Computers
Cosmology
Star Travell
Pre-Levels
COMPUTERS IN DRAGONSTAR
By Mark "Neo" Howe
Computers are primarily technological devices, used to perform many routine and complex
tasks in every day to day life, through their use tasks can be performed quicker, simpler, and
more efficiently.
In Dragonstar computers vary a lot in design, size and purpose but their requirement is
nevertheless important in a lot of peoples day to day lives from tracking the accounts of a
billion credit megacorporation, to tracking satellites and their data, communicating over
distances, making calculations, accessing databases of knowledge on a subject and a million
other uses.
Computers are broken down into four integral components
1) Processor
2) Memory
3) Power Source
4) Programs and Peripherals
Each of these sections is discussed below in detail along with how it functions, it’s limitations
and what it costs.
PROCESSORS:
(The Effective Brain and data processing power of the computer)
| Processor Name |
Effective Int |
Actions/ Round |
Prog Rating |
Cost |
Notes |
| Type 1 Alpha |
9 |
1 |
+2 |
200 cr |
Wristcomps, Handhelds |
| Type 1 Beta |
12 |
1 |
+5 |
500 cr |
Wristcomps, Handhelds |
| Type 2 Ceti |
15 |
1 |
+8 |
1,000 cr |
Personal Computers |
| Type 2 Delta |
18 |
2 |
+12 |
2,500 cr |
Personal Computers |
| Type 3 Epsilon |
21 |
2 |
+15 |
5,000 cr |
Adv Personal, Ship Comps |
| Type 4 Gamma |
24 |
3 |
+18 |
10,000 cr |
Adv Personal, Ship Comps |
| Type 5 Omega |
27 |
3 |
+21 |
25,000 cr |
Adv Personal, Installation |
| Type 6 Ultimax |
30 |
4 |
+25 |
50,000 cr |
Height of Thechnology |
Explanation of Terms:-
Here is what each of the categories represents
Processor Name: The make of Processor
Effective INT: This is the effective Intelligence score the computer imitates, notes this does not imply a computer has any form of consciousness or artificial life, unless such modifications have been made. And in no way implies any other statistic for the computer other than Intelligence. The intelligence imitated is in relation to all programs or functions a computer performs, and does not allow it to act beyond the scope of its programming.
Actions/Round: This is the amount of simultaneous actions the processor can perform at once. Thus a computer with 2 actions per round, could search a database and use any in-built defences to attack an intruder at the same time. Note there are passive programs that allow computers to perform additional actions automatically, which do not count towards this limit of actions per round. Also the amount of usage someone can get out of a computer manually is limited only by the number of terminals attached to it. NOTE: This is also the applicable circumstance bonus a processor adds to an appropriate ability or skill check used through the computer with this processor.
Max Program Rating: This represents the maximum ranks of a skill from a program that can handle. Thus a processor with +15 max Prog rating can handles programs which grant a bonus from +1 all the way upto +15.
Cost (Credits): This is the processors effective cost in the games Standard currency.
Notes: this is where any additional information is included, including the most common pieces of equipment a processor of this type is found in.
MEMORY:
(This is the storage space for all data and programs on a computer)
| Memory (In Terrabytes) |
Max Prog Size |
Max No of Progs |
Cost |
Notes |
| Datachip (1 TB) |
+2 |
1 |
1 cr |
Portable, blank disk can hold 1 TB (1000 Gigabytes) |
| 20 Terabytes |
+2 |
10 |
10 cr |
Min Memory for a Datapad, Wristcomp |
| 100 Terabytes |
+5 |
20 |
100cr |
|
| 240 Terabytes |
+8 |
30 |
250 cr |
Min Memory for a Personal Computer |
| 480 Terabytes |
+12 |
40 |
500 cr |
|
| 750 Terabytes |
+15 |
50 |
750 cr |
Min Memory for a ship Computer |
| 900 Terabytes |
+18 |
50 |
1,000 cr |
|
| 2,100 Terabytes |
+21 |
100 |
2,500 cr |
Min Memory for a (fixed) Installation Computer |
| 5,000 |
+25 |
200 |
5,000 cr |
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Explanation of Terms:-
Here is what each of the categories represents
Memory (In Terabytes): This is the memories size in Terabytes (1000 gigabytes)
Max Program Size: This represents the maximum ranks of a skill a program can be with this kind of memory.
Max No. of Programs: This represents the maximum number of individual programs this memory can contain, these can all be upto the maximum program size in capability.
Cost (Credits): This is the Memories effective cost in the games Standard currency.
Notes: this is where any additional information is included, including the minimum memory sizes that certain kinds of computer can have.
POWER SOURCES:
(What Powers the Computer, both main and Secondary)
| Power Source |
Cost |
Notes |
| Main Supply |
5 cr/ month |
This is your standard utility type power, plug in and use at leisure |
| Tied in Power Source |
10% vehicle |
This is the vehicle power source, effectivley unlimited |
| Bioelectrical Source |
1,000 cr |
Powered by the user´s bloodflow, only possible for Wristcomps |
| Heavy Power Cell |
50 cr |
The computer is powered off Maxicells, provides 72 hours usage |
| Solar Generator |
150 cr |
Allows constant usage as long as it is exposed to sunlight |
| Magus Crystal |
5,000 cr |
Magically charged crystals provide 1 year of constant use |
| Backup Power Source |
200% |
A second Power Source that kicks in, when main fails |
Mains Supply (5 cr/month): This is the type of power source most commonly used for personal computers, they are able to plug into whatever mains supply provides power to the building, installation etc.. so as long as the bills are paid to the supplier of the power supply it is provided indefinitely.
