in their thought process (SS, pg 11).

 

Likeable: Gnomes are gregarious and friendly.  They receive +1 to any Charisma reaction roll or saving throw.

Infravision: The gnomes are a subterranean race and have evolved to be able to see heat signatures in the dark.  Gnomes have darkvision up to 60 feet.

Natural Weapons: Gnomes have small claws that aid them in burrowing and delving tunnels in the asteroids they inhabit.  Their claws do 1d6-2 damage.

Recommended classes: Choose one- Manager (Aristocrat) or Worker (Alien Brute).

 

Hyehoon

Hyehoon 1

The hyehoon are humanoids spliced from avian and hominid DNA. They are a dynamic and inquisitive culture, producing explorers, scientists, diplomats and traders. The hyehoon face internal strife from conflict with the minority religious faction known as the Eden Seekers, who reject their legendary creator, the gengineer Anat Morao, and seek to devolve their species to nonsapience by purifying their avian genome (SS, pg 11).

 

Avian DNA: Hyehoon’s are extremely agile.  They receive +1 to any save involving Dexterity.

Academic: Hyehoon gain two bonus skills at character creation.  These can be skills like history, technology, scouting, diplomacy, etc.

Thin Bones: The hollow bone structure of the Hyehoon.  Their kind cannot have a Constitution higher than 10.

Recommended classes: Aristocrat or Alien Mystic.

 

Neshekk

Neshekk

The neshekk banking and investment clans are the financial backbone of the Alliance. They have a reputation for ethical behavior and conservative investment and also for strict adherence to the letter of contracts. Neshekk are greatly concerned (possibly obsessed) with security and privacy. They never go into public without their elaborate privacy screens/firewalls, called nizara, in place. Off-worlders are restricted to certain areas of Kuznuh, and it is a misdemeanor to view any public space unfiltered by the metascape (SS, pg 11).

 

Banker: All neshekk have financial connections to the banking consortium for the Alliance.  A neshekk’s starting credits is 3d6 x 20 rather than the normal 3d6 x 10.

Wheeler and Dealer: A neshekk know how to make a deal.  Once per session, if a neshekk

fails a Charisma-based roll, they can reroll, but must take the second result, even if it is lower.

Recommended classes: Aristocrat or Tech Specialist.

 

Smaragdines

 

The Smaragdines are the visionaries of the Alliance, known for their psi abilities. All citizens are required to have at least rudimentary skills because the crystalline megapolis of Smaragdoz is ruled by a group-mind Consensus: The captured thoughts and desires of the citizens form an entity of pure thought that makes laws by decree. All Smaragdine children are tested for psi abilities, and the most promising are sent to one of a number of academies (SS, pg 11).

 

Consensus: The great group-mind bestows base knowledge to all Smaragdines, thus allowing them to start play with two additional skills.

Psionic: Nearly all Smaragdines have some psi capability.  Those that aren’t tend to be pitied and looked down on in their society.

Isolated: Smaragdines are shocked when they leave their homeworld and not connected to the group-mind, missing the constant whispers that trail through their mind.  They suffer -1 to all mental-based saving throws.

Recommended classes: Aristocrat or Alien Mystic.

 

Thrax

Not actual art from Strange Stars, but still a bad ass picture.

Not actual art from Strange Stars, but still a bad ass picture.

The Alliance’s greatest warriors are the thrax. A clone race created for conquest by a long-forgotten culture, they still structure their society along martial lines.

 

Brute: Thrax have been engineered to be hardy.  They gain an additional 1 HP per level.

Monomolecular Blade: The most important possession to a thrax is their monomolecular blade, which is a symbol of their stature amongst their own kind.  Thrax begin with a Star Blade (SW, pg 32).  Should a thrax ever lose their monomolecular blade they are treated as an outsider amongst their own kind until they reclaim it or have a new one created.

Battle Armor: Thrax begin with battle armor (treat as medium armor).  This armor is intricately crafted for each thrax.  Replacing this armor costs 150 credits (5 times the normal cost of medium armor).

