TEXT: EV: Nova  for Dragonstar
  Requires the of the Dungeons and Dragons® Player’s Handbook, Third Edition, published by
  Wizards of the Coast® and the Starfarer’s Handbook® published by Fantasy Flight Games®
  
  Escape Velocity: Nova for Dragonstar
  2
  Credits
  Original Escape Velocity Game
  Matt Burch and all the people at Ambrosia
  Escape Velocity: Nova
  Ambrosia Software and Atmos Software
  d20 Conversion Concept
  Joseph Scharfenberg
  d20 Conversion
  Joseph Scharfenberg
  Descriptions
  Ambrosia Software, Atmos Software, Joseph Scharfenberg
  Editing and Layout
  Joseph Scharfenberg
  Playtesting and Feedback
  The DSD20 Yahoo Group
  Dedication
  “To all the gang at DirgoTonix, joo roxorz.”
  This Document is Open Game Content except: all images and the terms Escape Velocity, Nova, and EVN.
   ‘d20 System’ and the d20 System logo are Trademarks owned by Wizards of the Coast and are used with
  permission.
  Dungeons and Dragons® and wizards of the Coast® are Registered Trademarks of Wizards of the Coast.
  Escape Velocity, Nova, and all images in this document are Trademarks owned by Ambrosia Software and
  Atmos Software.
  
  Edited by Joseph Scharfenberg
  3
  Table of Contents
  Credits
  2
  Table of Contents
  3
  Ships
  4
  Freighters
  4
  Leviathan
  4
  Standard Variant
  Armed Variant
  New England Shipyards Destroyer
  über-Leviathan
  Pegasus
  5
  Standard Variant
  Advanced Shielding
  Upgraded Engines
  Terrapin
  6
  Standard Variant
  Upgraded Engines
  Upgraded Shields
  Shuttle
  7
  Standard Variant
  Version B
  New Equipment
  8
  Swappable Starcaster
  8
  Rail Gun
  8
  100 mm
  150 mm
  200 mm
  IR Missile
  8
  Cargo Section
  8
  Cargo Section
  Cargo Section Adapter
  New Rules
  9
  HyperGates
  9
  HyperSpace
  9
  Open Game License
  11
  
