Home >Documents >Future: Starship 4

Future: Starship 4

Date post:01-Jan-2017
Category:
View:244 times
Download:8 times
Share this document with a friend
Transcript:
  • Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.

  • Welcome to Ronin Arts Future: Starship 4 TheLivingstone, the fourth in a new series of PDFs foruse with futuristic D20 System campaigns. Thisseries makes some assumptions about your campaign;the starship designs in this series will be most usefulin campaigns in which the following statements aretrue:

    The campaign is not a hard science setting.Campaigns that are more space opera/adventuremovie are the intended target for this series.

    Starships are not rare or unusual. All of the star-ships in this series assume that space travel is a stan-dard and common occurrence individuals either flytheir own ships or ride on passenger ships. Starshipsand space travel are as common for characters as aplane ride is for people of our reality.

    Space combat is not uncommon. It s just anoth-er exciting adventure when the player characters haveto engage the enemy while fleeing from some worldor other.

    The campaign is packed with action. If thingsaren t exploding, how much fun can the game reallybe?

    Most of the starships in this series are designed tofill an even number of pages. This is so that you canprint the pages back-to-back if you wish and dropthem into a binder. This introduction, and the pages ofnew starship equipment and assorted information, can

    also be printed separately and added to your binder.The schematic and silhouette page is designed to beused as a player handout it s what flashes up on theirship systems when they attempt to ID a ship andGMs need only give the players the page when theyencounter a ship from this series.

    About the AuthorMichael Hammes has been freelancing in the role-

    playing industry since 2001. Starting small, he hassteadily built his repertoire, and reputation, by work-ing for such companies as Ronin Arts, AlderacEntertainment Group, Dark Quest Games, and E.N.Publishing. He is currently trying to balance his writ-ing schedule with his role as stay-at-home father. Tocatch the latest from Michael s Imagination, pleasevisit www.michaelhammes.com.

    e-Future Tiles: Star PatrolThe Livingstone design is based on SkeletonKey

    Games e-Future Tiles: Star Freighter, Star Patrol,and Star Hunter tile set. While this PDF can be easi-ly used on its own you will get a lot more use out ofit in your game sessions if you construct the ship atminiatures scale using the printable tiles.

    To learn more about SkeletonKey Games pleasevisit their website at www.skeletonkeygames.com.

    2

    The Livingstone

    Introduction

    New rules and ideasCRYONICS

    Cryonics - The process of freezing and storing thebody of a diseased, recently deceased person to pre-vent tissue decomposition so that at some future timethe person might be brought back to life upon devel-opment of new medical cures.

    One of the things that is not touched upon in theSRD, but is a staple of much science fiction and futurespeculation, is the idea of cryonics. And, to be honest,it doesnt need to be. Cryonics, while an interestingconcept, is not very relevant to a PC in an action-ori-ented d20 Future campaign (except to maybe preservea severely injured PC until he or she can be gotten toproper medical facilities). After all, what kind of role-playing and adventuring goes on while a PC is frozen?Nevertheless, it can have its uses.

    Campaign ToolCryonics is very effective as a campaign tool for

    the GM to move PCs adventuring in one time (the d20Modern setting) and transfer them to another time (thed20 Future setting). How? Perhaps while defeatingtheir arch-villain, an evil dictator bent on unleashingan incurable virus upon the world, the PCs are allinfected. Realizing that they only have little time tolive and with no hope of a cure, the PCs enter a cry-onic state and are awakened in the future time.

    In addition to cryonics being used to freeze andstore the bodies of the diseased and dying for a futuretime when their afflictions might be cured, cryonics isexpected to see use for space travel. At least during theearly days (or if the campaign is based on realistictravel times), when it takes years just to reach the edge

  • of the solar system, crews of spaceships would enter acryonic state in order to survive the long journey totheir destination. They would then remain in that cry-onic state until reaching their destination many yearshence, or until they encounter an emergency (andweve all seen that movie).

    Of course, being in a cryonic state for decades oreven centuries causes the world outside to change. Thetravelers could find that, upon awakening, the emptyplanet they were set to explore is already a thrivingcolony thanks to the development of superior enginetechnologies. This ties in nicely with the idea of mov-ing the PCs from one time to another, with the PCs asthe travelers that awaken to find vast changes in theworld (and maybe that the arch-villain they defeatedalso had himself frozen, or perhaps his descendantsnow rule the world with an iron fist, etc.). There are, ofcourse, many more possibilities, from finding that analien race has subjugated the PCs homeworld to beingthe last survivors of their species; Ill leave such par-ticulars up to the GM.

