Professional Documents
Culture Documents
Bryan Willy
DIGIPEN INSTITUTE OF TECHNOLOGY
GAT212 Project 2
Fall 2015
Instructor
Jeremy Holcomb
Contents
Preface ............................................................... 2
The Galaxy .......................................................... 2
The Knaru ....................................................... 2
Sectors: .......................................................... 3
Darecha Confederation .............................. 3
Warkin Dominion ....................................... 4
Nyhem Republic ......................................... 4
Rynto Empire.............................................. 4
Cerat Union ................................................ 4
Knaru Badlands .......................................... 4
Lorum Syndicate ........................................ 4
Engenas Empire.......................................... 4
Ulgar Swarm .............................................. 5
Rak Pirate Territory .................................... 5
Adventure Hooks: .......................................... 5
Character Creation ............................................. 6
Party ............................................................... 6
Appearance .................................................... 6
Stats ............................................................... 6
Other attributes: ............................................ 7
Augmentations:.............................................. 7
Energy: ........................................................... 8
Feeding ....................................................... 9
Skills................................................................. 10
Advanced Skills......................................... 10
Skill Checks ............................................... 11
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Detection ..................................................... 11
Conversation ................................................ 11
Intimidate ................................................ 11
Information Gathering ............................. 12
Deception................................................. 12
Diplomacy ................................................ 12
Mechanics .................................................... 12
Repair ....................................................... 12
Biology ......................................................... 12
Progression ...................................................... 12
Combat ............................................................ 13
Actions ..................................................... 13
Advantage/Disadvantage ........................ 13
Range ....................................................... 13
Attack ....................................................... 13
Block (Knaru only) .................................... 14
Death ....................................................... 14
Healing ..................................................... 14
Economy .......................................................... 15
Currency....................................................... 15
Equipment ................................................... 15
Ships ................................................................. 16
Hull ............................................................... 16
Shields .......................................................... 16
Weapons ...................................................... 16
Engines ......................................................... 16
Class ............................................................. 16
Heavy Lifting................................................. 11
Athletics ....................................................... 11
Running .................................................... 11
Jumping .................................................... 11
Hand Eye ...................................................... 11
Stealth .......................................................... 11
Page 1/18
Preface
Entropi is a Sci-Fi themed RPG system set in an
ancient galaxy. Players take on different roles
as a small band of a long-declined alien race
called the Knaru. Cursed to devour energy at an
ever growing rate, players must decide how
they wish to handle the hunger of their kind as
they adventure across the galaxy, discovering
worlds, ancient ruins, and combating old
enemies.
The central conflict in this system is the players
energy needs. There are peaceful ways to gain
their energy, but there is also war. Will your
players ravage the galaxy as their playground,
devouring whatever tries to stop them? Or will
they try to fight against this hunger, defend the
innocent in a galaxy where even they are
outsiders? Or will they carve their own path,
and pave the way for a new era for their kind?
All these possibilities away you in Entropi.
The Galaxy
Sigma Kentaurus is a massive galaxy full of life
and history, resting deep in its own pocket of
the universe. The galaxy has seen many events
over the billions of years of its existence, and
the current age is known as the Age of
Saturation. This age is marked by the sheer
number of civilizations that simultaneously
exist. Many ages have involved the rise and
domination of only a handful of races at a time,
but in this case hundreds exist together, largely
due to the continued existence of the Darecha
Confederation, a coalition of hundreds of
independent races and worlds bound together
in mutual sovereignty. There exists numerous
Empires who remain independent even from
the Confederation, the biggest being the Warkin
Dominion whos vast power and rise caused the
formation of the Confederation only a few
millennia ago.
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The Knaru
The players play as the remnants of a race of
ancient beings long past their prime, now called
the Knaru. The Knaru transcended what it
means to be a single species, able to augment
themselves into anything they could desire with
powers beyond that mortal beings. However,
their ability to wield massive power and energy
came at the cost of how to maintain that energy
output. They must feed on huge amounts of
energy simply to remain alive, and this need
brought them to their downfall. In the ancient
days, entire empires were slaughtered in great
wars as it was the only say such a massive
collective appetite could be satiated.
The galaxy has moved on since the decline of
the Knaru, and never has there been such a
variety of life. With that variety comes danger
however. Any combination of dispositions
towards the Knaru can be found. Some groups
of races seem to live only to hunt the last of the
Knaru on the fringes of the galaxy and
beyond. Others on distant pockets of the galaxy
have never in their entire existence even heard
of the Knaru.
