DriveThruRPG Link

Huge Discounts on your Favorite RPGs @ DriveThruRPG.com

Wednesday, August 26, 2020

Natives of the Yggdrassil Star System

 Natives of the Yggdrassil Star System



The idea for this star system first came to me soon after Starfinder was originally released. Giants are one of my favorite things from fantasy settings, and it wasn't until more recent Alien Archive volumes that the Starfinder team added those giants into the game. 

My goal was to give them a real home, kind of like Elves got, rather than just making them yet another refugee from Golarian. I studied Giant myths from a bunch of cultures and settled on Norse mythology, because it was almost entirely giants. The gods were giants, their opponents were giants, their rivals were giants, and even their predecessors were giants. My plan is to eventually work other mythologies into this one, but to star with, I needed the star system, and I needed the people who live there. 

With that journey in mind, I present to you the Varjag, a race of giants that have a similar spectrum from the traditional d20 fantasy giants (IE fire giants, stone giants, etc.) but rather than linking them to basic fantasy elements, I felt it was best to link them to their birthplaces in the star system. This decision was also informed by the mythology. Jotunn are after all residents of Jotunnheim. 

The Varjag are meant to represent in a single species all the residents of Norse mythology, even the humans. I decided my vikings could be their own species instead of being human, and like their gods, and all the giants they have to worry about, they call came from the same root, and have similar potential. 

Some of the decisions I made about each group might surprise you, and I welcome comments and ideas for other ways to go, because I think it's great to allow exeptions to the rules, and all your ideas could comprise the exeptions that could arise throughout the averages represented in the rules below. 

I hope you all enjoy.



Varjag

Humanoid (Giant)

Size: Most Varjag are medium sized, however like many biological creatures, they grow to fit their environment. In the case of a sentient speice with that trait, their environment encompass all the places their experiences have brought them. In game mechanics, this is represented by gaining size as you gain levels. Up to level 10, Varjag are medium sized. Above level 10, they grow to large size with a space and reach of 10 ft. At level 20 they reach huge size and gain a space and reach of 15 feet. 


Speed: Medium sized Varjag have a base speed of 30 ft. Each additional size category above that increases their base speed by 10 ft. They gain a climb speed equal to half their base movement. 


Senses: Varjag have Darkvision 60 ft,, Low-light Vision, and Blindsense (Scent) equal to half their base move speed. 


Ability Score Adjustments: +4 Str, -2 Dex, +2 Int, -2 Wis


Abilities

Thrown Weapon Experts - The traditional weapons of the Varjag, taught from one generation to the next, has always been thrown weapons. At the dawn of time it was large rocks, but as the weapons of war advanced so did their chosen weaponry... but the tradition of muscle-powered ranged weaponry always remained. Varjag are always proficient in any thrown weapon or grenade (including improvised thrown weapons, but not Grenades or weapons with the “Throwing” fusion). At 3rd level they  gain weapon specialization for those weapons.


Hardy Adaptation - One of the evolutionary advantages Varjag possess is the ability to burn away afflictions. Their body and immune system simply attacks impurities voraciously. Sometimes this burns away the health and life of the Varjag before medical help can be found. More often than not though, this results in poisons or diseases that would last days, weeks or longer being burned out of their system in minutes. Any time a Varjag has to make a save against an effect that will apply (or advance) an affliction track, they can roll twice and take the better result. Any affliction with a frequency greater than 1 round affecting them has its frequency set to 1 round. 


Morphic: Varjag gain one additional trait based on where they were born. 


Starborne - Those born on the Egg of Jormungandr, the star of the Yggdrasil system are considered both blessed and cursed. They seem to be utterly without fear. In reality they are born with only the fight half of the fight or flight instinct. When one of these Varjar suffer the effects of a fear ability, rather than the normal results, the Starborne Varjag expresses that fear in an attack frenzy against the object of fear. They must use any weapon, or improvised weapon to destroy the object of their fear, and cannot stop until the effect ends or the target is destroyed or killed. This leads many from this world to master a variety of weapons and even unarmed combat, regardless of which class they become.


Treeborne - Those born on the world tree Yggdrasil are born with an unquenchable wanderlust. They spend their lifetimes travelling from planet to planet in the system as nomadic traders, raiders, and/or entertainers. In zero gravity they gain a fly speed of 50 ft with perfect maneuverability as long as they are adjacent to a structure they can use to guide their movements, like a wall, ceiling or floor. While in such a position they gain immunity to the off target and off kilter conditions. Many treeborne Varjag become Envoys. 


Muspelheim - The most dangerous of the planets due to heat and radiation of the nearby star, and the pollution from the industry built on the world. Those born to this nightmare landscape gain a bonus on saves against radiation and inhaled poison affliction tracks equal to the stage they are on in that track. Many enhance their bodies with colonies of nanites to help them survive and earn the reputation as craftsman the world has earned. Those who do almost invariably become Nanocytes. 


