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[[File:SWN.SWA.SF.jpg| 700px]]
 
[[File:SWN.SWA.SF.jpg| 700px]]
  
==RULE SET==
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==RULES AND SETTING==
 
[[File:SWN.Exploring.jpg|400px|right]]'''Savage Worlds Adventure Edition''' (SWAE) with some rules from '''Science Fiction Companion''' (SFC)
 
[[File:SWN.Exploring.jpg|400px|right]]'''Savage Worlds Adventure Edition''' (SWAE) with some rules from '''Science Fiction Companion''' (SFC)
  
 
From the SFC -- Note Strain (p. 29) is used. Also Edges – Cyber Tolerance, Cyborg, Gear Up & Rocket Jock; Hindrances: Cyber Resistance, FTL Sickness & Low-Tech (Minor or Major)
 
From the SFC -- Note Strain (p. 29) is used. Also Edges – Cyber Tolerance, Cyborg, Gear Up & Rocket Jock; Hindrances: Cyber Resistance, FTL Sickness & Low-Tech (Minor or Major)
  
 
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'''Setting Rules''' (SWAE pg. 136-145) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''Multiple Languages''''' (characters start with ½ Smart die in bonus languages at d6), '''''Unarmored Heroes''''' (Wild Cards who don’t wear armor gain +2 to soak rolls), '''''Wound Cap''''' (Characters cannot suffer more the 4 wounds from any one attack).
===Setting Rules===
 
(SWAE pg. 136-145) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''Multiple Languages''''' (characters start with ½ Smart die in bonus languages at d6), '''''Unarmored Heroes''''' (Wild Cards who don’t wear armor gain +2 to soak rolls), '''''Wound Cap''''' (Characters cannot suffer more the 4 wounds from any one attack).
 
  
 
'''Languages of the Frontier Space''': Trade (this is the standard language developed by the UFS over the centuries. It is a combination of various Terran tongues and the other major species), Terran (over the last six centuries the various languages of Earth have blended together, but some still cling to the old ones. The most common of those are English, Russian, Chines, French and Hindi) and the various species specific tongues. Most have developed universal languages. Only the Weren have region dialacts that are very different from each other and must be learned seperately.   
 
'''Languages of the Frontier Space''': Trade (this is the standard language developed by the UFS over the centuries. It is a combination of various Terran tongues and the other major species), Terran (over the last six centuries the various languages of Earth have blended together, but some still cling to the old ones. The most common of those are English, Russian, Chines, French and Hindi) and the various species specific tongues. Most have developed universal languages. Only the Weren have region dialacts that are very different from each other and must be learned seperately.   
  
  
===HOUSERULES===
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HOUSERULES
 
*'''Leadership''': because of advanced communications, the command radius of all leadership edges has been extended. With Command, the leader can provide bonuses to everyone that she can see and everyone that can hear here. With Command Presence she no longer needs to see them, but all must still be able to communicate with them (via a comlink, etc.).
 
*'''Leadership''': because of advanced communications, the command radius of all leadership edges has been extended. With Command, the leader can provide bonuses to everyone that she can see and everyone that can hear here. With Command Presence she no longer needs to see them, but all must still be able to communicate with them (via a comlink, etc.).
 
*'''Range Modifiers''': Extreme, or double long range distance for -6 (see SFC pg.27) with the Aim maneuver.
 
*'''Range Modifiers''': Extreme, or double long range distance for -6 (see SFC pg.27) with the Aim maneuver.
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The Regulaters will be assigned a starship for mission and most players should have a few skills that allow them to assist in normal ship functions (pilot, enginer, captain, etc.)
 
The Regulaters will be assigned a starship for mission and most players should have a few skills that allow them to assist in normal ship functions (pilot, enginer, captain, etc.)
  
===Space Truckers Campaign===
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===Space Trucks/Mercs Campaign===
Fpr this campaign setting they don't work directly for the Regulators or UFS directly. Instead the characters all own a ship togther but they still owe lots of credits to the bank (or sponsors or loansharks, etc.) and need paying jobs to keep their ship running and make their payments.
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Om this campaign setting they don't work directly for the Regulators or UFS directly. Instead the characters all own a ship togther but they still owe lots of credits to the bank (or sponsors or loansharks, etc.) and need high paying jobs to keep their ship running and make their payments.
  
