To explore strange new spheres. To seek out new monsters and new civilizations. To boldly go where no adventurer has gone before...

Spellfleet is a forthcoming campaign setting inspired by classic science fiction like Star Trek that takes the Spelljammer rules in Dungeons & Dragons Fifth Edition to new heights.

You'll be thrust into a galaxy of adventure, leading a crew of explorers across the great unknown expanse of the cosmos at the helm of an expeditionary vessel.

Charged with a mission to bring new planets into the Magical Federation of Worlds, you'll confront and defeat evil lurking beyond the stars and find the answers to the mysteries of the universe.

The legend of Spellfleet begins in August 2022.

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Captain's Guide

Coming august 2022, tombs of the moon emperor, coming september 2022, rescue at the temporal station, sign up to receive updates.

Occasional emails, only when we update with new guides or adventures. No spam or bullshit ever.

Dungeons & Dragons® is a registered trademark of Wizards of the Coast LLC. Star Trek® is a registered trademark of CBS Studios Inc. Spellfleet is an unofficial website not associated with Wizards of the Coast or CBS Studios.

Evolving RPG

Role-playing games have come a long way, star trek: the next generation bridge crew and their d&d 5e character classes.

star trek 5e

Posted By: NeXeH September 8, 2023

Happy Star Trek Day! 🙂 The Star Trek franchise has captured the hearts of millions with its imaginative storytelling and iconic characters. One of the most beloved series within this expansive universe is “Star Trek: The Next Generation” (TNG). While the crew of the USS Enterprise-D is known for their interstellar adventures, have you ever wondered what their Dungeons & Dragons 5th Edition (D&D 5e) character classes would be if they were part of a fantasy realm? In this blog post, we’ll explore the main bridge crew members of TNG and assign them D&D 5e character classes based on their personalities and abilities. Let’s boldly go where no fan has gone before!

Table of Contents

Captain jean-luc picard: the noble paladin, commander william riker: the charismatic bard, lieutenant commander data: the analytical wizard, lieutenant worf: the stoic fighter, counselor deanna troi: the empathetic cleric, lieutenant geordi la forge: the ingenious artificer, doctor beverly crusher: the compassionate druid.

  • Conclusion: A Crew Beyond the Stars

Captain Picard’s unwavering sense of honor and dedication to justice align perfectly with the Paladin class in D&D 5e. His leadership on the bridge of the Enterprise mirrors the Paladin’s commitment to protecting the innocent and upholding noble values.

Commander Riker’s charm and diplomacy make him an ideal fit for the Bard class. Bards are known for their versatility and ability to inspire others, much like Riker’s leadership style and his skill in making first contact with alien species.

Lieutenant Commander Data’s analytical mind and quest for knowledge would place him firmly in the Wizard class. His pursuit of understanding the universe mirrors the Wizard’s dedication to mastering arcane arts.

Lieutenant Worf’s martial prowess and warrior mentality align with the Fighter class. Just as Fighters excel in combat, Worf is a master of various combat forms and serves as the ship’s security chief, ensuring the safety of the crew.

Counselor Troi’s empathetic abilities and role as the ship’s counselor make her a natural fit for the Cleric class. Like Clerics, she provides emotional support to the crew and helps them navigate challenging situations.

Lieutenant La Forge’s knack for engineering and problem-solving align with the Artificer class. Artificers excel at creating and modifying gadgets, which resonates with Geordi’s role as the Enterprise’s chief engineer.

Dr. Crusher’s dedication to healing and her deep connection with nature find resonance in the Druid class. Druids are known for their healing abilities and affinity for the natural world.

A Crew Beyond the Stars

In the realm of Dungeons & Dragons 5th Edition, the Star Trek: The Next Generation bridge crew members find themselves as diverse adventurers, each with their unique character class. While they explore the galaxy in the Star Trek universe, they embark on new quests and adventures in the world of D&D. It’s a testament to the enduring appeal of these beloved characters that they can seamlessly transition into the realms of fantasy, reminding us that their legacies will continue to inspire us for generations to come.

Incorporating these character classes in a D&D campaign could bring a unique twist to your tabletop adventures, allowing you to boldly go where no campaign has gone before. So, gather your friends, create your own Enterprise crew, and set out on a journey of imagination and exploration!

Whether you’re a Star Trek fan, a D&D enthusiast, or both, the fusion of these two beloved franchises can lead to unforgettable adventures in storytelling, role-playing, and creativity. So, engage warp drive and let your imagination soar among the stars, for the final frontier knows no bounds – in any universe.

By combining the exciting world of Dungeons & Dragons with the iconic characters of Star Trek: The Next Generation, you can embark on a unique and thrilling adventure that will captivate your imagination and keep you exploring new frontiers for years to come. Whether you’re a Trekkie or a tabletop gamer, this fusion of two beloved universes is sure to ignite your passion for storytelling and exploration. So, gather your dice, assemble your crew, and boldly go on an unforgettable journey!

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Classes are organized according to subdivisions and special roles. Class archetypes generally refer to specializations. Please note that 'Esper' is technically a prestige class. [1]

  • 1 Table: Classes
  • 2 Table: Class Skills
  • 3.1 Hit Points
  • 3.2 Proficiencies
  • 4.1 Hit Points
  • 4.2 Proficiencies
  • 5.1 Hit Points
  • 5.2 Division Familiarity
  • 5.3 Subdivision Proficiency.

Table: Classes [ ]

Table: class skills [ ].

The following table summarizes what each class is expected to do to justify why they are part of a landing party. For the most part, the PCs should expect to go on all landing parties in the spirit of who things go in TOS, but you could also play an NPC officer or crewman during any particular landing party if so desired.

Table: Class Landing Party Duties

Like the above table, the following table summarizes various roles. Unlike the above table, this one summarizes roles during space combat and space travel. Table: Class Space Roles

Table: Class Primary Mechanic

Multiclassing

Operations [ ]

Tac

See: Operations Officer

Engineering

  • Human Engineer
  • Tellarite Engineer

Security & Tactics

  • Human Security Chief/Tactics Officer
  • Andorian Security Chief/Tactics Officer

Subdivisions: Engineering, Security, and Tactical.

Associated Races: Tellarite (Engineering), Andorian (Security, Tactical)

A combat manuever fighter.

Hit Points [ ]

  • Hit Dice:  1d10 per level
  • Hit Points at 1st Level:  10 + your Constitution modifier
  • Hit Points at Higher Levels:  1d10 (or 6) + your Constitution modifier per level after 1st

Proficiencies [ ]

  • Weapons:  Phaser 1 (hand phaser), Phaser 2 (phaser pistol)
  • Tools:  Three musical instruments of your choice
  • Saving Throws:  Dexterity, Constitution
  • Skills:  Choose any three

Command [ ]

Eng

Subdivisions: Command, Piloting.

Associated Races: Human (Command), Medusan (Piloting)

  • Hit Dice:  1d8 per level
  • Hit Points at 1st Level:  8 + your Constitution modifier
  • Hit Points at Higher Levels:  1d8 (or 5) + your Constitution modifier per level after 1st
  • Saving Throws:  Dexterity, Charisma

A bardic inspiration

Sciences [ ]

Sci

Subdivisions: Science, Medical.

Associated Races: Vulcan

  • Hit Dice:  1d6 per level
  • Hit Points at 1st Level:  6 + your Constitution modifier
  • Hit Points at Higher Levels:  1d6 (or 4) + your Constitution modifier per level after 1st

Proficiencies

  • Weapons:  Phaser 1 (hand phaser)
  • Saving Throws:  Intelligence, Wisdom

Familiarity is Jack of All Trades but smoother.

Expertise is Expertise but smoother

Division Familiarity [ ]

You can add half your proficiency bonus, rounded (see table), to any ability check you make that doesn't already include your proficiency bonus.

Command Division. You can add half your proficiency bonus, rounded (see table), to any deception (Charisma), intimidation (Charisma), persuasion (Charisma), starship piloting (Dexterity), or starship navigation (Intelligence) check you make that doesn't already include your proficiency bonus.

Operations Division. You can add half your proficiency bonus, rounded (see table), to any hand phaser (Dexterity), phaser pistol (Dexterity), phaser rifle (Dexterity), phaser array (Dexterity), torpedoes (Dexterity), tractor beams (Dexterity), or engineering (Intelligence) check you make that doesn't already include your proficiency bonus.

Subdivision Proficiency. [ ]

You can add your proficiency bonus to any subdivision ability check you make that doesn't already include your proficiency bonus.

Command. You can add your proficiency bonus to any persuasion (Charisma), deception (Charisma), or intimidation (Charisma) check you make that doesn't already include your proficiency bonus.

Flight Control. You can add your proficiency bonus to any starship piloting (Dexterity) or starship navigation (Intelligence) check you make that doesn't already include your proficiency bonus.

Engineering. You can add your proficiency bonus to any engineering (Intelligence) check you make that doesn't already include your proficiency bonus.

Security. asda

  • You are proficient with improvised weapons and unarmed strikes.
  • You have proficiency with the hand phaser, phaser pistol, and phaser rifle.

Tactical. asdsad

  • You have proficiency with phaser arrays, torpedoes, and tractor beams.

Piloting. Helm, Navigation

Security. Perception, Phaser Pistols, Phaser Rifles

Tactical. Phasers, Torpedoes, Tractor Beams

Expertise. Exptertise in a skill you have proficiency in.

20 (+5) is the highest attribute.

+6 is the highest proficiency bonus; +5 is the highest captain rank.

+11 is the highest bonus on an attribute check. +10 for a captain; +15 for a captain with expertise with something. So, an expert captain has a result of 16 - 35. A nearly impossible task is DC 30.

So such a captain has a 30% chance

A nonexpert captain would have a 5% chance.

Command Officer

  • Human Captain
  • Orion Female Captain
  • Human Helmsman
  • Human Navigator
  • Andorian Helmsman
  • Vulcan Navigator

Science Officer

  • Human Science Specialist
  • Vulcan Science Specialist
  • Tellarite Planetary Geosciences
  • Human Medical Officer
  • Human Nurse
  • Vulcan Medical Officer
  • ↑ See this Unearthed Arcana: Prestige Classes and Rune Magic which introduced Prestige Classes to 5E.

How To Use Vulcans From Star Trek As A D&D Race

The Vulcans from Star Trek have often been referred to as "Space Elves" so let's run with that in D&D.

The  Vulcans  from  Star Trek   have often been referred to as "Space Elves" by casual observers, so it's time to take that thinking to its logical endpoint by making them a playable race in  Dungeons & Dragons .

Star Trek: The Original Series had an extremely limited budget, which meant that special effects were in short supply. This meant that the recurring alien crewmember could only be visually different in a limited way. This led to the creation of Spock, a half-human/half-Vulcan hybrid with pointy ears. Spock quickly became the most popular aspect of the show, thanks in no small part to the acting prowess of Leonard Nimoy, who crafted a character who managed to be both alien and appealing at the same time. The audience quickly became hungry to learn more about the Vulcan people, and the role of Spock endures to this very day with different actors. The Vulcans are one of the most iconic parts of Star Trek, and their mannerisms are even known to those who have never seen the show, thanks to cultural osmosis. The average nerd has information about the Vulcans baked into their brain, so they should have an easy time playing one in D&D.

Related:  Star Trek Adventures Beams In Enterprise NX-01 Crew With New PDF Sourcebook

Vulcan Stats

Ability Score Increase:  Your Wisdom score increases by 2 and your Constitution score increases by 1.

Age:  Vulcans reach maturity at the same rate as humans, but can live for over 200 years.

Alignment:  Their logical mindset means that Vulcans are almost always Lawful, with most being Lawful Neutral.

Size:  Vulcans have a similar height & build to humans. Your size is Medium.

Speed: Your base walking speed is 30ft

Advanced Metabolism:   Vulcan’s have adapted to the harsh environment of their homeland. As such, they can go seven days without sleep and can go for five days without food or water without feeling ill effects. They still benefit from the effects of short and long rests and can still suffer levels of exhaustion. Vulcans are still affected by spells that knock them out or put them to sleep.

Mind Meld:   Vulcans can cast Detect Thoughts once per day with Wisdom acting as their spellcasting modifier. There are some caveats to this –

  • They need to be in physical contact with their host at all times.
  • It doesn't require any components.
  • It can only be used on the host and won’t detect nearby creatures when active.
  • The user suffers a level of exhaustion after use.

Languages: Common, Vulcan.

Where Is The Neck Pinch?

The Vulcan neck pinch is a technique that is taught and is not a feature that is restricted to the species, as characters like Data, Captain Picard, and Michael Burnham were able to use it. For those who want to use it as a racial feature -

Vulcan Neck Pinch:  A Vulcan can attempt to incapacitate a foe by grabbing their neck and hitting a specific nerve cluster. The Vulcan must make a successful unarmed attack roll at a Disadvantage. If the attack hits, the target must then make a Constitution save of 12 to ignore its effects.   If the target fails the save, then they are rendered unconscious. This action only works against humanoids and it's up to the DMs discretion whether it works on non-humans at all, thanks to their differing biological makeup.

Roleplaying As A Vulcan

Vulcans are utterly devoted to the pursuit of logic. They rarely lie or find humor in everyday life. Vulcans learn to suppress their emotions at a young age, which hides the fact that they possess incredibly volatile feelings. As such, roleplaying as a Vulcan offers some unique challenges for a player. Characters like Spock often played the straight man to the banter of the other members of the crew, even though he was only half-Vulcan himself and had a greater understanding of human culture and societal norms. The need to constantly suppress emotions in the face of clear divisions between good and evil, while following logic in a setting where treasure chests are sentient monsters and giant snails with mace tendrils stalk the countryside would be a very difficult, but rewarding task for players.

Native Vulcans Or Starfleet Vulcans

It's possible that Vulcans have always been a part of your campaign world, or that they're longtime residents of places like Faerun or Oerth. These Vulcans could easily be offshoots of elves, who once belonged to a bloodthirsty society, but eventually cast aside their vicious ways and took up the pursuit of logic. It's possible that the Vulcans in your campaign world are among the first to take up the teachings of Surak, and their race still has a fearsome reputation. Like the Vulcans in Star Trek, the fantasy Vulcans often act as mediators between the other races and they share a strong desire to learn more about the world around them. It could be hard for them to apply logic to a fantasy world with magic and living gods, which would part of the fun of playing one.

