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Dungeons & Dra.. d20 Modern Elysium Nebula - Epic Sci-Fantasy Campaign Setting
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Elysium Nebula - Epic Sci-Fantasy Campaign Setting
4 years ago  ::  Sep 04, 2005 - 10:43AM #1
Skrittiblak
Posts: 2,663
Date Joined: 10/13/03
ELYSIUM NEBULA INTRODUCTION

Elysium Nebula is a campaign setting in which the action (in most games) will take place within the solar system called the Elysium Nebula – though there is no reason why it should not spill over on to Sol System, the Alpha Centauri System or other close star systems. Elysium Nebula itself is a system with a pair of binary stars called Solaris and Acheron, each orbitted by many planets which in turn have many moons. The United Republic of Elysium – a human political state – counts over 23 astral bodies under its dominion. That is not counting the planets controlled by aliens or other human power groups. The system is even more expansive than this with a number of habited asteroids, space-stations and halo-worlds.

From the perspective of diversity of sentient creatures Elysium Nebula is a very rich setting. Thanks to its mixed roots of science fiction and fantasy it has a mixed bag of heroes and villains to populate your stories with.

The Elysium Nebula has four dominant races. The humans who are a dominant wide-spread and industrious race. The elves, who are the native beings of the inner worlds, naturally magical beings with similar physiology to human beings. The dwarves, who hail from the icy outerworlds of Elysium Nebula. They now control vast funds of wealth thanks to monopolizing “jumpgate” technology which permits spaceships to travel through a fold in space-time thus covering great distance in very little time. Finally the lizardfolk, whom like the elves are native to the inner worlds, though their evolutionary rise to sentience has been guided from afar by the elves and as they have been around for less time had only developed to a rudimentary tribal state when human colonists arrived. Now they serve as a second-class race to the humans.

Elysium Nebula features other more menacing aliens, such as the Illithids and their Ogre minions who attack from another system. The snake-creatures, relatives of the Lizardfolk, called the Yuan-Ti whom it is said have a sinister agenda of puppeteering human government through snakeblooded human vassals. The ever-hungry alien race called the Kruthik – who have no sentience as we understand it – and travel from star system to star system through a means of psionic teleportation to feed on living creatures. There are evil elves, turned to demon worship after a bloody war with the Illithids. These elves are called the Drow, and thanks to them Elysium Nebula is now also populated by demons and undead creatures. Finally, slumbering within the asteroids of Elysium Nebula are the most ancient creatures of all – the Elysian Dragons.

Then there is the option of playing a hybrid being. Elves and Ogres both, for better or worse, are able to interbreed with humans thanks to the latent eldritch powers that course through their veins. Half-elves are conflicted heroes, never feeling completely comfortable with their acceptance into human society. Half-ogres are mistrusted by humans, and this push away sometimes leads them to lives of banditry or piracy. Both demons and dragons have an even greater magical heritage – and thanks to shape-shifting powers are also able to couple with humans, elves and other such races. Heroes with traces of dragon-blood or demon-blood in their ancestry may be able to manifest strange powers – they may be even unaware of their magical heritage. Finally the Yuan-ti are able to genetically alter humans and pattern their minds so as to serve the alien snakepeople. This tainted subjects are called Snakeblooded and represent a growing threat to the stability of human government.

Amidst this myriad of worlds and aliens are stories waiting to be told. Welcome to the Elysium Nebula!




System Map of the Elysium Nebula Show

Click here for a bigger render of the System Map.
And in case it is useful, here is a map with all but one of the orbits removed.

Scale: Each hex represents roughly 100 million miles and so the distance presented here is roughly 14.5 billion miles or 156 Astronomical Units (AU). For reference Pluto's orbit is roughly 80 AU across, so the Elysium Nebula system is well over twice the radius of our own.

ELYSIUM NEBULA PLAYER GUIDE


ELYSIUM NEBULA MENACE MANUAL


Original Elysium Adventures


Original Elysium Fiction
  • Memoirs of an Assassin
    - Scaryfroman of the COMmunity forums has a weblog of the prehistory of his character. Do check it out.


~~~~~~~

Special thanks to Mephit James for the Werewolves Section and for various Talents and Moons. Special thanks to Ragin Maro for Saleos and to Altaris13 for the Elvish talents. Also thanks to fatal_error for providing the idea of 'manufacturers' in d20 Future.
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4 years ago  ::  Sep 04, 2005 - 9:23PM #2
zombiegleemax
Posts: 470,908
Date Joined: 08/10/09
Hey! You finally posted your stuff up on the d20 Future Boards! I love every thing about it and plan to hold a game within the campaign sometime in the future.
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4 years ago  ::  Sep 05, 2005 - 1:11PM #3
Skrittiblak
Posts: 2,663
Date Joined: 10/13/03
Yeah - I'm not sure why I had it over at d20 Sci-fi. It's just a place that has less-frequent visitors so I'm liable to get less feedback.

:shrugs:
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4 years ago  ::  Sep 07, 2005 - 8:07AM #4
zombiegleemax
Posts: 470,908
Date Joined: 08/10/09
Hey Skritti!
Glad to see EN over here on D20 Future, where it belongs. I've been working on my own homebrew based on EN for a few weeks now. I mentioned this before, in the original posting of EN.

I had hoped to get into your Real Adventures game, but am too late.

:D

Once I'm finished, I'll be happy to share. I can tell you that I've had my players look at what you've made, and they agree.

ELYSIUM NEBULAE KICKS

Some of the things I've done is to replace most instances of Elf with 'elfin' and Dwarf with 'duruki.' I think it helps to keep the flavor of the setting, and to distinguish EN from DnD.

I altered the Dwarf, Human, and Elf paragon classes to fit the setting. (My players love them, and think they're pretty balanced.) I used the half-giant stats (slightly altered) in place of what you had for Half-Ogres.

One of my players' greatest complaints about D20 Modern, Urban Arcana, and Future is that any form of Magic is generally not worth having by the time you can use it.

Do you have any suggestions for making it worth being a Battle Sorcerer? I /really/ love the flavor of the B'Sorc and was encouraging one player in particular to play one. He felt it was more (mechanically) worth it to play a Techo Savant or Techno Mage.

Also, have you thought of making a Battle Sorcerer Advanced class specific to EN?

EDIT: Oh, and I also dropped any mention of Dragon. :shudder: Sorry, but I just feel that Dragons belong in true Fantasy games. I don't even use them in Shadow Run. Come to think of it, I've never used a Dragon in a fantasy game either.
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4 years ago  ::  Sep 07, 2005 - 12:06PM #5
Spenser
Posts: 14
Date Joined: 03/26/02
Nice work, I like what you've put together. Any chance of getting it compiled into a single document folks could download?
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4 years ago  ::  Sep 07, 2005 - 2:42PM #6
Skrittiblak
Posts: 2,663
Date Joined: 10/13/03

Altaris13]One of my players' greatest complaints about D20 Modern, Urban Arcana, and Future is that any form of Magic is generally not worth having by the time you can use it.

Do you have any suggestions for making it worth being a Battle Sorcerer? I /really/ love the flavor of the B'Sorc and was encouraging one player in particular to play one. He felt it was more (mechanically) worth it to play a Techo Savant or Techno Mage.

Also, have you thought of making a Battle Sorcerer Advanced class specific to EN?


This is a common Modern critique. My advice would be two use the D&D spell list and to introduce 3 new talents for the Smart Hero each one that grants him the spell cast power of a D&D wizard. The mage class then adds caster levels. You can also introduce two spell caster feats (with pre-reqs that ensure they can't be taken before 2nd and 4th level respectively) that add additional spell caster levels.

Finally the Urban Arcana archmage prestige class can add 5 levels.

So in total:

Level 5 Smart Hero (3 talents, 2 feats) = 5 spell casting ranks
Level 10 Mage Advanced Class = 10 spell casting ranks
Level 5 Archamge Prestige Class = 5 spell casting ranks

A character like this has spell-casting as good as any D&D spellflinger. For more examples and rules you can check my d20 Warhammer 40,000 link in my signature - it is the method I employed for designing that setting.

I hope that helps kick up the power of spell-casters in a world of plasma guns and reaper laser scythes.

One of my players' greatest complaints about D20 Modern, Urban Arcana, and Future is that any form of Magic is generally not worth having by the time you can use it.

Do you have any suggestions for making it worth being a Battle Sorcerer? I /really/ love the flavor of the B'Sorc and was encouraging one player in particular to play one. He felt it was more (mechanically) worth it to play a Techo Savant or Techno Mage.

Also, have you thought of making a Battle Sorcerer Advanced class specific to EN?[/quote]
This is a common Modern critique. My advice would be two use the D&D spell list and to introduce 3 new talents for the Smart Hero each one that grants him the spell cast power of a D&D wizard. The mage class then adds caster levels. You can also introduce two spell caster feats (with pre-reqs that ensure they can't be taken before 2nd and 4th level respectively) that add additional spell caster levels.

Finally the Urban Arcana archmage prestige class can add 5 levels.

So in total:

Level 5 Smart Hero (3 talents, 2 feats) = 5 spell casting ranks
Level 10 Mage Advanced Class = 10 spell casting ranks
Level 5 Archamge Prestige Class = 5 spell casting ranks

A character like this has spell-casting as good as any D&D spellflinger. For more examples and rules you can check my d20 Warhammer 40,000 link in my signature - it is the method I employed for designing that setting.

I hope that helps kick up the power of spell-casters in a world of plasma guns and reaper laser scythes.

Spenser]Nice work, I like what you've put together. Any chance of getting it compiled into a single document folks could download?


PDFs are now available for all the major wrote:

Nice work, I like what you've put together. Any chance of getting it compiled into a single document folks could download?[/quote]
PDFs are now available for all the major books.

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4 years ago  ::  Sep 08, 2005 - 2:54PM #7
zombiegleemax
Posts: 470,908
Date Joined: 08/10/09
Great idea for the spell flingers. Love it!

I'll do just that.
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4 years ago  ::  Sep 09, 2005 - 7:39AM #8
zombiegleemax
Posts: 470,908
Date Joined: 08/10/09
Note that these were tailored for EN: A Dark Century. The Duruki are Dwarves with the Arctic variant from UA. The Elfin Paragon class does not include any alterations for the above method for improving casters in D20Future.


Duruki Paragon
Known for their skill in warfare, their ability to withstand physical and magical punishment, and their great love of stone and stonework, the duruki grow as strong as their underground homes. Dwarf paragons exemplify this strength, gaining a deeper intuitive understanding of their native environments, building upon their already proven toughness, and promoting the crafts and strengths of their people whenever possible.

Dwarf paragons are doughty warriors, and powerful paragons often take the lead in battles as well as diplomatic engagements.

Characteristics
Dwarf paragons are tough, skilled warriors who are most at home when deep underground. Because of their race's ability with weaponsmithing and other crafts, dwarf paragons are likely to look down upon weapons and gear made by members of other races.

Background
Although many dwarf paragons grow into their power in the hearts of strong and strident dwarven communities, some rise from areas where dwarves have been oppressed or even defeated. Whatever their origins, dwarf paragons are tough, determined folk who seek out specialized training and master complex tasks to further the aims of their people. Dwarf paragons are often descended from heroes of older generations, and these individuals may seek to honor their ancestors' memory through deeds of their own.

[code]Table: The Dwarf Paragon
Lvl BAB F R W Def Special
1st +1 +2 +0 +0 +1 Craft expertise, improved stonecunning
2nd +2 +3 +0 +0 +2 Improved darkvision (+30 ft.), save bonus
3rd +3 +3 +1 +1 +2 Ability boost (Con +2)[/code]
Dwarf paragons have the following game statistics.

Abilities
Strength is important for dwarf paragons because they often serve as defenders of their people and emphasize their own martial training. Constitution is important not only to a dwarf paragon's ability to stay on his feet in battle, but also because physical toughness is a hallmark of the dwarf race.

Hit Die d10.

Class Skills
Appraise (Int), Climb (Str), Computer Use (Int,) Craft (Int), Drive (Dex,) Gamble (Wis,) Intimidate (Cha), Jump (Str), Knowledge (all taken separately) (Int,) Profession (Wis), Repair (Int,) Search (Int,)and Survival (Wis).

Skill Points at Each Level
2 + Int modifier.

Action Points: Dwarf Paragons gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Features:
Duruki Paragons begin play with Simple Weapons Proficiency and proficiency with Light Armor.

Craft Expertise (Ex)
A dwarf paragon may add his class level as a racial bonus on all Craft checks related to stone, metal or ice items.

Improved Stonecunning (Ex)
At 1st level, a dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground. Note that Duruki apply this same bonus to their icecunning.

Improved Darkvision (Ex)
At 2nd level, a dwarf paragon's darkvision range increases by 30 feet.

Save Bonus (Ex)
A 2nd-level dwarf paragon's racial bonus on saves against poison and against spells and spell-like effects increases by 1.

Ability Boost (Ex)
At 3rd level, a dwarf paragon's Constitution score increases by 2 points.


Elfin Paragon
Accomplished with both spell and blade, elves move through the worlds at a pace removed from that of shorter-lived races. As mighty as the elf race can be, it is not often that elves turn to warfare or combat, preferring instead the paths of poetry, dance, song, and lore. With their long life spans and many talents, the elfin excel in numerous areas and classes, but a few exemplify to an even greater degree the complex and powerful nature of their race.

Characteristics
Elf paragons are curious, patient, and, when roused to action, deadly. They are swift and stealthy and have amazingly acute senses, allowing them to react far faster than opponents might expect. Their aptitude in both stealth and weapons makes them excellent at attacking from ambush.

Background
Most elf paragons come into their abilities through a strong love of their people and the work of an influential mentor. Although this mentor may be of any class, it is often the lorekeepers and mages of the elf race who seek to foster the skills of fledgling elf paragons, knowing that one young elf turning to the path of the paragon can benefit the race for nearly a thousand years.

[code]Table: The Elfin Paragon
Lvl BAB F R W Def Special Spells per Day
1st +0 +0 +2 +0 +3 Elfsight, resist enchantments -
2nd +1 +0 +3 +0 +4 Weapon Focus +1 level of arcane caster
3rd +2 +1 +3 +1 +4 Ability boost (Int +2) +1 level of arcane caster[/code]
Elf paragons have the following game statistics.

Abilities
Agility and physical grace are hallmarks of the elf race, and a high Dexterity score helps an elf paragon avoid blows in combat and make more accurate ranged attacks. Dexterity can even (after the selection of the Weapon Finesse feat) aid in melee combat. A high Intelligence score allows an elf paragon to access a broader selection of skills, and a high Wisdom is important for some of the class's most important class skills.

Hit Die d8.

Action Points: Elfin Paragons gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills
Balance (Dex), Craft (Int), Drive (Dex), Hide (Dex), Knowledge (Int), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Speak Language (none), Spellcraft (Int) and Tumble (Dex).

Skill Points at Each Level
4 + Int modifier.

Class Features
All of the following are class features of the elf paragon class.

Weapon and Armor Proficiency
Elf paragons begin play with Simple Weapon Proficiency, Exotic Weapon Proficiency: Energy Sword, Light Armor Proficiency

Spells per Day
At 2nd and 3rd level, an elf paragon gains new spells per day as if she had also gained a level in an arcane casting class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that she adds the level of elf paragon to her level in a chosen arcane casting class, then determines spells per day and caster level accordingly.

If an elf paragon has no levels in an arcane casting class, this class feature has no effect.

Elfsight (Ex)
An elf paragon has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Resist Enchantments (Ex)
An elf paragon's racial bonus on saves against enchantment spells or effects increases by 2.

Weapon Focus (Ex)
At 2nd level, an elf paragon gains Weapon Focus: Energy Sword as a bonus feat.

Ability Boost (Ex)
At 3rd level, an elf paragon's Intelligence score increases by 2 points.



Human Paragon
Human inventors, explorers, and others who push the boundaries of knowledge and experience may become human paragons. They turn adversity into opportunity by finding new ways to apply their skills, discovering new techniques to solve problems, and challenging entropy by constantly seeking out ventures they have not yet mastered. Humans, and the paragons who rise from among them, balance strength with agility and temper intellect with intuition.

Characteristics
Human paragons are inventiveness personified. They are adaptable and capable of using their skills in a broad variety of situations. Perhaps because they are capable in such a wide range of situations, human paragons tend to dislike repetition and crave variety. They seldom pass up a chance to indulge in a new experience, and a new challenge is much more likely to excite them than a lingering goal.