Tied in Power Source (10% Vehicle Cost): This is the main power type for starship computers, and installation central computers, they are tied directly into the ship or
installations main power source directly, effectively providing an unlimited and indefinite supply of power. This kind of Computer power source makes the computer as much a part of the ship as any of it’s other systems, the computer is effectively built in. Of course should anything happen to that primary power source then the computer is rendered inactive unless it has a backup power source.
Bio-Electrical Source (1000 cr): This kind of power source can only be fitted to a palm top or wrist mounted computer, by doing so it adds a small micro generator and a series of small needles on the underside of it. Then to power the computer the computer is simply held firmly (in the case of a palm top), or affixed to the wrist (in the case of a wrist comp) and in doing so the needles penetrate the users skin. In doing so they are exposed to the users bloodflow, which powers the micro generator through the bioelectrical current produced.
Heavy Power Cell (50 cr): This kind of power source is the same kind of cells used to power some large and huge energy weapons. This kind of power source although used up relatively quickly is quite common and very versatile in a fix. Most military field computers use this kind of power source. These cells can provide a computer 72 hours continuous usage, before needing replacing.
Solar Generator (150 cr): This kind of power source adds a small electrical generator powers from solar panels which are either part of the computers case, or connected to the computer via power leads. This requires direct exposure to sunlight to provide the power needed to turn the generator, anything upto an overcast day can provide at least some power but in conditions beyond that a solar panel isn’t much use. However as a backup or for computers used in the field it is perfect. The power provided is constant and indefinite so long as there is sunlight. NOTE: A solar generator if a secondary power source to a Heavy Cell can be switched on and used to charge the cell up when not in use, it will restore 10% charge to the cell for every hour of sunlight.
Magus Crystal (5,000 cr): These special crystals are grown and charged with magical energy, the power source includes the matrix which converts the magical energy into a usable power source for the computer. This kind of power is highly efficient, pollution free and relatively easy to fit. It is however quite uncommon to obtain and expensive, as the Crystals are difficult to grow. Each Crystal provides power for 1 years continuous usage, before it is eventually drains and needs replacing.
Back-up Power Sources (200%): Back-up power sources are designed to kick in should the power from the primary source stop or run out. It is designed to trip in automatically in such instances. The cost for a secondary power source is twice that of whatever type is used, due to the smaller size, and special systems designed to allow it the “kicking in” safeguard ability. Also in the case of power sources with a duration, when used as a back-up power source they only provide half as much duration as they would if they were a primary power source.
PROGRAMS: (These are the information and “skills” a computer can perform)
Where a Computer is performing a task it always uses it’s INT modifier when using a program regardless of whether the skill is Intelligence based.
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Note where programs are concerned if a computer is running a program it uses the programs rank, plus the modifier from its effective Intelligence score. Where a computer program is run manually it uses the programs rank plus the users (not the computers) Intelligence modifier.
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For example a computer with a Type 2 Delta Processor (effective INT 18, +4 modifier) and a 100 Terabyte Memory (max program rank +5) is running an Alchemy program +5 in an
attempt to design a new Anti-venom (DC25). The GM rolls for the computer getting a 16 on the roll, adding the computers INT modifier (+4), and the programs rating (+5) for a total of
25 (16+4+5=25). The computer succeeds…just! The design for the Anti-venom looks promising, of course to actually produce it a craft roll must still be made by the someone other than the computer, unless of course it is tied in to some pharmaceutical producing manufacturing machines, in which case it could attempt that roll too.
If we use the same example but the players character G’nakh the Orcish Wizard is making the attempt instead of the computer, then we follow the same process but ignore the computers effective intelligence and respective modifer are replaced with the characters applicable statistic and midifier. So G’nakh sits at the terminal and accesses the computers Alchemy program +5, he works fervently to design the new Anti-venom (DC25). The player rolls for G’nakh getting a 16 on the roll, adding G’nakhs INT modifier (+2), and the programs rating (+5) for a total of 23 (16+2+5=23). Poor G’nakh fails, he feels he’s on the right track, but has to go back to the drawing board with his plans for the new Anti-venom!, or he could upgrade the computers memory and buy a better Alchemy program before trying again.
In circumstances where a players character has a higher rank in a skill than the program he is using then he is forced to use the lower program rank. As although his ability is greater the program just doesn’t allow him to express it adequately, and so would have to buy a better program (and possibly upgrade the memory and processor), to fully utilise his innate skill in a particular area.
Example G’nakh in the above example has say 8 ranks of his own in Alchemy which is greater than the Alchemy +5 program offers him, but using the program he is forced to use the program s +5 instead of his own +8 as the program itself just isn’t capable of reflecting his skill to the fullest..his software definitely needs upgrading. Or of course he could work on paper, but working on a computer is a lot quicker generally.
