d20 Ronin Arts Future Starship 04 - The Livingstone.pdf

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Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
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THE LIVINGSTONE
INTRODUCTION
Welcome to Ronin Arts Future: Starship 4 — The
Livingstone , the fourth in a new series of PDFs for
use with futuristic D20 System campaigns. This
series makes some assumptions about your campaign;
the starship designs in this series will be most useful
in campaigns in which the following statements are
true:
also be printed separately and added to your binder.
The schematic and silhouette page is designed to be
used as a player handout — it s what flashes up on their
ship systems when they attempt to ID a ship — and
GMs need only give the players the page when they
encounter a ship from this series.
ABOUT THE AUTHOR
Michael Hammes has been freelancing in the role-
playing industry since 2001. Starting small, he has
steadily built his repertoire, and reputation, by work-
ing for such companies as Ronin Arts, Alderac
Entertainment Group, Dark Quest Games, and E.N.
Publishing. He is currently trying to balance his writ-
ing schedule with his role as stay-at-home father. To
catch the latest from Michael s Imagination, please
visit www.michaelhammes.com.
The campaign is not a hard science setting.
Campaigns that are more space opera/adventure
movie are the intended target for this series.
Starships are not rare or unusual. All of the star-
ships in this series assume that space travel is a stan-
dard and common occurrence — individuals either fly
their own ships or ride on passenger ships. Starships
and space travel are as common for characters as a
plane ride is for people of our reality.
Space combat is not uncommon. It s just anoth-
er exciting adventure when the player characters have
to engage the enemy while fleeing from some world
or other.
The campaign is packed with action. If things
aren t exploding, how much fun can the game really
be?
E-FUTURE TILES: STAR PATROL
The Livingstone design is based on SkeletonKey
Games e-Future Tiles: Star Freighter, Star Patrol,
and Star Hunter tile set. While this PDF can be easi-
ly used on its own you will get a lot more use out of
it in your game sessions if you construct the ship — at
miniatures scale — using the printable tiles.
To learn more about SkeletonKey Games please
visit their website at www.skeletonkeygames.com .
Most of the starships in this series are designed to
fill an even number of pages. This is so that you can
print the pages — back-to-back if you wish — and drop
them into a binder. This introduction, and the pages of
new starship equipment and assorted information, can
NEW RULES AND IDEAS
C RYONICS
Cryonics - The process of freezing and storing the
body of a diseased, recently deceased person to pre-
vent tissue decomposition so that at some future time
the person might be brought back to life upon devel-
opment of new medical cures.
One of the things that is not touched upon in the
SRD, but is a staple of much science fiction and future
speculation, is the idea of cryonics. And, to be honest,
it doesn’t need to be. Cryonics, while an interesting
concept, is not very relevant to a PC in an action-ori-
ented d20 Future campaign (except to maybe preserve
a severely injured PC until he or she can be gotten to
proper medical facilities). After all, what kind of role-
playing and adventuring goes on while a PC is frozen?
Nevertheless, it can have its uses.
CAMPAIGN TOOL
Cryonics is very effective as a campaign tool for
the GM to move PCs adventuring in one time (the d20
Modern setting) and transfer them to another time (the
d20 Future setting). How? Perhaps while defeating
their arch-villain, an evil dictator bent on unleashing
an incurable virus upon the world, the PCs are all
infected. Realizing that they only have little time to
live and with no hope of a cure, the PCs enter a cry-
onic state and are awakened in the future time.
In addition to cryonics being used to freeze and
store the bodies of the diseased and dying for a future
time when their afflictions might be cured, cryonics is
expected to see use for space travel. At least during the
early days (or if the campaign is based on realistic
travel times), when it takes years just to reach the edge
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THE LIVINGSTONE
of the solar system, crews of spaceships would enter a
cryonic state in order to survive the long journey to
their destination. They would then remain in that cry-
onic state until reaching their destination many years
hence, or until they encounter an emergency (and
we’ve all seen that movie).
Of course, being in a cryonic state for decades or
even centuries causes the world outside to change. The
travelers could find that, upon awakening, the empty
planet they were set to explore is already a thriving
colony thanks to the development of superior engine
technologies. This ties in nicely with the idea of mov-
ing the PCs from one time to another, with the PCs as
the travelers that awaken to find vast changes in the
world (and maybe that the arch-villain they defeated
also had himself frozen, or perhaps his descendants
now rule the world with an iron fist, etc.). There are, of
course, many more possibilities, from finding that an
alien race has subjugated the PCs homeworld to being
the last survivors of their species; I’ll leave such par-
ticulars up to the GM.
Roll d100
Result
01-07
Individual is blind ( 01-25 left
eye, 26-50 right eye, 51-100
both eyes; blindness in one eye
throws off depth perception and
imposes a -4 penalty to all
ranged attacks and a -2 penalty
to Spot checks).
08-14
Individual is deaf ( 01-25 left
ear, 26-50 right ear, 51-100 both
ears; single ear deafness causes
-4 penalty to all Listen checks
and other hearing-dependent
skill checks).
15-21
Individual suffers spinal dam-
age ( 01-50 paraplegic, 51-100
quadriplegic).
22-28
Individual suffers nerve dam-
age and loses the use of one
limb ( 01-25 left arm, 26-50 left
leg, 51-75 right leg, 76-100).
TRANSPORTATION USE
While cryonics allow the transporting of a severe-
ly injured PC (or NPC) until he or she can get the prop-
er medical attention, cryonics is also very useful for
transporting potentially troublesome or lethal cargo.
Criminals, aliens, mutations, clones, and deadly virus-
es and diseases (did I mention captured/kidnapped
PCs?) are just a few of the creatures or things that
might be placed into a cryonic state in order to be
transported from one place to another. Naturally, some-
thing always seems to happen to such cargo; it
inevitably wakens (or is released) early and begins to
wreak havoc (we’ve all seen that movie too).
29-50
Individual suffers brain dam-
age ( 01-40 loses 1d4 points of
Intelligence permanently, 41-80
loses 1d4 points of Wisdom
permanently, 81-100 loses 1d4
points of Intelligence and 1d4
points of Wisdom permanent-
ly).
51-57
Individual suffers serious
scarring and disfigurement
( loses 1d4 points of Charisma
permanently).
58-62
Individual suffers nerve trau-
ma (loses 1d4 points of
Dexterity permanently).
QUICK RULES OF CRYONICS
In general, cryonics does not become a reality until
PL 6. At this point, drugs capable of preserving organs
(especially the brain) from suffering damage during a
long-term cryonic state as well as the procedures for
safely placing a person into and out of a cryonic state
become a reality.
At early PL 6 a cryonic specialist must still care-
fully monitor this process, and both placing an indi-
vidual into and out of a cryonic state requires the prop-
er equipment and a successful Treat Injury check (DC
25; considered surgery) on the part of the cryonic spe-
cialist. A failed Treat Injury check means that the indi-
vidual entering or exiting a cryonic state suffers some
sort of ill effect (usually one, but to make things inter-
esting the GM can use 1d4):
63-67
Individual suffers muscular
damage (loses 1d4 points of
Strength permanently).
68-87
Individual suffers great phys-
ical trauma ( loses 1d4 points
of Constitution permanently)
88-92
Individual becomes insane
(either permanent confusion
effect or GM picks from one of
the hundreds of mental afflic-
tions; paranoia and personality
changes are favorites).
93-100
Individual dies ( 01-35 cardiac
arrest; 36-100 brain aneurysm).
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THE LIVINGSTONE
An individual cannot enter a cryonic state with-
out a cryonic specialist. An individual forced out of
a cryonic state without a cryonic specialist (i.e. due
to a power failure, computer error, damage to the
equipment) at a minimum suffers 1d4 of the ill
effects and will most likely also die (85% chance of
instant death in addition to the ill effects) since
there is no cryonic specialist to oversee the process
and administer the proper drugs.
Placing an individual into or out of a full cryon-
ic state requires 4 hours. An individual is sedated
within 1 minute of beginning the process to enter a
cryonic state and is not fully revived until the last
10 minutes of exiting the cryonic state (and is then
groggy and disoriented for an hour thereafter).
If the GM wishes to make the process more haz-
ardous, he or she may require a Treat Injury check
every hour and can also require the individual enter-
ing or exiting a cryonic state to succeed at a
Fortitude save (DC 20), either once, or every hour,
with failure resulting some sort of ill effect as illus-
trated above.
As cryonic research progresses through PL 6,
the risk begins to be minimized and more of the
process becomes automated. In the latter stages of
PL 6, a cryonic specialist is still required to bring an
individual into the cryonic state (by performing a
physical and tailoring the process to the individual’s
physical and mental limitations), but the procedure
has been more standardized and automated so that
the Treat Injury check is reduced (DC 15).
Furthermore, the individual can now be brought out
of a cryonic state purely by automation. However,
this does require initial set-up and input from a cry-
onic specialist and is thus subject to the same Treat
Injury check (DC 15) to account for the cryonic
specialist’s skill and automation errors.
At PL 7 and beyond the cryonic process
becomes fully automated; in order to enter a cryon-
ic state, an individual must do nothing more than
enter a chamber set up for this process. At this
point, the process is so safe that unless there is
deliberate sabotage, or a catastrophic equipment
failure, there is no chance of suffering any ill effects
(except perhaps a case of vertigo or indigestion).
Entering and exiting a cryonic state requires 30
minutes, with the individual being sedated within 1
minute of beginning the process and also being
fully revived 1 minute before the end of the process
(and being in full possession of his or her faculties
within 1d4 minutes of completing the process).
Finally, keep in mind that, at least as far as trav-
el is concerned, cryonics really applies mostly to
those campaigns that use realistic travel times (see
Realistic Space Travel) where it can take years to
travel between systems. If fantastic travel times are
employed, or there are other ways to move rapidly
between systems (such as jump gates), travel times
are dramatically reduced (see Fantastic Space
Travel) and the need for cryonics, at least as for nor-
mal space travel is concerned, is also greatly
reduced.
S HIPS AND T HEIR
A RMS AND A RMAMENTS
Whether civilian ships have weapons, and what
kind of weapons and armor they have, depends
entirely on what kind of a campaign the GM is run-
ning and where a ship is going to operate.
No matter what, military ships will always have
the best available arms and armor, but when you
read through the SRD, you see that every ship gets
some form of weapon; even a lowly garbage scow
has a pair of lasers. The question becomes, is this
actually realistic?
Taking a look at ships of the current day, you
don’t find weaponry mounted on most civilian ships
(pirate ships and other criminal vessels excepted)
because it is not necessary (and is also outlawed in
territorial waters). However, there have been times
when civilian ships have had weapons mounted on
them. A good example would be the ocean liners
that were used to ferry troops and cargo ships dur-
ing WWII. These ships were equipped with some
armament (chiefly anti-aircraft and small guns to
shoot at submarines) because it was wartime. Once
wartime was over, the armaments were removed.
From this example you can assume that it is the
environment that is the determining factor of
whether a civilian vessel will have weaponry. If a
hauler is operating in a safe system it probably
won’t have any weaponry mounted.
If it operates in an area where there is a good
possibility of assault, such as areas where pirates
are known to operate, it would carry at least some
weapons as a deterrent.
If it operates in a war zone, it might not only
have better armaments, but also better armor.
Again, this is nothing that will compete with an
actual military starship, but the best possible to give
it a fighting chance in a battle.