The ship will take lots of cargo jobs to out of the way places and get hired to do dangerous "off-the-books" jobs for various clinets and even work for the Regulators at times.
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So the ship will take lots of cargo runs to out of the way places and get hired to do dangerous "off-the-books" jobs for various clinets and even work for the Regulators at times.
  
 
Generally this can be a Light Freighter or maybe the Pirate Raider. Figure they have payed off 10% of its base price and own 40 years of payments to go (minus 1d10), at 5% of its base cost as payments per year.
 
Generally this can be a Light Freighter or maybe the Pirate Raider. Figure they have payed off 10% of its base price and own 40 years of payments to go (minus 1d10), at 5% of its base cost as payments per year.
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| 1 || xx
 
| 1 || xx
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:2. Assign 5 points to '''Attribute''' Traits
 
:2. Assign 5 points to '''Attribute''' Traits
 
:3. Assign 15 points for '''Skills''' (including base Athletics d4, Common Knowldge d4, Notice d4, Persuasion d4, Stealth d4). Also begin with your Native Language at a d8 and ½ Smarts die in additional Languages at d6, one that must be Trade (see Setting rules).
 
:3. Assign 15 points for '''Skills''' (including base Athletics d4, Common Knowldge d4, Notice d4, Persuasion d4, Stealth d4). Also begin with your Native Language at a d8 and ½ Smarts die in additional Languages at d6, one that must be Trade (see Setting rules).
:4. Choose obe of the following:
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:4. Pick a bonus '''''Edge''''' (must qualify)  
:* an additional point to '''''Attribute''''' Trait points (6 starting total)
 
:* an additional 2 points to '''''Skill''''' Trait points (17 starting points)
 
:* a bonus '''''Edge''''' (must qualify)  
 
 
:5. Choose one '''Major''' and two '''Minor''' Hindrances.
 
:5. Choose one '''Major''' and two '''Minor''' Hindrances.
 
:6. Pick $1,000 (credits) in '''Gear''' (see Tech and Gear).  
 
:6. Pick $1,000 (credits) in '''Gear''' (see Tech and Gear).  
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'''Social Structure''': Multipolar Competitive or Coorerative.</br>
 
'''Social Structure''': Multipolar Competitive or Coorerative.</br>
 
'''Lense''': Veriaty. Humans are an extemely deverse group when compared to most other species.
 
'''Lense''': Veriaty. Humans are an extemely deverse group when compared to most other species.
:'''Adaptablity''' [4]: gain a bonus Edge at character creation and start with six Attribute poimts instead of five.
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:'''Adaptablity''' [4]: gain a bonus Edge at character creation and start with any one Attribute trait at a d6 instead of a d4 (and maximum starting level of d12+1)
  
  
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'''Lense''': Joureying. The Aleerin seem to posses an almost incurable wanderlust. Their homeworld is somewhere outside the Stellar Cluster and they have few permenent settlements or colonies within. Most are found on wander on starships shattered throughout Frontier Space.</br>
 
'''Lense''': Joureying. The Aleerin seem to posses an almost incurable wanderlust. Their homeworld is somewhere outside the Stellar Cluster and they have few permenent settlements or colonies within. Most are found on wander on starships shattered throughout Frontier Space.</br>
 
'''Social Structure''': Democratic (with some Oligarchic tendenaces)</br>
 
'''Social Structure''': Democratic (with some Oligarchic tendenaces)</br>
:'''Cybernetics Systems''' [3]: Arleerin double their basic Strain limit (twice the ''higher'' of their Spirts or Vigor die) and start with the following cybernetic implants for free - Armor Plating 1 (1), Internal Communication (0), Internal Life Support (2), Reinforced Frame 2 (2), Secret Compartment (1) for a total of 6 Strain (See Cybernetics in Gear)
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:'''Cybernetics Systems''' [4]: Arleerin double their basic Strain limit (twice the ''higher'' of their Spirts or Vigor die) and start with the following cybernetic implants for free - Armor Plating 1 (1), Internal Communication (0), Internal Life Support (2), Reinforced Frame 2 (2), Secret Compartment (1) for a total of 6 Strain (See Cybernetics in Gear)
 
:'''Outsider''' (Minor) [-1] as Hindrance. Often seen as cool and unfriendly.  
 
