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Racial modifiers are applied after all points are

spent and the base score is calculated. Thus,
ability points range from 8-18 for humans and 6-
22 for non-humans.
Example: Jana is creating an elf monk with the intent of eventually moving to the
Gundancer prestige class. She might spend her points as follows:

Str 10: 2 points Dex 17: 13 points

Con 14: 6 points Int 12: 4 points
Wis 14: 6 points Chr 9: 1 point

She then applies her racial modifiers, raising her Dex by 2 points for a final value
of 19, and dropping her Con by two points for a final value of 12. She now
records her attribute scores on her character sheet.
Last Updated May 1 , 2003
Please note that this document is subject to change as
errata and other changes are implemented. Players are Race and Class
expected to abide by the most recent version of the Living
Dragonstar Campaign Manual, which is available at Living Dragonstar characters may be any one of
the Standard races approved for the campaign.
A character may also have one Standard

Section One:
template added upon character creation (See
Section Three for a complete list of which
Standard races and templates are allowed in the

Character Creation
Characters may be of any Standard class,
including the classes normally reserved for
NPCs (see Section Three for a complete list of
Ability Scores which Standard classes are allowed in the
Living Dragonstar uses the Nonstandard Point In addition to all restrictions of race and class
Buy method to generate ability scores, found in in the Starfarer's Handbook and the Player's
Chapter 2 of the Dungeon Master's Guide. Each Handbook, the following restrictions also apply
character has 32 points to distribute among the to Living Dragonstar characters:
6 ability scores.
 Characters must choose a non-evil
Exception: A soulmech character has no Constitution score alignment that also meets all requirements
and thus gets only 28 points to distribute among his 5 ability for the character class.
scores.  Clerics may serve any non-evil deity of the
Unification Church in the Starfarer's
Point Cost Ability Score Modifier Handbook or any non-evil deity found in the
- 6 -2
Player's Handbook. A PC may also choose
- 7 -2
to worship the Creator of the Dualist Heresy,
0 8 -1
but since True Neutral Dualist clerics of the
1 9 -1
also worship the Adversary, a PC may not
2 10 +0
be a True Neutral Dualist cleric. A paladin
3 11 +0
need not (but may) serve a patron deity.
4 12 +1
 Characters begin play at any age from
5 13 +1
Adulthood to Old Age, as defined in Chapter
6 14 +2
6: Description, in the Player's Handbook.
8 15 +2
Age modifiers to ability scores are not
10 16 +3
allowed in the Living Dragonstar campaign.
13 17 +3
Characters may be of any height or weight
16 18 +4
allowed by the appropriate tables for the
- 19 +4
characters' race.
- 20 +5


built from scratch within the scope of the

Outlands and Imperial Characters Living Dragonstar campaign.
 Knowledge skill: Knowledge skills cannot
Characters in the Living Dragonstar campaign be anachronistic, and must be realistic. The
may have their origin on a technologically Dark Zone, for example, is a complete
primitive Outlands world or a technologically mystery to the Dragon Empire, so
sophisticated Imperial world, as the player Knowledge (Dark Zone) would be an
chooses. Players must determine the origins of inappropriate choice. Remember that the
their characters before they begin play, during more specific a field of knowledge, the lower
character creation. Imperial characters begin the Difficulty Class for information related to
with the Technical Proficiency feat for free. that knowledge: It is better to be specific in
Outlands characters do not gain this feat and what you know.
begin play with their maximum starting gold (not  Profession skill: Profession skills may only
credits) as stated for their class in the Player's be chosen from those listed in the
Handbook. Profession skill description in the Player's
If an Outlands character plays for one full Handbook and the Starfarer's Handbook.
level in a technological setting (which will be
almost all modules for Living Dragonstar) he
gains the Technical Proficiency feat for free as Starting Credits
described in the Starfarer's Handbook.
An Imperial character that begins the game Characters begin with maximum starting credits
at first level with the Born Spacer, Low-G for their class, as listed in the Starfarer's
Tolerance or Zero-G Tolerance feats may opt to Handbook. Note that Pilots and mechanists both
pay 50cr at character creation in order to have receive 2,000 starting credits, as detailed in the
undergone a permanent Bone Coral therapy errata.
session (as described on Imperial Supply, pg Also note that NPC classes start with
20). equipment of a certain value, as opposed to
actual cash. Any starting funds obtained by
Note: PCs that existed prior to November 1 , 2002 that having an NPC class that is not spent on
started at 1st level with any of the three feats listed above equipment at character creation is considered
may, as a one-time opportunity, pay 50cr to retroactively
have had the procedure done. Make a note of this on your lost, and may not be spent on jewelry, trade
log sheet and have your next judge initial the modification. goods or other items that can be sold later at
face value.