Thus, even though the write-up of the
Livingstone shows it armed with 2 fire-linked heavy
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THE LIVINGSTONE
lasers, the GM should not feel bound by this. If the
Livingstone is operating in a peaceful area, the GM
can decide that there is no reason for it to be armed
at all. Conversely, if the Livingstone is operating in
a lawless area or even a warzone, the GM can give
it much more powerful armaments (and perhaps
even bump up the Hit Dice in order to add another
weapon) as well as better armor.
adds +500 feet and the presence of alloy plating sub-
tracts -500 feet leaving the ship with a tactical speed
of 3,000 feet. However, the Hauler is listed with a tac-
tical speed of 2,500 feet. The same error is evident in
the Destroyer, the Bulk Freighter, the Cruiser, the
Battleship, the Fleet Carrier, and the Heavy Transport.
Thus, either the math is in error, or the bonus for
the Fusion Torch engine was meant to be +0 ft.
Although ultimately this is up to the GM to decide, in
this book it is assumed that the math in the SRD is in
error and as a result the aforementioned ships should
have their tactical speeds increased by +500 feet.
This has been taken into account with the
Livingstone , which is powered by a fusion torch and
protected by alloy plating, thus giving it a tactical
speed of 3,000 feet.
I MPORTANT N OTE
The SRD write-up of ships with a fusion torch,
such as the Hauler and Destroyer subtype, is in error.
In the case of the Hauler, assuming a universal base
speed of 3,000 feet, the presence of a fusion torch
BASIC INFORMATION
The Livingstone is a unique ship whose most
obvious features are the four bays containing 28
cryonic pods. It is these pods that are the focus of
the ship and allow the Livingstone to fulfill a num-
ber of different roles:
Colony Scout Ship - as people begin to take the
first tentative steps to colonizing the planets,
colony scout ships are sent out to promising planets
and star systems. These ships are crewed by scien-
tists of all stripes and tasked with ensuring that a
planet is indeed safe for colonization. The crews
enter a cryonic state for their multi-year journey,
awaken when they arrive at their destination, con-
duct their research, and communicate back to their
sponsor. If a planet suitable for colonization has
indeed been found, larger colony ships subsequent-
ly follow.
Floating Laboratory - the Livingstone makes
an excellent space-based laboratory (especially of
the illegal/outlawed kind; why else would it need to
be able to move about in space?). Her cryonic pods
can easily be assumed to be experiment pods where
her crew of scientists (with some guards) conducts
various experiments. And what kind of experi-
ments? Genetic manipulation, cloning, mutation
research, designer viruses, and xenobiology, what-
ever is most effective for the GM’s campaign.
Hospital Ship - The Livingstone can serve as a
hospital ship, perhaps as part of a smaller military
fleet, a private mercenary organization, or a private
company (perhaps space mining). Her cryonic pods
keep those that are severely injured or diseased
alive until they are attended to by the crew of doc-
tors and nurses in her operating room.
Morgue Ship - For those beyond medical hope,
the Livingstone serves as a transport back to their
home planet where they can receive a proper bur-
ial. This just cries out for a “zombies-in-space”
kind of thing, especially when you consider her
crew of bored (and unarmed) orderlies.
Prison Transporter - The Livingstone trans-
ports only the most dangerous prisoners, keeping
them in a cryonic state throughout their journey.
Sure she’s staffed with guards, but you just know
that when the prisoners thaw out, they won’t be
able to handle it.
As a flipside of this, the Livingstone could be
used to keep hostages or kidnap victims “on ice”
for some powerful pirates, corporation, or govern-
ment.
Specimen Transporter - This is a spin on the
floating laboratory, but instead of producing the
specimens, the Livingstone transports them. This is
ideal for introducing new aliens or races as well as
some biological horror or other. On a more benign
level, she could be transporting plant specimens
from recently discovered planets that promise to
hold the cure for a variety of ills. In this case, she
might be crewed by nothing but scientists, or she
might have a mixture of scientists and guards.
The point is that while the Livingstone is not a
combat ship or something that the PCs would get
much use out of owning, she makes an ideal plat-
form for any number of adventures.
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