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Stargates (5E)

d&d 5e stargate
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100% found this document useful (3 votes)
663 views26 pages

Stargates (5E)

d&d 5e stargate
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Jerad Laitinen (Order #29024132)

Stargates
Jerad Laitinen (Order #29024132)

Credits
Author: Tim Hitchcock
Additional Material by: Neil Spicer
Editing and Development: Jason Nelson
5E Development: RJ Grady and Michael Mifsud
Artists: Tyler Clark, Michael Jaecks, Tim Kings-Lynne, Beatrice Pelagatti
Design and Layout: Richard Kunz
Legendary Games Team Members: Alex Augunas, Jesse Benner, Clinton J. Boomer, Robert Brookes,
Benjamin Bruck, Carl Cramer, Paris Crenshaw, Matthew Goodall, Jim Groves, Amanda Hamon Kunz,
Steve Helt, Thurston Hillman, Tim Hitchcock, Victoria Jaczko, Jenny Jarzabski, N. Jolly, Jonathan H.
Keith, Michael Kortes, Jeff Lee, Nicolas Logue, Will McCardell, Julian Neale, Jason Nelson, Jen Page,
Richard Pett, Tom Phillips, Alistair Rigg, Alex Riggs, David N. Ross, Amber Scott, Mark Seifter, Tork
Shaw, Mike Shel, Loren Sieg, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Mike Welham,
Linda Zayas-Palmer, and Clark Peterson
Publisher: Jason Nelson
Executive Partner: Neil Spicer
Business Director: Rachel Ventura

Stargates (5E) © 2017, Legendary Games; Legendary Games


Author: Tim Hitchcock, 3734 SW 99th St.
adapted by RJ Grady. Seattle, WA 98126-4026
makeyourgamelegendary.com
ISBN-13: 978-1548408947
ISBN-10: 1548408948
First printing June 2017.
Printed in USA.

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Jerad Laitinen (Order #29024132)
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Special Electronic Features


We’ve hyperlinked this product internally from the Table of Contents and externally with links to the official 5E rules from the System
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books or that you may not have memorized.

About Legendary Games


Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc. Legendary
Games uses a cooperative, team-based approach to bring you the best expansion material for your game. We are gamers and storytellers
first, and we believe that passion shows in our products. So check us out, and Make Your Game Legendary!
Visit us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.

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Introduction 3
Gates in Legendary Planet 4
Defining Stargates 5
Creating a Stargate 6
Malfunctions 9
Keyed Stargates 13
Sample Stargates 14
New Rules 16

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Jerad Laitinen (Order #29024132)
Welcome to the Legendary Planet
Adventure Path
This product is a part of our line of sword-and-planet adventure products blending
science fiction and traditional fantasy in an interplanetary epic that will take your
characters to whole new worlds of adventure. Drawing from the pulp sci-fi tradition of
Edgar Rice Burroughs, Jack Vance, and their contemporaries, this adventure saga spans
exotic worlds filled with alien races and ancient secrets, as the heroes must confront
interstellar conspiracies and unravel long-lost mysteries if they are to save the galaxy
from annihilation, or even just find a way home. Whether you favor the Pathfinder
Roleplaying Game or the 5th edition of the world’s most famous RPG, when you see the
Legendary Planet logo you’ll know you are getting an adventure that is quite literally
out of this world.

The all-star team of designers here at Legendary Games is committed to bringing


you—the busy GM or player—the absolute best third party support for your Pathfinder
campaign. To deliver on that commitment, we’ve assembled the best of the best of
current gaming authors, designers and layout experts so that you can feel comfortable
that Legendary Games products will be the most creative, balanced, dynamic, and
exciting content you can find anywhere. Bringing talented creators together on projects
they pursue with passion is what helps us make products that are as beautiful and
enjoyable to read as they are fun to play at the table. Pick up the Legendary Planet
Adventure Path today, and Make Your Game Legendary!

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Jerad Laitinen (Order #29024132)
What You Will Find Inside Stargates
Stargates opens up a vast universe of possibility for creating and designing your
own system of gateways to bring interplanetary adventure to your campaign.
From local system portals to intergalactic wormholes, you’ll find within a detailed
system for defining not just the basics like direction and range but mysterious
manifestations of transmaterialization energies, the dangers of activating
dormant or damaged gateways, including malfunctions like biomutation, psychic
backlash, and temporal displacement! You can create unique gateway keys for
conditions, patrons, and arcane, divine, and psychic magic and more, and you’ll
find sample gateways like the solar arch, priest’s passage, and the Pillars of Qa, as
well as specialized feats, spells, and more for making the most of gateways in your
universe.

Legendary Games has brought together a group of authors, artists, and


contributors─including industry veterans as well as talented newcomers─all in an
effort to create products for your favorite roleplaying games that are both inspiring
and unique. Combining rich story and background with beautiful aesthetics, we
hope to create gaming experiences that are second to none. This product follows
in that proud tradition, and we hope you enjoy using it as much as we enjoyed
making it. Game on!

- Jason Nelson

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“Leaping through the gate brings the momentary sensation of
being utterly alone in the vast black void. Heartbeats later pinpricks
of light come into existence. At first one-by-one, and then seconds
later they appear in the thousands and then millions. Scant moments
later, the sensation of a torrent of motes of light rushed towards me,
until I was longer surrounded by darkness but a stark and perfect
white—as if the light itself were pouring into my physical form.
The sensation of such immense power coursing through every cell
overwhelms the body, becoming so intense that it almost caused me
to lose consciousness…seconds later, I staggered out the other side
of the gate--forever changed.”

Excerpt from The Stargate Primer describing a traveler’s


experience of traveling through the Hexoplian Stargate in
the Argosian Quadrant.

Introduction
In the timeless eons before the rise of the Principalities, the
ancestors of the Elali discovered the movements of energy
through both space and time. The void that exists between
the worlds served as a sort of conduit for these energies,
and the movements of energies and forces within it hold
constant as everything seeks to find its balance. Originally, Stargates exist because energies within the universe move
the Ancients attempted to harness into these energies, but in two distinct directions, linear and non-linear. Much like a
doing so proved akin to attempting to control the entire great loom, the forces thread together creating an elaborate
multiverse. Instead, they focused on determining the shape tapestry. As the universe moves, the spaces between various
of placement of objects in space. With this knowledge, they threads of energy expand and contract, creating pockets or
learned how to predict and follow the path and motion of all holes in which motion remain static. Different stargates
energies through the universe and in doing so, unlocked the connect at thousands of these pockets throughout the
secrets of interplanetary travel. universe, each with its own set of rules
The Ancients discovered that everything within the
multiverse progressed in a constant state of motion and
that certain energies were responsible for this movement.
This meant that objects continually followed in the paths
and currents of the energy around them and assuring all
The Weave
matter remained in constant motion. Ironically, the secret Energy that travels in straight lines connecting between
to traveling didn’t involve entering into the path of motion, single points is referred to as the weave.
but instead required one to jump out side of it— to remain While the weave is technically infinite, one can only use
still as time and space rushed by and then re-entering by it to travel for short distances, as energy needed to travel
jumping back in at a different point. Since everything through the weave is limited to the range of the nearest
remained in motion, the individual re-entering, always energy source— typically a single sun within a single solar
arrived at a different location. The process is similar to system.
taking a transfer at a train-stop, where the passenger exits
one train, waits a bit, and then boards the next train entering The major advantage of the weave is that its motions
the station. The new train is entirely different from the first, are extremely consistent and typically (but not always)
and may even travel a different speed on a different path. bidirectional. For this reason, the Ancients often used weave
The principal for this particular anomaly became known as stargates as connectors between multiple planets or moons
the Ioxian Continuum Paradox, though individual points of within the same solar system.
entry and egress are commonly referred to as stargates.