Recommended classes: Star Knight or Alien Brute.

 

The Empire

Engineers

Engineer

The Engineers (mnadnzat; mnaat sing.) are responsible for much of the Empire’s technology. Though humanoid, they have characteristics like Paleo-Earth crustaceans, including eight limbs and a metallic carapace. All the engineers have cybernetic enhancements and symbiotic nanites. They can back up their minds for download into new bodies should their old ones be damaged beyond repair. Engineers make poor fighters, but their aptitude for technology makes them excellent technicians and (of course) engineers. Though they are essential to the Empire’s function, the Vokun keep them under close control due to a fear of artificial intelligence (SS, pg 17).

 

Adept Skills: Engineers begin play with the Repair and Engineering skills.

Engineering Genius: The engineers have been designed to be the fixers of the Empire.  Once per session an Engineer can change a failed Repair or Engineering to an automatic success.

Metal Carapace: The thick plating of an engineer allows them to ignore two points of damage from any attack.

Multiple Arms: The engineers have 8 arms.  Engineers can complete technical tasks (or repairs) in half the time than normal.

Recommended classes: Tech Specialist or Pilot.

 

 

Ibglibdishpan

mndavian1

 

The Vokun have a distrust of disembodied minds, so they employ “humanoid computers” in the form of ibglibdishpan savants. Ibglibdishpan neural structure and training make them logical and dispassionate — ideal accountants, administrators, and archivists. Some are trained in interpreting the emotions of other humanoids and are given careers in law or diplomacy. Ibglibdishpan themselves are notoriously difficult to read; their expressions are almost always masks of perfect serenity. Their mental structure is not without problems, however; they are prone to neural deadlocks, crashes, or other forms of madness (SS, pg 17).

 

Genius in the Genes: Ibglibdishpan have been bred by the Vokun to excel in intellect.  Change an ibglibdishpan’s intelligence to 15 if the character rolled anything less.

Humanoid Computer: The ibglibdishpan have the ability to process mental tasks faster than normal human comprehension.  When attempting to solve a mental task (IE. Complicated math, astrogate navigation, etc.) the time needed to figure it out is reduced by ¾.  Easy mental tasks (IE. mental math, etc.) are done almost instantaneously.

Cybernetics: The Vokun Empire has all ibglibdishpan enhanced with a mental cybernetics package at a young age.  The ibglibdishpan begins play with a translator chip and X cyberware already installed.

Weak: Ibglibdishpan are not known for their physique.  Change an ibglibdishpan’s Strength to 10 if the character rolled anything higher.

Neural Break: The enhancements given to the ibglibdishpan by the Vokun are not without their downfalls.  Anytime a ibglibdishpan is attempting a complex mental processes there is a 25% chance with that the peculiar mental structure of the ibglibdishpan may lead to some sort of failure. The ibglibdishpan must succeed a Saving Throw. Should they fail, consult the following table.  Roll 1d6:

  1. catatonic state, repeating the last statement made for d100 minutes
  2. screams for d100 seconds, then returns to previous activity as if nothing happened.
  3. develop a phobia which lasts for 2d12 weeks.
  4. develop a reaction akin to Stendhal Syndrome for d4/2 hours.
  5. seizure for 1d4 min. -1 to all rolls until a period of rest.
  6. lose 1-2 points of intelligence for 1d20 days. At that the end of that period, a second Saving throw must be made. Failure means the loss is permanent.

Recommended classes: Aristocrat or Tech Specialist.

 

Kuath

kuath

The Kuath are known throughout the galaxy as the fanatically conditioned shock troops of the Empire. They are seldom seen outside of their 2.5 m tall bio-armor suits, but they are near baseline humans, rarely older than their teens. The real Kuath are the culture these adolescents hail from, a Neolithic people living in coastal settlements with a symbiotic relationship with marine invertebrate collective intelligences known as Naga Ma— Dragon Mothers. The Dragon Mothers (under threat of destruction by Vokun military might) surrendered and were forced to provide armored and drugged Kuath soldiers as tribute.