Midgard - This is a fairly mundane world compared to the rest of the system. And while it’s  inhabitants are not the artisans or magical powerhouses the other world’s produce, they are some of the craftiest, cunning, and imaginative Varjag. Any skills that use this character’s key ability modifier gain a +1 bonus and any use with a base DC of 15 or less may be used even untrained. Many of the Vargar born on this world become broadly skilled Operatives valued across the spectrum of their society. 


Asgard - This world is a focal point of power. A convergence of leylines from across the entire universe focuses on this planet. Some are so powerful they are visible to the mundane eye even from orbit. Those born here are intimately connected with that magical power. They may use Detect Magic and Token Spell at will. Many go on to become mystics, especially with the Allfather mystic connection. 


Vanaheim - There are very few differences between this world and the First World. One of those is that while the First World is untamed, Vanaheim is organized into gardens and orchards. Those born here are born with an innate sense for how things are meant to grow. They gain medicine and life science as class skills. If they already are class skills they gain a +1 bonus racial in each. Many Varjag born here become Biohackers experimenting in their own gardens and orchards to create new medicines or intoxicants. 


Jotunheim - Though a persistently arctic world, Jotunheim is full of life. Though it is almost like that life is as frozen as the world. Varjag born on this world potentially live much longer than others, doubling the range of each age category. They also automatically stabilize when dying, and remove any bleed effects the round after they start. Most Jotun become soldiers.


Niflheim - Niflheim is a chaotic place caught between the eternal storm named The Well of Hvergelmir and the singularity Ginnungagap and constantly battered by stellar impacts from the ice belt Elivagar. It is the source of all water in the system as chunks of ice are drawn off to other planets. Those borne there, like the world they are from, are connected to the universe in more ways that most understand. Mysticism is a class skill for them. If they already have it as a class skill they may also gain acrobatics as a class skill. If both are class skills already, they gain a +1 bonus in each. Many become Witchwarpers, developing the ability to make sense of their chaotic home. 


Spaceborne/Elivagar - Also known as Belters or Spacers. These Varjag are born with an instinctive understanding of the movements of celestial phenomena. Piloting is considered a class skill by them. Any check to navigate in space, or any check to deal with Space Hazards gets a +2 racial bonus. Many of these Varjag become Solarians. 


Alfheim - Alfheim lies too far from the system’s star to get enough light to be habitable. To alleviate this problem those Varjag who settled on this world used the magics within Yggdrasil to put a portion of the star’s corona around the world. That light is then reflected and refracted through the crystalline structures all over the planet. This has given those Varjag born here an instinct for the manipulation of light. Any lasers fired at them are treated as if they have cover and concealment from them. Many born here become technomancers, specializing in hologram spells and other illusions. 


Svartalfheim - The exterior of the artificial world is home to Varjag who are born with an innate sense for the imperfections around them. That is why that world is kept so rigidly perfect. They may select one profession skill to gain a +2 racial bonus in. Most Varjag from this world become vanguards, with their affinity for entropy. 


Nidavellir - The hollow interior of Svartalfheim is called Nidavellir by those who are aware it even exists. Those born there lack the same capacity to grow as the rest of their species. Instead they grow denser, their flesh hardening, as they grow in power and experience. They always remain medium sized. Any time they would increase in size, permanent or temporary, they instead increase their constitution score by +2 for the duration they would have increased in size (at 10th and 20th levels these bonuses are permanent, but otherwise use the duration of the effect that tried to increase size). Those born in this interior world also quite often develop an affinity for the machines that help run the planet, becoming Mechanics.  


Helheim - This world is a place looked down upon by the rest of Varjag society. It is part prison world, part retirement home, and part hedonistic carnival. Some say it is the home of the living dead, meaning warriors who should have died in battle but grew old and infirm instead. Some say it is the prison of the living dead, meaning those who were cast there because they were found honorless and betrayed their clans. Some say it is the playground of the living dead because those who visit it’s carnivals abandon themselves to vices while they are there, and can’t truly be alive until they return. And some whisper that it’s ruled by the actual undead. Conspiracies abound about the place, grown from ancient traditions. One thing is sure though: those born on this world might as not exist to the outer planes. Any ability or power based on alignment passes them by as if they don’t exist. Their alignment cannot be divined by any means. They are immune to alignment based damage. They ignore all equipment restrictions based on alignment. Etcetera. Some even whisper that their souls simply return to Helheim to be reborn, because the afterlife doesn’t recognize that they ever existed. It doesn't help the consiracies that many born here dabble with necromancy or undeath.