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The Warp For those content to simply use the gates to get from one
place to another, the default assumptions of the campaign
Non-linear energy is referred to as the warp. Instead of
are that the many gates that now exist were created by the
connecting single points, warp stargates bend, ripple, or fold
Patrons and the Principalities present a complex network
energy, which causes a sort of compaction of space capable
referred to on most worlds as “The Weave.” The gates often
of connecting multiple points in the universe that would
connect to the next closest gate, but countless factors come
otherwise lie a great distance from each other, relatively close
into play when the entire network is examined. Planetary
together. At certain points along the warp, entropic energy
rotation, gravity wells, and other cosmological and even
flows from surplus points to negative points, in attempt to
magical forces govern where, when, and how far the gates
become balanced. At these points, the Ancients built Stargates
can open. For example, some may only function under
to manipulate the amount of energy needed to create either
specific conditions, such as an eclipse or certain planetary
a surplus or a deficit. Unbalancing the energies triggered the
alignments. And others may require certain keys, knowledge,
formation of a stargate.
or intrinsic qualities in those attempting to access them.
While warp stargates allow travelers to jump greater
Gates vary in functionality and external appearance,
distances, or even through different universes, planes
but adhere to some common elements. They universally
of existence, and time— they are far more difficult to
accommodate a creature of Large size or smaller, though
manipulate. Transport is typically unidirectional because
some are considerably larger giving rise to rumors of titans
precise destinations readily shift as the warp changes in both
striding between worlds. They’re almost always found
its energy levels and its relative position to the location of the
where humanoid creatures dwell, either in the present or
stargate. While an individual can manipulate the stargate’s
the ancient past. The Patrons and the Principalities created
direction, reversing a warp stargate requires more than just
various species with a basic humanoid design in mind,
a powerful energy source and set of coordinates. Still, the
believing it to be the perfect form for interacting with the
universe remains in a state of constant change therefore,
unique environments of the multiverse. Gates may have
the warp occasionally shifts back upon itself. Currently no
singular or multiple connection points, although many are
mortal has ever attained such a powerful shift, not even the
also fixed and unchanging. The actual entrance to a gate is
Ancients, however shifts occur naturally over many millions
always circular, whether perfectly round or oval or partially
of years or as some claim, at the will of the divine.
buried as an arc. All apparently operate in sync with the
orbit of their homeworld around its given star, tapping into
the gravity wells of this relationship to power and extend
its reach to other solar systems and galaxies. Each gate is

Gates in legendary planet a minor artifact and physically indestructible—with one


caveat. They can be rendered inoperable, but the method
required to sabotage a gate is a closely guarded secret
The way that gates operate in the default universe of
the Legendary Planet Adventure Path is fairly static, within the Bellianic Accord—the biological descendants
with gateways established millennia ago by the Ancient of the ancient Patrons. Once sabotaged, a gate is rendered
progenitor races. Their origins are shrouded in mystery and inoperable even if it remains indestructible, making them a
their function is left deliberately vague, since the context precious resource to all who use them.
of that adventure saga the gateways are simply a means to Beyond those basic qualities, gates vary greatly in function
an end, a way to enable the heroes to move from planet and outward appearance. A vertical upright metal ring is a
to planet and to keep the action focused on a fast-paced common configuration, but numerous other gates have
campaign of hard-driving planetary pulp action. They are a been found created from stone and set into ground. Some
thing to seek, to discover, and to marvel at, without getting permit two-way traffic, while others are strictly one-way.
too bogged down in trying to understand or replicate their Some gates are consistent and reliable, while others prove
function. However, every group’s tastes and games are temperamental and fail from time to time. A few even require
different, and for some the exploration of the gateways and certain conditions to be met before they can open, such as
tinkering with them and figuring out how they work may a full moon, an eclipse, or a clear night to better read the
become an area of interest as they proceed through the heavens. A temperamental gate is often “ignited” with some
adventure path, or split off to seek their own adventures form of intense energy to better stabilize it. Select gates even
in this universe beyond this one adventure saga. The rules alter those who pass through them to acclimatize them to
presented in this supplement are designed for players and their destination. Stories also circulate that certain “chosen”
GMs who find the stargates intriguing and exciting and individuals manifest amazing abilities upon arrival on other
something they wish to explore further. worlds, a morphic manifestation which changes each and
every time they pass through a gate.

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The placement of gates often defy reason, but the time known today. In the earliest of days, when the Patrons first
since their creation spans thousands of years and no extant began experimenting with the warp, they were only capable
species fully understands the secrets of their manufacture or of building stargates to planet within a limited range. They
the mystery behind their operation. Elder races realize there randomly projected to these unknown destinations and
may once have been a context to their arrangement which no upon arriving, they constructed a new stargate to establish
longer exists or became altered due to planetary upheaval, two-way travel between the source world and the new planet,
orbital changes, or the rise and fall of various civilizations which they intended to colonize and support.
tasked with maintaining them. As a result, a place like the
Gateway City of Zel-Argose, described in Legendary Planet: Stargates vary drastically in their appearance. Each one is
To Worlds Unknown, is a mystery unto itself, and the many like a work of art, crafted by the vision of the Ancient who gave
portals among its ruins may lead to more Patron enclaves it shape and form. This is also part of the reason why such
where answers can be found and then applied to reaching portals eventually came to be called by different names on
even more worlds among the Weave of the multiverse. different worlds by the lesser species, which grew up around
them. Most commonly, they consist of huge rings of worked
stone or metal, though rumors exist that there are stargates
formed from more diverse materials including crystal,

