Excerpts from my first non-Pathfinder project, Tiamat’s Throne, a sci-fi/fantasy setting using the Stars Without Number core rules:
The Rage of Dragons
In 2665, the time-space continuum ripped. What I mean is this: A hole was torn from another universe into ours. This was no accident. Forces beyond human comprehension purposefully rent asunder the fabric of reality separating the two universes.
And through this tear came the dragons.
Hundreds of them, each one with the size, speed, and power of a frigate. They rampaged across the sector, raining down death and terror on world after world. Humanity — reeling from the sudden disruption of technology and the psychic chaos of that metadimensional “shriek” — rallied as well as could be expected. Some dragons died in combat against armed spaceships. A few worlds managed to lessen the destruction wrought by the dragons.
Then, the dragons turned on each other. By the end of 2675, only four dragons survived, and the weaker three combined could not match the power of Her Draconic Majesty Tiamat the Unconquerable.
Kouranism: Many wizards suffer from Kouranism, a magical condition that mutates the body and mind while making it possible for the sufferer to manipulate eldritch energies in ways not possible for the unafflicted. Rules for this new skill are found in the Kouranism section below.
When the Eugenics Commissars finished designing the duonos genome, the plan was that the new species would be genetically predisposed toward obedience. Thus, genome manipulation aimed at docility and timidity. The first two or three generations of duonos functioned well in their various roles as compliant domestic servants too afraid of their masters’ authority to be disobedient. In the fourth and following generations, however, a genetic instability evidenced itself. Centered in the amygdala, this instability resulted in a minority of duonos exhibiting the binary psychological traits of fear or wrath. Put more simply, some duonos were typically docile and timid, but only up to a point. After that, these aberrant duonos — called koleros — became violent, sometimes shockingly so as they fell into the grip of rage verging on psychotic in intensity.
Wizard Class Traits
Prime Attributes: Intelligence or Dexterity
Hit Dice: d4
Special Ability: The wizard is the only class that can learn to cast spells.
Wizard Class Skills: Artist, Combat/Magitech, Culture/Any, Kouranism, Language, Religion, Perception, Profession/Any
Additional Skill Points per Level: 2
While most worlds have intermittent problems with the undead, Castor is overrun with them. Her cities exist in a state of constant siege. The most prominent undead menace are the hordes of zombies. Tens of thousands of zombie surround the cities, and more wander the wilderness between Castor’s urban centers. Other undead monsters are less common, but more dangerous, especially those that can fly such as ghosts and spectres. These types of monsters can not only bypass city walls, but they can also threaten the dirigibles that link the cities via the airways.
Despite the planetary quarantine, groups of adventurers sometimes travel to Castor. Caches of pretech can be found in ancient ruins by those willing and able to brave Castor’s the undead terrors.