Post by simonw on Mar 5, 2013 1:09:27 GMT -6
This game is basically Swords & Wizardry in a space opera-type setting. There are familiar fantasy races, such as Dwarves, Elves and Orcs. Some of these races are alien, such as the Elves, some are genetically modified humans, such as Dwarves. Others, like Orcs have uncertain origins. They could be an alien race but they might have been bred for warfare. Certainly no home planet has ever been found and no young ever encountered.
Classes are Deacons, Fighters, Space Rats, Mages, Dwarves and Elves.
Here are Deacons:
THE DEACON
The Deacon is a miracle-working fighter-healer who uses the “powers of faith” to restore the sick and the injured and to protect and enhance. These powers are what we would call psychic gifts, which have been honed over many years by the Church and kept secret from common folk. Most ordinary citizens view Deacons with the same degree of awe as ancient civilizations viewed their priests and shamans.
Deacons belong to a Guild where they learn their secret medicines and techniques, which are not to be revealed to anyone from outside the Guild. The Guild Masters rigidly apply these rules and will send their enforcers out to deal with anyone found guilty of passing on Guild secrets.
Table 4: Deacon Advancement
Level HD (d8) To Hit Bonus Deacon spells by level
1 1 +0 - - - - -
2 2 +1 1 - - - -
3 3 +1 2 - - - -
4 4 +2 2 1 - - -
5 5 +3 2 2 1 - -
6 6 +3 2 2 1 1 -
7 7 +4 2 2 2 1 1
8 8 +5 2 2 2 2 2
9 8+2 +5 3 3 3 2 2
10 8+4 +6 3 3 3 3 3
Deacon Class Abilities
Weapons: Whilst not as highly combat trained or experienced as a Fighter, the Deacon is a combat medic and therefore has some basic skill in weapons and armour. As such, they may use all types of armour as well as simple weapons.
Saving Throw: Deacons receive a +2 bonus on saving throws vs. poisons and paralysis.
Healing Hands: A Deacon can cure 2 HP per level per day by the power of mind (faith) alone.
Spells: Deacons cast spells per the table above.
Deacon Spells are from the Cleric spell list, with a few changes for space-adventuring.
Classes are Deacons, Fighters, Space Rats, Mages, Dwarves and Elves.
Here are Deacons:
THE DEACON
The Deacon is a miracle-working fighter-healer who uses the “powers of faith” to restore the sick and the injured and to protect and enhance. These powers are what we would call psychic gifts, which have been honed over many years by the Church and kept secret from common folk. Most ordinary citizens view Deacons with the same degree of awe as ancient civilizations viewed their priests and shamans.
Deacons belong to a Guild where they learn their secret medicines and techniques, which are not to be revealed to anyone from outside the Guild. The Guild Masters rigidly apply these rules and will send their enforcers out to deal with anyone found guilty of passing on Guild secrets.
Table 4: Deacon Advancement
Level HD (d8) To Hit Bonus Deacon spells by level
1 1 +0 - - - - -
2 2 +1 1 - - - -
3 3 +1 2 - - - -
4 4 +2 2 1 - - -
5 5 +3 2 2 1 - -
6 6 +3 2 2 1 1 -
7 7 +4 2 2 2 1 1
8 8 +5 2 2 2 2 2
9 8+2 +5 3 3 3 2 2
10 8+4 +6 3 3 3 3 3
Deacon Class Abilities
Weapons: Whilst not as highly combat trained or experienced as a Fighter, the Deacon is a combat medic and therefore has some basic skill in weapons and armour. As such, they may use all types of armour as well as simple weapons.
Saving Throw: Deacons receive a +2 bonus on saving throws vs. poisons and paralysis.
Healing Hands: A Deacon can cure 2 HP per level per day by the power of mind (faith) alone.
Spells: Deacons cast spells per the table above.
Deacon Spells are from the Cleric spell list, with a few changes for space-adventuring.