The other option is that your Vulcan character belongs to Starfleet and is keeping their knowledge of the galaxy a secret. The campaign world may have been discovered by a Starfleet ship and the Vulcan has come down to the world to learn more about the strange secrets of its atmosphere, resulting in the phenomenon known as "magic." This is in flagrant disregard of the Prime Directive, but the benefits of having access to such a resource might lead Starfleet to probe further than they normally would. It's also possible that the Vulcan's ship crash-landed on the planet and it needs to find materials to fix their ship. Luckily, there are other races on the world with pointy ears, so they have no problem passing for an elf while they go undercover. The DM should restrict their access to high-tech gear, with the explanation that they wouldn't want to risk it falling into the wrong hands, or that it was destroyed in the crash.

Where Is The Pon Farr?

We're not touching that one. Stat it for yourself.

Next: Star Trek Adventures: Klingon Core Rulebook Now Available For Pre-Order

Star Trek: Discovery stars share their exploits and lessons from playing Dungeons & Dragons together

Boldly Action/Bonus/Moving where no one has gone before.

Blu del Barrio simply wanted to find a way the cast of Star Trek: Discovery could spend time together, again.

COVID-19 had changed the process of filming television, much like every other aspect of the world, and the once tight-knit group of actors felt the strain of their months-long separation from friends and coworkers. On a whim, del Barrio mentioned Dungeons & Dragons .

“I was like [ nasally voice ] ‘We can play D&D’ but we don’t have a DM. I don’t know how that’s gonna work,” del Barrio, who plays Adira Tal, recalls.

Surprisingly, several other members enthusiastically responded. Mary Wiseman, who plays Ensign Sylvia Tilly, immediately recommended her spouse and Ryn actor Noah Averbach-Katz to lead their game. People were willing but, as is often the case with a nascent tabletop group, planning that first session proved a large hurdle until actor Anthony Rapp stepped up.

star trek 5e

During the break between wrapping season three and beginning the ongoing filming for season four, the actors would check in on each other weekly on Zoom. At the end of five consecutive chats, Rapp - who plays Lieutenant Commander Paul Stamets - would mention that Averbach-Katz would be running a D&D game.

“If I have any skills, it is making sure things like that happen and aren’t just talked about,” Rapp says.

I guess there is me in everything that I do, but it is really nice to have a creative storytelling outlet in something that isn't work.

Rapp hadn’t consistently played tabletop RPGs since Advanced Dungeons & Dragons as a boy with his friends, but professed holding onto the hope of one day rolling dice in a high-fantasy setting again.

Averbach-Katz explains the email he sent out to interested parties entailing the details, but also the commitment, of playing D&D. A longtime player but first-time DM, he says many interested people took one look at the character creation questions and politely declined. In the end, relative newcomers Ian Alexander (Gray Tal) and Emily Coutts (Keyla Detmer) rounded out the prospective adventurers.

Alexander assured del Barrio they could teach the other young actor everything they needed to know, and Coutts was eager to try another cast game after their sessions of social deduction classic Mafia “became so intense that people started to feel anxious about it”. Rapp says that Coutts was an extremely proficient liar, but the actors ended up too invested in their roles and relationships, walking away with real feelings of betrayal.

The crew is currently five sessions into the Dragon of Icespire Peak adventure module, which is included in the D&D 5E Essentials Kit. Every one of the party members was excited to share the details of their currently third-level characters.

I do things impulsively in this game and think, ‘It's probably not going to be that bad.’ And even if it is, it kind of just becomes another fun problem we get to figure out.

Rapp plays Grafinas, a half-elf druid whose impassivity borders on aloof. He disgusted his companions early by transforming into a wolf spider unprompted. Coutts is the half-elf cleric Erlia, who has dedicated her life to Eldath, the god of pacifism - that doesn’t stop her from cracking skulls in the name of peace. Wiseman created Misha, a goliath ranger whose large stature belies their natural affinity for birds.

Ian performs as the wood elf bard Vivi - a self-professed shameless self-insert who most recently befriended a manticore and derailed Averbach-Katz’ preparation for that session. Finally, del Barrio plays Bink Oathbound, a “a little squishy boy with horns that are growing”. The teenage tiefling wizard is just coming into his awareness of what a tiefling heritage means in the broader world, and the rest of the party aggressively protects him from any harm.

As professional actors, it seemed roleplaying at the table would be a natural thing. But the party admits the relaxed nature, lack of lines to memorise and embracing of mistakes as opportunities encourages a different creative energy in their performances.

“I guess there is me in everything that I do, but it is really nice to have a creative storytelling outlet in something that isn't work,” Alexander says. “It is really fun to be able to just explore, and it kind of reminds me of improv. I'm getting back into my theatre roots a bit.”

star trek 5e

Alexander and del Barrio, as the younger and newer cast members, especially appreciate the chance to play with their coworkers. The dynamic during our interview doesn’t contain any of the trepidation or nerves both said they felt when they first joined the show.

It's refreshing to be in a natural world, because Star Trek is almost totally non-organic.

“Because normally we have been able to get together, this has been such a gift,” Rapp says. “Anything that allows us to do this is really helpful. It's just something to look forward to, leaning into the mystery of it and, like, anything's possible.”

First-time dice rollers and old hats alike found playing D&D helped them consider storytelling, acting and their own ways of thinking about the world in new ways. “I'm such an overthinker. And I'm so fearful of bad outcomes,” Coutts says. “But I do things impulsively in this game and think, ‘It's probably not going to be that bad.’ And even if it is, it kind of just becomes another fun problem we get to figure out.

“I think I'm learning, maybe, to try that in real life someday.”

star trek 5e

Asked about the difficulty in performing in a sci-fi setting while playing in classic fantasy tropes, the party points instead to the similarities between Star Trek and D&D. Averbach-Katz says the moralistic core of any Star Trek iteration is alive in their game, investigating problem-solving without violence.

Wiseman highlights a key difference. “It's refreshing to be in a natural world, because Star Trek is almost totally non-organic. You're inside in the vacuum of space at all times,” she says. “I don't think it's an accident that three or four of us have characters who are deeply, profoundly connected to nature.”

Though they won’t say anything definitively, Rapp mentions the party discussing the possibility of streaming or recording one-shot adventures that bring in other interested actors from the Star Trek: Discovery set. They clearly want to continue sharing the magic they’ve discovered at the tabletop with others.

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Star Frontiers / D&D 5e Conversion Complete

star trek 5e

Many many years ago, I put these articles together for running Star Frontiers, and now I want to brush the dust them off and put them back into play. There were 6 parts in total that I had published here.  I have taken them all and did a little editing. This article takes the edits that I did for the first 4 that went into the Frontier Explorer Issue 11 magazine ( also here as a free pdf ), and other parts that I have put together as well since. I want to make some tweaks now after reading and editing, and hopefully, I can start running through and playing with this version. I am sure there are some more edits that will be necessary to clear some things up, and I hope this will be better over time. Thank you for reading…

Star Frontiers Campaign D&D 5th Edition Rules

There were three role-playing games that I liked back in the ’80s from TSR: Advanced Dungeons & Dragons, Star Frontiers, and Top Secret. I never really got very far when I played Star Frontiers or Top Secret with friends, but I loved reading the few box sets that I owned, and I would read the back story, and the adventures over and over. The rule systems though for AD&D & Star Frontiers were very different and so very far apart, and it was difficult to switch back and forth between the two rule sets. After a time, I resigned myself to play with friends and stuck with AD&D.

So it has now been 30 plus years later since I first bought Star Frontiers. I still own the same tattered rule set and adventures. I can look through my old softcover rules and those images bring back great memories. After 30 years, we are also on the beginning and release of the new 5th edition of D&D.  This new edition has a lot of flexibility that enables a Game Master to run any type of genre that he can imagine.  The first thing I imagine is a Dralasite punching out a hobgoblin with an uppercut.  I think that with the flexibility of the D&D 5th edition rules; a Dralasite can be a tough & loud little bugger, and should not be impossible to flesh out.

After playing the D&D Next play test rules last year and the first part of 2014, I waited patiently for the release of the Player’s Handbook. I bought the PHB at my local gaming store right before GENCON 2014. With solid rules in hand, I began to create my own campaign worlds.  I had a lot of old ideas that I wanted to refresh with the new rule set like ninjas, aliens, and laser guns. I looked at my library of older material and Star Frontiers stood out.  I then started the process of creating a Star Frontiers World using the D&D rule set.  I wrote the first Star Frontiers article on tribality.com when I had the basic DM rules and the D&D 5th edition Player’s Handbook. But then with the recent release of the Dungeon Master’s Guide, a lot of things became easier.

I’ve been able to go through my initial thoughts, and fine-tune and edit some content. I pulled a lot of information from many sources, and have tried to list everyone that I used. I hope that you are able to use some of these ideas for your games.

I started with the first thing that players will want to do and that creates characters. They will need a race, class, and background.

There are 4 core races to choose from in Star Frontiers: Human, Dralasite, Vrusk or Yazirian .

The human will be easy because he’s already in the rules. There is a list of the links at the end of this article to a Star Frontiers Wiki that has all the details on each race that you can use to further describe your character. The abilities for Star Frontiers use a d100 system, so I had to convert racial bonuses into the d20 system of D&D 5th edition.  I wrote an article on how I did this if you are interested in the mathematics. I also had to adjust their racial features to work with the new rules.

Dralasites are short, rubbery aliens that have no bones or hard body parts.

Their skin is a flexible membrane that is very tough and scratchy. It generally is dull gray and lined with dark veins that meet at the Dralasite’s two eye spots. The internal structure of a Dralasite is very different from the other races. The Dralasite’s central nerve bundle (brain), numerous small hearts and other internal organs float in a pudding-like mixture of protein and organic fluids. Dralasites breathe by absorbing oxygen directly through their skin, so they have no lungs. They are omnivores but eat by surrounding their food and absorbing it, so they also have no digestive tract or intestines.

All Dralasites go through male, female and neutral stages during their lives (these phases can be controlled with medicines). Males release spores into the air, which drift until they become attached to a female. A young Dralasite then sprouts from its mother, eventually maturing and dropping off.

Dralasite are most often good-natured, philosophical and thoughtful. Their communities are small, and many prefer to live alone. Dralasites do not care about wealth, power or status symbols. They judge themselves by the quality of their ideas and their ability to discuss important ideas wisely.  Dralasites often hold large public meetings to discuss new ideas. Discussions and debates are among their favorite ways to relax.  Dralasites are widely known for their strange sense of humor. They love old jokes and puns that make Humans groan. Many Human comedians who could not find work in Human cities have become rich performing on Dralasite worlds.

Dralasite Names

A dralasite has a given name, but they have no family name. Gender is likewise not a factor in naming, as dralasites change gender with age.

Names: Alboor, Amnoor, Apnarru, Barganoo, Bliboo, Boolpoor, Brodnar, Broonah, Calood,

Camoo, Doorrem, Dorguu, Farmood, Floomu, Frobban, Gallood, Ganoo, Glommu, Gorban, Gramu, Hanoo, Klobo, Kloomud, Lamnod, Loobor, Mamnood, Mriboor, Neemu, Nomel, Palbor, Palgoom, Porruu, Ruloom, Thalloo.

Dralasite Traits

Your Dralasite character has a strange assortment of inborn abilities from alien physiology that sets you apart from many other races.

Ability Score Modifiers. Your Strength and Constitution increase by 2.

Age. Dralasite is fully mature within 1 year after budding and usually, live up to 250 years.

Alignment. Most Dralasite tend toward lawful good.

Size. Dralasite average between 4 and 5 feet tall, and weigh about 140 pounds. Your size is Medium.

Speed.  Your base walking speed is 20 feet. Your speed can increase with additional “legs”

Blindsight. You gain blindsight for 30 feet from your enhanced sense of smell.

Lie Detection. All Dralasite have a natural chance to realize when someone is lying to them due to their keen olfactory senses through their skin. You have proficiency in the Insight skill .

Elasticity.  A Dralasite’s skin is stretchable and supported by a complex muscle structure. This allows you to change the shape of your body, within limits. You can stretch and flatten your body at will.  You can squeeze through a space as though you were Tiny . You also have a natural damage resistance to piercing and slashing damage due to your physiology.

Additional Limbs. A Dralasite can “ grow ” arms and legs to use for walking and handling tools and weapons, and re-absorb limbs when they are not needed. You can have a total number of limbs equal to your Dexterity Ability score divided by 2. A Dralasite needs at a minimum of 2 legs to be able to walk at base speed. A Dralasite with 3 legs has a walking speed of 25 feet, and 4 legs or more has a walking speed of 30 feet.

You must decide whether a limb is an arm or a leg when it is grown. Growth or Adsorption of a limb takes your action and requires concentration until the start of your next turn. A limb can be up to 3 feet long, and no less than 4 inches thick. “Fingers” for handling items can be 4 inches long and no less than ½ inch thick.

Many Hands. If you have three or more arms, you gain one additional melee attack as a Bonus Action during your turn when using an Attack action. Also, you can perform a Use Object Action as a Bonus action.

Grappler. Because of your elastic nature, you have advantage on attack rolls against any creature that you have grappled.

Toughness. Your hit point maximum increases by 1 and increases by 1 every time you gain a level.

Lethargic. Dralasite are typically sluggish. You let others move first, have a -5 penalty to your initiative.

Languages. You can speak, read and write in Pan-Galactic, and Dralasite.

A Vrusk looks like a large insect. Eight legs grow from their abdomen, four on each side. Their torso is upright in front of the abdomen. The torso is humanoid, with two arms connected at the shoulders.

Vrusk are hard-working and practical. Their society is organized around independent corporations. To a Vrusk, the company he works for is his family and his nation. The company determines everything about the Vrusk’s life; who he lives with, what his job is, where he travels, etc. Vrusk give their company name before their personal name.

