Many many years ago, I put these articles together for running Star Frontiers, and now I want to brush the dust them off and put them back into play. There were 6 parts in total that I had published here. I have taken them all and did a little editing. This article takes the edits that I did for the first 4 that went into the Frontier Explorer Issue 11 magazine (also here as a free pdf), and other parts that I have put together as well since. I want to make some tweaks now after reading and editing, and hopefully, I can start running through and playing with this version. I am sure there are some more edits that will be necessary to clear some things up, and I hope this will be better over time. Thank you for reading…
Star Frontiers Campaign
D&D 5th Edition Rules
There were three role-playing games that I liked back in the ’80s from TSR: Advanced Dungeons & Dragons, Star Frontiers, and Top Secret. I never really got very far when I played Star Frontiers or Top Secret with friends, but I loved reading the few box sets that I owned, and I would read the back story, and the adventures over and over. The rule systems though for AD&D & Star Frontiers were very different and so very far apart, and it was difficult to switch back and forth between the two rule sets. After a time, I resigned myself to play with friends and stuck with AD&D.
So it has now been 30 plus years later since I first bought Star Frontiers. I still own the same tattered rule set and adventures. I can look through my old softcover rules and those images bring back great memories. After 30 years, we are also on the beginning and release of the new 5th edition of D&D. This new edition has a lot of flexibility that enables a Game Master to run any type of genre that he can imagine. The first thing I imagine is a Dralasite punching out a hobgoblin with an uppercut. I think that with the flexibility of the D&D 5th edition rules; a Dralasite can be a tough & loud little bugger, and should not be impossible to flesh out.
After playing the D&D Next play test rules last year and the first part of 2014, I waited patiently for the release of the Player’s Handbook. I bought the PHB at my local gaming store right before GENCON 2014. With solid rules in hand, I began to create my own campaign worlds. I had a lot of old ideas that I wanted to refresh with the new rule set like ninjas, aliens, and laser guns. I looked at my library of older material and Star Frontiers stood out. I then started the process of creating a Star Frontiers World using the D&D rule set. I wrote the first Star Frontiers article on tribality.com when I had the basic DM rules and the D&D 5th edition Player’s Handbook. But then with the recent release of the Dungeon Master’s Guide, a lot of things became easier.
I’ve been able to go through my initial thoughts, and fine-tune and edit some content. I pulled a lot of information from many sources, and have tried to list everyone that I used. I hope that you are able to use some of these ideas for your games.
I started with the first thing that players will want to do and that creates characters. They will need a race, class, and background.
There are 4 core races to choose from in Star Frontiers: Human, Dralasite, Vrusk or Yazirian.
The human will be easy because he’s already in the rules. There is a list of the links at the end of this article to a Star Frontiers Wiki that has all the details on each race that you can use to further describe your character. The abilities for Star Frontiers use a d100 system, so I had to convert racial bonuses into the d20 system of D&D 5th edition. I wrote an article on how I did this if you are interested in the mathematics. I also had to adjust their racial features to work with the new rules.
Dralasites are short, rubbery aliens that have no bones or hard body parts.
Their skin is a flexible membrane that is very tough and scratchy. It generally is dull gray and lined with dark veins that meet at the Dralasite’s two eye spots. The internal structure of a Dralasite is very different from the other races. The Dralasite’s central nerve bundle (brain), numerous small hearts and other internal organs float in a pudding-like mixture of protein and organic fluids. Dralasites breathe by absorbing oxygen directly through their skin, so they have no lungs. They are omnivores but eat by surrounding their food and absorbing it, so they also have no digestive tract or intestines.
All Dralasites go through male, female and neutral stages during their lives (these phases can be controlled with medicines). Males release spores into the air, which drift until they become attached to a female. A young Dralasite then sprouts from its mother, eventually maturing and dropping off.
Dralasite are most often good-natured, philosophical and thoughtful. Their communities are small, and many prefer to live alone. Dralasites do not care about wealth, power or status symbols. They judge themselves by the quality of their ideas and their ability to discuss important ideas wisely. Dralasites often hold large public meetings to discuss new ideas. Discussions and debates are among their favorite ways to relax. Dralasites are widely known for their strange sense of humor. They love old jokes and puns that make Humans groan. Many Human comedians who could not find work in Human cities have become rich performing on Dralasite worlds.
A dralasite has a given name, but they have no family name. Gender is likewise not a factor in naming, as dralasites change gender with age.
Names: Alboor, Amnoor, Apnarru, Barganoo, Bliboo, Boolpoor, Brodnar, Broonah, Calood,
Camoo, Doorrem, Dorguu, Farmood, Floomu, Frobban, Gallood, Ganoo, Glommu, Gorban, Gramu, Hanoo, Klobo, Kloomud, Lamnod, Loobor, Mamnood, Mriboor, Neemu, Nomel, Palbor, Palgoom, Porruu, Ruloom, Thalloo.
Your Dralasite character has a strange assortment of inborn abilities from alien physiology that sets you apart from many other races.
Ability Score Modifiers. Your Strength and Constitution increase by 2.
Age. Dralasite is fully mature within 1 year after budding and usually, live up to 250 years.
Alignment. Most Dralasite tend toward lawful good.
Size. Dralasite average between 4 and 5 feet tall, and weigh about 140 pounds. Your size is Medium.
Speed. Your base walking speed is 20 feet. Your speed can increase with additional “legs”
Blindsight. You gain blindsight for 30 feet from your enhanced sense of smell.
Lie Detection. All Dralasite have a natural chance to realize when someone is lying to them due to their keen olfactory senses through their skin. You have proficiency in the Insight skill.
Elasticity. A Dralasite’s skin is stretchable and supported by a complex muscle structure. This allows you to change the shape of your body, within limits. You can stretch and flatten your body at will. You can squeeze through a space as though you were Tiny. You also have a natural damage resistance to piercing and slashing damage due to your physiology.