  Escape Velocity: Nova for Dragonstar
  4
  Ships
  Freighters
  Leviathan
  The Leviathan, originally from a small, technically advanced Outlands system, is
  probably one of the biggest starships you will ever see.  There are only a few hundred of
  these giant freighters in existence, for two reasons.  Firstly, only the biggest corporations
  could afford them, and secondly, the actual ship takes 20 years to build, and is 1640 feet
  long.  Most Leviathans are actually close to 600 years old.  Many were have been
  handed down through the generations, from hereditary ship's master to ship's master.
  Most were retrofitted with starcasters when the technology became available after the Dragon Empire annexed
  the system. Nowadays you might be lucky to see some of the upgraded variants, like the basic armed variant
  with laser batteries and rail guns, the New England Shipyards Destroyer with it’s plasma cannon batteries, or
  the rare and dangerous über-Leviathan which carries 2 full squadrons of some of the fastest fighters in the
  galaxy and some powerful plasma cannons and torpedo turrets.
  Leviathan: Colossal V Vehicle; hp 880; Top Spd 5; Acc 1; Dec 1; Hand –10; Sensor +4; Stealth 1; AC 2 (-128
  size, -5 Dex, +60 natural, +40 armor, +35 shields); SQ vehicle, hardness 80, swappable starcaster, dual
  starcaster, 40 Cargo Section Adapters; Fuel 300,000/25.
  Stations: Pilot 1, Sensor 4, Crew 200.
  Cargo: 40 Cargo Sections (805,000 m3, 850,634 tons H2O).
  Cost: 150,000,000 cr.
  Leviathan (Armed Variant): Colossal V Vehicle; hp 880; Top Spd 5; Acc 2; Dec 1; Hand –10; Sensor +4;
  Stealth 1; AC 7 (-128 size, -5 Dex, +60 natural, +50 armor, +30 shields); SQ vehicle, hardness 80, swappable
  starcaster, dual starcaster, 40 Cargo Section Adapters; Fuel 300,000/25.
  Stations: Pilot 1, Sensor 4, Gunner 6, Crew 200.
  Cargo: 38 Cargo Sections (764,750 m3, 808,100.4 tons H2O).
  Cost: 200,000,000 cr.
  Weapon: 3 quad laser cannons (battery); Fire arc: turret; Attack bonus: +5 (targeting computer);
  Damage: 6d10x4; Range: 5.
  Weapon: 3 200 mm rail guns; Fire arc: Front; Attack bonus: +5 (targeting computer);
  Damage: 20d12; Range: 10.
  Leviathan (New England Shipyards Destroyer): Colossal V Vehicle; hp 890; Top Spd 6; Acc 2; Dec 1; Hand
  –8; Sensor +6; Stealth 6; AC 17  (-128 size, -5 Dex, +60 natural, +50 armor, +40 shields); SQ vehicle, hardness
  85, swappable starcaster, dual starcaster, 40 Cargo Section Adapters; Fuel 250,000/25
  Stations: Pilot 1, Sensor 6, Gunner 4, Crew 200.
  Cargo: 36 Cargo Sections (724,500 m3,  765,568.8 tons H2O), 10 fighters.
  Cost: 350,000,000 cr.
  Weapon: 4 quad plasma cannons (battery); Fire arc: turret; Attack bonus: +5(targeting computer);
  Damage: 10d10x4; Range: 10
  Weapon: 4 torpedo bays; Fire arc: front x2, rear x2; Damage: 6d10x5; Speed: 50.
  über-Leviathan: Colossal V Vehicle; hp 900; Top Spd 7; Acc 2; Dec 2; Hand –5; Sensor +14; Stealth 6; AC
  12 (-128 size, -5 Dex, +60 natural, +45 armor, +40 shields); SQ vehicle, hardness 80, swappable starcaster, dual
  starcaster, 40 Cargo Section Adapters; Fuel 200,000/25.
  
