d20 Devil's Workshop Polymecha - Classes of Starship Destruction.pdf
(
1058 KB
)
Pobierz
Classes of Starship Destruction
Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
LPJ9720
By the time technology exists to allow a
spaceship to travel vast distances on its own
power, it is not just another vehicle or piece of
technology. At this point it is a true starship,
a location worthy of its own considerations,
separate from those of science fiction concepts
in general. A starship can be a base of opera-
tions, a weapon of war, or a backdrop for short-
term adventures. Most importantly, a starship
is an environment that requires specific kinds
of characters to crew it, both as strong-jawed
heroes and minor GM characters.
the starship-centered talents of these classes are
unlikely to develop (
though a GM can certainly
make exceptions if appropriate for a specific
campaign
).
which a crew may disobey a captain without
being seen as mutineers by civilized society is
limited, at best.
The weight of being a captain is more than
many can bear, and outside of emergencies no
one finds themselves master and commander
of a starship without undergoing training
and opportunities to gain command experi-
ence. Taking the Commander class does not
automatically give you a starship to captain.
Instead, it represents the beginning of your
training as a commander. Many officers turn to
the “command track” after taking several levels
of other advanced classes in keeping with their
areas of expertise. An experienced ensign who
has taken command of small forces in combat
situations, a senior officer looking forward
to a command of their own or a first mate
supporting their own captain may all take one
or more levels of Commander.
These classes have higher requirements than
many advanced classes. They are designed to
represent the pinnacle of starship crew training,
and thus ask more of characters wishing to
take them. In many cases a character may take
another advanced class until he can qualify for
one of these classes. For example, a medical
corpsman may start as a Dedicated hero,
then take levels of Field Medic before finally
gaining levels of Medical Officer.
Being part of a starship crew isn’t the same
as being a generic space traveler. It requires
the ability to be flexible, work well as part of
a team, manage limited resources and remain
calm in the face of unexpected threats. While it
is certainly possible for characters to earn spots
on a starship crew with more generic class
selections, the unique brand of mavericks that
master the jobs of a starship crew need their
own advanced classes.
Commander
The chain of command is critical for a starship
to operate successfully. There often isn’t time
for debate by councils or boards of experts, or
to await instructions from superiors light-years
away, forcing a single person to make a deci-
sion and for the crew to carry them out. On
most starships authority ultimately lies with
the captain, and travels down through the ranks
should the captain be unable to command. In
most cases the captain himself takes orders
from forces off the ship, ranging from admirals
to civilian authorities, but on board the ship
the captain is the ultimate arbiter of how those
orders are carried out. The circumstances under
Requirements
To qualify to become a Commander, you must
fulfil the following criteria.
The six starship crew classes presented below
are designed to be generic enough to fit any
star-going campaign, but remain focused on the
skills and abilities of a dedicated starship crew.
They are assumed to be part of some larger
organization, be it a star navy, scientific explo-
ration fleet, or vast system-spanning private
merchant force. Without such an organization
to develop training and teach it to elite crews,
Skill:
Bluff or Diplomacy 8+ ranks; Knowl-
edge (
any 1
) 8+ ranks, Sense Motive 4+ ranks
Feat:
Confident or Deceptive; Great Fortitude,
Iron Will or Lightning Reflexes; Proficiency
feats for all weapons that are standard issue to
the organization you belong to.
Classes of Starship Destruction
Special:
Must be part of a military or paramilitary
organization able to field long-range, self-sufficient
starships.
Table: Commander
Class Base Attack Fort Ref Will
Defense Reputation
Level
Bonus Save Save Save Special
Bonus Bonus
Hit Die
Commanders gains 1d8, plus Constitution modifier,
hit points per level.
1st
+0
+2 +0 +2 Superior familiarity
+1
+2
2nd
+1
+3 +1 +3 Direct the troops +2
+1
+2
3rd
+2
+3 +1 +3 Bonus feat
+2
+2
4th
+3
+4 +1 +4 Tactical gambit
+2
+3
Action Points
For each level of Commander, you gain a number of
action points equal to 6 + ½ your character level.
