Tag: How To

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  • Psionic Abilities

    h1. Psionic Abilities h3. *Psionic Disciplines* * [[Biopsionics | Biopsionics]] * [[Metapsionics | Metapsionics]] * [[Precognition| Precognition]] * [[Telekinesis | Telekinesis]] * [[Telepathy | Telepathy]] * [[Teleportation | Teleportation]] …

  • Biopsionics

    h1. Biopsionics p. At its simplest level, the discipline of biopsionics involves the rectification of injuries and sicknesses by vastly augmenting a target’s natural immunities and healing rates. An adept practitioner can heal severe injuries and cure …

  • Metapsionics

    h1. Metapsionics p. The discipline of Metapsionics is one of the more esoteric psionic arts, as it has to do with the operation of other psychic powers rather than producing its own set of effects. An experienced metapsionic can severely hamper the …

  • Precognition

    h1. Precognition p. Precognition has always been the most unpredictable of the common psychic powers. Past experience suggests that the future remains mutable despite a precog’s visions and decisive action can serve to avert an undesirable outcome. …

  • Telepathy

    h1. Telepathy p. Telepaths tend to provoke even more than the usual unease in nonpsychics, and rumors and exaggerations of their power run rampant on many worlds. Novice telepaths are actually capable of only the crudest sensing of emotions, but …

  • Teleportation

    h1. Teleportation p. Teleportation is perhaps the rarest of the common psychic disciplines, allowing its possessor to instantly translocate himself from one point to another. A novice teleporter can translocate only his own body weight plus four or …

  • Character Skills

    h1. Character Skills p. The following list covers the more common skills found among adventurers. The GM is always free to adjust this list, adding new fields or combining skills as desired. Some GMs may even prefer to run a game without skills, simply …

  • Skill Checks

    h1. Skill Checks p. Every stellar adventurer will sooner or later face a situation that can’t be resolved with laser fire or rapid flight. Difficult feats of expertise are usually resolved with skill checks. p. To make a skill check, the player …

  • Combat Breakdown

    h1. Combat Breakdown p. Into every spacefaring adventurer's life a little caseless ammunition must fall. While prudent starfarers avoid combat whenever possible, there are times when a peaceful solution to a dispute is impossible. When those …

  • Movement

    h1. Movement p. Whether by gravcar, riding lizard, sailboat or starship, adventurers tend to get around. It’s often useful to have a rough idea of how quickly a group can move overland and how much gear they can readily bring with them. h3. * …

  • Saving Throws

    h1. Saving Throws and Hazards p. There are times when an adventurer is faced with some imminent unfortunate consequence, and only an iron constitution, unbending will, nimble feet, hardy resilience, or occasional divine favor will help them win through …

  • Injury, Healing, and Death

    h1. Injury, Healing, and Death p. Creatures brought to zero hit points are either dead or mortally wounded. For NPCs, this usually means instant death, but PCs usually linger just a little bit longer before expiring, assuming they aren’t hit by a …

  • Starship Travel

    h1. Starship Travel p. Starship travel within a solar system is broken up by stellar regions. A stellar region is simply the space around a particular point of interest- a planet and its moons, an asteroid belt, the primary star itself, or the outer …

  • Scanning and Detection

    h1. Starship Scanning and Detection It can be a difficult feat to locate a starship within the cold emptiness of a solar system. A sufficiently canny pilot can skulk past all but the most watchful sensor stations. h3. *Detecting Other Ships* p. …

  • Starship Combat

    h1. Starship Combat p. Combat between starships is a brutal gavotte of lasers, spike missiles, assault drones and more exotic hardware, all thrown at the cosmological equivalent of spitting distance. p. Modern ECM and jamming technology combine with …

  • Maintenance and Repair

    h1. Starship Maintenance and Repair p. Running a starship is not cheap. Even the crudest deck ape or engine snipe expects to be paid for his work, and highly trained technicians and navigators expect commensurately higher wages. Aside from personnel …

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