  Edited by Joseph Scharfenberg
  5
  Stations: Pilot 1, Sensor 4, Gunner 30, Crew 170.
  Cargo: 22 Cargo Sections (442,750 m3, 467,847.6 tons H2O), 20 fighters.
  Cost: 800,000,000 cr.
  Weapon: 16 quad plasma cannons (battery); Fire arc: turret; Attack bonus: +5 (targeting computer);
  Damage: 10d10x4; Range: 10.
  Weapon: 16 torpedo bays; Fire arc: front x2, turret x12, rear x2; Damage: 6d10x5; Speed: 50.
  Pegasus
  In the war for control of a small, technically advanced Outlands sytem, many of
  the Leviathans used in the system were wrecked beyond repair, and the shipping houses
  whose livelihood depended on them faced financial ruin.  A solution was found by a
  young engineer named Eyeya Soyahc, who realized that a Leviathan was too big to be
  utterly destroyed. Thus he organized teams to salvage the enormous cargo rings from the
  floating hulks.  These rings were repaired and retrofitted with engines.  The design was
  such a commercial success that it was adopted in its own right, and is now manufactured by many worlds. The
  Pegasus model can be found in three variants, the standard variant, the Advanced Shielding variant for high
  battle areas, and an Upgraded Engines variant that has dual starcasters and better acceleration and deceleration.
  Pegasus: Colossal III Vehicle; hp 600; Top Spd 7; Acc 2; Dec 2; Hand –7; Sensor +2; Stealth 1; AC 3 (-32 size,
  -5 Dex, +20 natural, +20 armor, +15 shields); SQ vehicle, hardness 60, swappable starcaster, 10 Cargo Section
  Adapters; Fuel 300,000/10.
  Stations: Pilot 1, Sensor 4, Gunner 2, Crew 50.
  Cargo: 10 Cargo Sections (201,250 m3, 212,658 tons H2O).
  Cost: 37,000,000 cr.
  Weapon: Triple Laser Cannon (Battery); Fire arc: turret; Attack Bonus: +5 (targeting computer);
  Damage: 6d10x3; Range: 5.
  Pegasus (Advanced Shielding): Colossal III Vehicle; hp 660; Top Spd 7; Acc 2; Dec 2; Hand –7; Sensor +2;
  Stealth 1; AC 8 (-32 size, -5 Dex, +20 natural, +20 armor, +20 shields); SQ vehicle, hardness 60, swappable
  starcaster, 10 Cargo Section Adapters; Fuel 300,000/10.
  Stations: Pilot 1, Sensor 4, Gunner 2, Crew 50.
  Cargo: 10 Cargo Sections (201,250 m3, 212,658 tons H2O).
  Cost: 38,000,000 cr.
  Weapon: 4 Triple Laser Cannons (Battery); Fire arc: turret; Attack Bonus: +5 (targeting computer);
  Damage: 6d10x3; Range: 5.
  Pegasus (Upgraded Engines): Colossal III Vehicle; hp 615; Top Spd 8; Acc 3; Dec 3; Hand –6; Sensor +2;
  Stealth 1; AC 3 (-32 size, -5 Dex, +20 natural, +20 armor, +15 shields); SQ vehicle, hardness 60, swappable
  starcaster, dual starcaster, 10 Cargo Section Adapters; Fuel 300,000/9.
  Stations: Pilot 1, Sensor 4, Gunner 2, Crew 50.
  Cargo: 10 Cargo Sections (201,250 m3, 212,658 tons H2O).
  Cost: 38,000,000 cr.
  Weapon: 4 Triple Laser Cannons (Battery); Fire arc: turret; Attack Bonus: +5 (targeting computer);
  Damage: 6d10x3; Range: 5.
  
  Escape Velocity: Nova for Dragonstar
  6
  Terrapin
  The aptly named Terrapin is the mainstay of small traders.  While ugly as sin, and