5th
+3
+4 +2 +4 Direct the troops +3
+3
+3
6th
+4
+5 +2 +5 Bonus feat
+3
+3
7th
+5
+5 +2 +5 Big bluff
+4
+4
8th
+6
+6 +3 +6 Direct the troops +4
+4
+4
9th
+6
+6 +3 +6 Bonus feat
+5
+4
Skills
The Commander’s class skills are as follows:
10th
+7
+7 +3 +7 Inspirational heroics
+5
+5
bonus. This includes Knowledge (
tactics
) checks
made when in command of your own starship.
Action Boost*, Alertness, Alien Weapon Profi-
ciency*, Attentive, Brawl, Charismatic Plus*,
Combat Martial Arts, Confident, Deceptive,
Educated, Frightful Presence, Guide, Heroic
Surge, Jack Of All Trades*, Oathbound*, Renown,
Spacer*, Starship Operation*, Toughness, Trustwor-
thiness, Zero-G Training*.
Bluff (
Cha
), Computer Use (
Int
), Craft (
any
)(
Int
),
Diplomacy (
Cha
), Forgery (
Int
), Gamble (
Wis
),
Gather Information (
Cha
), Intimidate (
Cha
), Inves-
tigate (
Int
), Knowledge (
all skills, each taken
individually
)(
Int
), Listen (
Wis
), Navigate (
Int
), Pilot
(
Dex
), Profession (
Wis
), Read/Write Language,
Search (
Int
), Sense Motive (
Wis
), Speak Language,
Spot (
Wis
).
Direct the Troops
Ordinary characters (
characters with only ordinary
class levels
) within 60 feet of you that can hear your
voice gain a +2 circumstance bonus to all attack and
damage rolls, saving throws, and skill and ability
checks. This bonus increases to +3 at 4th level, and
+4 at 7th level.
*Denotes a feat found in the Future rules of the
MSRD.
The Commander gains 5 + Intelligence modifier
skill points per level.
Tactical Gambit
Once per day you are capable to taking extreme
risks in combat situations, gaining a short-term
advantage at the cost of a potential disaster. A
tactical gambit requires you to be able to seize
victory quickly, before the drawbacks of your plan
come into effect.
As a standard action, you can issue orders to charac-
ters with heroic class levels as well. This extends the
competence bonus to all characters within 60 ft. of
you for 1 round. You do not gain the benefits of your
own direct the troops bonus.
Class Features
The following features pertain to the Commander
advanced class:
Superior Familiarity
You are exceptionally familiar with the standard
vehicles, weapons and equipment of your organiza-
tion. Whenever making a skill check, or attack or
damage roll, using the standard-issue equipment of
the organization you belong to (
as a prerequisite
of this advanced class
) you gain a +1 circumstance
Bonus Feats
At 3rd, 6th and 9th level you get a bonus feat. The
bonus feat must be selected from the following list,
and you must meet the prerequisites of the feat to
select it.
When you use your tactical gambit, you apply a
bonus to all attack and damage rolls, saving throws
and skill checks made by you and allies under your
command. This bonus lasts for a number of rounds
equal to your Commander level plus your Charisma
Page 2
Classes of Starship Destruction
modifier (
minimum 1 round
). At the end of this time
the failings of your plan come to light, causing you
and all allies under your command to suffer a -2
penalty to all attack rolls and skill checks for 1d6
rounds.