| Programm Name |
Cost/ Level |
Notes |
| Manufacturing Progs |
| Alchemy |
500 cr/level |
Can be tied to a craft skill if appropriate machinery is available |
| Craft (Specific) |
300 cr/level |
Needs Manufacturing machinery to produce specific item |
| Forgery |
500 cr/level |
Special materials needed for hardcopy forgeries |
| Knowledge Programms |
| Heal |
500 cr/level |
Needs to be tied to medical equipment |
| Knowledge (Specific) |
200 cr/level |
Endless variety of informational databases |
| Professio n (specific) |
100 cr/level |
Perform specific jobs and tasks |
| Appraise (Specific) |
200 cr/level |
Can value specific types of items based on known common prices |
| Speak Language |
100 cr/level |
Only allows understanding unless a Vocaliser is available |
| Spellcraft |
300 cr/level |
A Specific database |
| Wilderness Lore |
200 cr/level |
Survivalists database |
| Handle Animal |
100 cr/level |
Animal training and handling database |
| Decipher Script |
500 cr/level |
Requires access to visual sensors or a scanner to access written script |
| Cryptography |
500 cr/level |
needs to be tied to communications systems |
| Research |
200 cr/level |
Accesses info net to research specific to find answers to questions |
| Use Device |
100 cr/level |
must be tied to remote devices or sensors, or infonet to hack securities |
| Navigation |
300 cr/level |
Must be tied to Navigational equipment |
| Piloting |
200 cr/level |
Must be tied to Piloting systems |
| Repair |
200 cr/level |
Must be tied to remotes or appropriate machinery |
| Perform |
100 cr/level |
Requires appropriate means to portray its means of performing |
| Combat |
1000 cr/lvl |
Allows a computer to attack creatures through tied in systems or remotes |
| Passive Programs |
| Listen |
100 cr/level |
Needs audio sensors |
| Read Lips |
100 cr/level |
Needs telescopic cameras |
| Search |
100 cr/level |
Needs remote cameras |
| Sense Motive |
100 cr/level |
Requires audio sensors and vocaliser to analyse voice and stress patterns |
| Spot |
100 cr/level |
Needs remote cameras |
Alchemy Programs (500 cr/level): This program is used for designing, analysing and identifying all manner of alchemical items, from potions and substances, to acids anti-venoms, flammable liquids.
Craft – Specific Programs (300 cr/level): This program allows the construction of a specific kind of item, from armor, weapons, sculptures, machine parts, electronics, wooden items, ship construction. and basically anything else which involves the construction of something. Obviously this kind of program is only of any use if the computer is linked to thr relevant machinery and production facilities necessary to produce the specified items, otherwise it is only usable for producing designs, which will provide a +4 circumstance bonus when used to produce what the designs are of.
Forgery Program (500 cr/level): This kind of program is used to provide forgeries of everything from a written document, retinal scan, thumbprint, identification papers, photos and pretty much every other form of media or security which is feasibly copyable. Of course for this program to fully function in cases where some form of hardcopy end result is sought special equipment and materials are required to ensure the forgery produced is accurate.
Heal Program (500 cr/level): This program when tied in to the appropriate scanner and equipment allows a computer to scan, diagnose and treat all manner of illness and injury, providing first, long term care and treat poisoning and disease.
Knowledge – Specific Program (200 cr/level): These programs are vast databases of information collected upon the specific subject, and as such allow the computer the ability to search for the answers to questions relating to the specific subject. There are thousands upon thousands of different types of Knowledge programs, from Arcana Databases, History databases, cultural databases, stories, military records, scientific databases everything….
Profession – Specific Program (100 cr/level): These programs are required when a computer is performing any kind of job ro task that does not involve making something.
Appraise – Specific Program (200 cr/level): These programs are vast databases of price guides of the commonest prices for the specific type of item commonly found throughout the Dragon Empire. These programs are updated yearly, but provide a more accurate way of determining the relative value of an item. The types of program vary from Weapons, vehicles, armor and so on…
Speak Language Program (100 cr/level): A Language program adds an additional language to what the computer can understand/translate and if a vocaliser is present speak for every rank of the program.
Spellcraft Program (300 cr/level): A Spellcraft program is used to identify and translate all manner of magical effects. It is a vast database or arcane information, and analysis routines.
Wilderness Lore Program (200 cr/level): This program is a database of survival procedures and techniques. Typically this is used via remote communication with the computer providing advice and answers to questions on how to survive in a particular place.
Alternatively hardcopy instructions can be provided which grant the user a +2 Circumstance bonuse by following the advice in them.
Handle Animal Program (100 cr/level): This program provides information on handling, looking after and training all manner of domestic animals.
Decipher Script Program (500 cr/level): This program is designed to analyse, learn and translate all manner of ancient script and symbols. To be of proper use the script or symbols must be visible to the computer through sensors or via being scanned into the computer. then begins the process of analysing the scripts finding commonly occurring letters symbols and working on the process of breaking them down and understanding them some legible form.
Cryptography Program (500 cr/level): This program needs to be tied communications equipment to be totally effective, but once done, has the ability to decrypt encrypted signal that are picked up, It is also used to encrypt outgoing transmissions.
Research Program (200 cr/level): This program is a search engine of sorts scouring Infonet, and other external databases, news sites, discussion forums, historical databases and computer libraries to find the answer sought to a particular question.
Use Device Program (100 cr/level): This program allows a computer to operate most complex or specialised technological devices, such as other computers, machines, robots and vehicular sensors. It can also be used to externally hack another computer system.
Navigation Program (300 cr/level): This program is a database of maps navigational charts and coordinates and an advanced course plotting routine. Using program allows the computer to plot an accurate course.
Piloting Program (200 cr/level): This program allows allows the computer to operate any kind of vehicle it is tied into be it a ground vehicle, watercraft, hovercraft, aircraft spacecraft.
Repair Program (200 cr/level): With this program a computer that is tied into appropriate devices can maintain, upgrade, modify or repair all manner of technological equipment and devices. A Computer can attempt this actively, or it can issue the order any remote maintenance robots it has remote control of and leave it to their standard programming to handle.
Performance Program (100 cr/level): This form of program is typically for artistic expression or entertainment and includes everything from playing music, storytelling. This program may require some additional peripherals be attached to the computer to function properly.
Combat Program (1,000 cr/level): This program allows the computer attack defenses tied to it, starship weapons if built into a starship etc. Each rank opf this program provides an attack bonus as if a fighter of equivalent level to the number of ranks. If the computer has robots tied to it via remote operation it can either take control of the robot and attack through it using it’s own combat bonus with a –4 penalty, or give the robot an order attack in which case the robot uses its own attack bonus. This program is of Military design is not commonly available for sale, it can however be bought through the blackmarket if character knows the correct people.