  about as fast as its namesake, the Terrapin carries one whole standard cargo pod segment.
  This huge cargo capacity for such a small vessel makes it a ripe target for pirates and
  raiders.  They usually travel in "gaggles" with hired escorts, but sometimes a lone trader
  on his last monetary legs will try to journey alone. The Terrapin comes in three variants,
  the standard variant and variants with upgraded engines or shields.
  Terrapin: Colossal Vehicle; hp 300; Top Spd 8; Acc 2; Dec 2; Hand –4; Sensor +2; Stealth 3; AC 2 (-8 size, -5
  Dex, +8 natural, +5 armor, +3 shields); SQ vehicle, hardness 40, swappable starcaster, Cargo Section Adapter;
  Fuel 300,000/3.
  Stations: Pilot 1, Sensor 2, Gunner 1.
  Cargo: 1 Cargo Sections (20,125 m3, 21,265.8 tons H2O).
  Cost: 5,500,000 cr.
  Weapon: Triple Laser Cannon (Battery); Fire arc: front; Attack Bonus: +5 (targeting computer);
  Damage: 6d10x3; Range: 5.
  Terrapin (Upgraded Engines): Colossal Vehicle; hp 200; Top Spd 10; Acc 3; Dec 3; Hand –2; Sensor +2;
  Stealth 3; AC 5 (-8 size, -5 Dex, +10 natural, +5 armor, +3 shields); SQ vehicle, hardness 40, swappable
  starcaster, Cargo Section Adapter; Fuel 300,000/3.
  Stations: Pilot 1, Sensor 2, Gunner 1.
  Cargo: 1 Cargo Sections (20,125 m3, 21,265.8 tons H2O).
  Cost: 6,000,000 cr.
  Weapon: 3 Double Laser Cannons (Battery); Fire arc: front x2, turret x1; Attack Bonus: +5 (targeting
  computer); Damage: 6d10x2; Range: 5.
  Terrapin (Upgraded Shields): Colossal Vehicle; hp 200; Top Spd 8; Acc 2; Dec 2; Hand –4; Sensor +2;
  Stealth 3; AC 7 (-8 size, -5 Dex, +10 natural, +5 armor, +5 shields); SQ vehicle, hardness 40, swappable
  starcaster, Cargo Section Adapter; Fuel 300,000/3.
  Stations: Pilot 1, Sensor 2, Gunner 1.
  Cargo: 1 Cargo Sections (20,125 m3, 21,265.8 tons H2O).
  Cost: 6,000,000 cr.
  Weapon: 3 Triple Laser Cannons (Battery); Fire arc: front x2, turret x1; Attack Bonus: +5 (targeting
  computer); Damage: 6d10x3; Range: 5.
  Shuttle
  Sigma Shipyards first produced this simple in-system shuttle over two hundred
  years ago, and the basic keel design hasn't been changed since.  The shuttle has only
  enough power for a double laser cannon and a tiny shield generator; enough to protect
  against micrometeoroids but a few direct hits by even a light blaster will cause real
  problems for this craft. Originally This craft journeyed Federation Space via the
  HyperGates, but a most have been upgraded to Starcasters, but only for when the
  location is either not in the same system as a HyperGate, or the pilot does not have the codes for the HyperGate
  and can’t hack the HyperGate’s computer. The Shuttle comes in two variants, the standard, and Version B,
  more interceptor, less freighter.
  Shuttle: Huge Vehicle; hp 90; Top Spd 20; Acc 3; Dec 3; Hand +0; Sensor +3; Stealth 10; AC 6 (-2 size, -5
  Dex, +6 natural, +5 armor, +2 shields); SQ vehicle, hardness 10; Fuel 400,000/1.
  
