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Old 10-29-2011, 11:40 AM
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Welcome to the rules thread for the Andromeda Cycle. Unlike in the first game, all rules will be posted here, with links to individual sections for ease of reference.

Table of Contents

Last edited by ProjectMoon; 09-26-2012 at 11:19 AM.
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Humans are one of the most prolific races in the galaxy. They live, die, and create new things in extremely short periods of time (as far as some races are concerned). They originally come from Earth, but have since expanded all over the galaxy and are the main populations on several council planets, including the galactic capital of Aithazor. They are responsible for the Space Gate technology and along with the Nekkleks, are the first race to experience extraterrestrial contact in the present era.
  • No ability score changes.
  • 1 bonus feat at first level and one bonus skill point per level (4 bonus points at first level).
  • Language: One Human language on native world.
  • Major Native Worlds: Crescent, Aithazor, Ravole, Samadhra, Valryian Space Station, Independent Worlds
  • Example Names: Xarai Desius, Rekkin Boomba, Argan Vigis, Neruga Ranei, Lara Ellison. Regular Earth names (or variations of them) are also still in large use, particular for those people native to the Solar System.

Nekkleks were the first race Humans made contact with. They look somewhat similar to the stereotypical Roswell greys, but they are taller, not as slender, and definitely have hair. Nekkleks exhibit the same height range as humans. They have brightly-colored pupil-less eyes. The most common colors are fiery orange and ice blue, but numerous other colors exist. Hair color is usually the same as the eyes, albeit a more mute shade. A Nekklek has four fingers on each hand, each with an extra joint in them. This makes the Nekkleks very good tinkerers and builders.
  • +2 dex
  • Alert: Nekkleks have particularly heightened senses; they gain Alertness as a bonus feat at first level.
  • Dextrous Fingers: +2 bonus to craft (mechanical), repair, and disable device checks.
  • Language: Skaalak (Skaaltak IV), Rennak (Valryian), Horusak (Ravole)
  • Major Native Worlds: Skaaltak IV, Ravole, Valryian Space Station, Independent Worlds
  • Example Names: Sebstek Karhaak, Xerga Luschev, Geshkah Velak.

The Theireans (pronounced they-ree-ins, with a soft th) were the most technologically advanced race in the known universe before the Emerians re-emerged. This has, at times, made them a bit arrogant in regards to other races. Theireans evolved from reptilian life millions of years ago on the planet Orel. About 12,000 years ago, they settled their current planet Theire. Theire is a gas planet in the same solar system as Orel. The Theireans are also partly responsible for the Galactic Technology Initiative, a program devised to slowly give Theirean technology to the rest of the Milky Way.

Theireans look like antropomorphic lizards without tails. Females do not have breasts. The color of their scales are generally brown, but green is not unheard of. The natural Theirean breathing system is dependent on the Xeron gas on Theire, but in the past few decades advances in genetic engineering have allowed Theireans to breathe off-world atmosphere without any ill effects.
  • +2 int
  • Technologically Advanced: +2 racial bonus to any skill or ability check relating to technology (operation of it, how to make it, etc).
  • Privileged: Can ignore the +3 cost increase when purchasing GTI technologies.
  • Native Languages: Theirean
  • Major Native Worlds: Theire
  • Example Names: Karathek, Siirkun, Eshtal, Maritha. Theireans do not have last names.

On the moons of a strange blue gas planet at the edge of the galaxy, the Cygnusians cultivated an isolated existence for many years. Many years ago, a huge crime scandal forced the Cygnusians back into the galactic scene, where they have slowly been integrating ever since. Because of this, most Cygnusians are socially awkward when dealing with members of other races. The Cygnusians were originally Humans from Earth on some futile "religious crusade" to reach the Andromeda galaxy. The cult turned on its leader and settled the Cygnus moons. Strange compounds exist in the waters of the Cygnus moons. This transformed the humans of Cygnus. Their skin has a slight blue tinge, and their eyes are often almond-shaped. More eye colors (e.g. purple) are also present. Their hair sometimes has tints of color that reflect in the light. They are also more resilient than regular Humans, able to heal minor wounds quickly.
  • +2 con
  • 1 bonus feat at first level.
  • Second Wind: Because of the effects of the waters of the Cgynus moons, Cygnusians are more resilient than regular humans. Once per day, you can heal yourself a number of HP equal to your Con modifier (minimum 1 HP).
  • Languages: Kel'tar
  • Major Native Worlds: Cygnus
  • Example Names: Sarius Del'mach, Syra Jel'nae, Desaena Corin, Jaeno Kar'me

The Grussians are large, bear-like creatures. They are highly religious and integrate nature and technology harmoniously on their planet. Their society is divided into eight tribes: the Gaedrians (who worship Gaedras), the Aerians (who worship Aeras), the Aquine (who worship Aquies), the Inferens (who worship Infera), the Drildas (who worship Drilda), the Luerine (who worship Lueras), the Pholeans (who worship Phoelies), and the Nilheran (who worship Nilheros). Each of the tribes worship all eight gods, but pay the most respect to the one they believe they are descended from. Each has a different holy symbol and all Grussians have their holy symbol as a birthmark somewhere on their bodies.
  • +2 str
  • Powerful Build: The physical stature of Grussians lets them function in many ways as if they were one size category larger. Whenever a Grussian is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Grussian is treated as one size larger if doing so is advantageous to him.
  • Language: Grussian
  • Major Native Worlds: Grussk
  • Example Names: Renriik Auro, Gunai Ralka, Iilte Molna, Kerika Gerii