PASSIVE PROGRAMS
Passive programs do not count towards the computers maximum number of actions round through its processor, they are on all the time and active so long as certain conditions as described below are met.
Listen Program (100 cr/level): This program only functions if the computer is fixed with audio suite, and has one or more audio sensors tied to it. It allows the computer to hear into all areas where one is present.
Read Lips Program (100 cr/level): This program can only function if the computer has visual sensor suite, and one or more telescopic cameras tied to it. If it does it can zoom in on
anyone within view and attempt to discern what they say if out of range of the computers audio sensors by studying the lip and throat movements.
Search Program (100 cr/level): This program requires the computer have a visual sensor suite and one or more telescopic cameras. If it does it can search any area it can view. If the computer has variable sensors and scanner such as Infrared, Ultraviolet it can search for a greater variety of things.
Sense Motive Program (100 cr/level): This special program is something of a vocal stress analyser and lie detector. It requires the computer have both visual and audio sensors and a vocaliser. If the computer meets these requirements it can monitor the vocal patterns and and body movements and expressions of anyone it can see and hear to determine their mood and whether they are telling the truth or not.
Spot Program (100 cr/level): This program requires the computer to have a visual sensor suite and one or more remote cameras. If it does, the computer can keep and active view of all areas they are present.
PERIPHERALS AND EXTRAS:
(These are the upgrades and the extras)
| Peripheral Name |
Cost |
Notes |
| Audio Sensor suite |
1,000 cr |
Provides the basic sensors necessary to use microphones |
| Microphone |
50 cr |
Hears all within 100 feet radius |
| Vocaliser |
100 cr |
Allows computer to speak and project sounds |
| Visual Sensor Suite |
1,000 cr |
Provides the basic sensors necessary to use remote cameras |
| Remote Camera |
50 cr |
Can rotate 180 degree, provides view in a 60 feet wide cone |
| Telescopic Camera |
100 cr |
+2 to search and spot checks, 25x Magnification |
| Infrared Camera |
100 cr |
Detects heat patterns I 60 feet |
| Ultraviolet Camera |
100 cr |
very useful for underwater vision, 60 feet range |
| Nightvision Camera |
250 cr |
Amplifies ambient light to provide perfect nightvision in 60 feet, won’t work in total dark |
| Motion Sensor |
500 cr |
Can detect movement within 60ft, by detecting movement in the air +4 Spot bonus |
| Multiscanner |
2,500 cr |
Variable sensors, as Dragonstar page 107 |
| Security Scanner |
1000 cr |
Monitors electrical currents and radio transmission, as Dragonstar page 108 |
| Behavioural Analyser |
500 cr |
Advanced behavioural scanner +4 bonus to sense motive checks |
| Personal communicator |
100 cr |
10 mile range communication, using satellite uplink it has global range |
| Holographic Projector |
5,000 cr |
Has the ability to create, record and project 3D holographic images |
| Holo Emitter |
500 cr |
Holo projector can project images wherever there is one of these |
| System Tie-In |
10,000 cr/sys |
Ties into a system like piloting, navigation, engineering, provides +2 circumstance bonus |
| EMP Shielding |
+100% cost |
Makes the computer immune to Electromagnetic attacks |
| Remote Transmitter |
2,500 cr |
Allows the Computer to send order to robots, and if necessary take direct control |
| Hardened Casing |
3,000 cr |
The Computers casing is armoured |
| A.I. Module |
100,000 cr + |
Provides computer an artificial intelligence, giving it a Wis and Cha score |
| Terminals |
100 cr |
All computers must have at least one, each is a monitor, keyboard etc… |
Audio Sensor Suite (1,000 cr): This is everything necessary to allow a computer to have microphones and all other audio related devices attached to it. Alone it does nothing besides analyse and identify sounds sensors pick up but it is a required stepping stone to available audio sensors.
Microphones (50 cr): These are the standard audio sensor devices, small and easily installed, they are about the size of a zippo lighter, and can pickup all sound within the normal human range of hearing within 100 feet radius of the microphone. They can also work as speaker for projecting sound.
Vocaliser (100 cr): The Vocaliser allows a computer to generate speech and almost any other sound, which can then be projected anywhere it has a microphone. A computer with a vocaliser can be programmed to have any sort of voice male, female certain tones and so forth.
Visual Sensor Suite (1,000 cr): This is the basics sensor suite required for a computer to be able to analyse and interpret all visual information picked up within the range or it’s remote camera sensor. On it’s own it is near useless, it must have at least one remote camera to be of maximum use.
Remote Cameras (50 cr): These are small cameras mounted with the same range of vision as that of a normal human, they can view all within a 60 feet wide cone and can rotate upto 180 degrees.
Telescopic Cameras (100 cr): these cameras have the same range of vision and similar traits as a normal remote camera but can zoom in and out providing 25x magnification. This provides a +2 circumstance bonus to search and spot checks made via these cameras.
Infrared Cameras (100 cr): These cameras have the same quality and scope of vision as a normal remote camera, but can also see Heat Patterns which makes tracking living beings even in pitch black through the camera quite easy.
Ultraviolet Cameras (100 cr): These camera have the same quality and scope of vision as a normal remote camera, but can also see into the ultraviolet spectrum, making them ideal for viewing underwater, as such these camera are often mounted on submersibles and submerged installations.
Nightvision Cameras (250 cr): These cameras have the same quality and scope of vision as a normal remote camera, but can also see at night by using ambient light, so as long as there is at least some light it can see at night, under moonlight, or a starry sky etc.. as good as normal daylight, but in total darkness this camera can see nothing.