Defining Stargates
molten metals, and even gas. In some quadrants, stargates
may share similar features, typically some sort of design or
writing to identify them. Particularly if the stargates were
For GMs and players wishing to broaden the universe and erected under the authority of an army or strong-willed
what the interplanetary gateway network is all about, stargate ruler. In other quadrants, individual portals proves far more
serves as a catch-all term used to describe those points difficult. For example, during the age of the Third Ultari
within the universe that somehow connect to other locations Dynasty, the subjugate planets of the Terrax Minor galaxy
within the universe. Thousands of theories attempt to fully made good use of covert stargates to escape persecution, by
explain the anomaly; yet much of the mysteries of a stargate’s disguising them within the architectural features of their
function remains beyond mortal explanation. Despite the temples. Similarly, a stargate’s age can have major influence
widespread manipulation of the stargates, the Ancients over its appearance, and a decent historian can usually tell
likely knew little more about their workings than what is the approximate age of a stargate from its build. Still a

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Jerad Laitinen (Order #29024132)
number of stargates continue to defy explanation, especially Table 1: Stargate CR Modifiers
those constructed in lesser explored regions or in quadrants
Type CR modifier
where the use of stargates was forbidden. These appear
organically— seemingly at random and without warning, Weave +1
rarely emerging twice at the same location. Warp +4

Over the centuries, scholars and explorers have attempted Range


to decipher the writings and designs of numerous stargates Solar +0
to determine where they came from or how they operate. Galactic +2
While these studies have given rise to several theories,
Intergalactic +3
thorough understanding of their workings remains limited.
Some suggest the stargates predate history and that the tears Planar +1
in the void are remnants from the formation of the universe. Temporal +2
While at one time stargates were believed to be powerful Direction
artifacts created by the Ancient, stargates hold little or no
Unidirectional +0
power in an off themselves. Instead, they mark locations
where the warp and weave of the universe become stressed. Bidirectional +2
This latter theory holds that the Ancients created stargates Multidirectonal +1 per each
at these points to function much like doors, except they direction
may have also allowed travelers to either pool energies or at Size
least predict times when the energies provided the means to
travel through the stargates. Small to Medium +0
Large +1
Towards end or their era, the Ancients sough greater
Huge +2
control over the stargates. In these years, they began to
develop the ability to “key” certain stargates, in order to Epic +3
force them to activate as well as transport them to precise Activation
destinations. A key typically consisted of meeting one or Keyed +1
more conditions as determined by the intended destination.
The key was then presented in a ritual-like performance to Condition
activate the stargate. Even with such knowledge stargates Mild Degradation +1
remain subject to malfunctions or misroutes of energy, Moderate Degradation +2
thus the final destination of a warp stargate is never fully
Advanced Degradation +3
guaranteed. Keyed gates are far more like artifacts, however
they only allow an individual means of manipulating an Extensive Degradation +4
existing force, thus, the ability to port entities through spaces Dormant +2
remains a mystery. Damaged Energy Drained +2
Damaged Displacement +1
Damage Physical Destruction +3

Creating a Stargate Ruined


Restrictions
+6
+1 per restriction
The following rules describe the process for designing your
own stargates. As for the possibility of player characters
themselves creating their own gateways, the Legendary Planet
Type
Type refers to whether a specific stargate is a weave stargate
default setting assumes they can no longer be manufactured,
or a warp stargate.
but if you choose to allow it treat it the same as a mythic
character wishing to create an artifact.
Range
Range refers to the distance that lies between two stargates. It is
Challenge
quantified in terms of solar, galactic, intergalactic, and infinite.
A stargate’s CR is equal to 1 + the sum of its modifiers as
Distance is entirely influenced by the stargate’s base type, as
determined by its abilities and restrictions. Use the table
weave stargates are typically only capable of solar movement,
below to determine the stargate’s Challenge (CR).
while only warp stargates permit intergalactic movement.

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Solar: A solar range means the majority of the energy used Bi-directional: A bidirectional stargate creates a pathway
in generating the flow of energy comes from the sun (or between two distinct points. For example, Point A can
suns) that serve as the center of a single solar system. This travel to Point B and point B can travel to Point A. Travel
limits the flow between siphons to locations within the same through a bidirectional stargate isn’t simultaneous, and
solar system. only a single directional flow can be active at one time. The
precise direction is determined by the position of natural
Galactic: A stargate with a galactic range draws energies forces in the multi-verse such as planets, comets, solar flares,
from multiple sources which enables them to connect points or other phenomenon, or by a specific key which can be used
at much greater distances. They rely on ripples within the to realign the stargate into the proper position. Depending
void created by the movement of forces within a single galaxy on the stargate, the shift in direction may occur quickly, or
and harnesses energy sources to rapidly jump from the crest the stargate may maintain a direction for several centuries
of one ripple to another to decrease the distance. A stargate before changing direction.
with a galactic range cannot extend its movements to any
location beyond its specific galaxy, however its ability to flow Multi-directional: Energies in a multidirectional stargate
within a single galaxy may be virtually unlimited. can be directed to flow from one point to three or more
different points. For example, From Point A to point B, C,
Intergalactic: A stargate with an intergalactic range D or E. Like a bi-directional stargate, the position of natural
draws energies from the movement of the void itself. These forces in the multi-verse determine the stargate’s direction.
stargates occur where the void hits a violent fold or bend and
begins spilling from a point in a galaxy of greater energy into
another galaxy containing of lesser energy. Furthermore, Size
these galaxies may or may not exist in the same dimension, Because nearly all stargates are round or oval in shape, a
thus a stargate with intergalactic range may also have a stargate’s size refers to its circumference. The circumference
temporal sub-range. may also limit the size of creatures able to fit through the
stargate. Most stargates have a small circumference that
A temporal sub-range means the stargate moves through
encompasses an area only broad enough to accommodate a
the dimension of time. The destination of a temporal stargate
Large creature. However, they can be discovered in a range of
may be in a new location at some other point in time, or the
sizes including enormous stargates capable of transporting
same location at different point in time, however temporal
several hundred creatures. Whether theses were built to
travel is distinctly unidirectional and one cannot reverse the
as emergency evacuation centers, troop transports, or for
flow of a temporal stargate to return to a previous temporal
diaspora is unknown. Determine a stargate’s size using
dimension, and can only return by finding another warp
table below.
stargate with an intergalactic (temporal) range that leads to
their original location.
Table 2: Stargate Size
Direction Size Circumference in feet
Technically speaking, the stargate itself doesn’t possess any Small 10-20 foot circumference
sort of direction, but simply marks an access point through Medium 21-60 foot circumference
the void. Instead, direction refers to the direction in which a
stargate’s entrance points. There are three basic directional Large 61-100 foot circumference
types, unidirectional, bi-directional, and multi-directional. It Huge 101-500 foot circumference
should also be noted that all stargates are capable of creating Epic 501+ foot circumference
unidirectional passages to any worlds within their ranges, if
that world doesn’t already possess a stargate, however using
a stargate in such a fashion is wildly unpredictable and Condition
extremely dangerous. A stargate’s direction is predominantly Abuse brought on by the changes that come with the passing
influenced by its base type. centuries can seriously affect the condition of a stargate.
Damage may cause intermittent functioning, power drains,
Unidirectional: A unidirectional stargate only opens in
anomalies associated with energy bleed, backlash, or any
a single direction. Travel through a unidirectional gate is
number of dangerous conditions.
one way, and anyone passing through the stargate cannot
pass back through the receiving stargate and return to their Normal: This stargate has suffered no anomalies or
original point of entry. Example, travel is permitted from wear-and-tear and functions as intended by its creators.
Point A to Point B, but not from Point B to Point A. No modifiers.