Bonus Content: Xenometric Androids - Varjag
The only androids that have been made in the image of the Varjag came from Helheim as well. The traits they gain as Xenometric Androids are the Thrown Weapon and Helheim traits. They do not gain the size, speed, senses, or Hardy Adaptation traits other Varjag get. Varjag Xenometric Androids are treated as any other native of Helheim. 






Tuesday, August 18, 2020

The Yggdrasil Star System

 The Yggdrasil Star System

Artist Hoai Son Nguyen at https://sonnguyen.artstation.com/

The Sun - the egg of a primordial Novaspawn, the inhabitants of the system call Jormungandr. When it neared it's hatching time, in order to stave off the nova that would result, the Allfather, the primary diety of the system, grew the tree around the egg preventing the hatching as long as the tree remains. 

The Tree - Sustained by both the Novaspawn egg, and planar energies drawn from the planets of the system. As long as it remains, the sun survives, and the egg remains unhatched. 

Tree Branches - Branches reach out from sun towards each of the planets. When a branch reaches the planet, they enter a portal at the point they would meet the atmosphere. Each planet specifies planes of existence they are aligned with. 

The Realms of the World Tree


The first thing any explorer would note about this system, other than the giant plant dominating it, is that the orbits of the planets do not share the same flat plane like most solar systems do. Instead, the planets in this system orbit the sun like the electrons orbit an atom. 

Muspelheim - Closest Planet to sun. Vertical orbit, Z axis. A burnt, volcanically active rock, similar to mercury in that it's too close to the sun. Is aligned with the plane of fire. Has sparse, but poisonous, radioactive looking clouds. Not only is the surface covered in industry, but much of the near orbit is covered by a massive space station stretching across the planet, just far enough outside the atmosphere for it to maintain a stable orbit, but covering almost a quarter of the planet.

Midgard - 2nd planet from sun. Earth-like planet. Closer to earth than any of the others. Aligned evenly with all inner cosmology planes.

Asgard - 1 of 2 planets that share being 3rd from the sun. Horizontal orbit, x/y axis. One of the habitable planets in the system. This one is distinct because of the leylines running across it's surface, so powerful they can not only be seen visually, but seen from space. Otherwise earth-like with many biomes. Aligned with more with the astral, shadow, and ethereal plane than any of the elemental planes. 

Vanaheim - 2 of 2 planets that share being 3rd from the sun. Horizontal orbit, x/y axis. This world would be Asgard's twin. Opposite of it in the same orbit, always with the sun between them constantly. Same leyline effects. It has slightly different planar connections though, being more connected with the Fey realms than the astral plane.

Jotunheim - 4th planet from sun. Imagine earth, but in winter 100% of the time. A frozen planet, but in the habitable zone. Rocky and Watery, but less heavily forested biomes. It has military structures so large they can be seen from space. Aligned mostly with earth and water planes. 

Niflheim - 5th planet from the sun. A Jupiter-esque gas giant. One one side it had a single massive eternal storm, but opposite of it on the other side it has a hole, like a giant whirlpool in the atmosphere that might just be a tiny black-hole-esque singularity. This planet is also a "Comet catcher" and as such, it's core has been struck so hard and often that it has left a trail of chunks of ice in it's orbit similar to an asteroid belt, but icy rather than rocky. The planet is heavily aligned with the plane of water, and has a frozen, icy core. Visually, I'd like it to feel like a gloomy place. 

Elivagar - The Ice Belt sharing Niflheim's orbit, constantly colliding with that gas giant, and simultaneously being restored by it. The gravity of the other planets pull some of the icy rocks out of the belt towards each planet, where they eventually break up in the atmospheres supplying most of the water in the solar system. 

Alfheim - 6th planet from the sun. Vertical orbit, Z axis. It's been magically terraformed to juxtapose just enough of the sun's corona around it, just outside the atmosphere, to allow the planet to develop as if it were in the habitable zone. It is a colorful place with large amounts of crystalline deposits throughout the planet, causing the light it steals to bounce from reflection to reflection, changing with each one. It is most heavily aligned with the fey realms, but also carries a strong alignment to the plane of air. 

Svartalfheim - 7th planet from the sun. This planet is the ultimate expression of terraforming. It is wholly artificial, but constructed out of natural elements (it's not a huge machine). It is however perfectly symmetrical in all ways, with perfectly measured land masses, 4 moons that are perfectly synchronized, and even the movements of it's tectonic plates are scheduled and never deviate from this perfection. It is hollow however, and all civilization on the planet is actually deep inside it. This planet is heavily aligned with the plane of earth and air. 

Helheim - Furthest planet from sun. This planet's orbit is the horizontal plane, the X and Y axis. An Ice Giant like Neptune or Uranus. Largely unnoticeable except for one thing: It is strongly aligned with both the plane of water, the plane of shadow, and the plane of fire. 