:'''Outsider''' (Minor) [-1] as Hindrance. Often seen as cool and unfriendly.  
:'''Technical''' [2]: start with a base d6 in ''Repairs'' skill and a maximum starting level of d12+1
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:'''Technical''' [1]: start with a base d4 in ''Repairs'' skill and a maximum starting level of d12+1
  
  
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The only '''Arcane Background''' allowed is Psionics and the only Power Edges allowed are more their options.</br>
 
The only '''Arcane Background''' allowed is Psionics and the only Power Edges allowed are more their options.</br>
  
The following powers are '''not''' allowed in Star Law – Banish, Burrow, Damage Field, Fly, Growth/Shrink, Intangibility, Resurrection, Shape Change, Summon Ally, Teleport or Zombie. These powers are not normally encounters but can still be found among very rare powerful psychic beings and/or PsiTech (TL5) artifacts.
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Power List for Psionics:</br>
 
 
Modified Powers Arcane Protection, Boost Trait, Darksight, Environmental Protection, Farsight, Invisibility, Protection, Relief, Sloth, Speed, Smite, Read Language and Warrior’s Gilt – all change to Range: Self only.
 
 
 
Drain Power Points, Fear, Mind Link and Mind Reading, Mind Wipe, Puppet, Slumber and Stun – all change that they suffer a -2 Penalty and a increase in Power Points of +1 for user with range greater then Touch.
 
  
 
===New Edges===
 
===New Edges===
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*Combat Armor: These suits include a full jumpsuit, helmet, load-bearing harness for a backpack or other gear, boots, and gloves. The vest (5lbs, cost 200) and helmet (2lb, cost 175) may also be worn separately. Combat armor adds +6 Armor, +1 Toughness and reduces ballistic damage by 4 points. Str Min. d6, TL3, Wt. 16lbs, Cost 500.
 
*Combat Armor: These suits include a full jumpsuit, helmet, load-bearing harness for a backpack or other gear, boots, and gloves. The vest (5lbs, cost 200) and helmet (2lb, cost 175) may also be worn separately. Combat armor adds +6 Armor, +1 Toughness and reduces ballistic damage by 4 points. Str Min. d6, TL3, Wt. 16lbs, Cost 500.
 
*Energy Skin: This lightweight, reflective material greatly disperses focused light, granting +8 Armor against lasers. It offers no protection against other attack types. Energy skins may be worn on top of (or fastened to) other types of armor, but is obvious, shiny, and subtracts 2 from Stealth checks. If the user ever takes damage, roll a die per wound. An odd roll on any die means the suit’s reflectors or feedback system are ruined and it no longer offers protection (this is why energy skins are rarely worn by traditional combat forces). Str Min d4, TL4, Wt. 5lbs, Cost 500.
 
*Energy Skin: This lightweight, reflective material greatly disperses focused light, granting +8 Armor against lasers. It offers no protection against other attack types. Energy skins may be worn on top of (or fastened to) other types of armor, but is obvious, shiny, and subtracts 2 from Stealth checks. If the user ever takes damage, roll a die per wound. An odd roll on any die means the suit’s reflectors or feedback system are ruined and it no longer offers protection (this is why energy skins are rarely worn by traditional combat forces). Str Min d4, TL4, Wt. 5lbs, Cost 500.
*Tactical Armored Skinsuit: these are armored skinsuits (see above) to provide some nominal protection in combat. As a skinsuit but also Armor +3, Toughness +1 and reduce ballistic damage by an additional 2 points. Str Min d4, TL4, Wt. 12lbs, Cost 1,000.
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*Tactical Armored Skinsuit: these are armored skinsuits (see above) to provide some nominal protection in combat. As a skinsuit but also Armor +3, Toughness +1 and reduce ballistic damage by an additional 2 points. Str Min d4, TL4, Wt. 12lbs, Cost 800.
 
*Vacuum Hardsuit: heavier vacuum suits provide full protection against radiation and 16 hours of vacuum support. Provides Armor +4, Toughness +2 and reduces ballistic damage by an additional 2 points. Damage can tear the suits but it includes a shelf sealing for most minor cuts, etc. (GM call if it requires an Adhesive Patch). Str Min d6, TL3, Wt. 24lbs, Cost 2,000.
 