Additional Limbs. A Dralasite can “grow” arms and legs to use for walking and handling tools and weapons, and re-absorb limbs when they are not needed. You can have a total number of limbs equal to your Dexterity Ability score divided by 2. A Dralasite needs at a minimum of 2 legs to be able to walk at base speed. A Dralasite with 3 legs has a walking speed of 25 feet, and 4 legs or more has a walking speed of 30 feet.
You must decide whether a limb is an arm or a leg when it is grown. Growth or Adsorption of a limb takes your action and requires concentration until the start of your next turn. A limb can be up to 3 feet long, and no less than 4 inches thick. “Fingers” for handling items can be 4 inches long and no less than ½ inch thick.
Many Hands. If you have three or more arms, you gain one additional melee attack as a Bonus Action during your turn when using an Attack action. Also, you can perform a Use Object Action as a Bonus action.
Grappler. Because of your elastic nature, you have advantage on attack rolls against any creature that you have grappled.
Toughness. Your hit point maximum increases by 1 and increases by 1 every time you gain a level.
Lethargic. Dralasite are typically sluggish. You let others move first, have a -5 penalty to your initiative.
Languages. You can speak, read and write in Pan-Galactic, and Dralasite.
A Vrusk looks like a large insect. Eight legs grow from their abdomen, four on each side. Their torso is upright in front of the abdomen. The torso is humanoid, with two arms connected at the shoulders.
Vrusk are hard-working and practical. Their society is organized around independent corporations. To a Vrusk, the company he works for is his family and his nation. The company determines everything about the Vrusk’s life; who he lives with, what his job is, where he travels, etc. Vrusk give their company name before their personal name.
Vrusk have two types of corporations: conglomerates and trade houses. Conglomerates have business interests in many areas. A single conglomerate might have divisions that build computers, operate farms, train lawyers and set up colonies. A Vrusk that works for a conglomerate usually works for only one division, and might not even know what other divisions the company owns. Trade houses, which are more common in the Frontier, specialize in one type of business. Because all Vrusk working for a trade house do the same work, trade houses usually work together. For example, a trade house that builds farming equipment would hire accountants from an accounting house to keep their financial records. Business between companies is regulated by laws that are so complex no one besides Vrusk have ever fully understood them. Vrusk also love beauty, harmony, and order. The goal of most Vrusk is to become wealthy, collect art, and live in peace. Their love for beauty makes them unwilling to get into fights that do not involve their company. However, Vrusk that are defending their company will do anything to remove the threat permanently. Vrusk adventurers, however, do not belong to a company. Some are independent businessmen, some are company employees who were fired and some are just too rebellious to put up with company rules. A few start their own companies and eventually become leaders in their communities.
Vrusk speak by combining clicks produced by their mandibles and buzzes produced by a plate in their mouths. A Vrusk name typically contains short clicking sounds and hisses. When first met, Vrusk typically give their company name, then their clan/family name, and then their personal name. Some Vrusk choose only a single name and are usually monastic, scholarly or other aesthetes, though some artists or entertainers occasionally embrace such a name.
Vrusk Trade House Names: Adq’Bizz (AB), Clic’Aqat (CA), Gst’Gar’St (GGS), Ral’Ik’Ka (RIK), Sik’Triksta (ST), Ssi’Aq’Krr (SAK), Vist’Lat (VL), Yrrti’K (YK)
Clan and Family Names: Chi’kat, Chint’k,Ch’ting, Ch’ttas, Gleckt, Mallox, Qil, Qitl, Stizix, Triksta,Tuz’kitz, Tvis, Vakeem, Vatl, Vax, V’heras, Vraz,Zekaklox.
Male Names: Cer’stas, Che’ras, Ch’lax,Glikitz, Gor’ze, Itekitz, Kax, Kettas, Ki’teh, Ki’tik, Klikitz, K’raz, No’zanz, S’ich, Stikl’z, Ting, Tuzex, Tvil’z, Vik’ka, Vikitz, Vis’hax, V’keem, V’traz, Z’kat, Zlik’ka.
Female Names: Cher’zix, Chet, Clixitz, Ixxitz, Klar’st, K’tisz, M’lat, Mrilat, No’zan, S’kix, Skixitz,
Stiz’k, Tikeem, T’rez, Vareezixi, Vasikix, Va’traz, Vexitz, Vikik’y’le, Vri’kat, V’tik, Zixi.
Your Vrusk character has various inborn abilities, all according to the Vrusk nature.
Ability Score Modifiers. Your Dexterity score increases by 2, and your Charisma score increases by 2.
Age. Vrusk mature similarly to humans, and have a life expectancy of 175 years
Alignment. Vrusk tend toward lawful due to their societal structure and tend to be neutral vice good or evil, by making moral choices subordinate to the betterment of their society.
Size. Vrusk are 5 feet tall, and 5 feet long, and average between 185 to 200 pounds. Your size is Medium.
Speed. Vrusk are very quick, and your base walking speed is 40 feet.
Natural Armor: A Vrusk’s hard carapace provides natural protection. You have an Armor Class of 13 plus dexterity modifier when not wearing armor. A shield can be carried if you are proficient and increases armor class further. If there are multiple features available to determine your AC, you choose which one to use.
Alert. Vrusk are naturally quick to react. You can react very quickly, and gain a +5 bonus to initiative.
Ambidexterity. All Vrusk are ambidextrous and gain an ability to use melee weapons in both hands. Any melee weapon that does not have the two-handed property, can be used by you in either hand and should be treated as light.
Comprehension. Because Vrusk have such a complicated society, they are able to understand all sorts of social dealings. You gain advantage on Wisdom (Insight) and Charisma (Deception) checks.
Educated. The Vrusk education system is second to none, you gain an additional skill proficiency of your choice.
Poor Swimmers. A Vrusk is a poor swimmer, and you will have disadvantage on Strength (Athletic) checks for swimming.
Languages. You can speak, read and write in Pan-Galactic, and Vrusk.
Yazirians are tall, thin humanoids. They have long arms and legs and slender torsos. Two large flaps of skin called a patagium grow on either side of their bodies, attached along their arms, torso, and legs. When a Yazirian raises its arms, this membrane is stretched tight and forms a sort of wing. Under certain conditions (explained under Gliding, below), Yazirians can glide short distances using these wings.
Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yellow. Their skin color ranges from gray to light-tan. Because their bodies do not sweat, Yazirians pant to keep cool. They are omnivores.
Yazirians have four joints (one more than Humans) on their fingers and toes. The inside toe is opposed like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them an excellent grip.
Yazirian communities are divided into large, loosely organized clans. All the members of a clan are related to each other. In the past, clan ties were very strong. The clans had traditional enemies and allies, and they struggled constantly for power and land. Since the Yazirians moved into space, they have learned to cooperate more and the clans have become less important. Despite this, Yazirians still have a reputation throughout the Frontier as proud, fierce fighters.
A custom Yazirians have kept intact is the selection of a life-enemy. When a Yazirian chooses a life-enemy, he dedicates his life to destroying, overcoming or outdoing that enemy as completely as possible. In the past, a Yazirian would choose an enemy clan or clan member as his life-enemy, but now the choice is much wider. A Yazirian scientist could name an incurable disease as his life-enemy, or a Yazirian trader could choose a competing company. The scientist would try to find a cure for the disease; the trader would try to build up his own company so it is more powerful than his enemy’s, or even try to drive the other company out of business.
A Yazirian gains honor by striving to defeat his enemy. Yazirians with powerful life-enemies are respected and admired. A Yazirian that defeats its enemy does not need to choose another, but some Yazirians do. There is no set point in a Yazirian’s life when he must choose a life-enemy, and some Yazirians never choose one. A Yazirian that dies without having chosen a life-enemy is considered unlucky. Typical Yazirian clothing is a large, brightly colored cape and tunic, a waist belt, and two belts crossed over the chest. Dark goggles are worn in the daytime. Yazirians do not like shoes, but when necessary they wear mitten-like shoes.
Yazirian speech is filled with animalistic snarls, hoots, growls, and cries. There are numerous Yazirin languages and dialects, which allows for a large variety in Yazirian names. Heritage and honor are of great importance in almost all Yazirian cultures, and this often is reflected in their naming conventions. Most Yazirian names are one to three syllables in length, and consist of a single given name, an honorific or title, and a familial surname. Titles and honorifics are typically a single syllable used as a prefix to the surname, or occasionally after the surname.
Male Names: Aalem, Aradie, Arzalem, Bratchu, Brum, Chaarg, Flinaar, Haardem, Hachi,
Hrasem, Ladem, Naarzel, Nou, Pratchu, Reepo, Rhadeep, Rhates, Snaarg, So, Targ, Tay, Tche, Uradze, Yakim
Female Names: Apane, Brani, Chinou, Chitel, Dai, Grandee, Hradze, Kradi, Latche, Mo,
Naklee, Parem, Pradze, Praleem, Rheelou, Rhin, Rinou, Uradi, Yazee.
Example Clan Names: Batzche, Beessou, Bradze, Chaarg, Garalie, Gratchu, Hrandee, Hrateel, Kragg, Latcha, Meessou, Parj, Prandee, Prinou, Theelg, Yatzche.
Your Yazirian character has several traits that are common with all other Yazirians.
Ability Score Modifiers. Your Dexterity score increases by 3, and your Wisdom and Intelligence scores increase by 1. Your Strength decreases by 1.
Age. Yazirians mature a little faster than humans, reaching adulthood around age 14. They age similarly though and can live up to 100 years.
Alignment. Yazirians tend toward chaos with their battle rage and lean toward good.
Size. Yazirian are taller than humans and are typically 6 ½ to 7 feet tall, but average around 100 pounds. Your size is medium.
Speed. Base walking speed is 30 feet. (Special gliding)
Natural Predator. You gain proficiency in the Stealth skill.
Darkvision. You can see in dim light within 120 feet of you as if it were a bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Light Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. This sensitivity can be negated by wearing dark goggles.
Battle Rage. Yazirians train themselves to go berserk in battle. A berserk Yazirian will gain advantage on attack rolls during combat. You become berserk when you score a critical melee hit. Berserk can be maintained with concentration between encounters but ends after you take a short or long rest, or if you increase in hit points. You can regain the use of Battle Rage during combat after a long rest. Berserk causes you to suffer one level of exhaustion. A short rest will remove one level of exhaustion that you gained from going berserk.
Gliding. Yazirians can glide short distances using the membranes along their sides. A Yazirian can glide 5 feet for every 5 feet he is above the ground when he starts. He must start at least 30 feet above the ground in order to glide. Falls from greater than 30 feet do not cause damage if conscious and you are able to glide. You would travel 30 feet per round if gliding during combat.
Life Enemy. Yazirians by custom choose a life enemy. You dedicate your life to destroying, overcoming or outdoing that enemy as completely as possible. You can choose an enemy clan, or clan member, or a competing company, or incurable disease. You gain advantage on Intelligence checks to recall information about them. When interacting or dealing with a life-enemy, a roll of 1 on an attack roll, ability check or saving throw can be rerolled and you must use the new roll’s value. You can add, change, or modify your life enemy when you reach 9th and 18th level.
Languages. You can speak, read and write in Pan-Galactic and Yazirian.
Ability Score Summary
Height and Weight
Random Height and Weight table:
|Human||4’8″||+2d10||110 lb.||× (2d4) lb.|
|Dralasite||4′||+2d6||100 lb.||× (1d8) lb.|
|Vrusk*||4’6”||+2d6||170 lb.||× (1d4) lb.|
|Yazirian||6’6”||+1d4||95 lb.||× (1d4) lb.|
You can use this table to determine the height and weight of your character. Vrusk are proportional in their Height and Length, so their Height is the same as their Length.
For example, a Dralasite named Mike has a height of 4 feet plus 2d6 inches. The player rolls 2d6 and gets a total of 10, so Mike stands 4 feet 10 inches tall. Then the player uses that same roll of 10 and multiplies it by 1d6 pounds. The 1d8 roll is a 5, so Mike weighs an extra 50 pounds (10 x 5) on top of the base 100 pounds, for a total of 150 pounds.
