Beyond the Stars




  • With the discovery and release of Ramsheir from the trap that occupied him, and the after math of having to train small amounts of technical skill to be able to handle the Versatility disaster, a small amount of space resources came to hand too Enon and the Guiding Hand. Through over a decade of training and acquisition of information systems dealing with ancient techniques of education, the Guiding Hand's influence is now definitively multi planetary; and although the ships that they have are magically reinforced junk, it is still to rival anything else currently operating in the Game Corridor(known) at the moment.



  • When the Three Become One



Stub

    • Eamsheir



Stub


    • Combinations of Kor-No-Yat



Stubby Stubborson


  • Space Rules



Stub

    • Starship Combat



  • For the most part, we use the space combat rules out of the Blood and Space source books, with a few changes..

  • Yathewah House Rules 2
  • Space Combat Addition
  • Speed vs Velocity

  • When the velocity of an object changes it is said to be accelerating or more formally acceleration is the rate of change of velocity with time. Any change in the velocity of an object results in an acceleration: increasing speed (what people usually mean when they say acceleration), decreasing speed (also called deceleration or retardation), or changing direction. Yes, that's right, a change in the direction of motion results in an acceleration even if the speed didn't change. That's because acceleration depends on a change in velocity and velocity is a vector quantity -- one with both magnitude and direction. Thus, a falling apple accelerates, a car stopping at a traffic light accelerates, and an orbiting planet accelerates. Acceleration occurs anytime an object's speed increases, speed decreases, or direction of motion changes.

  • Speed is a scalar quantity which refers to "how fast an object is moving." A fast-moving object has a high speed while a slow-moving object has a low speed. An object with no movement at all has a zero speed.

  • Gee Rules(Yathewah):
  • Gee is ½ the move per turn while accelerating.
  • However once a vehicle(in space) has reached it’s target speed, the additional Gee force goes away. (As all of the ship and components are all traveling at the same speed)
  • For humans and Liss, 9 Gee is deadly for longer than 1 ship turn.
  • Pressure suits and liquid suits can be used to extend the limit.

  • G-force Acceleration Example:
  • Is a Dunrin ship has an acceleration of 4 per turn, then they can induce full speed ahead and their crew suffers 2 gee greater than normal.
  • Now a Membari ship has an acceleration of 12 per turn, as it is a small fighter craft. Its crew and contents, at full burn, would suffer from 6 gee greater than normal. With it’s afterburner, the ship can double it’s acceleration for 1 turn, which would make a 24. This would cause it’s occupants within to endure the stress of 12 gee and make constitution checks to stay conscious. (DC 55)
  • Example two:
  • The Liberty is a Karak attack cruiser, with the speed of currently 6. It’s captain wishes to come about to survey a convoy. The captain orders a 45 degree turn (+50%), and all ahead full at acceleration rate 3.
  • Because the ship is already traveling 6 spaces a turn (And thusly, all the occupants) it is currently under no Gee. But when the Turn and Burn as it is called, is fired, the equation for Gee force is like this:

  • (6+3)2 = 18 velocity to complete the turn and burn.
  • (Original Speed + Increase in Velocity)Turn Type Modifier = Total Gee

  • Gee forces received then are 9, for the duration of the maneuver (1 turn till the ship and all it’s occupants are up to the same speed, and return to their natural ship gravity, unless they continue the next ship turn with the acceleration)

  • Turn Types: Addition to Gee Force
  • Marginal(1-20 degree turns) 0
  • Heavy Turn(21-44 degree turns) x1.5
  • Hard Turn(45-69 degree turns) x2
  • Red Out Turn(70-99 degree turns) x3
  • Black Out Turn(100-150 degree turns) x5
  • Crew Killer Turn(160+ degree turns) x7
  • Gee Effects:


  • Skill Checks:
  • Add additional DC to any skill check requiring movement as per this formula(While under Gee):
  • (Gee)(2) = Additional DC
  • This does not apply to mental skill checks or psionic abilities (Including cybernetic checks). > Any spells that require movement also will be forced to make spell craft checks to be cast with that same above formula.

  • Some races will be more or less sensitive to Gee force damage.
  • Rough Type Plus to Save vs Gee Damage
  • Diaphanous (Jellyfish) -30
  • Igneous (Harsh Climate Resident) +10
  • Reptilian (Cold Blooded) +1
  • Mammal (Human, Kusk) 0
  • Brute (Redundant bodily systems, Violent) +6
  • Elemental (Non living organisms) +12(Only used against the lethal damage rolls)

  • Gee Damage
Gee
DC
Subdual damage/turn(Save made)
Subdual damage/turn(Save failed)
1
0
0
Unconscious
2
5
0
Unconscious
3
10
1d2
Unconscious
4
15
1d4
Unconscious
5
20
2d4
Unconscious
6
25
2d8
Unconscious
7
30
2d10
Unconscious
8
35
2d12
Unconscious
9
40
3d8
Lethal Damage (Same as Left column)
10
45
4d8
Lethal Damage (Same as Left column)
11+
50(+5)
5d10(+1d10)
Lethal Damage (Same as Left column)







  • Weapons Fire while on the move:
  • Velocity of Attacker (Down)
  • Velocity of Target (Top)

1
2
3
4
5
6
7+
1
+0
+1
+1
+1
+1
+1
+1
2
-1
+0
+1
+1
+1
+1
+1
3
-1
-1
+0
+1
+1
+1
+1
4
-1
-1
-1
+0
+1
+1
+1
5
-2
-1
-1
-1
+0
+1
+1
6
-2
-2
-1
-1
-1
+0
+1
7
-3
-2
-2
-1
-1
-1
+0
8
-3
-3
-2
-2
-1
-1
-1
9
-4
-3
-3
-2
-2
-1
-1
10
-4
-4
-3
-3
-3
-2
-1
+11
-4
-4
-4
-3
-3
-3
-2

  • At velocity greater than a 20 difference between two or more ships, weapons fire is impossible.

