Factions

Ground Combat

Hero Character Sheet Template by Lord Protector


(Character's Token or Picture can be inserted here)

[b]MAIN SECTION[/b]

[b]Hero Info[/b]

Name: (Your Name Here) | Class: (Your Class Here) | Level: (Your Level Here)
Background: (Your Background Here) | Species/Gender: (Your Species/Gender Here) | Homeworld: (Your Homeworld Here)
Faction: (Name Your Faction or Put In "Independent")
Languages: (Languages Known) | Size: (Insert Size here with Hex value in parenthesis)

[b]Saving Throws[/b]

Physical: v(Value) Mental: v(Value) Evasion: v(Value)

[b]Attributes[/b]

Strength (Score) | (Modifier) + (Any Bonuses)
Dexterity (Score) | (Modifier) + (Any Bonuses)
Constitution (Score) | (Modifier) + (Any Bonuses)
Intelligence (Score) | (Modifier) + (Any Bonuses)
Wisdom (Score) | (Modifier) + (Any Bonuses)
Charisma (Score) | (Modifier) + (Any Bonuses)

[b]Core Statistics[/b]

Hit Points: (Maximum) | Permanent Strain: (Value) + System Strain: (Value) / Max Strain: (Value)
XP: (Current) / (Next Level Threshold) | Armor Class: (Provided by Armor + Dex Modifier) | Attack Bonus: (Value)

Movement: (Default 10) Initiative Bonus: (Movement Units/5 + Dex Modifier)

[b]Mundane Skills[/b]

Administer (Value) | Program (Value)
Connect (Value) | Punch (Value)
Exert (Value) | Shoot (Value)
Fix (Value) | Sneak (Value)
Heal (Value) | Stab (Value)
Know (Value) | Survive (Value)
Lead (Value) | Talk (Value)
Notice (Value) | Trade (Value)
Perform (Value) | Work (Value)
Pilot (Value) | Unspent Skills Points: (Value)

[b]Special Skills[/b]

Magic: (Value)

Biopsionics (Value) | Telekinesis (Value)
Metapsionics (Value) | Telepathy (Value)
Precognition (Value) | Teleportation (Value)
Unspent Psionic Skill Points: (Value)

[b]Effort[/b]
Bonus: (Value) Current: (Value) Scene: (Value) Day: (Value) Uncommitted: (1 + Wis or Con modifier + Highest Psychic or Magic skill + effort modifier)

[b]Foci[/b]

Focus Name
Focus description

[b]Psychic and Magic Techniques[/b]

Technique Name
Technique description

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[b]EQUIPMENT[/b]

Readied: (# of ready equipment) / (Strength/2) | Stowed: (# of remaining equipment) / (Strength) | Credits: (Value) | Credits Owed: (Value)

[b]Equipment List[/b]
(Number of Copies): (Equipment Name), (Short Description | Price) | Status: (Readied, Stowed, Other)

[b]Weapons[/b]
Name: (Weapon Name) | (Special Properties | Price) | Total Attack Bonus: (Character's AB + Applicable Skills + Applicable Attributes + Other Modifiers) | Damage: (Value) | Range: (Optimal/Maximum)

(More room for weapon description and special rules)

[b]Armor[/b]
Active: (Yes/No) | Name: (Armor Name) | (Special Properties | Price) | AC: (Value) | Type: (None, Primitive, Street, Combat, Powered, Shield, Artifact) | Str Bonus: (Value) | Status: (Readied, Stowed, Other)

[b]Cyberware: Total Cyberware Strain (Value)[/b]
(Values Pending)
[b]
Miscellaneous Equipment[/b]

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[b]BIOGRAPHY[/b]

[b]Character Description[/b]

Flavor Text Here

[b]Character Backstory[/b]

What they were up to their debut on the galactic stage

[b]Current Goals[/b]

Maximum of 4, additional experience points may be awarded upon each goal's completion.