The Garr are the product of a union between a Cygnusian and a Human. The two are technically different races, but the DNA makeup of each is still similar enough to reproduce. A Garr looks very strange; they often have the light blue skin the Cygnusian parent and splotches or stripes of the skin color of the Human parent. This color mixup even extends into the hair. The Garr were ostracized shortly after they appeared in the world. 20 years ago, they were exiled to a dead world now known as Garraad. The racist government officials have since departed office, but many tensions still exist between the Garr and other planets, particularly Council worlds. The current Galactic Prime Chancellor is interested in bringing Garraad into the Galactic Council, which has seen much progress thanks to the current progressive Garr leader.
  • No ability score changes.
  • Second Wind: The Garr inherit the same ability as their Cygnusian ancestors. Once per day, you can heal yourself a number of HP equal to your Con modifier (minimum 1 HP).
  • Planetary Adaptation (Barren World): All Garr gain this feat as a bonus feat at first level.
  • Languages: Intergalactic.
  • Major Native Worlds: Garraad, Aithazor
  • Example Names: Garr mostly use Human and Cygnusian names, given their ancestry. However, some Garr go with names clearly inspired by other races as sort of an act of defiance.

The ancient, advanced race that almost ascended to another plane of existence. They are the most advanced race in the known universe, and possess a level of technology far beyond that of even the Theireans. Emerians are tall and thin. The average Emerian stands about 7 feet tall. The range of height is 6 to 8 feet. They have pale skin, almost a pure white. They have no physical hair. Instead, pure essentia sprouts from their head as if it were hair. This pure life-energy can take on all sorts of patterns and colors depending on the Emerians' mood and genetics. In ancient legends, it is said this gave the Emerians the appearance of angels.

There are only 30 Emerians stranded in Andromeda, and their technology is not as advanced as it is back in the Milky Way. The inability to make taeva crystal has forced these stranded Emerians to fall back on "traditional" technologies in use by the rest of Andromeda.
  • +2 Cha
  • Psionic Resonance: All Emerians have 2 power points. This is in addition to any power points they have from feats. This confers upon Emerians the designation of a psionic creature, although it does not give them the ability to manifest powers. The Wild Talent feat must still be taken to manifest powers. See Psionics, below.
  • Advanced Being: Emerians have reached the pinnacle of biological existence. Once per day, an Emerian can substitute its Charisma modifier for the ability modifier on a mental-based skill (A skill whose key ability is Int, Wis, or Cha). For example, an Emerian could substitute its Cha modifier for the Wis modifier on a Spot check once per day.
  • Language: Khas
  • Major Native Worlds: Khasdan
  • Example Names: Araqiel, Koras, Enoch, Hariim. Emerians do not have last names.

The Tahle are native to Tareem, the new planet that has been discovered in the Andromeda galaxy. Tahle look more or less like thin humans, with two short (4 to 6 inches, although 8 inches is not unheard of) antennae coming out of the head. Each antenna ends in a small, glowing bulb. These bulbs are always of the same color. The most common colors are green, yellow, and blue. More uncommon colors include cyan, red, purple, white, and orange. The colors also change subtly depending on a Tahle's mood. Tahle have the same range of hair and eye colors as humans do. They have also have a patterned stripe of skin down their back, generally spots or waves (but sometimes tiger stripes).

The Tahle are the least technologically advanced race in Andromeda, having only done a small amount of manned exlporation in their own solar system. This has been changing rapidly since the Milky Way races made contact. As part of the treaty allowing visitors from the Milky Way through, the TOG got access to Milky Way technologies. This technology also somehow found its way into Urim Tareis hands as well.
  • +2 wis
  • Sixth Sense: The antennae on top of a Tahle's head give them a slight precognitive edge, or sixth sense. This gives all Tahle a +1 racial bonus to Sense Motive and Bluff checks.
  • Neural Stripe: The "neural stripe" that goes down a Tahle's spine is actually a secondary place for neural activity. This makes Tahle especially resistant to mental damage and mental attacks. Tahle gain a +2 racial bonus on Will saves against effects that target the mind (compulsion effects, mind blast, etc). This bonus does not apply to Will save effects that do not target the mind.
  • Language: Depends on nationality. See Languages, below.
  • Major Native Worlds: Tareem.
  • Example Names: Jare, Tema, Uri, Ama, Yohim.
  • Nationality: Tareem is divided into 23 countries across 3 continents. Every Tahle is a citizen of one. The world is divided into the TOG (Tareem Oas Goai; "United Nations of Tareem") and Urim Tareis ("Tareem United") countries. Urim Tareis is lead by the militant Republic of Mercar, and is composed of the countries it has conquered. The TOG is composed of those nations that rallied against Mercar, and most would say they represent the free world on Tareem. Tahle player characters are citizens of one of the major countries on Tareem.
    • TOG Countries: Kingdom of Elimm, Asholle, Dehmahn.
    • Urim Tareis Countries: Mercar, Erlis.

Last edited by ProjectMoon; 03-23-2012 at 10:51 AM.
Old 10-29-2011, 11:42 AM
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All player characters speak the common Intergalactic language, but each character also gets access to one native language. Additional languages can be learned via the standard d20 Modern rules (the Speak Language and Read/Write Language skills).

The languages your character has access to depend on your race and native world.