Hit Points
Starting characters begin with maximum hit
points for their class. After 1st level, characters Upon character creation, a PC is limited to being
gain hit points equal to one half the maximum hit able to purchase Standard equipment from only
points for the class, plus one hit point. Bonus hit the Players Handbook or the Starfarers
points gained from a Con bonus are added after Handbook. Other equipment must be obtained
the base hit points are determined. later, through other means.
When first created, Imperial wizards (those
Note: Soulmech characters gain 11 hit points in addition to with the Technical Proficiency feat) have to buy
their class hit points at first level only.
their own datapads, but if they do, they get the
Example: Jana's monk begins with 8 hit points, and gains an additional hit point
spellbook software with 100 pages of storage for
for having a Con of 12. At 2nd level, she gains another 5 hit points (1/2 of 8 = 4, free. Beyond this capacity, they will have to
+1 = 5) plus her Con modifier to give her a new total of 15 hit points.
upgrade their spellbook software as normal.
For more information regarding equipment,
Skills and Feats see Section Three: Additional Resources.

 Alchemy skill and Craft skill: These skills do

not allow you to craft items other than those
that are considered Standard for the
character. Robots and vehicles cannot be


activities take varying amounts of time, as

indicated in the rules for the activity in question.

Selling Equipment
Characters may sell any equipment they get in
the course of the game to NPCs for 1/2 the list
price. This sale can take place out of game it
does not need to be role-played and should not
take up valuable play time. Characters may only
sell certificates that are listed as "Tradable".
Items should be sold at the end of a game, and
any certificates should be turned in to the judge
Section Two: running the event.

Campaign Rules Party Looting

Living Dragonstar is a heroic campaign, and
Rules Systems
looting fallen party members is not allowed. If a
character drops or dies, his equipment may be
used only to aid in that character's recovery.
The Living Dragonstar campaign uses the core Thus dermpatches could be administered to the
d20 rules found in the Player's Handbook and fallen character or his money could be spent to
the Dungeon Master's Guide as well as the have him raised. The player of the fallen
Dragonstar rules found in the Starfarer's character is the ultimate arbiter of how his or her
Handbook and the Galaxy Guide. equipment is used.
If these rules ever conflict, they are resolved Exceptions to this are key items or
in this order: any Dragonstar rules take equipment that were acquired during the course
precedent over any of the d20 core rules, and of the game in which the character fell (for
any rules found in this document take example, if a fallen character was carrying a
precedence over the d20 core rules and the critical keycard the party found earlier). These
Dragonstar rules. Rulings from the Campaign sorts of items may be recovered by the other
Administration can always override anything PCs at the Judges discretion.

Learning New Arcane Spells

Time Units
Learning a new spell (such as copying it from
Time units are used to record how PCs spend another wizards spellbook) takes a wizard one
their time. By using time units, you do not need time unit. However, the two spells a wizard
to worry exactly in what order adventures took receives for advancing a level do not cost time
place, or exactly when you researched a spell or units.
created an item. Time units save you from taking Sorcerers and bards must choose their spells
your character out of play to perform non- from the appropriate spell lists, unless they have
adventuring activities. a special certificate that allows them to do
Every year, a PC receives 52 time units (of otherwise. Sorcerers and bards do not pay time
approxiamately1 week each) to spend on their units to learn their spells.
activities: adventuring, spell research, creating
magic items, creating Spellware, belonging to a
secret society or order, or managing a business Banned Spells
can all potentially take part of a character's time.
Adventures usually will take either one or two The following spells are not allowed in the Living
time units. The cost will always be one time unit Dragonstar campaign at this time:
unless the adventure states otherwise. Other