 

Near Human: Kuath are near baseline human and begin play with +1 in a chosen attribute (up to a max of 18).

Bio-armor: The bio-armor given to the kuath from the Dragon Mothers is strong and enhances their natural abilities, allowing them to be effective shock troopers for the Vokun Empire.  While wearing the bio-armor, a kuath’s strength is increased by +2.  The armor also increases their attack and damage with their fists by +1.  The armor is heavy and provides +6 protection against melee, ballistics, or energy damage.  While in their bio-armor a kuath can survive in the vacuum of space for two hours before having to make a Savings Throw to resist taking damage from decompression.  To keep the armor healthy, it must be soaked in a nutrient bath for 2 hours out of every 24.  If the armor has not been soaked in a bath in three days it dehydrates and crumbles to pieces.  The ingredients for the nutrient bath costs 50 credits for 5 uses.

Recommended classes: Mercenary or Alien Brute.

 

Voidgliders

voidglider-strangestars

Voidgliders are vacuum-adapted humanoids who were considered a nuisance by the Vokun until their natural ability to detect hyperspace nodes was discovered. The Vokun continue to let the voidgliders live in their clan groups, but they have confined all they could find to a reservation within the asteroid belt of one system. They take volunteers to serve as scouts for their star navy.  (SS, pg 17).  Voidglider names are not translatable in any language and often times are given nicknames as a form of identification.

 

Vacuum Immunity: Voidgliders are able to survive in the vacuum of space without any protective suit and do not take damage from decompression at all.  All a voidglider needs to survive in space is food, water, and sunlight.  When they feel the effects of radiation exposure they hunker down in a cave or asteroid for a time, until the effects dissipate.

Flight: Voidgliders have giant black dragonfly wings that unfurl from their backs and allow them to fly in zero-G environments at a movement of 30 feet.  These wings are actually symbiotic living solar panels that allow them to generate plasma sails that allow the voidglider to “sail” through the cosmos.

UV Sight: Voidgliders are able to most of the UV spectrum and also have Darkvision 120 feet.

Natural Hyperspace Detector: Voidgliders are prized in the Vokun Empire for their natural ability to detect hyperspace nodes.  Voidgliders can begin to detect a hyperspace node within 871,000 km if they are not distracted or really concentrating.  Within 600,000 km a voidglider gets a stronger sense of where it is and able to pinpoint direction slightly better.  The closer a voidglider gets to the hyperspace node, the better they are able to determine the exact location.  If the voidglider gets withint 300,000 km (less than the distance of Earth to the moon) they are able to lead anyone right to the node.

Recommended classes: Alien Mystic or Scout.

 

 

Yantrans

Yantrans

The Yantrans are near baseline human and a primitive people with a pervasive cultural belief in nonviolence whose idyllic world is used as a place of recreation by the Vokun elite. There are signs of that an advanced civilization once inhabited Yantra: The environment has been finely tuned, nanotechnology though dormant) still permeates the biosphere, and what appear to be primitive stone structures (shrines, mostly, for the superstitious Yantrans) actually show complex femto-level engineering. Vokun occupation of Yantra has been plagued by random network and equipment failures and a higher than usual number of disappearances and accidental deaths (SS, pg 17).

 

Baseline Human: Yantrans are near baseline human and begin play with +1 in a chosen attribute (up to a max of 18).

Secret Knowledge: Yantrans secret is that their world isn’t as primitive as visitors are made to believe.  The yantran’s have access to advanced technology and use it behind the scenes to interfere with Vokun elite that impose themselves on the planet.  A yantran character begins play with one advanced item tech (WS, pg 94-95).  The GM gets final say on if the chosen item is appropriate.

Vibration Sense: All yantrans have antae on their heads that make it difficult for targets to sneak up on them.  The threat range of a creature attempting to surprise a yantran is reduced by 1 (IE. a thug that normally would surprise a target on a 1-2 on a d6 is now only able to surprise on a 1).