The survivors of the Knaru do not group
together in groups larger than select few, as
such energy needs cannot usually be sustained
without large scale warfare or resources. This
has led to some still living great old ones to
retire to rule empires of other races, or become
prominent traders. Many survivors of the
Knaru avoid close contact with others of their
kind entirely.
However not all are like this. Some still relish in
their high energy lives, flying from sector to
sector in war parties and factions, seeking new
prey and planets on which to feed and sustain
themselves, sometimes threatening entire
planets. Others have rejected the sins of their
ancestors, and seek more peaceful was to
sustain their hunger, preferring to trade for high
energy materials and ways to sustain
themselves in the long term.
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Sectors:
Darecha Confederation
A coalition of hundreds of independent races
and worlds bound together in mutual
sovereignty, the Confederation was formed to
stem the advance of the powerful Warkin
Dominion as it plunged across the galaxy
centuries ago. The combined might of the
Confederation is by far the strongest force in
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Warkin Dominion
Cerat Union
Nyhem Republic
A very unique sector of the galaxy, the Nyhem
republic likes to claim it has the most free and
independent rights of any other sector. While
other sectors in the galaxy may claim more
freedoms, few can claim the same amount of
control an individual has over the direction of
their government. Despite pressure to join the
Confederation, the Nyhem republic sees no
threat in the Warkin, being on the opposite side
of the Galaxy, and thus have no intention of
joining the coalition.
Rynto Empire
Fiercely Independent, the Rynto Empire just
barely has the militaristic strength to stand up
to any single Confederation nation and remain
independent without joining. Much as with the
Nyhem republic, the Rynto Empire sees no need
to join the Confederation with the Warkin
threat such a distant annoyance for them.
Skirmishes between groups of Confederate
states attempting to gain territory and the
Rynto occasionally break out but generally end
in stalemate. Only an aggressor against a
confederate state can trigger the entire
Confederacy to war. The Rynto are currently at
war with the Cerat Union ever since a section of
the Empire won independence and joined the
Union.
Knaru Badlands
Although artifacts and ruins exist throughout
the galaxy, none compare to the concentration
found in the badlands. A remnant of one of the
greatest races ever to span the galaxy, the
Knaru Badlands are a dangerous and
unpopulated ruin of frozen worlds, missing
stars, and invisible black holes. Very few even
remember that these ruins belong to the Knaru,
but all know to steer clear for the dangers the
sector poses to all who enter. Some more
adventurous types see the opposite, and
attempt to explore the forgotten planets in
search of artifacts, ancient technology, or even
just answers to questions about the Knaru that
not even the survivors of the era clearly
remember.
Lorum Syndicate
Little is known about the organization that rules
over this sector of space other than their name
and the mysterious power they seem to wield.
Representatives of the syndicate can be found
throughout the galaxy as they trade goods and
services, but no one has ever found who they
are or what their motives are. No Lorum
representative has ever been taken alive, and
no ship (or fleet) that has entered Lorum space
has ever returned). Many speculate they
possess some great weapon, one that has kept
even the strongest of Warkin armada from
invading. It is unknown what espionage or wars
the Syndicate is currently engaged in.
Engenas Empire
Considered the oldest still running empire to
date, the Engenas Empire is said to have existed
since the decline of the Knaru some several
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Ulgar Swarm
Of all the types of life in the galaxy, most have
some sense of common ground on which to
interact. This is not the case for the hive race
known as the Ulgar. One of the only known
intelligent hive-mind races in the galaxys
history, no nation has yet to establish
constructive diplomatic communication with
the complex race. The swarm has skirmished
with the Warkin and the Engenas Empire over
the centuries, and though not difficult to defeat
in combat, the sheer numbers have been
enough to take over planets and secure
territory nonetheless. The motivation of the
Swarm aside from expansion is unknown.
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sector was considered Ulgar territory (not by
the UlGar, but by the commonplace sighting of
the swarm), but mysteriously the pirates have
been able to move in. Some think the Rak have
found a way to repel, hide themselves, or
communicate with the Ulgar.
Adventure Hooks:
Ancient Artifacts: Many legends speak of
objects of infinite energy the Knaru had created
and developed at their height.