*Note on Independent Worlds: There are numerous inhabited worlds in the Milky Way aside from the major ones. Their language and cultures vary wildly. In this game, any race except the Theireans, Emerians, older Cygnusians, and Tahle can be from an independent world. Mechanically, the independent worlds exist to allow players to invent their own world to be from. The most common inhabitants of independent worlds are Human or Nekklek, but other races are not unheard of. If your character is from an independent world, you may choose any language, but you will need a good backstory.

Humans have a wide variety of languages, although only a few are dominant in the Milky Way. A Human's native language depends entirely on the character's native world. Choose only one language if more than two are present.
  • Mars: English, Japanese.
  • Ravole: Olgarren, Behrdan.
  • Samadhra: Samadhrin, Chinese.
  • Valryian Space Station: English, Olgarren, Czolak.
  • Aithazor: English.
  • Crescent: English.
  • Independent Worlds: Choose one of the above.

Like Humans, a Nekklek's native language is based on the character's native world.
  • Skaaltak IV: Skaalak.
  • Valryian Space Station: Rennak.
  • Ravole: Horusak.
  • Independent Worlds: Choose one of the above.

A Tahle's native language is based on the character's nationality. All Tahle are native to Tareem, but Tareem is divided into 23 countries across 3 continents. The two major international alliances and their leader countries are listed for language choices.
  • TOG Countries: Elimman (the Kingdom of Elimm), Ashoyl (Asholle), Dehmat (Dehmahn).
  • Urim Tareis countries: Mercari.

Other Races
All other races speak a single language for one reason or another. This is detailed in each race's entry.

Last edited by ProjectMoon; 11-20-2011 at 06:49 PM.
Old 10-29-2011, 12:12 PM
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Differences from d20 Future

The Main Differences
The Main Differences Between d20 Future and The Crescent Project:
  • Feats dealing with aliens refer to characters who are not members of your species. Remember, not everyone is human!
  • Quite a few of the technologies are different. Many of the d20 Future technologies actually transferred over smoothly in terms of mechanical effects. Only the flavor needed to be changed. See the Items post for details.
  • The game doesn't really have a centralized Progress Level. I'd say the "general" progress level for the entire galaxy is somewhere between 6 and 7. However, there are many technologies pulled from PL 8 and 9, and some races have a higher level of technological advancement than others.
  • There are no mutations available to characters. At least not in the way they normally work. Some characters may have abilities best defined by the mutations system, and in those cases the ability descriptions are given.

All characters start with Intergalactic as an automatic language, plus one native language depending on race/native world. Characters may learn additional languages with the standard d20 Modern Speak Language and Read/Write Languages skills. As a special exception, however, if your species is physically incapable of producing the vocalizations of a language (e.g. Andar sounds) you can only understand the language, not speak it.

Experience Points and Leveling Up
Level-ups happen at the end of each chapter, or at the end of a part of a chapter. You will gain at least one level for the chapter, perhaps more. Usually the number of levels gained is equal to the number of parts in a chapter. There aren't really any experience points to keep track of. Exceptional roleplaying or other awesomeness will be rewarded in different ways. I level the game up at a regular pace, and everyone is always the same level (barring any weird things like resurrections).
  • When leveling, you always get max HP for the level.

d20 Future Mecha feats are not available in The Crescent Project.

Cybernetics operates mostly the same as in d20 future. All of the PL 6 and 7 implants are available. There is a social stigma to cyborgs, however. People with one or two implants are fairly common, especially in people who had medical conditions remedied with them. Those who take cybernetics to the extremes are called cyborgs. The overuse of implants is viewed as wasteful by many people, especially due to the high cost of cybernetic implants.

Military Characters
Most military characters, being a part of the Galactic Council military, get a standard set of gear for their "free stuff." Here is a general listing that should cover most military types.

Basic Grunt Soldier: Laser rifle, laser pistol, stun baton OR high frequency sword (depending on peacekeeping missions vs wartime), uniform, and a combat suit for armor.

Non-Field Officer: Plasma pistol, stun baton OR high frequency sword, GalPos device, uniform.

Field Officer: same equipment as Basic Grunt Soldier. A non-field officer are typically those you'd find working on bases or serving as some post on a command ship. Field Officers are those who personally lead units into battle and that sort of thing.

Special Ops: Laser pistol, stun baton OR high frequency sword, silent suit, 1x concussion grenade.

In addition, all military characters (regardless of which military they are in) in active service can requisition some equipment as per the standard requisition rules. Equipment available varies by location and military. Most equipment is available to all, though.

Last edited by ProjectMoon; 11-20-2011 at 06:50 PM.
Old 10-29-2011, 12:19 PM
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One out of every million births have latent psychic/psionic potential. These characters must take the Wild Talent feat first level. The feat and the way powers work in TCP is slightly different than in the base d20 Modern/D&D system.

All psionics classes and prestige classes are disallowed. Instead, psionic development is handled through feats. It begins with Wild Talent.

Wild Talent (Psionic)
Pre-requisites: Available at character creation only

Benefit: Your latent power of psionics flares to life, conferring on you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points at first level and another power point at every level after that. You can take psionic feats and metapisonic feats. Upon taking this feat, you gain knowledge of one zero and one first level power. At fourth level and every four levels after that (8, 12, 16, 20) you gain knowledge of another power up to a level according to the chart below. You may also choose to "forget" an old power and replace it with a newer one, in addition to learning a new power.
Char LevelMax Pwr Lvl

Wild Talent is constructed in such a way that you get one power every time you can learn a new power level. If you wish to learn more than 6 powers, you will need to further dedicate your character to the development of the science of the mind with the following feat:

Psychic Development (Psionic)
Pre-Requisites: Wild Talent

Benefits: Choose a power with a level equal to or lower than your maximum power level allowed and add it to your list of powers known. You also gain 2 power points. At your option, you may also replace one lower level (i.e. a power not of your current max power level) power with another power that you qualify for. This feat replaces the Expanded Knowledge feat. You can take it any time you could take any feat, either from regular leveling up or from classes that allow you to select any feat as a bonus feat.