  Edited by Joseph Scharfenberg
  7
  Stations: Pilot 1.
  Cargo: 16 m3, 16.9 tons H2O.
  Cost: 1,600,000 cr.
  Weapon: Double Laser Cannon; Fire arc: front; Attack Bonus: +5 (targeting computer); Damage:
  6d10x2; Range: 5.
  Shuttle (Version B): Huge Vehicle; hp 95; Top Spd 22; Acc 3; Dec 3; Hand +2; Sensor +4; Stealth 10; AC 8 (-
  2 size, -5 Dex, +6 natural, +5 armor, +4 shields); SQ vehicle, hardness 10; Fuel 300,000/1.
  Stations: Pilot 1.
  Cargo: 4 m3, 4.2 tons H2O.
  Cost: 3,600,000 cr.
  Weapon: 2 Double Laser Cannons; Fire arc: front; Attack Bonus: +5 (targeting computer); Damage:
  6d10x2; Range: 5.
  Weapon: Multishot IR Missile Launcher (4); Fire arc: front; Damage: 8d10x2; Speed: 20/40.
  
  Escape Velocity: Nova for Dragonstar
  8
  New Equipment
  Swappable Starcaster: This starcaster is in a removable container that allows a crew of
  at least 4 medium-sized, or 8 small-sized creatures to remove and then install a
  replacement starcaster is 24 hours, 12 for removal, and 12 for installation, though half of
  both those times are for moving the heavy container out of the way and placing the new
  one in it’s place and can be shortened with the use of magic. The artificial gravity
  enhancement included with the starcaster is offline during the swap.
  Cost: 1,500,000 cr.
  Weight: 2 tons.
  Rail Gun: This archaic but devastating weapon is simple but deadly. A small chunk of
  metal, 200 mm in diameter, and 225 to 250 mm long, about the shape of a rugby ball or
  football, is propelled at near relativistic speeds. This weapon is only used on capitol
  ships of size Colossal III or larger, as the smaller ships don’t have the mass to
  compensate for the recoil. This weapon also comes in smaller sizes or 100 and 150 mm
  in diameter and comparable lengths.
  Weapon
  Cost
  Damage
  Critical
  Range
  Weight
  Type
  100 mm Rail Gun
  40,000 cr.
  10d12
  x2
  50,000 ft.
  2.000 lbs.
  Piercing
  150 mm Rail Gun
  60,000 cr.
  15d12
  x2
  50,000 ft.
  2,500 lbs.
  Piercing
  200 mm Rail Gun
  80,000 cr.
  20d20
  x2
  50,000 ft.
  3,000 lbs.
  Piercing
  Missile, IR: This missile is designed to fire from and hit objects in space. It is one of the largest missiles and
  can only be launched from spacecraft mounted missile launchers. This missile deals half bludgeoning and half
  fire damage to everything in the blast radius. An IR missile has a guidance rating of 20. It moves speed 20 (on
  the spacecraft scale) the round it is launched and sped 40 every round thereafter. For more information on
  explosive weapons, see page 133 of the Dragonstar: Starfarer’s Handbook.
  Blast
  Weapon
  Cost
  Damage
  Radius Guidance
  WeightType
  Missile,
    IR
  900 cr. 8d10x2
  50 ft.
  20
  30 lb.
  *
  Cargo Section: This wedge shaped container is 35 meters wide at it’s widest point, 15 at it’s narrowest, 23
  meters deep, and 30 meters tall. Originally designed for use with the Leviathan cargo transport, it was later used
  on the Pegasus and Terrapin as well, and can be added to other ships with adapters. Each cargo container can
  hold 20125 m3 of cargo, about 21,265.8 tons of H2O, a common cargo. To add a Cargo Section Adapter to your
  vessel, requires 2 weeks of outfitting. After the adapter is in place, the vessel can hold one Cargo Section. With
  the Cargo Section in place, the vessel becomes either a Colossal vessel, or, if the vessel is already larger than
  Colossal the vessel size changes only if multiple Adapters are installed, Colossal 2 with ≥ 4, Colossal 3 with ≥
  16, C4 with ≥ 32, and C5 with ≥ 64 Cargo Sections. This may change the Top Speed, Acceleration,
  Deceleration, Armor Class, and Starcaster charges used per jump, as per the DM’s ruling.
  Cost: 3,000,000 cr. for Cargo Section, 500,000 cr. for Cargo Section Adapter.
  Weight: 30 tons for Cargo Section, 5 tons for Cargo Section Adapter.
  