[b]Story So Far[/b]

What they were up to since their debut on the galactic stage

[b]Thread/Session Tracker[/b]

Past threads or battles, number of credits gained, number of experience points gained, equipment gained

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Infantry Character Sheet Template by Lord Protector
When deciding statistics that increase the point cost, for example unit level, please include the added point cost in parenthesis next to the value, for example:

Level: 5 (+5 pts)


(Unit's Token or Picture can be inserted here)

[b]MAIN SECTION[/b]

[b]Unit Info[/b]

Type: (Unit Name) | Level: (Unit Level Here)
Species: (Unit Species Here) | Faction: (Name Your Faction or Put In "Independent")
Size: (Individual Soldier's Size)

Total Point Cost: (Point Cost Here)

[b]Saving Throws[/b]

General: v(Value) Morale: (Value)

[b]Core Statistics[/b]

Hit Points: (Maximum) | Armor Class: (Provided by Armor + Additional Modifiers) | Attack Bonus: (Value) | Movement: (Value)

[b]Skills[/b]

Skill Bonus: (Value)

Proficient In: (List the skills unit can apply their bonus to)

[b]Foci[/b]

Focus Name
Focus description

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[b]EQUIPMENT[/b]

[b]Equipment List[/b]
(Number of Copies): (Equipment Name), (Short Description | Price)

[b]Weapons[/b]
Name: (Weapon Name) | (Special Properties) | (Price) | AB: (Attack Bonus + Applicable Skill + Other Modifiers) | Damage: (Value) | Range: (Optimal/Maximum)

(More room for weapon description and special rules)

[b]Armor[/b]
Name: (Armor Name) | (Special Properties | (Price) | AC: (Value)

[b]Miscellaneous Equipment[/b]

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[b]ADDENDUM[/b]

[b]Unit Description[/b]

Flavor Text Here

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Vehicle Character Sheet Template by Lord Protector
When deciding statistics that increase the point cost, for example vehicle size, please include the added point cost in parenthesis next to the value, for example:

Size: 5 (+10 pts)

When translating the cost of the vehicle points into credits, multiply the point value by 500


(Vehicle's Token or Picture can be inserted here)

[b]MAIN SECTION[/b]

[b]Unit Info[/b]

Type: (Vehicle Name) | Size: (Vehicle's Size Here) | Crew: (Number of minimum Crew required to control the vehicle)
Faction: (Name Your Faction or Put In "Independent")

Total Point Cost: (Point Cost Here)

[b]Core Statistics[/b]

Hit Points: (Maximum) | Armor Rating: (Armor Rating Here) | Armor Type: (Light or Heavy Armor) | Movement: (Value)

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[b]EQUIPMENT[/b]

[b]Modifications List[/b]
(Number of Copies): (Modification Name), (Short Description | Price)

[b]Weapons[/b]
Name: (Weapon Name) | (Special Properties) | (Price) | Damage: (Value) | Range: (Optimal/Maximum)

(More room for weapon description and special rules)

[b]Miscellaneous Equipment[/b]

(List other equipment on board here)

[hr]

[b]ADDENDUM[/b]

[b]Unit Description[/b]

Flavor Text Here

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Weapon Proposal Form by Lord Protector
You can use this form to propose a weapon being added to the various equipment lists.

PLEASE NOTE: Weapons that utilize the same stats as other weapons but are just an aesthetic or faction reskinning of it will have a higher chance of being accepted than weapons that introduce new stat combinations or new special rules.