Motion Sensor (500 cr): A Motion sensor works by detecting disruptions in the air flow, these are typically made when people move around. As such any movement within 60 feet, provides the computer a +4 circumstance bonus to spotting the source of the motion. Of course a computer still requires some visual or audio sensor nearby to be able to check out the source of the motion, as the sensor alone only indicates that there has been movement, not exactly where or what made it.
Multiscanner (2,500 cr): The Computer is fitted with a Multiscanner which has ranges and functions exactly as described for a multiscanner in the Starfarers handbook page 107.
Security Scanner (1,000 cr): The computer is fitted with a Security scanner which has ranges and functions exactly as described for a security scanner in the Starfarers handbook page 108.
Behavioural Analyser (500 cr): This is a more advanced device designed for tracking and identifying expressions, body movements and vocal patterns to identify if someones mood and whether or not they are telling the truth. As such to function a computer with this analyser must have some form of audio and visual sensor. The effect of the Behavioural Analyser is to provide a +4 circumstance to all sense motive checks.
Personal Communicator (100 cr): The computer has a personal communicator fitted, with which it can receive and transmit radio signals upto a range of 10 miles. If a computer has access to a satellite uplink (which adds another 1,000 cr to the price) but allows the communicator to access communication satellites if available to boost the range of communication to Global.
Holographic Projector (5,000 cr): A computer with this has the ability to create 3-Dimensional holographic images, and with the use of at least one holo emitter can project them for all to see. A Holographic projector has the ability to record images through cameras and project the recording through emitters also.
Holo Emitters (500 cr): A holo emitter is a projection device of sorts with a short range of about 10 feet, and can project holographic images produced or recorded by a Holographic projector.
System Tie-in (10,000 cr/system): A system tie in grants the computer access to specific systems that are not directly related to the computer but can be manipulated by it, if it has the relevant software. Appropriate systems include Piloting, Navigation, Engineering, Weapons sytems, Security, Manufacturing and Processing systems, Environmental and so forth. Once a computer has a system tie in it can effectively operate every aspect of it, providing it has the necessary program to do so. A system tie-in provides a +2 circumstance to a users checks performing any activity through those systems.
EMP Shielding (+100% cost): EMP Shielding protects a computer from all electromagnetic attacks, this is very expensive, but considered the sensitive nature of information some computers contain, or the importance of the functions they perform protecting them from this devastating form of attack is quite important.
Remote Transmitter (2,500 cr): A Remote transmitter allows a computer to remotely direct any number of robots, and if necessary take direct command of them, though if it does so all attacks are at –4 penalty.
Hardened Casing (3,000 cr): A computer with a hardened casing is armoured and more durable, this especially important for central computers and field computers. A standard computers case is 10 Hardness, 100 hit points, a Hardened Case is 15 Hardness, 200 hit points.
A.I Module (100,000 cr +): A.I modules are only available to some militaries and governments normally, and are exceptionally and very very rarely available in the black market, usually as stolen technology. But an A.I module grants the computer artifical life, effectively granting it a 3d6 Wisdom and Charisma score, No constitution, dexterity or strength. The computer can independently think and act for itself just as a normal person, it is no longer limited by it’s programming. A.I modules can only be fitted to computers with the biggest memories as anything less does not have enough space to hold the complex programming necessary to cause artificial life to occur.
Terminals (100 cr): Terminals are just that the Monitors and keyboards, touch screens, viewers etc.. that are necessary for all computers to function, every computer must have at least one terminal. Terminals are scaled to fit the computer so a wrist comps view screen and buttons that make up it’s terminal are smaller than say the consoles and viewers of a starship computer, but the price remains the same.
SAMPLE COMPUTERS:
Here are a selection of sample computers
Cypher Px-31 WristComp
The cipher wristcomp is a small arm bracer style computer that affixes to the bearers forearm, it is powered by the users bioelectrical energy. Designed as a field operatives model it is commonly used in military and espionage operations.
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Processor: Type 1 Alpha Effective INT: 9 Actions/Round: 1 Max Prog Rating: +2 Memory: 20 Terabytes Max Prog Size: +2 Max No. of Progs: 10 Primary Power Source: Bioelectrical Secondary Power Source: None Cost: 10,820 credits
Extras: Motion Sensor, Multiscanner, Terminal, Personal Communicator, Security scanner, EMP shielded.
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Imperial TMG Datapad
The Imperial datapad is the standard lightweight handheld personal computer. It can be used as a notepad, personal scheduler, calculator, graphics tablet and library. It is verbal or cursor input with a collapsible keyboard. Data is typically displayed on a holographc
projection, digital glasses, or integral flatscreen. Datapads provide users with a +2 circumstance bonus on appropriate ability or skill checks. By design it is primarily suited for knowledge programs but could handle others.
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Processor: Type 1 Alpha Effective INT: 9 Actions/Round: 1 Max Prog Rating: +2 Memory: 20 Terabytes Max Prog Size: +2 Max No. of Progs: 10 Primary Power Source: Heavy Power cell Secondary Power Source: None Cost: 7,010 credits
Extras: Terminal (flatscreen or digital glasses and collapsible keyboard), Audio sensor suite, 1 microphone, vocaliser, holographic projector, 1 holo emitter.
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Cerebus X-3000 Central Computer
The Cerebus Central computer is designed to run most kinds of Explorer vessel, it is integrally tied in to the vessels power source, as well as its Environmental, piloting, navigational, engineering and tactical systems, and as such all the systems can be run remotely (providing necessary software is available) or manually.
