The Khybe Monk's approach to individual expression extends past simple mutations and hyperspace meditations. The Khybe Monk order endorses a variety of starsword designs and techniques in wielding them. A Khybe Monk only receives training with a single style of specialized starword and is unable to use the other Khybe manifestations of the blade. All Khybe Monk retain the ability to wield basic unspecialized starswords as would Star Knights. While it is permissible for a Khybe Monk to choose their desired blade style and technique, most seek guidance from the Khybe to randomly allocate which they are trained in.
d6 Khybe Monk Starswords:
1) Gloved Starsai.
1d6+2 x 2, + 2 AC when worn and defending against melee attacks.
Tribladed starswords erupting from a pair of wielding gauntlets. The blade are much shorter than a regular starsword but this allows them to be used in unison. This version of the starsword allows two attacks in a combat round (both attacks require separate successful attack rolls).The triblade design is also well suited to defending against melee attacks. Meditations cannot be cast while wearing both Starsai.
2) Fat blade.
1d6 + 2, +2 AC.
A much thicker bladed starsword. Because of the blades thickness the energy is less intense and damaging than a normal startsword. The thickness is perfectly suited to deflecting blows from other starswords and rounds from energy weapons.
3) Starflail.
1d6 + 4.
A laser thin line of energy separates a barbed head of plasma from this starsword's hilt. This thin line of energy can be extended up to 20 feet, allowing this particular starsword a very impressive reach. The energy line itself causes no lasting damage, other than mild heat irritation. The design of this starsword does not allow its wielder to deflect other blades or energy weapon rounds as a normal starsword would.
4) Starwhip.
1d6 + 4.
The plasma of this starsword curls and bends like a whip. This allows the wielder to wrap the "blade" of this starsword around their target for ongoing damage. After a successful attack the victim of this weapon must make a Saving Throw or find themselves trapped in the super heated embrace of the Starwhip. This will result in the target automatically taking 1d6+4 damage each turn until the wielder of the Starwhip decides to release them. The design of this starsword does not allow its wielder to deflect other blades or energy weapon rounds as a normal starsword would.
5) Great Starsword.
Requires 2 hands, +1 to target's AC, 1d8+5.
An enormous, super charged starsword. The hilt of this starsword constantly jostles and vibrates under the internal pressure of the barely contained energy source. This bucks and jolts the wielder's hands, making the weapon especially hard to use. Any being targeted by this weapon receives +1 to their AC.
6) Starrazor.
1d6 +3 hits 3 closest melee targets, Attack roll d20 result of 1 = hits wielder for maximum damage.
6 shortened starsword blades spinning around a stabilized central handle. This starsword is a whirling maelstrom of plasma energy. It is an incredibly dangerous and wild weapon to wield, causing damage to the 3 closest targets to the weapon, regardless of their position as friend or foe. An attack roll d20 result of 1 results in the wielding taking maximum damage from the whirling blade. While energy weapons can be deflected with this starsword, it is useless for parrying other starsword blades.
Monday, 27 June 2016
Sunday, 12 June 2016
Khybe Monks (White Star Character Class/Star Knight variant)
"Well, The Khybe is what gives a monk his power. It's an energy source drawn from the infinite manifestations of hyperspace. It swirls restlessly and endlessly, separated from us only by the thin, yet solid wall of reality."
Kyhbe Monk Vero of the Pani.
Khybe monks harness and manifest the chaotic energies of hyperspace. They are a loose and anarchic order, with monasteries located on the most remote, desolate asteroids and bustling, cosmopolitan mega cities. They have no leadership hierarchy or guiding principles, other than ensuring The Khybe manifests in the strongest, most creative ways possible all across the galaxy. A Khybe monk devotes their life to preparing mind and body for ascension to their personal plane of hyperspace.
At character creation a new character has a 10% chance of being able to "Manifest the Khybe". If this occurs, the Khybe remains latent within them but they are not yet a Khybe Monk. The character must seek out another Khybe Monk or monastery to become one. Until then they must pick another character class to begin the game. Once a character becomes a Khybe Monk their XP resets to 0. If they reached level 2 or more in another class they retain any of the abilities of that class (including Hit Points if it would be more than their new Hit Points as a Khybe Monk). The character must abide by the Weapon/Armour restrictions of a Khybe Monk.