TEMPLATE



Weapon Type: (Name of Your Weapon Here) | Point Cost: (Point Cost Here) | Faction: (Independent or specific to particular faction)

Damage: (Damage Calculation and Physical or Energy damage type) | Range: (Optimal/Maximum)

Special Rules: (You may introduce new special rules if you provide a detail description of their mechanics)

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Description: (Space to provide flavor text)

Reasoning: (Here you can provide an argument as to why this weapon, and any new special rules, should be added. If you are doing a reskinning you may simply say that you want to provide a faction-specific variant of a weapon to a particular faction, however the more new stat and special rule combinations are included in a weapon the more compelling your reasoning behind it should be)

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Weapon Proposal Resources

Ranges


Melee

Small: 10/20

Medium: 20/40

Long: 30/60

Extreme: 40/80

Indefinite (Could be given to artillery weapons, it does not mean that the missiles can travel for an indefinite period of time but simply that the range of the weapon exceeds what can be viably portrayed on the battle map)


Point Cost Guide



There is no clearly defined chart as to what should cost what amount of points. This guide is based on the damage dice themselves although costs may be increased or lowered based on the range of the weapon or amount of special rules it has, or it could be decreased to make the weapon's lower cost an advantage over other weapons in its current cost bracket that have more advantageous stats and abilities. The minimum point cost a weapon can have is 0 and the maximum is 25 points.

1d6, +1, +2 = 0 / 1 / 2

1d8, +1, +2 = 2 / 3 / 4

2d4, +1, +2 = 2 / 3 / 4

1d10, +1, +2 = 4 / 5 / 6

1d12, +1, +2 = 6 / 7 / 8

2d6, +1, +2 = 6 / 7 / 8

3d4, +1, +2 = 6 / 7 / 8

2d8, +1, +2 = 9 / 10 / 11

3d6, +1, +2 = 11 / 12 / 13

2d10, +1, +2 = 13 / 14 / 15

3d10, +1, +2 = 16 / 17 / 18

4d8, +1, +2 = 19 / 20 / 21

3d12, +1, +2 = 22 / 23 / 24



Special Rules for Weapons



Anti-Armor: Cannot be used if the user moved within movement phase, -4 penalty to hit non-vehicle targets, able to damage vehicles, its damage cannot be reduced by personal armor

Beam: Able to split damage between multiple hexes, the damage is divided by the number of hexes targeted.

Burst: Damage done by the weapon carries through to units within 2 hexes of the target if the target is killed. If the user did not move in the movement phase, they can add +2 to damage.

Concussive: Can't be deflected by an energy blade, damage is not negated by armor, on hit make Evasion check, if failed the target is knocked prone and can be thrown back 1d4 hexes in opposite direction.

Cryotic: On hit make a Physical check, on fail the target loses its movement and action, they do this check again on the beginning of their every turn until they succeed or another unit sacrifices its main action to free it. Cannot be deflected by an energy blade.

Disease: Effects of disease may include penalty on skill checks, penalty on attack rolls, penalty to AC, or reduction in maximum hit points over specified time. Resisting initial infection requires a successful Physical savings throw, curing the disease requires an Int/Heal roll or utilization of a special ability or equipment. DC for healing and savings throw is 8, 10, or greater depending on the potency of the disease.

Disruptor: Ignores damage reduction, (penetrates vehicles?), fully absorbed by personal shields and force fields if they reduce damage

Elegant: Gives a +1 bonus to hit

Energy Blade: Can damage vehicles. If the character has Stab skill of at least 2, energy blade adds 2 to their Armor Class, acting as a shield as they become proficient enough to deflect or parry various attacks with it, after each ranged attack that does not damage them, the energy blade wielder can roll an Evasion saving throw, on a success they reflect the shot back to their enemy who can roll an Evasion saving throw of their own in turn, on their success they take only half damage from the attack. Each ranged attack against the energy blade wielder in the same round increases their Evasion saving throw difficulty, used for deflecting, by 1 and decreases their energy blade AC bonus by 1, up to -2. If dual wielding energy blades the AC bonus does not stack and the energy blade wielder does not get two Evasion saving throws for deflection, AC bonus does stack when wielding a shield, shield's AC bonus is not decreased by multiple ranged attacks. Some weapons cannot be deflected back at the enemy or bypass the energy blade AC bonus.

Explosive: Upon hitting the target, the damage is done in one hex radius, units affected can roll Evasion check to cut the damage in half. On miss scatter 1d10 in random direction, targets affected by the missed explosive can roll Evasion check to avoid taking damage.