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Processor: Type 3 Epsilon Effective INT: 21 Actions/Round: 2 Max Prog Rating: +15 Memory: 750 Terabytes Max Prog Size: +15 Max No. of Progs: 50 Primary Power Source: Tied in Power source Secondary Power Source: Solar Cost: 364,850 credits Extras: Seven Terminals (4 on bridge, 1 by starcaster, 1 in each cargo hold), Audio sensor suite, 9 Microphones (1 in each compartment), Vocaliser, Visual Sensor Suite, 9 remote cameras (1 in each compartment), Multiscanner, Personal Communicator, 5 System Tie ins (navigational, environmental, piloting, engineering, tactical), Remote Transmitter.
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Disclaimer
D&D is a trademark of Wizards of the Coast and is used here without permission. The material in this document is copyrighted by Mark Howe. Permission is granted to copy it, print it, pass it on, alter it; just please do not try to pass it off as your own.
DRAGONSTAR COSMOLOGY
by Konrad "Nitewolf" Dienst
Since the SFHB doesn´t specifically say anything about the cosmology of the Dragonstar Universe, it may be a good idea to assume it uses the standard D&D cosmology of the Great Wheel. My thougts basically follow this assumption, though there are some major changes. These mainly regard the layout of the Material Plane, as well as the inclusion of a new Transitive Plane, the Plane of Void.
If you want to use this cosmology model, you should keep in mind that it radically changes the way space travell works in the Dragonstar Universe (See Star Travell rules below).
Also, this model assumes that since - unlike normal fantasy deieties - the gods are eternal and neigh omnipotent beings who actually created the universe, they have to reside outside of it. After all, how could they be part of what they themselves created?
But so far, only a small part required as a cosmological back up for the star travel rules is completed.
The Material Plane:
Physical Traits
Gravity: Objective Directional
Time: Normal
Shape and Size: Finite, Spheric
Morphic Traits: Alterable
Elemental and Energy Traits
None
Alignment Traits
Mildly Neutral
Magic Traits
Normal Magic
Planar Interaction
Coexistent Planes: Plane of Shadow, Etherial Plane
Coterminous Planes: Astral Plane, Plane of Void
Separate Planes: All other
The Material Plane is broken up into miriads of spherical layers, imbedded in the Plane of void. Each of these spherical subplanes contains one solar system. Their average diameter is 10-20 billion km. Soft borders connect the Plane of Void and the layers of the material plane. Thus, objects can simply pass from one to the other without ever noticing the difference. Vision is also unhindered by these borders.
In fact, from a scientific point of view, there is no noticable difference at all between the Material Plane and the plane of void and no evidence that the latter even exists.
The layers of the Material Plane have no connection to each other. Travel from one subplane to the other is possible only through the Transitive Planes. Likewise, it is not possible to teleport from one layer to another, though you can freely teleport to any place within the same subplane
On the material plane, gravity is directional towards large masses. The gravitational pull at any given location in a subplane is determined by the distance to the plane´s bodies and their mass. This keeps the bodies spinning round each other. For a rellatively small object however, in most places the gravitational pull is so low, it can effectively treated as no gravity.
The Plane of Void (Transitive Plane):
Physical Traits
Gravity: Objective Directional
Time: Normal
Shape and Size: Infinite
Morphic Traits: Alterable
Elemental and Energy Traits
None
Alignment Traits
Mildly Neutral
Magic Traits
Normal Magic
Planar Interaction
Coexistent Planes: Plane of Shadow, Etherial Plane
Coterminous Planes: Material Plane
Seperate Planes: All other
The Plane of Void is the great emptieness between the stars. It´s infinate reaches span the
galaxies, connecting the miriads of layers of the material plane, the solar systems of the universe.
In most respects, the Plane of Void is very similar to the Material Plane.
The Plane of Void consists of several hierarchical layers. Each of those is coterminous to the ones below and above it,
and can only be accessed via Plane shift from one of the two layers adjactant to it. Only the lowest of these layers connects to the Material Plane, the Plane of Shadow and the Etherial Plane.
Since the Plane of void has no connection to the Astral Plane, teleportation and other magic depending on the Astral Plane is not possible there.
The Plane of Void consists of several hierarchical layers, each of which is coterminous to the ones below and above it, and can only be accessed via Plane shift from one of the two layers adjactant to it. On the higher Levels of the Plane of Void, space warps around it self, considerably shortening the distance between any two points in the universe. The higher up you get, the stronger this distortion gets, distances ever decreasing.
VARIANT STAR TRAVEL RULES V.1.0
by Konrad "Nitewolf" Dienst
The following rules are not playtested yet and may be subject to significant changes.
The Basics of Star Travel
When the first civilisations of what is now known as the dragon empire took to the stars, they naturally sought of a way to deal with the problem of faster than light travel.. Since all scientific approches where doomed to fail, magic was - and still is today - the only option available.
The best science could do, was to improve conventional propulsion to achieve unimaginable speeds. With spacecraft travelling just below the speed of light you can actually cross the lenghth of a solar system in but a few hours. But the wall of light remaind ever unbreachable and travel to the far off planets of different solar systems was a matter of several years.
At first glance, Teleportation seemed a sensible way to deal with this problem. Other methods such as travel via the Plane of Shadows where also explored but proved unsuited for large scale solutions. Though magic users had long known that travel from one world to another was not possible by teleportation, this was always thought to be simply a problem of distance. Thus starcasters where developed. Their ability to home in on the target area using the coordinates provided by a navcomp, rather than the mental image of a spellcaster should make it possible to travel to a distant star system in several hops. But to the ultimae dismay of the engineers, it proved impossible to leave a solar system that way. This led to the discovery of the Plane of Void.