Recommended classes: Scout or Mercenary.

 

Other

Bomoth

Bomoth

Woon is the home moon of the bomoth, a species resembling giant caterpillars and renowned as musicians. A popular theory (likely suggested by their appearance) is that bomoth are a larval form of some other organism. Visitors to the underground mushroom forests of their home moon occasionally report sightings of butterfly-winged creatures resembling human females flitting through the twilight. Such sightings are dismissed as the result of exposure to the psychoactive fungi spores in the atmosphere (SS, pg 15).

 

Large: Bomoth are larger than most species, roughly 5 to 8 feet long.

Carapace: The carapace of the bomoth is not hard like a crustacean or spider, but still provides some protection.  It reduces any damage taken by 1.

Sticky Hands: The bomoth are able to climb porous surfaces with ease.  They do not need to make any roll to succeed at this

Musical Talent: All bomoth are renowned for their musical aptitude.  A bomoth begins with a Musical Instrument skill of their choice at character creation.

Mimic: Bomoth are able to mimic almost any sound or voice.  A target being tricked by this must suffers -2 to their Savings Throw to avoid being tricked.

Slow: Due to their massive bulk, bomoths are extremely slow.  Their movement is only 8 feet, rather than the normal 12.

Slow to Act: Maybe due to their lackadaisical attitude, or due to the psychotropic mushrooms that the bomoth are often consuming, they are slow to jump into the fray (any fray).  No matter the situation, the bomoth will not act in the first round, instead standing and pondering, observing, tinkering, or even eating.

Recommended classes: Alien Mystic or Aristocrat.

 

Djägga

Strange Stars pic

The vaguely feline humanoid djägga are hunters by nature and instinct, and many choose to hunt other sophonts as bounty hunters or assassins. Djägga tend to be solitary and are often mistrustful of others, but they’re loyal. They are also keen to avenge any perceived betrayal. Competitions can trigger their predator instincts, so it’s prudent to avoid games with djägga, particularly ones involving a physical component.

 

Agile: The feline grace of the djägga is known throughout the galaxy.  Change a djägga’s Dexterity to 15 if the character rolled anything less.

Darkvision: Djägga can see up to 90 feet in complete darkness.

Claws: Djägga have natural claws that do 1d6-1 damage.

Keen Senses:  Djägga have heightened senses and start play with the Notice skill.

Recommended classes: Scout or Alien Brute.

 

Kosmoniks

Kosmoniks

The Kosmoniks are space-adapted and acclimated to hyperspace. They are traders and sometimes pirates. They live and travel in ovoid, rune-inscribed ships or operate node terminal stations. Kosmoniks are friendly but superstitious and given to finding hidden meaning and seeing signs in events.  All Kosmoniks are mute; They communicate with each other via sign language but also carry translators (SS, pg 20).

 

Adapted to Vacuum: Kosmoniks have adapted themselves to the rigors of hyperspace and vacuum.  If a kosmonik is in the vacuum of space without a protective suit they do not suffer damage from decompression for 2 rounds before having to make Savings Throw to avoid wounds.  When they make the Savings Throw they receive +2 to the roll.

Kosmonik Mask: The strange flat mask of the kosmonik feeds rapid information to the wearer (kosmoniks only- it responds to their bioreadings).  While the mask is on, threat the wearer as if they have a base knowledge of whatever task they are performing (thus not needing a skill for highly specialized tasks- they do not gain a +2 as if they had a skill, however).

Gravity: Kosmonik have adapted to all forms of gravity and do not suffer any penalties to actions when they are in a gravity that is not their natural state.

Mute: Kosmoniks do not have vocal cords.  They speak through sign language and gestures.  They do have a translator that speaks the words of their signs to others.  They do understand languages.

Recommended classes: Scout or Tech Specialist.