Vrusk have two types of corporations: conglomerates and trade houses. Conglomerates have business interests in many areas. A single conglomerate might have divisions that build computers, operate farms, train lawyers and set up colonies. A Vrusk that works for a conglomerate usually works for only one division, and might not even know what other divisions the company owns. Trade houses, which are more common in the Frontier, specialize in one type of business. Because all Vrusk working for a trade house do the same work, trade houses usually work together. For example, a trade house that builds farming equipment would hire accountants from an accounting house to keep their financial records. Business between companies is regulated by laws that are so complex no one besides Vrusk have ever fully understood them. Vrusk also love beauty, harmony, and order. The goal of most Vrusk is to become wealthy, collect art, and live in peace. Their love for beauty makes them unwilling to get into fights that do not involve their company. However, Vrusk that are defending their company will do anything to remove the threat permanently. Vrusk adventurers, however, do not belong to a company. Some are independent businessmen, some are company employees who were fired and some are just too rebellious to put up with company rules. A few start their own companies and eventually become leaders in their communities.

Vrusk Names

Vrusk speak by combining clicks produced by their mandibles and buzzes produced by a plate in their mouths. A Vrusk name typically contains short clicking sounds and hisses. When first met, Vrusk typically give their company name, then their clan/family name, and then their personal name.  Some Vrusk choose only a single name and are usually monastic, scholarly or other aesthetes, though some artists or entertainers occasionally embrace such a name.

Vrusk Trade House Names: Adq’Bizz (AB), Clic’Aqat (CA), Gst’Gar’St (GGS), Ral’Ik’Ka (RIK), Sik’Triksta (ST), Ssi’Aq’Krr (SAK), Vist’Lat (VL), Yrrti’K (YK)

Clan and Family Names: Chi’kat, Chint’k,Ch’ting, Ch’ttas, Gleckt, Mallox, Qil, Qitl, Stizix, Triksta,Tuz’kitz, Tvis, Vakeem, Vatl, Vax, V’heras, Vraz,Zekaklox.

Male Names: Cer’stas, Che’ras, Ch’lax,Glikitz, Gor’ze, Itekitz, Kax, Kettas, Ki’teh, Ki’tik, Klikitz, K’raz, No’zanz, S’ich, Stikl’z, Ting, Tuzex, Tvil’z, Vik’ka, Vikitz, Vis’hax, V’keem, V’traz, Z’kat, Zlik’ka.

Female Names: Cher’zix, Chet, Clixitz, Ixxitz, Klar’st, K’tisz, M’lat, Mrilat, No’zan, S’kix, Skixitz,

Stiz’k, Tikeem, T’rez, Vareezixi, Vasikix, Va’traz, Vexitz, Vikik’y’le, Vri’kat, V’tik, Zixi.

Vrusk Traits

Your Vrusk character has various inborn abilities, all according to the Vrusk nature.

Ability Score Modifiers.  Your Dexterity score increases by 2, and your Charisma score increases by 2.

Age. Vrusk mature similarly to humans, and have a life expectancy of 175 years

Alignment. Vrusk tend toward lawful due to their societal structure and tend to be neutral vice good or evil, by making moral choices subordinate to the betterment of their society.

Size. Vrusk are 5 feet tall, and 5 feet long, and average between 185 to 200 pounds. Your size is Medium. Speed.   Vrusk are very quick, and your base walking speed is 40 feet.

Natural Armor: A Vrusk’s hard carapace provides natural protection. You have an Armor Class of 13 plus dexterity modifier when not wearing armor. A shield can be carried if you are proficient and increases armor class further. If there are multiple features available to determine your AC, you choose which one to use.

Alert. Vrusk are naturally quick to react. You can react very quickly, and gain a +5 bonus to initiative.

Ambidexterity. All Vrusk are ambidextrous and gain an ability to use melee weapons in both hands.  Any melee weapon that does not have the two-handed property, can be used by you in either hand and should be treated as light.

Comprehension.  Because Vrusk have such a complicated society, they are able to understand all sorts of social dealings. You gain advantage on Wisdom (Insight) and Charisma (Deception) checks.

Educated. The Vrusk education system is second to none, you gain an additional skill proficiency of your choice.

Poor Swimmers. A Vrusk is a poor swimmer, and you will have disadvantage on Strength (Athletic) checks for swimming.

Languages. You can speak, read and write in Pan-Galactic, and Vrusk.

Yazirians are tall, thin humanoids. They have long arms and legs and slender torsos. Two large flaps of skin called a patagium grow on either side of their bodies, attached along their arms, torso, and legs. When a Yazirian raises its arms, this membrane is stretched tight and forms a sort of wing. Under certain conditions (explained under Gliding, below), Yazirians can glide short distances using these wings.

Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yellow. Their skin color ranges from gray to light-tan. Because their bodies do not sweat, Yazirians pant to keep cool. They are omnivores.

Yazirians have four joints (one more than Humans) on their fingers and toes. The inside toe is opposed like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them an excellent grip.

Yazirian communities are divided into large, loosely organized clans. All the members of a clan are related to each other. In the past, clan ties were very strong. The clans had traditional enemies and allies, and they struggled constantly for power and land. Since the Yazirians moved into space, they have learned to cooperate more and the clans have become less important. Despite this, Yazirians still have a reputation throughout the Frontier as proud, fierce fighters.

A custom Yazirians have kept intact is the selection of a life-enemy. When a Yazirian chooses a life-enemy, he dedicates his life to destroying, overcoming or outdoing that enemy as completely as possible. In the past, a Yazirian would choose an enemy clan or clan member as his life-enemy, but now the choice is much wider. A Yazirian scientist could name an incurable disease as his life-enemy, or a Yazirian trader could choose a competing company. The scientist would try to find a cure for the disease; the trader would try to build up his own company so it is more powerful than his enemy’s, or even try to drive the other company out of business.

A Yazirian gains honor by striving to defeat his enemy. Yazirians with powerful life-enemies are respected and admired. A Yazirian that defeats its enemy does not need to choose another, but some Yazirians do. There is no set point in a Yazirian’s life when he must choose a life-enemy, and some Yazirians never choose one. A Yazirian that dies without having chosen a life-enemy is considered unlucky. Typical Yazirian clothing is a large, brightly colored cape and tunic, a waist belt, and two belts crossed over the chest. Dark goggles are worn in the daytime. Yazirians do not like shoes, but when necessary they wear mitten-like shoes.

Yazirian Names

Yazirian speech is filled with animalistic snarls, hoots, growls, and cries. There are numerous Yazirin languages and dialects, which allows for a large variety in Yazirian names. Heritage and honor are of great importance in almost all Yazirian cultures, and this often is reflected in their naming conventions. Most Yazirian names are one to three syllables in length, and consist of a single given name, an honorific or title, and a familial surname. Titles and honorifics are typically a single syllable used as a prefix to the surname, or occasionally after the surname.

Male Names: Aalem, Aradie, Arzalem, Bratchu, Brum, Chaarg, Flinaar, Haardem, Hachi,

Hrasem, Ladem, Naarzel, Nou, Pratchu, Reepo, Rhadeep, Rhates, Snaarg, So, Targ, Tay, Tche, Uradze, Yakim

Female Names: Apane, Brani, Chinou, Chitel, Dai, Grandee, Hradze, Kradi, Latche, Mo,

Naklee, Parem, Pradze, Praleem, Rheelou, Rhin, Rinou, Uradi, Yazee.

Example Clan Names: Batzche, Beessou, Bradze, Chaarg, Garalie, Gratchu, Hrandee, Hrateel, Kragg, Latcha, Meessou, Parj, Prandee, Prinou, Theelg, Yatzche.

Yazirian Traits

Your Yazirian character has several traits that are common with all other Yazirians.

Ability Score Modifiers.  Your Dexterity score increases by 3, and your Wisdom and Intelligence scores increase by 1. Your Strength decreases by 1.

Age. Yazirians mature a little faster than humans, reaching adulthood around age 14. They age similarly though and can live up to 100 years.

Alignment. Yazirians tend toward chaos with their battle rage and lean toward good.

Size. Yazirian are taller than humans and are typically 6 ½ to 7 feet tall, but average around 100 pounds. Your size is medium. Speed.  Base walking speed is 30 feet. ( Special gliding ) Natural Predator. You gain proficiency in the Stealth skill. Darkvision. You can see in dim light within 120 feet of you as if it were a bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Light Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.  This sensitivity can be negated by wearing dark goggles. Battle Rage. Yazirians train themselves to go berserk in battle. A berserk Yazirian will gain advantage on attack rolls during combat. You become berserk when you score a critical melee hit.  Berserk can be maintained with concentration between encounters but ends after you take a short or long rest, or if you increase in hit points. You can regain the use of Battle Rage during combat after a long rest.  Berserk causes you to suffer one level of exhaustion. A short rest will remove one level of exhaustion that you gained from going berserk. Gliding. Yazirians can glide short distances using the membranes along their sides. A Yazirian can glide 5 feet for every 5 feet he is above the ground when he starts.  He must start at least 30 feet above the ground in order to glide. Falls from greater than 30 feet do not cause damage if conscious and you are able to glide.  You would travel 30 feet per round if gliding during combat. Life Enemy. Yazirians by custom choose a life enemy. You dedicate your life to destroying, overcoming or outdoing that enemy as completely as possible.  You can choose an enemy clan, or clan member, or a competing company, or incurable disease. You gain advantage on Intelligence checks to recall information about them. When interacting or dealing with a life-enemy, a roll of 1 on an attack roll, ability check or saving throw can be rerolled and you must use the new roll’s value. You can add, change, or modify your life enemy when you reach 9th and 18th level.

Languages. You can speak, read and write in Pan-Galactic and Yazirian.

Ability Score Summary

Height and weight.

Random Height and Weight table:

You can use this table to determine the height and weight of your character. Vrusk are proportional in their Height and Length, so their Height is the same as their Length.

For example, a Dralasite named Mike has a height of 4 feet plus 2d6 inches. The player rolls 2d6 and gets a total of 10, so Mike stands 4 feet 10 inches tall . Then the player uses that same roll of 10 and multiplies it by 1d6 pounds. The 1d8 roll is a 5, so Mike weighs an extra 50 pounds (10 x 5) on top of the base 100 pounds, for a total of 150 pounds .

Class & Backgrounds

With a race picked out, then the player will need to choose a class, and then a specialty.  There is a single class that all the characters would fall into if they started on the Star Frontiers World side, and that is Space Traveler .

Originally there are three main PSAs (Primary Skill Area) that help define a Star Frontiers characters:  Military, Technical, or BioSocial , and those were broken down into specialties. But I’ll make it simple with just those three categories. I will start with a class, and then use the three PSAs that can be chosen by the player to further define their characters.

Space Traveler Class

Class features.

As a Space Traveler, you gain the following class features:

Hit Dice: 1d10 per astronaut level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per level after 1st

Proficiencies

Armor:  All advanced defense technology. Weapons:  Needler Pistol, Laser Pistol Tools: Choose two tool proficiencies from Computer Programming, Advanced Emergency Medical Treatment, Advanced Mechanical Repair, Vehicles (spaceships/ground & flying vehicles) Saving Throws: As dictated from your chosen Primary Skill Area –

Military PSA Strength & Constitution;

Technical PSA Intelligence and Dexterity; or

Biosocial PSA Wisdom & Charisma. Skill: You have a choice of two skills from your PSA skill set, see  Primary Skill Area Expertise class feature.

You start with the following equipment, in addition to the equipment granted by your background: Standard Equipment Pack, and Laser Pistol

The Space Traveler

Ability score improvement.

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.  As normal, you can’t increase an ability score above 20 using this feature.

Primary Skill Area Expertise

At 1st level, you would choose one of the three Primary Skill Areas for your class; Military, Technical, or Biosocial . You gain skill proficiency in 2 skills listed for your PSA.

You can choose one of the skills that are listed for your chosen PSA and your proficiency bonus is doubled for any ability check you make that uses a skill that you are trained. The skill may have been gained from background or race but must be part of your PSA skill set.

Military PSA skill set: Acrobatics, Athletics, Intimidation, Survival, Stealth

Technical PSA skill set: Arcana*, History, Investigation, Perception, Sleight of Hand

Biosocial PSA skill set: Deception, Insight, Medicine, Nature, Persuasion

*Arcana is used to understand alien, or unknown technology

PSA specialty feature

At 3rd, 10th, and 18th level you receive a PSA specialty Feature. Choose another skill and gain proficiency in a skill for your chosen PSA.

If you have proficiency in all the skills for your PSA, you can choose one skill in your PSA skill set, and your proficiency bonus is doubled for any ability check you make.

Cross Training

At 7th and 15th level, you receive cross training in other skills sets. Choose a skill in a different PSA, and gain proficiency in that skill.

Reliable Talent

At 15th level, you gain the reliable talent ability so that whenever you make an ability check that lets you add your proficiency bonus, you can treat a roll of a d20 of a 9 or lower as a 10.

Space Traveler Aspects

You have several aspects to choose from and are not limited by your PSA. The number in parenthesis listed on the Space Traveler level progression table shows how many Aspects a player should have.  At 2nd, 6th, 9th, 11th, 13th, 17th level choose one of the aspects of your choice, which are detailed below:

Martial Artist: You can choose to use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and melee weapons.

Your unarmed strikes gain a 1d6 in damage and on a critical hit, you will stun an enemy that is your size or smaller. The stun lasts until the start of your next turn. Creatures reduced to 0 Hp are unconscious and stable.

This aspect can be repeated to increase the number of damage dice used by one.

If this aspect is chosen 3 or more times, then a critical hit opponent of one size larger than you and smaller will be pushed 10 feet and become prone, and a bonus action can be made to make an unarmed strike.

Melee Weapon Specialist: You’ve taken specialized training with close combat weapon fighting. You gain proficiency in simple melee weapons and one marital melee weapon of your choice. You also gain proficiency in all Advanced Melee Weapons.  You can as your reaction, parry an attack and add 4 to your Armor class. It must be from an enemy that you can see when they use a melee weapon attack against you.

Archaic Ranged Weapon Specialist: You have proficiency in simple ranged weapons, and one martial ranged weapon of your choice. You can use a bonus action to dash, hide or disengage.

Advanced Weapons Specialist: You have specialized training in advanced weaponry.  You gain proficiency in your choice of Advanced Beam Weapons, Advanced Projectile Weapons, or Advanced Gyrojet Weapons.  This aspect can be repeated more than once to gain an additional advanced weapon proficiency.

Explosive Ordnance Disposal Technician: You gained training in setting charges, and defusing charges. Only characters with this Aspect are able to set or defuse charges properly. Defusing your own set charges is done automatically as a Bonus Action.  Defusing charges set by others are done with a Wisdom (Survival) Skill check against the charges’ Difficulty Class (DC).  The DC is determined by the Dungeon Master, or the player setting the charges.