    Transportation UseWhile cryonics allow the transporting of a severe-

    ly injured PC (or NPC) until he or she can get the prop-er medical attention, cryonics is also very useful fortransporting potentially troublesome or lethal cargo.Criminals, aliens, mutations, clones, and deadly virus-es and diseases (did I mention captured/kidnappedPCs?) are just a few of the creatures or things thatmight be placed into a cryonic state in order to betransported from one place to another. Naturally, some-thing always seems to happen to such cargo; itinevitably wakens (or is released) early and begins towreak havoc (weve all seen that movie too).

    Quick Rules of CryonicsIn general, cryonics does not become a reality until

    PL 6. At this point, drugs capable of preserving organs(especially the brain) from suffering damage during along-term cryonic state as well as the procedures forsafely placing a person into and out of a cryonic statebecome a reality.

    At early PL 6 a cryonic specialist must still care-fully monitor this process, and both placing an indi-vidual into and out of a cryonic state requires the prop-er equipment and a successful Treat Injury check (DC25; considered surgery) on the part of the cryonic spe-cialist. A failed Treat Injury check means that the indi-vidual entering or exiting a cryonic state suffers somesort of ill effect (usually one, but to make things inter-esting the GM can use 1d4):

    Roll d100 Result01-07 Individual is blind (01-25 left

    eye, 26-50 right eye, 51-100both eyes; blindness in one eyethrows off depth perception andimposes a -4 penalty to allranged attacks and a -2 penaltyto Spot checks).

    08-14 Individual is deaf (01-25 leftear, 26-50 right ear, 51-100 bothears; single ear deafness causes-4 penalty to all Listen checksand other hearing-dependentskill checks).

    15-21 Individual suffers spinal dam-age (01-50 paraplegic, 51-100quadriplegic).

    22-28 Individual suffers nerve dam-age and loses the use of onelimb (01-25 left arm, 26-50 leftleg, 51-75 right leg, 76-100).

    29-50 Individual suffers brain dam-age (01-40 loses 1d4 points ofIntelligence permanently, 41-80loses 1d4 points of Wisdompermanently, 81-100 loses 1d4points of Intelligence and 1d4points of Wisdom permanent-ly).

    51-57 Individual suffers seriousscarring and disfigurement(loses 1d4 points of Charismapermanently).

    58-62 Individual suffers nerve trau-ma (loses 1d4 points ofDexterity permanently).

    63-67 Individual suffers musculardamage (loses 1d4 points ofStrength permanently).

    68-87 Individual suffers great phys-ical trauma (loses 1d4 pointsof Constitution permanently)

    88-92 Individual becomes insane(either permanent confusioneffect or GM picks from one ofthe hundreds of mental afflic-tions; paranoia and personalitychanges are favorites).

    93-100 Individual dies (01-35 cardiacarrest; 36-100 brain aneurysm).

    3

    The Livingstone

  • An individual cannot enter a cryonic state with-out a cryonic specialist. An individual forced out ofa cryonic state without a cryonic specialist (i.e. dueto a power failure, computer error, damage to theequipment) at a minimum suffers 1d4 of the illeffects and will most likely also die (85% chance ofinstant death in addition to the ill effects) sincethere is no cryonic specialist to oversee the processand administer the proper drugs.

    Placing an individual into or out of a full cryon-ic state requires 4 hours. An individual is sedatedwithin 1 minute of beginning the process to enter acryonic state and is not fully revived until the last10 minutes of exiting the cryonic state (and is thengroggy and disoriented for an hour thereafter).

    If the GM wishes to make the process more haz-ardous, he or she may require a Treat Injury checkevery hour and can also require the individual enter-ing or exiting a cryonic state to succeed at aFortitude save (DC 20), either once, or every hour,with failure resulting some sort of ill effect as illus-trated above.

    As cryonic research progresses through PL 6,the risk begins to be minimized and more of theprocess becomes automated. In the latter stages ofPL 6, a cryonic specialist is still required to bring anindividual into the cryonic state (by performing aphysical and tailoring the process to the individualsphysical and mental limitations), but the procedurehas been more standardized and automated so thatthe Treat Injury check is reduced (DC 15).Furthermore, the individual can now be brought outof a cryonic state purely by automation. However,this does require initial set-up and input fr