Class & Backgrounds
With a race picked out, then the player will need to choose a class, and then a specialty. There is a single class that all the characters would fall into if they started on the Star Frontiers World side, and that is Space Traveler.
Originally there are three main PSAs (Primary Skill Area) that help define a Star Frontiers characters: Military, Technical, or BioSocial, and those were broken down into specialties. But I’ll make it simple with just those three categories. I will start with a class, and then use the three PSAs that can be chosen by the player to further define their characters.
Space Traveler Class
As a Space Traveler, you gain the following class features:
Hit Dice: 1d10 per astronaut level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per level after 1st
Armor: All advanced defense technology.
Weapons: Needler Pistol, Laser Pistol
Tools: Choose two tool proficiencies from Computer Programming, Advanced Emergency Medical Treatment, Advanced Mechanical Repair, Vehicles (spaceships/ground & flying vehicles)
Saving Throws: As dictated from your chosen Primary Skill Area –
Military PSA Strength & Constitution;
Technical PSA Intelligence and Dexterity; or
Biosocial PSA Wisdom & Charisma.
Skill: You have a choice of two skills from your PSA skill set, see Primary Skill Area Expertise class feature.
You start with the following equipment, in addition to the equipment granted by your background: Standard Equipment Pack, and Laser Pistol
The Space Traveler
|Level||Proficiency Bonus||Class Features|
|1||+2||Primary Skill Area Expertise|
|2||+2||Space Traveler Aspect (1)|
|3||+2||PSA speciality feature|
|4||+2||Ability Score Improvement|
|5||+3||PSA speciality feature|
|6||+3||Space Traveler Aspect (2)|
|8||+3||Ability Score Improvement|
|9||+4||Space Traveler Aspect (3)|
|10||+4||PSA speciality feature|
|11||+4||Space Traveler Aspect (4)|
|12||+4||Ability Score Improvement|
|13||+4||Space Traveler Aspect (5)|
|14||+5||Ability Score Improvement|
|15||+5||Cross Training, Reliable Talent|
|16||+5||Ability Score Improvement|
|17||+6||Space Traveler Aspect (6)|
|18||+6||PSA speciality feature|
|19||+6||Ability Score Improvement|
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Primary Skill Area Expertise
At 1st level, you would choose one of the three Primary Skill Areas for your class; Military, Technical, or Biosocial. You gain skill proficiency in 2 skills listed for your PSA.
You can choose one of the skills that are listed for your chosen PSA and your proficiency bonus is doubled for any ability check you make that uses a skill that you are trained. The skill may have been gained from background or race but must be part of your PSA skill set.
Military PSA skill set: Acrobatics, Athletics, Intimidation, Survival, Stealth
Technical PSA skill set: Arcana*, History, Investigation, Perception, Sleight of Hand
Biosocial PSA skill set: Deception, Insight, Medicine, Nature, Persuasion
*Arcana is used to understand alien, or unknown technology
PSA specialty feature
At 3rd, 10th, and 18th level you receive a PSA specialty Feature. Choose another skill and gain proficiency in a skill for your chosen PSA.
If you have proficiency in all the skills for your PSA, you can choose one skill in your PSA skill set, and your proficiency bonus is doubled for any ability check you make.
At 7th and 15th level, you receive cross training in other skills sets. Choose a skill in a different PSA, and gain proficiency in that skill.
At 15th level, you gain the reliable talent ability so that whenever you make an ability check that lets you add your proficiency bonus, you can treat a roll of a d20 of a 9 or lower as a 10.
Space Traveler Aspects
You have several aspects to choose from and are not limited by your PSA. The number in parenthesis listed on the Space Traveler level progression table shows how many Aspects a player should have. At 2nd, 6th, 9th, 11th, 13th, 17th level choose one of the aspects of your choice, which are detailed below:
Martial Artist: You can choose to use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and melee weapons.
Your unarmed strikes gain a 1d6 in damage and on a critical hit, you will stun an enemy that is your size or smaller. The stun lasts until the start of your next turn. Creatures reduced to 0 Hp are unconscious and stable.
This aspect can be repeated to increase the number of damage dice used by one.
If this aspect is chosen 3 or more times, then a critical hit opponent of one size larger than you and smaller will be pushed 10 feet and become prone, and a bonus action can be made to make an unarmed strike.
Melee Weapon Specialist: You’ve taken specialized training with close combat weapon fighting. You gain proficiency in simple melee weapons and one marital melee weapon of your choice. You also gain proficiency in all Advanced Melee Weapons. You can as your reaction, parry an attack and add 4 to your Armor class. It must be from an enemy that you can see when they use a melee weapon attack against you.
Archaic Ranged Weapon Specialist: You have proficiency in simple ranged weapons, and one martial ranged weapon of your choice. You can use a bonus action to dash, hide or disengage.
Advanced Weapons Specialist: You have specialized training in advanced weaponry. You gain proficiency in your choice of Advanced Beam Weapons, Advanced Projectile Weapons, or Advanced Gyrojet Weapons. This aspect can be repeated more than once to gain an additional advanced weapon proficiency.
Explosive Ordnance Disposal Technician: You gained training in setting charges, and defusing charges. Only characters with this Aspect are able to set or defuse charges properly. Defusing your own set charges is done automatically as a Bonus Action. Defusing charges set by others are done with a Wisdom (Survival) Skill check against the charges’ Difficulty Class (DC). The DC is determined by the Dungeon Master, or the player setting the charges.
When you set charges, the charges get a DC to diffuse that is equal to 8 + your Wisdom Modifier + your proficiency bonus.
Computer Operation Mastery: You have the ability to operate computers in order to write programs, interfacing two computers, find & display information, and repair damaged computers. When you make an intelligence check to perform these actions you gain advantage to your roll. Once the player is successful, he can operate that computer anytime, unless it is modified. If unsuccessful, a short rest must be performed before attempting to operate the computer again.
