Campaign Material

Space Campaign Random Encounter Tables

Version 1.0.1 Beta
01 - 50: Random Planet Encounter Table
51 - 00: Random Space Encounter Table
Random Planet Encounter Table (small scope)
01-15: Thermo World
*Mountainous and rocky
*Wind swept
*Star Age
*Imposing Religious
*Insectoid Race (VrrReavra)
16-20: Aquatic World:
 
*Mostly Sunny, clear skies
*No Technology: No native civilization
*Megalithic Retro-tech; ruins
21-25: Abrasive Atmosphere
*Arid, Dry and Flat, but not a desert (northern hemisphere)
*Rocky Jutting Buttes (southern hemisphere)
*Generally clear and calm with mild seasons
*Atomic Age
*Gothic
*Humanoid Plants (Skaldeans)
26-35: Vegetation World
*Mountainous and Rocky
*Heavy Smog, soot and dirty air as well as Constant mist
*Information Age
*Megalithic Retro-tech
*Canines (Vulroof)
36-42: Earth-like
*Rain Forest/jungle
*Thin Atmosphere
*No native civilization
43-50: Low Gravity
*Thick Vegetation
*Wind-swept during the day and constaint driving rainstorm and high tides at night
*Galaxy Age
*Agrarian, concealed technology
*Human/Near Human (Terrians)
51-67: High Radiation
*Covered with the shattered ruins of a lost civilization
*Sulfuric and mildly toxic atmosphere
*Ruins are of a 'true' space age civilization
*Sweeping alien gothic ruins
*Avian race (Hawrakas)
68-77: Twilight World
*Parched Earth
*Costant Fog
*Star Age
*Sweeping Alien
*Ape-like (Oragartans)
78-85: High Gravity, Frozen World
*Rocky, jutting buttes
*Perpetually Overcast and cloudy during the day, Suprisingingly earth like in every way at night.
*Agrarian Age
*Medieval
*Feline Race (the Raewran)
85-96: Low Gravity, High Radiation
*Covered with the shattered ruins of an lost civilization, and is scarred by the signs of an ancient war
*Extreme Temperatures
97-00: Earth like Twilight Abrasive world
*Large Northern Continent (Parched Earth), Smallish South Eastern Continent (Large Lakes), and a Medium southern Continent (smooth rock hills, minimal vegetation)
*Mostly Sunny, with clear, crisp, clean air and crystal clear water
*Bronze Age
*Bronze age architecture
*Humanoid Mineral Race (Cryshal'arians)
Random Space Encounters
01-45 Space Pirates
01-25 1D4 fighters
26-35 2D4 Fighters, Carrier
36-45 3D4 Fighters
46-50 1D6 Fighters, Carrier
51-65 1D6 + 6 Fighters, Carrier
66- 75: 2D6 + 6 Fighters
76 - 85: 2D6 + 6 Fighters, Carrier
86-95: 3D6 fighters
96-00: Pirate Fleet: 1D4 x 10 Fights, 1D4 ships, 1 Carrier
46-50 A'karim (1D8 Fighters, 1 Destroyer)
51- 70 First Contact
01-45: Atorian Empire
46- 65: FAR
66- 75: TMC
76- 85: TGE
86-90: Toogarth Empire
91-00: Individual Race; see random alien table in Aliens Unlimited source book
71-84: Derelict starship: 1D4 x 100 years old
85-90: Space Anomaly
01-30: Wormhole
31-40: Natural Hypergate
41-50: Multi-dimensional Nebula (Connected to 1D4 different dimensions)
51-56: Temporal Anomaly (Displaced 1D6 + 10 Days into the future, 66% chance of being dislocated by 1D4 x 10 Lights)
57-80: Black Hole (1D4 x 10 Solar Masses)
81-88: Ion Storm (ship takes 1D6 x 10 MD per minute, FTL and normal speed reduced by 35%)
89-96: Ion Storm: Greater (ship takes 1D8 x 10 MD per minute, FTL and normal speed reduced by 50%
97-98: Gabriel Effect (ship has 80% of survival; crew and equipment has 76% chance of survival)
99-00 Gabriel Effect (ship has 40% of survival; crew and equipment has 65% chance of survival)
91- 95: A'karim Battle fleet (3D4 x 10 Fighters, 1D4 + 1 Destroyers, 1D4 cruisers)
96-97: A'karim Node
1: Generator node
2: Hub Node
3: Relay Node
4: Terminus Node
98-00: Elder Race vessel (50% chance of being friendly)