While exploring this new found Transitive Plane, Magic users found it had a very peculiar quality: on the higher levels of this multilayered plane, space warps in around itself. Thus the distances between two points decrease dramatically. Of course, this could be utilized for space travell. By plane shifting to a higher level of the Plane of Void, a space ship can use it as a shortcut to the desired location. And the higher up it goes, the shorter the distance gets. Needless to say, there is also a downside to this method. The space distortions make it increasingly difficult to navigate through the Plane of Void. While this is a mere inconvenience on the lower levels, travel on the highest levels of the Plane is downright suicidal.
To use this property of the Plane of Void, versions of planeshift had to be researched that specifically allowed to shift between the Void´s layers, made accurate navigation between those layers possible and could transport large masses. Using such spells, magical devices where developed that where able to planeshift entire ships. these are called Void Shifters.
Even so, Star Casters still exist, as they can be used to quickly travel within a star system. But since every ship already has to have two elaborate and costly drives, most simply cannot afford a third such system. Thus, only important military vesseles and the most luxurous of private ships posses Star Casters.
Ship Drives
Conventional Drives
A wide variety of conventional drives exists for all kinds of ships. The listed price in the SFHB should be considered to represent a ship with an average drive that has a speed of 0.8 billion km/h.
This is the standard for most civilian ships. For every 0.1 billion km/h above or below that value, increase or decrease the ship´s price by 5%. The maximum speed any ship can reach is 1 billion km/h. Minimum speed is 0.5 billion km/h. While slower ships might theoretically exist, they would be so old that it is highly unlikely for them to have survived to this day.
It is also possible to increase the speed of an existing drive. This is not an easy task however and costs 10% of the ship´s prize for every 0.1 billion km/h of speep increase. Still, in most cases it´s probably cheaper than a new drive.
The prices for new drives, including installation are given in the table below.
Drive Cost
| Max Speed |
Cost (% of ship Price) |
| 0.5 |
5% |
| 0.6 |
10% |
| 0.7 |
15% |
| 0.8 |
20% |
| 0.9 |
25% |
| 1.0 |
30% |
I´m not sure yet about how much fuel the conventional drives use.
Star Casters
Star Casters function as described in the SFHB, although they can only be used within a solar system. As result, the DC to programm a Star Caster is always 15.
The rare devives cost 4,000,000 cr, which is in addition to a ship´s listed price.
Void Shifters
The concept of a Void Shifter is similar to that of a Star Caster. A massive arcane device is magically bonded to a navcomp. The magic device carries out a special form of plane shift to switch between the layers of the Plane of Void, while the navcomp provides the coordinates for the shift. The procedure is not as difficult as that of programming a Star Caster´s navcomp and doesn´t specifically require a Use Device check.
A Void Shifter has 200 charges. For any given ship, the number of charges required for one plane shift is the same as that ship would need for 1 teleport using a Star Caster. Recharging must be done by a spellcaster who has the Craft Wounderous Item Feat and knows the the spell Void Shift. Recharging costs 2,000 cr and 100 XP per charge.
The price for a Void Shifter is 1,000,000 cr, included in the listed ship prices.
Travel within Star Systems
Conventional travel is at a speed of up to 1 billion km/h, which is just below the speed of light. Since the average diameter of a solar system is between 10-20 billion km, crossing it´s full lenghth would take 10-20 hours. Of course you wouldn´t want to do that normally. typical travelling distances would be much shorter, depending on where you come from and where you wanna go.
Star System Size
| System Category |
Average Diameter |
| A (unusually small) |
5 billion km |
| B (small) |
10 billion km |
| C (average) |
15 billion km |
| d (large) |
20 billion km |
| E (extremely large) |
30 billion km |
To actually calculate the appropriate distance from one planet to another or to the borders of the system, you would need to know the exact layout of the star system at the given time. Instead, it makes sense to use average distances.
Following are some examples of typical travelling distances, rellative to the size of the star system you´re in. Simply devide the system´s diameter (in billon km) by the given number to get the distance you actually have to travel to reach your goal.
Average Distances Witin a Star System
Outset/ Destination |
Destination/ Outset |
Distance (rellative to sytem´s diameter) |
| inner planet |
Plane of Void |
0.35 |
| middle planet |
Plane of Void |
0.2 |
| outer planet |
Plane of Void |
0.05 |
| inner planet |
inner planet |
0.05*-0.3** |
| middle planet |
middle planet |
0.05*-0.6** |
| outer planet |
outer planet |
0.05*-0.9** |
| inner planet |
middle planet |
0.15*-0.45** |
| middle planet |
outer planet |
0.15*-0.75** |
| outer planet |
inner planet |
0.3*-0.6** |
* This side of the sun
** On the far side of the sun
To know how long it takes to travel this distance, simply divide it by your ship´s speed.
Travel between Star Systems
Once you´ve passed the orbit of a system´s outmost planet, you cross an invisible border separating two planes of existence. With leaving that system you also leave the Material Plane behind and enter the endless space of the Plane of Void. Due to the lack of a connection to the Astral Plane, teleportation is no longer possible.
To navigate through the Plane of Void, a ship´s conventional drives are used. But, through the use of a Void Shifter, higher levels of the Plain of Void can be entered, where space wraps around itself and distances are significanly reduced.
Each subplane can only be accessed from the plane directly below or above it. So if you want to travel through the the 4th layer, you would need 3 Plane Shifts to get there and another 3 to shift back to normal space, once you´ve reached your goal. Every Plane Shift costs a number of charges dependant on the ship´s size.