When you set charges, the charges get a DC to diffuse that is equal to 8 + your Wisdom Modifier + your proficiency bonus.

Computer Operation Mastery: You have the ability to operate computers in order to write programs, interfacing two computers, find & display information, and repair damaged computers.  When you make an intelligence check to perform these actions you gain advantage to your roll. Once the player is successful, he can operate that computer anytime, unless it is modified.  If unsuccessful, a short rest must be performed before attempting to operate the computer again.

Computer Security Specialist: You have the ability to operate computers in order to defeat security, bypassing security, and manipulate programs. This requires an Intelligence check. When you make an intelligence check to perform these actions, you gain advantage to your roll. If you fail to succeed on your roll the computer may malfunction. To determine the result of a failure, calculate the difference between the Difficulty Class and the roll, and choose one of the following results: 1-2 no malfunction, 3-5 security notified, 6-7 alarms set off, 8-9 systems haywire, 10+ shutdown. You must perform a short rest before attempting again after a failure.

Computer Level & Typical Functions

  • Level 1 Analysis / Language                    DC 10
  • Level 2 Bureaucracy / Maintenance / Robot Management    DC 12
  • Level 3 Commerce / Communication                DC 14
  • Level 4 Communication / Information Storage        DC 18
  • Level 5 Information Storage / Transportation        DC 20
  • Level 6 Law Enforcement/Life support            DC 24

Robotics Technician: You have gain specialized training with robots, and have the ability to operate robots in order to identify, add equipment, repair, activate/deactivate, and listing functions.

A robotics technician is always successful in activating a robot, and can always deactivate a robot of any level if it is not attacking him. If it is attacking, he will need to make a skill check.

When you make an intelligence check to perform these actions you gain advantage to your roll. If you are unsuccessful, you can try again in 1 hour.  There are six levels of robots with each having a set difficulty class:

Robot Level & Identify function

  • Level 1 Maintenance Robots    DC 10
  • Level 2 Heavy Duty Robots    DC 12
  • Level 3 Combat Robots    DC 14
  • Level 4 Cybernetic Robots    DC 18
  • Level 5 Warbots        DC 20
  • Level 6 Robot Brains        DC 24

Robot Wizard: You have proven specialization in removing a security lock and altering a robot’s function or mission after receiving the Robotics Technician Aspect . You must first make a successful check to remove the security lock before changing the robot’s function or mission. Once the security lock is removed, it can not be used again.

When you make an intelligence check to perform these actions you gain advantage to your roll.  If you fail to succeed on your roll for removing a security lock or alter a robot’s function or mission, the robot may malfunction. Determine the difference between the DC and the roll and choose one of the following results:

  • 1-4     no malfunction
  • 5-6     program destroyed – one of the robots functions is destroyed
  • 7-8     short circuit: robot functions but erratically
  • 9     haywire: the robot is out of control and may attack, spin in circles or tell a joke
  • 10+     explosion: the robot’s parabattery explodes, causing 1d6 x robot level points of bludgeon damage in a 5-foot radius

You must perform a short rest before attempting again after a failure.

Technical Expertise: You have been trained in the operation of machinery and advanced machinery repair.  Operating machinery that you are not familiar with requires an Intelligence check. When you make an intelligence check to perform these actions, you gain advantage to your roll.

You gain tool proficiency with a Techkit, and you can use the kit to make repairs to broken machinery.

As an example: The Dungeon Master can use the following table to determine what has happened to a vehicle that has a mechanical breakdown.  He would roll a d20 and compare the result on the following table:

Advanced Alarm Skills: You are trained in specialized skills involving detection of alarms, deactivating alarms, and opening locks.  You gain tool proficiency in a Techkit.

Opening Locks & Deactivating Alarms

You can try to open locks without the necessary “key” using an Intelligence (techkit) or Dexterity (techkit) skill check. The security device level will determine the difficulty to be successful.

Lock Level and Function

  • Level 1 Simple Mechanical & Electrical    DC 10
  • Level 2 Motion & Pressure Sensitive        DC 12
  • Level 3 Infra-red Beams & Sound Sensitive    DC 14
  • Level 4 Video                    DC 18
  • Level 5 Heat Sensitive                DC 20
  • Level 6 Personalized Recognition Devices    DC 24

Environmentalist: You have training in astronomy, biology, botany, chemistry, ecology, and geology.  You can gain advantage when you skills checks in Stealth, Nature or Survival skills, and then when you attempt to analyze samples, naming, analyze ecosystem, find direction, survival, make archaic simple tools/weapons, tracking, stealth, concealment.

Medic: You are able to diagnose ailments, heal wounds, control infections, neutralize poisons, cure diseases, wake up unconscious individuals, and prevent tissue deterioration.  You gain advantage on Medicine skill checks.

When you attempt to heal a person, they gain a bonus of 1d6 Hit Points hit points during a short rest for each Hit Die they use to heal.  If they have no Hit Die remaining at the start of the short rest, then they can be healed up to 1d6 hit points. You must use a dose of Biocort to perform.

If you have an unconscious player, you can attempt to revive them to 4 hp by administering a dose of Stimdose.

If a player has been killed, the medic has two options: attempt to activate a freeze field or to administer Staydose .

  • A freeze field if activated within two minutes after death can put a dead character into stasis.  The Medic may attempt to activate with a Medicine skill check against a DC of 18. After two non-consecutive failed checks, the dead player can not be saved. (A dose of Staydose can be administered after the first failed check) After the freeze field has been activated, it will last for 2 weeks until the dead character can be revived at a hospital for emergency care, or some other means that can revive the dead.
  • Staydose application lasts for 24 hours, after which they must be revived at a hospital for emergency care, or some other means that can revive the dead.

Battle Field Medic: With advanced training after receiving the Medic Aspect , you are able to perform advanced first aid techniques and minor surgery during a character’s short rest. You can focus on one creature during its short rest, and the creature will receive half of their Hit points in healing. This can be in conjunction with the Medic Aspect. You must use one dose of Biocort and Anesthetic to perform. A Battle Field Medic operates a freeze field more effectively and has a reduced difficulty class of 12 to perform.

Field Surgeon: With further training after receiving the Battle Field Medic Aspect , you are able to perform major surgery during a character’s short rest.  You can make a medicine skill check against a DC 12, and on a success, you are able to focus on one character per short rest, and the player will receive all hit points, and half of their hit die as if they took a long rest. On a failure, they receive half of their hit points, and no hit die. You must use one dose of Anesthetic . A Field Surgeon automatically succeeds when using a freeze field.

Interrogator: A dose of Telol can be administered by you after receiving the Medic aspect . You make a d20 roll, and on a roll of 1, or 2, the Telol doesn’t work.  If you are successful, then the injected creature will answer up to five simple questions, using simple answers. After injection, the creature will pass out for 1d10 hours whether the drug works or not.

Psycho-Sociologist: You gain training in empathy, persuasion, communication, and psycho-pathology.  This allows you to gain advantage on skill checks involving Deception, Insight, and Persuasion.

If you are attempting to speak with a creature whose language you do not speak, then on a successful Insight skill DC 13 check you are able to communicate very simple two-word messages.  On a failed skill check, the creature may become hostile.

Using advanced psycho-pathological techniques, you are able to reassure a character. This is typical under stressful situations and problems such as fear, isolation, unusual air and food chemistry that affects their mental condition, you can perform a Persuasion or Insight check and on a DC 12 the player will forget their traumatic experiences, and become more confident. They gain a d6 bonus on three of their d20 rolls within the next hour.  You can not attempt this again until you perform a short rest.

Hypnotist: You are trained in hypnosis techniques, after receiving the Psycho-Socialist Aspect , and gain additional insight into a creature’s mind.  If you are able to speak to a subject in a common language without a translator, then you can attempt to hypnotize them.

If you are attempting to Hypnotize a friendly creature, it will take 10 minutes and the creature will gain advantage on their next two attempts on a specified skill check, or an attack as you have instructed in the hypnosis session.  The effect lasts 1 hour, and can not be used on the same character until they take a long rest.

Space Master

At 20th level, you achieve the pinnacle of your class.

If you have chosen the Military PSA then you are the embodiment of the space warrior and have physically trained relentlessly, and undergone special physical procedures.  Your Strength and Constitution scores increase by 4. You maximum for those scores is now 24.

For someone with the Technical PSA then you have undergone extensive cognitive & reactionary upgrades. Your Dexterity and Intelligence scores increase by 4. Your maximum for those scores is now 24.

If instead, your character went down the path of the Biosocial PSA then the world of science and the mind have been opened to you like no other person.  Your Charisma and Wisdom scores increase by 4. Your maximum for those scores is now 24.

Multi-Class

You will need rules for multi-class if you are mixing in starting with D&D 5th edition classes and moving off world into the Star Frontiers campaign.  And this could work both ways if you want to train your character in magic or sword fighting, and so treat this as a non-magic using class for multi-classing level purposes for spells.

Multi-classing Proficiencies

Off-Worlder Background

You aren’t from around here. You may have ended up on this planet from a spaceship crash, or marooned here since childhood. You bring with you advanced knowledge and a strange language. You have basic knowledge of the planet and may have a mission to perform. You have a mesmerizing presence with animals and are able to explain away your oddities.

Skill Proficiency: Animal Handling, Performance Tool Proficiency: chronic Languages: Common Equipment: a set of traveler’s clothes, chronocom, belt pouch containing two small gold bars (worth 15 GP)

Feature:  You have a tiny robot companion to keep you company and monitor your vital statistics. It speaks to you through radio communication directly to your brain. It has the ability to move at a speed of 10 ft and can hide by wrapping itself around a limb.

Suggested Characteristics

d8 Personality

  • I am very aggressive and feel that I am the dominant species.
  • I am an emotional wreck and just want to go home.
  • I show no fear and can stare down a monster without flinching.
  • I am impatient, and often do things myself.
  • I enjoy exploring and often wander into dangerous situations.
  • Nothing can shake my optimistic attitude.
  • I am very passive and not quick to anger.
  • I don’t say much, but often over-complicate a conversation.
  • Noble: I am trying to make the galaxy a better place with new knowledge. (Good)
  • Order: The laws of my race must be preserved and upheld even here. (Lawful)
  • Change: Everything on this world must be changed. (Chaos)
  • Secrets: I don’t share my advanced knowledge with anyone. (Unaligned)
  • Ruler: I plan to take control of this planet any way possible. (Evil)
  • Aspiration. I seek to prove myself worthy of my race. (Any)
  • I will find my way home one day, as I have promised.
  • There is another offworlder here, and he plans to bring his race to conquer this planet, I must stop him.
  • I have stolen a world-destroying invention plans, and they are searching for me. I am hiding on this planet.
  • I need to find my relative that was lost on this planet. They may still be alive.
  • I have a small child that is waiting for my return. I made a promise that I have to keep.
  • I’ve have seen a plot to conquer the universe, they don’t want me talking.
  • I believe do the same thing can get different results.
  • I have severe gambling problems and have lost lots of money gambling.
  • I will betray my closest friends for success.
  • I don’t do work and expect people to serve me. If they don’t I try and trick them into helping.
  • I am inflexible in my thinking.
  • I think the world is out to get me and expect the worst of every situation.

All the costs of the equipment listed below are in credits. Use the list of weapons in the Player’s Handbook for the statistics and costs for Archaic weapons.

Usually, you are issued weapons from your employer to accomplish missions, so you don’t need to scrutinize the cost. Unless there is an accident and you need to pay back the cost to an employer because you broke his stuff.

Advanced Technology Weapons

I started with making the lasers do fire damage, sonic weapons cause thunder, needler’s are definitely piercing, and grenades and rockets create bludgeoning and piercing damage.  With the release of the Dungeon Master’s Guide, I made some revisions to damage types and amounts.

The needler weapon ammunition can be changed out to different types (sleep and regular), so that is why they are listed twice.  It would take an action to change out. The use of any of the advanced technology weapon without proficiency by an off-worlder or Space Traveller would be used without a proficiency bonus.

But the technology that a player is not familiar because it is alien technology would require a series of Intelligence checks to interpret:

Two successful intelligence checks are required to understand these weapons, and four failed checks cause the weapon to break. A roll plus intelligence modifier of 9 or lower results in a failure and disadvantage on the next check. A result of 10 to 14 is a failure. 15 to 19 is a successful intelligence check, and a result of 20 or higher is a success and advantage on the next check.

Advanced Beam Weapons

Advanced Projectile Weapons

Gyrojet Weapons

Advanced Melee Weapons

Properties Stun c auses a target that is hit to be in a stunned condition until the end of it’s next turn Laser weapons cause light to be cast from the weapon that can be seen up to 1 mile

Sonic weapons cause thunder damage and a creature hit makes a DC 12 Constitution saving throw. On a success, a creature hit takes half damage and is not pushed. On a failed Constitution saving throw they are moved 10 feet, and take full damage. The weapon makes a thunderous boom that can be heard out to 300 feet. Sleep property causes a chemical induced sleep on all known creatures. On a failed Constitution save versus DC 20, the target is rendered asleep. Sleep continues for up to 1d4 hours or is given a Stimdose injection. Grenade weapons have a blast sphere of 5 feet from the target. Each creature within the blast sphere must make a DC 12 Dexterity saving throw, taking the weapon damage on a failed save, or half as much damage on a successful one. Rocket weapons are similar to grenade weapons but have a blast sphere of 15 feet. Each creature within the blast sphere must make a DC 12 Dexterity saving throw, taking the weapon damage on a failed save, or half as much damage on a successful one.

Advanced Technology Defenses

Only one suit and one screen can be worn at the same time. I made power screens so that they are an additional defensive barrier.  Archaic armor can also be worn with screens, but then a Defense suit can not be worn.

Power Screens

I didn’t want to over power (OP) the Power Screens so I limited their use. Power Screens use a reaction to turn on and will stay on for 10 minutes after switching on, can’t be turned off during that 10 minutes. They can be recharged with a solar recharger that comes in their carrying case but takes 1 hour to fully charge.

Defense Suits

The Defense suits behave just like Archaic Armor, except extremely light and durable.

The Civilian Skeinsuit appears to look like civilian attire.