Other Rules
  • Your manifester level is equal to your hit dice.
  • You regain all spent power points by 8 hours of rest, even if you do not normally require a full 8 hours to be energized for the day.
  • d20 Arcana: The Psychic occupation and most psionic feats are available. Nothing else (including powers) are available from d20 Arcana.
  • D&D 3.5 feats/powers: All powers from D&D 3.5 are disallowed. Some psionic feats from the core D&D are allowed. Ask your DM.

The Mystics
The Mystics are a group of humans who possess powers far beyond the understanding of the rest of the galaxy. Even the weakest of these people are easily more powerful than the strongest psychic known. The Mystics are probably not played by PCs, but here are some rules and feats for them:

Mystic (Psionic)
Pre-Requisite: Human, Garr, or Cygnusian. Character Level 9. Wild Talent feat.
Benefit: The potent powers of your Emerian DNA have surfaced. You are by far one of the strongest beings in the known universe, and your powers will be used to destroy the enemy. You gain the following benefits:
  • Your manifester level is your hit dice + 5.
  • Instead of gaining 1 power point per level, you gain 2 power points per level. This is retroactive, and you gain any extra power points from the levels before you took this feat.
  • When you gain a new power every four levels, you instead gain two powers. This is also retroactive.
Special: This is not a feat one simply takes. The Mystics are a very secretive group, and potential members are approached after years of watching by their potential mentor. Becoming a Mystic is part chance and part dedication. One must be born with enough Emerian DNA to unlock the powers. Once the person is approached, it is only after a long time of training and development of the mind that a person is considered a Mystic (and thus able to take this feat). The GM and player should work very closely if this route is to be taken.

Special: You cannot take this feat if you have the Psychic Mastery feat.

Psychic Mastery
A rare few in the galaxy approach the Mystics' level of power without actually being Mystics.

Psychic Mastery (Psionic)
Preq-Requisite: Character Level 9. Meet a Psychic Potential of 10 or higher (see below).
Benefit: You are one of the strongest psychic beings in the known universe. You gain the following benefits:
  • Your manifester level is your hit dice + 5.
  • Instead of gaining 1 power point per level, you gain 2 power points per level. This is retroactive, and you gain any extra power points from the levels before you took this feat.
  • When you gain a new power every four levels, you instead gain two powers. This is also retroactive.
Special: You cannot take this feat if you have the Mystic feat.

Special: In order to take this feat, your character must have a certain Psychic Potential. To determine your character's Psychic Potential, count your psionic feats and assign points based on the chart below:
Wild Talent: 1 point.
Psychic Development: 3 points.
Other psionic/metapsionic feats: 2 points.

Last edited by ProjectMoon; 02-18-2012 at 09:37 PM.
Old 10-29-2011, 12:31 PM
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The equipment in The Crescent Project is different than in the d20 Future setting. Thus, some of the weapons or equipment will be available, unavailable, or be replaced by something entirely different. The progress level of the galaxy hovers between 6 and 9 depending on the race, planet, region, and type of technology. Here is a listing of commonly available equipment. Some things in d20 Future that are not listed here may be available from specialist crafters (usually for things more primitive). That will be dealt with on a case-by-case basis. All universal gadgets are available. Techno-Organic gadget is only available to the Iridae.

GTI Technologies
Any technology marked with GTI is a Theirean technology released under the Galactic Technology Initiative. This means that while it is rather advanced, it costs more. These items have their wealth check DC increased by 3. However, Theireans or other certain people with certain ties may be able to circumvent these prices. Also note that some pieces of technology may cost more in this universe.

All PL 6 weapons
Rail Gun
Beam Sword
Cryonic Rifle (GTI)
Lightning Gun

Plasma Weaponry
Plasma weaponry is a fairly new technology. It wasn't developed by Theireans and thus is not GTI, but it currently has a military restriction. Most people buying personal firearms will either get magnetically accelerated railguns or laser pistols.

Genetic Destructor (GTI, Illegal (+4))
I figured I should actually describe what this thing is in case anyone wants to buy or make one, even though it is illegal . A genetic destructor is a weapon that has been outlawed on Council worlds (and many non-Council worlds) via war treaties. It was developed by the Theireans and is a terribly potent weapon. It fires magnetically accelerated darts loaded with a deadly mutagen. People react to this mutagen in different ways; usually in the form of severe muscle atrophy or over-increase in body mass. Roll d% to determine the effects:

1-40: Muscle Atrophy
41-80: Unstoppable body mass increase
81-100: An equally deadly effect, determined by the DM.

When shot, the victim suffers 1d6 Str, Dex, and Con damage. The target must make a DC 19 Fortitude save for half damage for each ability score. If any ability score reaches zero from the damage caused by this weapon, the target dies from the sudden un-natural changes to his body. Depending on which way he was affected, he may explode into a bloody mess, or just crumple into a heap of flesh. Other strange deaths have been known to occur.

Even those who survive have been known to develop strange mutations a few weeks after exposure to the compound. Mechanically, this means you could develop a random mutation via the mutation system.

The gun must be purchased separately from the bullets. The mutagen compound uses many rare components and is extremely hard to find. The gun can hold one bullet at a time. Reloading its barrel (moving a bullet from the holding chamber to a ready-to-fire state) is a full-round action due to the delicate nature of handling its ammunition.

Range Increment: 20 ft
Gun Purchase DC: 16 (GTI, Illegal (+4))
Bullet Pack (3 shots each) Purchase DC: 18 (GTI, Illegal (+4))

Weapon Gadgets
Video Scope
Sound Surpressor

Survival Suit
Scout Armor
Medium Combat Armor
Unisoldier Heavy Combat Armor
Boost Armor (GTI)

Personal Space Suit
The personal space suit is a modified version of the survival suit. The suit itself is slightly thicker than its planetary-based counterpart in order to better protect from the hazards of space. Instead of solar cells, it is outfitted with a small light-energy generator. This generator can usually provide indefinite power by absorbing light from the surrounding areas. However, in the event that there is not enough light in the immediate surroundings, cyrite batteries are used for backup power generation. This suit otherwise works exactly the same as the survival suit. Between all its food, water, and power, the suit can usually sustain a person out in the cold depths of space for a week.

Purchase DC: 17; No restrictions.

Armor Gadgets
Morphic Metal Alloy (GTI)
Neg-Grav Boosters
Chameleonic Surface
Prehensile Appendage

All PL 5 equipment
All PL 6 equipment
All PL 7 equipment (Biocort is GTI)
From PL 8:
-Hologram Player and Recorder (Purchase DC 15 and 17 respectively)
-Truthtell (Purchase DC 20, Restricted)
-Plastiflesh (Purchase DC 15, GTI)
-Robocomp Sensor (GTI)
-Neural Recorder (GTI, Restricted)

All ships from PLs 5, 6, and 7 are available.

Starship Engines
Most of the same engines are available; but they have different equivalents in The Crescent Project universe. The ones listed here are the ones available (d20 Future -> TCP equivalent).

Fusion Torch -> Matter-Antimatter Engine
Ion Engine -> Cyritic Vacuum Reaction Engine
Induction Engine -> Light-energy Engine
Inertial Flux Engine (GTI, purchase DC base is 18)

Starship Armor
All PL 5 and 6 armors are available.
Cerametal armor is also available as Phorium Steel armor.

Starship Defenses
All PL 5, 6, and 7 defense systems are available. In addition, Cloaking Screens are available as a GTI technology with a Restricted (+2) restriction.

Starship Sensors
All PL 5, 6, and 7 sensors are available.

Starship Communications
Regular communications on personal craft are usually regular audio and video transmissions (Radio Tranceiver). However, many ships of those people with a bit of money to drop are equipped with Drive Transceivers that connect to the Galactic Internet in order to transmit information across far distances. Mediumweight, heavy, and superheavy ships can also be equipped with quantum communicators (equivalent of ansibles) for instantaneous infinite range communication through the Galactic Internet or between ships.

Starship Weapons
All PL 6 and 7 weapons are available. Some PL 8 weapons are also available as GTI technologies (ask which ones).

Starship Grapplers
By the use of gravitational field generators, ships can produce an effect equivalent to PL 7 Tractor Beam Emitters. A gravitational field generator for grappling purposes has the equivalent cost of the d20 Future Tractor Beam Emitter.

Wormhole Generators
Wormhole travel is the main way of moving across the galaxy quickly. All but the smallest spacecraft are equipped with wormhole generators that can open up routes through wormhole space in order to make jumps covering many, many light-years in a very short time. There are several classes of wormhole generators, each with different maximum ranges and recharge times. Class IV is by far the most common for personal craft. Each generator has a base purchase DC listed, this is increased by 1/2 the ship's base purchase DC.

For more information, see the Wormhole Travel rules.

Class I: Base purchase DC 15
Class II: Base purchase DC 16
Class III: Base purchase DC 18
Class IV: Base purchase DC 19 (Lic, +1)
Class V: Base purchase DC 21 (Lic, +2)
Class VI: Base purchase DC 22 (Res, +3)

Artificial Intelligence
Artificial Intelligence (AI) systems can be installed in any number of different systems. AIs increase efficiency, automate things that are normally not automated, and provide assistance to the human users of the system. AIs are essentially the "sapience" software that normally goes into droids, but specialized for specific systems and tasks. AIs can conceivably be installed into any system that requires a human operator, but commonly they are only installed into ships, security networks, or other "self-contained" systems.

Cost and Nature
Ship AIs cost DC 20 + 1/2 the ship's base purchase DC. Exoskeletal armor AIs count as a universal armor gadget that costs DC 25 with a Licensed restriction.

Install an AI
  • To install an AI, several steps are required. The installer must have appropriate tools available to place the AI into the target system. Installing an AI core takes 30 hours, and a DC 30 Craft (mechanical) check. The core cannot be installed without the proper tools. Installing the core includes creating a chamber to house it, as well as hooking up the necessary hardware and wires for the integration step.
  • After the core is successfully installed, it must be integrated into the target system. After the AI has been powered on, a DC 25 Computer Use check successfully integrates the AI into the systems. After this, the AI spends 8 hours updating itself and interfacing with the target system so that it can become fully operational.

AI Permissions
An AI can be granted one of three different permission levels: Basic, Advanced, or Full. An AI with Basic Permissions is the most secure way to run an AI, but the benefits gained are not as good. An AI with Advanced Permissions has more control over its systems, but this poses a security risk. It is still bound by programming to respond to most commands, but at times the AI may feel a better course of action is to ignore or disobey commands. If the AI is hacked, the hacker also has more control over the ship. An AI with Full Permissions grants the best benefits, but at the greatest risk. The AI has completely free reign, and total freedom to develop its own thoughts and opinions. It no longer has to obey any command given to it, and it can take full control of whatever it has access to at any time it wants.

AI Hardware Connections
While the AI only has a single permission level, it can be granted access to specific parts of the overall system it is attached to. That is, specific benefits can be disabled or enabled by modifying the AI's hardware connections. Modifying the connections this way requires 4 hours per benefit and a DC 20 Craft (Mechanical) check.

Benefits of AI
  • A fully operational AI provides mostly passive benefits, increasing with the amount of permissions given to it. However, an AI that has too many permissions may not always listen to its owner. The type of benefits granted depends on where the AI is installed.
  • Ship: An AI installed in a ship grants the following benefits, depending on what it's connected to:
    • Autopilot: All ship AIs can act as an Improved Autopilot System, regardless of their permission level.
    • Damage Control: The AI makes improvements to the algorithms used by the ship's onboard Damage Control System. The ship gains an extra 1d10 hit points when the Damage Control System is used. Requires Basic Permissions.
    • Sensor Control: The AI takes over maintaining the sensors array for the ship. A Computer Use check is no longer required to use the sensors array. Requires Basic Permissions. If Advanced Permissions or higher are granted, the AI can also consciously use the sensor array freely, reporting information it thinks may be useful.
    • Weapon Control: The AI takes partially takes over the ship's weaponry. If Basic Permissions are granted, the AI assists with targeting such that the Starship Gunnery Feat is no longer required to operate the ship's weapons proficiently.
    • Crew Role Fulfillment: One of an AI's biggest benefits is its ability to literally replace certain crew members. The AI grants a passive bonus to the Skill Check modifier found here. This bonus represents the AI helping the crew with day-to-day tasks and keeping things running smoothly. An AI with Basic Permissions grants a +1 bonus. Advanced Permissions nets a +2 bonus, while Full Permissions nets a +3 bonus.
    • Heroic Role Fulfillment: If granted Advanced Permissions, the AI can fulfill a "heroic" crew role during combat, as detailed here. An AI cannot fulfill the Engineer role. It can only fulfill the Commander role if granted Full Permissions. The AI acts as an Expert crew member. If Full Permissions are granted, it acts as an Ace crew member. This determines several modifiers for the AI. An AI acting as a heroic crew member cannot multitask more than a normal human, as it must concentrate all of its resources on fully simulating a person. All other AI benefits are lost while this mode is active.
  • Exoskeleton Armor: Exoskeleton armor refers to things like mining armor, unisoldier armor, and so on.
    • Melee Weapon Control: The AI partially or fully takes over the armor's movement control to enhance combat with melee weapons. With Basic Permissions, the character is treated as proficient with the weapon, even if the character is not normally proficient. With Advanced permissions, the character receives a +1 bonus to attack rolls with melee weapons. With Full permissions, the bonus increases to +2.
    • Ranged Weapon Control: The AI partially or fully takes over one or more of the armor's integrated weapons. Weapons must be attached to the armor to receive these benefits, and each weapon to receive the benefit must be connected to the AI (see AI Hardware Connections, above). With Basic permissions, the user of the armor is treated as being proficient with the weapon even if they are not normally proficient. With Advanced permissions, the character can use the benefits of the Quick Reload feat. If the character already has Quick Reload, the first shot after a reload gets a +2 circumstance bonus on the attack roll. With Full permissions, the character can use the benefits of the Double Tap and Dead Aim feats with the weapon. If the character has Double Tap, the attack roll penalty is reduced to -1. If the character already has Dead Aim, the circumstance bonus increases to +4.
    • Sensor Control: An AI can directly hook into the armor's sensor systems, if such systems are installed. The AI can control the sensors more efficiently than a human user. If Advanced permissions are granted, the AI can passively control the sensors to report information it thinks is useful. This is in addition to the +1/+2/+3 bonus from Integrated Equipment Control (below). If Full permissions are granted, the +3 bonus from Integrated Equipment Control instead becomes +4.
    • Integrated Equipment Control: The AI can partially or fully control most integrated equipment in the armor. The benefit of this ability varies:
      • For equipment that produce an effect requiring dice rolls (e.g. HP healed, damage dealt), the total roll receives a +1/+2/+3 bonus for Basic/Advanced/Full permissions. This bonus does not apply to d20 rolls such as saving throws, attack rolls, or skill checks.
      • Equipment that give an equipment or circumstance bonus to skill checks (e.g. Regen Wand or Sensors) have their bonus increased by +1/+2/+3 for Basic/Advanced/Full permissions.

Last edited by ProjectMoon; 06-26-2012 at 09:23 AM.
Old 10-29-2011, 12:43 PM
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Space Travel

Luminal Drive: Light-speed travel
Advances in physics discovered methods to produce drives that safely reach the speed of light without causing time dilation. A luminal drive operates on a principle that the ship is inside a relativity bubble. So while the bubble moves at light speed, the ship inside is still moving slower, and ignoring the effects of time dilation. Modern physics continues to confirm that it is impossible to move faster than the speed of light.
  • This technology is complementary to wormhole generators, as it allows fast travel through wormhole space.
  • A luminal drive is usable only in deep space, away from the gravity of large bodies.
  • It propels the ship at 100% of the speed of light.
  • Its purchase DC is 26 + 1/2 the ship's base purchase price.
  • Can be added as a Gadget to wormhole generators by increasing the wormhole generator's price by +3.

Wormhole Travel
Wormhole travel is the main way of moving across the galaxy quickly. All but the smallest spacecraft are equipped with wormhole generators that can open up routes through wormhole space in order to make jumps covering many, many light-years in a very short time. There are several classes of wormhole generators, each with different maximum ranges and recharge times. Class IV is by far the most common for personal craft. Each generator has a base purchase DC listed, this is increased by 1/2 the ship's base purchase DC.

Class I: 40,000 reduction factor, max distance 3,000 ly (27.36 days for max jump. 1 hour recharge). Base purchase DC 15
Class II: 60,000 reduction factor, max distance 4,000 ly (24.33 days for max jump. 1.5 hour recharge) Base purchase DC 16
Class III: 80,000 reduction factor, max distance 5,000 ly (22.8 days for max jump. 1.5 hour recharge) Base purchase DC 18
Class IV: 100,000 reduction factor, max distance 6,000 ly (21.9 days for max jump. 2 hour recharge) Base purchase DC 19 (Lic, +1)
Class V: 200,000 reduction factor, max distance 7,000 ly (12.78 days for max jump. 2 hour recharge) Base purchase DC 21 (Lic, +2)
Class VI: 250,000 reduction factor, max distance 8,000 ly (11.68 days for max jump. 3 hour recharge) Base purchase DC 22 (Res, +3)

The generator opens up a wormhole and automatically pulls the ship into it. Once in wormhole space, a ship can only continue along its course or drop out of wormhole space prematurely. The higher the class, the more clean of a wormhole can be opened, and thus a higher reduction factor can be gained.

The reduction factor reduces effective travel distance between the entry and exit points. For example, if a ship using a class IV wormhole generator wanted to make a 5,000 light year jump, it would only need to effectively travel .05 light years (18.25 light days). This, combined with a ship's luminal drive, allows it to move between destinations fairly quickly. However, space travel without the use of Space Gates is still a fairly lengthy process: a class IV wormhole jump of 5,000 ly takes just over 18 days to complete!

To calculate the effective travel distance when using wormhole generators, divide the total distance (e.g. 5,000 light years) by the reduction factor of the wormhole generator. In the above example, 5,000 light years becomes .05 light years (18.25 light days) because of the 100,000 reduction factor.

Quantum Tunneling Drive (QT Drive)
Quantum Tunneling Drives (QT Drives for short) are a very recent technology made available by the Theireans through the Galactic Technology Initiative. The drive allows spaceships to phase through objects and the fabric of reality itself. A QT drive has two modes of operation: phasing and jumping. When idle, a ship's automated systems will sparingly use a QT drive to phase out tiny parts of the ship to avoid micro-debris. This uses less power than shields, allowing a ship to conserve fuel. This mode of operation currently has no military application, as the drive cannot effectively avoid most ballistic weaponry. A QT drive's full power is engaged when jumping. A QT jump shunts the entire ship through the fabric of reality in a straight direction.
  • In idle mode, a ship equipped with a QT drive is immune to small space debris. Even somewhat large space rocks (fist-sized) can be phased through. This gives a +2 bonus when navigating through dangerous areas like asteroid fields or thick space debris.
  • In jump mode, a ship can instantly jump in any direction (max distance 7 light years) as a full-round action. The QT drive then takes 24 hours to recharge.
  • Purchase DC 30 + 1/2 ship's base price. 33 + 1/2 ship's base price for non-Theireans, because of GTI.

Jump Gates
Jump Gates are found all over the place in the Andromeda Galaxy since the Milky Way made contact. Jump Gates are the precursors to the human Space Gate technology. Space Gates were impractical to construct in the short amount of time the Milky Way has been in contact with Andromeda. A Jump Gate (or a set of them) is usually in orbit around a planet, or floating freely in deep space. The Jump Gates connect the more remote parts of the galaxy to the main galactic "hub planets."

A Jump Gate takes one ship at a time and operates at a static reduction factor. It also increases the max wormhole jump distance of a ship.
  • Class A Jump Gate: 400,000 reduction factor increase. x20 max distance.
  • Class B Jump Gate: 300,000 reduction factor increase. x15 max distance.
  • Class C Jump Gate: 200,000 reduction factor increase. x10 max distance.
  • Class D Jump Gate: 100,000 reduction factor increase. x5 max distance.

Class A and B Jump Gates will be found in the civilized parts of the galaxy, with Class A gates being in orbit around major/wealthy planets. Class C tends to be relegated to the poorer independent planets that do not receive aid from other powers in the galaxy. Class D gates are practically ancient relics, the few remaining in operation in the Milky Way being well over 200 years old. These gates are found generally amongst cheap criminal groups or people who really want to be left alone. Even the Border Colonies in Andromeda use Class C Jump Gates.

Jump Gates increase the effective reduction factor of wormhole generators. For example, a Class IV wormhole generator's 100,000 reduction factor becomes 500,000 and the max jump distance becomes 120,000 light years when using a Class A Jump Gate.

Last edited by ProjectMoon; 11-20-2011 at 06:55 PM.
Old 06-26-2012, 09:22 AM
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Difference from 1st Edition

The Aggraan Cycle could be considered the "first" edition of the Crescent Project. In this iteration of the game, some rules have changed for balancing or to make them easier to use.

  • The world has been more fleshed out behind the scenes while the first game was going on.
  • Greatly expanded details about races, government, and planets.

