Green Slaad

Hapless Internet Troll's page

5 posts. Alias of Ex Lege Libertas.




Finding myself with a lot of extra internet-time lately, and thought I might poke my head in and see if anyone needs another player.

I prefer extremely high-roleplay settings and a lot of character development. I'm open to most forms of DnD with a preference toward Eberron, FR, and the 3.5 ruleset. I can also pick up any "Old WoD" setting, if there's interest there.


Male Human Gamer 4 / Philosopher 7

Prologue - By Starlight

The story of the events in Kelvin's Clasp began a long way outside it.

Abruptly, in a patch of empty space above a lone orange-yellow star several dozen light-years away from the Clasp, a jagged, key-shaped vessel appeared. With nothing to judge it against but the star, it was miniscule, but as ships of the Dragon Empire went, the Negotiator was a force to be reckoned with. Her tiered superstructure bristled with the ports of laser and torpedo batteries, and thousands of running lights animated and rippled across her six mile long frame.

She was a Tyrant class battlecruiser, and her well-illuminated colors and polished, unmarred exterior proudly displayed the heraldry of House Osorus, the blue dragons, the house that was a byword for oppression and ruthless efficiency.

Within, the crew went about the duty-checks that came after each starcast. The act of thrusting a multi-billion-ton warship instantaneously through the Astral plane put interesting strains on its structure, and required strict, meticulous maintainance.

Among the tens of thousands of Osorus naval personnel that scurried about their tasks, one man, a human, stood out. Dressed reverently in fitted battle-armor, a Tech-priest of the Smith walked through the corridors, blessing the ship's hull, its electronics, and it's armaments with a sweet-smelling, holy oil. A small collection of acolytes from the ship's crew followed in the wake of the tall and broad-shouldered cleric, repeating the blessings after the Tech-priest has moved on.

When the last corridor was blessed, the last generator and turbine thanked for it's work, the senior acolyte stepped forward from his brethren and silently offered a datapad to the armored cleric...

Suddenly jolted from her meditation by the slightly disorienting experience of starcast-transit, a soldier-ascetic devotee of the Warrior opens her eyes for the first time in hours, allowing the noise and press of her spartan quarters back into her consciousness. What little furniture the stateroom had is pushed against the wall, leaving a wide open practice and meditation space.

Aside from the gentle, reverberating thrum of the huge ship's engines, a sound that was inescapable no matter where on the Negotiator one went, another technological sound fitted itself into the elven monk's consciousness: the quiet-but-insistent beep of the communications terminal in the corner...

In the core of the battlecruiser, beneath the thickest belts of armor, far away from the dead vacuum of space, a thick grove of trees grew in a huge arboretum. The Negotiator was home to thousands, and as a thriving, mobile city in it's own right, some accomodations were necessarily made to the comfort of it's crew. The grove, carefully arranged in spiritually relevant geomantic patterns, was the home of one of the onboard temples, and oft-patronized by the gnomes and elves aboard.

In this space, a druid awoke as well to the respectful, silent presence of one of the hooded grove-keepers. In soft, indirect words, a message was passed...

The Negotiator's chapel was one of it's largest internal structures. A huge cathedral dedicated to the tripartite worship of the Warrior, the Judge, and the Reaper, filled with iconic imagery of titanic battles - victories of House Osorus over the outclassed navies of both Outlands worlds and some of the smaller Imperial houses.

Here, a paladin of SOLAR, resplendent in her heavy, ornate armor, was departing from her afternoon prayers when a Lieutenant of the ship's watch caught up to her. In a brief exchange, he passed on the news...

They had arrived.

One more jump, a few hours away, and they would be in the Khalesh system, the starcast-gateway to Kelvin's Clasp, a collection of a dozen systems flung like a necklace into the Outlands of Osorus space, the place where the real fun would start.

Each of the four worthies had received their clearance orders. They would finally be meeting in a formal sense. The silent swish of the automated doors let them into a long, ornate briefing room. Dominating this room was a black marble conference table, with holoprojectors in the center and five datapads laid out in front of leather chairs.

At the head of the table, Captain Nokovros, a tall and regal half blue dragon in formal black dress uniform, stood waiting. He leveled a stern, commanding stare at the door as the quartet entered. But for the sure presence of hidden cameras as there would be on any Osorus ship, he was alone. He stood rigidly, waiting for them to be seated.


Male Human Gamer 4 / Philosopher 7

Prologue - By Starlight

The story of the events in Kelvin's Clasp began a long way outside it.