Computer Security Specialist: You have the ability to operate computers in order to defeat security, bypassing security, and manipulate programs. This requires an Intelligence check. When you make an intelligence check to perform these actions, you gain advantage to your roll. If you fail to succeed on your roll the computer may malfunction. To determine the result of a failure, calculate the difference between the Difficulty Class and the roll, and choose one of the following results: 1-2 no malfunction, 3-5 security notified, 6-7 alarms set off, 8-9 systems haywire, 10+ shutdown. You must perform a short rest before attempting again after a failure.
Computer Level & Typical Functions
- Level 1 Analysis / Language DC 10
- Level 2 Bureaucracy / Maintenance / Robot Management DC 12
- Level 3 Commerce / Communication DC 14
- Level 4 Communication / Information Storage DC 18
- Level 5 Information Storage / Transportation DC 20
- Level 6 Law Enforcement/Life support DC 24
Robotics Technician: You have gain specialized training with robots, and have the ability to operate robots in order to identify, add equipment, repair, activate/deactivate, and listing functions.
A robotics technician is always successful in activating a robot, and can always deactivate a robot of any level if it is not attacking him. If it is attacking, he will need to make a skill check.
When you make an intelligence check to perform these actions you gain advantage to your roll. If you are unsuccessful, you can try again in 1 hour. There are six levels of robots with each having a set difficulty class:
Robot Level & Identify function
- Level 1 Maintenance Robots DC 10
- Level 2 Heavy Duty Robots DC 12
- Level 3 Combat Robots DC 14
- Level 4 Cybernetic Robots DC 18
- Level 5 Warbots DC 20
- Level 6 Robot Brains DC 24
Robot Wizard: You have proven specialization in removing a security lock and altering a robot’s function or mission after receiving the Robotics Technician Aspect. You must first make a successful check to remove the security lock before changing the robot’s function or mission. Once the security lock is removed, it can not be used again.
When you make an intelligence check to perform these actions you gain advantage to your roll. If you fail to succeed on your roll for removing a security lock or alter a robot’s function or mission, the robot may malfunction. Determine the difference between the DC and the roll and choose one of the following results:
- 1-4 no malfunction
- 5-6 program destroyed – one of the robots functions is destroyed
- 7-8 short circuit: robot functions but erratically
- 9 haywire: the robot is out of control and may attack, spin in circles or tell a joke
- 10+ explosion: the robot’s parabattery explodes, causing 1d6 x robot level points of bludgeon damage in a 5-foot radius
You must perform a short rest before attempting again after a failure.
Technical Expertise: You have been trained in the operation of machinery and advanced machinery repair. Operating machinery that you are not familiar with requires an Intelligence check. When you make an intelligence check to perform these actions, you gain advantage to your roll.
You gain tool proficiency with a Techkit, and you can use the kit to make repairs to broken machinery.
As an example: The Dungeon Master can use the following table to determine what has happened to a vehicle that has a mechanical breakdown. He would roll a d20 and compare the result on the following table:
|1||blown engine, unrepairable||Cannot be repaired in the field. It must be done in a shop. Requires 4 successful skill checks & each check requires one day to perform; up to a maximum of 2 weeks.|
|2-3||major engine failure||2 successful skill checks & each check takes 4 hours to perform (max 2 days)|
|4-6||broken drive shaft or transmission||2 successful skill checks. 1 hour each roll (max 2 days)|
|7-10||broken axle or hover fan||2 successful skill checks, 30 minutes each roll (max 1 day)|
|11-14||Minor engine failure||1 successful skill check, 10 minutes each roll (max 6 hours)|
|15-18||Minor drive train failure||1 successful skill check, 10 minutes each roll (max 2 hours)|
|19-20||broken suspension||1 successful skill check, 10 minutes each roll (max 1 hour)|
Advanced Alarm Skills: You are trained in specialized skills involving detection of alarms, deactivating alarms, and opening locks. You gain tool proficiency in a Techkit.
Opening Locks & Deactivating Alarms
You can try to open locks without the necessary “key” using an Intelligence (techkit) or Dexterity (techkit) skill check. The security device level will determine the difficulty to be successful.
Lock Level and Function
- Level 1 Simple Mechanical & Electrical DC 10
- Level 2 Motion & Pressure Sensitive DC 12
- Level 3 Infra-red Beams & Sound Sensitive DC 14
- Level 4 Video DC 18
- Level 5 Heat Sensitive DC 20
- Level 6 Personalized Recognition Devices DC 24
Environmentalist: You have training in astronomy, biology, botany, chemistry, ecology, and geology. You can gain advantage when you skills checks in Stealth, Nature or Survival skills, and then when you attempt to analyze samples, naming, analyze ecosystem, find direction, survival, make archaic simple tools/weapons, tracking, stealth, concealment.
Medic: You are able to diagnose ailments, heal wounds, control infections, neutralize poisons, cure diseases, wake up unconscious individuals, and prevent tissue deterioration. You gain advantage on Medicine skill checks.
When you attempt to heal a person, they gain a bonus of 1d6 Hit Points hit points during a short rest for each Hit Die they use to heal. If they have no Hit Die remaining at the start of the short rest, then they can be healed up to 1d6 hit points. You must use a dose of Biocort to perform.
If you have an unconscious player, you can attempt to revive them to 4 hp by administering a dose of Stimdose.
If a player has been killed, the medic has two options: attempt to activate a freeze field or to administer Staydose.
- A freeze field if activated within two minutes after death can put a dead character into stasis. The Medic may attempt to activate with a Medicine skill check against a DC of 18. After two non-consecutive failed checks, the dead player can not be saved. (A dose of Staydose can be administered after the first failed check) After the freeze field has been activated, it will last for 2 weeks until the dead character can be revived at a hospital for emergency care, or some other means that can revive the dead.
- Staydose application lasts for 24 hours, after which they must be revived at a hospital for emergency care, or some other means that can revive the dead.