 Polymorph any object complete trade history must appear on the back
 Polymorph self of the certificate. The information for each trade
 Permanency must include the player name and RPGA
number and character name of the person
trading the item away and the person accepting
Certificates the item, and the date of the trade. This all must
be completely legible, and the history must show
Players will be issued certificates for items and the progress of the certificate from the original
favors their characters acquire during adventure owner (on the front) to the current owner.
play, during Interactives, and through other Non-certed Restricted items may not be
means. These certificates include information on traded to another PC, although (like all items)
the item or favor that are needed to use it in they may be lent to other PCs at the same table
play. Some specific sections of the certificate to during an adventure.
note are: Items recorded on the Special Items Record
or items created by the player (such as potions
Validation: The Judge who issues them must or scrolls) may not be traded or given to another
sign Certificates in ink, and the Judges RPGA character unless they are first converted into a
number must be completely legible. The name tradable campaign certificate of some sort
of the character the certificate is assigned to (usually at an Activity Center or other special
must be written in ink on the line provided at the campaign event).
top of the certificate. Certificates in the Living Dragonstar
campaign are the property of Fantasy Flight
Use Restriction: Use restriction is a category Games, and must be returned to the campaign
that describes how many of a certain certificate staff upon request. They have $0 cash value
from a certain scenario a given character can be and cannot be sold for cash or other real world
assigned. The categories are: considerations.

 Common - A character can possess as

many duplicates of this certificate as Item Construction
desired, provided they were all earned in
play by some character. Non-magical crafted items, as well as crafted
 Unusual - A character can possess only potions and scrolls, do not require certificates.
one of these items. Make a logbook entry for the time spent, and
 Rare - Only one of these items may be have your DM sign it. Indicate when you use
used at a given table of players. If multiple your crafted potion or scroll in the logbook entry
characters bring this item, then only one where it is used, referencing the log entry for
"exists" for the adventure. Which of the when it was created.
duplicates exists must be determined at the
start of the adventure, and may not be Craft Items: Crafting an item takes time, as
changed during the course of the adventure. calculated using the formula in the Player's
Further, all rare items are also bound by the Handbook, with a minimum of 1 time unit. PCs
restrictions on unusual items. may not craft Restricted items unless they have
 Unique - Only one of these items exists. campaign documentation that will allow them to
do so.
The categories apply by item and scenario
name. For example, if you get item X from Brew Potion: Creating a potion takes material
scenario A, and it is considered "unusual," then resources (credits) and XP as indicated in the
you can only get one of item X from scenario A. Player's Handbook. Creating a potion costs 1
If item X comes out in scenario B later, you can time unit, and only one potion may be created
collect one or more of those as well (depending per adventure played. If the character also has
on its restriction in scenario B), since the the Technical Proficiency Feat, then he may
scenario name is different. instead use the Brew Potion feat to create a
Dermpatch that is otherwise identical to the
Trade Policy: Certificates indicate whether they normal potion in all regards, including cost.
can be traded between characters. If a
certificate can be traded, and is traded, then a


Scribe Scroll: Creating a scroll takes material Judges

resources (credits) and XP as indicated in the
Player's Handbook. Creating a scroll costs 1  It is your job to run the game fairly and
time unit per level of the spell being scribed, and impartially. You are not playing against the
only one scroll can be scribed per adventure players; their fun should be your top priority.
played. If a character is using a datapad with  All players should be treated equally and
scrollware software, scribing takes 1 time unit equitably, by you and by other players. It is
per spell, regardless of spell level. your responsibility to oversee your game
and ensure that everyone is playing fairly
Spellware: Creating spellware takes material and treating each other with respect.
resources (credits) and an XP cost to be paid by  Run your games in a professional manner.
the person into which the spellware is implanted When you run a Living Dragonstar game
as indicated in the Starfarer's Handbook. These you are representing the RPGA and Fantasy
items require campaign documentation and are Flight Games.
evaluated on a case-by-case basis. Contact the  Abide by the expectations that apply to the
Living Dragonstar Coordinators for details on players.
crafting spellware once your character has
fulfilled the prerequisite requirements.

Other magic creation feats: Costs (in credits,

XP, and time units) for creating other magic
items are covered on a case-by-case basis.
Contact the Living Dragonstar Coordinators for
more details. These items require certificates, so
though you may have the prerequisites for
making something (according to the rules in the
Player's Handbook and Dungeon Master's
Guide) you must use a campaign procedure for
doing so.