Another time I will tell you about the people who call this star system home, including their playable stats. 

Tuesday, August 11, 2020

Galaxy Class Starship Conversion

Galaxy Class Starship Conversion


For a time, the Galaxy class starship was THE premier starship of the federation. A city in space capable of both exploring the reaches of the galaxy, and simultaneously defending itself from any attackers. 

 Galaxy Class
Tier 13 Carrier Colony Ship
Speed: 6; Maneuverability (Piloting 0, Turn 3)
AC 23; TL 23
HP 630; DT 10; CT 48
Shields Heavy Shields 420 (forward 105, port 105, starboard 105, aft 105)
Attack (Forward) Quantum Missile Launcher, 
Attack (Turret) Particle Beam (Array)
Power Core Gateway Heavy (400 PCU); Power Generated 400; Power Used 471
Drift Engine Signal Basic, Drift Rating 1
Systems Basic long-range sensors, Luxurious crew quarters, Basic Computer
Standard Expansion Bays 1 Hangar bay, Science Lab, Tech Workshop, Synthesis Bay, Surveying Sensors, Medical Bay, Conference and Meeting Rooms; 
Civilian Expansion Bays 6 Cargo holds, 2 Recreation Suites, HAC, 6 Amenities, 6 Guest Quarters 
Other Systems Colony Ship Framework
Squadron Systems Unification Matrix
Complement minimum 75, maximum 200; Civilians 2000



In an emergency the top half of the ship could separate and move away to get the civilian population out of harms way, while the other half stood it's ground. 

 Saucer Section
Tier 11 Destroyer Colony Ship
Speed: 10; Maneuverability (Piloting 0, Turn 2)
AC 21; TL 21
HP 370; DT 0; CT 30
Shields Heavy Shields 480 (forward 120, port 120, starboard 120, aft 120)
Attack (Turret) 2 Persistent Particle Beam (array)
Power Core Gateway Heavy (400 PCU); Power Generated 400; Power Used 385
Drift Engine None, Drift Rating 0
Systems Ultra long-range sensors, Luxurious crew quarters, Mk 3 duonode
Standard Expansion Bays Medical Bay, Science Lab, Surveying Sensors, Tech Workshop; 
Civilian Expansion Bays 7 Life Boats, Recreation Suite, HAC
Other Systems Observation Sensors, Virtual Intelligence tier 5, 
Squadron Systems Unification Matrix
Complement minimum 6, maximum 20; Civilians 200


 Engineering Hull
Tier 11 Cruiser 
Speed: 10; Manueverability (Piloting 1, Turn 2)
AC 21; TL 21
HP 455; DT 5; CT 36
Shields Heavy Shields 420 (forward 105, port 105, starboard 105, aft 105)
Attack (Forward) 2 Quantum Missile Launchers (array)
Attack (Port) Twin Light Particle Cannon (array)
Attack (Starboard) Twin Light Particle Cannon (array)
Attack (Aft) Quantum Missile Launcher (array), Twin Light Particle Cannon (array)
Power Core Nova Ultra (300 PCU), Nova Light (150 PCU); Power Generated 450; Power Used 450
Drift Engine Signal Basic, Drift Rating 1
Systems Advanced long-range sensors, Luxurious crew quarters, Basic Computer
Standard Expansion Bays 2 Shuttle bay, 2 Cargo hold
Squadron Systems Unification Matrix
Complement minimum 20, maximum 100

Of course nothing is stopping them from fighting together as a squadron either, and that combination can be quite deadly. 

This blog uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy (paizo.com/communityuse). We are expressly prohibited from charging you to use or access this content. This blog is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit paizo.com.

Monday, August 10, 2020

Starship Design Spreadsheet

Finally, after a few weeks, I finished it: a spreadsheet to help build starships, including everything from Starship Operations Manual: https://docs.google.com/spreadsheets/d/15kh05d2CV-CqOs63ajVZy8Js0oTa1fBZUxGxm0i5kj8/edit?usp=sharing 
Like my other spreadsheets, this is a worksheet only, you still need to know the rules. Pay attention to any notes attached to fields, as they point out some functions that may not be obvious on how to apply, like twin-linking weapons.
As usual, green fields need your input, grey ones calculate things for you.
This spreadsheet has a ton of tabs, go through them starting on the left, and fill in the things you want all the way over to the rightmost tab, "Stats," which compiles it all into a text block that you can copy and paste, and it will look something similar to the official ship text blocks. I'm not skilled enough to have it fill out ship sheets for you.
If you find any errors, please let me know.
I know there are probably full programs already set up with SOM material, but I prefer these spreadsheets I make myself so I know exactly how up-to-date they are. And since I made it, I feel like I might as well share it, so here it is, among all the other offerings out there.
Note: this does not do starship-like creatures.