  Edited by Joseph Scharfenberg
  9
  New Rules
  HyperGates
  In Federation Space, there are no Starcasters. This is because every system that could need to be
  accessed has a HyperGate. Each HyperGate is linked to up to four other HyperGates, though the gates in the
  core of Federation Space are the only ones with the max jump points. To access a HyperGate, the captain or
  pilot of the vessel must send the HyperGate Activation Codes and then select a destination while the HyperGate
  inititalizes. Once the HyperGate is inititalized, a direct link to the target HyperGate, if available, is established
  through HyperSpace. Then the ship travels into the maw of the Gate and re-appears at the other end an instant
  after entering.
  Most Travel through Federation Space is by HyperGate, since Starcasters were only recently introduced
  when the Dragon Empire was first encountered on a HyperGate scouting mission. The U.S.S. Enterprise, the
  Federation Naval Flagship was destroyed, but the HyperGate is was guarding was not. The Dragon Empire
  learned from the captured scientist how to set it up, and how to make more, and sent a fleet into Federation
  Space, a quarter of the way across the galaxy.
  Rules Information: To travel by HyperGate requires three things. The first is a Funtioning HyperGate to
  travel through. The second is the HyperGate activation code for that particular hyperGate. The third is a ship of
  size Colossal 5 or smaller. To transmit the code to the HyperGate’s computer, a Use Device check (DC 20) is
  required to activate the com-link, transmit the code and destination, and for the Hypergate to respond. This
  takes 2 full-round actions. If you do not have the proper codes you can hack the HyperGate with a successful
  Use Device check (DC 35), if you are actually hooked into the HyperGate and not communication by com-link,
  the DC is only 25. There are at most five possible destination from one HyperGate, four standard destination,
  and, with the proper code, a destination within 5 parsecs in mind, and a successful Use Device check (DC 25).
  FI you Fail this roll, use the Starcaster failor table for the results. A HyperGate can be set to transport itself
  across HyperSpace with 24 hours a re-programming and a successful Use Device check (DC 35) every hour.
  The DC is 30 if you are in direct computer contact with the HyperGate computer, not just by com-link.
  HyperGate: Colossal VI vehicle; hp 1000; Top Spd 0; Acc 0; Dec 0; Hand –20; Sensor +20; Stealth –20; AC 4
  (-256 size, -5 Dex, +100 natural, +65 armor, +100 shields); SQ vehicle, hardness 100; Fuel 0/-.
  Stations: Pilot 1 (Integrated Robot Brain).
  Cargo: None.
  Cost: 10,000,000,000 cr.
  HyperGate AI Expert 15: CR 14; Medium-size Construct; HD 2d10; hp 11; Init +5 (+1 Int, +4 Improved
  Initiative); Spd 0 ft.; AC -5 (-5 Dex); Atk –; SQ Construct, low-light vision, ambidexterity; AL N; Fort
  +0, Ref +0, Will +9; Str –, Dex –. Con –, Int 12, Wis 10, Cha 10.
  Class Skills: Bluff, Concentration, Cryptography, Diplomacy, Forgery, Knowledge, Navigate, Pilot,
  Sense Motive, Use Device.
  Skills: Bluff +12, Concentration +12, Cryptography +16, Diplomacy +12, Forgery +13, Knowledge
  (Space) 14, Navigate +16, Pilot +15, Sense Motive +13, Use Device +23.
  Feats: Born Spacer, Hacker, Gear Head, Skill Focus (Use Device), Space Jockey, Starship Piloting,
  Technical Proficiency.
  Upgrades: A.I. Module, Personal Communicator Personality Module.
  Cost:233,600 cr. (included in HyperGate Cost, cost is for replacement)
  HyperSpace
  HyperSpace is a unique transitive plane. It can currently only be accessed by HyperGates, and how is
  stilla mystery to the HyperGate’s inventor. Since initital contact with the Dragon Empire 5 years ago, none of
  the Empire’s top mages have been able to access hyperspace. Some reason that this is because HyperGates are
  
  Escape Velocity: Nova for Dragonstar
  10
  just specialized portals, others say because it can only be accessed with technology like the HyperGates, not
  with magic at all. Still others say that it was a divine gift to the Federation and that they matter should be settled
  latter, and that the Empire and the Federation should work together for the betterment of all involved. This last
  group is mostly made up of clerics and their congregations of the Merchant and the Smith, mainly because they
  want to either use the HyperGates for trade, or to learn about and improve on the design.
  
  Edited by Joseph Scharfenberg
  11
  Open Game License
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
  Reserved.
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  
  What if there was a portion of the Galaxy where the Dragon Empire was never heard of. Where there are no humanoids but
  humans. Where there is no magic. Where the way to being a hero does not involve dragons, good or bad. In this area is the birthplace
  of humanity, Earth, and it’s Federation of colony worlds networked by HyperGates and trade routes. Also in this area is the warrior
  culture of the Auroran Empire, the outcast Pirates, the almost magical science of the Polaris, the HyperSpace plying wraiths with their
  innate ability to cloak themselves, and the remnants of a far technically advanced civilization, now enslaved by the Federation,
  teaming with pods of nanobots and mental energy. And now the Empire as assaulted one of the Federation’s exploratory forces and
  found this paradise, ripe for dominion under the iron claw of the Dragon Empire. This is the portion of the Galaxy depicted in the
  popular shareware game Escape Velocity: Nova produced by Ambrosia Software and Atmos Software, and ported to the popular
  d20 System and the Dragonstar universe.
  
SOURCE: textdata/thevault/Dragonstar/Dragonstar Escape Velocity Nova.pdf