Abruptly, in a patch of empty space above a lone orange-yellow star several dozen light-years away from the Clasp, a jagged, key-shaped vessel appeared. With nothing to judge it against but the star, it was miniscule, but as ships of the Dragon Empire went, the Negotiator was a force to be reckoned with. Her tiered superstructure bristled with the ports of laser and torpedo batteries, and thousands of running lights animated and rippled across her six mile long frame.

She was a Tyrant class battlecruiser, and her well-illuminated colors and polished, unmarred exterior proudly displayed the heraldry of House Osorus, the blue dragons, the house that was a byword for oppression and ruthless efficiency.

Within, the crew went about the duty-checks that came after each starcast. The act of thrusting a multi-billion-ton warship instantaneously through the Astral plane put interesting strains on its structure, and required strict, meticulous maintainance.

Among the tens of thousands of Osorus naval personnel that scurried about their tasks, one man, a human, stood out. Dressed reverently in fitted battle-armor, a Tech-priest of the Smith walked through the corridors, blessing the ship's hull, its electronics, and it's armaments with a sweet-smelling, holy oil. A small collection of acolytes from the ship's crew followed in the wake of the tall and broad-shouldered cleric, repeating the blessings after the Tech-priest has moved on.

When the last corridor was blessed, the last generator and turbine thanked for it's work, the senior acolyte stepped forward from his brethren and silently offered a datapad to the armored cleric...

Suddenly jolted from her meditation by the slightly disorienting experience of starcast-transit, a soldier-ascetic devotee of the Warrior opens her eyes for the first time in hours, allowing the noise and press of her spartan quarters back into her consciousness. What little furniture the stateroom had is pushed against the wall, leaving a wide open practice and meditation space.

Aside from the gentle, reverberating thrum of the huge ship's engines, a sound that was inescapable no matter where on the Negotiator one went, another technological sound fitted itself into the elven monk's consciousness: the quiet-but-insistent beep of the communications terminal in the corner...

In the core of the battlecruiser, beneath the thickest belts of armor, far away from the dead vacuum of space, a thick grove of trees grew in a huge arboretum. The Negotiator was home to thousands, and as a thriving, mobile city in it's own right, some accomodations were necessarily made to the comfort of it's crew. The grove, carefully arranged in spiritually relevant geomantic patterns, was the home of one of the onboard temples, and oft-patronized by the gnomes and elves aboard.

In this space, a druid awoke as well to the respectful, silent presence of one of the hooded grove-keepers. In soft, indirect words, a message was passed...

The Negotiator's chapel was one of it's largest internal structures. A huge cathedral dedicated to the tripartite worship of the Warrior, the Judge, and the Reaper, filled with iconic imagery of titanic battles - victories of House Osorus over the outclassed navies of both Outlands worlds and some of the smaller Imperial houses.

Here, a paladin of SOLAR, resplendent in her heavy, ornate armor, was departing from her afternoon prayers when a Lieutenant of the ship's watch caught up to her. In a brief exchange, he passed on the news...

They had arrived.

One more jump, a few hours away, and they would be in the Khalesh system, the starcast-gateway to Kelvin's Clasp, a collection of a dozen systems flung like a necklace into the Outlands of Osorus space, the place where the real fun would start.

Each of the four worthies had received their clearance orders. They would finally be meeting in a formal sense. The quiet swish of automated doors let them into a long, ornate briefing room. Dominating this room was a black marble conference table, with holoprojectors in the center and five datapads laid out in front of leather chairs.

At the head of the table, Captain Nokovros, a tall and regal half blue dragon in formal black dress uniform, stood waiting. He leveled a stern, commanding stare at the door as the quartet entered. But for the sure presence of hidden cameras as there would be on any Osorus ship, he was alone. He stood rigidly, waiting for them to be seated.


I'm looking to possibly put together a Dragonstar game. For those unfamiliar with the setting, it's a sci-fi/fantasy D20 game, a much more technological 'Spelljammer' sort of setting. Spaceships, laser technology, Star-Trek-ish technobabble, a massive ruling aristocracy headed by dragons and dragon-kin and an entire new galaxy to play in.

The setting is very sandbox-y. Rather than having a few specific places in the world where 'Adventure' happens, the entire setting is malleable based on the scale of game the players and GM want to create, as well as the level of technology and culture one wants to deal with.

Specifics to my game:

Races: Standard PHB/Dragonstar PHB. I may make exceptions for other things, but I require non-monstrous, non-magical Humanoids as the bottom-line and am not likely to take up on anything too wacky like a kuo-toa.