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Jerad Laitinen (Order #29024132)
Damaged: A damaged stargate doesn’t possess enough
energy to function and as such is rendered inert. In some
Dormant Stargates in the circumstances, the stargate appears in fair condition,
Legendary Planet Adventure Series however its energies have been drained off entirely and need
to be restored. In other cases, the stargate has sustained
This sidebar contains a few more concepts about great amounts of physical damages or has been displaced,
dormant stargates for those playing the Legendary disassembled to the point where it ceases to function. Only
Planet adventure series. those with significant knowledge and power are capable of
1. The Accord possess the means to force a stargate repairing a damaged stargate.
to go dormant and in very desperate circumstances Ruined: A ruined stargate is wholly nonfunctional and no
against the Hegemony uses this knowledge—it is longer possesses or is capable of harnessing energy. While a
one of the Accord’s most closely guarded secrets ruined stargate may be studied for historical or archeological
and is not general knowledge for all Accord member purposes, it is missing key elements or has been drastically
races. The Hegemony lacks the technological know- relocated which render its function entirely beyond repair.
how to do this, but is willing to go to great lengths
to uncover this knowledge
2. At the start of the series, the Accord lacks the Activation
knowledge/ability to reactivate dormant stargates, even Activation refers to any requirements necessary to activate
those stargates they themselves force into dormancy. a stargate. Most stargates have no special requirements to
3. Forcing a stargate into dormancy is an extremely activate, however some need restoration, repair, energy,
difficult (and therefore costly) task. rituals or even special keys to become active.

Restrictions
Degrading: Because the flow of energies within the When the Ancients built the stargates, they occasionally
universe fluctuate over time, every so often, a stargate added limiting conditions to attempt to manipulate how
must be adjusted to compensate for these minute changes. they operated. Some limitations were intended to prevent
Stargates require care and maintenance to function stargates being abused while others were intended to make
properly. Untended, stargates eventually degrade to them more effective for certain tasks. Limitations include,
the point they become dormant (see below). but are not limited to the following:
Dormancy is always preceded by a period
of malfunctioning, though the length Amnestic: Once a traveler passes through
of this period can vary wildly, from the stargate, it alters their memories
a few days to hundreds of years. It is forcing him to succeed on a Wisdom
impossible to predict the length of saving throw (DC 8 + the stargate’s CR)
time from when a stargate begins when attempting to recall any details
degrading and goes dormant. about the world he just left.
Degradation is classified in
Capacitance: The stargate limits
four stages, mild, moderate,
the number of passengers per
advanced, and extensive. The
trip per day. Once that number is
level of degradation influences
exceeded, anyone stepping through
the chance of malfunction (see
the stargate finds themselves back
Table 3: Chance of Malfunction
in front of the stargate in the same
Modifiers)
locations they started from.
Dormant: a stargate can cease
Consensual: The stargate only
functioning and go “dormant” at
transports “willing” travelers. Prisoners
any time. Dormant stargates have
or captors cannot be forced through the
been known to spontaneously reactivate,
gate. Unwilling passengers are jettisoned
though their function after such reactivation
back out the way they came.
is always unpredictable. As a result, even
dormant stargate are prized possessions. Contraband: The stargate blocks passage
of any individual attempting to transport a
specific substance or type of magic.

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Jerad Laitinen (Order #29024132)
Disorienting: Passing through the stargate is disorienting.
All travelers must succeed on a Constitution saving throw
Manifestation
A manifestation is a secondary effect that occurs once a traveler or
(DC 8 + the stargate’s CR) or be affected as the confusion spell
object passes through the stargate. The effect is typically mundane
as they arrive in their new location.
and lasts anywhere from a split second up to a few minutes,
Distressing: Passing through the stargate is physically however it can sometimes provide clues as to the stargate’s
distressing. All travelers must succeed on a Constitution origin, destination, alignment, or construction. A manifestation
saving throw (DC 8 + the stargate’s CR) or arrive in their new may consist of displacement of light, sound, scent, magnetism, or
location with the poisoned condition for the next 10 minutes. other sudden bursts of energy released as a response to travelers
slipping between the fibers of the universe.
Exhausting: Passing through the stargate is physically
draining. All travelers must succeed on a Constitution Not all stargates produce the same effects. Some smell
saving throw (DC 8 + the stargate’s CR) or suffer one level of like cashews and give off violet rays while others implode
exhaustion upon arrival in their new location. into blackness with a deafening pop. When a manifestation
creates an area effect, it only extends in a 10-foot diameter
Momentary: Once activated, the stargate only remains that is centered on the stargate. Variations are categorized as
open for a few minutes, after which it shuts down and cannot auditory, environmental, olfactory, and visual.
be reactivated for a set amount of time (minimum 24 hours).
Auditory: When activated, this stargate produces some sort
Sanctioning: The stargate has an alignment restriction as of sound effect. Examples include:
dictated by either the Principalities or the Patrons
• All sounds that occurred one minute before a
Terrifying: Passing through the stargate is terrifying. All traveler entered the stargate suddenly reverse.
travelers must succeed on a Wisdom saving throw (DC 8 +
the stargate’s CR) or arrive in their new location with the • For 1 round, everything within the manifestation’s
frightened condition for the next minute. area of effect goes silent as if under the effect of a
silence spell.
Vampiric: The stargate deals 4d6 (14) points of necrotic
damage to travelers that fail a Constitution saving throw (DC • A cacophony of guttural whispers assaults the area
8 + the stargate’s CR). of effect, making it difficult to think clearly or have a
comprehensible conversation with speech

• A strange humming sounds echoes from the gate


causing all speech within the manifestation’s area
of effect to crackle and pop with static interference.

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Jerad Laitinen (Order #29024132)
Malfunctions
Environmental: When activated, the environment
surrounding the stargate temporarily undergoes a noticeable
change. Environmental changes can me experienced by
multiple senses, though they most often effect touch. Due to the unknown nature of the energies of the universe,
Examples include: traveling through a stargate contains a modicum of risk. This
means that all stargates occasionally malfunction. Chances
• Frost crystallizes over the entire stargate and the air of malfunctioning vary from gate to gate, depending on what
temperature within the radius of effect drops below kind of anomalies it’s experiencing or its state of disrepair.
freezing. Similarly, the planetary alignment of celestial bodies within
• Gravitational pull within the manifestation’s area of a single solar system also plays a pivotal role in powering
effect doubles the gate’s range as well as minimizing its chance for error.
When a malfunction occurs, travelers risk being deposited
• All magical effects within the manifestation’s area of in a random location at the destination point but miles away
effect are momentarily suppressed. from the stargate, drained of energy, molecularly altered,
charged with additional energies, or any number of unusual
• The stargate is covered with an unknown clear slime phenomenon. Whenever characters pass into a stargate, the
which quickly dissipates. GM rolls d% to determine whether the stargate malfunctions.
Olfactory: When activated, this stargate produces some a The base chance for malfunction is 1% however additional
noticeably pungent odor. Examples include: conditions may increase the possibility of malfunction as
listed in Table 3.
• A cloying scent fills the air in manifestation’s area of
effect, strangely reminiscent of some type of flower
pollen. Table 3: Chance of Malfunction Modifiers
Descriptor Modifier
• The unsettling smell of burning meat wafts from
the within the gate. galactic +1%
intergalactic +2%
• A strange burning sensation assaults the nostrils of
every creature in the manifestation’s area of effect patron keyed +1%
compelling them to make a Constitution saving bidirectional +1%
throw (DC 5 + the stargate’s CR) to avoid sneezing. multidirectional +2%
• A distinctive smell encircles the stargate. The smell temporal +2%
is unidentifiable but pleasant, however it binds to planar +2%
anything within the manifestation’s area of effect
causing the mysterious telltale scent to linger on the
stargate travelers for the next 1d4 hours. Degradation Modifier
Mild +2%
Visual: When activated, this stargate interacts with the
surrounding energy creating a visual display. Moderate +4%
Advanced +6%
Examples include:
Extensive +10%
• The surface of the air within stargate pulses with
undulating ripples.

• The surface of the air within the stargate becomes a If a stargate malfunctions, roll 1d20 and consult Table 4 to
silvery mirror. determine the specific effects of the stargate’s malfunction.
Unless otherwise noted, all effects affect each individual
• Runes on the stargate’s surface glow softly then passing through the stargate independently; one creature’s
extinguish. success or failure on a save vs. a malfunction effect does not
impact the malfunction’s effect on others. While the same
• The stargate releases a sudden bright flash of light. general affect applies to each traveler, some malfunctions
Creatures present must succeed a Dexterity saving like biomutation may affect each traveler differently.
throw (DC 5 + the stargate’s CR) or have disadvantage
on Wisdom (Perception) checks made to see for the
next minute.

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Jerad Laitinen (Order #29024132)
Table 4: Random Malfunction Effects receives the proper amount of rest needed to restore their
spells. A successful Charisma saving throw (DC 8 + the
1d20 Malfunction Effect stargate’s CR) reduces the number of spell levels lost by half
1 Arcane backlash (rounded down, minimum 1).
2 Biomutaion 11. Biomutation: All travelers must succeed on a
3 Blasted Unconscious Constitution saving throw (DC 8 + the stargate’s CR) or their
body undergoes a bizarre mutation whereby skin coloration,
4 Blinded
textures, and other features may become altered. Roll 1d10
5 Confused (as the spell) on Table 4: Random Bio Mutations to determine the result.
6 Planar displacement
7-8 Planar displacement, coterminous
Table 5: Random Biomutations
9 Divine backlash
1d10 Mutation
10 Life siphon
1 Skin Pigment: The individual’s skin pigment shifts
11-12 Local displacement randomly (1d10): 1. Red, 2. Orange, 3. Yellow, 4. Green,
13 Mental siphon 5. Blue, 6. Indigo, 7. Violet, 8. Gray, 9, Brown, 10. Black.
14-15 Oppositional displacement 2 Eye Pigment: The individual’s eye pigment shifts
16 Physical siphon randomly (1d10): 1. Red, 2. Orange, 3. Yellow, 4. Green,
5. Blue, 6. Indigo, 7. Violet, 8. Gray, 9, Brown, 10. Black.
17 Psychic backlash
3 Tusks: The individual grows a large and hideous set of
18 Temporal backlash
tusks
19 Temporal displacement
4 Claws: The individual grows a long and animalistic set
20 Wormhole of claws.
5 Horns: The individual grows a set of ridged curling
horns.
Types of Malfunctions 6 Scales: The individual’s body becomes covered with
Below are a number of possible strange effects produced by scales.
malfunctioning stargates. Roll 1d20 to determine the specific
7 Feathers: The individual’s body becomes covered with
effects of a stargate malfunction.
feathers.
Arcane Backlash: The stargate erupts in a in 60-foot radius 8 Hirsute: The individual’s body becomes covered with
of backlash of arcane energy. All arcane spellcasters are coarse furry hair.
drained of number of their prepared spells or allotment of 9 Photosynthetic: The individual’s body becomes
spell slots. The caster loses a total number of spells equal covered becomes photosynthetic (the individual
to the total damage generated by the drain. The total points doesn’t require food, however they require 8 hours of
are divided equally into the caster’s available spells, from the sunlight per day to avoid the effects of starvation).
highest-level spell down. Those spells are drained off and
considered spent. The process continues downward, through 10 Tail: The individual grows a 2 to 3 foot long, non-
their selected spells until the energy drain points are used prehensile tail.
up. If there are not enough points to evenly match a spell
level, then that spell is not drained and instead the points are
applied to the next lowest spell level, draining those spells. Blasted Unconscious: All individuals within the blast
For example, a unidirectional solar weave stargate with no range are knocked unconscious for 10 minutes multiplied by
key only has a power score of 1. That means, the most it could the gate’s CR. A successful Constitution saving throw (DC 8 +
drain would be a first level spell. A tri-directional intergalactic the stargate’s CR) reduces the time to 1 round multiplied by
(temporal) warp stargate with a non-circumstantial key has the stargate’s CR, and an unconscious character can attempt
power score of 16, the maximum number of spell levels it a new saving throw each round on its turn to awaken.
could drain (again this varies by the individual’s available
spells) is one 9th level spell and one 7th level spell. Blinded: All individuals within the blast range are effected
by the blindness component of a blindness/deafness spell.
Treat the spell loss as if the individual had cast the spells.
The spells can be readily restored after a long rest (or a short Confused: All individuals within the blast range are
rest if the spellcaster is a Warlock), provided the character affected by a confusion spell.

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Jerad Laitinen (Order #29024132)
Divine Backlash: The stargate erupts in a in 60-foot radius 1d4 Coterminous Destination
of backlash of divine energy. All divine spellcasters are
drained of number of their daily allotment of spells (as per 1 Astral Plane
arcane energy above). Treat the spell loss as if the individual 2 Ethereal Plane
had cast the spells. The spells can be readily restored after a 3 Shadow Plane
long rest, provided the character receives the proper amount
4 Dimension of Dreams
of rest needed to restore their spells. A successful Charisma
saving throw (DC 8 + the stargate’s CR) reduces the number
of spell levels lost by half (rounded down, minimum 1).
Psychic Backlash: The stargate erupts in a in 60-foot radius
Life Siphon: The stargate erupts in a in 60-foot radius backlash of psionic energy. All psionic characters are affected
of backlash of necrotic energy. All individuals within the in the same way an arcane backlash (see above) affects arcane
radius take 1d6 necrotic damage per energy point drained. spellcasters, except that those with psionic powers must
A successful Constitution saving throw (DC 8 + the stargate’s make an Intelligence saving throw (DC 8 + the stargate’s CR)
CR) reduces this damage by half. to reduce the number of spell levels lost by half.
Local Displacement: The travelers are displaced into Temporal Backlash: The stargate erupts in a in 60-foot
a location elsewhere on the same side of the stargate. radius backlash of temporal energy. Individuals in the blast
The location lies 1d20 miles per Power Score point of the radius age a number of years equal to 1 percent of their
malfunctioned stargate. racial maximum age per energy point drained. A successful
Constitution save (DC 8 + the stargate’s CR) reduces this
Mental Siphon: The stargate erupts in a in 60-foot radius
aging by half (rounded down, minimum 1 year).
of backlash that affects mental faculties. Creatures caught
in the blast radius suffer disadvantage on saving throws for Temporal Displacement: The individuals traversing the
one of their mental ability scores (Int, Wis, Cha) until they stargate are thrown 1d10 years into the past or future. The
finish a short rest. If the creature is a spellcaster, they suffer individuals have a 50/50 chance of landing on either side of
disadvantage on saving throws for their casting ability score. the stargate.
All other creatures suffer disadvantage on saving throws
for their highest mental ability score. A successful Wisdom Wormhole: The stargate instead opens a wormhole
saving throw (DC 8 + the stargate’s CR) negates this effect. which sucks travelers into an entirely random location, the
location could be anywhere, and isn’t limited to the same
Oppositional Displacement: The individuals are displaced universe, plane, or dimension. Alternately, if the GM decides
into a location elsewhere on the other side of the stargate. this option is too difficult to play, the player may roll again
The location lies 1d20 miles per Power Score point of the ignoring any roll higher than 20.
malfunctioned stargate.

Physical Siphon: The stargate erupts in a in 60-foot radius


of backlash that physically wracks creatures. Creatures caught
in the blast radius have disadvantage on saving throws for
their highest physical ability score (Str, Dex, Con) until they
finish a short rest. A successful Constitution saving throw
(DC 8 + the stargate’s CR) negates this effect.

Planar Displacement: The stargate appears to function,


but breaches a dimensional anomaly. Travelers reach their
intended destination, but instead of arriving on the intended
planet, they instead arrive on a random outer plane as per a
plane shift spell. Determine the destination plane randomly
in accordance to whatever game setting you are using.

Planar Displacement, Coterminous: The stargate works


however the individuals also breach a dimensional anomaly
that tosses them into one of the inner planes, such that they
reach their destination, but upon their arrival discover they
instead exist on a coterminous plane. Roll 1d4 to determine
the destination plane.

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Jerad Laitinen (Order #29024132)
Keyed Stargates
of another nearby stargate that disrupts the energies flowing
around the stargate, preventing it from functioning properly.
The stargate is knocked out of position.
Those who travel by stargates know that getting a stargate to
function in a safe and useful manner can be almost as difficult
as finding it. While the Ancients initially intended the stargates
to remain constantly active, the ravages or nature and time,
Power Keys
The stargate requires an additional power source to activate.
the encroaching threat of the Principalities, and other forces
Examples of power keys include—
have altered the functionality of many stargates such that
they become locked or inoperable and thus require certain specially powered or ensorcelled objects such as gems,
conditions or circumstances occur in order to become active. magic or technological items. A “sacrifice” of a creature’s soul
or life force such as blood or organs or plant matter. Rare or
Any stargate requiring a specific item or circumstance to
expensive concoctions of various chemicals or substances.
activate it is referred to as a “keyed” stargate. Any item or
The need for the stargate to be operated by a person who is
circumstance necessary to activate a stargate is referred to
not traveling through it; that is, an engineer who operates
as a “key”. Each key is as unique as the stargate for which
some external linked magical device or tinkers with the
it affects, and the key to one stargate cannot be substituted
stargate’s runes in order to send travelers to their destination.
for the key to another. Interpreting the nature of a stargate’s
key requires a successful skill check as determined by the
nature of the key. The base check is DC 10 + the stargate’s
CR+ any additional modifiers based on the key type or other Patron Keys
conditions. Once the keyed conditions are met, the stargate Early on, the Ancients realized the potential danger of
becomes active and usable for passage. In extremely rare unbridled space travel and began using special keys to limit
circumstances, an individual has managed to bypass or the use of stargates. To create keys, they partially disabled
disable a key to force activate a keyed gate. A secret order the stargates, interfering with how they drew and stored
consisting of small number of experienced stargate travelers the energies which the stargates required to remain active.
known as “gatecrashers” have spent years collecting the Then they built keys which they could use to restore the flow
knowledge and skills required to bypass or disable keys. of energy. A patron key functions in a manner similar to a
Skills such as those possessed by the gatecrashers are both fuse or switch. They typically take the form of small plates
highly coveted and extremely rare. or disks inscribed with icons and arcane patterns which the
Ancients may have worn as medallions. Towards the end of
While some suggest the Ancients designed keyed stargates, the last great conflict, both the Patrons and the Principalities
there is little evidence to support such statements. It is learned how to alter keys to limit their function, and
more likely the Patrons learned to manipulate natural began employing altered keys on stargates they controlled.
inconsistences affecting a stargates relative position or Although all keys work in a similar fashion, Patron Keys only
reaction to the movement of forces in the multiverse. A open Patron-keyed stargates and Principality Keys only open
key might also include a physical object, an energy, a set of Principality-keyed stargates. Any other locked stargate can be
circumstances, or sometimes even a magic or psionic ritual. opened with an Ancient key.
In such instances, these additional elements were added at
later points in time when it became desirable for various
powers to control the stargates. Regardless, any additional Subtypes
steps always involve manipulating natural phenomenon. Unlike stargates which all share a common origin, every key
There are three basic types of keys— conditional keys, power was crafted as an addition to a pre-existing stargate. Many were
keys, and patron keys. added centuries or even eons later by beings far removed from
the stargate’s original creators. Keys gain additional subtypes
depending on the source of power which created the key.
Conditional Keys A subtype can reveal a lot about the key’s creator, the age in
The stargate only functions under certain environmental which it was created, and the origins of the key. There are five
conditions or during the occurrence of a natural subtypes, arcane, cosmic, divine, mechanical, or technological.
phenomenon. Examples of conditional keys include— Arcane: Keys with the arcane subtype were created by
specific phase of the moon, lunar eclipse, or blood moon. arcane magic. Their locking mechanism contain mystic
The alignment or specific geometric positioning of nearby elements such as wards or curses, summoned protectors, or
celestial bodies. The appearance of solar flares, solar eclipse, using spellpowers to activate various elements preventing
or the winter and summer solstice. The appearance of a comet, the stargate from functioning. Skill checks to operate an
meteor showers, or similar phenomenon. The interference arcane key require the Intelligence (Arcana) skill.

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Jerad Laitinen (Order #29024132)
Sample Stargates
Cosmic: Keys with the cosmic subtype draw their powers
directly from cosmic forces or cosmic energies. Most
cosmic keys are extremely old, created by the Patrons or
Ancients. Despite their age, they can be extremely complex The following stargates can be used as existing gateways
and powerful owing to the vast knowledge of their creators. on worlds of your own design, or as templates for creating
Cosmic keys are difficult to manipulate and much like the new gateways.
stargates they protect, the secrets to their crafting have long
been forgotten. Skill checks to operate an arcane key require
the Intelligence (Arcana) skill.
PRIEST’S PASSAGE CR 4
Divine: Keys with the divine subtype were created by divine Type: weave
magic. Their locking mechanisms are tied to powers and Range: solar
forces associated with gods, philosophies, or divine entities Direction: unidirectional
that possess enough power to influence events that shape the Size: small
multiverse. Skill checks to operate a divine key require the Condition: normal
Intelligence (Religion) skill. Activation: conditional (divine)
Restrictions: consensual
Mechanical: Keys with the mechanical subtype were created Manifestation: none
by the basic manipulation of the stargates properties. Many DESCRIPTION
are primitive in scope, and consist of displacing or physically These stargates consist of simple ring carved into an ancient
altering the stargate such that it prevents it from functioning stone dais or about the perimeter of a standing stone ring. They
until whatever physical operation has been reversed. Most are fairly common in the Baog System where they were used by
mechanical keys are created by creatures native to the world missionary priests to travel throughout the twin star systems.
where the stargate is located. As a result, there are usually one To activate the stargate the ring must be filled with water which
or two ancient legends concerning the proper operation of must thereafter be blessed by a good-aligned cleric.
the stargate. Skill checks to operate a mechanical key require
a Dexterity check. If a character is proficient with thieves’
tools, they can add their proficiency bonus to this check.
THE PENDULUMS CR 4
Psychic: Keys with the psychic subtype were created
Type: weave
by psionics. Their locking mechanisms are tied intricate
Range: solar
psychoreactive mechanisms and may scan the minds of
Direction: bi-directional
creatures seeking to use them or may have elements of their
Size: small
activation shunted into the Astral or Ethereal plane or the
Activation: patron key
Dimension of Dreams, accessible only by those with the
Condition: none
power to project their consciousness into such transitive
Restrictions: none
planes. Skill checks to operate a psychic key require the
Manifestation: none
Wisdom (Insight) skill.
DESCRIPTION
Technological: Keys with the technological subtype consist Of those planets orbiting the outer ring of mega-sun Solaxus
of complex devices that use advanced technology to control IX, the cerulean twins Cyrax and Torax are the only two capable
or block access to the stargate. They are almost always of supporting life. Perhaps more remarkable, during their long
created by non-natives and can often be traced back to the journey around Solaxus, the twins orbit each other in perfect
Principalities. They typically rely on computers, electronics, balance, each revolving through its sister’s path in a simple
chemical reaction, and external power sources. Skill checks circular pattern. This remarkable phenomenon first drew
to operate an arcane key require a Dexterity check. colonists from the galaxy’s inner rings where life was more
hospitable. Early colonists quickly discovered considerable
energies flowed between the twins.
Gate Crashing Matching stargates disguised in the form of huge pendulums
Activating a keyed stargate without a key is extremely displayed along the outskirts of major cities.
difficult, but not impossible. Disabling a key requires
Dexterity check using thieves’ tools (DC 15 + the stargate’s The pendulum’s weights are constructed in the shape of great
CR). A failed attempt to active a keyed gate triggers a backlash rings that swing almost to the ground. At the precise moment,
malfunction (see malfunctions section) one can leap through the pendulum and (provided one is
properly keyed), travel to the sister gate on the other planet.

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Jerad Laitinen (Order #29024132)
THE ARENA CR 10 DESCRIPTION
Type: warp A pair of twin obelisks carved from black stone and inlayed with
Range: galactic thousands of strange runes mark the location of this stargate.
Direction: bi-directional The pillars are imbued with the sentience of long deceased aliens.
Size: large The sentience sleeps, however it can be awoken by communing
Activation: conditional (cosmic) with the sentient pillars and allowing them to feed off the mental
Condition: normal energies or intellect of an intelligent creature. Activating the
Restrictions: none gate requires an individual to spend two uninterrupted hours
Manifestation: olfactory communing with the pillars after which he suffers disadvantage
DESCRIPTION on Intelligence checks and saving throws until he finishes a long
This massive stargate is marked by the construction of a grand rest. When activated, a ring of braided electrical static forms
arena carved from exotic stone threaded with web-like bands of between the two obelisks, framing what appears to be a large
greenish blue mineral. When active, the air around the stargate hole opening into outer space.
smells of copper.

Originally used by the Ancients for mass diaspora, it is believed


that the Arena was later used for transporting troops. Still, its THE WARP WELL CR 17
use as a military transport is highly unlikely, as the position of Type: warp
the planet’s twin moons controls the stargate’s activation. Both Range: galactic (temporal)
moons must be aligned at opposite ends of the sky, one as Direction: multi-directional
the waxing half moon, the other as the waning half moon and Size: small
moons only become aligned in this pattern once every 4 years. Activation: conditional key (cosmic)
Condition: degrading (mild)
SOLAR ARCH CR 12 Restrictions: exhausting
Type: warp Manifestation: environmental
Range: galactic DESCRIPTION
Direction: bi-directional The warp well is an extremely powerful warp stargate that once
Size: medium served as a hub and connects to at least six different worlds.
Activation: none Despite its potentially strategic offering, the cosmic energies
Condition: dormant of the warp well were chaotic and travelers often had to wait
Restrictions: momentary long periods before the stargate would align to their desired
Manifestation: environmental destination. The Ancients made many attempts to key the
DESCRIPTION stargate, though they were never entirely successful, and
This stargate is marked by a great circular arch of brass-like eventually they abandoned the warp well for more reliable
metal forged in a pattern of stylized flames. stargates.

Over the eons, sediments buried large portions of the stargate’s At first glance, the warp well looks like a huge, 20-foot-
great ring blocking its energy flow and shifting it from its proper tall anthill sloppily constructed from badly corroded stone.
position. Though the materials of the gate remain in good Pocked handholds allow one to climb to the top of the hill
condition, the combined displacement of energy has rendered which opens in a perfect circle lined with crystalline plates
the stargate dormant. Travelers with the skills to successfully each bearing a strange symbol. A metal track runs around
activate the stargate can only do so for brief amounts of time the interior of the well, set about two feet below the lip of
(1d4 minutes), after which it returns to its dormant state. When the opening. A fist-sized ball of unknown metal rotates slowly
activated the tips of the flames appear to glow creating a hazy along the track. The opening is about 20 feet deep, though a
halo that radiates intense heat. precise measurement is difficult to determine because the pit
bottom is covered with sediment.
THE PILLARS OF QA CR 12
While selecting a destination remains impossible, travelers
Type: warp
can make an Intelligence (Investigation) or (Arcana) skill check
Range: intergalactic
(DC 12 + CR) to decipher the position of the moving ball relative
Direction: unidirectional
to the runes within interior to determine the stargate’s next
Size: medium
destination. When active, the well’s opening blackens and takes
Activation: conditional (arcane)
on the appearance of a starlit sky.
Condition: dormant
Restrictions: vampiric
Manifestation: visual

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New Rules
DETECT STARGATE
4th-level divination
The following feats, spells, and special abilities are of Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
particular use in a campaign featuring stargates. Casting Time: 1 minute
Range: Self
Gatecrasher Components: V, S, M (a stone ring carved with the ancient
Prerequisite: Stargate Lore symbol for a stargate)
You can apply your knowledge of stargates to aid you in Duration: Concentration, up to 10 minutes
temporarily activating locked gates. You gain the following For the duration, you sense the direction of the nearest active
benefits: stargate within 10 miles. Alternatively, you can choose to detect
the presence of the nearest damaged stargate within 5 miles.
• Increase your Intelligence score by 1, to a maximum of 20. Once you detect a stargate with this spell, you immediately
• You can use your Stargate Lore skill check to attempt to learn if the stargate has an arcane, divine, or psychic subtype or
activate a locked stargate without a patron key. a keyed subtype. However, the spell locks on to that stargate’s
position and cannot detect any other stargates within range.
Stargate Lore The spell can penetrate most barriers, but is blocked by 4 feet
Prerequisite: Proficiency in Intelligence (Arcana) checks of rock, 4 inches of any metal other than lead, or a thin sheet of
lead blocks you.
You can spend 10 minutes studying a stargate to determine
its history and nature. You learn the origins of the stargate’s DIVINE DESTINATION
construction including the race of the builders and its
approximate age. After studying a stargate in this way, you 3rd-level divination (ritual)
can make an Intelligence (Arcana) check with a DC equal to Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
10 + the stargate’s CR to learn either its activation, condition, Casting Time: 10 minutes
a restriction, or a manifestation (your choice). For every Range: 30 feet
5 points by which your check exceeds the initial DC, you Components: V, S, M (a spool of mithral wire worth at least 50 gp)
learn one additional piece of information about the stargate. Duration: Instantaneous
If your check exceeds the initial DC by 10, you also learn
This spell gives you limited information about where a targeted
any feasible ways to deal with a broken gate or reactivate a
stargate leads. If the stargate leads to multiple destinations, you
conditional or power key.
only gain information about the destination that the stargate is

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Jerad Laitinen (Order #29024132)
currently aligned to. You receive a mental image that consists Stargate Mirage This ability manipulates cosmic energy to
of a 120-foot radius of the terrain surrounding the destination create an anomaly which appears to be a stargate. Instead,
of the stargate. You perceive structures as well as flora and the anomaly is comprised of a hole or tear in the warp
fauna, however you gain no special knowledge about life forms unconnected to a second destination point. Creatures
which exist in the world beyond. You innately sense whether approaching within 20 feet of the mirage must make DC 20
the destination can support life and any adaptations your race Strength saving throws each round to avoid being pulled 5
might need to survive in the environment. You also feel the feet toward the cosmic rift. Anyone dragged into the mirage
relative temperature of the surrounding air and perceive any is pulled through the rift and jettisoned into the void of
smells or tastes that might occur as the result of environmental outer space.
conditions. Lastly, you can sense the approximate range and
direction of the destination with enough accuracy to determine
the solar system in which the destination resides.

POWER STARGATE
4th-level evocation
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (an adamantine ring worth at least 1,000 gp)
Duration: Concentration, up to 1 minute
This spell allows you to channel energy into a drained stargate
in order to give it enough power to activate. The spell’s power
acts as a substitute for a conditional key or power key, however
it cannot activate a stargate locked with a patron key or power
a dormant gate. Once powered, the stargate remains active for
the spell’s duration. Stargates that are damaged or destroyed
cannot be powered by this spell.
At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, you can temporarily activate a dormant
stargate. Treat the stargate as if it were moderately degraded
for the purposes of determining its chance of malfunctioning.

Special Abilities
Below are a following special abilities which a GM may
wish to make available as class powers to specific classes,
assign to magic items, make into psionic abilities or spells,
or give as special abilities to monsters. They are deliberately
underdeveloped in terms of mechanics to allow the GM
greater flexibility in their precise use.
Decrease Malfunction A successful use of this ability reduces
the chance of a stargate’s malfunction by -1% for each point
above the DC to a minimum of 1%.
Kludge Stargate This ability allows the individual to use
the appropriate Intelligence skill to temporarily repair
a damaged gate so that it becomes active for 1d4 rounds.
Using this ability is extremely dangerous, and the chance of
malfunction increases by 25%.
Realign Stargate This ability allows the individual to realign
an active stargate to match the specific philosophy of either
the Patrons or Principalities.

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Jerad Laitinen (Order #29024132)
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Jerad Laitinen (Order #29024132)
Stargates
Jerad Laitinen (Order #29024132)
Stargates (5E) opens up a vast universe of possibility for creating and designing your own system
of gateways to bring interplanetary adventure to your 5E campaign. From local system portals to
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and temporal displacement! You can create unique gateway keys for conditions, patrons, and arcane,
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passage, and the Pillars of Qa, as well as specialized feats, spells, and more for making the most of
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