Gravitational: Ignores deflection and AC bonus from an energy blade. Double damage against AC 15 or less, half damage against AC 16 or more.

Grenade: Roll against AC 10, on miss scatter 1d10 in random direction.

Grenade Launcher: The weapon can fire grenades held within the inventory over longer distances, rolling against the target's AC, on miss scatter 1d10 in random direction

Hypervelocity Explosion: Upon hitting a humanoid target, damage is done in six hexes behind it, units affected can roll Evasion check to cut the damage in half

Impact: Can't be deflected by an energy blade, on hit make a Physical check, if failed the target is disarmed.

Incendiary: Can't be deflected by an energy blade, on hit make Evasion check, if failed the target is set on fire, every turn afterwards they must make an Evasion check, on fail they take another 1d12 fire damage until they succeed or another person takes an action to help put them out. Anyone moving through the explosion area, make Evasion check against being set on fire.

Ionic: Unprotected mechanical and cybernetic targets take double damage. On hit make Physical check, if failed the target is knocked pron and stunned, they lose a turn. Can damage vehicles, affected by Armor rating.

Light: Does not give penalty for dual wielding in the off-hand

Morale Immunity Weapon: used by fearless, or idiotic, heroes, units wielding this weapon are immune to morale checks and cannot be routed

Piercing: Damage from this weapon cannot be reduced by armor

Plasma: Able to overcharge shots for additional +2 damage, each time this is done roll a 1d20, on a 1 the weapon overheats. If it overheats roll a 1d100, at a 1 the weapons explodes in 1 hex range dealing 2d6 energy damage, half damage if succeed an evasion check, on 9-10 the weapon melts, becoming unusable, on a 100 nothing happens, the rest of results it becomes unusable for a turn.

Poison: Effects may very depending on the poison type but can range from 1d6 damage (damage reductions do not apply) per specified amount of time, disadvantage on rolls, unconsciousness, or penalty to skill checks. To successfully resist poison a Physical savings throw with DC of 8, 10, or greater, depending on the potency of the poison, must be passed

Polearm: The weapon has greater reach, units 2 hexes away from the user are counted as within melee range and take attacks of opportunity when they enter it in movement phase

Scattergun: Can't be deflected by an energy blade, targets multiple units within its cone of sight, only in optimal range, if the targeted unit is in front of another unit that's within the range, the unit behind it is shielded and unaffected. Roll to hit for each of the units targeted.

Silent: Attacks with this weapon maintain the unit cloaked and do not require a Sneak check to stay hidden

Shattergun: Can't be deflected by an energy blade, damage of this weapon is not reduced by armors of AC 16 or less

Shield Overload: If dealing damage, the weapon disables Shield Deflectors and if its damage is negated by a Force Field, it is also disabled.

Suppressive Fire: If the user did not move in the movement phase, Suppressive Fire can be used, roll for damage, all units within the optimal range of its cone of sight that are not behind Heavy Cover take half of the rolled damage

Staff: The weapon excels in defensive maneuvers and parries, the user gets a +2 AC bonus while wielding it

Steady: If the user did not move in the movement phase, on a miss reroll the attack

Throwable: The weapon can be thrown in 10/20 range, if failed the weapon is lost, if succeeded it can be retrieved from the body of its target, once the target is dead

Versatile: If held with two hands, damage dice upgrade to the next level, for example 1d8 becomes a 1d10, 1d10 becomes a 1d12

Whip: Covers three hexes in attack, do not have to be in a straight line.


Armor Proposal Form by Lord Protector
You can use this form to propose an armor being added to the various equipment lists.

PLEASE NOTE: Armors that utilize the same stats as other armors but are just an aesthetic or faction reskinning of it will have a higher chance of being accepted than weapons that introduce new stat combinations or new special rules.