The Khybe Manifests: When a character with latent Khybe ability experiences something appropriately traumatic, the Khybe will manifest within them. This is the particular way the powers of Hyperspace erupt from the character. A character does not need to be a Khybe Monk for this to occur, but they will receive none of the other abilities of a Khybe Monk until they seek further training.
1 x Random Psionic Ability/Power (I use this book)
1 x Random mutation (I use this PDF, and this PDF. Thanks to Red Box Vancouver's Blog and The Weirdlands of Xhuul.)
Once a Khybe manifested character becomes a Khybe Monk, they receive the following abilities:
Kybe monks have very similar powers and abilities to Star Knights but the chaotic vibrations of hyperspace sees these powers manifesting differently in each Khybe monk. Khybe Monks use the same Advancement table, Experience Point table, Weapon/Armour restrictions, Saving Throws, XP bonus, Star Sword Duelist and Establish Monastery ability as a Star Knight.
Khybe Monk's also use the same Meditation Advancement table as Star Knights, but have access to different meditations (listed below).
Khybe Monk Starsword Variants.
Khybe Mediation: Each Khybe Monk has access to different, randomly allocated powers of Hyperspace. Roll on the following d8 table to determine which:
1) Abjuration
2) Conjuration
3) Divination
4) Enchantment
5) Illusion
6) Evocation
7) Cleric Spells
8) Druid Spells
These obviously align to a specific Ad&d magic school (a list of all of them is handily available here). The Khybe Monk needs to meditate as a Star Knight would to "cast" them.
The Khybe Manifests Again: Upon reaching Level 6 the eddies of hyperspace energy will surge and well within the Khybe Monk. Another suitable traumatic experience is required for this manifest as further Khybe mutations. Once this occurs the Khybe Monk receives:
1 x Random Psionic Ability/Power (I use this book)
1 x Random mutation (I use this PDF, and this PDF. Thanks to Red Box Vancouver's Blog and The Weirdlands of Xhuul.)
(The Khybe Monk is my "The Decline of Overhouse August" White Star campaign's version of Jedi/Star Knights.)
Kyhbe Monk Vero of the Pani.
Khybe monks harness and manifest the chaotic energies of hyperspace. They are a loose and anarchic order, with monasteries located on the most remote, desolate asteroids and bustling, cosmopolitan mega cities. They have no leadership hierarchy or guiding principles, other than ensuring The Khybe manifests in the strongest, most creative ways possible all across the galaxy. A Khybe monk devotes their life to preparing mind and body for ascension to their personal plane of hyperspace.
At character creation a new character has a 10% chance of being able to "Manifest the Khybe". If this occurs, the Khybe remains latent within them but they are not yet a Khybe Monk. The character must seek out another Khybe Monk or monastery to become one. Until then they must pick another character class to begin the game. Once a character becomes a Khybe Monk their XP resets to 0. If they reached level 2 or more in another class they retain any of the abilities of that class (including Hit Points if it would be more than their new Hit Points as a Khybe Monk). The character must abide by the Weapon/Armour restrictions of a Khybe Monk.
The Khybe Manifests: When a character with latent Khybe ability experiences something appropriately traumatic, the Khybe will manifest within them. This is the particular way the powers of Hyperspace erupt from the character. A character does not need to be a Khybe Monk for this to occur, but they will receive none of the other abilities of a Khybe Monk until they seek further training.
1 x Random Psionic Ability/Power (I use this book)
1 x Random mutation (I use this PDF, and this PDF. Thanks to Red Box Vancouver's Blog and The Weirdlands of Xhuul.)
Once a Khybe manifested character becomes a Khybe Monk, they receive the following abilities:
Kybe monks have very similar powers and abilities to Star Knights but the chaotic vibrations of hyperspace sees these powers manifesting differently in each Khybe monk. Khybe Monks use the same Advancement table, Experience Point table, Weapon/Armour restrictions, Saving Throws, XP bonus, Star Sword Duelist and Establish Monastery ability as a Star Knight.