Philosophers Stone Many are convinced
the Knaru created objects capable of
refining otherwise un-feed able materials
into better ones. This was supposedly used
by groups of high-ranking Knaru to sustain
them on far less requirements.
Star Eater The Knaru of this era are unable
to utilize solar energy or stars to satiate
their hunger. The starless areas in the
abandoned ancient Knaru territories
suggest this may not have always been the
case
A cure The life of a Knaru almost always
ends in a conflicting unsustainable power
and hunger. Many have attempted to
spend their lives finding a way to fix this
problem, but thus far no surviving Knaru
has found a solution.
Adventure The Knaru never really fit in
anywhere as it is, and no one is more suited
for stocking up and exploring the galaxy to
their hearts content.
Plunder Their lack of attachment to any
place makes some Knaru accomplished
pirates.
Rebellion The Dominion is not the most
stable of sectors, and numerous insurgent
and rebellion groups have been fighting
back from within ever since its initial spread
across the galaxy centuries ago.
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Character Creation
Party
Character creation can be done semiindividually but before the session an additional
step in creation will need to be taken in figuring
out the partys situation. A party size of 4 is
assumed, in which case the party starts play
with a Class 2 Corvette (See ships section)
Despite the scarcity of Knaru in the galaxy, it
isnt unusual for those who encounter each
other to band together in small groups (large
groups continue to be unsustainable without
constant raiding or conflict). You could have
their meeting roleplayed out.
Appearance
Players play as members of the Knaru, an
ancient race whos numbers have dwindled to
but a few thousand in the entire galaxy. The
Knaru were beings who transcended what it
meant to be a single race, they had the ability
to develop and augment their bodies however
they pleased, to the point that no two were
alike. All however share an identical
incandescent, glowing texture to their eyes, and
the end of each of their limbs (palms, soles of
feet, claws, etc.). This color varies from Knaru
to Knaru, but aside from there is often little to
no identifiable similarity between two Knaru.
Knaru are born in a two legged, and two armed
(vaguely humanoid) form but everything from
their skin color to the number of limbs to their
very vital organs change as they develop to suit
whatever they desire. These changes are one
way however, and cannot be undone.
Dont worry too much about how your
character looks until you get to augmentations,
but try to keep it in mind as you create your
character that their appearance will be wildly
different.
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Stats
Each character starts
Points Total
with 16 points they can Value to Point
spend on stats using a
next Cost
point-buy. When
1
1
1
raising a start to 1 or 2
2
2
2
it costs 1 point per
point, 3-4 = 2 points
3
2
4
per, 5-6 = 3 points per,
4
3
6
7-8 = 4 points per, 9-10
= 5 points per. For
5
3
9
example raising a stat
6
4
12
from 0 to 5 costs 2
points to get it to 2, 4
7
4
16
points to get it to 4, and
8
5
20
an additional 3 points
to get it to 4 for a total of 9 points. The highest
of any stat ever known in the galaxy thus far is
15, though many Knaru have pushed and even
set that record.
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Dexterity
Augmentations
Intuition Augmentations
Extra Limb
Extra Limb
Natural Weapon
(Claws, Horns, Fangs) Telekinesis (INTU x 2 kg)
Strength Augmentations
Natural Defenses
Increase (+2 Defense)
Other attributes:
o
o
o
o
o
Intelligence
Augmentations
Memory Recall
Augmentations:
Augmentations are physical changes in a
characters body and/or appearance. Every 2 of
a stat gained (2, 4, 6, 8) earns an augmentation
from that stats list. Upon picking an
augmentation, decide on exactly how it changes
your characters appearance and justify the
change.
Extra Limb Character gains one additional
limb (Arm, Tail, Leg). This augmentation
may be taken more than once.
Natural Weapon Character gains a natural
weapon on their body. This can be either a
free single extra attack (Horns, Fangs) in
which case it acts as an extra equipped d6
weapon. Or it can placed on up to two
limbs creating a d6 weapon in each, in this
way however if an actual weapon is wielded
with that limb this natural attack cannot be
used in that limb. Can be taken multiple
times to apply the weapons to additional
limbs.
