Complete Spacefarer's Handbook TABLE of CONTENTS

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Complete Spacefarer's Handbook TABLE of CONTENTS Complete Spacefarer's Handbook TABLE OF CONTENTS Introduction ............................ 2 Chapter 1: Groundlings in Space ........... 4 What Every Groundling Should Know ...... 4 Groundling Characters in Space ........... 5 The Inhabitants of the Worlds ............. 8 Chapter 2: New Spacefaring Races ......... 15 Ability Scores ........................ 15 Class Restrictions and Level Limits ....... 16 Dracons ............................ 16 Giff ................................ 17 Grommams .......................... 18 Hadozee ............................ 19 Hurwaeti ............................ 20 Lizard Men .......................... 21 Rastipedes .......................... 22 Scro ............................... 23 Xixchil .............................. 24 Other Characteristics .................. 27 Chapter 3: Spacefarer Kits ............... 28 Kits and Character Creation ............. 28 Kit Organization ...................... 29 Warrior Kits .......................... 30 Wizard Kits .......................... 37 Priest Kits ........................... 45 Rogue Kits .......................... 51 Using Kits from Previous Handbooks ...... 56 Creating New Kits ..................... 56 Chapter 4: Role-Playing ................. 59 Spacefarer Personalities ................ 59 Changing Personalities ................. 61 Chapter 5: Spacefaring Proficiencies ....... 62 New Weapon Proficiencies .............. 62 New Nonweapon Proficiencies ........... 63 Chapter 6: Spacefaring Logistics .......... 68 Provisioning the Crew .................. 68 Maintaining the Ship .................. 70 New Equipment ...................... 72 Docking in Civilized Ports .............. 77 Chapter 7: Spacefaring Organizations ...... 79 Faiths of Space ....................... 79 Military Brotherhoods .................. 84 Trading Companies .................... 88 Other Groups ........................ 93 Chapter 8: Campaign Design ..................... 97 Starting a SPELLJAMMER® Campaign .... 97 AD&D® Rules in Space .................. 100 Player Character Ability Scores ......... 100 Player Character Races ................ 102 Player Character Classes .............. 102 Alignment .......................... 105 Proficiencies ........................ 105 Money and Equipment ................ 105 Magic ............................. 105 Experience ......................... 113 Combat ............................ 115 Nonplayer Characters ................. 114 Chapter 9: Strongholds in Space ......... 116 The Construction Site and the Workforce ........................ 116 Castle Design . ...................... 119 Warfare! ........................... 125 Index ............................... 127 CREDITS Project Design: Curtis M. Scott Editor: Barbara G. Young Black and White Art: David 0. Miller Color Art: Jeff Easley, Brom, Eric Olson Typography: Tracey Zamagne Keylining: Laura Samuels Additional Spacefarer Quotes: Roger E. Moore Welcome to the Complete Spacefarer's Handbook. This book is the first in a new series, focusing on the campaign worlds of the AD&D® game. This book provides SPELUAMMER® game players and DMs with lots of new and useful information to make their campaigns work better. Players and DMs who wish to use this book should have the SPELUAMMER game (AD&D Adventures in Space) boxed set. Other accessories that are useful for extending SPELUAMMER campaigns are the War Captain's Companion boxed set, the various handbooks in the PHBR series, and the Tome of Magic. This book assumes several things about your campaign: • You are playing in the SPELLJAMMER campaign setting and are familiar with the material in the SPELLJAMMER boxed set. Specifically, it assumes that you understand the basic mechanics of spell-jamming and the premises of the SPELLJAMMER universe. • Your campaign uses the optional proficiency system described in Chapter 5 of the Player's Handbook. • Your campaign uses the optional kit system described in the PHBR series: Complete Fighter's Handbook, Complete Thief's Handbook, etc. This book is organized into several chapters. Some of the chapters are for the players, some are for the DM, and some are for both. Chapter 1: Groundlings in Space helps players and DMs with campaigns set on any of the AD&D campaign worlds to convert their characters and campaigns to the SPELLJAMMER setting. It provides a groundling's-eye view of adventuring in space, suggests several methods for integrating groundling characters into the SPELLJAMMER setting, and explains how the inhabitants of the standard AD&D campaign worlds view spelljamming. Chapter 2: Hew Spacefaring Races presents several new player-character races for SPELLJAMMER campaign players, along with a long look at the older