Shards of Tomorrow
Shards of Tomorrow
Shards of Tomorrow
Elevator Pitch
It was war. That’s all I can say. That’s the only way to make sense of it.
The Confederacy had turned the tide, driving the Orak back and
rooting out several of their strongholds on Confederate worlds. The war
was crawling towards its final stages, and final victory was a matter of
when, not if.
As I said, it was war. You can justify a lot in war.
In desperation, the Orak enacted their final strike. They caused their
own sun to super-nova, opening a nexus into the void.
That’s how the Undead crossed over. That’s how the Fiends
returned. That’s how the Messari came.
Their arrival was sudden and devastating. They had long brooded on
the other side, spending the centuries since the Purge planning their
revenge, crafting their own technologies, preparing to invade.
In a desperate gambit, the Orak had unleashed death itself.
Valhalla help us all.
This book contains everything you need for extended play, suggesting a
default setting that provides opportunities for any number of
approaches.
Current Patrons
These kind people support me every month through their ongoing
patronage, and I am incredibly grateful:
Volker Jacobsen, Erik Tenkar, J. Quincy Sperber, Mark Margelli, Lloyd
Rasmussen, Ron Edwards, Kathleen Kreinheder, Eric Nelson, Keith
Kaminski, Jim Craddock, Chris and Brigid Hirst, and Elaine.
Thank You
Special thanks to the Splintered Realm community of players who
encouraged me to work on these rules, and who provided support and
enthusiasm along the way. I wouldn’t have fired up the engines on this
one without your prompting.
Who Is Playing?
These rules assume that most of the players take on the roles of heroic
characters who work together in a fellowship for mutual benefit. One
player takes on the role of Game Master (GM). The GM decides on a
scenario, plays the foes or other characters, and adjudicates action.
However, you can play with only one player and one GM (in fact, much
of the play testing for this game happened that way!), or even solitaire
(using a scenario that has been written for you to experience as a
player). Turn to the next page to see how a session might go.
Mike: The nav computer flashes at you. This is where the temple
should be.
Mary: Hm. Do we see anything that looks like a temple?
Mike: Roll a sense FEAT.
Logan: I’m looking around, too.
Mike: Fine. You both roll.
Logan: I got 15+5=20.
Mary: I got a natural 20!
Logan: Nice roll!
Mike: Fine. Golrik can make out a few features of the outer wall. He
can tell that it’s been destroyed. It looks like you’re actually
near the middle of where the temple once stood, but now it’s
all covered in ash.
Logan: At least the computer was right…
Mary: What about me?
Logan: A natural 20 should give more information than that…
Mike: For sure. Tashya looks around, and realizes that the
architecture to the north would suggest a stairway to a
basement… it looks like the archway is still there, and a cleft
in the sand ahead may actually lead into a lower level. Even
though the upper temple is gone, its lower levels may still be
intact below you.
Mary: Sounds like we’re leaving the rover… I don’t suppose that it
will fit down the stairs.
Logan: That would be nice.
Mike: Nope. You’ll have to go on foot.
Mary: Okay. Will enviro suits protect us here?
Mike: Yes. A quick scan shows that there are several moderate
toxins and low oxygen levels, but an enviro suit is going to
afford plenty of protection in this place.
Logan: Good. That’s all we have on board!
Mike: Heading out then?
Mary: Sure. Once we have the suits on, we set out on foot for the
stairs.
Logan: I’ll go first.
Attributes Explored
Attribute This Attribute The Modifier Confers a
Measures Penalty or Bonus to…
Strength Your physical might - Attack rolls with melee or
(STR) thrown weapons
- Damage rolls with melee
weapons
Intelligence Your innate intellect - Total languages known
(INT) and reason
Wisdom Your intuition and - Bonus castings for nuaru
(WIS) insight
Dexterity Your physical - Armor class
(DEX) coordination - Attack rolls with ranged
weapons
Constitution Your physical - Hit points rolled each level
(CON) toughness and
fortitude
Charisma Your appearance, - Some abilities of terran
(CHA) leadership, and templars
likeability
Sidebar: Archetypes
Each character archetype is a unique combination of race and
class. Therefore, a terran adventurer and a trog warrior are similar in
some respects – however, there are important differences that set
these two archetypes apart. The archetypes included herein are not
the only possible archetypes, simply the most common.
The nuaru seeker as presented in these rules is the most common
sort of nuaru that goes on adventures; however, there are other
nuaru who also take part in adventures. Future books will define
other archetypes, although you are free to use these rules as a guide
in developing your own unique race/class combinations.
5. Roll 1d6 for hit points. Remember to modify this by your CON
modifier. Re-roll any result of 3 or less. Record this on your character
sheet next to hits (alternately, roll 1d4+2 for hit points every level,
modified by your CON modifier).
Example: I roll 1d6 and get a 1 (eek!) but fortunately I’m allowed to
re-roll this. I roll again and get 5. I have +2 from CON, so I begin with
7 hit points.
6. Determine your FEAT modifier (FEAT). Take your base FEAT (for your
level) and adjust this by your prime requisite modifier. Record this on
your character sheet.
Example: I have a FEAT of 5 + level modifier + CON modifier. I am
level 1, and my CON 11 gives me +2, bringing my total FEAT to +8.
7. Select weapons and gear. Begin with 3d6 x10 standard credits (sc).
Example: I roll 3d6 and get 9, multiplying this by 10 to get 90 sc to
start with. Using the equipment list starting on page 30, I purchase:
Light shell armor (10 sc)
A blast rifle (50 sc)
A dagger (3 sc)
A starter pack of basic provisions (20 sc)
10. Note any special abilities, based on archetype. Record these on your
character sheet.
Example: I have several abilities: my character has darkvision (60’), 2-
handed fighting; he can sneak; he regenerates 1 hit point per round;
he adds his LM to CON. I write these on my character sheet.
11. Decide on your alignment, and record this on your character sheet.
See page 17 for alignments.
Example: I see my trog warrior as a mercenary wanderer who puts
profit ahead of principle. I decide that neutral is the best fit.
12. Select a purpose and record this on your character sheet. See page
29.
Example: For my purpose, I decide that I want my character to
defeat an old enemy, a powerful creature who has slain his clan. I
record this on my character sheet, and mention this to my GM, who
can start to work on an identity for this creature, developing its back
story for later inclusion in the game.
You use your ability rating, not the modifier, when making a check.
Your modifier only applies in certain situations (see page 9).
Situational Modifiers
Modifier Situation
+4 Easy. You should be able to do this!
+2 Advantage. You have some advantage in this situation.
-2 Disadvantage. You will probably struggle to do this.
-4 Difficult. You will struggle to do this.
Epic Checks
If you have an attribute rated at 14 or better, you can attempt an epic
check. An epic check has a starting target of 30. This is reserved for
attempting things that normal mortals normally cannot do, but you
possess abilities exceeding those of most mortals.
Information for GMs on epic checks is on page 97.
Fumbles
On a natural attack roll of 1, you may fumble. Roll a FEAT; if you succeed,
you continue normally. If you fail this FEAT, you lose your next action as
you recover.
Contested Rolls
Instead of rolling against a static (fixed) target, you may make a
contested roll against another creature’s ability. For example, your
success with a sneak FEAT is based on how well the foe rolls a sense FEAT.
For a contested roll, each party involved rolls, and the higher result
wins. On a tie, roll again.
FEATs
A FEAT is a resistant or defensive roll to withstand a casting, fight off a
toxin, or endure a difficult circumstance; alternately, a FEAT may be an
active roll to find, notice, or use a skill not governed by an attribute. A
FEAT is always resolved as a check (1d20 roll) adding your FEAT rating
(based on archetype, level and prime requisite modifiers). If your total
result is equal to or more than 20, you succeed. For instance, a trog
warrior’s prime requisite is CON; he uses constitution to fight off enemy
abilities, push through a poison coursing through his veins, or withstand
an environmental hazard. Conversely, a terran adventurer (whose prime
requisite is DEX), attempts to avert his gaze at the last minute, draw
back his hand before the poison can fully set in, or evade the beast’s
elemental breath. The kobo rat skinner also ties several of his skills (i.e.
sneak, pilfer) to his FEAT modifier.
FEATS may involve situational modifiers up to +4/-4. These modifiers
will be noted in the description of the item, casting, or creature. For
example, an insect with a weak poison may allow those affected by it to
roll the FEAT at +4, while a powerful mystical item may impose a penalty
of -2 to the FEAT vs. mind control.
Alignment
Your alignment indicates your general ethos. Alignments include:
Lawful. You value fairness and honesty. You feel that life should be
protected, and would consider sacrificing your life to defend others. You
generally respect others, and expect them to respect you as well. Most
people would perceive your ethos as ‘good’.
Neutral. You try to deal in fairness and honesty, but you know that
you cannot always trust others. You extend respect to those so worthy.
Chaotic. You feel that lying and cheating are acceptable in order to
get what you want. You value your own life more than the lives of
others. Most people would perceive your ethos as ‘evil’.
Languages
All characters are assumed to speak and understand the trade tongue,
the common language of all civilized people. Gnorom, kobo, the nuaru,
and trogs also know the native language of their respective species.
With INT 1-3, you can speak, but not read or write, the trade tongue.
With INT 4-7, you can read, write and speak the trade (and species)
tongue.
With exceptional INT (8+), you can read, write and speak a number
of extra languages equal to your INT modifier. With INT 11, you know
the trade tongue, any species language, and 2 additional languages.
New characters begin the game at level 1 with 0 experience points (XP).
You earn XP from defeating foes, completing missions and earning
wealth. When you earn 100 XP, you advance to level 2, earning the
abilities of a level 2 character and increasing your hit points by +1d6.
Archetypes
These rules provide several archetypes to select from. Each archetype
defines your character’s basic abilities and scope, using the following
qualities:
FEAT gives the method for determining your FEAT modifier.
Armor lists which armors (by type) that you have access to. If you
wear heavier armor than you have access to, you take -4 to all action/
FEAT rolls while wearing this armor, and cannot use castings.
Weapons lists which weapons (by type) you have access to. For
some species, the availability of weapons is based on their relative size
compared to various weapon types.
Tinkering
This unique ability possessed by the gnorom allows a tinker to modify
weapons systems and starships to improve their capabilities. Any time
you attempt to tinker a weapon or vehicle, you must first invest time
and money in the effort. Roll the current damage rating for the weapon,
or the maintenance for the vehicle. This shows how many turns you
must spend tinkering, and the cost in supplies (in sc) required to
attempt the tinker. Once you have spent the time and money, make an
INT check based on how many times this weapon or vehicle attribute
has been tinkered (by you or another character):
If successful, you tinker the weapon or vehicle. If you fail, you lose the
time and money you’ve invested, but the weapon or vehicle is
unaffected. If you roll a critical failure (a natural 1 on the INT check), the
weapon or that particular attribute of the vehicle can never again be
tinkered. For example, if you roll a botch while tinkering the shields of a
starship, you realize that the shields have been fixed to their limits;
further tinkering with them will not succeed. A weapon takes a
permanent +1 to its damage rating, a +1 shift to its range rating (adding
its base range to its current range, to a maximum of +3 miles), or a +1
shift to its targeting (modifier to hit). A vehicle takes a permanent +1 in
one of the attributes you can normally modify through upgrade (see
page 38). You can only attempt to tinker a particular weapon or vehicle
attribute once per level. You must wait until you advance in level to
attempt another tinker of the same weapon or vehicle attribute.
Faith Castings
As a nuaru seeker, you are a descendant of a powerful celestial race.
You retain a small fragment of the native powers of that elder race, able
to use power based on your faith. See page 53 for faith castings.
As a synthoid inquisitor, you are not a living creature, but instead are a
synthetic construct in the appearance of a terran body.
Synthoid are highly logical and incredibly intelligent, able to perform
scientific and medical marvels that most living creatures are incapable
of, their synthetic brains operating at the highest levels of efficiency.
They lack creativity, however, and often find it difficult to think in
unorthodox ways.
Synthoids were part of the Synthoid Project (now defunct) that
sought to create a race of creatures that would be helpful to mankind,
able to process information as a computer but interact as a human
being. While only a few hundred synthoids made it into circulation
among the Confederate Fleet, thousands more remain in stasis.
As a synthoid, you add your LM to your INT rating. You regenerate
your LM at the end of every turn, as your synthetic body repairs itself.
As a synthoid, you cannot be healed by supernatural means, nor do
dosers work on you. You can survive indefinitely without air or water.
Synthoid Directives
Life is inherently valuable, and destruction of life must be avoided.
The mind is the greatest of all faculties.
Adherence to lawful behavior is the best means for a just society.
Omni Knowledge
As a synthoid, your brain is a highly-developed computer, giving you
advanced training in science, medicine, technology, and history. You are
effectively a doctorate in many fields at once. You may make an INT
check to access knowledge that only a master in the field would attain,
able to attempt epic checks once your INT rating is 14 or better.
Spirit
This supernatural ability allows a terran templar to perform a variety of
powerful stunts. As a terran templar, you may attempt a number of
spirit stunts equal to your level modifier + your CHA modifier each turn,
until you fail a stunt. Once a stunt fails, you cannot attempt another
stunt that turn. Unless otherwise noted, spirit stunts have a target of 20,
and require a successful CHA check to perform.
For instance, as a terran templar 3 (LM 2) with CHA 12 (+3), you can
attempt up to 5 spirit stunts per turn. On a failed stunt, you have no
more attempts that turn, and must wait until next turn to try again. You
roll 1d20+12 any time you attempt a stunt.
Note: This is not a definitive list of every possible stunt. Discuss any
stunts you want to attempt with your GM.
Trog warrior
FEAT 5 + Level Modifier
+ CON modifier
Armor Heavy
Weapons Heavy
Talents Levels 4, 8, 12
Abilities Darkvision (60’)
2-handed fighting
Sneak
Regenerate 1 hp per round
+LM to CON rating
A Good Purpose:
Provides a motivation for your character to keep adventuring and/or
to join a fellowship.
Is active; it makes you work to accomplish it. (starts with the word
‘to’)
Is difficult to accomplish. You should spend your entire career trying
to fulfill your purpose.
Motivates role-playing opportunities. Your character’s purpose
largely shapes his actions and reactions in a variety of situations.
Sample Purposes
1. To amass the greatest wealth anyone has ever seen.
2. To bring law over every corner of settled space.
3. To earn a reputation as the greatest ___ of all time.
4. To eradicate/wipe out/destroy ____ (messari, orak, insects, etc.).
5. To explore the far reaches of the Fringe.
6. To reclaim/recover/restore a kingdom, title, item, or object.
7. To slay or destroy a creature of great power and influence.
8. To wreak havoc and leave a swath of bodies in my wake.
9. To unlock the secrets of the mystical world.
10. To own the fastest ship in the Five Systems.
Monetary System
Most financial transactions are conducted in credits. Credits are plastic
chips containing one gram of a precious metal, giving them their value.
While most credits currently in circulation were minted by the
Confederacy of Stars, other credits have been minted by local
governments. It is fairly easy to check the authenticity of a credit, and
counterfeiting has proven very difficult, since close matches for gold,
silver, and copper have been difficult to produce, and would probably
cost more than the actual resources themselves. Credits are
exceptionally light, and are easy to transport.
29 Shards of Tomorrow Book I: Core Rules
In more remote areas, credits are rare, and trade may be conducted
by barter or using a local currency. The abbreviation sc represents silver
credit, systems credit, and standard credit, since the silver credit is the
base unit of trade. When a cost is given in ‘credits’, this implies sc.
10 copper credits (cc) = 1 silver credits (sc) = 1/10 gold credit (gc)
Armor
Type Armor AC Cost
Light Light Shell +1 (AC 11) 10 sc
Light Flex +2 (AC 12) 20 sc
Medium Medium Shell +3 (AC 13) 40 sc
Medium Flex +4 (AC 14) 75 sc
Heavy Heavy Shell +5 (AC 15) 150 sc
Heavy Flex +6 (AC 16) 300 sc
Grenades
A grenade is a thrown weapon (range 20’) that explodes, dealing 2d6
damage in a 10’ radius. Grenades can deal blast, flame, energy, cold, or
concussive damage, as desired. Instead of dealing damage, stun
grenades force all living targets within 10’ to roll a FEAT or lose all
actions for the next round. Grenades cost 10 sc each, regardless of type.
Cybernetics In Play
My gnorom tinker has CON 7, and decides to purchase some
cybernetics. He likes machines so much that he wants to become
one, too! First of all, he helps to design and ultimately grafts an
exoskeleton to his own frame that grants +2 to both CON and AC.
This is 2 standard upgrades, a total of 5,000 sc. This takes up 4 slots of
CON, but since his CON is now 9, he still has 5 slots available. He also
purchases an advanced data chip that increases his mental
processing, giving him INT +3, for 5,000 sc. With his two remaining
slots, he purchases a standard targeting eye for 2,500 sc that grants
+2 to attack rolls. He has invested 12,500 sc in cybernetics, but he is a
lean, mean, gnorom machine. Literally. He’s basically half bot now.
Vehicle Attributes
Armor Class reflects how difficult it is for attacks to hit the vehicle.
This rating is the base armor class for the vehicle, although use of
control may influence this rating during play. Armor class will be listed
with its base AC alongside its maximum AC, considering possible control
bonuses. You can increase the AC of your vehicle by trading armor class
for dependability on a 1:1 basis. You can never increase AC more than 3
points from its starting rating.
Control reflects how nimble and agile the vehicle is. If you have the
vehicles talent, take a bonus equal to your DEX modifier to the vehicle’s
armor class, up to a maximum set by the vehicle’s control rating. For
example, with DEX 10 (+2), you can use to up +2 points of control,
adding this to AC. You also take the control rating (if a bonus) as a
modifier to DEX checks you make to perform a maneuver with the
vehicle (see page 42). You take the modifier (if a penalty) to DEX checks
to operate the vehicle, but this penalty does not apply to armor class.
You can increase the control rating of your vehicle by trading control for
dependability on a 1:1 basis. You can never increase a vehicle’s control
more than +3 beyond its starting modifier. A vehicle with starting
control of +2 can never improve to better than +5. Note: A character
without the vehicles talent always takes -4 to all control checks.
Hit Dice gives the dice used to determine the vehicle’s total hit
points. Trade 1 point of dependability to increase the hit points by +2;
you cannot increase a vehicle’s hit points beyond its maximum possible
hit points; a vehicle built on 3d10 HD can never have more than 30 hit
points. A brand new vehicle always has exactly half of its possible total
hit points.
Hull is how much damage the exterior of the vehicle absorbs (soaks)
before damage affects the vehicle’s current hit points. You can increase
the hull rating by trading hull for dependability at the rate of 2 points of
hull for 1 point of dependability. You can never increase hull more than
5 points from its starting rating.
Dependability Checks
You can generally chug along just fine with standard maintenance. Your
fuel cells are set to slowly re-charge themselves over time; your air
filtration system and water generator are able to process clean
consumables from almost any environment, and you’re able to skip
around through the systems with no real worries.
However, when you find yourself in the middle of a dogfight or
struggling to outrun a pair of Orak Cruisers, you may push your ship to
its limits, and things can (and often do) start to break down. When you
suffer considerable damage, or press your ship towards its upper limits
of performance, you have to see how it responds. Remember, you often
keep this thing together with drock tape and chivven wiring.
When you make a dependability check, roll 1d20 + your current
dependability rating. If successful (a total result of 20 or better), your
ship does just fine, able to continue for the rest of the turn without any
major system failure. If you fail, bad things may start to happen…
Note: If a character who can tinker assumes the role of engineer for the
full turn (meaning that this character cannot operate the vehicle, fire
weapons, or perform other duties beyond monitoring internal systems),
add the tinker’s INT modifier to dependability rolls.
Armaments
Armament (Damage) Range Cost* Notes
Light Blast Cannon (4d6) 1 mile 500 Elemental
Light Pulse Cannon (4d8) 2 miles 800
Light Phase Cannon (4d10) 3 miles 1,200
Medium Blast Cannon (5d6) 2 miles 1,000 Elemental
Medium Pulse Cannon (5d8) 4 miles 1,500
Medium Phase Cannon (5d10) 6 miles 2,500
Heavy Blast Cannon (6d6) 3 miles 2,000 Elemental
Heavy Pulse Cannon (6d8) 8 miles 3,000
Heavy Phase Cannon (6d10) 12 miles 5,000
Medium Plasma Bomb (8d12) Drop 150 100’ radius
Heavy Plasma Bomb (10d12) Drop 350 250’ radius
Medium Plasma Torpedo** 15 miles 150
(6d12)
Heavy Plasma Torpedo** (8d12) 20 miles 350
* All costs are listed in standard credits.
** cost is per torpedo; installing a tube for torpedoes is 10x this cost.
Note: a bomber may drop 1 bomb per round, while a single torpedo
tube is able to launch one torpedo per turn. A ship with multiple
torpedo tubes can fire each tube once per turn.
Crew lists the standard crew to operate the vehicle and perform all
of its operations, including pilot/driving, navigation, weapons systems,
communications monitoring, engineering, etc. The larger the vehicle,
the more crew it will require.
Passengers lists the standard number of passengers the vehicle is
designed for. Often, larger vehicles can exceed this rating for short
periods of time or under duress. While a capital ship may list 400 as its
passenger rating, it wouldn’t be out of the question for 1,000
passengers to board during an emergency evacuation of an outpost. In
general, no more than 3x the listed passengers could possibly fit.
Cargo lists the allotted cargo capacity, in tons. Even the smallest of
vehicles has some storage capacity; cargo indicates areas specifically
designated to carry supplies and products not needed by the vehicle in
its basic operations.
Escape Pods lists the number of pods available. An escape pod can
comfortably seat 6, but can squeeze up to 24 terran-sized creatures in
an emergency. Pods have AC 14; HD 2d8; Hull 2; Speed 5.
Value gives the average cost to purchase the vehicle, in standard
credits. A vehicle of exceptional quality will be much more expensive,
while one of lower quality (ex: fewer hit points, lower dependability)
will be less expensive.
Paying it Forward
Wise vehicle owners ‘stock up’ on maintenance costs. For example, at a
star port, you invest 100 credits in maintenance. This means that your
daily maintenance costs for the vehicle may be covered for some time.
You have an extra bin of fuel crystals, two extra plastex hoses, and a
spare box of filters on hand for common things that come up. You still
have to set aside time every day for maintenance, but the supplies are
already on hand to do it.
Maneuvers
During vehicle combat, the pilots may attempt various maneuvers that
change the tactical advantage or the position of the ships within the
combat. Each maneuver requires one action, and a DEX check. There are
dozens of specific maneuvers that pilots can attempt, but the most
common types of maneuvers, and how to resolve them, include:
Basic Maneuvers
Maneuver How to Resolve It
Move into better Make a DEX check (modified by control), target
attack position 20. If successful, the vehicle takes +2 to all
attacks for 1d4 rounds.
Move into better Make a DEX check (modified by control), target
defensive 20. If successful, the vehicle takes +2 to AC for
position 1d4 rounds.
Reverse chase Go from being chased to being the pursuer. Make
a DEX check (modified by control) at -4. If
successful, the enemy ship(s) pass you by, and
you are now trailing.
Crashes
When your vehicle reaches 0 hit points, or the engines stall and you
cannot recover in time, your vehicle crashes. You must make a control
check at -4 to crash land without additional damage. If you fail this
check, the vehicle and everyone inside suffers damage, rolling the hit
dice for the vehicle. There is almost no chance of surviving when a
heavy star cruiser does a face plant.
42 Shards of Tomorrow Book I: Core Rules
In Play:
I’ve tried to bluff the Inspector at the barrier checkpoint via comm
channels, but he’s suspicious, and is sending a boarding party to inspect
the Void Splicer. I don’t think so, bucko!
I decide to race for the checkpoint, throwing all of my shields to the
rear deflectors and putting the stick to the brick. Immediately, I have to
make a dependability check, and I roll a natural 1! The entire ship shuts
down; the inspector comes back on the comm, asking what happened…
I explain that the air lock has been malfunctioning, and it might be
dangerous for inspectors to enter until it’s reset, requiring a total
system re-boot. I ask for a minute. I roll a CHA check, and get 14+7=21.
He says fine, telling me to hurry it up. I ask the GM if I can use that time
to have my bot jury rig the control panel, disconnecting my pulse
cannon and routing that power to shields and engines as the ship tics
back to life. The GM allows me to have my bot make an INT check (using
its tinkering), and I get 16 on the die, for a total result of 26!
The GM tells me that I’ll get +2 to the initiative roll, and that I won’t
have to make another dependability check to gun the engine. I’ll take
that. When the systems come back online, I tell the inspector to start
sending his boarding party. As soon as I see the hatch open and troops
prepare a stabilizer line, I punch it.
I roll for initiative, and my +2 allows me to just beat the enemy ship.
The Void Splicer roars to the checkpoint. I can’t fire back even if I want
to, but I want out of here! The GM rules that it will take 2 rounds to get
to the checkpoint (it would have been 3 if I lost initiative), and all 6
cannons on their ship are trained on my tail. I take the lower of my DEX
modifier (+2 from DEX 11) or ship’s control (+1) for defense, so I get +1
to AC. The gunners attack at +3 (they have +1 to attack, and the
cannons have +2 targeting). Two of them hit in the first round, dealing 7
and 5 points of damage respectively. The entire 12 is soaked by my
shields, but that leaves only 2 points in shields for next round.
In round 2, I take an evasive maneuver, trying to avoid their fire. I roll
13+11 on the check, for a total of 24. Nice. I get to take +2 to AC for 1d4
rounds (I roll 2). All six cannons fire again, but this time 3 hit, despite my
AC bonus. The first deals 7 points (uh oh), knocking out my shields (2
points); the hull soaks all 5 remaining points. The second attack deals 7
points; my hull is able to soak 6 of that, but the Splicer suffers 1 hp (it’ll
be okay, baby!). The final cannon hits with a critical, 8x2=16 damage.
The hull soaks 6, but the internal systems suffer 10 points of damage.
Propulsion
Depending on the method of propulsion, adjust the starting attributes
for a planetary vehicle in this way:
Walkers have a speed of ½, but take +2 to hull. Walkers take half
damage in a crash.
Wheeled, treaded or tracked vehicles have a speed of 1, and take +1
to hull. Wheeled vehicles take half damage in a crash.
Hover vehicles have a speed of 1d4, always hover 3’ over the
surface, and can hover over water or other liquids. Hover vehicles take
half damage in a crash.
Flying vehicles have a speed 1d4+4. Flying vehicles take full damage
in a crash.
45 Shards of Tomorrow Book I: Core Rules
Planetary Vehicles
Light Medium Heavy
AC 10 + 1d4 12 + 1d4 14 + 1d4
Control +1d4 +0 -1d4
Hit Dice 2d8 to 4d8 3d10 to 6d10 5d12 to 10d12
Hull 1d4 1d6 2d6
Shields (zones) None 1d6 (1) 2d6 (2)
Speed By type By type By type
Jump Drive None None None
Upgrade 10 + 1d20 sc 50 + 1d100 sc 400 + 1d100 sc
Maintenance 1d6 sc 2d6 sc 3d6 sc
Armaments 1 heavy rifle 1 light cannon 1 med. Cannon
Complement None 1 light planetary 1 light starship
vehicle
Crew 1 1d2 1d4
Passengers 1d4-1 1d20 1d100
Cargo None 1d4-1 tons 1d12 tons
Escape Pods None None None
Base Cost 1,000 sc 5,000 sc 20,000 sc
Wielding Castings
In order to wield a casting, you must be able to move your hands and
speak. This means that if you are bound, silenced, held, unconscious, or
underwater, you cannot wield castings. You cannot move while wielding
castings, or perform other actions such as using a doser or retrieving an
item from your pack.
Reversed Castings
Some castings have a reversed version that operates in the opposite
fashion. In general, reverse castings are only wielded by the
practitioners of the void.
Detect Evil (60’). Cause evil creatures, objects and devices to glow
faintly for 1 turn. Chaotic creatures are not necessarily evil, and dangers
such as security systems do not radiate evil. This effect does not move
with you.
Light (120’). Fill a 30’ radius area with bright light for 12 turns. If you
cast this at a creature’s eyes, the target must roll a FEAT or be blinded
for 12 turns, taking -4 to all actions. The reverse of this, darkness, fills
the area with mystical darkness. Light and darkness cancel each other.
Purify Food and Water (10’). Make spoiled or poisoned food and water
safe and usable. You can affect food and drink for up to 2 people per
caster level. The reverse of this casting, putrefy food and water, spoils
the same quantity of food and water.
Remove Fear (30’). End a normal or mystical fear that a creature suffers.
If the fear was created by a creature of higher level than you, the target
must roll a new FEAT before the fear will end; the target adds your level
to the FEAT roll.
The reverse of this, cause fear, forces a living creature within range
to roll a FEAT or turn and flee for 1 turn.
Warding (caster). Take +1 to AC and all FEATS for 1 turn. Any ‘enchanted’
creature (a summoned or charmed creature) cannot attack you in
melee, unless you attack first. This stacks with worn armor and other
protection.
Bless (60’). Grant all allies in a 20’x20’ area +1 to hit rolls, damage rolls,
and morale for 1 turn. Once affected, creatures may move out of this
area.
The reverse of this casting, blight, affects all foes in a 20’x20’ area,
imposing a penalty of -1 to attack rolls, damage rolls, and morale for 1
turn. A successful FEAT allows a creature to ignore this effect.
Cure Malady (30’). Cure one malady affecting a living target. This
includes blindness, deafness, disease or another prolonged sickness.
The reverse of this casting, cause malady, forces the target to roll a
FEAT or take -1 to STR and CON. The victim of cause malady heals half as
quickly, and mystical healing is only half as effective for this creature.
This lasts for 2d6 days, or until cured.
Speak with the Dead (10’). Call forth the spirit of a dead person, asking
up to three questions. The creature will only know what it knew in life.
A CHA check may be required. Failure means that the target speaks in
riddles or is intentionally cryptic. This will not affect undead creatures.
You must be within 10’ of the remains of the creature to cast the
casting.
Create Food and Water (caster). Create sufficient food and water for 1
creature for 1 day per caster level. As a terran templar 10, you can use
this casting to create food and water to sustain 10 people for 1 day.
Cure Serious Wounds (touch). Restore 3d6 + level hit points to a living
creature. The reverse of this casting, cause serious wounds, deals 3d6 +
level damage; no attack roll is required, and no FEAT is allowed to resist.
Find the Path (caster only). Instantly know the best path to take to a
desired location in the same realm. All knowledge needed to get to the
location (passwords, locations of secret doors) will also be gleaned.
Flame Strike (60’). Call down a pillar of holy (or unholy) energy dealing
1d6 damage per caster level to all creatures in a 10’ radius. Living
targets may roll a FEAT for half damage, although undead and fiends
always suffer full damage. Since this is holy or unholy flame, it will affect
fire-using creatures normally.
Dispel Evil (30’). Force all undead, summoned, and enchanted creatures
within 30’ of you to roll a FEAT or be destroyed. Effects like charm,
confusion and curses affecting your allies end. Permanent curses (like
from an item) are neutralized for 1 turn.
Raise the Dead (touch). Restore one dead creature to life at 1 hit point.
The creature must have died within 1 hour per caster level. Most of the
body must be present; a creature that was disintegrated or mutilated
beyond recognition cannot be raised.
Movement
Your movement rate indicates how many feet you can travel in one
round (10 seconds) while doing nothing else. It also indicates how many
10’ square areas you can explore in 1 turn. You can travel half of your
move rating (in feet) as a combat move. When you make a combat
move, you take -2 to the simultaneous attack roll. You cannot make a
combat move and cast castings at the same time, but you can compel
undead, drink a potion, or make a check while taking a combat move.
Most characters have a move of 40.
The gnorom and kobo have a move of 30.
Combat
Melee combat with hand to hand weapons like axes and swords
occurs between opponents within 5’ of each other. Any melee attack
allows the attacker to add his STR modifier to both attack and damage
rolls.
Ranged combat with ranged and thrown weapons like pistols, rifles,
and bows occurs against opponents greater than 5’ away. You cannot
use a ranged weapon against a foe
who is already using a melee weapon
against you! Any ranged or thrown
weapon attack allows the attacker to
add his DEX modifier to the attack roll
(but not the damage roll).
Reactions
Reactions require a CHA check, typically against target 20. When you
come across a creature and attempt to parlay with it, roll a CHA check. If
you succeed, the target generally views you favorably; if you fail, the
target generally views you unfavorably. A roll more than +4 /-4 from the
target means that the reaction is stronger (above 24 = very favorable;
below 16 = hostile).
62 Shards of Tomorrow Book I: Core Rules
Part 6: creatures
Any sentient being that is not a player character is considered a
creature. Creatures may be friendly or aggressive, wild or tame,
mundane or fantastic. The GM chooses from these creatures the friends
and foes of the Player Characters.
Over dozens of worlds, there are thousands of varieties of
monstrous creature. The most common types, insects, mammals, and
reptiles/amphibians, are listed with general guidelines, while specific
creatures are lifted after.
Creatures take a bonus to attacks equal to their base HD. A creature
with 4d4 HD or 4d12 HD takes +4 to attack rolls. Each listing includes:
Alignment, Size (small, medium, large or huge), the type of creature,
and the challenge level (CL). Alignment tells whether the creature is
lawful, neutral or chaotic. Most creatures that act on instinct are
neutral; these creatures will obey their stomachs and instincts rather
than any larger philosophies of good or evil. Challenge level indicates
the creature’s relative level; a creature with only HD 6 may have
abilities and powers that make it equivalent to a character of level 7, or
even level 8.
Armor Class (AC) considers all factors, including worn protection,
inherent dexterity, and thick hide or natural armor.
Hit Dice. Indicates the level (HD) and die type for rolling hit points.
FEAT modifier (with any special ability/talent ratings in parenthesis).
Move lists all movement types for the creature.
Combat includes all possible attacks that the creature may use.
Some creatures take multiple attacks each round; others must choose
between attack forms each round. The description will elaborate, as
needed. Each attack type lists (in parenthesis) the bonus the creature
takes to hit; and the way damage is rolled on a successful hit.
Organization
Creatures are organized by type. Those native to the void are listed at
the end of this section.
Insect, Small
Neutral Small Insect; CL ½
AC: 12
Hit Dice: 1d4
FEAT: +4
Move: 30’
Combat: 1 bite or sting (+1 to hit; 1d4 damage)
Insect, Medium
Neutral Medium Insect; CL 2
AC: 13
Hit Dice: 2d6
FEAT: +6
Move: 40’
Combat: 1 bite or sting (+2 to hit; 1d8 damage)
65 Shards of Tomorrow Book I: Core Rules
Insect, Large
Neutral Medium Insect; CL 3
AC: 14
Hit Dice: 4d6
FEAT: +7
Move: 40’
Combat: 1 bite or sting
(+4; 1d10 dmg.)
Insect, Huge
Neutral Large Insect; CL 4
AC: 15
Hit Dice: 6d8
FEAT: +8
Move: 40’
Combat: 1 bite or sting (+6 to hit; 1d12 damage)
Insect Swarm
Neutral Insects; CL 1 to 4
AC: 12
Hit Dice: 1d6 to 4d6
FEAT: +5
Move: 30’ (fly 60’)
Combat: 1 point of damage per round, per hit die
Reptile, Small
Neutral Small Animal; CL ½
AC: 11
Hit Dice: 1d4
FEAT: +4
Move: 20’
Combat: bite (+0; 1d4 dmg)
Reptile, Large
Neutral Large Animal; CL 3
AC: 13
Hit Dice: 3d8
FEAT: +7
Move: 30’
Combat: bite (+3 to hit; 2d6 damage)
Reptile, Massive
Neutral Huge Animal; CL 5
AC: 14
Hit Dice: 5d10
FEAT: +8
Move: 40’
Combat: bite (+5 to hit; 3d6 damage)
Reptile, Gargantuan
Neutral Huge Animal; CL 8
AC: 15
Hit Dice: 7d12
FEAT: +9
Move: 40’
Combat: bite (+7; 4d6 dmg.)
Elemental Types
Type Move Notes
Air 120’ Targets struck must roll a FEAT or be thrown 1d4x10
feet, suffering 1d4 extra damage per 10’ thrown.
Earth 20’ Deals +2 melee damage due to great strength.
Fire 30’ Deals 1d6 fire damage to any creature striking it in
melee combat.
Ice 20’ Deals +2 melee damage due to great strength.
Water 30’ Ingests medium or smaller target on a critical hit;
target suffers -4 to hit while within the elemental,
and may drown (see page 99).
Elemental, Medium
Neutral Medium Elemental; CL 8
AC: 17
Hit Dice: 8d6
FEAT: +10
Combat: 1 strike (+8 to hit; 2d6 damage)
Elemental, Large
Neutral Large Elemental; CL 12
AC: 19
Hit Dice: 12d8
FEAT: +12
Combat: 1 strike (+12 to hit; 3d6 damage)
Elemental, Huge
Neutral Huge Elemental; CL 16
AC: 21
Hit Dice: 16d10
FEAT: +14
Combat: 1 strike (+16 to hit; 4d6 damage)
Stone Giant
Neutral Huge Terranoid; CL 9
AC: 16
Hit Dice: 9d10
FEAT: +10
Move: 50’
Combat: 1 weapon (+9 to hit; 3d6 damage)
Stone giants (14’ tall) live in mountainous regions. They have naturally
hard skin, and wield stone clubs in combat. They often take large wild
mammals as pets. Their range is 60’ with rocks.
Elemental Giant
Chaotic Huge Terranoid; CL 11
AC: 17
Hit Dice: 11d10
FEAT: +11
Move: 50’
Combat: 1 weapon (+11 to hit; 5d6 damage)
Elemental giants (18’ tall) live in climates equal to their type, and are
immune to elemental attacks of the type. Their range with rocks is 120’.
Cloud Giant
Neutral Huge Terranoid; CL 13
AC: 17
Hit Dice: 13d10
FEAT: +12 (sense +14)
Move: 60’
Combat: 1 weapon (+13 to hit; 6d6 damage)
Cloud giants (20’ tall) live at the peaks of mountains or within cloud
fortresses on gas giants. They have exceptional senses. Their range with
rocks is 150’. They often cultivate the resources of the gas giant planets
to which they are native.
71 Shards of Tomorrow Book I: Core Rules
Gobs
A degenerate terranoid species, the various gob species are a common
blight upon the lands of law and order. Brutish and cruel, gobs dwell in
wild areas on many planets. All gobs have darkvision to 90’. All wear
crude armor and carry simple weapons; If available, gobs will carry blast
weapons, especially if in the service of a more powerful leader. All gobs
are able to sneak as a FEAT.
Common Gob
Chaotic Medium Terranoid; CL ½
AC: 13
Hit Dice: 1d6
FEAT: +4
Move: 20’
Combat: 1 weapon (+1 to hit; 1d6 damage)
Hob
Chaotic Medium Terranoid; CL 2
AC: 13
Hit Dice: 2d6
FEAT: +6
Move: 30’
Combat: 1 weapon (+2 to hit; 1d8 damage)
Greater gob
Chaotic Large Terranoid; CL 3
AC: 14
Hit Dice: 3d8
FEAT: +7
Move: 40’
Combat: 1 weapon (+3 to hit; 1d10 damage)
Greater gobs are 7’ tall hairy gobs, and are especially cruel and savage.
Black Pudding
Neutral Large Monstrosity; CL 11
AC: 13
Hit Dice: 10d8
FEAT: +12
Move: 20’
Combat: 1 touch (+10 to hit; 3d8 damage)
Gray Ooze
Neutral Large Monstrosity; CL 3
AC: 11
Hit Dice: 3d8
FEAT: +8
Move: 10’
Combat: 1 tendril (+3 to hit; 2d8 damage)
The gray ooze is a seeping horror that appears as wet stone, able to
move stealthily (sneak +12) when in dungeons and other underground
locales. It secretes an acid that deals 2d8 damage if it touches bare skin.
This acid will dissolve normal weapons and armor in 1 round. After the
first hit, the ooze sticks to its victim, beginning to eat through armor,
and dealing 2d8 damage per round automatically. Gray ooze cannot be
harmed by cold or fire, but can be harmed by weapons (including all
energy weapons) and lightning. Any treasure it has will consist entirely
of gemstones or items made of stone; all other items will have been
destroyed by the ooze.
Green slime cannot be harmed by any attack except for fire or cold. It
dissolves cloth or leather instantly, wood and metal in 6 rounds, but
cannot dissolve stone. Green slime often clings to walls and ceilings
attempting to surprise foes (rolling to sneak as a FEAT). Once it
successfully attacks, green slime sticks to its target, dealing damage
every round. It cannot be scraped off, but must be burned off; a cure
malady casting destroys it immediately, and it suffers full damage from
technological weapons. A creature killed by green slime will (in 1d6
turns) be reborn as a green slime. Damaging the slime while it is on a
victim deals the same damage to both the slime and the victim.
Ochre Jelly
Neutral Large Monstrosity; CL 5
AC: 11
Hit Dice: 5d8
FEAT: +9
Move: 10’
Combat: 1 tendril (+5 to hit; 2d6 damage)
The ochre jelly, a giant amoeba, can only be harmed by fire or cold. It
can seep through small cracks, destroying wood, leather, and cloth in 1
round. It cannot affect metal or stone. All other weapons and castings
(dealing damage types other than flame or cold) used against it only
split the ochre jelly into 2 smaller creatures, each of 2d6 HD that deals
1d6 damage.
Web (30’). Fill a 10’ cube with sticky, web-like strands. A creature will
be trapped for 13 turns, less its STR. A creature with STR 7 breaks out
in 6 turns; one with STR 12 breaks out in 1 turn. A creature with STR
13+ needs 1 round to break free. Flame destroys a web in 1d4
rounds, dealing 1d6 damage per round to creatures stuck in the web.
Arachling
Chaotic Large Monstrosity; CL 6
AC: 16
Hit Dice: 6d8
FEAT: +11
Move: 60’
Combat: by weapon (+6 to hit; 1d8 damage) or casting
Ettercap
Chaotic Medium Monstrosity; CL 5
AC: 13
Hit Dice: 5d6
FEAT: +7
Move: 30’
Combat: bite (+5; 1d6 dmg) + 2 claws (+5; 1d4 dmg)
The horrid ettercap was once terran or demi-terran, but dark forces
have transformed it into a monstrous creature. It gets along with
spiders. Its bite forces living targets to roll a FEAT at +2 or suffer +1d8
damage. The ettercap can move freely through webs and web castings.
Banshee
Chaotic Medium Spirit; CL 7
AC: 14
Hit Dice: 6d6
FEAT: +8
Move: 30’
Combat: 2 claws (+6 to hit; 1d8 damage)
Ghost
Lawful, Neutral or Chaotic Medium Spirit; CL 10
AC: 19
Hit Dice: 10d6
FEAT: +11
Move: 30’
Combat: 1 touch (+10 to hit; 2d4 damage) + possession
A ghost is the spirit of a mortal that has been left behind, consigned to
the realm of the living due to some curse. A ghost can travel through
solid objects at will.
In addition to dealing damage, its touch forces the target to roll a
FEAT or age 1d4 x10 years. Once per turn, a ghost may attempt to
possess a living creature within 60’. If the target fails its FEAT, the ghost
takes possession of the living creature, controlling its body and
assuming all of its abilities, including castings.
Shadow, Lesser
Chaotic Medium Spirit; CL 3
AC: 13
Hit Dice: 2d6
FEAT: +7
Move: 30’
Combat: 1 claw (+2 to hit; 1d4 damage + special)
Shadow, Greater
Chaotic Medium Spirit; CL 7
AC: 16
Hit Dice: 6d6
FEAT: +9
Move: 30’
Combat: 1 claw (+6 to hit; 3d4 damage + special)
Greater shadows are even more powerful versions of their lesser kin,
affected only by mystical or energy weapons. Their dark, shadowy form
grants +11 to sneak rolls. On a successful strike, a shadow drains 1 point
of strength unless the target makes a FEAT; lost strength returns at a
rate of 1 point per turn. Any living creature reduced to STR 0 becomes a
shadow in 1d4 days. They are unaffected by sleep and charm castings.
Aboleth
Chaotic Large Monstrosity; CL 8
AC: 15
Hit Dice: 8d8
FEAT: +10
Move: 20’ (swim 60’)
Combat: 4 tentacles (+6 to hit; 1d6 damage) + see below
Black Sphere
Unaligned Negative Force; No CL
AC: can always be hit
Hit Dice: None (see below)
FEAT: +10 (see below)
Move: Fly 10’
Combat: Disintegrate (see below)
Decapus
Chaotic Mythical Creature; CL 5
AC: 14
Hit Dice: 4d8
FEAT: +7
Move: 10’ (30’ in trees or other heavy vegetation)
Combat: 8 tentacles (+4 to hit; 1d4 damage)
Doppelganger
Chaotic Medium Creature; CL 4
AC: 14
Hit Dice: 4d6
FEAT: +8 (+10 vs. those attempting to see through its façade)
Move: 40’
Combat: 2 claws (+4 to hit; 1d6 damage)
Remorhaz
Chaotic Huge Beast; CL 8
AC: 18
Hit Dice: 7d10
FEAT: +9 (sense +13)
Move: 60’ (burrow 30’)
Combat: 1 bite (+7 to hit; 2d8 damage) + see below
Stirge
Neutral Small Beast; CL ½
AC: 12
Hit Dice: 1d4
FEAT: +5
Move: 10’ (fly 60’)
Combat: 1 bite (+0 to hit; 1d3 damage + see below)
Waste worms are a common blight on many planets, living in sand, ash,
and various elemental wastelands, often measuring up to 30’. It attacks
with a huge mouth and sharp teeth. A natural roll of 19 or 20 means
that it has swallowed its prey whole, dealing 1d8 damage per round to a
swallowed medium or smaller target. Swallowed targets attack at -4.
These larger and more menacing varieties of waste worm are thankfully
rarer. They often measure more than 100’ long. The elder waste worm
attacks with a huge mouth and sharp teeth. A natural roll of 19 or 20
means that it has swallowed its prey whole, dealing 3d8 damage per
round to a swallowed medium or smaller target. Swallowed targets
attack at -4.
Charm (120’). Cause one thinking creature to roll a FEAT or view you as a
close friend, obeying reasonable commands. Based on their intelligence,
creatures are allowed a new FEAT every hour (INT 13+), day (INT 10-12),
week (INT 8-9), month (INT 6-7), or year (INT 5 or less). Charm drops if
you attack the charmed creature. A creature who makes the FEAT is
unaffected.
Detect Invisible (30’). See all invisible creatures or objects within range
for 1 turn. This effect moves with you.
ESP (60’). ‘Hear’ the thoughts of all living, intelligent creatures within
range for 1 turn. Unwilling targets may roll a FEAT to prevent you from
reading thoughts.
The reverse of this effect, mindmask, makes the target creature
immune to ESP and other forms of mind reading for 1 turn.
Slow (120’). Force all creatures in a 10’ radius within range to roll a FEAT
or move at half speed. Creatures affected by a slow spell attack at half
speed (most creatures will attack once every two rounds while slowed).
Void Weapons
Many undead have been equipped by the messari with void weapons,
powerful antimatter devices that only creatures native to the void can
wield, since these weapons channel their innate energy. Void weapons
deal damage based on the HD of the creature wielding them.
Skeleton
Chaotic Medium Undead; CL 1
AC: 12
Hit Dice: 1d6
FEAT: +6
Move: 20’
Combat: 1 claw (+1; 1d4 dmg.) -or- weapon (+1; 1d6 dmg.)
Animated Skeletons often lurk near grave sites, battlefields and other
deserted places. They are often serve other undead.
Zombie
Chaotic Medium Undead; CL 2
AC: 11
Hit Dice: 2d6
FEAT: +6
Move: 20’
Combat: 1 claw (+2 to hit; 1d6 damage)
Ghouls, dwelling in crypts and tombs, hunger for the brains of the living.
A living creature struck by a ghoul must roll a FEAT or be paralyzed for
2d4 rounds; the nuaru are immune to this effect. They are highly
cunning, and often serve as the primary crew aboard void vehicles.
Wight
Chaotic Medium Undead; CL 5
AC: 14
Hit Dice: 4d6
FEAT: +8
Move: 40’
Combat: 2 claws (+4 to hit; 1d6 damage)
Wraith
Chaotic Medium Undead; CL 6
AC: 16
Hit Dice: 5d6
FEAT: +9
Move: 40’
Combat: 2 claws (+5 to hit; 1d8 damage)
Wraiths are semi-corporeal spirits that can move through solid objects.
They can only be struck by pulse or phase weapons. A wraith causes an
energy drain on a successful hit, draining 50 XP unless the target makes
a FEAT roll.
Vampire
Chaotic Medium Undead; CL 8
AC: 17
Hit Dice: 7d6
FEAT: +11 (sense +13)
Move: 40’ (fly 60’)
Combat: 2 claws (+7 to hit; 2d6 damage + energy drain)
Vampires are powerful undead under a terrible curse. They can only be
struck by pulse or phase weapons. A vampire regenerates 3 hp per
round. It causes an energy drain on a successful hit, draining 70 XP
unless the target rolls a FEAT.
At will, a vampire can change form to a small or medium mammal, or
a gaseous cloud. In this last form, it moves at 60’ and cannot be harmed.
It often uses its gaseous form to return to its crypt and recover. A
vampire can summon 10d6 hit points of barge rats once per turn.
Vampires often retain the memories and abilities from their mortal
lives (including mysticism use and other abilities), although these have
been twisted by darkness. Creatures of better than 7d6 HD will have the
HD they had in life. A vampire can only be destroyed if its coffin is.
Skull Warden
Chaotic Medium Undead; CL 10
AC: 20
Hit Dice: 9d6
FEAT: +10
Move: 30’
Combat: 1 sword (+9 to hit; 1d10+2 damage)
Lich
Chaotic Medium Undead; CL 14
AC: 19
Hit Dice: 13d6
FEAT: +13
Move: 30’
Combat: 1 touch (+13 to hit; 1d10 damage + special) or casting
Fiend, Minor
Minor fiends act as servitors of more powerful fiends. A minor fiend can
be destroyed in any realm.
Imp
Chaotic Small Minor Fiend; CL 3
AC: 13
Hit Dice: 3d4
FEAT: +6
Move: 20’ (fly 60’)
Combat: 2 claws (+3 to hit; 1d4 damage) or casting
Imps are small (3’ tall) winged fiends of malignant disposition. Each is
associated with one element (cold, flame or lightning), and is able to
cast an elemental spark once per round, dealing 1d4+2 damage up to
30’, requiring a successful attack roll.
Gargoyle
Chaotic Medium Minor Fiend; CL 5
AC: 14
Hit Dice: 4d6
FEAT: +8
Move: 30’ (fly 50’)
Combat: 2 claws (+4; 1d3 dmg) + 1 bite (+4; 1d6 dmg)
+ 1 horn (+4; 1d4 dmg)
Hellhound
Chaotic Large Minor Fiend; CL 6
AC: 15
Hit Dice: 5d8
FEAT: +9 (sense +15)
Move: 60’
Combat: 1 bite (+5 to hit; 2d4 damage) or fire breath (see below)
Fiend, True
True fiends are independent entities, powerful enough to choose their
allegiances and to work for their own purposes. They are dangerous
foes, cunning and careful. True fiends can only be destroyed in their
home realm; slaying them anywhere else merely banishes them to their
home for a period of time. All true fiends share the following
characteristics.
Horned Fiend
Chaotic Large True Fiend; CL 9
AC: 21
Hit Dice: 8d8
FEAT: +10
Move: 30’ (fly 60’)
Combat: 2 claws (+6; 1d4 dmg) + 1 bite (+6; 1d6 dmg)
+ tail swipe (+6; 1d4 dmg + see below)
-or- flail (+6; 2d6 dmg + see below)
These 9’ tall fiends have monstrous features, reptilian wings, and huge
horns. They attack either with a flurry of physical attacks or with a
mighty flail that forces living targets to roll a FEAT or be paralyzed for
1d4 rounds. Their tail swipe causes living targets to roll a FEAT or suffer 1
point of damage per turn until mystically healed.
Horned fiends can use either of the following casting abilities at will:
ESP; cause fear. Once per day, a horned demon may roll a FEAT to
attempt to gate a minor fiend (+4 to the attempt), another true fiend
(no modifier), or an elder fiend (at -4 to the attempt).
A horned fiend regenerates 2 hit points per round.
Fiend, Elder
Elder fiends are creatures of terrible power, entities that may pre-date
mankind. They can only be destroyed in their own realm, and that often
proves quite difficult, as they surround themselves with exceptional
protection, hiding in the darkest pits.
1. Casts a charm that will affect any living creature, once per round.
2. Casts cause moderate wounds, usable once per round.
3. Casts slow, usable once per round.
4. Casts disintegrate, usable once per turn.
Any critical hit scored upon the eye tyrant with a melee weapon will
sever one of the smaller eyes. Roll randomly to see which eye is
affected. As all elder fiends do, an eye tyrant regenerates 3 hit points
per round.
Three times per day, an eye tyrant may attempt to gate another
fiend, either a true fiend (at +4 to the FEAT) or another elder fiend
(requiring a normal FEAT).
Lamia
Chaotic Large Elder Fiend; CL 12
AC: 20
Hit Dice: 10d8
FEAT: +11
Move: 30’
Combat: 4 swords (+10 to hit; 2d4 damage)
+ 1 tail (+10 to hit; 1d10 damage)
Pit Fiend
Chaotic Huge Elder Fiend; CL 15
AC: 22
Hit Dice: 13d10
FEAT: +13
Move: 60’ (fly 120’)
Combat: 2 swords (+13 to hit; 2d6 damage)
+ 1 tail (+13 to hit; 2d4 damage)
A 12’ tall horror with huge bat-like wings and scaly red skin, the pit
fiend is the embodiment of nightmares. These terrible fiends wield two
swords and also lash out with a whip-like tail. Their tail swipe causes
living targets to roll a FEAT or suffer 1 point of damage per round until
mystically healed.
Pit fiends regenerate 3 hit points per round.
The pit fiend may cast any of the following castings, once per turn:
detect invisible; hold person; wall of flame.
Three times per day, a pit fiend may attempt to gate another fiend,
either a true fiend (at +4 to the FEAT) or another elder fiend (requiring a
normal FEAT).
An ancient race with the heads of monstrous squid and bipedal, alien
bodies, the messari are attuned to the void. While only messari
interlopers have been encountered by mortals, other (even more
powerful) varieties are believed to exist.
The messari have access to the same stunts available to terran
templars, albeit their energy derives from the void. A 9 HD messari has 9
opportunities per turn to perform stunts, and their comparable CHA 16
allows them to attempt both standard and epic stunts, as a templar of
level 9.
The messari also have the ability to use a mind strike, a psychic
attack ability. A messari may use its mind strike at will, but has a limited
number of dice to invest in it. A messari receives 2x its HD in damage
(using d6) with its mind strike per turn, but may not use more than its
HD with any one strike; a 9 HD messari has 18d6 in mind strike damage
each turn, but may only use 9d6 on any one strike; it could strike two
times that turn for 9d6 damage, three times that turn for 6d6 damage,
or once for 9d6 and three times for 3d6. All creatures caught in the area
of effect of a mind strike, a cone in front of the messari, 30’ long and 30’
wide at its end, must roll a FEAT or suffer damage; those who roll a FEAT
take half damage.
Messari also wield void blades, comparable weapons to the sun
blades wielded by terran templars.
Messari cannot be compelled.
The Devourer
The messari are ruled by a creature known as the Devourer. This
incredible force of godlike power dwells at the heart of the void, and
may in fact be its originator. All Messari are attuned to the Devourer,
and this creature is able to see through the eyes of any messari
anywhere, at all times.
Record Keeping
During play, you should keep track of a wide range of information. You
can keep a formal journal, work on a laptop, or simply scribble on scrap
paper. With practice, you will find a method that best works for you. In
play, keep track of:
Hit points of various creatures involved
Time for ongoing effects
Experience points and treasure awarded
Enemies defeated
Locations, characters, creatures, and items that may be important
later on. If you improvise the name of the captain of the guard, award
the players a treasure map, or reveal a snippet of lore about a historical
event, you should write this down for future reference.
+4 (Target 16). This should be pretty easy for the characters to do.
No modifier (Target 20). This poses a genuine challenge.
-4 (Target 20). This should be quite difficult for the characters to do.
If you can’t decide between two options (for example, the wall the
PCs try to climb is not easy, but it’s not quite a target 20 task), then
assign a modifier of +2 or -2 instead. Whenever possible, err on the side
of ‘winging it’ rather than stopping play to look up a rule or consider
your options. As you gain experience as a GM, it will become easier for
you to make these decisions, and you’ll learn to trust your instincts.
Standard or Epic?
When you aren’t sure whether a check should be standard or epic,
consider two factors: whether it’s challenging and/or awesome.
If it’s neither challenging nor awesome, it may not require a roll, or
it requires a standard check at +4 to the roll.
If it’s either challenging or awesome, but not both, it requires a
standard check.
If it’s both challenging and awesome, it requires an epic check. If it’s
especially challenging and/or awesome, it probably imposes -4 to
the check.
Travel. You can travel your movement rate in miles in one day (about
ten hours) of overland travel on good roads. Travel over rough terrain
may cut this in half, while traveling through thick overgrowth will cut
this to only 25%. A character with move 30’ can travel 30 miles per day
on a good road, 15 miles per day through wild lands, and about 8 miles
per day through thick overgrowth or very difficult terrain.
Faith mysticism use requires a WIS 6 + the casting sphere you want
to use. To use sphere 6 faith castings, you need WIS 12+.
If more than 2 players are at the table, I drop individual initiative and
always roll group initiative. I don’t apply modifiers – it’s a straight up
contested 1d20 roll between me as GM and the leader of the
fellowship. If one side has some reason for an advantage going in, I give
+4 to one side. Either all the monsters or all members of the fellowship
go first. We go around the table clockwise from me (if I win) or from the
person to my left (if the fellowship wins).
Auto-level. Sometimes, I feel like the players have been at a certain
level for too long, that progress is going a little slowly, or I’d like to up
the level of the challenge. Sometimes, we reach the end of a huge quest
or massive adventure, and it feels like everyone should have a sense of
accomplishment. In these cases, I round everyone up to the next level
(or even drop them into the middle of the next level) and we pick up XP
from there. This is uncommon, but I have done it from time to time.
Even when you make some changes to the rules, you are still playing the
game right! The only warning is this: make sure you have played the
game and have a sense of how it works before you start tinkering too
much. While it might seem like a good idea to allow characters to take
+1 to attack rolls every level (instead of every other level, as the rules
now set up), this will be fun at levels 2-3, but when the fellowship hits
level 10, you might find out that they automatically hit everything they
fight!
Capping Experience
Some situations may lead to a huge windfall; the PCs manage to steal
and sell a huge freighter, collecting 30,000 credits. This would be
enough to grant each several levels instantly. In cases like this, you
should never award more experience for one event or encounter than
what would take a character to the middle of next level.
The Vacuum
A character stepping into
space without protection
dies in 1d4 rounds + their
CON modifier. A character
wearing a vac suit is safe.
Gravity
For game purposes, measure
gravity in four categories:
Zero. There is no gravity
(in space; on small
asteroids). All characters
effectively levitate at all
times, and no STR checks are ever required to lift or move objects.
Low. Measure leaping and throwing distance in 10’ increments
instead of 1’ increments. Any STR check to lift or move an object is
made at +4.
Moderate. Gravity is within range of what characters are
accustomed to. Make all rolls normally.
Heavy. Gravity is quite oppressive. Cut leaping and throwing
distances in half, and make any STR check to lift or move an object at -4.
Stars
Stars of the Five Systems are of three classes:
Blue Supergiants are very large, exceedingly massive stars. They
emit a blue light, and are the youngest of stars.
Yellow Supergiants are large, massive, hot stars. They emit yellow
light, and are midway through their life cycle.
Red Dwarf Stars are smaller and less massive, but still quite hot.
They emit a reddish light, and are later in their life cycle.
White Dwarf Stars are the smallest, near the end of their life cycle.
They have cooled significantly, and emit a blue-white light.
101 Shards of Tomorrow Book I: Core Rules
Worlds
This category includes all traditional planets as well as large bodies such
as moons, asteroids of great size, and other celestial bodies. There are
dozens of chartered and settled planets, but many other planet-like
objects that have just been discovered, and some which have yet to be
discovered.
Class I Worlds are barren. These are composed of rock, have little or
no atmosphere to speak of, and have none of the resources needed for
survival. If Class I worlds are colonized, it is only because every
requirement for sustaining life has been brought with. Nothing can grow
on a Class I world. Most moons are Class I worlds.
Class II Worlds are purely elemental. These are entirely, or mostly,
composed of a single elemental force. Gas giants, planets of elemental
magma, and planets of pure ice all fall into this category. Generally,
Class II worlds are inhospitable, and settlers on such worlds are rare,
requiring exceptional protection. Mining colonies are the most common
settlements on Class II worlds, since the planets often contain large
amounts of one or two valuable elements that may be found in few
other places.
Class III Worlds are mostly or completely wastelands, covered in
sand or ash. These are difficult to live on, have very little water, and
sustain only marginal life. With proper protection and care, things can
grow on Class III worlds.
Class IV Worlds have key elements of survivability (plant life,
abundant water, a variety of climates and ecosystems), but also have
key challenges to sustaining life (examples include unstable land
masses, exceptionally difficult and frequent storms, or the presence of
atmospheric conditions such as toxins or instability) that make it
impossible for terrans to settle without some accommodations.
Class V Worlds are hospitable to terrans and their ilk. They have
breathable atmospheres, abundant natural resources, clean water, and
general stability. These planets have largely been colonized or settled,
and are often home to a wide diversity of life, both vegetable and
animal.
World Sizes
Minor worlds have a diameter of less than 1,000 miles
Small worlds have diameters between 1,000 and 5,000 miles
Medium worlds have a diameter of 5,000 to 25,000 miles
Large worlds have a diameter in excess of 25,000 miles
102 Shards of Tomorrow Book I: Core Rules
Communications
Communications are generally available instantaneously among most
comm setups between creatures in the same system. However,
communication between systems is often done via comm drones,
robots that take the communication and travel via jump drive to the
destination system. This means that most communications between
systems take several hours, or even up to a day.
Most communication has standard encryption, requiring a standard
INT check at -4 to decode or hack. Communication with advanced
encryption requires an epic INT check to decode or hack.
Advanced comm systems allow jamming. The operator makes a
contested INT roll (at +4) against the INT of the communications
operator they are attempting to jam. If successful, communications are
jammed for 1 turn.
Other Technologies
A number of other technologies exist, and players may (and should) run
into these. None of these are common technologies, but you may
decide to include them in your game…
A force field is a barrier that has AC 10 + its level, and which has its
level d6 hit points. A force field 5 has AC 15 and soaks 5d6 damage
before falling. The force field blocks physical attacks from both without
and within, although mental attacks continue to work normally. Roll for
the hit points of a force field every time you generate one.
A teleportation device teleports whatever is in the affected field to
another location. Typically, teleportation devices have a range limit
(possibly no more than 100 miles per level of the teleportation device),
and may require a successful INT check to operate. No teleportation
devices have been developed by the allied species, but some believe
that the forces of the void possess such technology.
Time travel should be included in your game with great care. Time
travel, by its nature, changes reality, giving an automatic ‘do over’ for
events. Some Game Masters may restrict time travel from their games
altogether. However, if time travel is allowed, it should automatically
come with at least one, and possibly several, restrictions on its use, and
should always carry great risk.
Computers are generally easy for most characters to operate and
maintain. However, if a roll is needed to operate or gather information
from a computer, resolve this as an INT check.
Monetary Wealth
To determine if a foe has wealth, roll 1d20 + CL, target 15. If successful,
the creature has wealth (a result of 1 always fails a check for wealth).
For the value of the wealth, roll 1d10 and multiply the result by the
multiplier (see next page). Convert this to a value in gold credits.
Relics
Although quite rare, there remain magical relics of the ancient past,
mystical items imbued with power. These are never found randomly,
but should be carefully placed by GMs as appropriate. A number of such
items are listed in Saga of the Splintered Realm.
Rise of the Guilds. Starting about 100 years ago, the discovery of a bevy
of natural resources in other systems, and on other worlds, lead to a
rapid exploration and colonization across the Five Systems. Law was
skirted in favor of progress, and slavery of races such as gobs and orak
was legalized, forcing these creatures into labor on distant worlds to
turn guild profits. The power of the Church of Light began to fade, as
fewer adherents were drawn into the fold, and commerce slowly took
the place of faith.
The War of the Guilds. Starting about 60 years ago, as the primary
planets had been claimed and colonies established, rival guilds began to
war against each other, throwing the Five Systems into chaos. Ten years
of terrible strife ended with the establishment of the Confederacy of
Stars, a governing body that would supersede the guilds and provide
order and stability across the Five Systems.
The Orak War. Thirty years ago, a powerful guild, hard-pressed by the
actions of the Confederacy, secretly provided the orak with
infrastructure and technology to strike back against the Confederacy.
Launching thousands of raids from their two home worlds, the orak
dealt painful blows against the Confederacy, weakening it considerably.
The orak were eventually driven back to their homes. Those on the
planet Iago took a desperate course of action; they caused their own
sun, Othello, to supernova. This created a black hole into the void, an
other-dimensional realm of darkness and death, allowing fiends,
undead and a new race, the messari, to cross over.
The War of the Shadow’s Rift. Starting twenty years ago, the forces of
the void launched a series of attacks against the Confederacy and its
allies, shattering the capital world of Ariel and decimating a number of
key holdings of the Confederacy, effectively crushing the Church of
Light. For some reason, the forces of the void turned back before
claiming final victory, and most believe it is only a matter of time before
the void armies launch one final strike that destroys all of creation.
Now. It has been ten years since the last great campaign against the
Confederacy wiped out most of its infrastructure. The Confederacy
continues to exist in name, although its influence and power are
negligible, completely disregarded on most planets. Adherents of the
light are few, their temples relegated to lost worlds and distant lands.
The guilds have come back into power, as money and competition have
supplanted order and peace. The guilds, having learned their lessons
from the past, have avoided all-out war with one another, forming a
Council of Guild Masters to oversee and settle their various disputes.
Large sections of the Five Systems sit in ruin, derelict starships float in
space or gather in massive junkyards, and petty warlords grasp at
power, while the threat of the void looms over all.
The Fringe
The Fringe is a huge field of minor bodies and cosmic dust that seems to
surround and flow around the Five Systems, at a distance of somewhere
near 10,000 light years away. A handful of long-term missions were sent
by the Confederacy to explore the Fringe, but little is still known about
this mysterious and vast region of darkness.
Key Worlds
Each system is listed over the next few pages, with an overview of the
most important worlds following. There are a number of other minor
worlds not covered here, but which are left for GMs to populate on
their own, and many of the moons have their own ecosystems, political
forces, and inhabitants that could be further developed.
Antonio
Once a Class V world, extensive bombing has reduced Antonio to a Class
III world, and only marginally so. Most estimates are that it will be at
least 10 centuries before this ashy, radiated land can again sustain life.
Sycorax
A planet of thick swamplands, Sycorax is the homeland of the various
spider kin, as well as large numbers of intelligent arachnids. Sycorax is
also home to a tribe of ancient hags, spirit women of great power and
evil. A number of monstrous insects and huge amphibious beasts lair
here as well, and rumors persist that the last of the dragons may also
dwell on Sycorax.
Alonso
A small, thickly-forested planet, Alonso was settled by terrans a century
ago, with settlers working diligently to form city states that made
minimal impact on the surrounding ecosystems. The planet is largely
unsettled and pristine, but fears abound that Terra Minor will be the
next target of the Messari, since its beauty and peacefulness are
inherently painful to void creatures.
Ceres
A gaseous world, Ceres contains many large pockets of crystal deep
beneath is poisonous surface. Thousands of mining operations from
fixed platforms operate on this planet, and its atmosphere is filled with
thick pollution from the overwhelming presence of industrialization.
Tybalt
A barren, dry, hot planet, Tybalt has warring bands of gobs and
monstrous insects living in small pockets across its landscape. A large
and ferocious breed of insects, called by locals ‘the darkling’, emerge
only at nightfall. Waste worms are also common here.
Montague
Lush and wild, Montague has plentiful natural resources including a
variety of minerals and spices. Montague has mostly saltwater, so
freshwater filters are typically in large demand.
Capulet
Although a generally hospitable and lush planet, Capulet suffers from a
toxic atmosphere with constant acidic rainstorms that rage across its
surface. The trades guilds have constructed a dozen bio-cities here,
domed environments to support mining operations to recover a number
of the metals used in starships. The largest of these bio-cities, Verona,
embodies the worst of them, with a large population, low law
enforcement, and an active criminal underworld.
Friar
The furthest planet from the sun, Friar is a planet covered in a vast
freshwater sea with thousands of islands dotting its expanse. These
islands are generally mountainous and wild, covered in a wide range of
plant life. The Nuaru have claimed Friar as their new home world, with
hundreds of clans settling islands across the world. Although there are
few large land animals, the seas teem with massive sea creatures.
Ophelia
Covered in 99% salt water, Ophelia has two small, swampy land masses
at her north and south poles. These waters are the home to the trog
and abundant sea life; the trog dwell in great underwater cities, in the
shallow waters that cover the planet. Sea caves litter the bottom of the
waters, and these descend many miles into darkness, where many dark
things dwell.
Laertes
Laertes is a mountainous and savage world, populated by gobs and
other assorted riff-raff. Dozens of minor races dwell here, settled in a
number of city states. Might is law here, as warring factions constantly
skirmish with each other and the huge beasts that roam this world.
Claudius
The planet of volcanoes, Claudius is now the home world of the orak,
who dwell in mighty fortresses that they have erected among the
volcanoes, seas of magma, and pools of lava that dot the landscape.
They have learned to grow hardy potato-like roots in the harsh
landscape and to cultivate moisture from the atmosphere, providing
sustenance but little more. The orak mine valuable jewels and gems
from their world, using these to barter with less scrupulous guilders on
other worlds.
Polonius
A gas giant, Polonius boasts tremendous natural resources beneath its
tempestuous surface. Hundreds of sky fortresses controlled by cloud
giants float across its upper atmosphere, shaping the storms and mining
deep into the planet’s core to draw out her incredible resources. Dozens
of different air elementals, each attuned to a different specific gas, war
with each other across the planet’s aerie surface.
Banquo
The most hospitable of the worlds in this system, Banquo is relatively
cold and rocky, but produces some vegetation and has a wide range of
hardy creatures living across its landscape. There are no seas or oceans,
but a series of deep lakes, the Lochs of Banquo, hold significant
freshwater as well as myriad great beasts. Several powerful fortresses
are ruled by a collective of lords called the Thanes of Banquo.
Malcolm
Once a desolate and bare world, Malcolm was colonized for the rich
minerals buried deep in its soil. Mining operations were governed
largely by machines that eventually developed sentience and began
replicating themselves. Now, Malcolm is entirely controlled and
populated by a massive machine that seeks only to draw forth resources
to expand itself. All other life on Malcolm has been wiped out.
Donalbain
This thickly-forested planet is covered in constant twilight and shadow.
Lush forests have adapted that thrive in minimal sunlight. Frequent and
massive earthquakes routinely shake the planet’s surface.
Duncan
A world of liquid quicksilver, the surface of Duncan is semi-solid, with a
thick, murky fluid making up the entire planet. Thousands of stations
dot the landscape, large refineries that draw fuels and minerals from
the planet’s core. A powerful guild, the Miners of Duncan, has become
the most powerful guild in the Five Systems, with its own standing army
that exceeds the current membership of the entire Confederate Army.
114 Shards of Tomorrow Book I: Core Rules
The Othello System
Othello was once the primary system of the guilds, with a number of
worlds boasting incredible natural resources. This became the system of
the orak, since millions of orak slaves were brought here to mine the
worlds during the era of the guilds.
This system now serves as the location of the Shadow's Rift, the
black hole leading into the void. Two planets orbit the black hole,
Desdemona and Iago. Both are barren worlds teeming with dark forces.
However, both also have the remains of valuable artifacts and relics of
the times before buried deep underground.
Several other former worlds continue to float aimlessly through the
system, planets of once-fertile life now reduced to desolate wastelands.
Desdemona
The shadow planet, Desdemona is a haunted world, populated by
spirits. The suffering on the planet’s surface is palpable, and the dark
energy of the place is nearly overwhelming. A massive temple to the
dead goddess Yahalla still remains, and a stalwart guard watches over
her ancient artifacts, standing as a last line of defense against a tide of
evil.
Iago
The planet of death, Iago appears as a terran world in eternal darkness.
Undead roam the surface, and creatures such as vampires lord over
mighty holdings, ruling over shadow forests from dark fortresses.
The Lancer was the heart of the Confederacy, the symbol of its power
and law. While the heavy carriers represented the might of the
Confederacy, the Lancer represented its ubiquity. Every outpost of the
Confederacy on every planet was defined by one characteristic: the
presence of Lancers.
Large numbers of Lancers came into the black market after the fall of
the Confederacy. However, since a civilian version was never produced,
all Lancers are still ‘officially’ the property of the Confederacy (such as it
is), and remaining Confederate officers often view possession of a
Lancer by someone not belonging to the Confederacy as an act of
treason.
This craft has been pressed into service throughout the Confederacy,
routinely called upon to serve in combat operations. These craft often
served as planetary patrol vehicles, scout ships, and escort vehicles for
medical, cargo, and supply ships.
The largest ship developed by the orak so far, the Bloodtooth has
enabled the orak to bring their war to the far corners of the Five
Systems, even though their ability to colonize and settle is limited. Most
often, these are used to propel raiding parties upon smaller, relatively
defenseless outposts in remote places, pillaging and raiding.
Full schematics of an Orak Heavy Gunship are provided in Appendix
D, page 132.
The symbol of the presence of the void armies within the Five Systems,
Void Army Heavy Assault Carriers are able to quickly traverse great
distances, bringing savage destruction. In the past, the void armies have
dispatched as many as six of these at once to besiege a planet or defeat
an enemy fleet.
As an orak shock trooper, you are a member of a cruel and violent race.
You once served as a slave to others, but those days are gone, and now
you are the strongest people of the Five Systems. Utter subjugation of
all others is the only path. All Orak Shock Troopers are chaotic. Your
natural physical gifts give you +1 to your Armor Class, and allow you to
add your LM to your STR rating.
Hooks
1. The PCs were recently captured (or purchased as slaves) by the
orak, and are being held prisoner aboard the gunship. Their only
hope is to break free and steal an Orak Bloodtooth Interceptor.
They begin in the prison (area O) and must find a way out. In their
chains, they find a hidden compartment where someone has stored
some tools (for a security check), and a blast pistol. All of their
normal possessions are stored in area J. Only guards carry weapons;
most of the Orak are going about the ship with no armor (-3 to AC)
and no weapons (although most will improvise weapons from the
environment that deal 1d4 melee or thrown damage).
2. The PCs come across the derelict remains of the ship after it has lost
a fight with the armies of the void (who turned it into a haunted
ship) and decide to explore it. In this case, use the notes for haunted
ship in the key that follows. It may also be that the PCs have run out
of fuel, and need to scavenge fuel crystals to keep going.
3. The PCs are hired to steal the five interceptors from the derelict
remains of the ship as detailed in 3 above. Their payment will be
that they are allowed to keep one of the 5 interceptors, turning the
other 4 over to a powerful guild master. If they fail (or betray their
employer), they will be marked, and bounty hunters will be after
them before long.
E. War Room. Meetings for various assaults take place here. The room
has many star charts, intelligence on a variety of outposts and
trading stations, and assorted rumors and legends. Here, the GM
can place a map of a nearby ruin for exploration, with rumors about
its contents.
N. Cargo Hold. These large chambers are empty, their most recent
booty already sold at market.
O. Prison and Slave Pens. Whatever slaves and prisoners are being
transported will be housed here. On the haunted ship, there are 2
shadows lingering in this chamber.
P. Guard Post. 2 soldiers stand guard here at all times. On the haunted
ship, these are 2 zombies.