Engineering Officer
A starship is a complex piece of machinery that
must serve as transport, life capsule, home and
weapon platform for all its crew. If any important
system fails, it means death for those within. Worse,
the starship may spend months or even years away
from any facility capable of doing a thorough
overall, making the task of maintenance and upkeep
a job done while on-the-go. Even a simple question
of replacement parts may become a critical problem
if the starship is far from the facilities that make
such parts, making a good up-to-date inventory and
machine shop critical. Eve if help can be found, it
may be in the form of aliens with technology diffi-
cult to understand, much less adapt to the starship’s
needs. Overcoming all these potential problems is
the duty of the Engineering Officer – part repairman,
part craftsman, part quartermaster, part research
scientist
Requirements
To qualify to become an Engineering Officer, you
must fulfil the following criteria.
Base Attack Bonus:
Skill: Disable Device 8+ ranks, Knowledge (
tech-
nology
) 8+ ranks, Repair 8+ ranks
The size of the bonus granted by a tactical gambit
depends on a Knowledge (
tactics
) check, as deter-
mined by the table below.
Hit Die
Engineering Officers gain 1d10 plus Constitution
modifier, hit points per level.
Knowledge (
tactics
) check Bonus
0-10
+0
11-15
+1
16-20
+2
21-30
+3
Action Points
For each level of Engineering Officer, you gain a
number of action points equal to 6 + ½ your char-
acter level.
31+
+4
Big Bluff
Once per day you can attempt a major bluff,
claiming to be in a vastly superior situation that
reality. You make a Bluff check, adding a bonus
equal to your Commander class levels, opposed by a
Sense Motive check by all opponents who can hear
and understand you. Any foe with a Sense Motive
check less than your total Bluff check is shaken for
the remainder of the encounter. If a foe was already
shaken prior to your big bluff, they disengage and
move away from you in the safest manner they can
devise.
Skills
The Engineering Officer’s class skills are as follows:
Depending on the setting, an Engineering Officer
may also be responsible for maintaining (
or even
building
) mecha, fighters, cyborgs, or robots. Even
in campaigns where such things are uncommon, an
Engineering Officer may run into such technologies,
and be forced to adapt them to meet his starship’s
needs.
Computer Use (
Int
), Craft (
any
)(
Int
), Decipher
Script (
Int
), Demolitions (
Int
), Disable Device (
Int
),
Knowledge (
physical sciences, technology
)(
Int
),
Listen (
Int
), Profession (
Wis
), Repair (
Int
), Research
(
Int
), Search (
Int
), and Spot (
Wis
).
The Engineering Officer receives 7 plus Intelligence
modifier skill points per level.
A good Engineering Officer has a high Intelligence,
core ability for most skills involving engines and
technology. A high Constitution is also useful, as
the Engineering Officer’s duties frequently involve
inhospitable environments and dangerous work
conditions. When trying to wearing a leaking suit of
space armor and trying to use a jury-rigged plasma
torch on a radioactive nuclear generator while in
the vacuum of space , it’s good to be tougher than
normal.
Inspirational Heroics
When you spend an action point to gain a bonus to a
die roll, all allies within 60 feet of you gain the same
bonus to one die roll of their choice made in the next
round. Characters choose what die roll to add your
action die bonus to, and may not ad both your action
die bonus and their own to the same roll. Characters
must decide to add your action bonus to a roll prior
to making the roll.
Class Features
The following features pertain to the Engineering
Officer advanced class:
Adaptable Engineering
You are a master of improvisation and adaptation
when it comes to tools and technology. You take
only half the normal penalties for attempting any
Page 3
Classes of Starship Destruction
technical skill check without the proper tools or
parts. Also, as long as you have some tools, even if
they are wildly inappropriate for the task at hand,
you are always allowed to make a check. (
Normally
some Craft, Disable Device and Repair checks
simply cannot be tried without the proper tools.
)
Table: Engineering Officer
Class Base Attack Fort Ref Will
Defense Reputation
Level Bonus Save Save Save Special
Bonus Bonus
1st
+0
+2 +2 +0 Adaptable engineering
+0
+0
2nd
+1
+3 +3 +1 Boost performance I
+1
+0
3rd
+2
+3 +3 +1 Bonus feat
+1
+1
Boost Performance
You know the technology of your culture and
organization very well, and can tune and maintain
major systems to go beyond the normal limits of
their specifications. At 2nd level you can maintain
one system so one aspect of it operates at 110% its
normal upper limit of performance. At 5th level you
can maintain 2 systems to increase one aspect of
each to 120% peak performance, and by 8th level
you can maintain 3 systems at 130% of peak perfor-
mance for one aspect each.
4th
+3
+4 +4 +1 Steady under fire
+1
+1
5th
+3
+4 +4 +2 Boost performance II
+2
+1
6th
+4
+5 +5 +2 Bonus feat
+2
+2
7th
+5
+5 +5 +2 Fast Work
+2
+2
8th
+6
+6 +6 +3 Boost performance III
+3
+2
9th
+6
+6 +6 +3 Bonus feat
+3
+3
10th
+7
+7 +7 +3 Blueprinting
+3
+3
system, even if attempted by multiple engineering
officers.
maximum damage of 72. The easiest way to repre-
sent this is to add 1d12 to damage done , causing the
weapon to deal 6d10+1d12.
For systems with simple, non-variable, numeric
values representing their capacity, it’s easy to deter-
mine the enhanced performance of this ability. For
example, if a starship’s weapons have a maximum
range of 20 squares (
regardless of how big a scale
those squares represent
), at 110% performance they
have a maximum range of 22 squares. Similarly of a
starship has defense shields that grant a +10 equip-
ment bonus to defense, at 130% performance they
provide a +13 bonus. Round fractions normally, with
.5 or more rounding up and less than .5 rounding
down.
Maintaining a system requires daily fine-tuned and
upkeep. An engineering officer can do this as part
of a normal 8-hour work shift, or take 1 hour per
system just to keep the peak performance bonus. If
a day passes without the engineer’s attention, the
performance drops 10% per day until the normal
maximum performance is reached. A system can
only be brought above peak performance by one
engineering officer at a time. While this ability is
not limited to starship systems, the one-system limit
applies to other items as well. Thus an engineering
officer can boost the performance of a single star-
ship weapon, or a single pistol, but not all the pistols
of a group.
The GM has final say on how a system aspect is
enhanced with this ability.
Bonus Feats
At 3rd, 6th and 9th level you get a bonus feat. The
bonus feat must be selected from the following list,
and you must meet the prerequisites of the feat to
select it.
Armor Proficiency (
any
), Builder, Cautious, Craft
Cybernetics*, Cybertaker*, Educated, Gearhead,
Great Fortitude, Improved Damage Threshold,
Mastercrafter*, Personal Firearms Proficiency,
Quick Reload, Salvage*, Smart Plus*, Toughness,
Zero-G Training*.
Systems with aspects defined as a variable number
are slightly trickier, and require more GM arbitra-
tion. In general, add bonuses that increase the upper
value of a variable number to the listed percentage.
For example, if you increase the performance of a
starship weapon that deals 6d10 points of damage,
the maximum damage it can do is 60. If you can
increase its maximum performance to 120%, that
Only one game mechanical aspect of a system is
boosted with this ability. Thus if a weapon has a
range, damage, and critical multiplier, only one
aspect can be boosted. Multiple uses of this ability
cannot increase more than one aspect of the same
*Denotes a feat found in the Future rules of the
MSRD.
Page 4
Classes of Starship Destruction
Research Check
Maximum Efficiency
Base Attack Bonus:
+3
Steady Under Fire
As a result of your experience and training, you can
remain calm and focused on your work even under
the most extreme circumstances. You can take 10 on
any Craft, Demolitions, Disable Device, Knowledge
(
technology
), or repair check, even when combat
or other distractions would normally prevent you
from being able to do so. Additionally, you do not
provoke an attack of opportunity when using these
skills.