races. These new nonhuman races are much more alien than those previously described for the AD&D game. Chapter 3: Spacefarer Kits defines several new character kits unique to the SPELLJAMMER setting. Spelljamming characters can now be Corsairs, Arca-nists, Astrologers, or Salvagers. As with kits from the PHBR series, these kits are optional; DMs may choose to include or exclude specific kits from their campaigns. Chapter 4: Role-Playing offers a number of new spacefarer personalities. Like the kits, the concept of personalities comes from the PHBR series and is completely optional. Chapter 5: Spacefaring Proficiencies describes new nonweapon proficiencies for your spelljamming campaign. These proficiencies can be taken by spa-cefaring characters as well as groundling characters who have traveled in space for a while. Chapter 6: Spacefaring Logistics discusses some of the practical issues involved in traveling through wildspace and the phlogiston. It describes how to deal with supply problems in space and lists several new pieces of equipment especially designed for SPELLJAMMER campaigns. Chapter 7: Spacefaring Organizations describes 16 Spacefaring organizations that your characters may join—or oppose. We offer some insight into the purposes of these organization and explain how they fit into the complex political web that stretches across the spheres. Chapter 8: SPELLJAMMER Campaign Design is for the DM, although players may read it. It explains the various ways to set up a SPELLJAMMER campaign and describes how to apply AD&D game rules in space. This section includes a review of various spells from many AD&D products, noting how spell effects change in the SPELLJAMMER setting. Chapter 9: Strongholds in Space modifies and adds to the Castle Guide so that your player characters can build fortresses and attract followers. So strap on your helmet, start up the helm, and prepare for worlds of adventure. The SPELLJAMMER universe awaits! Most SPELUAMMER® campaigns start as normal "groundling" campaigns, with the space-faring element added after some game time. As a result, new SPELUAMMER campaign PCs are usually groundlings—inhabitants of one of the many planets—not space-born natives. This chapter discusses knowledge that any groundling from an AD&D® game world could have about space. It may be read by new SPELUAMMER campaign players of groundling PCs, or as a guideline for interactions between SPELLJAMMER and groundling campaigns on any of the AD&D game worlds. This chapter also describes how groundling skills and proficiencies could be useful in space, and introduces some ideas to help groundlings join a space-faring campaign. What Every Groundling Should Know By and large, groundlings of the AD&D game worlds know little about wildspace and even less about the phlogiston. Nevertheless, the few ships that have made landfall on these worlds have sown a healthy crop of rumors. Here's some of the information (and misinformation) that the planet-born may have heard: • Space travel is possible, although dangerous. The techniques for space travel are not well known, although some beings (notably gnomes) have built very limited ships without help. True spacefaring ships seem to be powered by magic and use the innate power of magic-using people (mages and priests) to fly. According to rumor, the more powerful the mage or priest, the faster the ship will fly. • It's possible to visit the moons and planets that you see in the sky. Most of them have nothing to recommend them, however, being barren and lifeless. • Occasional travelers claim to be from other worlds. They say that these worlds are not the moons and planets you can see, but other worlds in other "spheres." Some of these travelers may be planar travelers, but others claim to have come from space. In any case, most of the travelers are similar to the inhabitants of your own world. You can be sure some of these people are con-men, making up elaborate stories to enhance their reputations. However, some of them may be telling the truth. • Even more fancifully, some claim that there are creatures who spend their entire lives in space. This seems unlikely, but you can never be sure about these things. • Finally, some so-called spacefarers are very haughty, referring to you and your people as "groundlings" with the same tone of voice you use to say "goblins." However, they don't seem to be better than you and the other adventurers of your land. You might like to prove this to them. Groundling Characters in Space This section describes the features of groundling characters that would be useful in a SPELUAMMER® campaign. Weapon Proficiencies In general, weapon proficiencies are equally useful in and out of wildspace. All weapons that work in a standard AD&D® game world also work in wildspace. Some of their effects are modified
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