Size Increase/Decrease Character is
permanently one size category bigger or
smaller. Cannot be combined with any
other Size changing augmentations, or
sizeshift. This also increases the associated
stat (does not count towards earning
additional augmentations) Only
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o
Energy:
Energy is the unique ability of the Knaru. With
it they are able to perform unmatched feats of
power, intelligence and intuition. Each point of
energy should be represented by a physical d6
in the players possession. As the player uses
these dice they should be removed from play
and only provided back by the GM as the
players character consumes energy.
When making checks a Knaru is able to
supplement the check with any of their energy
dice, adding to the total roll. However this
comes at a great cost, as that energy is lost
forever and although it works to help the Knaru
find more energy, it also brings them closer to
their own demise with each use. In combat
Knaru are trained to be effective with their
energy use, and thus can freely utilize of their
max pool (rounded down) without draining
their energy)
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Feeding
Regaining Energy used to be the apex of
existence for a Knaru, but now it has been
reduced to a curse. The Knaru sustain
themselves off of concentrated fluid called K.
Every Knaru carries a device called a KConverter to transmute most heavy materials
into K. Some Knaru have augmented
themselves to internally create the fluid by
directly devouring material (Invulnerable
stomach augmentation), but most require the
use of a converter. Materials to be converted
must be at least the density of iron, anything
less is too difficult to property convert. Upon
conversion, regardless of the amount of mass
used, the conversion process produces 125
cubic centimeters (~1/2 a cup) of K, although
the concentration of this K fluid may vary
depending the amount of mass used.
Sample Items
Iron Longsword,
Blaster, 30 gold
coins
5cm x 5cm x 5cm cube
Unintelligent
of Iron (125 Cubic
Life Energy
Centimeters)
(Animals with at
least 8 year life
span)
Gold
5cm x 5cm x 5cm cube
Longsword, Iron
of Gold (125 Cubic
Great sword,
Centimeters)
Heavy Blaster
Plutonium
Reactor Core
(Section),
Intelligent Life
Energy
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Skills
Skills represent more specific training a
character has undergone. Each skill received a
bonus from one stat, some can receive bonuses
from more than one stat, and in this case it
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Advanced Skills
Advanced skills receive the ranks from their
parent skills, but not the total bonus. For
example if you put 1 point into Athletics, you
also get a +1 in Running and Jumping.
However, ranks put into Advanced skills count
as 2x, allowing you to specialize.
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Skill Checks
Some skills allow a player to perform tasks
freely, while others require a check. To perform
a skill check a player rolls a d20 + any energy die
they wish to spend in addition. Energy dice
rolled in this manner are expended, only energy
dice rolled in combat have the chance to be
recovered. If they beat the Difficulty Class (DC)
of the check the check was successful. If they
Athletics
Represents a characters ability to move about.
Provides its ranks (not total) to Running and
Jumping checks.
Running
915-20
21-26 27-32
32-36
14
roll a 1 on the d20 they automatically fail the
check (The GM is also recommended to have
some related misfortune accompany the
failure)
If the skill states there is an opposed check then
the player rolls their check and the opposing
creature or object rolls its own skill check.
Whichever is higher is successful.
Most skill checks take at least one turn, some
will take several minutes depending on the task.
If a player attempts to perform a task in which
no skill makes logical sense, they can instead
make a roll using their stat as their bonus (using
the table above to determine the DC).
Heavy Lifting
Represents a characters ability to manipulate
heavy objects. A character can lift 50kg + 20x
their Heavy Lifting value in kg over their head,
or lift 2x that off the ground and waddle with it
(1 meter per turn), or drag 5x that along the
ground (on a medium to low friction surface).
A character with at least two extra arms or legs
(two strength augmentations) gets an x2 to
their Heavy Lifting total.
If a character wishes to move objects heavier
than their Heavy Lifting freely allows they must
roll a for it (DC10 + GM decided amount)
37+
Jumping
Represents a characters ability to
perform leaps, jumps, bounds, and
other acrobatic jumps. Opposed by
various DCs depending on the jump (DC
15 + <Jump difficulty>)
Hand Eye
Represents a characters ability to perform feats
of hand-eye coordination. Stealing, lock
picking, fine manipulation of objects, etc.
Opposed by DCs based on difficulty of task (DC
10 + <Task difficulty>)
Stealth
Represents a characters ability to remain
undetected. Directly opposed by Detection
checks.
Detection
Represents a characters ability to notice
various things in their environment. Opposed
by DCs or an opposed Stealth check.