Armor Type: (Name of Your Armor Here) | Point Cost: (Point Cost Here) | Faction: (Independent or specific to particular faction)

AC: (AC value the armor provides)

Special Rules: (You may introduce new special rules if you provide a detail description of their mechanics)

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Description: (Space to provide flavor text)

Reasoning: (Here you can provide an argument as to why this armor, and any new special rules, should be added. If you are doing a reskinning you may simply say that you want to provide a faction-specific variant of an armor to a particular faction, however the more new stat and special rule combinations are included in an armor the more compelling your reasoning behind it should be)

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Currently Used Special Rules



+1 AC above AC 10 costs 3 points

+2 to specific skill (point cost 0 at AC 10)

+2 to saves against environment (specific type) (point cost 3 at AC 12)

Half to all incoming energy or physical damage (point cost 9 at AC 13; 21 at AC 18)

-1 to physical and energy incoming damage (point cost 9 at AC 14; 12 at AC 15)

-2 to physical and energy incoming damage (point cost 18 at AC 17; 21 at AC 18)

Half to all energy/physical and -2 to physical/energy incoming damage (point cost 24 at AC 19)

+2 to Attack and Damage bonus (Point cost 3 to add)

Half to all physical and energy incoming damage (point cost 27 at AC 20)

Half to all kinetic and energy incoming damage, +2 to Attack and Damage bonus (point cost 30 at AC 20)

Tech Proposal Form by Lord Protector
You can use this form to propose a tech being added to the various equipment lists.

PLEASE NOTE: Techs that utilize the same stats as other techs but are just an aesthetic or faction reskinning of it will have a higher chance of being accepted than weapons that introduce new stat combinations or new special rules.



Tech Type: (Name of Your Tech Here) | Point Cost: (Point Cost Here) | Faction: (Independent or specific to particular faction)

Category: (General Perk, Vehicle Perk, Armor Modification, etc)

Effect: (Mechanical effect, for example +2 AC for a round of combat)

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Description: (Space to provide flavor text)

Reasoning: (Here you can provide an argument as to why this tech should be added. If you are doing a reskinning you may simply say that you want to provide a faction-specific variant of tech to a particular faction, however the more new stat and special rule combinations are included in a tech the more compelling your reasoning behind it should be)

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Powers Proposal Form by Lord Protector
You can use this form to propose a power being added to the spells and psychic abilities list.

PLEASE NOTE: Powers that utilize the same stats as other powers but are just an aesthetic or faction reskinning of it will have a higher chance of being accepted than weapons that introduce new stat combinations or new special rules.



Power Type: (Name of Your Power) | Energy/Effort Cost: (How much energy or effort is required to use the power) | Character Level Required: (Level here)

Faction: (Independent or specific to particular faction)

Spell List: (Psychic Powers, Technomancy, Sorcery, or Arcana) | Spell Level: (What level it is on the Spell List)

Domain: (Biopsionics, Offensive Technomancy, etc.)

Effect: (Mechanical effect, for example +2 AC for a round of combat)

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Description: (Space to provide flavor text)

Reasoning: (Here you can provide an argument as to why this power should be added. If you are doing a reskinning you may simply say that you want to provide a faction-specific variant of tech to a particular faction, however the more new stat and special rule combinations are included in a power the more compelling your reasoning behind it should be)

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Lore

Species Proposal Form by Lord Protector
You can use this form to propose a new species being added to the species list.

PLEASE NOTE: Your species may have innate abilities and bonuses that have not been used before or are not on the current list of bonuses for alien characters as long as they still adhere to the general rule of two major bonuses per species. If your species includes any new bonuses or abilities please include a detailed reasoning as to why it should be added. Submitting a new species is not required to play as a new species if the character sheet is approved, however you may be asked to submit a new species proposal at some point in order to detail the lore of the species and open up the possibility for other players to use it.