Khybe Monk's also use the same Meditation Advancement table as Star Knights, but have access to different meditations (listed below).
Khybe Monk Starsword Variants.
Khybe Mediation: Each Khybe Monk has access to different, randomly allocated powers of Hyperspace. Roll on the following d8 table to determine which:
1) Abjuration
2) Conjuration
3) Divination
4) Enchantment
5) Illusion
6) Evocation
7) Cleric Spells
8) Druid Spells
These obviously align to a specific Ad&d magic school (a list of all of them is handily available here). The Khybe Monk needs to meditate as a Star Knight would to "cast" them.
The Khybe Manifests Again: Upon reaching Level 6 the eddies of hyperspace energy will surge and well within the Khybe Monk. Another suitable traumatic experience is required for this manifest as further Khybe mutations. Once this occurs the Khybe Monk receives:
1 x Random Psionic Ability/Power (I use this book)
1 x Random mutation (I use this PDF, and this PDF. Thanks to Red Box Vancouver's Blog and The Weirdlands of Xhuul.)
(The Khybe Monk is my "The Decline of Overhouse August" White Star campaign's version of Jedi/Star Knights.)
Saturday, 4 June 2016
The Shargon (White Star Character Race)
The Shargon are a player character race for White Star.
The classes available to the Shargon are: Aristocrat, Mercenary and Pilot.
The Shargon race requires additional XP to level up. Each class requires an additional 1000 XP to reach level 2. This higher XP requirement is then multiplied for each additional level as normal (i.e: a Shargon Mercenary requires 3000 XP for level 2, 6000 XP for level 3, 12 000 XP for level 4, etc.).
Emerging from a mad and malfunctioning rogue AI factory world, the Shargon are a genetically manipulated clone race. They were created from the tattered remains of DNA samples from an ancient non-sentient aquatic life-form. The natural electroreception ability of that race has been infused and amplified to allow the Shargon to communicate and control electronic devices directly through a form of telepathy. The Shargon also share their ancestors heightened prey tracking sensors and powerful carnivorous jaws.
The Shargon escaped their AI creator's mechanical wasteland of a homeworld some centuries ago. While escaping, they stole the master copy of their genetic clone coding, allowing them to hatch new members of their species. The Hatchery is the name the Shargon give their sacred cloning space station. The location of The Hatchery is a close guarded secret and often changes, migrating along the dark spaces between solar systems. Due to this secrecy the galaxy at large is unsure how Shargon society operates and who or what makes the decisions to produce more Shargon clones.
The amplified electroreception ability of Shargon engineers enables them to meld, weld and craft magnetically sensitive ore with ease. This gives Shargon space craft and stations a distinctly rock-covered and craggy appearance. This rock-like quality also manifests in Shargon ceremonial armour and electronics. Rumors of Shargon wielding obscenely huge melee weapons and commanding moon sized drones made of rock often waft through the cantinas of the galaxy...
The Shargon inherit all the features and special abilities of their chosen class, except for bonus to Saving Throws (Base saving throws remain the same, but class specific bonuses do not apply).
Race Abilities:
Ability scores: Plus 2 to Strength and Constitution, minus 2 to Intelligence and Dexterity.
Saving Throw: Due to the heavily irradiated and polluted environment of their AI creator's homeworld, the Shargon receive +4 when resisting radiation and +2 when resisting poison.
Lungs: Regardless of common misconception, Shargon have a similar respiratory system to humans. Thus they cannot breath underwater. Their AI creators were not concerned with that component of their genetic ancestors.
Bite: All Shargon are blessed with enormous, razor toothed mouths. They may bite opponents for d8 damage (plus Strength bonus).
Electromagnetic Vibration Sense: All Shargon are able to sense the vibration of living, organic beings within a 10 meter radius of them. A Saving Throw or modified stealth check may be required if said organic beings is actively trying to hide.