Conversation
Represents a characters ability to converse
with intelligent beings. Provides its ranks (not
total) to Intimidate, Information Gathering,
Deception, and Diplomacy checks.
Intimidate
Represents a characters ability to
influence conscious beings (including
animals) through threats. Opposed by
an Intimidate or Conversation check by
the target.
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goes past their max energy does not count
Information Gathering
Represents a characters ability to
gather specific information from
intelligent beings. Opposed by a
Conversation check if the target
wouldnt normally reveal that
information.
Energy
needed
Base
Free
Daily
for
Energy
Max Combat Energy Base Base
Level next Consumed Energy Dice
Use
HP Defense
Deception
Represents a characters ability to
lie, bluff, or manipulate other
intelligent beings. Opposed by a
Conversation, or Detection check
by the target.
Diplomacy
Represents a characters ability to
influence conscious beings
(including animals)
through
diplomatic means. Opposed by a
Conversation or Intimidate check if
the target is unwilling.
Mechanics
Represents a characters knowledge and
ability relating to mechanical things.
Machines, systems, ships, weapons and
how to maintain them are all relevant to
this check.
Repair
Represents a characters ability relating
to repairing things.
Biology
Represents a characters knowledge and ability
relating to biological things. Healing,
astrobiology, physiology, and anything relating
to augmentations are all related to the biology
skill. A DC15 Check can stabilize a character at 0
health from continuing to die. To heal a single
health point, a check of DC20 + creatures
current health is needed.
Progression
As a Knaru consumes energy their body
continues to evolve. As play progresses players
should tally their total consumed energy on
their character sheets. Consumed energy that
10
10
10
15
10
10
11
14
16
20
20
12
18
17
20
40
13
22
18
30
60
14
26
19
30
90
15
30
20
40
120
16
34
21
40
160
17
38
22
50
200
18
42
23
10
50
250
19
46
24
11
60
300
20
50
25
12
60
360
21
54
26
13
70
420
22
58
27
14
70
490
23
62
28
15
80
560
24
66
29
16
80
640
25
70
30
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Combat
Combat takes place in turns and begins as soon
as any present character decides to take an
aggressive action. At this point all characters
aware of the action or suspicious of danger roll
1d20 and add their intuition stat value.
Actions
On each characters turn, the player describes
the actions they wish to take. Each character
gets 1 move action and 1 standard action per
turn, or they can sacrifice both to perform an
all-out action. Additionally a character may
perform as many free actions as is plausible in 6
seconds. A move action allows the player to
move up to 10 meters (unless a successful
running skill check is made). A standard action
allows the player to take a single damage
dealing action of some form such as a single
ranged or melee attack, or perform another
equivalent maneuver. An all-out action allows
the player to perform more advanced
maneuvers, such as allowing the character to
attack once with each weapon equipped limb.
It is up to the DM to keep track of and/or
describe player and enemy locations and handle
the flow of combat. Use of grid or battle mat is
recommended but not required. In this case
treat each grid square as 1 meter. Diagonal
movement costs 1 additional meter every 2
diagonals moved.
Advantage/Disadvantage
If the situation presents itself in such a way that
a character should have an advantage over their
opponent or a disadvantage over them, the
character rolls twice specifically on their d20
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roll and takes either the better (if they had an
advantage) or a worse (if they had a
disadvantage). The other dice are rolled
normally.
Not all situations cause both parties to have
both afflictions. The attacker may have an
advantage on their attacks, but the opponent
may not have a disadvantage on their own
attacks.
Advantages:
Being on superior terrain (Higher
ground, secure/solid ground vs
opponent.
More friendlies adjacent to your
opponent than enemies.
Opponent is off guard.
Disadvantages:
Opponent has cover from you (KneeHigh walls, around a corner).
Opponent on superior terrain.
More enemies adjacent to your than
friendlies.
Range
Every weapon has a range. If the opponent is
within that range, they are hit-able. Otherwise
they cannot be attacked with that weapon.
Most natural weapons have a 1meter attack
range meaning you need to be adjacent to them
to strike.
Attack
When attempting an attack use the following
formula:
(1d20 + Weapon Dice + Optional Energy Dice
(Knaru only) + Modifiers (Stats/etc.)) vs Defense
When attempting to hit an enemy, a player rolls
1d20, plus the weapons dice, plus the number
of energy dice they wish to commit, plus any
relevant modifiers. If the total roll exceeds the
enemys defenses, the enemy takes 1 damage +
1 for every 5 (rounded down) their defense was
exceeded.