 
 

      The A'Karim

Overview:
The A';karim, without warning, began to strike at Dominion territory and starships, leaving few or no survivors with each attack. Their methodology and tactics were often compared to the way a hive attacks a threat. It was initially believed that the A';karim were from Tau Ceti, but investigation of that benighted star system found that while they came through there, it was not their home system.

Further information indicates that they may be extragalactic in origin

After the attack on and destruction of the Midway star base, the Dominion formally declared war on the A';karim Corporate. Mere weeks later, an intrepid group discovered a Yssagrif base near the galactic core. Among the ruins, they found data on the A’karim that was over 300,000 years old. At the time the records were contemporary, the A';karim were a peaceful race, content to dwell on but one world

In a later battle, an A'karim data core was recovered. While it has yet to be completely accessed, it did reveal some interesting details.

Some information from other sources point at an outside force that influenced and corrupted the A'karim in the dim past, turning them on to this path of destruction. That force has been coded named Dark Lords.
 
 

Biology:

The A';karim organism stands roughly 6 feet tall, supported by eight to ten muscular, semi-prehensile, tentacles. Where the arms are on most humanoids are two more highly prehensile tentacles capable of remarkable dexterity. The head is a large oblong structure with a massive brain with 3 primary and one rudimentary lobe present. The most developed areas are those of memory, motor centers, and sight. The rudimentary brain serves some mysterious function that scientists have not yet identified.

A'karim have an unusual respiratory system. Their lungs have unusually large capacity, and are spread out across the body. Further, the A'karim also appear to have something like gill slits, suggesting they are also aquatic. The A'karim do not have a sense of smell

The eyes of the A’karim, like the head, are oblong in length, and posses nearly 200 degree field of vision. Aside from a slight blind spot immediately in front of the head, they possess very acute vision

An A'karim possesses the most decentralized pulmonary system known to the Dominion. Its hearts, if they can be called such, are spread across the main trunk of the body.
 
 

Sociological Nature:

One of the things discovered from the core is that the A'karim exist, and have always existed, as a hive mind, an extension of each other. The degree of this hive mentality is extensive, and somewhat irregular. In the absence of an Elder Brain to govern, the oldest A'karim falls into that roll, and they all strive, wherever they go, to quickly establish a hive.

This peculiarity has even spread into their technology. Vast structures are bred to serve as long range links between the parent hive and the colonies located across the stars. Even their ships and battle robots are linked and governed by this Hive mind. The communion of this hive mind is quick, but not instaneous. It has been found that destroying an Node can and often does kill all living A'karim within its immediate radius of effect

Technology:

The A'karim employ an advanced form of living technology, literally growing their starships, battle drones and assorted other equipment from specialized buds. Even the vast hub Nodes are grown, though very slowly.

It has been found that the living technology does have some limits and vulnerabilities. One is that chroniton based weapons are extremely toxic to A';karim life and technologies, causing them to develop cancers or die. A more concerning detail is the total resistance to target magic. Area effect magic is weakened in the presence of an A'karim, but unlike targeted spells, it is not negated
 
 

Closing:

It is hoped that this briefing will aid in our struggle against them, even as we face oblivion.
 
