Welcome to the Starmage Prophecies campaign. Characters created begin on the planet Haizmond in the Strumbor Cluster. Strange vehicles have been sighted in the star system, and since legends say that people once journeyed between the stars it’s assumed that these visitors must have this technology. This has been confirmed, since a long-range teleport brought an ambassador to the local king’s palace.
It quickly became clear that this is an occupying force, and if nothing is done Haizmond will soon fall to invaders with superior weaponry. The world’s wisest mages have rallied together and summoned up long-dead heroes from a distant galaxy. They, along with some brave natives of Haizmond, are the world’s last hope.
The Starmage Prophecies campaign uses the Modern System Reference Document for its core rules, including the arcana and future supplements. Additionally, the Modern Player’s Companion and Future Player’s Companion contain rules used in this campaign. Racial feats from the Galactic Races book are allowed, but only for their specified race.
Haizmond is a Progress Level Three world, giving it technology roughly equal to Europe during the Renaissance. Magic and psionics exist on Haizmond, but are difficult for beginners to use.
Please download the Starmage Prophecies Campaign Manual for full details.
The StarMage Prophecies campaign uses the point buy method of generating ability scores. Each character has 32 points to distribute among the 6 ability scores.
StarMage Prophecies characters may be any one of the following races from the d20 Modern SRD:
Human, Shadowkind Dwarf, Shadowkind Elf, Shadowkind Gnome, Shadowkind Half-Elf, Shadowkind Half-Orc, Shadowkind Halfling, Shadowkind Orc
*Shadowkind characters do not receive Archaic Weapons Proficiency as a bonus feat.
Characters may also be from one of the following races detailed in Appendix 1: Alternate Races:
Air Elem, Earth Elem, Fire Elem, Kobold, Pershalan, Water Elem
StarMage Prophecies characters may start as any one of the six base classes from the d20 Modern SRD.
All talent trees from the d20 Modern SRD, d20 Future SRD, d20 Modern Player’s Companion, and d20 Future Player’s Companion are allowable in the StarMage Prophecies campaign.
The following Advanced Classes are allowable in the SMP campaign:
D20 Modern SRD:
Soldier, Martial Artist, Gunslinger, Infiltrator, Daredevil, Bodyguard, Field Scientist, Field Medic, Investigator, Personality, Negotiator, Telepath, Battle Mind, Mage, Acolyte
Urban Arcana SRD:
Arcane Arranger, Archaic Weaponsmaster, Glamourist, Mystic, Shadowjack, Speed Demon, Street Warrior, Techno Mage, Thrasher, Wildlord
D20 Future SRD:
Ambassador, Explorer, Space Monkey, Swindler, Technosavant, Tracer, Xenophile
D20 Future Player’s Companion:
Pharmer, Robot Hunter
D20 Modern Player’s Companion:
Adept, Arcane Scholar, Bounty Hunter, Confidence Artist, Criminologist, Dead Shot, Enforcer, Fixer, Gentle Warrior, Survivalist, Transporter
The following Prestige Classes are allowable in the SMP campaign:
Urban Arcana SRD:
Archmage, Artificer, Ecclesiarch, Holy Knight
D20 Future Player’s Companion:
Shock Monk
D20 Modern Player’s Companion:
Commander, Dark Sage, Martial Arts Master, Mentalist, Psionic Assassin, Silent Intruder
The following occupations are freely available for PCs when the StarMage Prophecies campaign opens:
Academic, Adventurer, Apothecary, Athlete, Blue Collar, Bohemian, Bureaucrat, Celebrity, Craftsperson, Creative, Criminal, Dilettante, Doctor, Domestic, Drifter, Educator, Enforcer, Entrepreneur, Gladiator, Hedge Wizard, Investigative, Law Enforcement, Military, Novitiate, Outcast, Politico, Psychic, Religious, Rural, Scavenger, Shadow Scholar, Squire, Student, Technician, Transporter, Tribal, or White Collar
The following occupations are only available to reborn characters:
Astronaut Trainee, Colonist, Netizen, Universal Vagabond
All characters must begin play with and maintain an allegiance to the Haizmond Benevolent Society. No character may, at any time, attain or begin with an allegiance to Evil.
