Post by EdOWar on Jul 18, 2010 23:40:15 GMT -6
1) I want to try to streamline things as much as possible, so I'll do all the dice rolling.
2) Per Terminal Space, the usual six attributes, plus the Technology attribute. I won't be using Prime attributes. Attributes provide the following modifiers:
Strength modifies melee to-hit and damage (including energy/powered melee weapons, like laser swords)
Constitution modifies hit points per level and saves against toxins, drugs, petrification, paralysis, etc.
Dexterity modifies AC, ranged attacks and reflex based saves, such as fireballs, lightning bolts and explosions
Each point of Intelligence above 10 provides an additional known language. Magic-users with above average Intelligence (13-18) start with one additional 1st level spell slot. Intelligence also modifies the Science skill.
Wisdom modifies saves against fear, sleep, charm and other mental effects. Also, Clerics with above average Wisdom (13-18) begin with one additional 1st level spell slot.
Charisma determines the number of hirelings a character can have, and modifies their loyalty and morale (per the WB rules).
Technology is changed somewhat from Terminal Space. First, Technology x 100 is a character's starting GP. Second:
Technology 3-8 = +1/+5% on interactions with primitive technology (riding a horse, firing a bow, swinging a sword)
Technology 9-12 = +1/+5% on interactions with modern technology (firing a firearm, using an early computer, driving a ground car)
Technology 13-18 = +1/+5% on interactions with advanced technology (firing a laser, riding a grav cycle, repairing a starship)
Attribute rolls will be 3d6 rolled seven times, arranged to the player's taste.
Modifier Table
3-8 Below Average -1/-5%
9-12 Average 0/0
13-18 Above Average +1/+5%
3) Race - WB uses race-as-class, but for the purposes of this game I'll be separating the two.
Humans, Elves, Dwarves and Halflings are available, but I'm open to other ideas if you want to try something different (like a half-ogre or a goblin, or something else entirely). I'm willing to work with you.
Humans receive:
- 15% XP bonus (note: no other races receive an XP bonus)
- +1 to all saving throws
- May be Fighters, Magic-users, Clerics and Spacers (see below).
Dwarves receive:
- 2 in 6 chance of spotting traps, new construction, etc. when underground (or in a carved out asteroid);
- They're hard to hit by large and giant creatures (-4 to-hit them)
- +4 save versus magic and +1 save against death and poison
- In addition to Old Imperial and Dwarvish, they can speak with gnomes, goblins, orcs and kobolds
- May be Fighters, Clerics and Spacers.
Elves receive:
- 2 in 6 chance of spotting secret doors in passing, and 4 in 6 when searching for them;
- +2 on saving throws vs. magic
- In addition to Old Imperial and Elvish, they can speak with gnolls, goblins, orcs and hobgolins
- May be Fighters, Magic-users and Spacers
Halflings receive:
- Hard to hit by large/giant creatures (-4 to-hit them)
- When not engaged in combat they are hard to see and move almost silently
- +4 on saving throws against magic; +1 on saving throws against death and poison
- Halflings speak Old Imperial
- May be Fighters or Spacers
4) Classes - Fighter, Magic-user, Cleric and Spacer. I'm on the fence about adding Thieves, but if someone really wants to play one, I'll work something out.
Fighters - Per the WB rules. May use any weapon and armor, including heavy weapons such as machineguns, RPG launchers, flamers and plasma guns.
Clerics - Per WB rules, but start with 1 1st level spell slot (basically, they use the same number of spells/level as Magic-users). They also receive an additional 1st level spell slot if Wisdom is 13-18. They may use any type of armor except Cybernetic (including cyber arms), but may not use advanced weapons that shed blood (firearms, needlers, etc.). Energy weapons and sweet, purifying fire are fine.
Magic-users - Per WB rules, but receive an extra 1st level spell slot if Intelligence is 13-18. They may also create spell scrolls based on spells they already know. Requirements are 100 GP and 1 week per spell level (starting gold may be used for scrolls, if desired). They may use shield generators, but not wear any type of modern/advanced armor. They are limited to knives/daggers, staves, pistols and laser and phase swords.
Spacer - A new class that rolls the Pilot, Technician and Scientist classes from Terminal Space into one. Spacers are opportunists who wander the galaxy in search of fame and fortune. Many have prior naval experience with one of the numerous barbarian space navies; they commonly adopt flamboyant military ranks and titles. They must be proficient engineers to keep their starships running efficiently, and skilled scientists to deal with the various anomalies, strange phenomena and alien species they encounter in their far flung travels through the cosmos. They may wear any type of armor and use any type of weapons except machineguns, RPG launchers, flamers, plasma guns and two-handed melee weapons. They suffer no penalties in zero-G combat. Spacers also have the option of starting with a starship leased from the Spacing Guild.