 

        Dark Lord / Light Lord

It was during the early days of the 3-year war, that the Dark Lords first made themselves known to the Dominion and her allies. Striking from beyond the furthest known star system, they came, bent on subjugating the weakened Dominion and the multi-dimensional nexus known through -out the megaverse as Earth.
Physically, the Dark Lords appear to be human, though whether this is actually true is unknown. They were present and, along the side, aided the A'karim during the three-year war. Dominion Mages were able to varify that the Dark Lords were driving the A'karim all along, and shadowing them, absorbing the PPE of thousands of slain races and becoming that much more powerful.
It is suspected that they herald the appearance of the Darkness, a formless, amorous all-mind that seeks to subsume and destroy all life. Whether they truly serve that dread entity/race is unknown.

Something else that is unverified is the existence of the Light Lords, those few Dark Lords who are good aligned and actively work against their kin. Distinguishing the Light Lords from the Dark is simple. Their hair, eyes and general deamor separate the two. Dark Lords are cruel and arrogant, and are quite willing to kill a person for little or no reason (IE: Didn't like the way he ate, or His cat was to ugly)
 
 

Alignment: 98% Evil alignments; only a mere 2% is of a good alignment.

Attributes: IQ: 4D6 + 2, ME: 3D6 +8, MA: 3D6, PS: 4D6, PP: 3D6, PE: 4D6, PB: 3D6, Spd: 4D6 + 4
*Physical attributes are supernatural
MDC: 1D4 x 10 plus 10 per level of experience
Natural Abilities: Nightvision: 100ft (can see in total and magical darkness), bio-regenerate 1D6 x 5 MDC per minute, Metamorphosis: Energy, Teleport 100 miles + 10 miles per level of experience, Dimensional Teleport: 50% + 5% per level of experience, Energy Absorption: PPE, Does not need to eat or drink, or breath.
Appearance: The Average Dark Lord has dark brown to black hair and their eyes are solidly black. Light Lords have light brown to a luminous silver hair and their eyes range from solid white to a glowing gold.
Magic: Can cast and knows all spells levels 1-6 plus 1D4 from levels 7-15. Gains 2 additional spells at levels 5, 8, and 12. PPE: PE x 100, plus 10 PPE per level of experience
Psionics: None
Combat: 2 hand to hand attacks plus any gained from skills or training.
Bonuses: +5 to save vs. Magic of all kinds, + 2 to strike, parry, and dodge. +4 to initiative, in addition to attribute or skill bonuses


RCC Skills:

Language and Literacy: Draivhara (+30%)
Language: 3 of choice (+20%)
Math: Basic (+15%)
Radio: Basic (+10%)
Lore: Magic (+15%)
Lore: Demon and Monster (+15%)
Computer Operation (+5%)
Pilot: 2 of choice (+10%)
Wilderness Sruvival (+10%)
Land Navigation (+10%)
Tracking (+20%)
Prowl (+5%)
Climbing (+5%)
Running
WP: Sword
WP: Knife
WP: 3 of choice
Hand-to-Hand: Expert
Hand to hand expert can be changed to another HtH at the cost of 1 RCC Related skill

RCC Related: Select 8 other skills. At levels 3, 6, 7, 9, 10, and 12, select 2 additional skills. All new skills start at first level profieceny

Communications: Any
Domestic: Any
Espionage: Any (+10%)
Electrical: None
Mechanical: None
Medical: First Aid only
Military: Any (+15%)
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any (+15%)
Science: Any
Technical: Any (+15%)
Wilderness: Any (+5%)
WP: Any

Equipment: Just about anything they want, they take. Good Aligned Dark Lords start with 3 weapons of choice plus ammo clips for those that need them, a vehicle of some sort, at the GM's discretion

Money: starts with 1D6 x 10,000 credits in magical items, rare artifacts or cash.
Enemies: Most forces of Good. Even the so-called Light Lords are held with suspicion and distrust
Allies: Just about anyone with darkness in their heart and delites in pain and suffering. The Light Lords ally with other forces of good
Vulnerabilities: Possesses the usual vulnerabilities of supernatural beings.
Environment: Can survive in most environments with few or no ill effects
Height: 5-7 feet
Weight: 150 to 250 lbs.

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