The average distance between two neighboring star systems is between 5 and 10 lightyears. Thus, the journey from one part of the Dragon Empire to another may take you over hundreds of lightyears. On layer one of the Plane of Void this would take years upon years, even at the insane speed of 1 Billion km/h. On layer 10, this time is recuced to seconds.
However, the higher the subplane used, the more likely the distortet space leads to a navigational error. And the more deadly those errors get. Those mishapps have nothing to do with an error on the navigator´s side. They are due to the space distortions on the higher layers and can occure even with a seemingly perfect navigation. You still have to do a navigation check to see, if you plotted the right course.
Travelling Time on the Plane of Void
| Plane of Void Layer |
Travelling time/ Lightyear |
Error Chance |
| Layer 1 (normal Space) |
1,08 years (394 days) |
0% |
| Layer 2 |
39 days |
1% |
| Layer 3 |
4.5 days |
2% |
| Layer 4 |
12 h |
4% |
| Layer 5 |
78 min |
7%
|
| Layer 6 |
8.5 min |
12% |
| Layer 7 |
56 sec |
20% |
| Layer 8 |
6 sec |
32% |
| Layer 9 |
0.65 sec |
45% |
| Layer 10 |
0.07 sec |
60% |
Navigation misshaps:
Layer 1-3
The 3 lower levels of the Plane of Void are rellatively save to navigate. An error might bring you off course about 5% of the distance travelled or into the proximity of a black hole´s gravity well. However, such a danger is always detected in time (provided someone keeps an eye on the instruments) and can be avoided by a piloting check at a DC of 10-15.
Layer 4-6
These are the planes used most frequently. They are still moderatley save and offer a decent speed. An error might bring you off course 10% of the total distance travelled or get you dangerously close to a gravity well. It takes a navigation check at DC 10-15 to realize the danger in time. When realized, it can be avoided by a pilotong check at Dc 10-15. If not, once the danger becomes obvious, the DC for the checkis 20-25.
Layer 7-8
These Layers can´t be travelled safely anymore. In adition to bringing you off course 30 % of the distance travelled, navigation errors bring you dangerously close to a gravity well. It´s difficult to realize this danger in time (DC 20-25). If realized, the DC to avoid this danger is 20-25, if not, it´s 30-35.
Layer 9-10
To navigate the highest levels of the Plane of Void is sheer suicide. Navigation errors which bring you off course a 100% and right into of a gravity well can´t be realized until it is to late and the DC to avoid them is 45.
Manuvering Speed
At speeds of half a billion km/h and more, decent manuvering is no longer possible. The only thing you can do at these speeds is to accelerate and deccelerate, as well marginal direction changes to adjust your course. For anything else you have to considerably slow down to manuvering speed.
The top speed (Starship Scale) given in the stats of the SFHB represent a ship´s manuvering speed. This is the maximum speed at which a ship is still fully mauverable and can do combat.
CHARACTER PRE-LEVELS
By Konrad "Nitewolf" Dienst
Educational Levels
In a normal fantasy setting, a character´s profession is probably what he picked up during his youth, weather through an apprenticeship, the stuff he learned at home or somethin like that. In Dragonstar this would be true for people from the Outlands.
In a modern age/ Sci Fi setting however, people generally get some kind of education during their childhood and youth, before deciding on a career path. This would be true for people hailing from the Dragon Empire.
While this should raise a character´s starting age by a few years, it also
means he already knew some things before he even began his education as whatever he is now.
To represent this, a character gets 2 NPC levels before choosing a Character class. The first represents his childhood education (probably a school), the second a basic career education (learning a job/ a university pre-degree/ military service/ etc.). Only then it shows if the character is an average person or someone special. An ordinary man would continue to
take NPC-levels at this point. Some people however take more specialized roles.
Some professions stand out above the norm in and of themselves. There is no such thing as an ordinary Wizard or Cleric or an ordinary Paladin. Others are kind of counterparts to normal walks of life but on adifferent level. Basically, a Mechanist is not so very different from an engineer (Expert), nor is a Fighter from a Warrior. Yet by talent, through extensive training or by other appropriate means, these people are out of the ordinary.
The following Table shows what each NPC class might mean on the appropriate level.
Educational Levels
| NPC Class |
1. Pre-Level |
2. Pre-Level |
Cont. NPC Career |
| Adept |
|
|
|
| Aristocrat |
private education |
private education |
decadent life style pursuing hobbies |
| Commoner |
middle school |
professional training |
practicing a job |
| Expert |
upper school |
university (pre-degree) |
university (degree)/ academic profession |
| Thug |
growing up on street |
growing up on street |
ordinary criminal |
| Warrior |
growing up in a warcamp |
military service |
police/ security forces |
This doesn´t mean however, that starting characters are already 3rd level. After taking their pre-levels, they still start at 1st level. This won´t unbalance the game, since everyone gets those two levels. After all, even the most simple person in the Empire would still have at least two levels of Commoner. It simply raises the overall powerlevel of people in the game world.
However, this does set apart citizens of the Empire from people coming from the Outlands. They don´t have these pre-levels and don´t get any substitude for it. After all, a 1st level Outlands character is younger and less thoroughly educated than a 1st level Empire character. Yet you might want to at least raise the HP level of an Outlands character to match that of Emperial citizens.
Admittedly, this rule probably won´t work too well with a campain where there are Outlands characters in a party, but as long as there aren´t any it should work just fine.
ECL and Educational Levels
Of course, The Educational Levels can also be used to substitude the ECLs of powerful races. Thus a character with an ECL of 2 could start play as a normal level 1 character, without any Educational Levels, while a charactar with an ECL of 2 could start at first level and still gain one Educational Level. Everything above ECL 2 is handled as by the standard rules but counts as two ECL lower and doesn´t get any Educational Levels.
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