24 or less
100% normal (no increase)
Skill:
Pilot 8+ ranks
25-35
110% normal
36-45
120% normal
Feat:
Starship Operation
46+
130% normal
Hit Die
Helm/Navigation Officers gains 1d8, plus Constitu-
tion modifier, hit points per level.
Helm/Navigation Officer
While a starship is much more than just a vehicle,
it’s first and most important function is to trans-
port its crew over vast distances. A starship travels
at speeds impossible within an atmosphere, often
through uncharted space, and risks total destruction
should it accidentally encounter a sun or unmarked
asteroid field. Thus the crew trusted to pilot and
guide a starship must be well trained, carefully
groomed, and allowed to gain experience in rela-
tively safe routes before heading into uncharted
space. It is to the helm and navigation officers the
task of maneuvering a starship through the perils of
space falls, and it is a task unlike any terrestrial job.
Action Points
For each level of Helm/Navigation Officer, you gain
a number of action points equal to 6 + ½ your char-
acter level.
Fast Work
You can perform work regarding repair and
construction much faster than others. You can
accomplish a specific crafting or repair job in the
time it normally takes to build or fix something one
level less complex. For example, it normally takes
60 hours to scratch-build a computer -- a complex
device. You can do it in 24 hours, the time for a
complex device. Similarly to repair a complex item
normally takes an hour, but you can do it in ten
minutes.
Skills
The Helm/Navigation Officer’s class skills are as
follows:
Balance (
Dex
), Climb (
Str
), Computer Use (
Int
),
Concentration (
Con
), Drive (
Dex
), Escape Artist
(
Dex
), Hide (
Dex
), Jump (
Str
), Knowledge (
current
events, physical science, and tactics
)(
Int
), Move
Silently (
Dex
), Navigate (
Int
), Pilot (
Dex
), Profes-
sion (
Wis
), Ride (
Dex
), Spot (
Wis
) and Swim (
Str
).
In peaceful times Helm/Navigation officers must
act as pilots for slow docking maneuvers, helmsman
for long journeys through space, and astrogators
and mappers for any extended exploration. In times
of war they must become tactical advisors, gunners
and leaders. They need to know not only what must
be done in starship combat, but what their ship is
capable of and how its crew will respond. Because
of the intrinsic authority that comes with helming
a starship, many Helm/Navigation officers find
themselves taking command training and becoming
Commanders.
Blueprinting
You can do more than just keep systems maintained
at a heightened level of efficiency, you can actually
redesign them to work better. Redesigning a system
takes twice as long as it would to craft a similar
system. You make a Research check to determine
what level of increased efficiency your new system
design manages, using the rules for the boost perfor-
mance ability to determine new in-game numerical
values for the system.
A Helm/Navigation Officer gains 5 plus Intelligence
modifier skill points per level.
Class Features
The following features pertain to the Engineering
Officer advanced class:
Evasive Maneuvers
If you spend a full round piloting a starship
(
preventing you from making attacks or taking other
actions
), you may add a bonus of up to +5 (
not to
exceed your class levels
) to the ship’s Defense. You
Requirements
To qualify to become a Helm/Navigation officer,
you must fulfil the following criteria.
Page 5
Plik z chomika:
R5700
Inne pliki z tego folderu:
d20 Devil's Workshop Polymecha - Weapons of Power Armor Destruction 5.pdf
(3370 KB)
d20 Devil's Workshop Polymecha - Weapons of Power Armor Destruction 4.pdf
(3666 KB)
d20 Devil's Workshop Polymecha - Weapons of Power Armor Destruction 3.pdf
(3471 KB)
d20 Devil's Workshop Polymecha - Weapons of Power Armor Destruction 2.pdf
(3729 KB)
d20 Devil's Workshop Polymecha - Weapons of Power Armor Destruction.pdf
(5229 KB)
Inne foldery tego chomika:
12 to Midnight
Adamant Entertainment
Alea Publishing Group
Aleph Gaming
Applied Vectors
Zgłoś jeśli
naruszono regulamin