  • Firing Solution:
  • 1d20+(Gunner’s Ranged Combat)+(Targeting Software Bonus)+(Speed Bonus)+(Weapon Bonus) = Attack Total

  • AC of Ship
  • 10+(Pilot’s Dex)+(Speed Bonus)+(Size Modifier)+(Misc) = Defense Total

  • Special:
  • Guided Projectiles
  • 1d20+(Gunner’s Ranged Combat)+(Targeting Software) = Attack Total
  • Guided Projectiles only roll this attack once they have moved to share the square with the target. All unless other wise noted, missiles get 3 chances to hit. (Once a round)
  • Ships with a point defense system have a 25% chance to destroy the missile every time it makes an attack run. (Unless otherwise noted, some point defenses have a much higher percent)

  • Semi Guided Projectiles
  • Normal attack values.
  • May only attack once, but can probably be recovered after combat if not destroyed.


  • Game Corridor



Stub


  • Game Corridor Races



  • Certain races are natural enemies, round after round, their conflict is eternal.

    • Eternal Enemies



  • Classically, there are 7-8 main races that battle for dominance every game. There are however, many Minor Races that sometimes provide either slaves or otherwise innovation. Other times they are merely something to be exterminated.

  • Here are what has so far been identified as the Main Eternal Enemies, from ancient records collected by the The Guiding Hand.
  • For information on alternative Biochemistry, see AstroChemsitry

Last Cycle Name
Last Cycle Homeworld
Chemical Origin
Most A-Kin to
Special Note
Kor-No-Tar
Yathewah
Oxygen/Carbon
Mamilian
Adaptive
Ssithri
The Cloven Place
Chlorine
?Asexual? Unknown
Fast, Flimsy Physical Body
Grusunack
Rumvar
Nitrogen
?Reptile?
Slow, Can survive in space unprotected
10110000101011~
Unknown
Silicon/Carbon
Akin to Natural Elementals/Computers
Eternal, Slow, almost impossible to completely destroy.
Unknown
Unknown
Energy/Protonic
?
Merely rumors of their existence. Usually are never found, much less conquered.
Kurack Sor Ishrruck Masaruno
Masaru
Methane
Avian(Bird Like)
Flimsy Physical Body, Extremely effective Navy (Classically)
SussSusssuc
Windfall
Hydrogen Sulfide
Avian/Invertebrate
Huge, Slow, Resilient
?
?
?
?
?

  • It appears that (from pieced together ancient records) the Kor-No-Yat(Their name seems to change regularly), the 10110000101011~, and the Ssithri seem to hold the higher ranks of Wins. But even then, once one race wins, the entire thing is torn down. Or so we presume, no records exist past "Finally, their last stronghold has fallen. Truely, there will be Peace finally..."

  • It also seems that by beginning-mid Game, each race usually discovers that it is a repeating struggle. Fortunately, this is not disturbing and even going as far as galvanizing the different cultures. But now, a new player is added by outside meddling. (Humans) Will they stay just another one of the Minor Races or will they become something more?


    • 10110000101011



  • Here is a rough rendition of the 10110000101011. This particular form however is very unlikely, as their actual racial component is about the size of a grain of sand. Everything from their ships to their individual soldiers is made up of the race itself, and thusly is interchangeable and malleable in a way that is very deadly.

  • This is hands down the most feared race within the Game Corridor.

  • Dominant-Race-10110000101011.jpg

  • No one has of yet(or if they did, they did not live to report it) identified where the 1011 come from, or their home planet. It is absolutely possible that they do not actually have a home planet.

  • Race Information Headers:
(All levels in respect to Ansalonian Human Characteristics)
Genus/Origin:
Planets Owned:
Rough Estimate of Loyal Population:
Indicative Abilities(As Applies)
  • - Magic ( )
  • - Supernatural ( )
  • - Psionics ( )
  • - Hard Tech ( )
  • - Bio Tech ( )
  • - Other ( )
Home Planet/Plane:
Normal Atmosphere:
  • Restricted Atmosphere:
Normal Gravity:
  • Restricted Gravity:
Reproductive Capacity (Basic Breeding stock x 5 years):
  • (Example, Ansalonian Human male and female x 5 years. Maximum 6 Children)
Type of Government:
Type of Main Religion (If Applies):
Notes on Previous Entries:




Mean Aggression Level (1-100+%):
  • Natural Weapons (If Any):
Mean Intelligence Level (1-100+%):
  • Highest Level of magical attainment (If applies):
Mean Tech Level (1-100+%):
  • Highest Level of Tech attainment (If applies):
Mean Weight of Dominant Examples:
  • Label of Dominant Examples:
Mean Height of Dominant Examples:
Mean Weight of Submissive Examples:
  • Label of Submissive Examples (May be several entries):
Mean Height of Submissive Examples:
Mode of Locomotion:
  • Other (If applies):
Mode of Main Communication:
  • Listing of secondary Communication possibilities:
Mode of Thought (1st person, abstract, hive mind, etc.):
  • If Psionic, is this race possibly Expansionist (Psychic parasites and possession): y ( ) n
Notes on Previous Entries:




Culture Examples:



Possible Political Agendas:



Precious Resources:


Enon's take on (Blank):
Paxis' take on (Blank):
Varian's take on (Blank) :
Lia-Seku's take on (Blank):
Broo's take on (Blank):

(Blank) Opinion of the PCs:
(Blank) Opinion on the United Empire:
(Blank) Opinion on the Kor-No-Yat:
(Blank) Opinion on (Blank):


Average Statistics for common soldier/warrior:

Levels:
HD:
Init:
Speed:
AC: (Touch= , Flatfooted= )
Base Attack:
Full Attack:
Special Attacks:
Special Qualities:
Saves:
  • Fort:
  • Ref:
  • Will:
Abilities:
  • Str:
  • Dex:
  • Con:
  • Int:
  • Wis:
  • Cha:
Skills:
Feats:
Spells Known:
Equipment


    • Grusunack



  • This is most definitely a Grusunack Warrior. Due to their extremely cold environment of origin, they must wear these style of suits just about anywhere they go that temperature reaches above -50º F.