Ethical Play in Living Dragonstar

Players and Judges in Living Dragonstar are
expected to behave in a manner appropriate for
convention play. The primary goal in everyone's
behavior should be to encourage enjoyment of
the game for everyone participating. This is
accomplished by ensuring that no one feels
uncomfortable. Specifically:


 Play in a way that contributes to the fun of

the game for everyone playing. Don't play in
a style that will unnecessarily pick on one
person, or detract from anothers ability to
play in his or her own style.
 Be fair and honest.
 Be considerate of others and allow
everyone an equal chance to participate.
 Follow the spirit of the rules, as well as the
letter of the rules.


equipment between adventures without any

problems. Simply mark off on your Character
Logsheet that the item(s) have been purchased
and subtract the required cost in credits. If he
feels that the circumstances warrant it, a Judge
may allow PCs to purchase Standard equipment
during an actual adventure itself, at his
For feats, this means that knowledge or
application of such a feat is comparatively easy
to get. A character may take a Standard feat
whenever they normally would have the
opportunity to acquire a new one (usually upon
obtaining a new level).

Section Three: For spells, this means that the arcane or

divine knowledge involved with the casting of
such a spell is relatively easy to acquire. A

Additional Resources wizard may scribe it into their spellbooks for the
normal costs, a sorcerer or bard may choose it
as one of the new spells they acquire upon
With the release of Galactic Races and other reaching a new level, and divine casters may
Dragonstar sourcebooks on the horizon, many automatically add it to their repertoire of spells
players will want to know if they have access to that they may cast.
the new goodies be they equipment, feats,
races, spells or the like and if so, how? RESTRICTED
As various features are introduced into the
campaign, they will be assigned a rating. That If a feature is restricted, this means that it is not
rating will determine how and when a character possible for a character to acquire it without
can acquire that feature for his or her own use. significant (and perhaps costly) risks. No
As with all aspects of the campaign, if a campaign features that are designated as
character has access to a feature that is not Restricted will be available without campaign
described in either the Core Books (Player's certification. This will usually be in the form of a
Handbook, Dungeon Master's Guide and certificate gained within a module or at an
Monster Manual) or the Starfarer's Handbook, Activity Center, or it may also be listed as a
then that player must have a copy available for benefit of joining certain metagroups or other
the Judge to review. If the player does not have campaign organizations.
a copy available, then the Judge may rule that If you have certed equipment that is
said feature will not be usable during that Restricted, you may trade that to other
module. characters just as any other certificate may be
traded (subject to the tradability of the cert itself,
of course). If you have access to uncerted
Ratings Restricted equipment (such as through the
participation in a particular metagroup), then you
All campaign elements, be they spells, may not trade those items to others unless they
equipment, prestige classes or feats, are placed have first been converted to a certed form
into one of three categories: Standard, (usually at an Activity Center).
Restricted or Forbidden. If you have access to a wizard spell that is
Restricted, another wizard may not copy that
STANDARD spell from you unless he also has access to that
spell through some other means. This
If something is designated Standard, then it is restriction can under certain circumstances be
commonly available or well known within the avoided at Activity Centers. Divine spellcasters
Dragon Empire. with access to a Restricted spell may not teach
For equipment, this means that most that spell to others unless the recipient also has
adventurers will be able to acquire it with a little access to that spell through some means. Since
looking. Characters may purchase this the use of a non-standard divine spell is usually


a consequence of divine inspiration or Forbidden. A PC may not have more than

theological teachings, this cannot usually be one template.
circumvented at an Activity Center.  Restricted: All others.