Battle Field Medic: With advanced training after receiving the Medic Aspect, you are able to perform advanced first aid techniques and minor surgery during a character’s short rest. You can focus on one creature during its short rest, and the creature will receive half of their Hit points in healing. This can be in conjunction with the Medic Aspect. You must use one dose of Biocort and Anesthetic to perform. A Battle Field Medic operates a freeze field more effectively and has a reduced difficulty class of 12 to perform.
Field Surgeon: With further training after receiving the Battle Field Medic Aspect, you are able to perform major surgery during a character’s short rest. You can make a medicine skill check against a DC 12, and on a success, you are able to focus on one character per short rest, and the player will receive all hit points, and half of their hit die as if they took a long rest. On a failure, they receive half of their hit points, and no hit die. You must use one dose of Anesthetic. A Field Surgeon automatically succeeds when using a freeze field.
Interrogator: A dose of Telol can be administered by you after receiving the Medic aspect. You make a d20 roll, and on a roll of 1, or 2, the Telol doesn’t work. If you are successful, then the injected creature will answer up to five simple questions, using simple answers. After injection, the creature will pass out for 1d10 hours whether the drug works or not.
Psycho-Sociologist: You gain training in empathy, persuasion, communication, and psycho-pathology. This allows you to gain advantage on skill checks involving Deception, Insight, and Persuasion.
If you are attempting to speak with a creature whose language you do not speak, then on a successful Insight skill DC 13 check you are able to communicate very simple two-word messages. On a failed skill check, the creature may become hostile.
Using advanced psycho-pathological techniques, you are able to reassure a character. This is typical under stressful situations and problems such as fear, isolation, unusual air and food chemistry that affects their mental condition, you can perform a Persuasion or Insight check and on a DC 12 the player will forget their traumatic experiences, and become more confident. They gain a d6 bonus on three of their d20 rolls within the next hour. You can not attempt this again until you perform a short rest.
Hypnotist: You are trained in hypnosis techniques, after receiving the Psycho-Socialist Aspect, and gain additional insight into a creature’s mind. If you are able to speak to a subject in a common language without a translator, then you can attempt to hypnotize them.
If you are attempting to Hypnotize a friendly creature, it will take 10 minutes and the creature will gain advantage on their next two attempts on a specified skill check, or an attack as you have instructed in the hypnosis session. The effect lasts 1 hour, and can not be used on the same character until they take a long rest.
At 20th level, you achieve the pinnacle of your class.
If you have chosen the Military PSA then you are the embodiment of the space warrior and have physically trained relentlessly, and undergone special physical procedures. Your Strength and Constitution scores increase by 4. You maximum for those scores is now 24.
For someone with the Technical PSA then you have undergone extensive cognitive & reactionary upgrades. Your Dexterity and Intelligence scores increase by 4. Your maximum for those scores is now 24.
If instead, your character went down the path of the Biosocial PSA then the world of science and the mind have been opened to you like no other person. Your Charisma and Wisdom scores increase by 4. Your maximum for those scores is now 24.
You will need rules for multi-class if you are mixing in starting with D&D 5th edition classes and moving off world into the Star Frontiers campaign. And this could work both ways if you want to train your character in magic or sword fighting, and so treat this as a non-magic using class for multi-classing level purposes for spells.
You aren’t from around here. You may have ended up on this planet from a spaceship crash, or marooned here since childhood. You bring with you advanced knowledge and a strange language. You have basic knowledge of the planet and may have a mission to perform. You have a mesmerizing presence with animals and are able to explain away your oddities.
Skill Proficiency: Animal Handling, Performance
Tool Proficiency: chronic
Equipment: a set of traveler’s clothes, chronocom, belt pouch containing two small gold bars (worth 15 GP)
Feature: You have a tiny robot companion to keep you company and monitor your vital statistics. It speaks to you through radio communication directly to your brain. It has the ability to move at a speed of 10 ft and can hide by wrapping itself around a limb.
- I am very aggressive and feel that I am the dominant species.
- I am an emotional wreck and just want to go home.
- I show no fear and can stare down a monster without flinching.
- I am impatient, and often do things myself.
- I enjoy exploring and often wander into dangerous situations.
- Nothing can shake my optimistic attitude.
- I am very passive and not quick to anger.
- I don’t say much, but often over-complicate a conversation.
- Noble: I am trying to make the galaxy a better place with new knowledge. (Good)
- Order: The laws of my race must be preserved and upheld even here. (Lawful)
- Change: Everything on this world must be changed. (Chaos)
- Secrets: I don’t share my advanced knowledge with anyone. (Unaligned)
- Ruler: I plan to take control of this planet any way possible. (Evil)
- Aspiration. I seek to prove myself worthy of my race. (Any)
- I will find my way home one day, as I have promised.
- There is another offworlder here, and he plans to bring his race to conquer this planet, I must stop him.
- I have stolen a world-destroying invention plans, and they are searching for me. I am hiding on this planet.
- I need to find my relative that was lost on this planet. They may still be alive.
- I have a small child that is waiting for my return. I made a promise that I have to keep.
- I’ve have seen a plot to conquer the universe, they don’t want me talking.
- I believe do the same thing can get different results.
- I have severe gambling problems and have lost lots of money gambling.
- I will betray my closest friends for success.
- I don’t do work and expect people to serve me. If they don’t I try and trick them into helping.
- I am inflexible in my thinking.
- I think the world is out to get me and expect the worst of every situation.
All the costs of the equipment listed below are in credits. Use the list of weapons in the Player’s Handbook for the statistics and costs for Archaic weapons.
Usually, you are issued weapons from your employer to accomplish missions, so you don’t need to scrutinize the cost. Unless there is an accident and you need to pay back the cost to an employer because you broke his stuff.
Advanced Technology Weapons
I started with making the lasers do fire damage, sonic weapons cause thunder, needler’s are definitely piercing, and grenades and rockets create bludgeoning and piercing damage. With the release of the Dungeon Master’s Guide, I made some revisions to damage types and amounts.
The needler weapon ammunition can be changed out to different types (sleep and regular), so that is why they are listed twice. It would take an action to change out. The use of any of the advanced technology weapon without proficiency by an off-worlder or Space Traveller would be used without a proficiency bonus.