Electroreception: A network of genetically modified ampullae laces every Shargon's body. This has a variety of benefits. Shargon are able to interface directly and organically with electronic devices. This includes the ability to manifest an internal OS for interacting with The Matrix and its simulacrum. This means each Shargon has its own internal commlink device. Shargon receive a bonus of +2 to any skill or ability checks relating to the use of electronics or computer systems. They are also able to send commands to electronic devices at the speed of thought. The Shargon's ampullae network unfortunately does not assist them in the piloting of vehicles of any kind. Having Electroreception intrinsically gives the Shargon's the ability to use the Nefarious and Intrusive Holonet/Commlink Operation and Nefarious and Intrusive Security Hardware Operations skills. There is no bonus to this outside of their innate +2. To get better at these skills they must pay for each level of training as normal.
Electroganic Drone Skill: All Shargon start with the Electronic Drone Control and Creation skill at the "Skilled" level. Because of their electroreception ability they essentially "talk" telepathically to their drones, leading to a closer bond than is normal for eletroganic drone engineers. Additionally, Shargon electroganic drones only ever require 25% biomass for initial creation, and are imbued with the craggy, rock like re-enforcing ore melding typical of Shargon engineering (give a +2 AC to all drones created).
Electronic Empathy: The Shargon find themselves inhabiting two worlds. That of the organic and physical, and that of the electronic and virtual. They also retain some residual awe and religiosity towards their AI creators. As such The Shargon have an emotional attunement towards the electronic. They may become incensed at the mistreatment of electronic manifestations of any type, be that AI or drone, trash compactor or automated assembly line.
Return to The Hatchery: Most Shargon are expulsed from The Hatchery at level 1. Communities of Shargon settlement exist across the galaxy, but the majority of Shargon do not know the ever changing location of their space station of birth. At level 8 an ancient and deeply buried electroreception ability manifests within a Shargon. They become sub-unconsciously aware of the location The Hatchery, and will be able to sense it's location regardless of distance.
Hatchery Commander: When a Shargon reaches level 10, proving itself to be a venerable and exemplary clone, it is bestowed the rank of Hatchery Commander. This rank gives the Shargon a voice of authority within The Hatchery, allowing them to create and guide the lives of untold Shargon clones.
Notes:
Names: The Shargon generally refer to clones from their Hatchery batch and younger as brother and sisters, and clones from older Hatchery batches as mother and father. Both pronouns are used interchangeably for all Shargon as they are all completely genderless and sterile. As all Shargon are able to identify one another via distinct electroreception signals, they do not need names. They will take blunt, basic names to assist, humor or mock other races that require such things.
Other names: Shargon may be referred to using the following terms, depending on the speakers galactic background or opinion of the Shargon: Selgon, Selargon, Sharkmen, Jaws, Shelctros, Sharktos and Toofies.
(These guys popped into existence when a player in my White Star campaign wanted to hire some bodyguards from the very cosmopolitan "Bazaar" aboard the Vat-home. Random table alien creation rolls gave me "Shark" and "Virtual Society". The character who employed 3 "Sharkmen" bodyguards unfortunately died mid-mission. As a consolation I let him play one of the "Sharkmen" necessitating to the creation of The Shargon!)
The classes available to the Shargon are: Aristocrat, Mercenary and Pilot.
The Shargon race requires additional XP to level up. Each class requires an additional 1000 XP to reach level 2. This higher XP requirement is then multiplied for each additional level as normal (i.e: a Shargon Mercenary requires 3000 XP for level 2, 6000 XP for level 3, 12 000 XP for level 4, etc.).
Emerging from a mad and malfunctioning rogue AI factory world, the Shargon are a genetically manipulated clone race. They were created from the tattered remains of DNA samples from an ancient non-sentient aquatic life-form. The natural electroreception ability of that race has been infused and amplified to allow the Shargon to communicate and control electronic devices directly through a form of telepathy. The Shargon also share their ancestors heightened prey tracking sensors and powerful carnivorous jaws.
The Shargon escaped their AI creator's mechanical wasteland of a homeworld some centuries ago. While escaping, they stole the master copy of their genetic clone coding, allowing them to hatch new members of their species. The Hatchery is the name the Shargon give their sacred cloning space station. The location of The Hatchery is a close guarded secret and often changes, migrating along the dark spaces between solar systems. Due to this secrecy the galaxy at large is unsure how Shargon society operates and who or what makes the decisions to produce more Shargon clones.
The amplified electroreception ability of Shargon engineers enables them to meld, weld and craft magnetically sensitive ore with ease. This gives Shargon space craft and stations a distinctly rock-covered and craggy appearance. This rock-like quality also manifests in Shargon ceremonial armour and electronics. Rumors of Shargon wielding obscenely huge melee weapons and commanding moon sized drones made of rock often waft through the cantinas of the galaxy...
The Shargon inherit all the features and special abilities of their chosen class, except for bonus to Saving Throws (Base saving throws remain the same, but class specific bonuses do not apply).
Race Abilities:
Ability scores: Plus 2 to Strength and Constitution, minus 2 to Intelligence and Dexterity.
Saving Throw: Due to the heavily irradiated and polluted environment of their AI creator's homeworld, the Shargon receive +4 when resisting radiation and +2 when resisting poison.
Lungs: Regardless of common misconception, Shargon have a similar respiratory system to humans. Thus they cannot breath underwater. Their AI creators were not concerned with that component of their genetic ancestors.
Bite: All Shargon are blessed with enormous, razor toothed mouths. They may bite opponents for d8 damage (plus Strength bonus).
Electromagnetic Vibration Sense: All Shargon are able to sense the vibration of living, organic beings within a 10 meter radius of them. A Saving Throw or modified stealth check may be required if said organic beings is actively trying to hide.
Electroreception: A network of genetically modified ampullae laces every Shargon's body. This has a variety of benefits. Shargon are able to interface directly and organically with electronic devices. This includes the ability to manifest an internal OS for interacting with The Matrix and its simulacrum. This means each Shargon has its own internal commlink device. Shargon receive a bonus of +2 to any skill or ability checks relating to the use of electronics or computer systems. They are also able to send commands to electronic devices at the speed of thought. The Shargon's ampullae network unfortunately does not assist them in the piloting of vehicles of any kind. Having Electroreception intrinsically gives the Shargon's the ability to use the Nefarious and Intrusive Holonet/Commlink Operation and Nefarious and Intrusive Security Hardware Operations skills. There is no bonus to this outside of their innate +2. To get better at these skills they must pay for each level of training as normal.
Electroganic Drone Skill: All Shargon start with the Electronic Drone Control and Creation skill at the "Skilled" level. Because of their electroreception ability they essentially "talk" telepathically to their drones, leading to a closer bond than is normal for eletroganic drone engineers. Additionally, Shargon electroganic drones only ever require 25% biomass for initial creation, and are imbued with the craggy, rock like re-enforcing ore melding typical of Shargon engineering (give a +2 AC to all drones created).
Electronic Empathy: The Shargon find themselves inhabiting two worlds. That of the organic and physical, and that of the electronic and virtual. They also retain some residual awe and religiosity towards their AI creators. As such The Shargon have an emotional attunement towards the electronic. They may become incensed at the mistreatment of electronic manifestations of any type, be that AI or drone, trash compactor or automated assembly line.
Return to The Hatchery: Most Shargon are expulsed from The Hatchery at level 1. Communities of Shargon settlement exist across the galaxy, but the majority of Shargon do not know the ever changing location of their space station of birth. At level 8 an ancient and deeply buried electroreception ability manifests within a Shargon. They become sub-unconsciously aware of the location The Hatchery, and will be able to sense it's location regardless of distance.
Hatchery Commander: When a Shargon reaches level 10, proving itself to be a venerable and exemplary clone, it is bestowed the rank of Hatchery Commander. This rank gives the Shargon a voice of authority within The Hatchery, allowing them to create and guide the lives of untold Shargon clones.
Notes:
Names: The Shargon generally refer to clones from their Hatchery batch and younger as brother and sisters, and clones from older Hatchery batches as mother and father. Both pronouns are used interchangeably for all Shargon as they are all completely genderless and sterile. As all Shargon are able to identify one another via distinct electroreception signals, they do not need names. They will take blunt, basic names to assist, humor or mock other races that require such things.
Other names: Shargon may be referred to using the following terms, depending on the speakers galactic background or opinion of the Shargon: Selgon, Selargon, Sharkmen, Jaws, Shelctros, Sharktos and Toofies.
(These guys popped into existence when a player in my White Star campaign wanted to hire some bodyguards from the very cosmopolitan "Bazaar" aboard the Vat-home. Random table alien creation rolls gave me "Shark" and "Virtual Society". The character who employed 3 "Sharkmen" bodyguards unfortunately died mid-mission. As a consolation I let him play one of the "Sharkmen" necessitating to the creation of The Shargon!)
Wednesday, 1 June 2016
The Pan System
After a year of running my "Decline of Overhouse August" White Star campaign, my players have finally clawed their way out out of the star system they began their adventure in. Employed as agents for the massive human control system that is the Overhouse Augustan Empire, they become at first disillusioned then repulsed by the petty politics, lies and connivings of their home. The party become aware of numerous alien influences throughout the system, and were frustrated with their superior's blatant disregard for the safety of the system through their willful ignorance of such forces.
When the party was bestowed the honor of meeting an Imperial Delegation, the first in hundreds of years, they were taken aback by the rotting, undead cybernetic husk that met them. Further, the "dangerous criminals" they were tasked with delivering to the delegation were in fact no more than children. When a squad of star ships made of bone and moss swooped in to the golden station and a group of goat men emerged to save the children from the clutches of The Emperor the party decided to assist the newcomers in the rescue.
Given before unseen interstellar fuel the party was able to enter hyperspace, and leave system G33. Emerging in a larger, weirder galaxy than they knew ever existed, the party discovered they had helped save a cohort of Khybe (Force,Way) sensitive children. What follows is a brief description of the new system they emerged from hyperspace within, the Pan system.
Overview: The Pan system is a dark one, missing a star as a central gravitational point. Instead a purple green glow pervades the astral bodies of the system. This glow emanates from the anchoring central mass that is a stabilised black hole. Having a dwarfed black hole as "sun" gives the system a measure of secrecy from the forces of the Overhouse August - drone probes and scanners ignore it as an anomaly unfit for sentient life.
Titan Pan: The body of an impossibly immense goat-man is curled around the black hole center of the Pan system. This is Titan Pan, the eon aged home of the Pani. The curled titan keeps the black hole stabilized and prevents the rest of the system being sucked in beyond the event horizon. Titan Pan's body is ever erupting in masses of vines, moss, trees and shrubs, giving it a breathable atmosphere. The Pani sing and dance to the vegetation, forging halls, cities, stations and ports across Titan Pan. The Pani themselves emerge fully formed from wounds briefly formed across Titan Pan's form. The Pani mine the bone and sinew of Titan Pan to construct their space faring ships. The Pani were assisted in employing Titan Pan's body as space exploration technology by their closest neighbors, the Vat-Spawn of Xan.
Xan, the Vat-Home: A tiny planetoid, encased and encompassed by a much larger spacestation drawing energy from the planetoid's core. The planetoid is known as Xan. It is barren and atmosphere-less but at its core is an immense mass of rich nuclear plasma. The spacestation, known as the Vat-Home, uses this plasma as an energy source. The spacestation is of an elegant, curvingly geometric design that glows a calming pink-beige. The Vat-home hosts the Vat Republic, a direct democracy of 500 Vat-Spawn. The Vat-Spawn are 8 foot tall featureless humanoids, who through an infinite supply of grown replacement clones, ostensibly live forever. The Vat Republic is peaceful and inquisitive, welcoming galactic travelers of all races to their home. This has lead to the creation of the Bazaar, an intergalactic marketplace that is ever changing and evolving. The Vat-Spawn do not stray from the Pan System, fearful of leaving their precious Vat-Home. Though the Vat Spawn are wise and intensely talented in scientific research, the mystery of who created them and their home eludes them.
Arba: A rocky, black and mountainous wasteland, pockmarked by belching geysers of lava and gas. Though Arba's surface is unfit for most forms of life, the immeasurably complex and sprawling cavern system beneath the surface is. As if the geysers were the exhaust of some planetwide internal atmosphere geneator, the caverns have air breathable by humans, and are heated to a pleasing humanoid room temperature. The untold caverns are the home of the Rog, a primitive society of shape shifting worms.
Tagos: A dead, freezing rock. Deep pockets of interstellar fuel are below the surface and the Vat-Spawn of Xan having established extensive mining operations.
When the party was bestowed the honor of meeting an Imperial Delegation, the first in hundreds of years, they were taken aback by the rotting, undead cybernetic husk that met them. Further, the "dangerous criminals" they were tasked with delivering to the delegation were in fact no more than children. When a squad of star ships made of bone and moss swooped in to the golden station and a group of goat men emerged to save the children from the clutches of The Emperor the party decided to assist the newcomers in the rescue.
Given before unseen interstellar fuel the party was able to enter hyperspace, and leave system G33. Emerging in a larger, weirder galaxy than they knew ever existed, the party discovered they had helped save a cohort of Khybe (Force,Way) sensitive children. What follows is a brief description of the new system they emerged from hyperspace within, the Pan system.
Overview: The Pan system is a dark one, missing a star as a central gravitational point. Instead a purple green glow pervades the astral bodies of the system. This glow emanates from the anchoring central mass that is a stabilised black hole. Having a dwarfed black hole as "sun" gives the system a measure of secrecy from the forces of the Overhouse August - drone probes and scanners ignore it as an anomaly unfit for sentient life.
Titan Pan: The body of an impossibly immense goat-man is curled around the black hole center of the Pan system. This is Titan Pan, the eon aged home of the Pani. The curled titan keeps the black hole stabilized and prevents the rest of the system being sucked in beyond the event horizon. Titan Pan's body is ever erupting in masses of vines, moss, trees and shrubs, giving it a breathable atmosphere. The Pani sing and dance to the vegetation, forging halls, cities, stations and ports across Titan Pan. The Pani themselves emerge fully formed from wounds briefly formed across Titan Pan's form. The Pani mine the bone and sinew of Titan Pan to construct their space faring ships. The Pani were assisted in employing Titan Pan's body as space exploration technology by their closest neighbors, the Vat-Spawn of Xan.
Xan, the Vat-Home: A tiny planetoid, encased and encompassed by a much larger spacestation drawing energy from the planetoid's core. The planetoid is known as Xan. It is barren and atmosphere-less but at its core is an immense mass of rich nuclear plasma. The spacestation, known as the Vat-Home, uses this plasma as an energy source. The spacestation is of an elegant, curvingly geometric design that glows a calming pink-beige. The Vat-home hosts the Vat Republic, a direct democracy of 500 Vat-Spawn. The Vat-Spawn are 8 foot tall featureless humanoids, who through an infinite supply of grown replacement clones, ostensibly live forever. The Vat Republic is peaceful and inquisitive, welcoming galactic travelers of all races to their home. This has lead to the creation of the Bazaar, an intergalactic marketplace that is ever changing and evolving. The Vat-Spawn do not stray from the Pan System, fearful of leaving their precious Vat-Home. Though the Vat Spawn are wise and intensely talented in scientific research, the mystery of who created them and their home eludes them.
Arba: A rocky, black and mountainous wasteland, pockmarked by belching geysers of lava and gas. Though Arba's surface is unfit for most forms of life, the immeasurably complex and sprawling cavern system beneath the surface is. As if the geysers were the exhaust of some planetwide internal atmosphere geneator, the caverns have air breathable by humans, and are heated to a pleasing humanoid room temperature. The untold caverns are the home of the Rog, a primitive society of shape shifting worms.
Tagos: A dead, freezing rock. Deep pockets of interstellar fuel are below the surface and the Vat-Spawn of Xan having established extensive mining operations.