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Based on “Starflight” and “Starflight II: Trade Routes of the Cloud Nebula” by
Rod McConnell, T.C. Lee, Alec Kercsó, Greg Johnson, and Bob Gonsalves

Edited by
Stephen A. Rogers, Chris DeAdder, Steven Wirsz, Jonathan Kelly, and Jason Horner

Dedication

For John, and the entire next generation of Starflight fans.

Disclaimers



STARFLIGHT, STARFLIGHT TWO: TRADE ROUTES OF THE CLOUD NEBULA and all related materials are Copyright 1986, 1989 by Binary Systems, All Rights Reserved. Permission of use of material has been obtained by the Starflight III Project.

WARNING: This rulebook consists of 100% matter. Any incidental contact of this book with antimatter in any form will result in a catastrophic explosion.

All of the contents included in this game will exert an equal but opposite force to any force applied to said contents. This phenomenon is not unique to this game.

The entire physical universe, including this book and its contents, could very well collapse back into an infinitesimally small space with little or no advance warning. Should a new universe re-emerge, the existence of this rulebook in that universe cannot be guaranteed.

Any reference to any life-form living, dead, or non-existent may or may not be coincidental and is probably intentional.


TABLE OF CONTENTS


Chapter One: Introduction

  1. The Core Mechanic

Chapter Two: Characters

  1. Disciplines and Attributes
  2. Alpha-Sector (SF1) Races
  3. Delta-Sector (SF2) Races
  4. Creating Characters

Chapter Three: Skills And Sub-Disciplines

  1. Power Skills
  2. Finesse Skills
  3. Physique Skills
  4. Intellect Skills
  5. Acumen Skills
  6. Charm Skills
  7. Command Sub-Disciplines
  8. Science Sub-Disciplines
  9. Navigation Sub-Disciplines
  10. Engineering Sub-Disciplines
  11. Communications Sub-Disciplines
  12. Medicine Sub-Disciplines

Chapter Four: Traits

  1. Variable Traits
  2. Talents
  3. Complications

Chapter Five: Equipment and Trading

  1. Trading
    1. Creating Trade Good Lists
    2. Haggling Prices
  2. Weapons
  3. Armor
  4. General Equipment
  5. Standard Trade Goods
  6. Specialty Trade Goods
  7. Lifeforms
  8. Minerals
  9. Artifacts and Technology

Chapter Six: Vehicles

  1. Basic Rules Regarding Vehicles
  2. Creating and Modifying Vehicles
    1. Vehicle Chassis
    2. Vehicle Users
    3. Vehicular Systems and Equipment
  3. Non-Canonical Vehicle Catalog

Chapter Seven: Starships

  1. Basic Rules Regarding Starships
  2. Creating and Modifying Starships
    1. Starship Chassis
    2. Starship Systems and Equipment
  3. Starflight Starship Catalog
  4. Non-Canonical Starship Catalog

Chapter Eight: Navigation

  1. Vehicles, Starships, and Fuel Consumption
  2. Intraplanetary Travel
  3. Interplanetary Travel
  4. Interstellar Travel
  5. Intertemporal Travel

Chapter Nine: Combat

  1. General Combat Rules
  2. Character-scale Combat
  3. Vehicle-scale Combat
  4. Starship-scale Combat
  5. Mixed-scale Combat

Chapter Ten: Introduction to Gamemastering

  1. Specific Functions of a Gamemaster
  2. Creating Materials
    1. Creating Worlds
    2. Creating Star Systems
    3. Creating Communities
    4. Creating New Items and Equipment
    5. Creating Creatures
  3. Styles of Play
  4. Handling Irregularities in Play
  5. Game Play Phases
  6. An Example

Chapter Eleven: Adventures and Campaigns

  1. Creating Adventures
    1. A Word on Plot Slicing
    2. One Hundred Basic Adventure Ideas
  2. A Word on Settings
    1. Site-Based Adventures
    2. Planet-Side Adventures
    3. Urban Adventures
    4. Space Adventures
  3. A Word on Campaigns

Chapter Twelve: The Starflight Universe

  1. Timeline
  2. Starport
  3. People of the Starflight Universe
    1. Character Archetypes
    2. Who's Who in the Starflight Universe
  4. Miscellaneous Issues of Space Exploration
    1. Navigational Data
    2. Planetary Environments
    3. Bestiary
    4. Non-Canonical Bestiary

Appendix One: Charts and Tables

Appendix Two: Templates

Appendix Three: Glossary and Acronym Key

Index

NEXT: 1.0 Introduction
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