Censer Stake and Claw

Censer Stake and Claw

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Rules

  • What?
  • Summary
  • Rules
  • Character Creation

Sheets

  • Gear
  • NPCs
  • Daredevil
  • Dejah
  • Epoch Kestrel
  • Manta
  • Orca
  • Orz Gunships
  • The Commodore

What is Flight of the Dejah

  1. 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.
  2. 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

  1. 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."
  2. 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.)
  3. 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.
  4. No Mandatory Roles -- There's no "somebody has to play a cleric." Build what you want, and the PCs will figure something out.
  5. 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...

  1. Ghaarq hangar crew to maintain the Orz gunships
  2. Ghaarq neurosurgon

Unlocked Options

  1. Human -- rare: the 6 psi disciplines from the book: healing, telekinesis, precognition, telepathy, teleportation, and the manipulation of psi energy
  2. Garrudaanni -- 4 armed raccoons (gnome sized) -- rare: "heal radiation poisoning" powers
  3. Tan'Gushk'Kar -- cyber ostrich space pirates -- rare: something related to precognition, details unknown
  4. Ghaarq’Rad -- lizardfrogs (football player sized) -- psi details unknown
  5. 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

  1. Pima Gima Kima Nok -- antlered and white-furred bison-people. Nearest colony is marked on map.
  2. The Temerzok Unity -- crab people? Nearest civ and mil stars are marked.
  3. Bentuusi -- mysterious traders? no details other than "good at robotics"
  4. Undritzi -- space batdogs? general direction known.
  5. Tnuctipun -- no data other than "they sell shield generators"

Tan Map

tan map

Stars Without Number →
  • Xander House Rules for Any Campaign
  • Crew to be hired
  • Unlocked Options
  • Not yet unlocked but known to be out there
  • Tan Map
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