Here's the doc on the Spacer Class: www.mediafire.com/?sharekey=473a203c6d7ce79ec2935d53b4c273d724dffee0a55370cd1f17e03e8cdfba17263024a37bbb8b7e21d0eafec48b8587
2) Per Terminal Space, the usual six attributes, plus the Technology attribute. I won't be using Prime attributes. Attributes provide the following modifiers:
Strength modifies melee to-hit and damage (including energy/powered melee weapons, like laser swords)
Constitution modifies hit points per level and saves against toxins, drugs, petrification, paralysis, etc.
Dexterity modifies AC, ranged attacks and reflex based saves, such as fireballs, lightning bolts and explosions
Each point of Intelligence above 10 provides an additional known language. Magic-users with above average Intelligence (13-18) start with one additional 1st level spell slot. Intelligence also modifies the Science skill.
Wisdom modifies saves against fear, sleep, charm and other mental effects. Also, Clerics with above average Wisdom (13-18) begin with one additional 1st level spell slot.
Charisma determines the number of hirelings a character can have, and modifies their loyalty and morale (per the WB rules).
Technology is changed somewhat from Terminal Space. First, Technology x 100 is a character's starting GP. Second:
Technology 3-8 = +1/+5% on interactions with primitive technology (riding a horse, firing a bow, swinging a sword)
Technology 9-12 = +1/+5% on interactions with modern technology (firing a firearm, using an early computer, driving a ground car)
Technology 13-18 = +1/+5% on interactions with advanced technology (firing a laser, riding a grav cycle, repairing a starship)
Attribute rolls will be 3d6 rolled seven times, arranged to the player's taste.
Modifier Table
3-8 Below Average -1/-5%
9-12 Average 0/0
13-18 Above Average +1/+5%
3) Race - WB uses race-as-class, but for the purposes of this game I'll be separating the two.
Humans, Elves, Dwarves and Halflings are available, but I'm open to other ideas if you want to try something different (like a half-ogre or a goblin, or something else entirely). I'm willing to work with you.
Humans receive:
- 15% XP bonus (note: no other races receive an XP bonus)
- +1 to all saving throws
- May be Fighters, Magic-users, Clerics and Spacers (see below).
Dwarves receive:
- 2 in 6 chance of spotting traps, new construction, etc. when underground (or in a carved out asteroid);
- They're hard to hit by large and giant creatures (-4 to-hit them)
- +4 save versus magic and +1 save against death and poison
- In addition to Old Imperial and Dwarvish, they can speak with gnomes, goblins, orcs and kobolds
- May be Fighters, Clerics and Spacers.
Elves receive:
- 2 in 6 chance of spotting secret doors in passing, and 4 in 6 when searching for them;
- +2 on saving throws vs. magic
- In addition to Old Imperial and Elvish, they can speak with gnolls, goblins, orcs and hobgolins
- May be Fighters, Magic-users and Spacers
Halflings receive:
- Hard to hit by large/giant creatures (-4 to-hit them)
- When not engaged in combat they are hard to see and move almost silently
- +4 on saving throws against magic; +1 on saving throws against death and poison
- Halflings speak Old Imperial
- May be Fighters or Spacers
4) Classes - Fighter, Magic-user, Cleric and Spacer. I'm on the fence about adding Thieves, but if someone really wants to play one, I'll work something out.
Fighters - Per the WB rules. May use any weapon and armor, including heavy weapons such as machineguns, RPG launchers, flamers and plasma guns.
Clerics - Per WB rules, but start with 1 1st level spell slot (basically, they use the same number of spells/level as Magic-users). They also receive an additional 1st level spell slot if Wisdom is 13-18. They may use any type of armor except Cybernetic (including cyber arms), but may not use advanced weapons that shed blood (firearms, needlers, etc.). Energy weapons and sweet, purifying fire are fine.
Magic-users - Per WB rules, but receive an extra 1st level spell slot if Intelligence is 13-18. They may also create spell scrolls based on spells they already know. Requirements are 100 GP and 1 week per spell level (starting gold may be used for scrolls, if desired). They may use shield generators, but not wear any type of modern/advanced armor. They are limited to knives/daggers, staves, pistols and laser and phase swords.
Spacer - A new class that rolls the Pilot, Technician and Scientist classes from Terminal Space into one. Spacers are opportunists who wander the galaxy in search of fame and fortune. Many have prior naval experience with one of the numerous barbarian space navies; they commonly adopt flamboyant military ranks and titles. They must be proficient engineers to keep their starships running efficiently, and skilled scientists to deal with the various anomalies, strange phenomena and alien species they encounter in their far flung travels through the cosmos. They may wear any type of armor and use any type of weapons except machineguns, RPG launchers, flamers, plasma guns and two-handed melee weapons. They suffer no penalties in zero-G combat. Spacers also have the option of starting with a starship leased from the Spacing Guild.
Here's the doc on the Spacer Class: www.mediafire.com/?sharekey=473a203c6d7ce79ec2935d53b4c273d724dffee0a55370cd1f17e03e8cdfba17263024a37bbb8b7e21d0eafec48b8587