The Military Skeinsuit has a changing camouflage design that mimics the surroundings and increases Stealth+6. The changing camouflage can be turned off and set to a basic color of white, black, tan or green.

The Flak armor is lightweight polymer armor that has interlocking plates over your clothes.

Other Equipment

Standard Equipment Pack : ID Card, Chronograph/Communicator, Coveralls, Doze Grenade, First Aid Pak, Pocket Tool, Survival rations Chronocom: Chronograph and solar system communication with another Chronocom or other communication system. Battery life is 10 years. Coveralls: highly durable, waterproof suit designed to keep the wearer warm in cool weather and cool in hot weather. The suit has large pockets on the hips, legs, and chest, as well as several smaller pockets on the sleeves. Doze Grenades : small, lightweight non-lethal throwing devices designed to disperse a fast-acting knockout gas ( Doze Gas ) which is effective against all known biological race. Sleep property First Aid Pak

Spray Bandage (Plastiflesh): 1 can of spray which closes up wounds and heals burns

Antiseptic Spray: 1 can of spray to clean and disinfect a skin area

Spray Hypodermic (Spray Hypo): syringe used to give shots without a needle

Stimdose: 1 dose to revive unconscious individuals. Stimdose will wake up an unconscious or stunned character, or to restore 10 hit points to a character that was poisoned or contracted a disease.

Staydose: 1 dose to sustain a dying person for 20 hours. Staydose is a last-ditch-use drug used to place a dying person into a state of near-suspended animation for 24 hours, hopefully long enough to give the person proper medical attention.

ID Card: An Identification Card is a state-or corporate-issued card, used to confirm the identity of an individual, wherever they may go. They are universally accepted on all Worlds.

Pocket Tool: all Pocket Tools include these features:

A penknife blade, A universal screwdriver, small adjustable wrench, vice pliers, hole puncher, electromagnet, small flashlight (75-foot range)

Survival rations is a supply of 300 large pills. Each pill will satisfy the daily food requirements for a total of 300 days.

The Frontier Sector

So now you should have some mission idea in mind, and how to bring your D&D campaign into a Star Frontiers setting, or vice versa.  If you don’t know yet, maybe the party ends up finding a strange marooned space ship out in the middle of nowhere, that might be the start of a great adventure. Especially if the bad guys show up, and start trouble. Or maybe, they get inside the ship and it takes off and transports them to another world in the Frontier Sector.

Whatever your plans are let’s first look at that setting of the Frontier Sector, and then look at the bad guys.

Some information I collected on the Frontier Sector: The basic game setting was an area known as “ The Frontier Sector ” where four sentient races ( Dralasite, Humans, Vrusk, and Yazirian ) had met and formed the United Planetary Federation (UPF) . The original home-worlds of the Dralasites, Humans, and Vrusk were never detailed in the setting and it is possible that they no longer existed. A large number of the star systems shown on the map of the Frontier sector in the basic rulebook were unexplored and un-detailed, allowing the Dungeon Master to put whatever they wished there.

Players could take on any number of possible roles in the setting but the default was to act as hired agents of the Pan Galactic Corporation in exploring the Frontier and fighting the aggressive incursions of the alien and mysterious worm-like race known as the Sathar .

Here is the information that I pulled together on the Sathar:  The Sathar are a race of mysterious, worm-like beings who are the enemies of the UPF (they are not intended to be used as a player race). They have wormlike bodies of 3 to 4 meters in length with two tentacular arms that end in fine tentacles for manipulation and two tentacles that end in paddles that can be used for heavy lifting (including acting as “legs”, lifting the front of the creature off the ground in a humanoid-like stance). Their eyes have two pupils each, giving them superior peripheral vision. The races of the Frontier know little about them other than their basic anatomy and the fact that they are hostile, as no live Sathar has ever been captured. Some of the behaviors and motives of the Sathar were revealed in the printed adventures for the game, and adventures commonly featured mercenaries working for the Sathar to undermine the UPF as villains.

So it would be easy to just re-skin some monsters, and make a Sathar. So that is what I did, and here are some ready to use for one of your encounters:

Sathar Soldier

Medium monstrosity, lawful evil Armor Class 16 (screen & armor) Hit Points 26 (5d8 + 5) Speed 30 ft.

Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages — Challenge 1 (200 XP) Superior Peripheral vision . A Sathar’s unusual dual pupils allow each of their eyes to see 180 degrees at all times and therefore gains advantage on perception checks that involve sight. Immunity to Sleep.  Sathar are immune to Doze grenades and similar effects. Dreamsleep.  Sathar can work extended periods without sleep, up to 20 days. At the end of this period, a Sathar must enter Dreamsleep for 4 days to rejuvenate. Hypnotism.  Sathar can hypnotize an opponent. The victim must make a Wisdom saving throw against a DC of 10, or fall under the Sathar’s control (similar to charm). The Sathar can order the victim to perform any action that does not directly or noticeably harm the victim. The Sathar can also make the victim forget the encounter in which he was hypnotized altogether. Actions Mind Blast (Recharge 6). The Sathar emits psychic energy in a 15-foot cone. Each creature in the area must succeed a DC 10 intelligence saving throw or take 15 (3d8+3) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  It can not be affected again until the end of its next turn. Laser Rifle.  Ranged Weapon Attack (300/600) +3 to hit, one creature. Hit: 12 (3d8) radiant damage. Sonic Sword.  Melee attack, +4 to hit, one creature. Hit: 5 (1d8+1) fire & 5 (1d8+1) thunder damage The Sathar Soldier is the front line soldier in the Sathar Empire.

Sathar Officer

Medium monstrosity, lawful evil Armor Class 16 (screen & armor) Hit Points 51 (10d8 + 10) Speed 30 ft.

Skills Perception +7 Senses darkvision 60 ft., passive Perception 17 Languages — Challenge 4 (1100 XP) Superior Peripheral vision . A Sathar’s unusual dual pupils allow each of their eyes to see 180 degrees at all times and therefore gains advantage on perception checks. Immunity to Sleep.  Sathar is immune to Doze grenades and similar effects. Dreamsleep.  Sathar can work extended periods without sleep, up to 20 days. At the end of this period, a Sathar must enter Dreamsleep for 4 days to rejuvenate. Hypnotism.  Sathar can hypnotize an opponent. The victim must make a Wisdom saving throw against the DC of 15, or fall under the Sathar’s control (similar to charm). The Sathar can order the victim to perform any action that does not directly or noticeably harm the victim. The Sathar can also make the victim forget the encounter in which he was hypnotized altogether. Actions Mind Blast (Recharge 5-6). The Sathar emits psychic energy in a 15-foot cone. Each creature in the area must succeed a DC 15 intelligence saving throw or take 3d8+3 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on success.  It can not be affected again until the end of its next turn. Laser Rifle.  Ranged Weapon Attack (300/600) +4 to hit, one creature. Hit: 12 (3d8) radiant damage. Sonic Sword.  Melee attack, +5 to hit, one creature. Hit: 5 (1d8+1) fire & 5 (1d8+1) thunder damage. The Sathar Officer is the commander in charge and leads many attacks on active missions for the Sathar Empire. He normally can have a small squad of 10 Sathar Soldiers.

Source reference material:

  • http://www.wizards.com/d20modern/images
  • http://starfrontiers.wikia.com
  • http://starfrontiers.wikia.com/wiki/Dralasites
  • http://starfrontiers.wikia.com/wiki/Vrusk
  • http://starfrontiers.wikia.com/wiki/Yazirian
  • http://dnd.wizards.com/articles/features/basicrules
  • http://en.wikipedia.org/wiki/Gliding_flight
  • http://www.starfrontiers.us
  • http://www.starfrontiers.com/Rules
  • https://www.facebook.com/groups/DnD5th
  • http://www.wizards.com/default.asp?x=d20modern
  • http://starfrontiersman.com/data/issues/SFMan17.pdf
  • http://dnd.wizards.com/products/tabletop/players-basic-rules

Previous Star Frontiers Articles:  Part 1 | Part 2 | Part 3 | Part 4 | Part 5  | Part 6

The Warlord Class, Part Three

Duels that are fun for everyone at ....

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Michael Long

Keep in mind, I probably wrote this really late and I now want to change everything... unless you like it. Then I wouldn't change a thing. ;)

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5 Sci-Fi RPGs To Play If You Like D&D

A couple of weeks ago, we explored a few of the many RPGs that offer a different take on the fantasy genre from that most familiar and well-known experience available in Dungeons & Dragons. Many experienced D&D players will be the first to tell you; one of the best ways to expand your horizons and become a better player or GM is to experience what other games have to offer.

But in this golden age of tabletop role-playing, there are plenty of options that stretch beyond the traditional confines of the fantasy genre, including some wonderful adventures into the realms of science fiction. Here are several top-notch options to try out, if you and your gaming group are ready for the heady speculative realms of futuristic storytelling.

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Stars Without Number Publisher: Sine Nomine Publishing

Players already familiar with the mechanics of D&D will find a lot of recognizable territory in Stars Without Number, a fascinating retro sci-fi RPG that draws inspiration from the earliest days of the tabletop gaming hobby, a tradition also often called the Old School Renaissance.

In this sandbox-style RPG, players band together to explore a vast sector of space in the year 3200, after humanity has spread out across the stars, and in the wake of the fall of a vast interstellar empire. While familiar trappings, including attributes like Strength and Dexterity, show the roots of the system, Stars Without Number launches into entirely different arenas in several ways. A thoughtfully imagined system supports psychic powers. Players build and control starships to move through the universe. More than anything, this “feels” like the classic science-fiction setting that first comes to mind when you think about the genre.

Unlike many role-playing games, Stars Without Number encourages the PCs to adopt their own goals, and use those to drive much of the action. The sandbox element isn’t just lip service; the expectation is that GMs and players work together to craft a story unique to the characters they’ve rolled up, and use the setting as a backdrop to see how those tales unfold.

Also Consider: Traveller, Rocket Age

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The Strange Publisher: Monte Cook Games

To discover a dose of the truly odd for a player group ready for something completely different, it’s easy to recommend the aptly named RPG called The Strange. Brought to us by the same publisher as the wonderful Numenera, The Strange is a game about alternate dimensions – and some of those dimensions are downright bonkers.

Ostensibly, The Strange is set on Earth. But the PCs of the game are capable of traveling to parallel “recursions” that feature their own rules of reality, creating a vast networked multiverse of pocket dimensions. And in each, your character might appear differently, but maintain the same core consciousness and goals. These recursions are born from the stories and legends of Earth, creating a vast playground of potential alternate settings, which you jump between from one session to the next. In practical terms, it gives you permission to “borrow” entire settings to pull into your game, letting PCs freely pass between recursions inspired by worlds of The Matrix , Star Wars , The Wizard of Oz , DC superheroes, or any other favorite story world that you like.

In gameplay, The Strange closely follows the freeform and narrative focus of Monte Cook Games’ Cypher System. That means that a lot of action and narrative direction is driven by the players, and enormous flexibility is given to players to build a unique character. The rules are kept light, and your gaming group is provided the freedom to shape nearly every aspect of the ongoing campaign. But don’t worry, The Strange has plenty of insane ideas to get you started on your adventure.

Also Consider: Invisible Sun, Cypher System: The Stars Are Fire

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Cyberpunk RED Publisher: R. Talsorian Games

While the latest edition of the Cyberpunk tabletop RPG just recently released, its history stretches back decades, and served as the inspiration and source material for CD Projekt Red’s recent release of Cyberpunk 2077. No matter your feelings about that game, the latest iteration of the tabletop experience is richly imagined and a ton of fun; it’s an ideal place to take your gaming group if your vision of science fiction involve near-future, neon-lit urban playgrounds, filled with gritty fights and high style.

For those keeping track, Cyberpunk RED is purpose-built to bridge the gap in timeline from the earliest editions of the tabletop RPG and the new video game. Your group is given the latitude to explore Night City (or beyond) and uncover the breadth of characters living in the sometimes bleak crossover space between being fully human, and giving over fully to technology.

Cyberpunk RED does a standout job in offering up a straightforward core mechanic that governs important interactions like basic combat and skills, but plenty of more involved options for players interested in going deeper, including the complexities of cyberware, and how they slowly degrade a connection to a character’s own undefinable soul. This is also a game that embraces the importance of style and appearance, placing a big emphasis on how “cool” your character is, the clothes they wear, and the way they carry themselves. If that dynamic matches what some of the players in your group most enjoy about role-playing, it’s an ideal game to consider bringing to the table.

Also Consider: Shadowrun: Sixth World, Altered Carbon: The Role Playing Game

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Alien: The Roleplaying Game Publisher: Free League Publishing

If you like your science fiction tinged with a healthy dose of horror, you likely already enjoy the universe of the Alien films. What you may not know is that the RPG adaptation of that setting is such great fun, providing gaming groups an easy-to-learn system that ably supports truly dark and scary encounters against the iconic xenomorphs.

The Alien RPG employs the same straightforward Year Zero gaming engine found in games like Tales from the Loop and Vaesen. A combination of character skills and attributes determine a pool of six-sided dice that must be rolled, with any rolled “six” leading to a success. But in the Alien RPG, the system has a fun added element defined by stress, which can both give you clutch extra dice in critical moments, but also lead to particularly devastating outcomes upon failure.

My favorite aspect of Alien is its two styles of play. The campaign style caters to groups that really want to dive in for an extended multi-session arc – perfect for big fans who just want to enjoy a lengthy tale woven through this surprisingly rich fiction. But for many, the greater draw will be the unique cinematic mode that the game offers, built to offer one-shot adventures that more closely resemble individual movies in the franchise. In these tight and terrifying sessions, it’s quite likely that some (or even most or all) of the PCs will meet a grisly demise, but the brisk nature of the setting ensures everyone still has a great time.

Also Consider: Coriolis, Mutant Year Zero

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Star Trek Adventures Publisher: Modiphius

In the world of licensed sci-fi RPGs, one of the easiest to recommend is Star Trek Adventures. That’s because almost everyone who might be willing to play a tabletop RPG likely has at least a passing familiarity with the setting. In addition, the game itself is smartly organized and well-tuned to focus on the sort of cooperative interactions that are the heart of most Star Trek stories. At the same time, it also takes its setting seriously enough that even hardcore Trek enthusiasts will have trouble finding reason to complain.

