What is Flight of the Dejah
- The PCs are the defacto "explore/diplomance/explode" squad for what could possibly be the last human colony -- "defacto" on account of having the only ship. We're a few sessions in and have met 5 species, been shot at by 2 or 3 of them, but have an almost perfect track record of somehow turning them into allies anyway.
- rules: the free swn-revised https://www.drivethrurpg.com/product/230009/Stars-Without-Number-Revised-Edition-Free-Version with setting-specific tweaks:
- the two skills of Fix and Know are split apart into things like Fix(Tan FTL drive) or Know(Dark Matter Physics)
- we're not using the space-combat subsystem as it's too boardgamy; we just continue using the "vanilla" rules for personal/vehicle scale.
- Modding (and the Tinker focus) aren't quite "per RAW" since there's no such thing as a "generic pretech salvage" in this setting, nor is there a common ancestor to all computers, so Hacking alien stuff requires assistance from Fix/Know to get started.
Xander House Rules for Any Campaign
- Fun for All -- "But it's what my character would do" is not a defense against "you're making the session less fun for others."
- Heroes -- you can be anything, from idealistic farmkids to jaded anti-heroes, but the PCs are the heroes of this story, not the villains. (Exceptions that end in come-uppance can be discussed with the GM.)
- Fiction First -- The rulebook does not get a vote. The live rules exist to give everyone common ground, and the GM's job is to use and adapt the tools, not obey them.
- No Mandatory Roles -- There's no "somebody has to play a cleric." Build what you want, and the PCs will figure something out.
- No Commitments -- real life isn't going to relent, so the game-schedule accomodates that lack of certainty: When you have time, drop in and play a pregen or your own creation; no rules-familiarity is necessary, nor is committing to a regular schedule. We'll do an episode with those who show up, about those who show up, with season's-arc sprinkles.
Crew to be hired
If what you're looking for is an easy way to claim a solid reason to join the crew, the PCs are currently lacking...
- Ghaarq hangar crew to maintain the Orz gunships
- Ghaarq neurosurgon
Unlocked Options
- Human -- rare: the 6 psi disciplines from the book: healing, telekinesis, precognition, telepathy, teleportation, and the manipulation of psi energy
- Garrudaanni -- 4 armed raccoons (gnome sized) -- rare: "heal radiation poisoning" powers
- Tan'Gushk'Kar -- cyber ostrich space pirates -- rare: something related to precognition, details unknown
- Ghaarq’Rad -- lizardfrogs (football player sized) -- psi details unknown
- Naga (some call them Yuan'ti) -- two armed snake people -- psi details unknown
Also, between the visits to the cosmopolitan Warmart and adventures pushing back the unknown, there's always room for introducing a new alien, so if you have a request, ping the GM privately on discord or at xander@ashnazg.com.
Not yet unlocked but known to be out there
- Pima Gima Kima Nok -- antlered and white-furred bison-people. Nearest colony is marked on map.
- The Temerzok Unity -- crab people? Nearest civ and mil stars are marked.
- Bentuusi -- mysterious traders? no details other than "good at robotics"
- Undritzi -- space batdogs? general direction known.
- Tnuctipun -- no data other than "they sell shield generators"