*Vacuum Hardsuit: heavier vacuum suits provide full protection against radiation and 16 hours of vacuum support. Provides Armor +4, Toughness +2 and reduces ballistic damage by an additional 2 points. Damage can tear the suits but it includes a shelf sealing for most minor cuts, etc. (GM call if it requires an Adhesive Patch). Str Min d6, TL3, Wt. 24lbs, Cost 2,000.
 
*Battle Dress: the ultimate in advanced light power assist armor that provides all the base environmental protection of the vacuum suit, plus adds +2 die steps to Strength and a +2 to Pace movement. It provides Armor +8, Toughness +4 and reduces ballistic damage by an additional 2 points. Power pack last 8 hours. No Str Min while power pack on. Wt. 150lbs, Str. Min d12, TL4, Cost 15,000.
 
*Battle Dress: the ultimate in advanced light power assist armor that provides all the base environmental protection of the vacuum suit, plus adds +2 die steps to Strength and a +2 to Pace movement. It provides Armor +8, Toughness +4 and reduces ballistic damage by an additional 2 points. Power pack last 8 hours. No Str Min while power pack on. Wt. 150lbs, Str. Min d12, TL4, Cost 15,000.
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| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''TL''' || '''Notes'''
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''TL''' || '''Notes'''
 
|-
 
|-
| Pocket Pistol || 8/16/32 || 2d4+1 || 1 || 1 || 8 || d4 || 1 || 150 || 2 || Hold-Out
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| Pocket Pistol || 8/16/32 || 2d4+1 || 1 || 1 || 8 || d4 || 1 || 150 || || 2|| Hold-Out
 
|-
 
|-
 
| Revolver || 12/24/48 || 2d6+1 || 1 || 1 || 6 || d6 || 3 || 200 || 2 ||  
 
| Revolver || 12/24/48 || 2d6+1 || 1 || 1 || 6 || d6 || 3 || 200 || 2 ||  
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===Cybernetics===
 
===Cybernetics===
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
Cybernetics in the UFS is fairly common although so is regrown limbs via advanced cloning. Most civilians opt for this option, not willing to replacing a body part, even a heart, etc. with a machine part. The costs of these do not include any hospital stay which generally runs 5,000 credits plus 1,000 credits per Strain and one day stay in recovery per Strain.  
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Cybernetics in the UFS is fairly common although so is regrown limbs via advanced cloning. Most civilians opt for this option, not willing to replacing a body part, even a heart, etc. with a machine part. The costs of these do not include any hospital stay which generally runs 5,000 credits plus 1,000 credits per Strain and one day stay in recovery per Strain. The Regulators will generally waive these fees for agents who suffered permanent damage in the field.
  
 
The number after the name indicates how many times a system may be acquired. A “U” indicates there is no limit, beyond Strain. Systems marked with an asterisk (*) require the Core Electronics Package.
 
The number after the name indicates how many times a system may be acquired. A “U” indicates there is no limit, beyond Strain. Systems marked with an asterisk (*) require the Core Electronics Package.
 
Finally all Cybernetics are TL 4
 
  
 
'''BIO ENHANCEMENTS AND REPLACEMENTS SYSTEM'''
 
'''BIO ENHANCEMENTS AND REPLACEMENTS SYSTEM'''
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:'''Armor Plating''' (3): +2 natural Armor, stacks with Worn Armor. Strain 1/level, Cost -1,500
 
:'''Armor Plating''' (3): +2 natural Armor, stacks with Worn Armor. Strain 1/level, Cost -1,500
 
:'''Bionic Strength Augmentation''' (4): Raise Strength one die step. Strain 2/level, Cost -2,500
 
:'''Bionic Strength Augmentation''' (4): Raise Strength one die step. Strain 2/level, Cost -2,500
:'''Cybernetic Limb Replacement''' (4): the subject has replaced one more more of her limbs. Each limb replaced adds +1 to Toughness. Strain 1/level, Cost -2,500
 
 
:'''Cyber-Wired Reflexes''' (2): Raise Agility one die step. Strain 2/level, Cost -5,000
 
:'''Cyber-Wired Reflexes''' (2): Raise Agility one die step. Strain 2/level, Cost -5,000
:'''Extra Set of Arms''' (1): Two additional arms are added to the subjects torso (under the original arms). Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action. Gain Nonstandard Build (as Hindrance Big but only for Armor/Clothing). Strain 3, Cost 8,000  
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:'''Extra Set of Arms''' (1): Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action. Gain Nonstandard Build (as Hindrance Big but only for Armor/Clothing). Strain 3, Cost 8,000  
 