Star Trek Adventures supports a wide variety of potential styles of play, including heading back to the Original Series era of Kirk and Spock, or oven the more grounded and socially complex storylines of shows like Deep Space Nine . But the core rulebook is most firmly focused on offering the fantasy I believe most fans will be most eager to try out – controlling a Star Fleet crew in the Next Generation era, exploring strange new worlds and seeking out new life and new civilizations in daring adventures.

The writers and designers of this Star Trek RPG exhibit a nearly encyclopedic knowledge of Star Trek fiction and style, which is apparent after only a brief time digging into the Core Rulebook. It's also just a great-playing game, using Modiphius’ 2d20 system to create tense and exciting encounters, with fun rules that encourage players to work together to take on the most difficult tasks. If you’ve ever found yourself wondering if there was a way to really make up and live out the same sort of stories that unfold in your favorite Star Trek episodes, I think you’ll be pleasantly surprised with what’s on offer here.

Also Consider: Mutant Chronicles 3rd Edition, John Carter of Mars

Honorable mentions:

I’d be remiss to not mention two of my favorite role-playing games of recent years in this article. I hesitated to include them as dedicated sci-fi entries, or in the companion article that focused on fantasy RPGs , because both so perfectly straddle the line in-between. Star Wars and Starfinder are both squarely in the “science-fantasy” arena, but both games are also too delightful to be overlooked.

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Several attempts have been made over the years to capture the fun of the Star Wars universe in a role-playing setting, both in official and non-official formats. But I’m especially fond of Fantasy Flight’s recent efforts, which manifested as several distinct RPGs that shared a common system, each focused on different tones of play. Star Wars: Age of Rebellion is all about the Galactic Civil War, Star Wars: Edge of the Empire handles outlaws and smugglers in the dark underbelly of the galaxy, and Star Wars: Force and Destiny focuses squarely on the power of the Force and its practitioners. But all three sourcebooks share a common language, and support mostly shared rules of play. Whichever “style” appeals to you, the core game itself is simply outstanding, using a set of custom dice to encourage the kind of complex narrative outcomes that you so often see in Star Wars fiction, where success and failure are often tinged by additional twists. Like many aspects of the Star Wars fiction, the Fantasy Flight RPG combines the big heart and emotional grandeur of a sweeping fantasy epic, alongside the spaceships, droids, and lasers of science fiction. If you choose to give it a try, I don’t think you’ll be disappointed.

star trek 5e

Starfinder undoubtedly drew some strong inspiration from the space opera richness of Star Wars, but it’s a place to go if you want something a bit more fresh, and also a ruleset that doesn’t veer far from the familiar environs of D&D. That’s because Starfinder is a far-future spin-off of the Pathfinder RPG, which itself was an offshoot from an earlier edition of Dungeons & Dragons. As such, Starfinder maintains much of the recognizable nomenclature and structure of a D&D game, but adds in crazy aliens, ship battles, planetary exploration, and more. But just to keep your on your toes, Starfinder also maintains much of the magic and many of the creatures from the Pathfinder universe. If you like the idea of a flaming +2 plasma rifle that you use to fight necromantic liches that come from a planet of all undead, Starfinder may be right up your alley.

There are plenty more wonderful sci-fi RPGs to discover, so don’t be surprised if you find yourself going down a rabbit hole if you decide to investigate these and other related games. Speaking as a longtime player and GM, I can say with confidence that few things can enliven a stale gaming dynamic like introducing a new game system – so long as you can get some intellectual buy-in from all involved players to learn some new mechanics. Moving from the familiar environs of classic western fantasy and launching out into space can be especially rewarding as a departure, even if you ultimately decide to return to the excellent and highly useable systems of D&D, or whatever other game you play most.

If you’re looking for more recommendations in the tabletop sphere, check out our Top of the Table hub , or dig through the recent round-up of the Best Board Games of 2020 , as well as the Best Tabletop RPG releases of 2020 . Finally, if you need help finding the right game for you and your group, feel free to drop me a line, and I’ll do my best to help you find what you’re looking for.

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Matt Miller explores the ever-expanding world of tabletop board, card, miniature, and role-playing games in his column, Top of the Table .

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Phaser Pistol (5e Equipment)

From d&d wiki.

The phaser pistol is one of the most advanced handheld weapons, operating on principles rarely understood even by starfaring civlizations. A phaser pistol bypasses all forms of damage resistance .

In addition to dealing fearsome amounts of damage for a pistol, a phaser pistol fires exotic particles that propagate through matter and energy in a sense that is not understandable by physics, making armor worthless. When you attack a creature with a phaser pistol, the creature's AC against the attack is determined by what armor it is wearing, as shown in the following chart. No other modifications apply.

Phaser pistols use cosmic energy cells .

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Screen Rant

10 best warlock spells in d&d 5e you'll definitely want to try.

Warlock has one of the most expansive spell lists in D&D 5e; not all of the spells are made equal, so spell choice will be crucial in any campaign.

  • Dungeons & Dragons has many spell casters, but the warlock is unique in that it casts at the highest available spell slot.
  • The class has many Cantrips that aid its versatility, like mage hand and minor illusion .
  • Warlock has access to powerful ninth-level spells, like true polymorph .

Dungeons & Dragons is known for its many classes and spell casters. The warlock is unique in that its spell slots can regenerate with a short rest, but it comes with having far fewer spell slots compared to most other classes. All warlock spells are cast at their highest available spell slot as well, an additional difference to other classes, which plays on the idea of borrowed power via a pact.

Of course, there are shared spells in the list between warlocks and other spell casters. Thanks to being a charisma caster, a lot of these shared spells are with bards and sorcerers , while some are with wizards, thanks to that class' extensive spell list. Despite sharing spells, it does not mean that they are equally viable for all classes, and some of the warlock's unique spells make it one of the most fun and powerful classes around.

Every D&D 5e Playable Race That's Based On A Real Animal

10 mage hand (cantrip: conjuration), a helping hand goes a long way.

Mage hand benefits from being a Cantrip , thus meaning that a Warlock does not need to waste their valuable spell slots. It is an incredibly versatile spell that depends largely on a player's creativity. Unlike in Baldur's Gate 3 , mage hand is constantly castable, lasting up to a minute at a time. It has to be moved with an action in combat and can move up to 30 feet from a player character. It can also be summoned up to 30 feet away.

Mage hand cannot perform an attack action , but that does not mean it cannot be used in combat. It is brilliant for those brave few who want to take stealth approaches to encounters, but it can also be used to drop objects from above, like bombs, since it floats and can get to places many player characters cannot. It can only carry up to 10 pounds in weight, and its overall use can sometimes depend on what a specific Dungeon Master will allow.

9 Minor Illusion (Cantrip: Illusion)

The versatility of projections.

Minor illusion is an incredibly useful Cantrip shared by many classes, adding utility to a warlock's kit. Its description is quite lengthy, giving examples of its use, but realistically, it will depend on either the creativity of a player or what the Dungeon Master will allow. It can only make a sound or an image, not both , but two casters can work in tandem to sell an illusion, and it is very useful for those who want to make a rogue's life easier by helping them sneak about amid distractions.

There are limits to the illusion, which is what makes it minor, meaning that it cannot be larger than a 5-foot cube . Practically, any illusion that fits in this space can be made, however, meaning that almost anything can be done with this spell. It can be used to pull pranks, distract guards, have a bit of role-play fun, or even frighten enemies away from an area with haunted noises. Of course, the illusion can always be discerned with an Intelligence Saving throw, but warlocks only need Charisma, so their Spell DC should be high.

Any sound can be made, even someone else's voice. Consider using minor illusion to imitate someone else in order to accomplish a task.

8 Thunder Step (3rd Level: Conjuration)

Stepping out with a bang.

Movement in D&D can be cruel at the best of times, especially for warlocks looking to get within melee range with their (relatively) smaller health pool. Thunder step provides warlocks with an easy escape route, teleporting up to 90 feet away . A warlock can even teleport a willing creature within 5 feet of them, meaning that another player in danger or an NPC that needs saving can be whisked away to the sound of booming thunder.

Unlike misty step , thunder step is loud, and is ill-advised for stealth , but it does damage and is more versatile. It does require an action, but it can be a lifesaver if used correctly. More importantly, it can be used to give chase should a cowardly enemy try to sneak their way out of an encounter. In most D&D maps, 90 feet is considered an impressive distance, especially because a player can still move after casting the spell.

7 Summon Fiend (6th Level: Conjuration)

Friendly neighborhood demon.

Any kind of summoning spell in Dungeons and Dragons is useful because of Turn Economy. The more turns the players have over the DM, the easier an encounter tends to be, although that doesn't take into consideration RNG and genuine bad luck. Summon fiend is warlock's best option in this regard , and especially thematic if a player has chosen the Pact of the Fiend subclass (for self-explanatory reasons).

The summoned fiend can take several forms, and their power is dependent on the level of the spell . Higher spell slots allow the Fiend to attack more often and have more health and a higher DC. It also does not require an action to command, as it will heed whatever a player says. These commands can even be secret from the enemies and other players, should a warlock wish, given that these Fiends have access to telepathy.

6 True Polymorph (9th Level: Transmutation)

Time to become a dragon.

True polymorph can be as devastating as it can be fun. Unfortunately, shape-changers are immune to any form of polymorph , but almost everything else is up for grabs. Creatures can become other creatures, objects can become creatures, and creatures can even become objects. The possibilities are almost endless, especially because it can make the powerful useless and the unsuspecting dangerous.

There are some limits to true polymorph (otherwise, it would truly break D&D ). When changing a creature into another creature, it must have the same Challenge Rating or lower and retains its alignment and personality. With an object, the creature will have a CR cap of nine and must be no larger than the size of that object but will be friendly to the party. If the object or creature is polymorphed for longer than the spell's duration, the transformation becomes permanent.

A polymorphed object that has become a creature may not be friendly after the spell's duration. It will be up to the DM, depending on how the creature was treated.

Gary Gygax's Comic Inspirations for D&D Explain the Franchise's Dark Side

5 power word: kill (9th level: enchantment), does what it says on the tin.

Instant death is and will always be one of the most devastating mechanics in any game. Power word: kill is the closest thing D&D has to this, killing any creature with less than 100 HP . All it takes is a line of sight, being within 60 feet, and a single word. One would expect such devastating effects from a ninth-level spell, but if a creature has more than 100 HP, the spell will not take effect.

Power word: kill is perfect for assassinations since the word can be whispered, and death is quite instant. Despite most endgame monsters having more than 100 HP, it doesn't mean that they will remain above that total for long. It can be used to get rid of a wounded enemy who is on the verge of ending the exhausted party or simply to remove a monster from play who is attempting to run but has too many hit points to be killed by normal means quickly.

4 Mirror Image (2nd Level: Illusion)

Seeing double.

Mirror image is one of those spells that scales well no matter the level . It is an amazing defensive option, given that it can essentially negate damage, and is especially useful for Hexblade warlocks who need to get into melee range. It does not work for an enemy who can't see, such as some foes with Blindsight. Those with Truesight can also see through the illusionary copies without worry, but both of these are usually rare.

Three copies are summoned, and the spell lasts as long as it takes for all three copies to be destroyed ( they instantly vanish when taking damage ). In theory, a warlock could go three attacks without taking any damage, and that's assuming the copies get hit since they have a DC of their own. Their DC is 10 plus the warlock's Dexterity Modifier, and the spell does not require concentration, meaning that getting hit won't affect it.

The mirror image duplicates only vanish if directly attacked. This means that if an AoE attack hits the warlock, their duplicates will remain.

3 Counterspell (3rd Level: Abjuration)

The spell that never gets old.

Counterspell , by its nature, is situational , but when it works, it is one of the most satisfying spells in D&D . It has the potential to cancel out any spell, and because of how a warlock's spell slots work, it will usually cancel out any spell that the party will face at the time. Any spell cast below counterspell 's level is instantly canceled. Any spell cast above it requires a roll from the user of counterspell , which must pass a DC of 10 plus the spell's level.

Counterspell 's use will depend on the campaign since it has little use against trolls, giants, and other monsters unable to cast spells. If a party finds itself finding spell casters, then counterspell is a must. At least one person in the party is advised to have this spell, thanks to how useful it can be, and with a range of 60 feet , a warlock in the heart of the action can find themselves acting as the savior of their party with a handful of counterspell casts.

2 Hex (1st Level: Enchantment)

A dose of classic witchcraft.

Hex is just good, plain and simple. I t increases the damage of every attack done by the warlock by 1d6 against a single foe and because there is no save involved, there is no way to negate this damage outside of casting counterspell or remove curse . Once a foe is slain, hex can moved to another foe for more damage, and at higher levels the spell can last an entire day, provided that concentration isn't dropped.

Although the damage of the spell doesn't increase , the attack frequency of the warlock can. For instance, if a hexed target is struck by many scorching rays or multiple eldritch blasts , it will do an extra d6 for every single attack. If this is done to a boss over and over, it adds up quickly, and the fact that it scales well does not change how devastating it is at early levels. Just 1d6 in damage early on can be the difference in an encounter.

1 Eldritch Blast (Cantrip: Evocation)

Realistically, all a warlock needs.

A warlock could choose to use no other spells outside eldritch blast , and they would still be considered powerful. On its own, eldritch blast is essentially a better firebolt , dealing 1d10 force damage, but at higher levels more blasts can be fired. This alone would make it one of the best damaging Cantrips in the game, but invocations to buff it make it as important to most warlocks as melee weapons are to most fighters.

This Cantrip has long been considered a warlock's bread and butter for good reason. It can deal more damage based on a warlock's charisma, repel foes, and has more range and fire at the rate. When paired with hex , the damage will make most wizards wonder why they bothered spending years learning magic from books when they could have just signed a contract with a devil to be the party's heavy hitter.

Those envious of the power of eldritch blast can have a slice of that power through feats. The easiest to choose from would be spell sniper, which will double the Cantrip's range and allow it to ignore most cover.

Dungeons and Dragons

'Star Trek: Discovery' season 5 episode 3 'Jinaal' is a slow but steady affair

Humans have evidently evolved beyond the need for stairs in the 32nd century as teleportation has replaced the simple act of actually walking to places

 Have you ever seen a single, more

Warning: Spoilers ahead for "Star Trek: Discovery" season 5, episode 3

The latest installment of "Star Trek: Discovery" season 5 on Paramount Plus adds a little water – and possibly some fertilizer – to the various different story seeds sewn last week. 

Entitled "Jinaal," the primary plot revolves around a revisit to the planet Trill and as you may recall, the last time we spent any length of time here was the episode " Forget Me Not " (S03, E04), which was not terrible. In fact, it was undeniable highlight of the third season, which itself had some of the best we've seen from "Discovery." Incidentally, that was first look at the Trill homeworld since " Star Trek: Deep Space Nine " episode "Equilibrium" (bizarrely, also S03, E04). (If you need a recap on how to watch Star Trek: Discovery, check out our Star Trek streaming guide for Paramount Plus .)

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Curiously, in that episode "Forget Me Not," Dr. Hugh Culber (Wilson Cruz) was given a rare and welcome chance to shine and he does so once again in this episode as well. To briefly recap, Adira (Blu del Barrio) and her lover, a Trill named Gray (Ian Alexander), were aboard a generation ship way back when. They were both orphans, very much in love, and Gray had just received his symbiote when the ship was struck by an asteroid and everyone was ordered to evacuate. Unfortunately, Gray was fatally injured and the only way to save the symbiote was for Adira to join with it. And that's how it was for all of season three right up until the fourth season episode " Choose To Live " (S04, E03). 

Then, after all of that, Gray Tal has his consciousness transferred out of Adira and into an artificial synth golem before heading back to Trill to complete all that monk-style studying. And now you're all caught up. 

All this has happened before and all of it will happen again. And by the way, Captain Burnham is a Cylon…

While a trip back to Trill is nice, you can't help but start to wonder if this fifth and final season will end up a 10-episode long epilogue as it ties up all its loose ends, almost like season five of " Babylon 5 ."  Commander Jett Reno (Tig Notaro) pops up in this episode at last, which more or less just leaves Commander Nhan (Rachael Ancheril), whom we last saw in the episode " Rubicon " S04, E09, to make an appearance. Although Ancheril's IMDb page does currently say, "Coming up in 2024, Rachael will be seen again in 'Chucky' season three [and] 'Star Trek Discovery' for its final season," so who knows. 

The big highlight this week was, as we alluded to above, Cruz's chance to stretch his acting chops just a little bit and he does not disappoint. The two biggest grumbles however, are the dialogue written by a writer who just saw "Lethal Weapon II" for the very first time and that the notion of teleporting around the place instead of just walking, has been taken to ludicrous extremes. 

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"Star Trek: Discovery" seems to be at peace with lifting from other IPs, sci-fi or otherwise. We've seen a nice " Close Encounters of the Third Kind " reference with mashed potato and we've even seen a fun nod to "Scooby-Doo," but these were all subtle. Then there was the extremely unsubtle " Die Hard " thing and then in " Scavengers " (S03, E06) the writers went  way  beyond homage and practically lifted a set piece directly from the 1987 movie "The Running Man." The premise was the same, the effect was the same and even the setting was practically identical.

Star Trek: Discovery | Final Season Exclusive Clip (CCXP 2023) | Paramount+ - YouTube

This week's insight into what classic movie the Gen-Z writers of "Discovery" have recently discovered comes from a legendary scene with equally legendary dialogue between Sgt. Martin Riggs (Mel Gibson) and Sgt. Roger Murtaugh (Danny Glover) during a rescue attempt after the latter learns that the toilet he's been sitting on has been rigged with a bomb in the first "Lethal Weapon" sequel. Lest we forget, this underrated action extravaganza also gave us Leo Getz and immortalized phrases like "diplomatik immunitee." and "but, but...you're blick."

Still, at least it was just a line or two of dialogue this time and not an entire set piece. My other main grumble with this episode as we mentioned above is the carefree abandon with which transporters are used. And I've touched upon this before. Despite beaming becoming a very common part of everyday life of the 32nd century, to the extent that folk use transporters instead of stairs and even to just change outfits, like we saw in the season four premiere episode — but the thing is, transporters kill you .

The creators of " Star Trek " have never officially confirmed that transporters kill you. However, solely based on the science, transporters do kill you. In simple terms, these teleportation devices scan every molecule in your body and briefly store them in the pattern buffer, while at the same time, the original body is to all intents and purposes, disintegrated. The transporter then converts the scanned copy into energy and beams the data stream to the desired location, where the body is rebuilt, from a sub-atomic level, using technology similar to a replicator. It's comparable in principle to a fax, except this fax machine destroys the original, to prevent duplication, although that has been known to happen.

The Trouble with Transporters - YouTube

The issue is essentially an existential one. Since our bodies are made up of identifiable matter, why won't transference of consciousness occur? What makes our consciousness so unique? What's the difference between an identical copy and you? If you were to put your copy into a different room that you hadn't been into, would you be able to see it? No. It's a perfect copy, but it's not you. There is a good article on Ars Technica that really goes into detail on this.

Still, all of this banter aside, this episode is not ... terrible. It is very evenly paced and that, despite the not-exactly edge-of-seat storyline, makes it bearable. Every sub-story seems to be given equal time and brief-but-enjoyable interplay between Lt. Tilly (Mary Wiseman) and Captain Rayner (Callum Keith Rennie) is fun. Plus, of course, we get to see the Trill homeworld again, which is nice. 

In other "Star Trek" news, " Strange New Worlds " has been renewed for a fourth season, while " Lower Decks " will end with its previously announced upcoming fifth season, expected to air sometime this year. Creator Mike McMahan and executive producer Alex Kurtzman posted a statement on the Star Trek website: “While five seasons of any series these days seems like a miracle, it’s no exaggeration to say that every second we've spent making this show has been a dream come true. Our incredible cast, crew and artists have given you everything they have because they love the characters they play, they love the world we've built, and more than anything we all love, love, love Star Trek."

Where once there were four shows airing simultaneously, now there is only one left,

Meanwhile, "Strange New Worlds" is currently in production on its third season, which is set to debut in 2025. It seems that all of this combined with the fact that "Section 31" ended up as a movie , casts doubt over the future of the Starfleet Academy spin-off and hopefully signals the end of the idiotic idea of "Star Trek: Legacy." Perhaps Paramount should look to cancel other ludicrous endeavors like the proposed Picard movie instead of cancelling decent shows in their efforts to tighten purse strings. 

The fifth and final season of "Star Trek: Discovery" and every episode of every "Star Trek" show — with the exception of "Star Trek: Prodigy" — currently streams exclusively on Paramount Plus in the US while "Prodigy" has found a new home o n Netflix.  

Internationally, the shows are available on  Paramount Plus  in Australia, Latin America, the UK and South Korea, as well as on Pluto TV in Austria, France, Germany, Italy, Spain and Switzerland on the Pluto TV Sci-Fi channel. They also stream on  Paramount Plus  in Italy, France, Germany, Switzerland and Austria. In Canada, they air on Bell Media's CTV Sci-Fi Channel and stream on Crave.

 —   Watch the bittersweet trailer for 'Star Trek: Discovery's final season (video)

 —  'Spaceman' sees Adam Sandler shine as a cosmonaut in crisis in Netflix's somber sci-fi film (review)

—  Star Trek's Seven of Nine returns in new novel 'Picard: Firewall' (exclusive)

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Scott Snowden

When Scott's application to the NASA astronaut training program was turned down, he was naturally upset...as any 6-year-old boy would be. He chose instead to write as much as he possibly could about science, technology and space exploration. He graduated from The University of Coventry and received his training on Fleet Street in London. He still hopes to be the first journalist in space.

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TREKNEWS.NET | Your daily dose of Star Trek news and opinion

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TREKNEWS.NET | Your daily dose of Star Trek news and opinion

New photos from Star Trek: Discovery Season 5 Episode 4 "Face the Strange"

New photos from Star Trek: Discovery Season 5 Episode 4 “Face the Strange”

Star Trek: Discovery "Under the Twin Moons" Review: Clues among the moons

Star Trek: Discovery “Under the Twin Moons” Review: Clues among the moons

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New photos from the first two episodes of Star Trek: Discovery season 5

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First Photo from Star Trek: Section 31 revealed, legacy character confirmed

New Star Trek: Discovery posters revealed ahead of final season premiere

New Star Trek: Discovery posters revealed ahead of final season premiere

Star Trek: Discovery “Face the Strange” Review: Embarking on a Temporal Odyssey

Star Trek: Discovery “Face the Strange” Review: Embarking on a Temporal Odyssey

Star Trek: Discovery "Jinaal" Review: One step forward, two steps back

Star Trek: Discovery “Jinaal” Review: One step forward, two steps back

Star Trek: Picard — Firewall Review: The Renaissance of Seven of Nine

Star Trek: Picard — Firewall Review: The Renaissance of Seven of Nine

Star Trek: Discovery Season 5 premiere "Red Directive" Review: In Pursuit of Legacies

Star Trek: Discovery Season 5 premiere “Red Directive” Review: In Pursuit of Legacies

Strange New Worlds director Jordan Canning talks "Charades," the versatility of the series & fandom

Strange New Worlds director Jordan Canning talks “Charades,” the versatility of the series & Star Trek fandom

'Star Trek Online' lead designer talks the game's longevity, honoring the franchise, and seeing his work come to life in 'Picard'

‘Star Trek Online’ lead designer talks the game’s longevity, honoring the franchise, and seeing his work come to life in ‘Picard’

Gates McFadden talks Star Trek: Picard, reuniting with her TNG castmates, InvestiGates, and the human condition

Gates McFadden talks Star Trek: Picard, reuniting with her TNG castmates, InvestiGates, and the Human Condition

Connor Trinneer and Dominic Keating talk Enterprise and how they honor the Star Trek ethos with Shuttlepod Show, ahead of this weekend's live event

Connor Trinneer and Dominic Keating talk ‘Enterprise’, their relationship with Star Trek in 2023 and their first live ‘Shuttlepod Show’

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John Billingsley discusses what he’d want in a fifth season of Enterprise, playing Phlox and this weekend’s Trek Talks 2 event

57-Year Mission set to beam down 160+ Star Trek guests to Las Vegas

57-Year Mission set to beam 160+ Star Trek guests down to Las Vegas

Veteran Star Trek director David Livingston looks back on his legendary career ahead of Trek Talks 2 event

Veteran Star Trek director David Livingston looks back on his legendary career ahead of Trek Talks 2 event

ReedPop's Star Trek: Mission Seattle convention has been cancelled

ReedPop’s Star Trek: Mission Seattle convention has been cancelled

56-Year Mission Preview: William Shatner, Sonequa Martin-Green and Anson Mount headline this year's Las Vegas Star Trek convention

56-Year Mission Preview: More than 130 Star Trek guests set to beam down to Las Vegas convention

New photos + video preview from Star Trek: Discovery Season 5 Episode 5 "Mirrors"

New photos + video preview from Star Trek: Discovery Season 5 Episode 5 “Mirrors”

Star Trek: Discovery Season 5 Episode 3 "Janaal"

7 new photos from Star Trek: Discovery Season 5 Episode 3 “Jinaal”

2023: A banner year for Star Trek — here’s why [Op-Ed]

2023: A banner year for Star Trek — here’s why [Op-Ed]

'Making It So' Review: Patrick Stewart's journey from stage to starship

‘Making It So’ Review: Patrick Stewart’s journey from stage to starship

The Picard Legacy Collection, Star Trek: Picard Season 3, Complete Series box sets announced

54-Disc Picard Legacy Collection, Star Trek: Picard Season 3, Complete Series Blu-ray box sets announced

Star Trek: Picard series finale "The Last Generation" Review: A perfect sendoff to an incredible crew

Star Trek: Picard series finale “The Last Generation” Review: A perfect sendoff to an unforgettable crew

Star Trek: Strange New Worlds arrives on Blu-ray, 4K UHD and DVD this December

Star Trek: Strange New Worlds arrives on Blu-ray, 4K UHD and DVD this December

Star Trek: Strange New Worlds "Hegemony" Review: An underwhelming end to the series' sophomore season

Star Trek: Strange New Worlds “Hegemony” Review: An underwhelming end to the series’ sophomore season

Star Trek: Strange New Worlds season 2 finale "Hegemony" preview + new photos

Star Trek: Strange New Worlds season 2 finale “Hegemony” preview + new photos

Star Trek: Strange New Worlds 209 "Subspace Rhapsody" Review

Star Trek: Strange New Worlds 209 “Subspace Rhapsody” Review: All systems stable… but why are we singing?

Star Trek: Strange New Worlds "Subspace Rhapsody" preview + new photos

Star Trek: Strange New Worlds “Subspace Rhapsody” preview + new photos

Star Trek Day 2021 To Celebrate 55th Anniversary Of The Franchise On September 8 With Live Panels And Reveals

Star Trek Day 2021 to Celebrate 55th Anniversary of the Franchise on September 8 with Live Panels and Reveals

Paramount+ Launches With 1-Month Free Trial, Streaming Every Star Trek Episode

Paramount+ Launches with 1-Month Free Trial, Streaming Every Star Trek Episode

Paramount+ To Launch March 4, Taking Place Of CBS All Access

Paramount+ to Officially Launch March 4, Taking Place of CBS All Access

STAR TREK: SHORT TREKS Season 2 Now Streaming For Free (in the U.S.)

STAR TREK: SHORT TREKS Season 2 Now Streaming For Free (in the U.S.)