Main Classes: PhB/Dragonstar PHB standard without exceptions. The setting functions very well on stereotypes, and the specialists and hybrids of the 'Complete' books don't tend to mesh as well as simply multi-classing would.

Prestige classes: These will *REQUIRE* an in-game mentor and will not necessarily happen as soon as the character's stats meet the minimum requirements. They are not subject to the specific limits of the PHB/Dragonstar PHB, but certain game-flavor will be maintained. Exceptions to rules such as archery feats/classes converting to the use of firearms will be handled on a case-by-case basis.

Character Concepts: Characters should be 'problem solver' archetypes, typically not bound to any government agency or military (though that doesn't bar you from having this as part of your backstory). Characters need to be free of obligations so as to pursue whatever their contractor needs. Detectives, bounty hunters, mercenaries, and pilots-for-hire are good examples of these.

Please, no needless insanities, no 'comic-relief' character concepts. Professionals who do this for a living are what I'm looking for here. By all means, be the badass who quips about the weather during a firefight, but don't be a rodeo-clown or a pyromaniac.

If there's interest, we'll start to move forward on individual characters. Thanks for reading all that!


Male Human Gamer 4 / Philosopher 7
Repost wrote:

Some specifics about each class to be aware of:

General - All classes function as of 3.5, upgrading from 3.0. Specific questions may be addressed in this thread.

Barbarian - not unworkable in this setting, but you'll need to think about just why your character has developed something of a reputation as a problem-solver. Not every problem requires Rage, and the Technical improficiency will be a serious hampering when it comes to investigations and pursuit of clues, as well as, of course, firefights.

Bard - You almost certainly attended a Bardic School. This will be formative to your musical talents as well as your casting style, and ought to be detailed at least a little bit.

Cleric - Unless you are from the inner sectors of the Empire where the Unification Church has got everyone into the habit of using the nine Unification Deity names, you've probably got a specific name for an indigenous deity to your homeworld that is regarded as an aspect of a Unification deity. Clerics from outside the Unification Church are allowed, but run it specifically by me first and detail precisely what it is you believe and why your world is part of the Empire but the deities haven't been absorbed.

Further, Clerics do not hot-swap for cure or inflict spells. Rather, they swap for Domain spells of the same level. This makes healing a somewhat more limited option, but brings a great deal more flavor to a given cleric and their deity, as well as precisely what aspect of that deity the cleric venerates.

Druid - Druids are divine casters. Their spells come from somewhere. Whether it be nature spirits or an eco-conscious aspect of one of the Unification Deities is up to you, but they are not ingrained abilities from training, like a Monk.

Druids also gain one Domain, representative of the chosen 'source' of their powers, chosen from the list of "Air, Water, Fire, Earth, Plant, Animal, or Sun," or from the Domain list of a specific Unification-Church deity. This latter option, however, requires that you also be specifically a <i>follower</i> of that deity and receive your spells through that deity.

Fighter - As written. Fighters are difficult to screw up.

Monk - As written. Monks descend from specific orders, and detailing this order as well as it's training/combat style and particular tenets would flesh out your character immensely.

Paladin - Pick a specific deity, as well as an Order you belong to. Paladins of the Unification Church are sanctioned by the Orders, given 'recognition' as Paladins and special jurisdictions, and it's important to be aware of what those jurisdictions are. You need not confine yourself to the paltry few listed in the book, feel free to make one up if you're feeling creative, but run it by me first, as well as their purpose and political connections.

Ranger - Note the drastic changes that Rangers underwent in conversion from 3.0 to 3.5. "Two-Gun Shooting" does not replace "Two Weapon Fighting" on the combat style table. You are either a marksman with the rifle as per archery feats, or you have learned a style of close combat.

Rogue - Consider the character's background, whether professional spy or member of a Thieves' Guild of some sort, and detail this as it will impact how your Knowledge (local) works.

Sorcerer - Sorcerers are believed to be dragon-blooded, but as noted in the book, there is no scientific evidence to back this. Nevertheless, there is a certain standing in society connoted by sorcerous heritage, and the realities of it must be addressed in your character concept, whether you embraced it or fled from it.

Wizard - Wizards are not reviled in the setting, they are merely looked at askance, for example, in the fashion that we regard UFO Conspiracy Theorists (though for different reasons, obviously). Typically, they band into clusters and share knowledge in this fashion, and as such it is important to determine where your knowledge came from. A specific mentor, a Wizards' College, or inherited/discovered works, for example.