Forbidden technology, feats or spells are those Players Handbook
that are either impossible for adventurers to  Standard: All, as modified by their
acquire within the Dragon Empire or are descriptions in the Starfarers Handbook.
extraordinarily restricted, even beyond the
normal limits of availability. They may also Dungeon Masters Guide
represent items and features that are simply too  Standard: All NPC Classes may be taken,
far beyond the scope of a Living Campaign, as modified by their descriptions in the
such as owning space-based weaponry or Starfarers Handbook. Please note the
multimillion-credit vehicles. Like Restricted multiclassing restriction regarding Aristocrat.
features, a character must have campaign
documentation in order to acquire or use a Starfarers Handbook
Forbidden feature. Unlike Restricted features,  Standard: All, including the NPC class of
the chance of a character acquiring these are so Thug.
slim as to be effectively nil, and either may never
show up at all in the hands of characters, or may
only be available under very extraordinary PRESTIGE CLASSES
Forbidden items generally follow the same Dungeon Masters Guide
usage restriction as Restricted features,  Forbidden: Assassin and Blackguard, as
although generally speaking, they (or the modified by their descriptions in the
knowledge thereof) will never be tradable or Starfarers Handbook.
transferable to other characters through any  Restricted: Shadow Dancer, as modified by
means. its descriptions in the Starfarers Handbook.
 Standard: All others, as modified by their
descriptions in the Starfarers Handbook.
Campaign Features
Starfarers Handbook
The following is a full list of campaign features  Standard: All.
and their classifications. If a sourcebook is not
listed here, then PCs cannot benefit from any FEATS
features at this time. If an element has been
accidentally missed or not expressly referenced, Players Handbook
assume it is Restricted.  Standard: All, as modified by their
descriptions in the Starfarers Handbook.
Starfarers Handbook
Players Handbook  Standard: All.
 Standard: All, as modified by their
descriptions in the Starfarers Handbook. Galactic Races
Starfarers Handbook  Restricted: All. However, if a PC has
 Restricted: Drow, Half-dragons access to one of the Races listed, they
 Standard: All others. automatically have Standard access to the
Feats explicitly associated with that Race.
Galactic Races
 Forbidden: Ith-kon, Derro, Doppel.
 Standard: Kobold, Pershalan. In addition,
all Templates listed are also Standard, with
Players Handbook
the exception of High-G, which is Restricted,
 Forbidden: Polymorph any object,
and Primitive and Advanced, which are
polymorph self, permanency.


 Standard: All others, as modified by their Chapter One, Space Gear

descriptions in the Starfarers Handbook.  Forbidden: Communications Satellite,
Defense Satellite, Surveillance Satellite
Starfarers Handbook  Restricted: Hydraulic Claws, Mind-gripper
 Standard: All. Boots, and Squid Gloves.
 Standard: All others.
EQUIPMENT Chapter One, Spacecraft Structural Features
 Forbidden: All.
Players Handbook
 Restricted: All masterwork items.
Chapter One, Subterfuge Gear
 Standard: All others.
 Restricted: Any-card, Det Paste, Folding
Viewport, Morpher Mask, Morphic
Starfarers Handbook
Equipment, Nano-lockpick, Nano-tracker,
Chapter Six, Equipment Weapons and Armor Spike Mat, Thornhedge Seed.
 Forbidden: All martial starship weapons.  Standard: All others.
 Restricted: All masterwork items, all martial
ranged weapons, all martial grenadelike Chapter One, Survival Gear
weapons, all heavy and powered armor, all  Restricted: Gel Breather, Web Cage.
robots, all robotic upgrades.  Standard: All others.
 Standard: All others.
Chapter Two, Melee Weapons
Chapter Nine, Vehicles  Restricted: All martial melee weapons.
 Restricted: All vehicles, including  Standard: All simple melee weapons.
Chapter Two, Personal Firearms
Guide to the Galaxy  Restricted: All martial ranged weapons,
 Restricted: All. Espionage Needler, Needler Poisons.
 Standard: All others.
Imperial Supply
Chapter Two, Grenadelike Weapons
Chapter One, Hardware  Restricted: All grenadelike weapons.
 Restricted: Brainports (all types), Diplomat's
Board, Runevisor. Chapter Two, Starship Weapons
 Standard: All others.  Forbidden: All starship weapons.
Chapter One, Software
 Restricted: Codebreaker, Decryption Chapter Two, Extras
Software, Tactical Simulation Suite.  Forbidden: Antimissile System, Antitorpedo
 Standard: All others. System.
 Restricted: Inertial Harness
Chapter One, Medical Gear  Standard: All others.
 Restricted: MedStasis Generator,
Prosthesis (all types), Synth Matrix Systems Chapter Two, Ammunition
(all except skin), Drug Implant  Forbidden: Hellfire Rounds.
 Standard: All others.  Standard: Powder Rounds.
 Restricted: All others.
Chapter One, Drugs
 Standard: Bone Coral (see additional rules Chapter Two, Explosives
in Section One: Character Creation)  Restricted: All explosives.
 Restricted: All others, including medical and
utility/recreational drugs. Chapter Two, Armor Modifications
 Standard: Armored Items.
Chapter One, Sensors and Imaging  Restricted: All others.
 Standard: All.
Chapter Two, Armor
 Standard: Vulcan Suits.