 

Ksaa

Ksaa

Ksaa are oviparous humanoids with some reptilian characteristics who are native to the Outer Rim. Ksaa have three sexes: large, aggressive, and territorial females; smaller, low-intelligence males; and human-sized, highly intelligent neuters. This last group are born from eggs incubated at a cooler temperature, hence the name khii gan(“cold egg”), meaning “eunuch” but also used  figuratively  to  connote  something like “cunning bastard.” (SS, pg 26)

 

Ksaa Cold Egg

Cunning: The process of incubating eggs at a cooler temperature causes these Ksaa to be highly intelligent.  Change the Cold Egg ksass’s intelligence to 15 if the character rolled anything less.

Barbels: These small appendages lead off the “Cold Egg’s” chin and are chemosensory.  The threat range of a creature attempting to surprise a ksaa is reduced by 1 (IE. a thug that normally would surprise a target on a 1-2 on a d6 is now only able to surprise on a 1).  The barbells also are able to detect a person’s emotional state, or to see if a person is lying.  The person attempting to deceive the ksaa must make a Savings Throw and suffers -2 to their roll. These barbells are always active for these purposes.

Warm-blooded: The reptilian characteristics of the ksaa protect them from the cold unlike their cold-blooded relatives, however they are still extremely uncomfortable and susceptible to cold environments.  A ksaa suffers -2 to Savings Throws to resist cold environmental effects.

Recommended classes: Aristocrat or Mercenary.

 

Star Folk

Star Folk

The Star Folk travel between worlds in caravans of living starships. They declare festivals on planets where they make landfall, sharing eclectic, primitivist music, non-fabricated wares, psychedelic drugs, and xenophilic sexual encounters. In passing, they impart facets of their quasi-religious philosophy (a mishmash of elements of ancient mysticism) that embraces the seemingly conflicting elements of radical individualism and universal interconnectedness. They also play practical jokes and minor confidence games meant as performance art on authority figures and those they consider too narrow-minded.  Star Folk of all ages presumably exist, but the ones most frequently encountered as visitors to other societies are in their teens or twenties— or at least that’s how they appear. Some engage in radical body-shaping, modifying their baseline form or changing their sex on a temporary basis (SS, pg 21).

 

Gamblin’ Folk: Pretty much all Star Folk learn the tricks of the trade of their people and how to take people to the cleaners.  Star Folk start with the Gambling skill.

Lucky: Star Folk are known to be shucksters, cheats, and tricksters.  This has gotten more than a few of them into deep trouble with the wrong type; however they always seem to get out of trouble.  Once per session a Star Folk can reroll a failed roll.

Artistic: Star Folk are artistic and playful, often times playing their trades to barter.  Choose one of the following skills: Music; Art; Sculpting; Dance.

Not to be Trusted: The reputation of Star Folk is known far and wide.  Star Folk suffer -2 to Charisma with people who have heard of their confidence artist ways.

Doesn’t Believe in Money: Star Folk don’t use currency, preferring to ply their trades and barter for goods or services.  Should a Star Folk receive money (either through gambling, stealing, or gratuity), they tend to forget about it shortly after acquiring it.  Star Folk will only hang on to money for 24 hours before discarding it.

 


The Bionic Soldier- New Class for White Star- and New Cyberware Options as well

I’ve always had a soft spot for Street Samurai in Shadowrun, so I figured I’d do one for White Star as well.

The Bionic Soldier

Here it is in PDF format- The Bionic Soldier

Bionic Soldier 2

 

Some soldiers train all their lives to become highly efficient killing machines, others allow themselves to be carved up and have their humanity replaced with the cold efficiency of science and machinery.  These soldiers have had more cyberware installed in their body than is normally recommended, and have become more machine than man.  They are highly skilled in combat and prefer to be in the front lines, blasting enemies with big guns or hurting them with their fists.