The player regains up to (Rounded down) of
their max energy in spent dice per turn
(meaning if no dice are rolled in a turn, no dice
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Alternatively as a standard action a Knaru can
spend energy to heal their roll in health points
on them or a touched creature.
Crits:
Death
If the enemy reaches 0 health, they become
incapacitated and automatically die after 3
turns unless they are restored above 0 health.
Healing
Three hours of interrupted rest heals 1 health
point.
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Items
Weapon
Economy
Currency
Currency is a complicated endeavor in the
Galaxy, but one that has become a bit less so
with the continued existence of the
Confederacy. Confederate Coins, also called
Confed Coins take are a gold based material and
are the closest to a galactic standard. Most
worlds and nations within the Confederacy also
use their own currency, (many because they
simply havent the access to as much heavy
metals for money). Most Knaru prefer to keep
their currency stored in Confed Coins due to the
fact that they can be consumed if needed for
survival. The second most common currency
are the Kinwar Dominons Iron coins, also called
blood coins. Republic Credits are a digital
currency and have no weight. Union
Certificates are paper-money and have
negligible weight.
Die / Stat
Cost Weight
Equip Range (Gold) (kg)
Hand
Blaster
1
d4 DEX hand 100m
25
1.5
Blaster Rifle
d12
2
DEX/STR hand 150m
40
3.5
Energy
Sword
1
d8 STR hand 1m
100
1.6
Heavy
Blaster
2
2d6 STR hand 75m
150
Palm
Projector
d8
1
INTEL/DEX hand 15m
200
Disintegrator
d6
1
DEX/INTEL hand 50m
(Thrown)
15
0.5
Thrown
Object
Armor
1
d4 DEX hand 15m
Defense Bonus
Equip
Varies
Cost Weight
(Gold)
(kg)
Light
Armor
5 Body
400
10
Medium
Armor
7 Body
800
20
10 Body
1200
40
Heavy
Armor
Energy
Shield
2 1 hand
150
Defense
Field
10 2 hand
1500
15
0.5
Sample
Items
0.75
Rynto Synthetic
1.25
Union Certificate
Genas Chip
Bonus
Equip
Space
Suit
Not killed in
vacuum
Rocket
Boots
Allows Vertical
Movement
Feet
Body
Cost Weight
(Gold)
(kg)
700
20
1000
per
2 per
foot foot
Reserve
Food
Energy
30
Confed
Coins
60 Blood
Coins
Allows
communication
(planet surface
Personal to orbit max
Comm
range)
Equipment
60
1.2
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Ships
Hull
Represents a ships overall hull integrity. If this
drops to 0, the ship becomes disabled, any
further damage risks a catastrophic failure and
can cause the ship to explode. Upon taking
damage past 0, roll a d20 and add the amount
of damage past 0. If the roll exceeds 20 the ship
will catastrophically fail.
Core Overload The engine of the ship
catastrophically overloads, dealing the
ships Class in d20s to everything onboard.
This rips the ship apart, throwing any
surviving creatures or equipment into
space.
Magazine Detonation The ammo stores
and weapon systems explode, dealing 1d20
+ 2d6 x Ship Class to anything in the same
room (In Class 1 vessels the entire ship is
one room). This also breaches the hull,
decompressing the same room.
Shield Blowout The ships shield systems
short out and collapse dealing 1d6 x Ship
Class to all creatures onboard.
Complete Hull Fracture The ships hull
catastrophically fails, and the ship tears into
two pieces, but otherwise remains intact.
Creatures onboard will likely be thrown into
space, but the ships cargo and systems may
remain undamaged.
Shields
Represents a ships defense (much like a
characters). All damage that hits the ship must
overcome the shields value or it deals no
damage. Shields receive a bonus directly from
their operators Intelligence or Dexterity.
Weapons
Represents a ships damage die. This is rolled
against the opponents shield. Weapons
receive a bonus directly from their operators
Strength or Dexterity. (In Class 1 ships this is
the pilot)
Bryan Willy
Engines
Represents a ships ability to maneuver, both
aggressively and defensively. This is an
additional
die that can
Ship Catastrophic Failure(1d20)
be rolled and
added either 1 - 5 Core Overload
to shields
6 - 10 Magazine Detonation
(evasive
11 - 15 Shield Blowout
action), or to
16 - 20 Complete Hull Fracture
a weapon
attack roll
(maneuvering to strike a weak spot). Engines
receive a bonus directly from the pilots
Dexterity or Intuition.