 Restricted: All others. Another bonus of the expanded resources in

Year Two is the ability to have NPCs cast spells
Chapter Three: Robots. for the player characters. If at least one player
 Restricted: All robots, robotic upgrades and at the table has played a Year Two adventure or
vehicles. later, then at the end of the adventure, anyone
at that table may have any of the following spells
cast upon them by NPCs at the standard prices
SPELLWARE listed in the PHB (do not forget that the PC has
to also pay for any costly spell components as
All spellware is considered Restricted (see
Special Options, below, for an exception).
Familiars can have spellware installed in them: th
 Raise Dead (5 level spell)
their owner pays the experience cost. Animal th
 Reincarnate (4 level spell)
Companions can only have Trauma Symbiotes th
 Restoration (4 level spell)
installed, at no experience cost.
The purchase and subsequent casting of any of
MAGIC ITEMS these spells must be done at the table. Make a
note of the casting obtained and the results, and
All magic items of any sort are considered have your judge initial the entry. For the
Restricted (see Special Options, below, for two purposes of both purchase and spell effects, the
exceptions). caster level is always the minimum needed of all
applicable classes to cast the spell, with no
MISCELLANEOUS metamagic feats or other enhancements
Reincarnation, due to the unusual nature of
Custom software and/or software agents (as
Dragonstar, uses a custom chart as opposed to
described in the Expanded Computer Rules on
the one in the PHB. A reincarnated character
page 10 of Imperial Supply) are considered
never has any templates.
Restricted features and require campaign
Masterwork versions of any allowed Living Dragonstar Reincarnation Table
equipment are Restricted items, unless explicitly Roll Incarnation STR DEX CON Notes
01-02 Centaur +8 +4 +4 1
described as being Standard.
03 Derro +0 +0 +2 2
04 Doppel -2 +0 +0 2
EXPANDED OPTIONS 05-06 Drow +0 +2 -2 1
07-10 Dwarf +0 +0 +2 -
11 Elem, Air +0 +0 +0 1
Once a PC has played at least one module from 12 Elem, Earth +0 -2 +2 1
Year Two (2003) or beyond, they have access to 13 Elem, Fire +0 +2 -2 1
a larger pool of resources as the focal point of 14 Elem, Water -2 +0 +0 1
the campaign migrates. 15-19 Elf +0 +2 -2 -
One of the benefits of this is that some items 20-24 Gnome -2 +0 +2 -
25-29 Halfling -2 +2 +0 -
that are normally Restricted are now Standard. 30-41 Human +0 +0 +0 -
These items become Standard for the character 42 Ith-kon +2 +0 +0 2
once he has played any LDS module from Year 43-48 Kobold -4 +2 +0 -
Two or later. This includes Core modules LDS- 49-50 Lizardfolk +2 +0 +2 1
51-56 Orc +4 +0 +0 -
07 (Port Anka) and later, and any Starfarer 57-58 Oruk +6 -2 +4 1
module. 59-63 Pershalan +0 +2 +0 -
The following equipment becomes Standard 64-65 Pevishan -2 +0 +0 1
once those conditions have been met: 66-67 Quasta -2 +2 -2 1
68-69 Sathoni +0 +0 +2 1
70-71 Siarrans +0 +2 -2 1
 Dermpatches of Cure Minor Wounds (purchase 72-99 Random Animal N/a N/a N/a 3
limit of 2 per adventure; GttG pg. 81) 00 Players Choice Var. Var. Var. 4
 Oil of Repair Minor Damage (purchase limit of 2
per adventure; GttG pg. 81) Note 1: This race is normally Restricted. In order for this to
 Trauma Symbiote (see the Special Items Record be a viable race for the PC, the player in question must have
section below for more information on this; GttG campaign documentation that allows them to have a
pg. 93) character of that race at the time of the casting of the spell.


If the player does not have campaign documentation at the Note: At this time, in Living Dragonstar, soulmechs may not
time of the spells casting, then the character becomes an have the Mechanists Upgrade ability applied to themselves
NPC and is removed from the game. or any of their robotic upgrades.

