Star Captain's Manual
Star Captain's Manual
Star Captain's Manual details starships, space travel and exploration, and starship combat--along with rules for building your own starships!
THIS RULEBOOK INCLUDES:
- Rules for space travel, with new regions, exploration challenges, journey activities, and encounters.
- Ship decks like medical bays, hangars, and operations centers
- Starship Combat rules which allow you to pilot a nimble starfighter or crew a mighty warship!
- Dozens of starships and starfighters.
- Example starship combat scenarios, along with battlemaps.
- Rules to build your own starship from scratch.
Coming Soon!
- Sarships || Capital Ships | Officers | Starfighters
- Space Exploration || Navigating Space | Space Journey Activities | Regions of Space | Social Encounters | Astronomical Scenery | Space Exploration Challenges | Boons and Discoveries
- Starship Combat|| The Arena | Actions in Combat | Capital Ships | System Actions | Starfighters
- Fleet Roster
- Starship Construction Manual || Ship Grade | Ship Type | Propulsion | Shields & Armor | Capital Ship Decks | Additional Capital Ship Systems | Starship Weapons | Miscellaneous Starship Weapons
- Starship Combat Training Simulator || Space Station Ambush | Cloak Ray Infestation | Hollows in the Decks | Hold the Blockade
Igananfeast
Igananfeast
Ignanfeast is rooted in an ancient agreement struck with the spirit of Iganis, and is said to placate the fey fire spirits. It is most commonly celebrated among the farmers of lowland plains, where wildfires are a constant threat to their grainfields.
Held on the eve of the first moon of summer, each household or attendee is expected to provide an offering, or “taste” for the communal feast. These are traditionally either a small portion of the first of their crops, known as a “first taste”, or a sacrificial animal, called a “blood taste”, but have also come to include elaborate dishes or rare delicacies, known as a “rich taste.” The feast itself is seen as an excuse to let off steam, and is in most cases a raucous affair. In more rural communities the celebration may even attract satyr, dryads, and other fey revelers and last for days.
In certain cities, rumor suggests that a cult known as the Hand of Iganis watches carefully for signs of disrespect during the festival. An open complaint or failure to provide a taste may result in an individual drawing the attention of the cult. The eye of Iganis, a ring of fire on a pole, is often planted as a warning outside the homes of minor infractors, but a number of arson attacks are believed to have been the cult’s retribution for more determined detractors
Game Mechanics
Providing a generous taste for the feast (equating to around 50 gold pieces worth of offerings) leaves a mystic mark on the offerer. The mark resembles an eye made of flames and lasts for 1 month. Visible only to creatures with truesight or who are native to the Dreaming, the mark itself is harmless, but it is a signal to creatures who can see it that the bearer is under the protection of Iganis.
On most occasions, lesser creatures of the Dreaming who sees the mark are not inclined to challenge the offerer, and it provides advantage on Persuasion, Deception, and Intimidation checks against such creatures. More powerful fey or those opposed to Iganis may see it as a challenge or threat, and the bearer and those with them suffer disadvantage on the above skill checks
Charm Crowd
Charm Crowd
You only require line of sight to a target (not line of effect) and it has advantage on its saving throw if you or your companions are fighting it. Until the spell ends, each target is charmed by you and friendly towards you. You can choose to instead designate another creature within range that the crowd is friendly towards. Anything harmful done to a target by you or an ally ends the effect on that creature. A target knows it was charmed by you when it is no longer affected by the spell.
Deadly Beckoning
Deadly Beckoning
Until the spell ends, the target is charmed by you and friendly towards you. The spell ends if you or your companions do anything harmful towards the target. While charmed in this way, the target must move in as direct of a path as it can toward you on its turn. Once it is within reach, you can touch the target on your turn, dealing 6d10 psychic damage to it and ending the spell.
Inflict Paranoia
Inflict Paranoia
You magically shatter your enemies’ comradery. Each target that fails has disadvantage on saving throws against being frightened and will not directly support an ally. For example, they will continue to fight, but not cast enhancement or healing spells on their allies, share resources with them, provide cover, or use the Help action. If a creature is already supporting an ally in this way, such as concentrating on a spell, it will immediately stop. A creature can repeat the saving throw at the end of each of its turns, ending the spell’s effects on it on a successful save.
Compulsive Urge
Compulsive Urge
Choose a behavior and a condition that triggers it. The behavior can’t include an Attack action, must be simple enough to describe in a single sentence, and can be performed in 1 minute, and the trigger must be something the target can see or hear. For example, you may choose a behavior where the target must buy every faberge egg it sees. When your trigger condition is met, the target must make a saving throw or act out the behavior. If it succeeds on the save, the creature is immune to the effects of the spell for 1 hour.
Subliminal Messenger
Subliminal Messenger
The target is imbued with a spoken message of 25 words or fewer, which it speaks when a trigger condition you define is met. The target will forget your message after you say it. When your trigger condition is met, the target recites the message in the same cadence, tone, and volume as you used and the spell ends. The target does not recall the message it recited, nor does it need to understand the language the message is in.
Object of Fascination
Object of Fascination
Choose one creature that you can see within 15 feet of the item. Until the spell ends, the creature is fixated on it. While the target is fixated in this way and within range of both you and the item, you can, as a free action, compel it to retrieve the item, provided that doing so isn’t obviously dangerous.
Stumble
Stumble
The target moves up to 10 feet in a direction you choose, stopping short of any ledges or other dangerous hazards, or if it collides with another creature, object, or an obstacle, such as a wall or door. This movement does not provoke opportunity attacks. At the end of its movement, the target falls prone, taking 2d6 bludgeoning damage if it collides with an obstacle. If it collides with another creature or object, the damage is split between them.
Nervous Recoil
Nervous Recoil
You magically cloud the target’s judgment at the last instant. The target must choose to keep its successful roll or treat the roll as a failure instead. If it keeps the success, the target takes 2d6 psychic damage.