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*Combat/Primitive 0
 
*Combat/Primitive 0
 
*Combat/Gunnery 0
 
*Combat/Gunnery 0
*Computer 0  
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*Computer 0 (pending)
 
*Culture/Spacer 0
 
*Culture/Spacer 0
 
*Culture/Terran 0  
 
*Culture/Terran 0  
*Culture/Traveller 0  
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*Culture/Traveller 0 (pending)
*Exosuit 0  
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*Exosuit 0 (pending)
 
*Navigation 1
 
*Navigation 1
 
*Perception 0
 
*Perception 0
*Persuade 0  
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*Persuade 0 (pending)
*Stealth 0  
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*Stealth 0 (pending)
 
*Survival 0
 
*Survival 0
 
*Tech/Postech 0
 
*Tech/Postech 0
*Tech/Astronautic 0  
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*Tech/Astronautic 0 (pending)
 
*Vehicle/Grav 0
 
*Vehicle/Grav 0
 
*Vehicle/Space 0
 
*Vehicle/Space 0
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**
 
**
 
*Finances
 
*Finances
**First Bank of Terra: 112,951 credit savings account.
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**First Bank of Terra: 107,450 credit savings account.
 +
**37 shares of Terraform, Inc. stock. Purchased at 80 credits before word of Vespene gas got out, 18 January 3203. Current value of 158 per share, as of February 1 3203.
 
**1 Year membership in the MMA, as of February 3203.
 
**1 Year membership in the MMA, as of February 3203.
  
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Irina is a tough, smart-mouthed buyer of artifacts and technology from Armada races.  She's very vocal about her dislike of offworlders, having never left the Holy Roman Union on Terra.  You struck up a friendship after helping her fight off an unwanted suitor in a bar (though it was unclear whether she needed the help).  Her firm, the Striker Organization, is very active on the edges of Terran Sector space.
 
Irina is a tough, smart-mouthed buyer of artifacts and technology from Armada races.  She's very vocal about her dislike of offworlders, having never left the Holy Roman Union on Terra.  You struck up a friendship after helping her fight off an unwanted suitor in a bar (though it was unclear whether she needed the help).  Her firm, the Striker Organization, is very active on the edges of Terran Sector space.
  
== Terra Sector Map ==
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== Sector Map ==
  
[[File:Terra sector map.png]]
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[[File:Sol Sector.png]]
  
== Terra Sector system details ==
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== System Details ==
 
Many planets are generated with the [http://donjon.bin.sh/scifi/system/ Donjon Star System Generator.]  These systems will list a system seed, and whether or not you should check the box for "force this system to include a terrestrial world."  While I am including a picture of the system to let you make sure you get the right one, additional information is available if you actually go to the site and click on a given world.
 
Many planets are generated with the [http://donjon.bin.sh/scifi/system/ Donjon Star System Generator.]  These systems will list a system seed, and whether or not you should check the box for "force this system to include a terrestrial world."  While I am including a picture of the system to let you make sure you get the right one, additional information is available if you actually go to the site and click on a given world.
  
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**Population of 8.3 billion
 
**Population of 8.3 billion
 
**Tech level 4a
 
**Tech level 4a
**Tags: Xenophiles, Local Specialty (Mineral, Reflects Heat)
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**Tags: Xenophiles, Local Specialty
 
**Government: Technocracy
 
**Government: Technocracy
**Cosmopolitan world (-2 Cultural, -1 Military, +1 Luxury, +2 Pretech)
 
  
 
*'''Medlock Belt''' - An inner asteroid belt roughly 3 AU from EE.
 
*'''Medlock Belt''' - An inner asteroid belt roughly 3 AU from EE.
  
*'''Elizabeth''' - 3.4 AU from EE, Elizabeth is a barren rocky planet.  Constantly pummeled by asteroids from the Medlock belt, it is currently uninhabited.  
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*'''Elizabeth''' - 3.4 AU from EE, Elizabeth is a barren rocky planet.  Constantly pummeled by asteroids from the Duxbury belt, it is currently uninhabited.  
  
 
*'''Irwell Belt''' - An outer asteroid belt roughly 20 AU from EE.
 
*'''Irwell Belt''' - An outer asteroid belt roughly 20 AU from EE.
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*'''Brigantes Belt''' - A large dust belt, created possibly by collisions between planetoids, comets, and the like.  Spread out in a range between 60-75 AU from EE.
 
*'''Brigantes Belt''' - A large dust belt, created possibly by collisions between planetoids, comets, and the like.  Spread out in a range between 60-75 AU from EE.
 
==Excelsior Sector==
 
 
[[File:Excelsiorsector.png]]
 
 
=== Notes about the Excelsior sector ===
 
 
Systems in red are Terran, ruled by the Mandate government.
 
 
Systems in yellow are in the Armada DMZ (technically Mandate space, no Armada ships allowed, but also no Mandate Navy ships larger than a Frigate allowed).
 
 
Systems in blue are Rehpani (Terran civilian ships allowed to enter but no Mandate Navy ships at all).
 
  
 
== Alien Races ==
 
== Alien Races ==
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*Think of Maedar as silicon-based humanoids. Physically very strong and resistant to damage due to tougher skin but, on average, not all that smart.
 
*Think of Maedar as silicon-based humanoids. Physically very strong and resistant to damage due to tougher skin but, on average, not all that smart.
 
*The H'sst are very similar to the Vrusk from Star Frontiers or Thri-Kreen from Dark Sun. Kind of upright praying mantis types.
 
*The H'sst are very similar to the Vrusk from Star Frontiers or Thri-Kreen from Dark Sun. Kind of upright praying mantis types.
*The Rehpani are humanoid and strongly resemble humans with a few exceptions. The outwardly obvious ones are dusky red skin, red eyes (irises only), and only four digits on their hands and feet.
+
*The Rehpani are humanoid and strongly resemble humans with a few exceptions. The outwardly obvious ones are dusky red skin, red eyes (irises only), and only four digits on their hands and feet.  
  
 
== Salvage ==
 
== Salvage ==
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== A Bunch of Stuff About Starships ==
 
== A Bunch of Stuff About Starships ==
  
=== Cutter class ships ===
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*The Sloop is a new class of ship, slotting in roughly between the Fighter and Free Merchant. There are three sub-classes of Sloop: Scout, Miner, and Corvette.
 
+
**Scout - as fast as a Fighter with more HP, power, and free mass; much faster than a Merchant, better AC, and a built in Survey Sensor Array.
New class of spaceship. It's called the Cutter. There is one hull within the Cutter class right now: the Scout.
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**Miner - Better armor than a Fighter, more HP, more power and free mass, plus extra hardpoint for mining laser; better armor than a Merchant, more HP and more power.
 
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**Corvette - More HP than a Fighter, much more power and free mass, extra hardpoint; faster than a Merchant, more armor.
Stats on the Scout are as follows.
 
 
 
*Cost - 250k
 
*Speed - 4
 
*Armor - 2
 
*HP - 15
 
*Crew Min/Max - 1/2
 
*AC - 5
 
*Power - 5
 
*Free Mass - 8
 
*Hardpoints - 1
 
 
 
The Scout is limited in its fittings to the same list as the Fighter class. Free Mass requirements are the same as Fighters. Costs are multiplied by 5.
 
 
 
The only exceptions are that a Ship's Locker and a Survey Sensor Array can be fitted. The Ship's Locker costs 5k and contains only one of each item. The Survey Sensor Array costs 50k and has the same Power and Free Mass requirements as the Frigate-class version.
 
 
 
=== Corvette hulls ===
 
 
 
A Corvette is a Frigate-class ship, a cross between a Free Merchant and a Patrol Boat.  
 
 
 
*Cost - 400k
 
*Speed - 4
 
*Armor - 5
 
*HP - 20
 
*Crew Min/Max - 1/6
 
*AC - 6
 
*Power - 10
 
*Free Mass - 10
 
*Hardpoints - 2
 
  
=== Starship Maintenance ===
+
*A Corvette is a cross between a Free Merchant and a Patrol Boat. It has the same Speed (4), Armor (5), and Free Mass (10) as a Patrol Boat, but the same HP (20), Crew (1/6), AC (6), Power (10), and Hardpoints (2) as a Free Merchant. So faster and tougher than a Free Merchant, but smaller. It's a little cheaper as well; we'll call it 400,000 cr.
  
 
*I'm going to ignore Crawford's comments to you and stick with the rules as written. Maintenance costs only come into play annually. The monthly costs should come from paying for the ship and its crew. However, once the food, water, and oxygen run out, they're out. I have no trouble with players manually restocking the larder with food but the ship is equipped to reload water from a spaceport. You'll need to jury rig something to pump (a lot of) potable water from somewhere else. It's not as easy as filling up a few jugs of water and pouring them into the tank.
 
*I'm going to ignore Crawford's comments to you and stick with the rules as written. Maintenance costs only come into play annually. The monthly costs should come from paying for the ship and its crew. However, once the food, water, and oxygen run out, they're out. I have no trouble with players manually restocking the larder with food but the ship is equipped to reload water from a spaceport. You'll need to jury rig something to pump (a lot of) potable water from somewhere else. It's not as easy as filling up a few jugs of water and pouring them into the tank.

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