Class
The size, category, and threat level of the ship.
Directly represents overall strength, although
there is some variance depending on quality
and experimental ships. Generally speaking a
ship can take on 2-3 ships of a class directly
below it, any ship more than 2 classes below
generally poses no threat without extreme or
experimental equipment. For example a
destroyer can equally take on two frigates, or
five corvettes, assuming proper equipment.
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equip better systems from the upgrades section
beyond the free bonuses.
Class 7 Dreadnaughts
Rarely seen outside of times of galaxy-spanning
wars, dreadnaughts are the largest ships ever
constructed. None have been seen active in
centuries and as such their true power is widely
debated.
Building a ship
First determine the ships class. That will
determine the ships base stats (Table: Ship
base stats by class).
Then apply flat bonuses to the ship based on its
purpose (it is
Warkin Destroyer recommended to add no
more than the ships class
Class
4
worth of bonus points.
Example Warkin
Hull
80
Destroyer). If this ship is
Shields
12+1
meant to be a special ship
Weapons 4d6+2 such as a famous, heroic,
or custom vessel that
Engines d6+1
should be more than a
little stronger or weaker than its class, you can
10
1d6
d6
10000
20
2d6
d6
30000
40
3d6
d6
90000
80
12
4d6
d6
270000
110
16
2d20
d6
810000
145
20
3d20
2d6
2430000
200
24
4d20
3d6
7290000
Upgrades:
Ship Weapon Upgrade Ship Shield Upgrade
Cost
Cost
Class Weapon (Gold) Class Shield (Gold)
1 1d8
2000
1800
2 2d8
3000
2700
3 3d8
4500
12
4050
4 4d8
6750
16
6075
5 2d20+4
10125
20
9113
6 3d20+6
15188
24
13669
7 4d20+8
22781
28
20503
Cost
(Gold) Class Hull
Cost
(Gold)
1 d8
1500
12
2000
2 d8
2250
25
5000
3 d8
3375
50
10000
4 d8
5063
95
15000
5 d8
7594
125
15000
6 d8
11391
175
30000
7 d8
17086
250
50000
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Travel
Travel between star systems is fairly easy in this
day and age as advanced jump drives are
commonplace. These drives operate through
bursts of FTL travel known as jumps. A jump
allows a ship to travel light-years in mere
minutes but requires time to recharge in
between. This recharge type can vary between
a few hours for short-jump drives up to a day
for heavier and long distance jumpers. This
results in fairly easy travel from system to
system (a day or two), however getting from
one end of the Galaxy to the other is still a fairly
significant trip requiring between 2-3 months
depending on the journey and drives involved.
The Confederate states have setup vast
infrastructure of charge stations reserved for
freighters, travel corporations, and military
reducing this travel time by more than half
within the Confederacy borders. If given special
access an authorized ship can cross from the
two farthest points of the Confederacy in a two
weeks.
Sample NPC
Races
There are countless races in Sigma Kentaurus
aside from the Knaru, but a few are more often
encountered than others. If you can imagine it,
it probably exists in some form of race in the
galaxy.
To get your started here are two established
races in the galaxy.
Warkin
The Warkin are the dominant race in which the
Warkin Dominion is named for. Their skin is
covered in red bony plates, and although not
particularly large, they are rather stout and
thick of body. The majority of variance in
appearance are in the pattern of their scale-like
plates. Sample stats for a Warkin:
Warkin
Defense
16
Str
Attack
1d20 + 2d6
(Hvy Blaster)
Dex
Max
Health
20
Intuit 4
Size
Small
Intel
Speed:
10m
Skills:
Heavy
Lifting 3
Detection 2
UlGar
Although individually not particularly strong,
the quick insectoid UlGar more than make up
for it in sheer number and lack of any hesitation
in their goals. Sample stats for an UlGar:
UlGar
Defense
12
Str
Attack
1d20 + 3d4
(Claws)
Dex
Max
Health
13
Intuit 4
Size
Small
Intel
Speed:
10m
Skills:
Athletics
2
Stealth 4
Stat
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