(Token or picture representing the species can be inserted here)

Species Name: (Name of your species) | Homeworld: (The planet they originate from, or put in Nomad if they are a wayward species and Intergalactic if they originated from outside of the current galaxy) | Sector: (The sector their home planet is located in)

Species Traits: (The two starting bonuses members of these species receive)

Description: (Flavor text here)

Reasoning: (Here you can put in your argument for why any new starting bonuses or innate abilities should be added, if your species contains none of these you can simply type in that you're making a species for a particular planet)

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Currently Used Starting Bonuses & Innate Abilities



Flyer: Natural flight ability, able to instantly descend or ascend, flight at full movement speed, gain +1 to AC and -1 to AB every 2 units traveled, bypassing terrain difficulties in the process

Gifted with Stamina: increase Effort rating by 1

Innate Grace: +1 to AB and AC

Innate Power: +1 AB and damage

Innate Psychic: One Level 1 Psychic or Sorcery Ability that this unit can innately use once per round

Know No Fear: Immunity to Morale checks

Mind-Null: Immunity to Telepathy and other similar Psychic-based mental abilities

Natural Armor: Natural -2 damage reduction against Energy and Physical damage, cannot be bypassed

Natural Insulation: immunity to Environmental effects

Numerous: Able to take the Mass Produced perk without being limited to Level 1

Parasitic: Once per turn sacrifice main action to attempt to infect an organic unit in an adjacent square, the target then makes a saving throw of their choice, if they succeed nothing happens, if they fail they receive the Parasitic Infestation condition (if a target with this condition dies, they are resurrected at the end of combat as a 1 point value Infantry unit and join the character's faction, any equipment they are using before infection, including cybernetics and modifications, is unusable and they gain no benefits from it)

Regeneration: If the unit is dropped down to 0 hit points, their natural regeneration allows them to come back next round with 1 hit point

Shapeshifters: Shapeshifting ability granting limited changes to size, can be used once per round to gain additional +1 AB, +1 AC, or reroll a Sneak check

Skilled: +1 to Skills with additional +1 to specific Skill and automatic proficiency

Specific Adaptation: Immunity to a single Weapons Special Rule directed against this unit

Specialized Evolution: +1 Bonus Modifier to one Attribute

Thermal vision: Natural thermal vision and ability to see in low light

Thick Hide: Natural AC of 15 + Half character level rounded up (no damage reduction)

Tough: +1 to HP per level

Vampire: Vampirism allowing a user reduced to 0 hit points comes back next round with 1 hit point once per blood consumption and any attack roll or skill check to be rerolled once per blood consumption at the cost of checks for Radiation poisoning when exposed to sunlight, blood consumption point is gained for every enemy unit this unit kills in melee



ADDENDUM: New Mechanical Models



Although the Mechanical trait is very similar to Alien species trait, new Mechanical units do not require to have their model submitted through the Species Proposal Form as it is assumed Mechanical units are not specific to one particular planet or sector. Instead these models should be fleshed out using the Infantry or Hero proposal form used for them, in the Description section. If you wish to submit a proposal for a new bonus or ability for the Mechanical trait, you can do so in the Lore section of Databanks by using the Miscellaneous Proposal Form.

Organizations Proposal Form by Lord Protector
Use the template below to propose adding a new organization to the lore databanks. Organizations are factions that do not possess territory or are too localized to have significant impact on galactic events. They are characterized by having shared unit lists, specified in parenthesis next to the affiliated Faction name or Independent, which any hero may use, though as organizations do not have shared income each hero or faction is responsible for paying by themselves to recruit and upkeep these units. Each hero can affiliate with only one organizations, factions do not have this limit but in turn an organization may affiliate with only one faction at a time and must do so from the beginning.




Organization Name: (Name of your organization) | Homeworld: (The planet they originate from, or put in Nomad if they are a wayward organization and Transgalactic if they span a number of sectors without having a specific origin or capital)

Faction Affiliation: (If you want your organization to affiliate with a specific faction, insert their name here, otherwise write in Independent)

Description: (Flavor text here)

Reasoning: (Here you can put your argument as to why this organization should be added)

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Space Combat

Planet Proposal Form by Lord Protector
You can use this form to propose a detailed lore about a planet being added.