  • All ability score penalties have been removed (similar to D&D 4E).
  • Grussians are now Medium with Powerful Build instead of Large.
  • New race: Emerian. These Emerians are all that's left after the genocide 12,000+ years ago and the Ascension War 26 years ago. The stasis has significantly decayed their psychic potential (that is, they are actually playable).
  • New race: Tahle. Native to the Andromeda galaxy. Supposedly an evolutionary offshoot from Emerian intergalactic colonists.
  • Through the miracle of genetic engineering, Theireans no longer have an atmosphere dependency.

  • Languages are learned via the normal d20 Modern Speak Language skill, rather than intelligence bonus. Languages are meant to be more of an investment in this game.

Space Travel
  • Reworked interstellar travel to be simpler. Wormhole generators and Gates have massive reduction factors that reduce the effective travel distance between star systems.
  • When using a Space Gate or Jump Gate, that Gate's reduction factor is simply added on to the wormhole generator's reduction factor.
  • It's basically assumed that your ship uses a luminal drive to travel at light speed through the wormhole.

  • Added rules for personal suits of armor.

  • New feat: Psychic Mastery. Gives the benefits of the Mystic feat for characters that are not eligible for that feat.
  • Psionic feats from d20 Arcana are allowed.
  • Select psionic feats from D&D 3.5 are allowed (ask your DM).

Other Rules
  • Removed the Overcharge rule.
  • Characters always get max HP on level-up.
  • Chapters are generally shorter, containing no "parts." Leveling up only happens at the end of chapters.

Last edited by ProjectMoon; 09-26-2012 at 09:46 PM.
Old 09-26-2012, 11:19 AM
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Special Rules

Erthai Infestation
Erthai have the ability to "infest" any living creature. This is done by the spreading of "neocysts" through the air and into the target via inhalation, injection, digestion, or infection. A neocyst is a puke-yellow glowing bubble that floats through the air, about the size of a human fist. They have numerous very short (1 - 2 inches) tentacles growing out in all directions. Inside the neocyst is a liquid which gives the distinct glow. This is a glowing yellow-green liquid composed of biological agents and essentia.

Infestation can occur in several different ways. The most common is a spray, but neocysts can be delivered through other methods:
  • Spay: Erthai "spray" numerous neocysts into an area covering 20x20 feet. Anyone caught in the spray or entering the spray must immediately make a Fortitude save to avoid infestation. Fortitude saves must be made every round the targets remain in the spray.
  • Direct Contact: Erthai can deliver a neocyst as a touch attack to a single target. If the touch attack succeeds, the target must make a Fortitude save to resist infestation. If successful, the neocyst falls to the ground dead.
  • Injection: Neocyst bio-essentia agent can be delivered through injection. In this case, no neocyst is directly involved. The victim must make a difficult Fortitude save to resist infestation. If successful, the injection doesn't take.

Neocysts travel quickly towards the intended target, in groups. They exhibit behavior similar to a school of fish, and can follow their intended target around. They move at 10 feet/round, so erthai will usually only spray them in close quarters combat. Neocysts enter their victim in a rather gruesome way, looking for any orifice or opening in which to lodge themselves. They cover the opening by latching on to the spot and wrapping around it. Then, the infestation agent flows into the victim.

Infestation is a very quick process. If the victim fails a fortitude save, they become infested over the course of 2 rounds (with the transformation complete at the beginning of the third round). During the infestation period, the victim collapses to the ground, convulsing violently. The victim cannot take any actions, but the erratic convulsions prevent the victim from being considered Helpless. The infestation can be stopped during this period if another character pins the victim down and removes the neocyst. Removing the neocyst in this manner requires a DC 10 Strength check. If removed, the character immediately regains control of themselves.

An infested creature has the essentia bioagent flow through its veins, giving it a very disturbing look from the outside. The creatures' veins light up and glow a sickly yellow color. The neocyst quickly grows over parts of the body, forming a splotchy natural armor that gives a +2 natural armor bonus. While infested, the creature is not in control of its own actions. It will act in the interests of the Erthai, which generally means attacking allies. It could mean that more complex actions be taken, though.

The infestation is permanent, unless cured as described in Reversal, below.

Infestation is reversible. If the neocyst is removed, the infestation will reverse itself. The source of the neocyst must be removed. That is, the part which originally attached itself to the victim. Typically, this is done via surgery (DC 20 Treat Injury check in a surgical setting, surgery lasts 8 hours, reversal another 8 hours). Cruder methods are available, though. A hasty procedure can be done on the battlefield: A DC 20 Treat Injury check with a -4 penalty. This procedure takes 10 minutes, with reversion taking another 10 minutes. An even hastier method is to simply rip the neocyst off the victim through brute force. This method requires a DC 15 Strength check, and does 1d6 points of Con damage to the victim, but the infestation is reverted almost immediately (1 round).

If the infestation was delivered via injection, the condition can only be cured in a fully equipped medical setting with the 8 hour surgery.

Any creature infested has their immune system permanently weakened to future infestations. Any subsequent infestation attempts have a -4 penalty applied to the Fortitude save to resist.

Infested Player Characters
Player characters that become infested are considered NPCs for the duration of the effect. If the infested player character escapes or cannot be cured by the other players, the player character should effectively be considered "dead" and the player create a new character. Depending on the player, an exception might be made and the player could continue playing the infested character. In this instance, the player must understand that they are playing the ultimate evil character, and that their goals and actions must move toward that goal.
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