All SMP characters must begin play at any Adult age for their race. Age modifiers for ability scores are not used in the SMP campaign.
When the campaign begins, several people have been resurrected from a long dead galaxy far, far away.
Reborn characters have access to different feats than local (non-rezzed) characters. Please see Appendix 2: The Reborn for complete details on resurrected characters.
All characters begin first level with maximum hit points for their class. At each subsequent level, they receive half of their possible maximum plus one. Bonus hit points gained from a Constitution bonus are calculated at each level after the base hit points are determined.
The StarMage Prophecies campaign uses alternative rules for the use of action points. Since SMP is a heroic campaign, we wish to encourage the use of action points, and are thus providing them as a renewable resource.
Each character receives action points equal to 2 + their character level at the beginning of each scenario they play in. At the end of each scenario, their action points are reset to zero.
All skills and uses for skills from all approved sources are allowable for use in the SMP campaign. (See Appendix 3: Allowable Sources for complete details on alternative resources.)
The following feats are banned from use in the SMP campaign:
Cohort, Cross-Training, Expert Advice, Magic Defense, Improved Magic Defense, Greater Magic Defense, Multilingual, Linguist, Psionic Resistance, Sacred Spell, Shadowbane Spell, Supernatural Strike, Self Improvement, Alien Cohort, Dimensional Vagabond, Mental Buffer, Mental Warding, Timewalker, Robotic Companion
Natives of Zagport may not take any of the following feats until further notice:
Aircraft Operation, Advanced Firearms Proficiency, Burst Fire, Strafe, Double Tap, Skip Shot, Surface Vehicle Operation, Vehicle Expert, Force Stop, Vehicle Dodge, Bridge Commander, Craft Bioware, Craft Clone, Craft Nanotech, Evolved Organ, Gene Therapist, Genome Interchange, Ghost in the Machine, Improved Autofire, Inherited Redesign, Jetpack Flare, Mecha Engineer, Nanoimmunity, Nanophile, Nanotaker, Perfect Genome, Powered Armor Defender, Powered Armor Engineer, Powered Armor Warrior, Robo-Diplomat, Robo-Engineer, Robo-Hunter, Robotic Familiar, Rushed Growth, Stand Your Ground, Starship Engineer, Ubiquitous, Vehicle Engineer, Xenodiplomat, Zero-G Warrior, Alien Weapons Proficiency, Armor Proficiency (Powered), Spacer, Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Xenomedic, Zero-G Training, Follow that Car, Hard-Eyed, Hail of Bullets
In addition, no character in the StarMage Prophecies Campaign may take any Cybernetic or Mutation related feats until further notice.
Due to the episodic nature of the SMP campaign, and our desire to keep things simple for our players, the functionality of the following feats have been altered:
Archaic Weapons Proficiency
This feat gives proficiency with all simple and martial weapons from the standard SRD (D&D 3.5).
Extra Action Boost
This feat gives one additional action point per scenario.
Improved Damage Threshold
This feat adds your Constitution score (not modifier) to your Massive Damage Threshold.
Quick Reload
This feat allows you to reload matchlocks as a full-round action, flintlocks as a standard action, and percussion cap weapons as a move-equivalent action in addition to its standard effects.
First level local characters begin with maximum wealth as calculated by the following formula:
8 + Occupation Bonus + (1 if 1-4 ranks of Profession) + Special
Special may include bonuses such as the Windfall feat or other character related options.
All purchases made out of play must be made by taking 10. Purchases made in game may be rolled for as normal. Note that making purchase rolls for abnormal items generally takes a number of hours equal to the purchase DC.
At character creation, characters may only make purchases from the objects mentioned in Appendix 4: Purchasable Equipment.
Reborn characters begin with a Wealth Bonus of +0
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