 

Level XP HD BHB ST
1 0 1+1 +1 15
2 2,000 2 +2 14
3 6,000 3+1 +3 13
4 12,000 4 +4 12
5 24,000 5+1 +5 11

Table: Bionic Soldier Advancement

 

Bionic Soldier

Weapon and Armor Restrictions:  Bionic Soldiers are highly trained in combat.  They do not have any restrictions on weapon or armor selection.

Skills: A Bionic Soldier starts with two skills of their choice (see below).

More Machine Now Than Man: Bionic Soldiers start play with six pieces of cyberware and are unable to receive any more enhancements.  This is one above the recommended amount, but balances out with other characters in the long run.  The life of a Bionic Soldier is short, brutal, and possibly profitable.  A Bionic Soldier is required to take Cybernetic arms (WS, pg 95) as one of their six cyberware upgrades.  These pieces can be selected from the cyberware options in White Star, pages 95-96 or the new cyberware options (see below).

Mechanical Anatomy: All the cyberware Bionic Soldier has had surgically implanted makes it difficult to heal them.  They cannot be healed by Cure Light Wounds and may be immune to several other Meditations and Gifts, at the GM’s discretion.  Med-kits heal for the allotted amount.

Bionic Soldier 1

Fists of Fury: The Bionic Soldier’s cybernetic fists hurt when they connect with a target.  When fighting without a weapon in melee combat they roll 1d6+1 for damage.

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 

 

 

New Cyberware

Cyberware

Here are several new pieces of cyberware, in addition to those listed in White Star pages 95-96, that can be found in Strange Stars.

 

Bone Enhancement: The character has been injected with small nanites that chemically treat their bones, causing them to become thicker and more resistant to damage.  The character’s bones can never be broken.  Additionally the character ignores 2 points of damage from any attack.

 

Computer Brain: A small computer has been installed in the character’s brain, allowing them to plug a cord directly from a port in their skull to another computer or ship.  The human brain allows for quicker processing than a holo-vid or hand-held computer, shortening response time by 25%.

 

Cybernetic Ears: The characters ears have been replaced with synthetic ones.  The character is able to hear double the range of normal ears and they receive +2 to any Saving Throws against sonic attacks/damage.

 

Cybernetic Grappling Hand: This cybernetic hand looks like a large three-pincer claw that is able to grapple and lock onto whatever it is holding indefinitely.  It can also be fired at a target or item up to 15 feet away.  The character must make a successful ranged attack to grab a hold of the target or item.

 

Dexterity Augmentation: Small nodes are installed on the spine, increasing the character’s Dexterity by 1 point (max of 18).

 

Emotion Suppressor: A small chip has been implanted into the target’s brain that allows them to ignore emotions.  Once per hour, as a reaction, the target is able to “turn off” their emotions and negate or block any effects that would affect them, such as charm person, fear, etc.

 

Muscle Augmentation: Small nodes are implanted in the major muscle groups of the character, increasing the character’s Strength by 1 point (max of 18).

 

Nanites: The character has a small store of ninites stored in their spleen that are released each night to aid in healing injuries.  Each night of undisturbed rest the character restores and additional 1 HP back.

 

Sleep Regulator: The character has a chip implanted on their adrenal gland, which causes it to produce more adrenaline, allowing the character to stay up for 48 hours without sleep and suffer no adverse effects (aside from not recovering any lost hit points).   After being up for 48 hours the character must sleep for 12 hours to feel rested.

 

Voice Modulator: The character has had their voice box replaced with a piece of cyberware.  The character is able to mimic another person’s voice almost perfectly with this piece of hardware.


New Robot Variants for White Stars and Strange Stars

Here are some new robot variants for the awesome White Stars.

Infosophont: Infosophonts are AI beings that exist free of a permanent body.  Their “bodies” are data storage boxes that are protected (and often times hidden) by security measures, firewalls, and even automated weaponry.  Infosophonts have the ability to put their consciousness into various chassis (being the other robot types listed below and in White Star pg 27).  The infosophont must have purchased a new chassis (or hacked into one that has not been programmed with its own personality and abilities).  The infosophont gains all the abilities of that chassis and can stay in that body indefinitely.  A chassis costs 1,000 credits.  An infosophont has two versions of hit points.  They have the hit points of their level and hard points, which is how much damage their AI data storage box can take.  When a chassis is destroyed the Infosophont suffers 3d6 hard point damage and its consciousness is immediately transported back its data storage location.  The Infosophont can then place its consciousness in a new chassis (if it has one available).  Doing so takes 3d6 rounds to boot the new chassis up and upload the AIs consciousness.  Hard Points are repaired very slowly, at a rate of 1 per day as the Infosophont has to repair and rewrite damaged code and programs.  An Infosophonts Hard Points are equal to their Constitution score.  Should an Infosophont be reduced to zero Hard Points, their program shorts out and is damaged beyond repair.  Infosophonts are from Strange Stars.   Here is more on Infosophonts from Trey.

 

Assassin Droid

Assassin Droid: Assassin models are extremely sleek models that look nearly human (if not a perfect replica).   Change an Assassin Droid’s Dexterity to 15 if the character rolled anything less.  Assassin Droid’s also have the skill Stealth, are able to use the Scout Ability Deadly Aim (see below) and also if the Assassin Droid does a successful sneak attack, they do an additional 1d6 damage to the target.  Assassin droids have a holdout laser pistol in one arm and a holdout mono-dagger in the other.  Assassin droids are proficient in laser pistol, daggers, mono-daggers, and laser rifles.

 

Deadly Aim: If the Scout has a sniper rifle (laser or ballistic) and does nothing but aim at a target for 2 rounds their shot is deadly accurate.  The target must succeed a Saving Throw or be killed by the Scout’s shot.  A target that succeeds at their Saving Throw suffers 2d6 damage. 

Medical Droid

Medical: Medical robots are highly appreciated for their expertise and quick ability to patch up patients.  Under the care of a medical droid a target recovers double the hit points back per full day of uninterrupted rest.  A medical droid is able to shut down for 8 hours to synthesis needed medical supplies.  During this time the robot cannot run self-repair and being in this state does not count as the robot shutting down to recharge, however the medical robot is immobile and out of the action during this time.  At the end of the 8 hours the robot has generated 1d3 med kits and 1 anti-poison pill, these go inert if not used within 24 hours.  Once per week the medical robot is able to fabricate an Adrenaline Booster (WS, pg 97).  The Adrenaline Booster goes inert if not used within the week.  Medical robots have a stun gun and a laser pistol attached to their chassis.  A target hit with the stun gun must succeed a Saving Throw or be stunned for 1d4 rounds.

 Scout Droid

Scout: A Scout Robot does not have legs, but instead hover jets that give the robot a movement of 12 feet and allows the robot to hover up to 15 feet off of the ground.  Scouts are have the skill Tracking.  Scout robots can survive even in the harshest environments and do not suffer any environmental damage from heat or cold.  Scout robots have the ability to record video and audio for up to 150 hours and transmit their recordings to another receiver.  Scout robots have a with a laser pistol and laser rifle built onto their chassis.  The scout robot has either stealth armor or a personal cloaking device installed (WS, pages 95 and 98).  Player’s choice.

Pleasure Droid

Pleasure Model: This model of robot looks like an extremely attractive humanoid.  These models are popular in many seedy dens of debauchery and sin as they don’t need as much rest as true humanoids, do not need food or water, and are able to tailor themselves to the needs and desires of their customers.  Change a Pleasure Model robot’s Charisma to 16 if the character rolled anything less.  Pleasure Model’s have the skill Persuasion.  Pleasure Model’s also make great manipulators and are able to wrap a mark around their finger.  A Pleasure Model is able to use the Silver-Tongue ability (Aristocrat, pg 17) with any target that they are “engaged with.”  Pleasure models are proficient with daggers, mono-daggers, and laser pistols.

 

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

 

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

 

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 

 

Other White Star Posts

Psionic Rules

Scout Class

Scoundrel Class

Tech Specialist Class