[REVIEW] STAR TREK: SHORT TREKS "Children of Mars": All Hands... Battlestations

[REVIEW] STAR TREK: SHORT TREKS “Children of Mars”: All Hands… Battle Stations

Star Trek: Lower Decks – Crew Handbook Review

‘U.S.S. Cerritos Crew Handbook’ Review: A must-read Star Trek: Lower Decks fans

New photos from this week's Star Trek: Lower Decks season 4 finale

New photos from this week’s Star Trek: Lower Decks season 4 finale

Star Trek: Lower Decks "The Inner Fight" Review: Lost stars and hidden battles

Star Trek: Lower Decks “The Inner Fight” Review: Lost stars and hidden battles

New photos from this week's episode of Star Trek: Lower Decks

New photos from this week’s episode of Star Trek: Lower Decks

Star Trek: Prodigy begins streaming on Netflix on Christmas day

Star Trek: Prodigy begins streaming December 25th on Netflix

Star Trek: Prodigy lands at Netflix, season 2 coming in 2024

Star Trek: Prodigy lands at Netflix, season 2 coming in 2024

Star Trek: Prodigy Season 2 sneak peek reveals the surprise return of a Voyager castmember

Star Trek: Prodigy Season 2 sneak peek reveals the surprise return of a Voyager castmember

Star Trek: Prodigy canceled, first season to be removed from Paramount+

Star Trek: Prodigy canceled, first season to be removed from Paramount+

Revisiting "Star Trek: Legacies – Captain to Captain" Retro Review

Revisiting “Star Trek: Legacies – Captain to Captain” Retro Review

The Wrath of Khan: The Making of the Classic Film Review: A gem for your Star Trek reference collection

The Wrath of Khan – The Making of the Classic Film Review: A gem for your Star Trek reference collection

The events of Star Trek: The Motion Picture to continue in new IDW miniseries "Echoes"

The events of Star Trek: The Motion Picture to continue in new IDW miniseries “Echoes”

Star Trek: The Original Series - Harm's Way Review

Star Trek: The Original Series “Harm’s Way” Book Review

William Shatner's New Book 'Boldly Go: Reflections on a Life of Awe and Wonder' Review: More of a good thing

William Shatner’s New Book ‘Boldly Go: Reflections on a Life of Awe and Wonder’ Review: More of a good thing

Star Trek: Infinite release date + details on Lower Decks­-themed pre-order bonuses

Star Trek: Infinite release date + details on Lower Decks­-themed pre-order bonuses

'Star Trek: Infinite' strategy game revealed, set to be released this fall

‘Star Trek: Infinite’ strategy game revealed, set to be released this fall

The Next Generation cast is back on the bridge of the Enterprise-D in new Star Trek: Picard photo gallery

‘The Next Generation’ cast is back on the bridge of the Enterprise-D in new ‘Star Trek: Picard’ photo gallery

Hero Collector Revisits The Classics In New Starfleet Starships "Essentials" Collection

Hero Collector Revisits The Classics in New Starfleet Starships Essentials Collection

New Star Trek Docuseries 'The Center Seat' Announced, Coming This Fall

New Star Trek Docuseries ‘The Center Seat’ Announced, Coming This Fall

Star Trek Designing Starships: Deep Space Nine & Beyond Review: A Deep Dive Into Shuttlecraft Of The Gamma Quadrant

Star Trek Designing Starships: Deep Space Nine & Beyond Review: a Deep Dive Into Shuttlecraft of the Gamma Quadrant

Star Trek: Deep Space Nine Illustrated Handbook Review: Terok Nor Deconstructed In Amazing Detail

Star Trek: Deep Space Nine Illustrated Handbook Review: Terok Nor Deconstructed in Amazing Detail

Robert Beltran Is Officially Returning To Star Trek As Chakotay On 'Prodigy'

Robert Beltran Is Officially Returning to Star Trek as Chakotay on ‘Prodigy’ + More Casting News

Robert Beltran Says He's Returning To Star Trek In 'Prodigy'

Robert Beltran Says He’s Returning to Star Trek in ‘Prodigy’

John Billingsley Talks Life Since Star Trek: Enterprise, Going To Space And Turning Down Lunch With Shatner And Nimoy

John Billingsley Talks Life Since Star Trek: Enterprise, Going to Space and Turning Down Lunch with Shatner and Nimoy

Star Trek: Enterprise Star John Billingsley Talks Charity Work, Upcoming TREK*Talks Event

Star Trek: Enterprise Star John Billingsley Talks Charity Work, Upcoming TREK*Talks Event

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Preview: Star Trek: Discovery 505 “Mirrors”

The fifth episode of Star Trek: Discovery’s fifth and final season “Mirrors” premieres this Thursday, April 25 . The episode is written by Johanna Lee & Carlos Cisco and directed by Jen McGowan .

Today, we have a video preview, a clip, and a few new photos from the episode — featuring Sonequa Martin-Green as Burnham, David Ajala as Book, Mary Wiseman as Tilly, Blu del Barrio as Adira, Anthony Rapp as Stamets, and Callum Keith Rennie as Rayner

You can check out the new photos below. Please be aware of some minor spoilers.

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Official description:

Captain Burnham and Book journey into extradimensional space in search of the next clue to the location of the Progenitors’ power. Meanwhile, Rayner navigates his first mission in command of the  U.S.S. Discovery , and Culber opens up to Tilly.

Star Trek: Discovery season 5 castmembers include Sonequa Martin-Green (Captain Michael Burnham), Doug Jones (Saru), Anthony Rapp (Paul Stamets), Mary Wiseman (Sylvia Tilly), Wilson Cruz (Dr. Hugh Culber), David Ajala (Cleveland “Book” Booker), Blu del Barrio (Adira) and Callum Keith Rennie (Rayner). Season five also features recurring guest stars Elias Toufexis (L’ak) and Eve Harlow (Moll).

Stay tuned to TrekNews.net for all the latest news on Star Trek: Discovery , Star Trek: Prodigy , Star Trek: Strange New Worlds , Star Trek: Picard , Star Trek: Lower Decks, and more.

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Episode Preview | Star Trek: Discovery - Face the Strange

Are you stuck in a time loop?

SPOILER WARNING: This clip may contain spoilers for Star Trek: Discovery Season 5's fourth episode, "Face the Strange"!

In  Star Trek: Discovery  Season 5's fourth episode " Face the Strange ," on the way to the next clue, the U.S.S. Discovery is sabotaged by a mysterious weapon, leaving Captain Burnham, Rayner, and Stamets as the only crew members who can possibly save the ship in time.

Star Trek: Discovery Seasons 1-4 are streaming exclusively on Paramount+ in the U.S., the UK, Canada, Switzerland, South Korea, Latin America, Germany, France, Italy, Australia and Austria. Seasons 2 and 3 also are available on the Pluto TV “Star Trek” channel in Switzerland, Germany and Austria. The series streams on Super Drama in Japan, TVNZ in New Zealand, and SkyShowtime in Spain, Portugal, Poland, The Nordics, The Netherlands, and Central and Eastern Europe and also airs on Cosmote TV in Greece. The series is distributed by Paramount Global Content Distribution.

Captain Burnham and Book sit side-by-side in a Discovery shuttle in 'Mirrors'

IMAGES

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COMMENTS

  1. is there a Stark Trek 5e? : r/DungeonsAndDragons

    You said star trek 5e, I'm assuming you mean a star trek rpg as opposed to 5th edition dungeons and dragons set on the enterprise haha. You probably would be best off with Stars Without Number, then use your Star Trek knowledge, memory alpha and the Star Trek Adventures Sourcebooks to build your setting.

  2. Spellfleet

    Spellfleet is a forthcoming campaign setting inspired by classic science fiction like Star Trek that takes the Spelljammer rules in Dungeons & Dragons Fifth Edition to new heights.. You'll be thrust into a galaxy of adventure, leading a crew of explorers across the great unknown expanse of the cosmos at the helm of an expeditionary vessel.

  3. Star Trek but make it 5e

    The premise of the storyline is Star Trek era Discovery post Battle of the Binary Stars. You and your Starfleet vessel the Elyria 'missed out' on the conflict as you were on a five-year mission, in year three, unable to return to the fight. The war has since stopped with the tentative peace accords with the Klingon Empire and your captain was ...

  4. D&D Spelljammer Races That Emulate Star Trek Characters

    Learn how to play astral elves, autognomes, and plasmoids in D&D 5e, races that emulate vulcans, androids, and changelings from Star Trek. These races are part of the Spelljammer: Adventures in Space set, a fantasy-sci-fi campaign for Dungeons & Dragons.

  5. 'We wanted Star Trek in D&D': Spelljammer creator Jeff Grubb on the

    Despite that rejection of familiar science-fiction aesthetics, Spelljammer pulled liberally from late '80s pop culture - a time when distinctive spaceship designs were very much in vogue. Star Wars, Star Trek and pulpy space operas like Battle Beyond the Stars showed that entire galactic factions could be recognised by their starships.

  6. Bringing Science Fiction to Your Dungeons & Dragons Game

    Every Star Trek phaser setting is set to fun, whether you're stunning folks, super-heating a cave surface to create a light, or disintegrating random folks. ... A 5E conversion is part of Goodman Games' Original Adventures Reincarnated line (under license from WotC). Note that, per the terms of the license, there's no PDF copies available and ...

  7. How to Play Kirk and Spock in Dungeons & Dragons (Star Trek ...

    Today we have a build for Kirk and Spock from Star Trek in Dungeons & Dragons! If you want the tactical skills of the Enterprise Captain or the Vulcan skills...

  8. Star Trek: The Next Generation Bridge Crew and Their D&D 5e Character

    Happy Star Trek Day! 🙂 The Star Trek franchise has captured the hearts of millions with its imaginative storytelling and iconic characters. ... we'll explore the main bridge crew members of TNG and assign them D&D 5e character classes based on their personalities and abilities. Let's boldly go where no fan has gone before! Table of ...

  9. Classes

    Classes are organized according to subdivisions and special roles. Class archetypes generally refer to specializations. Please note that 'Esper' is technically a prestige class. The following table summarizes what each class is expected to do to justify why they are part of a landing party. For the most part, the PCs should expect to go on all landing parties in the spirit of who things go in ...

  10. How To Use Vulcans From Star Trek As A D&D Race

    For those who want to use it as a racial feature -. Vulcan Neck Pinch: A Vulcan can attempt to incapacitate a foe by grabbing their neck and hitting a specific nerve cluster. The Vulcan must make a successful unarmed attack roll at a Disadvantage. If the attack hits, the target must then make a Constitution save of 12 to ignore its effects.

  11. 10 Characters From Star Trek: TOS You Can Build In Dungeons & Dragons

    However, it's unfortunately not as accessible for a wide audience as 5e has proven to be. As Honor Among Thieves is the first tabletop-based movie in a long while, it's already telling just how much more popular the tabletop game is. Thankfully, Star Trek characters aren't difficult to flavor for the world of Dungeons and Dragons anyway ...

  12. Star Trek: Discovery stars share their exploits and lessons from

    Blu del Barrio simply wanted to find a way the cast of Star Trek: Discovery could spend time together, again. COVID-19 had changed the process of filming television, much like every other aspect of the world, and the once tight-knit group of actors felt the strain of their months-long separation from friends and coworkers.

  13. Star Frontiers / D&D 5e Conversion Complete

    Vrusk tend toward lawful due to their societal structure and tend to be neutral vice good or evil, by making moral choices subordinate to the betterment of their society. Size. Vrusk are 5 feet tall, and 5 feet long, and average between 185 to 200 pounds. Your size is Medium.

  14. 5 Sci-Fi RPGs To Play If You Like D&D

    Star Trek AdventuresPublisher: Modiphius. In the world of licensed sci-fi RPGs, one of the easiest to recommend is Star Trek Adventures. That's because almost everyone who might be willing to play a tabletop RPG likely has at least a passing familiarity with the setting. In addition, the game itself is smartly organized and well-tuned to ...

  15. D&D 5E vs Star Trek Adventures

    I do like how you also deconstructed a typical (but by no means 100%) Star Trek episode and how they typically play out. ST:A really, in my opinion at least, is a great system and game to lean-in for a casual one- to three-shot episode adventures, even if broadly tying them together somehow in a larger themed campaign of sorts.

  16. Klingon (5e Race)

    Size. They have heights about the same as humans, but denser muscle and heavier. Your size is Medium. Speed. Your base walking speed is 30 feet. Klingon Weapon Proficiency. You are proficient in 4 of the following weapons: bat'leth, d'k tahg, Gin'tak, kut'luch, mek'leth, and mevak. The bat'leth is a greatsword.

  17. 10 Star Trek: The Next Generation Character Builds

    RELATED: 10 Star Trek: The Original Series Character Builds For Dungeons & Dragons. The Knowledge Cleric levels should cover the "polymath" aspect well, with the bonus proficiencies being in Arcana and History. Inquisitive Rogue fits the tactical mind of Picard really well and plays into his penchant for playing the sleuth in many episodes.

  18. Phaser Pistol (5e Equipment)

    Properties. Phaser Pistol. Rare. 6d6 force. 3 lb. Ammunition (range 100/300), reload (50 shots) The phaser pistol is one of the most advanced handheld weapons, operating on principles rarely understood even by starfaring civlizations. A phaser pistol bypasses all forms of damage resistance . In addition to dealing fearsome amounts of damage for ...

  19. Star Trek: Discovery Goes Old School Trek With Time Jumps and ...

    Star Trek: Discovery Goes Old School Trek With Time Jumps and Doppelganger Fights in 'Face the Strange' Sonequa Martin-Green, Anthony Rapp and David Ajala discuss this week's fun episode.

  20. Star Trek Origin Story Movie Slated for 2025, Starts Filming This Year

    The next theatrical Star Trek movie is a prequel to 2009's reboot. The next theatrically-released Star Trek movie is set to begin filming this fall, with plans to debut in 2025. Paramount Pictures ...

  21. 10 Best Warlock Spells In D&D 5e You'll Definitely Want To Try

    A Helping Hand Goes A Long Way. Mage hand benefits from being a Cantrip, thus meaning that a Warlock does not need to waste their valuable spell slots. It is an incredibly versatile spell that depends largely on a player's creativity. Unlike in Baldur's Gate 3, mage hand is constantly castable, lasting up to a minute at a time.

  22. 'Star Trek: Discovery' season 5 episode 3 'Jinaal' is a slow but steady

    The latest installment of "Star Trek: Discovery" season 5 on Paramount Plus adds a little water - and possibly some fertilizer - to the various different story seeds sewn last week. Entitled ...

  23. TREKNEWS.NET

    L-R: Mary Wiseman as Tilly, Blu del Barrio as Adira and Anthony Rapp as Stamets in Star Trek: Discovery, episode 5, season 5, streaming on Paramount+, 2023.

  24. Episode Preview

    In Star Trek: Discovery Season 5's fourth episode " Face the Strange ," on the way to the next clue, the U.S.S. Discovery is sabotaged by a mysterious weapon, leaving Captain Burnham, Rayner, and Stamets as the only crew members who can possibly save the ship in time. Star Trek: Discovery Seasons 1-4 are streaming exclusively on Paramount+ in ...