Grusunack.JPG


>Race Information Headers:
(All levels in retrospect to Ansalonian Human Characteristics)
Genus/Origin:
Planets Owned:
Rough Estimate of Loyal Population:
Indicative Abilities(As Applies)
  • - Magic ( )
  • - Supernatural ( )
  • - Psionics ( )
  • - Hard Tech ( )
  • - Bio Tech ( )
  • - Other ( )
Home Planet/Plane:
Normal Atmosphere:
  • Restricted Atmosphere:
Normal Gravity:
  • Restricted Gravity:
Reproductive Capacity (Basic Breeding stock x 5 years):
  • (Example, Ansalonian Human male and female x 5 years. Maximum 6 Children)
Type of Government:
Type of Main Religion (If Applies):
Notes on Previous Entries:




Mean Aggression Level (1-100+%):
  • Natural Weapons (If Any):
Mean Intelligence Level (1-100+%):
  • Highest Level of magical attainment (If applies):
Mean Tech Level (1-100+%):
  • Highest Level of Tech attainment (If applies):
Mean Weight of Dominant Examples:
  • Label of Dominant Examples:
Mean Height of Dominant Examples:
Mean Weight of Submissive Examples:
  • Label of Submissive Examples (May be several entries):
Mean Height of Submissive Examples:
Mode of Locomotion:
  • Other (If applies):
Mode of Main Communication:
  • Listing of secondary Communication possibilities:
Mode of Thought (1st person, abstract, hive mind, etc.):
  • If Psionic, is this race possibly Expansionist (Psychic parasites and possession): y ( ) n
Notes on Previous Entries:




Culture Examples:



Possible Political Agendas:



Precious Resources:


Enon's take on (Blank):
Paxis' take on (Blank):
Varian's take on (Blank) :
Lia-Seku's take on (Blank):
Broo's take on (Blank):

(Blank) Opinion of the PCs:
(Blank) Opinion on the United Empire:
(Blank) Opinion on the Kor-No-Yat:
(Blank) Opinion on (Blank):


Average Statistics for common soldier/warrior:

Levels:
HD:
Init:
Speed:
AC: (Touch= , Flatfooted= )
Base Attack:
Full Attack:
Special Attacks:
Special Qualities:
Saves:
  • Fort:
  • Ref:
  • Will:
Abilities:
  • Str:
  • Dex:
  • Con:
  • Int:
  • Wis:
  • Cha:
Skills:
Feats:
Spells Known:
Equipment


    • Kor-No-Yat



This is the final transformation of three different Yathewah races; as two races interbreed into Eimsheir, then finally as the Eimsheir breed with a third final race and become a pincale of oxygenic biological genetics. Each race taking the properties of the other, weeding out the poor faults and producing a so called master race, the Kor-No-Yat. Unlike most genetic matchable species, these beings genomes add onto each other in a linear string, instead of trying to decide which genome is dominant. And due to Metra, these races are the smartest, fastest, and strongest on the planet in this game cycle.

By the time that most Kor-No-Yat breeds reveal themselves upon a cycle, any Sleepers that want to awaken this cycle, already have. And there is usually a precursor cache of information that will reveal itself to the princes of this round, laying out how things will go and what is in store for the race in toto.

However, the natural shift of things that have been going on for 100 game cycles, has now changed drastically. Humans, and their weird/innovative ways have been impressed upon Yathewah, changing the balance one way or another. Time will tell, how this game, will play out.


    • Kurack


  • Full Name: Kurack Sor Ishrruck Masaruno


  • This is an artistic rendition of a Kurack in their native habitat. The artist is said to have been a veteran of a campaign against them, but this is just an unconfirmed side note. The file itself is nothing but the image and a small description.


Kurack-Sor-Ishnuck-Masaruno.jpg


Race Information Headers:==
(All levels in retrospect to Ansalonian Human Characteristics)
Genus/Origin:
Planets Owned:
Rough Estimate of Loyal Population:
Indicative Abilities(As Applies)
  • - Magic ( )
  • - Supernatural ( )
  • - Psionics ( )
  • - Hard Tech ( )
  • - Bio Tech ( )
  • - Other ( )
Home Planet/Plane:
Normal Atmosphere:
  • Restricted Atmosphere:
Normal Gravity:
  • Restricted Gravity:
Reproductive Capacity (Basic Breeding stock x 5 years):
  • (Example, Ansalonian Human male and female x 5 years. Maximum 6 Children)
Type of Government:
Type of Main Religion (If Applies):
Notes on Previous Entries:




Mean Aggression Level (1-100+%):
  • Natural Weapons (If Any):
Mean Intelligence Level (1-100+%):
  • Highest Level of magical attainment (If applies):
Mean Tech Level (1-100+%):
  • Highest Level of Tech attainment (If applies):
Mean Weight of Dominant Examples:
  • Label of Dominant Examples:
Mean Height of Dominant Examples:
Mean Weight of Submissive Examples:
  • Label of Submissive Examples (May be several entries):
Mean Height of Submissive Examples:
Mode of Locomotion:
  • Other (If applies):
Mode of Main Communication:
  • Listing of secondary Communication possibilities:
Mode of Thought (1st person, abstract, hive mind, etc.):
  • If Psionic, is this race possibly Expansionist (Psychic parasites and possession): y ( ) n
Notes on Previous Entries:




Culture Examples:



Possible Political Agendas:



Precious Resources:


Enon's take on (Blank):
Paxis' take on (Blank):
Varian's take on (Blank) :
Lia-Seku's take on (Blank):
Broo's take on (Blank):

(Blank) Opinion of the PCs:
(Blank) Opinion on the United Empire:
(Blank) Opinion on the Kor-No-Yat:
(Blank) Opinion on (Blank):


Average Statistics for common soldier/warrior:

Levels:
HD:
Init:
Speed:
AC: (Touch= , Flatfooted= )
Base Attack:
Full Attack:
Special Attacks:
Special Qualities:
Saves:
  • Fort:
  • Ref:
  • Will:
Abilities:
  • Str:
  • Dex:
  • Con:
  • Int:
  • Wis:
  • Cha:
Skills:
Feats:
Spells Known:
Equipment


    • Ssithri


  • The Ssithri are the classic opponents of the Kor-No-Yat. From the varied historical archives that have been recovered from various points around Yathewah, we have some images of their most recent evolutionary forms.

  • This race seems to breed and progress quickly. They also seem to have an affinity for Bio-Tech, which also supports their relatively weak bodily systems from physical attacks.

  • Ssithri Commander
Ssithri.JPG

  • Ssithri Assault Vehicle
Ssithri-Assault-Vehicle.JPG

  • Ssithri Landing Vehicles
Ssithri-Landers.JPG

  • Race Information Headers:
(All levels in retrospect to Ansalonian Human Characteristics)
Genus/Origin:
Planets Owned:
Rough Estimate of Loyal Population:
Indicative Abilities(As Applies)
  • - Magic ( )
  • - Supernatural ( )
  • - Psionics ( )
  • - Hard Tech ( )
  • - Bio Tech ( )
  • - Other ( )
Home Planet/Plane:
Normal Atmosphere:
  • Restricted Atmosphere:
Normal Gravity:
  • Restricted Gravity:
Reproductive Capacity (Basic Breeding stock x 5 years):
  • (Example, Ansalonian Human male and female x 5 years. Maximum 6 Children)
Type of Government:
Type of Main Religion (If Applies):
Notes on Previous Entries:




Mean Aggression Level (1-100+%):
  • Natural Weapons (If Any):
Mean Intelligence Level (1-100+%):
  • Highest Level of magical attainment (If applies):
Mean Tech Level (1-100+%):
  • Highest Level of Tech attainment (If applies):
Mean Weight of Dominant Examples:
  • Label of Dominant Examples:
Mean Height of Dominant Examples:
Mean Weight of Submissive Examples:
  • Label of Submissive Examples (May be several entries):
Mean Height of Submissive Examples:
Mode of Locomotion:
  • Other (If applies):
Mode of Main Communication:
  • Listing of secondary Communication possibilities:
Mode of Thought (1st person, abstract, hive mind, etc.):
  • If Psionic, is this race possibly Expansionist (Psychic parasites and possession): y ( ) n
Notes on Previous Entries:




Culture Examples:



Possible Political Agendas:



Precious Resources:


Enon's take on (Blank):
Paxis' take on (Blank):
Varian's take on (Blank) :
Lia-Seku's take on (Blank):
Broo's take on (Blank):

(Blank) Opinion of the PCs:
(Blank) Opinion on the United Empire:
(Blank) Opinion on the Kor-No-Yat:
(Blank) Opinion on (Blank):


Average Statistics for common soldier/warrior:

Levels:
HD:
Init:
Speed:
AC: (Touch= , Flatfooted= )
Base Attack:
Full Attack:
Special Attacks:
Special Qualities:
Saves:
  • Fort:
  • Ref:
  • Will:
Abilities:
  • Str:
  • Dex:
  • Con:
  • Int:
  • Wis:
  • Cha:
Skills:
Feats:
Spells Known:
Equipment


    • SussSusssuc



Possible image of a SussSusssuc Heavy Assault Trooper encased in their usual amount of armor. It is also believed that their bodies are too flimsy to withstand even the barest vestiges of atmospheric pressure.


SussSusssuc-Heavy-Soldier.JPG
SussSusssuc.JPG
Heavy Assault Trooper
SussSusssuc Exo-suit.

Race Information Headers:
(All levels in retrospect to Ansalonian Human Characteristics)
Genus/Origin:
Planets Owned:
Rough Estimate of Loyal Population:
Indicative Abilities(As Applies)
  • - Magic ( )
  • - Supernatural ( )
  • - Psionics ( )
  • - Hard Tech ( )
  • - Bio Tech ( )
  • - Other ( )
Home Planet/Plane:
Normal Atmosphere:
  • Restricted Atmosphere:
Normal Gravity:
  • Restricted Gravity:
Reproductive Capacity (Basic Breeding stock x 5 years):
  • (Example, Ansalonian Human male and female x 5 years. Maximum 6 Children)
Type of Government:
Type of Main Religion (If Applies):
Notes on Previous Entries:




Mean Aggression Level (1-100+%):
  • Natural Weapons (If Any):
Mean Intelligence Level (1-100+%):
  • Highest Level of magical attainment (If applies):
Mean Tech Level (1-100+%):
  • Highest Level of Tech attainment (If applies):
Mean Weight of Dominant Examples:
  • Label of Dominant Examples:
Mean Height of Dominant Examples:
Mean Weight of Submissive Examples:
  • Label of Submissive Examples (May be several entries):
Mean Height of Submissive Examples:
Mode of Locomotion:
  • Other (If applies):
Mode of Main Communication:
  • Listing of secondary Communication possibilities:
Mode of Thought (1st person, abstract, hive mind, etc.):
  • If Psionic, is this race possibly Expansionist (Psychic parasites and possession): y ( ) n
Notes on Previous Entries:




Culture Examples:



Possible Political Agendas:



Precious Resources:


Enon's take on (Blank):
Paxis' take on (Blank):
Varian's take on (Blank) :
Lia-Seku's take on (Blank):
Broo's take on (Blank):

(Blank) Opinion of the PCs:
(Blank) Opinion on the United Empire:
(Blank) Opinion on the Kor-No-Yat:
(Blank) Opinion on (Blank):


Average Statistics for common soldier/warrior:

Levels:
HD:
Init:
Speed:
AC: (Touch= , Flatfooted= )
Base Attack:
Full Attack:
Special Attacks:
Special Qualities:
Saves:
  • Fort:
  • Ref:
  • Will:
Abilities:
  • Str:
  • Dex:
  • Con:
  • Int:
  • Wis:
  • Cha:
Skills:
Feats:
Spells Known:
Equipment


    • Minor Races



  • Humans and their associated races may be the closest thing to a 'minor' race that has been found this round.

  • Only once has a minor race dominated a game round. So far.


  • Outsider Races



Stub

    • De'Tarn



  • While docked at the Bentusi Trade Ship, Enon takes a trip to the first deck to conduct hazardous recruiting procedures. Among the recruits are three De'Tarn crewman: a sensor operator, a gunner, and a cook. The cook's wife and two children accompany the De'Tarn aboard the Infinity.

  • Human resemblance is high, though there is residual evidence that their race once had water-born capability, with the remnants of gills on each side of their neck.




    • Harbingers



Stub


    • Matadorians



Matadorians
Venom_by_CJSlinger.jpg
A pair of 9 footers, the lowest on the rung of the Matadorian heriarchy.


    • Messai



  • The name of this race inspires awe and fear in anyone who knows of it. Unfortunately for most, it is a genetic response rather than a conscious remembrance of information.

  • The only time that the Messai have been seen in as far as this Game round is concerned, is when an extra dimensional being aboard a Ssithri controlled Kor-No-Yat cruiser tried to change reality. The story itself is known to only a handful of humans, and no one else.

  • The Messai ships that appeared in the Yathewah solar system struck with a swiftness and a sureness that was indicative of a highly advanced race. Even a direct hit from Bob and his ship's weapon only damaged a single ship out of the six ship formation. They quickly flew on without pause to completely destroy the invading Ssithri controlled Kor-No-Yat cruiser and hopefully the meddlesome creature on board. They disappeared as fast as they appeared, leaving no traces behind beyond their damaged cruiser.

  • The occupants of that ship, destroyed themselves, though leaving the intact portion of the ship a mere husk, drifting near the sun.


  • Game Corridor Locations



    • Charon



  • A view of Charon(And it's satellite) at .42 AU.

Charon.jpg


    • Daegrenden



  • The third of the Ansalonian human colonies, Daegrenden, was once a lush haven of diverse flora that was colonized in a sprawling effort to harvest its vast natural biological resources. Farms, logging camps, and expansive herb gardens collectively provided the Ansalonian Empire with these resources on a grand scale. However, sometime after the destruction of The Gates, this world was devastated by an unknown disaster which has covered the land in ash, destroying the entire surface flora.

  • Broo, Enon, and Lia-Seku have discovered --although not reported-- that there is still breathable air underground, and confirmed existence of a variant of the human race deep below the surface. This variant of the human race seems to be haphazardly adapting to its stressful conditions. The results of this adaptation have so far resulted in milky, near-blind eyes; ears similar to the Microchiroptera, or sonically sensitive microbats; an overall shorter stature, averaging around 5 foot; as well as an overall pallid complexion. Overall, their deviation from what we consider the normal human race on the genetic scale hovers around ten percent, which leads to the assumption that they may readily interbreed with normal humans.

Distance from the Sun:
  • Mean:
  • Max:
  • Min:
  • Sidereal period: ? days
  • Synodic period: ? days
  • Rotation period: ? h ? m ? s
  • Mean orbital velocity: ? km/s
  • Axial inclination: ? deg ? min
  • Diameter: 49,528 km (3.883 Ansalons)
  • Area:
  • Total: 7.619×109 km2 (14.94 Ansalons)
  • Land: 3.991×109 km2
  • Water: 3.628×109 km2
  • Density, water = 1:1.1
  • Mass: 1.0243×1026 kg
  • Mass, Ansalon = 1:17.121
  • Volume = 6.254×1013 km3 (57.74 Ansalons)
  • Escape velocity: 13.311 km/s
  • Surface gravity, Ansalon = 1:1.4
  • Mean surface temperature: 284 K (14 °C)
  • Rough Population figures: Possibly 700 underground Sentient Inhabitants
  • Density of Population: 0.1%
  • Atmospheric components: 37% carbon trioxide, 27% carbon dioxide, 24% nitrogen, 12% oxygen
  • Ocean Statistics: On average, seawater in this world's oceans has a salinity of ~?.?%. This means that for every 1 litre (1000 mL) of seawater there are .? grams of salts (mostly, but not entirely, sodium chloride) dissolved in it.
  • Rough Age:
  • Pantheon:
  • Magic Quotient: ?:1 Arcane, ?:1 Divine, ?:1 Natural