If human paragons have a downfall, it is that they see themselves capable of overcoming any challenge or inventing a solution for any problem. When asked who would be best for a task, a human paragon almost always chooses himself; not out of overconfidence or egotism, but because he has learned through success after success that when backed into a corner, he'll almost always find a way out.

Background
Although there is no single common background for human paragons, many share some common characteristics. They often arise from situations in which they have many opportunities to learn, either from parents, an accepting community, or even a monastery filled with learned monks and priests.

[code]Table: The Human Paragon
Lvl BAB F R W Def Special
1st +1 +2 +2 +2 +2 Adaptive learning, Action Boost
2nd +2 +3 +3 +3 +2 Bonus feat
3rd +3 +3 +3 +3 +3 Ability boost (+2), Heritage[/code]
Human paragons have the following game statistics.

Abilities
Skilled and quick to adapt, human paragons benefit from a high Intelligence. But they are also often at the forefront of humanity's wars, making Strength, Dexterity, and Constitution important for their respective roles in combat.

Hit Die d8.

Action Points: Human Paragons gain a number of action points equal to 8 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills
The human paragon can choose any ten skills as class skills.

Skill Points at Each Level
6 + Int modifier. (Does not include the human's bonus skill point at each level.)

Class Features
All of the following are class features of the human paragon.

Weapon and Armor Proficiency:
Human paragons begin play with Simple Weapon Proficiency and Personal Firearms Proficiency as well as Armor Proficiency (light.)

Action Boost: (Ex)
Human Paragon's receive an addition 3 action points per Paragon Level (already factored in above.)

Adaptive Learning (Ex)
At 1st level, a human paragon can designate any two of his human paragon class skills as an adaptive skill. These skill is treated as a class skill in all respects for all classes that character has levels in, both current and future. For example, if a human paragon chooses Spot as an adaptive skill, he treats Spot as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question.

Heritage (Ex)
Human paragons unlock the potential of their distant ancestors. Choose of the following bonus feats: Divine Heritage, Magical Heritage, Shadow Heritage, or Wild Talent. These feats can be taken regardless of the Human Paragons total levels. This is an exception to the 1st level requirements of these feats.
Special: these feats allow the Paragon to take levels in a Casting or Manifesting class without taking Aesir.

Bonus Feat (Ex)
At 2nd level, a human paragon gains a bonus feat. Due to the varied talents and adaptable nature of humans, this feat can be any feat for which the human paragon is qualified (he is not restricted to a special list of bonus feats). The character must meet the prerequisites for the bonus feat normally.

Ability Boost (Ex)
At 3rd level, a human paragon increases one ability score of his choice by 2 points.
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4 years ago  ::  Sep 10, 2005 - 5:50AM #9
Skrittiblak
Posts: 2,663
Date Joined: 10/13/03
Are these meant to be Advanced Classes available only to members of certain races? Or new base classes?

In any case they seem too powerful for a d20 Modern based setting. Look at the human paragon:

Lvl BAB F R W Def Special
1st +1 +2 +2 +2 +2 Adaptive learning, Action Boost
2nd +2 +3 +3 +3 +2 Bonus feat
3rd +3 +3 +3 +3 +3 Ability boost (+2), Heritage

Compared to the Strong Hero. He has better Fort, better Ref, better Will AND better Defense. He also starts with two class abilities instead of a single talent. He gets 7 skillpoints per level instead of 3 and has the same hit dice.

Not very balanced with the base classes.
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4 years ago  ::  Sep 10, 2005 - 5:58AM #10
Falkus
Posts: 6
Date Joined: 07/08/03

One of my players' greatest complaints about D20 Modern, Urban Arcana, and Future is that any form of Magic is generally not worth having by the time you can use it.


Well, that's extremely untrue. Magic is very powerful in d20 Modern by the time you get it, thanks to the lowered Massive Damage Threshold. Not only that, but when you get up to higher levels, magic lets you essentially walk around in public while carrying several very powerful weapons that you couldn't get away with carrying the technological equivlants.

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