Note 2: This race is normally Forbidden and thus not

To apply the upgrade, have the mechanist in
available to PCs, and is included here primarily for
completeness sake. As described in Note 1, if the player question determine the type of upgrade desired,
does not have campaign documentation at the time of the and have him or her roll the Repair check in
spells casting to allow them to play this race, then the front of the judge. If successful, the item has
character becomes an NPC and is removed from the game.
been upgraded. The PC who is having the
Note 3: The character has been reincarnated as something upgrade applied to their equipment pays the
entirely unsuited to the adventuring life, such as a bird, a cost of the upgrade. Should the Repair roll be
squirrel or a fish. The character becomes an NPC and is unsuccessful, only half the normal cost of the
removed from the game. upgrade is lost.
Note 4: The player may choose any Standard race (except On the SIR, note the item that has been
for Soulmech) to have his character reincarnated as. Note upgraded, the upgrade and effects it provides,
that you may not choose a Restricted race for this one, even the cost, the DC penalty to repair the item, and
if you have campaign documentation to play one.
any additional information that is relevant to the
process. Also make a note of the Character
SPECIAL ITEMS RECORD Logsheet entry number in which this occurred so
that later judges may refer back to that entry.
Generally speaking, the Living Dragonstar The judge then signs the SIR entry. In future
campaign is one in which unusual items are games, if a player wishes to use an upgraded
represented by certificates, which can be traded, item in that module, he must show the SIR to the
bought, etc. judge as campaign documentation, so that the
Occasionally, however, it may be useful for a judge may reference the upgrade.
character to have access to an item that allows It is quite possible that the upgraded item be
for an unusual effect that would be too unwieldy rendered nonfunctional (such as by taking a
to require creating a certificate each and every critical hit, etc. as described under the upgrade
time for each and every player. For these sorts ability description). If this occurs, the judge may,
of items, we use what is known at the Special at his discretion, allow a PC or NPC to attempt
Items Record (or SIR for short). A copy of the to repair the upgraded item if enough time and
SIR can be found for download at the resources are available for each attempt. If no
campaigns website. such opportunity presents itself during the
Currently, two items use the SIR: upgrades, module, then the afflicted character may have
as per the Mechanists class ability of the same one single attempt made by a PC at the end of
name, and Trauma Symbiotes, a type of the module to try and repair it. The cost to
spellware normally considered Restricted. repair the upgraded item is equal to 10% of the
base items cost, or 1/2 the cost of the original
Upgrades upgrade, whichever is higher. Again, the PC
who owns the equipment always pays for the
At the judge's discretion, a mechanist may repair costs.
attempt to upgrade equipment any number of If successful, note the expenditure on the
times by the use of their class ability during an Logsheet entry for that module, as you would
adventure, should sufficient time and resources any other purchase. If unsuccessful, make a
be available. Otherwise, a mechanist may note on the SIRs entry corresponding to the
attempt one upgrade immediately following the upgraded item that it is currently broken, and
adventure. A mechanist may upgrade his own have the judge initial it. The character must
equipment, or may upgrade the equipment of have it repaired (by following the above
other characters that are the table. A PC may procedures later on) before it is usable again.
not hire an NPC to perform an upgrade on their Should the item itself be destroyed or lost,
equipment. then on the items SIR entry, make a note of the
Any given PC may only have one upgrade adventure and Logsheet entry it was destroyed
attempt applied to their equipment per game or lost, and have the judge sign it. That item
session, and this one application may be to any and its upgrades are no longer usable by the
suitable piece of their equipment they wish. character.

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Trauma Symbiotes

In addition to certificates denoting ownership,

once a character has played at least one Year
Two module or later, he or she may acquire a
Trauma Symbiote as a Standard item by noting
its acquisition on the Special Items Record.
The character may acquire the Symbiote
during any Year Two or later module at the
judges discretion, should a suitable clinic, time
and resources be available. Otherwise, the
character may acquire one immediately after
any Year Two or later module. The character
pays the normal price and expends the
appropriate amount of XP, which is reflected in
the appropriate Logsheet entry.
If the character has the Gerard Majerus
certificate that allows for a free Trauma
Symbiote, then the PC may hand that certificate
in to the judge in lieu of paying the normal credit
cost (he must still pay the normal XP costs, of
Fill out the SIR as appropriate, and have the
judge sign it. Should the Symbiote ever die,
mark it as such on the SIR, note the Logsheet
entry in which it was lost, and have the judge
sign it. That Symbiote is no longer usable by
that character.

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