But the technology that a player is not familiar because it is alien technology would require a series of Intelligence checks to interpret:
Two successful intelligence checks are required to understand these weapons, and four failed checks cause the weapon to break. A roll plus intelligence modifier of 9 or lower results in a failure and disadvantage on the next check. A result of 10 to 14 is a failure. 15 to 19 is a successful intelligence check, and a result of 20 or higher is a success and advantage on the next check.
Advanced Beam Weapons
|Electrostunner||4d8 lightning||500||1||30/45||light, stun|
|Laser Pistol||3d6 radiant||600||1||60/300||light, laser|
|Laser Rifle||3d8 radiant||800||2||300/600||laser|
|Sonic Disruptor||3d8 thunder||700||2||60/120||sonic|
|Sonic Stunner||1d4 thunder||500||1/2||60/90||sonic, stun|
|Heavy Laser||3d10 radiant||6000||5||800/3000||heavy, laser|
|Sonic Devastator||5d8 thunder||5000||5||150/300||heavy, sonic|
Advanced Projectile Weapons
|Needler Pistol, sleep||1d10 piercing||200||2||60/120||sleep|
|Needler Rifle, sleep||1d10 piercing||400||3||120/225||sleep|
|Needler Pistol||2d10 piercing||200||2||60/120|
|Needler Rifle||2d10 piercing||400||3||120/225|
|Gyrojet Pistol||2d10 bludgeoning||200||5||150/300|
|Gyrojet Rifle||3d10 bludgeoning||300||10||225/450||heavy|
|Grenade Rifle||3d6 bludgeoning||700||10||150/300||heavy|
|Grenade Mortar||3d6 bludgeoning||2000||20||1500/3000||heavy,loading|
|Rocket Launcher||10d6 bludgeoning||5000||10||600/1500||heavy,loading|
Advanced Melee Weapons
|Electric Sword||1d10 lightning||150||2||melee||finesse|
|Shock Gloves||1d10 lightning||50||1/4||melee||light, finesse, stun|
|Sonic Sword||1d8 radiant + 1d8 thunder||300||1||melee||finesse|
|Vibroknife||2d6 slashing||25||1||melee||light, finesse|
Stun causes a target that is hit to be in a stunned condition until the end of it’s next turn
Laser weapons cause light to be cast from the weapon that can be seen up to 1 mile
Sonic weapons cause thunder damage and a creature hit makes a DC 12 Constitution saving throw. On a success, a creature hit takes half damage and is not pushed. On a failed Constitution saving throw they are moved 10 feet, and take full damage. The weapon makes a thunderous boom that can be heard out to 300 feet.
Sleep property causes a chemical induced sleep on all known creatures. On a failed Constitution save versus DC 20, the target is rendered asleep. Sleep continues for up to 1d4 hours or is given a Stimdose injection.
Grenade weapons have a blast sphere of 5 feet from the target. Each creature within the blast sphere must make a DC 12 Dexterity saving throw, taking the weapon damage on a failed save, or half as much damage on a successful one.
Rocket weapons are similar to grenade weapons but have a blast sphere of 15 feet. Each creature within the blast sphere must make a DC 12 Dexterity saving throw, taking the weapon damage on a failed save, or half as much damage on a successful one.
Advanced Technology Defenses
Only one suit and one screen can be worn at the same time. I made power screens so that they are an additional defensive barrier. Archaic armor can also be worn with screens, but then a Defense suit can not be worn.
I didn’t want to over power (OP) the Power Screens so I limited their use. Power Screens use a reaction to turn on and will stay on for 10 minutes after switching on, can’t be turned off during that 10 minutes. They can be recharged with a solar recharger that comes in their carrying case but takes 1 hour to fully charge.
|Albedo Screen||2000||1/4||screen, damage reduction radiant & thunder damage|
|Gauss Screen||1000||1/4||screen, damage immunity thunder damage|
|Halo Screen||1000||1/4||screen, invisibility|
|Inertia Screen||2000||1/4||screen, damage resist piercing, bludgeoning, slashing damage|
|Sonic Screen||2000||1/4||screen, damage resist thunder damage|
The Defense suits behave just like Archaic Armor, except extremely light and durable.
The Civilian Skeinsuit appears to look like civilian attire.
The Military Skeinsuit has a changing camouflage design that mimics the surroundings and increases Stealth+6. The changing camouflage can be turned off and set to a basic color of white, black, tan or green.
The Flak armor is lightweight polymer armor that has interlocking plates over your clothes.
|Albedo Suit||500||13+Dex||damage resist thunder damage|
|Military Skeinsuit||300||14+Dex||damage resist piercing, and slashing damage|
|Civilian Skeinsuit||500||12+Dex||damage resist piercing, and slashing damage|
|Flak Armor||750||16+Dex||damage resist bludgeoning damage|
Standard Equipment Pack: ID Card, Chronograph/Communicator, Coveralls, Doze Grenade, First Aid Pak, Pocket Tool, Survival rations
Chronocom: Chronograph and solar system communication with another Chronocom or other communication system. Battery life is 10 years.
Coveralls: highly durable, waterproof suit designed to keep the wearer warm in cool weather and cool in hot weather. The suit has large pockets on the hips, legs, and chest, as well as several smaller pockets on the sleeves.
Doze Grenades: small, lightweight non-lethal throwing devices designed to disperse a fast-acting knockout gas (Doze Gas) which is effective against all known biological race. Sleep property
First Aid Pak
Spray Bandage (Plastiflesh): 1 can of spray which closes up wounds and heals burns
Antiseptic Spray: 1 can of spray to clean and disinfect a skin area
Spray Hypodermic (Spray Hypo): syringe used to give shots without a needle
Stimdose: 1 dose to revive unconscious individuals. Stimdose will wake up an unconscious or stunned character, or to restore 10 hit points to a character that was poisoned or contracted a disease.