:'''Internal Communicator''' (1): As comlink with a 10 mile range. Strain 0, Cost -250
 
:'''Internal Communicator''' (1): As comlink with a 10 mile range. Strain 0, Cost -250
 
:'''Internal Life Support''' (1): Immune to disease, drowning, and poison, toxins and +4 to resist the Hazards of Cold, Heat, and Radiation. Strain 2, Cost -2,500
 
:'''Internal Life Support''' (1): Immune to disease, drowning, and poison, toxins and +4 to resist the Hazards of Cold, Heat, and Radiation. Strain 2, Cost -2,500
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This treaty was called the '''Concord of Frontier Worlds''' was formally signed by most of the princale members some 400 years ago and the formal start of the UFS. The UFS serves to bring the variousty worlds and species together, and although it strives to maintain order and peace through diplomacy and judicious use of military force, it has proven ineffective in dealing with the galaxy’s criminal elements and hostile xeno/alien species. To deal with these hostile aliens, criminals and criminal organizations, the UFS formed the '''Regulators''' -- a quasi-military/law enforcement agency with the power and resources to locate and arrest criminals on any Frontier world and aid any resident against hostile external threats. Although the Regulators activities are closely monitored by the UFS’s intelligence community, the agency has been given sufficient latitude to pursue its directives as it sees fit.
 
This treaty was called the '''Concord of Frontier Worlds''' was formally signed by most of the princale members some 400 years ago and the formal start of the UFS. The UFS serves to bring the variousty worlds and species together, and although it strives to maintain order and peace through diplomacy and judicious use of military force, it has proven ineffective in dealing with the galaxy’s criminal elements and hostile xeno/alien species. To deal with these hostile aliens, criminals and criminal organizations, the UFS formed the '''Regulators''' -- a quasi-military/law enforcement agency with the power and resources to locate and arrest criminals on any Frontier world and aid any resident against hostile external threats. Although the Regulators activities are closely monitored by the UFS’s intelligence community, the agency has been given sufficient latitude to pursue its directives as it sees fit.
  
The chief rival of the Regulators and the UFS are the criminal organizations known and the '''Galactic Cartles''', The '''Malthar Crime Family''' and various '''Shadow Worlds'''. The Galactic Cartles are extorsion, smugglers (especially weapons and illegal tech) and pirates. The Malthar Crime Family are lead by a group of renegade dralasites and specialize in slavery and forced labor but also competes with the Cartel on piracy and stolen tech (especially PsiTech). The Shadow Worlds are any worlds that doesn't adhere to UFS laws or are not part of the Concord of Frontier Worlds. Many are inhabited by hostile aliens who are extemely xenophobic or are primative and under protection from the UFS so as not to be exploited unfairly. These primitive worlds are called '''Protectorat''' and the UFS enforced a strit non-interferiance/explotation policy for them by normal citizens. This also makes these worlds attractive to criminals or wanted outlaws and anyone not wanting to draw UFS attention to themselves.
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The chief rival of the Regulators and the UFS are the criminal organizations known and the '''Galactic Cartles''', The '''Malthar Crime Family''' and various '''Shadow Worlds'''. The Galactic Cartles are extorsion, smugglers (especially weapons and illegal tech) and pirates. The Malthar Crime Family are lead by a group of renegade dralasites and specialize in slavery and forced labor but also competes with the Cartel on piracy and stolen tech (especially PsiTech). The Shadow Worlds are simply worlds that don't adhere to UFS laws or are not part of the Concord of Frontier Worlds. Many are inhabited by hostile aliens (and a few Humans) who are extemely xenophobic or are primative and under protection from the UFS so as not to be exploited unfairly. This also makes these worlds attractive to criminals or wanted outlaws and anyone not wanting to draw UFS attention to themselves.
  
 
[[File:SWN.Clicks.jpg|300px|right]]Another threat to the UFS are the aliens. The first are called the ''''Klicks'''', due to their disctinctive clicking noises they made. UFS Intelligence has no idea what they call themselves as they have refused all forms of communication, including telepathic requests. It is not even known if they are sentient or controlled by another species but they do have access to somekind of advanced tech. Unfortuniaty for UFS Intelligence and the Regulators when one is killed its body rapidly starts to decompose and their technology with it. It is believe some kind of acid is responsable but again... unknown.
 
[[File:SWN.Clicks.jpg|300px|right]]Another threat to the UFS are the aliens. The first are called the ''''Klicks'''', due to their disctinctive clicking noises they made. UFS Intelligence has no idea what they call themselves as they have refused all forms of communication, including telepathic requests. It is not even known if they are sentient or controlled by another species but they do have access to somekind of advanced tech. Unfortuniaty for UFS Intelligence and the Regulators when one is killed its body rapidly starts to decompose and their technology with it. It is believe some kind of acid is responsable but again... unknown.
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The second group of hostile aliens are called '''Briizin Raiders'''. They are believed to have orginated from outside the cluster although even those captured whom have been turned over to by UFS Intelligence don't seem to know for sure. They say they are exiles from their homeworld who were banished to this region of space. They claim that only their species is really worthy and that all other species should be ruled over by them. At present they have only raiderd along the Galatic North space and the worlds that they inhabit are said to be in that region of space but the UFS does not know where excately. They seem to be less advanced then most of the UFS but they are great at adapting stolen technology and have incorperated much of it into their own. Humans have describe the Briizin as looking like humanoid Shark-headed creatures (or at least what pics from old Earth shark would look like). They are amphibious, stand around seven feet tall and weigh an average of 250lbs. Females are slightly larger then males of the species and the most aggressive (and both are very aggresssive).  
 
The second group of hostile aliens are called '''Briizin Raiders'''. They are believed to have orginated from outside the cluster although even those captured whom have been turned over to by UFS Intelligence don't seem to know for sure. They say they are exiles from their homeworld who were banished to this region of space. They claim that only their species is really worthy and that all other species should be ruled over by them. At present they have only raiderd along the Galatic North space and the worlds that they inhabit are said to be in that region of space but the UFS does not know where excately. They seem to be less advanced then most of the UFS but they are great at adapting stolen technology and have incorperated much of it into their own. Humans have describe the Briizin as looking like humanoid Shark-headed creatures (or at least what pics from old Earth shark would look like). They are amphibious, stand around seven feet tall and weigh an average of 250lbs. Females are slightly larger then males of the species and the most aggressive (and both are very aggresssive).  
  
===Other Setting Historical Notes...===
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===Other Setting History Notes...===
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
The Fraal are from outside the Stellar Clusters (as are the Aleerin) and their legends talk about something they called the '''Scream''' that originated from the Stellar Cluster some 2,000 years ago. The Scream was a psychic scream that traveled faster then lights speed out from the cluster and killed or drove insane almost all psychically aware individuals. The Freel were far enough away that they suffered little effects from this event but there are ruins of various technologies with super advanced Psitech found shattered thoughout the Stellar Cluster. The other species native to the Stellar Cluster all have legends of a time where they encounterd strange "space gods" who were all wiped out during this event (along with many of the psychically empowered memebers). They did however leave behind many PsiTech artifacts. These artifacts are way more advanced then anything that any species of the UFS have ever developed. It seemed that this tech drove all of the space-gods tech-- from basic household AI to their startravel ability. UFS Intelligence and the government have made the trade of PsiTech illegal but they pay large rewards for any pieces that are turned into them.  
 
The Fraal are from outside the Stellar Clusters (as are the Aleerin) and their legends talk about something they called the '''Scream''' that originated from the Stellar Cluster some 2,000 years ago. The Scream was a psychic scream that traveled faster then lights speed out from the cluster and killed or drove insane almost all psychically aware individuals. The Freel were far enough away that they suffered little effects from this event but there are ruins of various technologies with super advanced Psitech found shattered thoughout the Stellar Cluster. The other species native to the Stellar Cluster all have legends of a time where they encounterd strange "space gods" who were all wiped out during this event (along with many of the psychically empowered memebers). They did however leave behind many PsiTech artifacts. These artifacts are way more advanced then anything that any species of the UFS have ever developed. It seemed that this tech drove all of the space-gods tech-- from basic household AI to their startravel ability. UFS Intelligence and the government have made the trade of PsiTech illegal but they pay large rewards for any pieces that are turned into them.  

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