Stellar Characteristics


Mean distance from Yathewah
?.? million km (?.? a.u.)
Visual brightness (V)
−?.?m
Absolute magnitude
?.?m
Spectral classification
?
Orbital characteristics
Mean distance from Game Corridor core
(?-?) light-years)
Galactic period
?-?×? a
Velocity
?km/s orbit around the center of the Galaxy, ? km/s relative to average velocity of other stars in stellar neighborhood
Physical characteristics
Mean diameter
?×? km (? Yathewah diameters)
Circumference
?×? km (? Yathewahdiameters)
Oblateness
?×?−?
Surface area
?×? km² (? Yathewahs)
Volume
?×? km³ (? Yathewahs)
Mass
(? Yathewahs)

Density
? g/cm³
Surface gravity
(? //g//)

Escape velocity from the surface
? km/s
Surface temperature
? K
Temperature of corona
? MK
Core temperature
~? MK
Luminosity (Lsol)
?×?W ?×? lm or ? lm/W efficacy
Mean Intensity (Isol)
?x? W m-2 sr-1
Rotation characteristics
Obliquity
?° (to the ecliptic) ?° (to the galactic plane)
Right ascension of North pole
?° (? h ? min ? s)
Declination of North pole
+?° (?°?' North)
Rotation period at equator
? days (? d ? h ? min ? s)
Rotation velocity at equator
? km/h
Photospheric composition (by mass)
Hydrogen
%
Helium
%
Oxygen
%
Carbon
%
Iron
%
Neon
%
Nitrogen
%
Silicon
%
Magnesium
%
Sulfur
%


    • Masaru


  • This is supposedly an image of the homeworld Masaru. It was apparently taken by an unknown spy, transmitted but never recovered. Its disquiet corpse is perhaps still floating around the Game Corridor.

unfledged_day__or_green_day__by_vissroid.jpg


    • Rumvar



  • Possibly the last remaining image of a known Grusunack homeworld. (Actual location is unknown.)

Nitrogenic-Gas-Giant.jpg


    • The Cloven Place



And_It_Was_Green_by_darkandcold.jpg


    • Windfall



  • This is an advanced image of some intelligence agency, tied or made up of the Kor-No-Yat of the last several games. The actual date and time of this image is completely and irrecoverably unknown.

Planets_by_EvilDM.jpg

Orbital Characteristics of Windfall
Semi-major axis
778,412,027 km 5.203 363 01 AU
Orbital circumference
4.888 Tm 32.675 AU
Eccentricity
0.048 392 66
Perihelion
740,742,598 km 4.951 558 43 AU
Aphelion
816,081,455 km 5.455 167 59 AU
Orbital period
4333.2867 d (11.86 a)
Synodic period
398.88 d
Avg. Orbital Speed
13.056 km/s
Max. Orbital Speed
13.712 km/s
Min. Orbital Speed
12.446 km/s
Inclination
1.305 30° (6.09° to Star's equator)
Longitude of the ascending node
100.556 15°
Argument of the perihelion
274.197 70°
Number of satellites
31
Physical characteristics
Equatorial diameter
142,984 km [1] (11.209 Ansalons)
Polar diameter
133,709 km (10.517 Ansalons)
Oblateness
0.064 87
Surface area
6.14×1010 km2 (120.5 Ansalons)
Volume
1.431×1015 km3 (1321.3 Ansalons)
Mass
1.899×1027 kg (317.8 Ansalons)
Mean density
1.326 g/cm3
Equatorial gravity
9.72 m/s2 (.7358 gee)
Escape velocity
59.54 km/s
Rotation period
2 h 51 min 59.17s
Rotation velocity
42.6 km/s (at the equator)
Axial tilt
3.13°
Right ascension of North pole
268.05° (17 h 52 min 12 s)
Declination
34.49°
Albedo
0.52
Surface temp.
287 K
14 °C
57 °F
Adjective
Jovian
Atmospheric characteristics
Atmospheric pressure
2.1 Atmo
Hydrogen
~86%
Hydrogen sulfide
~14%
Methane
0.1%
Water vapor
0.1%
Ammonia
0.02%
Ethane
0.0002%
Phosphine
0.0001%
Helium
<0.00010%


  • Outside the Corridor Locations



  • Not all regions of space correspond too the same laws as others. Influenced by quantum shifts, matter threads, and primal exotic particle flows, changes in the laws of physics between regions is not uncommon. This has traditionally defined as 'Crystal Spheres' by magicians, a concept that within a certain barrier of distance, all the laws are confined to the same consistency throughout the target area. A crystal sphere can be as small as a few feet, or encompass entire galactic areas.

  • For instance, the entire Game Corridor is considered contained inside an artificial crystal sphere, keeping all the laws constant.

  • Aside from the name, a crystal sphere barrier has no actual physical substance. Instead, it can be a slightly dangerous crossing as the two regions with different laws touch constantly, and differing laws may cause rifts or ripples in Time-space.


    • The Void



  • The Nothing, the vast emptiness, the dreaded Dark. The Void has many names, usually unique to those who get stranded there, to fight and survive as best they can till finally, the last of their fuel dies - and with that, so do they. The Void claims all who get trapped there.

  • The nothing that Sphere and Box drives punch through to connect two points in space unfortunately, sometimes does not allow such an easy transition. On a critical failure of a Sphere drive, the ship simply does not connect all the way, and instead, they become trapped in the Void; with their sphere drives disabled.

  • Since the Progenitors created the Sphere drives in their millions, then discarded them when the perfection of the Box, hundreds of thousands of these artifacts have been scattered across the galaxy that Yathewah is a part of.

  • Those captains and ships that are able to even last a small while in the Void, fight and take what they need from any other ships that he or she possibly can. These cut throats prey upon each other during the Long Night, just trying to survive.

Into_The_Void_by_monochromatic_stains.jpg



  • Intrinsically, Void characters will have been forced to learn and develop different feats than others. One only gets one chance to change, or die.

  • Void Character Options

  • Feats –

  • “Russian Parts, American Parts, All made in Taiwan!” – This Character gets the off chance to deal a subdual damage blow to a mechanical or electrical device, adding his or her charisma bonus to a luck roll. This is a roll to make a broken item actually function, though the roll dictates how the DM will determine the effect.

  • “Eat? Oh no, I consume.” – Due to genetic manipulation, the Character gets the ability to metabolize any organic matter in place of actual regulated food, thusly needing to sustain themselves 1/4th less than normal oxygen breathing creatures. This also means that they will last 4x longer in a lack of atmosphere.

  • “Void? What Void? Its full of stuff.” – Thanks to several generations inside the Void, the Character is attuned with the concept of stuff inside nothing. The Character suffers no problems from Void EVA or Navigation. This character also gets a +3 to the Salvage Feat, on top of any other bonuses.

  • “Plasma man.. its all fuckin’ plasma.. you just gotta hit it hard enough.” – Over the time that the Character has spent in the Void, it’s services have become a high bid. Their gunnery skill is far beyond what normally would be considered good. This feat allows them to fire two gun emplacements at their top attack, and stage downward, instead of just one.

  • “Electrus Mageos Constrictum Availum Evictos!” – Thanks to some distant religious background, this Character is gifted with a +4 in all things electrical, having a distinct appreciation for electrical technology on a religious level. Other technologies make her/it nervous, and thusly, the bonus is negated when working directly with such other techs.

  • “0101010111101000101010101010010101… Get it? Hahaha..” – This character’s background is colored with a race that was highly cybernetic. With a hard tech computer system, they are a natural. +4 to all Use Computer checks, regardless of what station they are manning. This does not necessarily effect the Int checks to interpret difficult data.

  • “No, I don’t think this is the ship your looking for.” – This character has been a Voidian for a long time. He or she has developed certain diplomatic systems for dealing with the other pirate captains, and is well known within the terms of negotiators. They get a +5 to Diplomacy checks in the Void, and a +2 in all other situations.

  • “Run it hot? Sure boss, hehe, let me get right on that…. 134%!!!!.. Better punch it..” –This character has been working so long with the hodge podge engines and reactors found in the Void, that they get a +4 to increase speed of their ship(Engineering skill), without the use of afterburners. Check is made by Speed + Size Mod + Current Gee = DC. If DC is made, then increase the ship’s available speed by 1d12 for the length of time as per this character’s Int modifier.

  • “The right tool for the right job! Blast it all!” – This character has been trained formally in several engineering techniques. Although this is confining to their expertise, they are exceptional in their chosen fields. (Pick One. This feat may be taken multiple times, each to a different type)
Name
+Bonus
Job Type
Average
Luck (to find another)
Electrical Systems
+4
Electrical Engineer
Common
+8
Mechanical Systems
+2
Mechanical Engineer
Very Common
+5
Kinetic Systems
+6
Kinosis Engineer
Uncommon
+12
Cryonic Systems
+10
Cryo Technician
Very Rare
+19
Nuclear Systems
+3
Nuclear Savant
Uncommon
+15
Biological Systems
+4
Genetic Savant
Rare
+16

  • “Fleet be damned! I will take you here. Your kind will cross no further!” – This character was either a captain of a proud ship, or the inherent of the legacy of that pride. In as such, they are able to fill a starship command position, and have a +2 bluff, and a +3 Computer Use (Or Gunnery or piloting). This character also has a specific enemy that they hate, as a racial type. This may be humanoid, octipoid, bovine, hydrogeniod, carbonoid, ect. This will be picked by the DM. Above all, they will go after this type of race in a hostile maneuver, if possible. This feat adds to Craft or Use of the appropriate types.

  • “This hull is excrement on some sticks. Where did you come up with this, and what cursed god thought it was a good idea?” – This character was once either a shipwright or family too one. His or her specialty is perfecting ship design. This character, with a damage control system, can double the HP gain each round. It or she also has the ability to design PL6 ship hulls. Whether the actual components are available, is another story.

  • “Power One, Power Two, Power Fall, Power for All!” – This character has an insane streak the size of it’s backside. It is the perfect electrical engineer when doing it’s job, however when ever tasked to divert energy from one system to another, there is a d20 roll. 12 and below, the system shorts out completely and has to be repaired (DC 20). On a 13+, the system doubles it’s normal output.

  • “Go! Go! Go! Seal the breach!... I don’t give a fuck where they are, seal the breach or I will kill you myself.” – This character has grown up in the Void, or spent enough time here to inherently know the rules that are concrete. This character, if included in a section that decompresses, will be able to save 2/3rds of the occupants, instead of a total loss. Also, this character can optionally be placed in any compartment that is staffed by Crew, and each in that area gains a +2 moral bonus to what ever skill they are using. PCs are not affected.

  • “Flack trails.. wake ripples, and fake arming signals.. yes sir, believe me.. its going to get hairy out there. Believe you me.” – This character has extensive experience with coordinating multiple fighter or small class ships into a cohesive force. –If- this character has a working sensor and transmission area to work in, he/it gives a +2 competence bonus to all fighters/small ships under his command. This bonus applies to piloting, firing, defense, and all things related to combat besides boarding.

  • “Well I’ll be damned, that’s a Tridinum cloud. Deploy scavengers.” – This character has had extensive and specific scavenging training or experience, giving them a +6 to all scavenging rolls while they are coordinating. This only applies to Oxygenic technology.

  • “The Soul goes into the empty realms.. there is no redemption from here. We are all just actors upon the stage of futility.” – This character has long since come to grips with the reality of the Void. They are adept at boarding other ships and stealing resources/lives/energy. All Boarding teams that have this character present receive a +3 to attack and search rolls.

  • “Containment.. yes.. Containment.. Try this! BUZ…. It will work, trust me!” – This character is competent as a force field technician, or a Kinosis Engineer, which ever is applicable. All yield of cargo pulled from an attacked ship is increased by 2d20 percent. If this character is manning a damage control system, they can ½ casualties on a hull breach (for one specific area per turn)

  • “Don’t worry about me, worry about your profit margin….” – This character has been genetically developed to lead boarding parties. While he/it is not a fantastic combat specialist, she/it can produce and hold a field of oxygen within the Void for up to 3 hours. This field can comfortably house 20 medium creatures, or 10 large, or 4 Huge, or 1 Colossal. At the end of the time period, the field collapses, and all within take spaced damage.

  • “Yes, yes, I can hit it. Are you going to keep asking me, or should I just fucking fire?” – This character has resulted from a mutagenic psychic, and can predict the immediate future. Problem is, that the immediate future is a fluid state. This character gets a +5 to gunnery, but takes a -3 to all other Int skills, due to too many other possibilities crowding the mind.

  • “You want power? Fine, here, is POWER!” – Cybernetic and genetic mutation has led to this character being able to triple the output of any system on the ship once per week. While this one system is tripled, three other regular systems will overload. There is no saving throw, and there is no chance that the indicated system wont be tripled. All overloaded systems will need a DC 20 repair. Failure(On the repair) will result in a need for parts to be replaced.

  • “Strength is irrelevant. Resistance is futile. We wish to improve ourselves. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service ours.” – Heavy mental augmentation has led this character to develop, or rather, have a lack of morals. No decisions may be made with emotions in mind. This character is immune to mind control effects, and any other mental abilities that are not physical in nature. This character can not use any bluff skill, but all sense motive checks will fail as well when made on this character.

  • “Humans. I'd have thought by now you would have scampered back to your own little star system.” – This character comes from a race that has experience with Humans, Humadra or Progenitors. They get a +2 to determine and use technology from those races, and they also get a +2 to hit them as well. This character also comes with a deep seeded hatred of Human kind and kin races.

  • “Those of you who have served for long on this vessel have encountered alien life-forms. You know the greatest danger facing us is ourselves, and irrational fear of the unknown. But there's no such thing as 'the unknown,' only things temporarily hidden, temporarily not understood.” – This character has been so long under the job of a sensor screen, that they get a +3 to the use computer roll to work with the sensors. Unfortunately, in social interactions and melee combat, this character takes a -2 to all rolls.


  • Yathewah and Space



Stub

    • Local Star Area



  • 2d Rendition of the Local Star area. Not to scale.

  • Due to the rendering, it does not seem that Yathewah is on the edge, but indeed it is. This is akin to looking over Yathewah's shoulder, back towards the galaxy.

Local-Area.GIF

  • Green Dots are suggested (with some scraps of factual basis, either from Ramsheir or the other resources at the Character's disposals) mined areas. These places may be empty, or full of ancient and slumbering automated war machines of various Technology Levels.

  • Red bordered areas are places of vast debris or other dangerous places, full of drifting storms and perhaps the deadly undetonated stuff of past wars. These areas are usually alluded to with the 'And no one was ever seen again' stigmas. These nebulae of debris are as much a hazard as they are a possible mine of veritable gold. Risky, but who knows?

  • The Blue arm is the contrail of plasmatic dust and whipping storms that is being pulled along by the rotating Galaxies combined gravity. This is an -Extremely- dangerous place to go or be.

1. Ancient home of the Grusunack.
2. Unexplored System (Assuming that the system was terraformed)
3. Charon.
4. Unexplored System (Assuming that the system was terraformed)
5. Unexplored System (Assuming that the system was terraformed)
6. Unexplored System (Assuming that the system was terraformed)
7. Unexplored System (Assuming that the system was terraformed)
8. Unexplored System (Assuming that the system was terraformed)
9. Unexplored System (Assuming that the system was terraformed)
10. Unexplored System (Assuming that the system was terraformed)
11. Ancient home of the Kurack Sor Ishnuck Masaruno.
12. Unexplored System (Assuming that the system was terraformed)
13. Ancient home of the Ssithri.
14. Unexplored System (Assuming that the system was terraformed)
15. Unexplored System (Assuming that the system was terraformed)
16. Unexplored System (Assuming that the system was terraformed)
17. Unexplored System (Assuming that the system was terraformed)
18. Unexplored System (Assuming that the system was terraformed)
19. Unexplored System (Assuming that the system was terraformed)
20. Unexplored System (Assuming that the system was terraformed)
21. Unexplored System (Assuming that the system was terraformed)
22. Unexplored System (Assuming that the system was terraformed)
23. Unexplored System (Assuming that the system was terraformed)
24. Unexplored System (Assuming that the system was terraformed)
25. Unexplored System (Assuming that the system was terraformed)
26. Unexplored System (Assuming that the system was terraformed)
27. Unexplored System (Assuming that the system was terraformed)
28. Unexplored System (Assuming that the system was terraformed)


  • Space NPCs



Stub