PLEASE NOTE: The added planet should be located in one of the already generated sectors, although the sector location could be left blank, indicating that it is located within a sector not yet generated, and added later on when a new sector is generated. Alternatively, if you indicate this planet to be located in a sector that has not yet been generated and your argument is compelling enough, the storyteller team might decide to generate the new sector, place the planet within it, and open it up as a setting for other players. Although you may indicate a planetary technology level (PTL) keep in mind that it is a separate from a faction technology level (TL). As such no matter what PTL the faction starts on, whether it is PTL 0 (neolithic planet) or PTL 5 (advanced faster-than-light travel capable planet), it will gain no bonus to their starting TL.



(Token or picture representing the planet can be inserted here)

Planet Name: (Name of your planet) | Sector: (The sector the planet is located in) | Coordinates: (Specific hex number the planet is in, this has to be a hex in which a planet has been generated but not elaborated upon, as indicated by an icon of a planet with no name on it)

Planet Tag: (Your one or two planetary tags, or if you are not using them type in "Custom") | Planet Technology Level: (On scale from 0 to 5, with 0 being primitive neolithic society and 5 being modern interstellar society capable of faster-than-light travel)

Enemies: (Short description of the dangers on the planet) | Friends: (Short description of the allies on the planet)

Complications: (Conditions which complicate adventuring and life on the planet) | Things: (Treasures, artifacts, and goods that might lure adventurers or factions to the planet)

Places: (Locations of interest on the planet)

Description: (Flavor text here)

Reasoning: (Here you can put in your argument for why the plant should be added, or why it should be used to generate a new sector if you wish it to be in a sector not yet used on the forums)

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RANDOMLY GENERATED PLANETS

If you wish to roll for a randomly generated planets you may use the resources below. To do so roll a 2d100 in the Dice Table section of the forums to randomly selected two Tags for your planet, and then roll a 2d6 to randomly select your planet's Tech Level. For your tags you may use one or two of the rolled tags and the combination of features associated with it, or you may simply pick any one or combination of two from the list of tags you would like.

Planet Tech Levels (2d6)



PTL 0 Neolithic-level technology (2)

PTL 1 Medieval technology (3-4)

PTL 2 Early Industrial Age technology (5-6)

PTL 3 Current Earth technology (7-8)

PTL 4 Interstellar sublight travel technology (9-10)

PTL 5 Interstellar faster-than-light travel technology (11-12)






Planetary Tags (1d100)



1 Abandoned Colony | E: F: C: T: P:

2 Alien Ruins | E: F: C: T: P:

3 Altered Humanity | E: F: C: T: P:

4 Anarchists | E: F: C: T: P:

5 Anthropomorphs | E: F: C: T: P:

6 Area 51 | E: F: C: T: P:

7 Badlands World | E: F: C: T: P:

8 Battleground | E: F: C: T: P:

9 Beastmasters | E: F: C: T: P:

10 Bubble Cities | E: F: C: T: P:

11 Cheap Life | E: F: C: T: P:

12 Civil War | E: F: C: T: P:

13 Cold War | E: F: C: T: P:

14 Colonized Population | E: F: C: T: P:

15 Cultural Power | E: F: C: T: P:

16 Cybercommunists | E: F: C: T: P:

17 Cyborgs | E: F: C: T: P:

18 Cyclical Doom | E: F: C: T: P:

19 Desert World | E: F: C: T: P:

20 Doomed World | E: F: C: T: P:

21 Dying Race | E: F: C: T: P:

22 Eugenic Cult | E: F: C: T: P:

23 Exchange Consulate | E: F: C: T: P:

24 Fallen Hegemon | E: F: C: T: P:

25 Feral World | E: F: C: T: P:

26 Flying Cities | E: F: C: T: P:

27 Forbidden Tech | E: F: C: T: P:

28 Former Warriors | E: F: C: T: P:

29 Freak Geology | E: F: C: T: P:

30 Freak Weather | E: F: C: T: P:

31 Friendly Foe | E: F: C: T: P:

32 Gold Rush | E: F: C: T: P:

33 Great Work | E: F: C: T: P:

34 Hatred | E: F: C: T: P:

35 Heavy Industry | E: F: C: T: P:

36 Heavy Mining | E: F: C: T: P:

37 Hivemind | E: F: C: T: P:

38 Holy War | E: F: C: T: P:

39 Hostile Biosphere | E: F: C: T: P:

40 Hostile Space | E: F: C: T: P:

41 Immortals | E: F: C: T: P:

42 Local Specialty | E: F: C: T: P:

43 Local Tech | E: F: C: T: P:

44 Major Spaceyard | E: F: C: T: P:

45 Mandarinate | E: F: C: T: P:

46 Mandate Base | E: F: C: T: P:

47 Maneaters | E: F: C: T: P:

48 Megacorps | E: F: C: T: P:

49 Mercenaries | E: F: C: T: P:

50 Minimal Contact | E: F: C: T: P:

51 Misandry/Misogyny | E: F: C: T: P:

52 Night World | E: F: C: T: P:

53 Nomads | E: F: C: T: P:

54 Oceanic World | E: F: C: T: P:

55 Out of Contact | E: F: C: T: P:

56 Outpost World | E: F: C: T: P:

57 Perimeter Agency | E: F: C: T: P:

58 Pilgrimate Site | E: F: C: T: P:

59 Pleasure World | E: F: C: T: P:

60 Police State | E: F: C: T: P:

61 Post-Scarcity | E: F: C: T: P:

62 Preceptor Archive | E: F: C: T: P:

63 Pretech Cultists | E: F: C: T: P:

64 Primitive Aliens | E: F: C: T: P:

65 Prison Planet | E: F: C: T: P:

66 Psionics Academy | E: F: C: T: P:

67 Psionics Fear | E: F: C: T: P:

68 Psionics Worship | E: F: C: T: P:

69 Quarantined World | E: F: C: T: P:

70 Radioactive World | E: F: C: T: P:

71 Refugees | E: F: C: T: P:

72 Regional Hegemon | E: F: C: T: P:

73 Restrictive Laws | E: F: C: T: P:

74 Revanchists | E: F: C: T: P:

75 Revolutionaries | E: F: C: T: P:

76 Rigid Culture | E: F: C: T: P:

77 Rising Hegemon | E: F: C: T: P:

78 Ritual Combat | E: F: C: T: P:

79 Robots | E: F: C: T: P:

80 Seagoing Cities | E: F: C: T: P:

81 Sealed Menace | E: F: C: T: P:

82 Secret Masters | E: F: C: T: P:

83 Sectarians | E: F: C: T: P:

84 Seismic Instability | E: F: C: T: P:

85 Shackled World | E: F: C: T: P:

86 Societal Despair | E: F: C: T: P:

87 Sole Supplier | E: F: C: T: P:

88 Taboo Treasure | E: F: C: T: P:

89 Terraform Failure | E: F: C: T: P:

90 Theocracy | E: F: C: T: P:

91 Tomb World | E: F: C: T: P:

92 Trade Hub | E: F: C: T: P:

93 Tyranny | E: F: C: T: P:

94 Unbraked AI | E: F: C: T: P:

95 Urbanized Surface | E: F: C: T: P:

96 Utopia | E: F: C: T: P:

97 Warlords | E: F: C: T: P:

98 Xenophiles | E: F: C: T: P:

99 Xenophobes | E: F: C: T: P:

100 Zombies | E: F: C: T: P:








Shoutbox

Welcome to War Among Stars, this is a temporary shoutbox for guests to ask any questions they may have
Lord Protector: I don't know why we have so many guests visiting this forum suddenly, but if you have any questions you can ask them here. As you can see, we're still setting things up before we'll start small group play-testing with our homebrewed rules Apr 15, 2021 16:51:25 GMT
Sacerdos (dwanofwar3): Beep Boop Beep Apr 16, 2021 15:36:40 GMT
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