Staydose: 1 dose to sustain a dying person for 20 hours. Staydose is a last-ditch-use drug used to place a dying person into a state of near-suspended animation for 24 hours, hopefully long enough to give the person proper medical attention.
ID Card: An Identification Card is a state-or corporate-issued card, used to confirm the identity of an individual, wherever they may go. They are universally accepted on all Worlds.
Pocket Tool: all Pocket Tools include these features:
A penknife blade, A universal screwdriver, small adjustable wrench, vice pliers, hole puncher, electromagnet, small flashlight (75-foot range)
Survival rations is a supply of 300 large pills. Each pill will satisfy the daily food requirements for a total of 300 days.
The Frontier Sector
So now you should have some mission idea in mind, and how to bring your D&D campaign into a Star Frontiers setting, or vice versa. If you don’t know yet, maybe the party ends up finding a strange marooned space ship out in the middle of nowhere, that might be the start of a great adventure. Especially if the bad guys show up, and start trouble. Or maybe, they get inside the ship and it takes off and transports them to another world in the Frontier Sector.
Whatever your plans are let’s first look at that setting of the Frontier Sector, and then look at the bad guys.
Some information I collected on the Frontier Sector: The basic game setting was an area known as “The Frontier Sector” where four sentient races (Dralasite, Humans, Vrusk, and Yazirian) had met and formed the United Planetary Federation (UPF). The original home-worlds of the Dralasites, Humans, and Vrusk were never detailed in the setting and it is possible that they no longer existed. A large number of the star systems shown on the map of the Frontier sector in the basic rulebook were unexplored and un-detailed, allowing the Dungeon Master to put whatever they wished there.
Players could take on any number of possible roles in the setting but the default was to act as hired agents of the Pan Galactic Corporation in exploring the Frontier and fighting the aggressive incursions of the alien and mysterious worm-like race known as the Sathar.
Here is the information that I pulled together on the Sathar: The Sathar are a race of mysterious, worm-like beings who are the enemies of the UPF (they are not intended to be used as a player race). They have wormlike bodies of 3 to 4 meters in length with two tentacular arms that end in fine tentacles for manipulation and two tentacles that end in paddles that can be used for heavy lifting (including acting as “legs”, lifting the front of the creature off the ground in a humanoid-like stance). Their eyes have two pupils each, giving them superior peripheral vision. The races of the Frontier know little about them other than their basic anatomy and the fact that they are hostile, as no live Sathar has ever been captured. Some of the behaviors and motives of the Sathar were revealed in the printed adventures for the game, and adventures commonly featured mercenaries working for the Sathar to undermine the UPF as villains.
So it would be easy to just re-skin some monsters, and make a Sathar. So that is what I did, and here are some ready to use for one of your encounters:
Medium monstrosity, lawful evil
Armor Class 16 (screen & armor)
Hit Points 26 (5d8 + 5)
Speed 30 ft.
|12 (+1)||10 (+0)||12 (+1)||10 (+0)||14 (+2)||16 (+3)|
Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Challenge 1 (200 XP)
Superior Peripheral vision. A Sathar’s unusual dual pupils allow each of their eyes to see 180 degrees at all times and therefore gains advantage on perception checks that involve sight.
Immunity to Sleep. Sathar are immune to Doze grenades and similar effects.
Dreamsleep. Sathar can work extended periods without sleep, up to 20 days. At the end of this period, a Sathar must enter Dreamsleep for 4 days to rejuvenate.
Hypnotism. Sathar can hypnotize an opponent. The victim must make a Wisdom saving throw against a DC of 10, or fall under the Sathar’s control (similar to charm). The Sathar can order the victim to perform any action that does not directly or noticeably harm the victim. The Sathar can also make the victim forget the encounter in which he was hypnotized altogether.
Mind Blast (Recharge 6). The Sathar emits psychic energy in a 15-foot cone. Each creature in the area must succeed a DC 10 intelligence saving throw or take 15 (3d8+3) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. It can not be affected again until the end of its next turn.
Laser Rifle. Ranged Weapon Attack (300/600) +3 to hit, one creature.
Hit: 12 (3d8) radiant damage.
Sonic Sword. Melee attack, +4 to hit, one creature.
Hit: 5 (1d8+1) fire & 5 (1d8+1) thunder damage
The Sathar Soldier is the front line soldier in the Sathar Empire.
Medium monstrosity, lawful evil
Armor Class 16 (screen & armor)
Hit Points 51 (10d8 + 10)
Speed 30 ft.
|12 (+1)||10 (+0)||12 (+1)||14 (+2)||17 (+3)||16 (+3)|
Skills Perception +7
Senses darkvision 60 ft., passive Perception 17
Challenge 4 (1100 XP)
Superior Peripheral vision. A Sathar’s unusual dual pupils allow each of their eyes to see 180 degrees at all times and therefore gains advantage on perception checks.
Immunity to Sleep. Sathar is immune to Doze grenades and similar effects.
Dreamsleep. Sathar can work extended periods without sleep, up to 20 days. At the end of this period, a Sathar must enter Dreamsleep for 4 days to rejuvenate.
Hypnotism. Sathar can hypnotize an opponent. The victim must make a Wisdom saving throw against the DC of 15, or fall under the Sathar’s control (similar to charm). The Sathar can order the victim to perform any action that does not directly or noticeably harm the victim. The Sathar can also make the victim forget the encounter in which he was hypnotized altogether.
Mind Blast (Recharge 5-6). The Sathar emits psychic energy in a 15-foot cone. Each creature in the area must succeed a DC 15 intelligence saving throw or take 3d8+3 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on success. It can not be affected again until the end of its next turn.
Laser Rifle. Ranged Weapon Attack (300/600) +4 to hit, one creature.
Hit: 12 (3d8) radiant damage.
Sonic Sword. Melee attack, +5 to hit, one creature.
Hit: 5 (1d8+1) fire & 5 (1d8+1) thunder damage.
The Sathar Officer is the commander in charge and leads many attacks on active missions for the Sathar Empire. He normally can have a small squad of 10 Sathar Soldiers.
Source reference material: