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ghost_warlock
2006-08-16, 01:57 PM
I started talking about the concepts involved with doing this over in the Gaming (d20) thread. Check it out! (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1155094457 ) Here'd I'd like to talk more about the logistics and crunchy aspects of running a campaign like this. There's been suggestions of using the d20 Modern rules for this instead of the D&D ones, and I address this issue in the link, above.

Here's a some of what I have right now (more to come):


“Psi-Fi”

Campaign Overview
Psi-Fi is a psionics-heavy, space-faring campaign in which characters will serve the United Planets (either willingly or being drafted under the threat of prosecution) in exploring new worlds and helping to keep justice on frontier colonies. In return for their service, the characters will earn universe-wide fame (or have their names cleared of charges). Characters will also collect psionic items, mysterious alien relics, and cybergear – some of which they may even be able to keep for their own use!

Rule Set
D&D v.3.5 core. Heavy use of the Expanded Psionics Handbook and Complete Psionics as well as material from Malhavoc Press’ Hyperconscious. Some material from the Complete Warrior, Complete Adventurer, Dungeon Master’s Guide II, Eberron Campaign Setting, Lords of Madness, Magic of Eberron, Miniatures Handbook, Monster Manual III, Player’s Handbook II, Races of Eberron, Savage Species, and Unearthed Arcana. Also some material shamelessly ripped off from the d20 Modern SRD (http://www.12tomidnight.com/d20modernsrd/Home.php). ;D

Technological Limits/Accomplishments
* Achieving light speed is considered to be impossible.
* Cold fusion is considered to be impossible.
* Zerta engines (named after inventor) allow travel through a vacuum at roughly 9.3 million miles per hour or 0.1 Astronomical Units (AUs).
* Astral Drop Drives (known as an ADD) allow ships to transverse Astral Space in order to reach distant parts of the universe "instantaneously."

Cosmology/The Planes
* Planar cosmology consists of the Material Universe, Astral Space, and Alternate Realities.
* The Material Universe is composed of a near-infinite number of worlds where virtually all known races originated and still live. These worlds are called “planets” and the massive, virtually empty field they are scattered on is called “space.” The majority of the campaign takes place in the Material Universe.
* Astral Space is coterminous with the Material Universe and possesses the usual traits of the D&D astral plane. Astral Space can be reached via the astral caravan power or through an ADD. Astral Space is used primarily to travel between distant places in the Material Universe in short periods of time (see below).
* Alternate Realities are all other possible planes and timelines, most of which are purely hypothetical. Psionic plane shift and etherealness (as well as similiar abilities/powers) do not exist as powers and there is no known way to reach/travel between these planes and the Material Universe/Astral Space, although such travel has obviously occurred at some point (due to the presence of some creatures/races/phenomena).

Astral Space
* Astral Space is used primarily for interplanetary travel.
* Traveling to virtually any destination is possible through Astral Space but takes at least 6 days of apparent time (and usually longer) regardless of the distance. At least some knowledge of the destination is required.
* Traveling through Astral Space is imprecise and somewhat random, even for skilled pilots/navigators.
* When coming out of Astral Space, even with perfect navigation/piloting, travelers always arrive 10-1,000 miles from their intended destination in a random direction.
* Personal travel through Astral Space is possible, and occasionally attempted, but is dangerous because some creatures make their home in Astral Space.
* Groups of starships (i.e., fleets) can be linked to enter and leave Astral Space at the same time/place/formation in a similar fashion to the way individuals can via the astral caravan and astral traveler powers.
* Because the Material World and Astral Space are the only known/effective planes, Astral Space can only be used to travel between locations in the Material World and cannot be used to reach the Alternate Realities.
* Rumors persist about ships going missing after failing to enter, leave, or navigate Astral Space properly. Some claim that these ships have accidentally entered an Alternate Reality. These claims are scientifically unsubstantiated.

Overview Statistics Sheet (http://www.geocities.com/wrarx/Overview.rtf)

Allowed PC Races (24)
Android, Bravaag, Dromite, Duergar, Elan, Fraal, Githyanki, Githzerai, Haelgeth, Human, Jeral, Kalashtar, Kureshim, Laudrim, Lexalm (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11554926 28), Maenad, Pygmy, Siyth, Slaag, Synad, Urd, Worg, Wrarx, Xeph.

Allowed Base Classes (17)
Ardent, Barbarian, Cerebral Crusader1, Fighter, Knight, Lurk, Machinist (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11557022 01), Monk, Muse (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11556853 30;start=0#0), Psion, Psychic Warrior, Rogue, Samurai, Scout, Soulknife, Swashbuckler, Wilder.
1 As divine mind, but eschew deities and choose mantles according to philosophy as ardent.

Character Creation
* 40-pt. buy (http://home.san.rr.com/thegraggs/dnd/Misc/pbcalc.htm)
* Starting ECL = 6
* Take 3/4 hp.

General Skill Rules
* No class/cross class skill designation – all skills cost 1 point per rank and can be purchased by any character regardless of character class (with a few exceptions, such as Decipher Script for an illiterate barbarian).
* All character classes receive +1 skill point per level (x4 at first level). (Accounted for in Overview sheet.)

Integrated skills
* Computer Use (Int) (http://www.12tomidnight.com/d20modernsrd/Skills.php?Name=Computer%20Use)
* Navigate (Int) (http://www.12tomidnight.com/d20modernsrd/Skills.php?Name=Navigate)
* Pilot (Dex) (http://www.12tomidnight.com/d20modernsrd/Skills.php?Name=Pilot)
* Repair (Int) (http://www.12tomidnight.com/d20modernsrd/Skills.php?Name=Repair)

Integrated Feats (http://www.12tomidnight.com/d20modernsrd/Feats.php)
* Gearhead
* Guide
* Surgery (requires Heal 4 rather than Treat Injury 4)
* Possibly others

New Feats
* Egomaniac (see below)
* Neural Interface (see below)

Firearms (http://www.geocities.com/wrarx/firearms.rtf)
* Pistols are simple weapons. Additionally, any character class that has proficiency with a crossbow automatically gains proficiency with pistols as well.
* Assault rifles, rifles, SMGs, and vehicular weapons are martial weapons.
* Certain rare or exotic firearms are (you guessed it) exotic weapons.

Habitable Planet(oid)s
* Rated using the GRAPH system (http://www.geocities.com/wrarx/GRAPH.rtf)

ghost_warlock
2006-08-16, 02:04 PM
Character Advancement Tracker (excel) (http://www.geocities.com/wrarx/psifitracker.xls)


NPCs

Captain Chloe Annet (http://www.sylnae.net/3eprofiler/view.php?id=33866) ;D
First Officer Amy Lee (http://www.sylnae.net/3eprofiler/view.php?id=33868) :P
Dr. A.T. Tappman (http://www.sylnae.net/3eprofiler/view.php?id=33875)


Feats

Neural Interface (version 1.0)
You have been fit with neural implants that allow you to directly interface with a computer system at speed of thought.
Prerequisities: Con 13.
Benefit: You gain a +2 bonus on Computer Use skill checks. Additionally, you can use your Int modifier (rather than Dex) on Pilot skill checks and on attack rolls with certain vehicular weapons.

Egomaniac [Host, Psionic]
The entity you host gives you the ability to enhance your body.
Benefit: A psionic entity takes up residence within your flesh. The entity grants you the following psi-like ability.
Psi-Like Ability: 1/day - adrenaline boost or vigor. Manifester level 1/2 your HD; save DC 11 + your Cha, Int, or Wis modifier.
Special: You can use one or the other of your entity-granted psi-like abilities once per day - you can't use both. Once you use one, you can't use the other for the rest of the day.

ghost_warlock
2006-08-16, 02:07 PM
Mutant Character Template (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11560583 77)


Races
Android
As warforged, ECS 23, except as follows:
Automatic Languages: Common and on other of the player's choice.
Favored Class: Machinist.

Bravaag (modified blue goblin)
* +2 Int, -2 Str.
* Humanoid (Bravaag, Psionic).
* Small.
* 30 ft. base speed.
* Darkvision 60 ft.
* Naturally Psionic: +1 power point.
* Psi-Like Abilities: dimension hop 1/day as wilder of ½ character level.
* Racial Skills: +4 racial bonus on Move Silently and Ride.
* Racial Feats: +1 psionic feat at 1st level.
* Automatic Languages: Bravaag and Common.
* Favored Class: Lurk.
* Level Adjustment: +1.

Dromite (http://d20srd.org/srd/psionic/psionicRaces.htm#dromites)
As EPH 8.

Duergar
* +2 Con, -4 Cha.
* Humanoid (psionic).
* Medium.
* 20 ft. base speed.
* Darkvision 120 ft.
* Immunity to paralysis and poison.
* +2 racial bonus on saves against powers and psi-like effects.
* Stability (Ex): A duergar gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
* Stonecunning (Ex): This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A duergar who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
* Psi-Like Abilities: expansion and invisibility (self and carried equipment only) 1/day as a wilder of character level.
* Naturally Psionic: +1 power point.
* Light Sensitivity (Ex): Duergar are dazzled in bright sunlight.
* Racial Skills: +4 racial bonus on Move Silently, +1 racial bonus on Listen and Spot, and a +2 racial on Appraise and Craft checks relating to stone or metal.
* Automatic Languages: Common and Duergar.
* Favored Class: Duergar.
* Level Adjustment: +1.

Fraal
* +2 Int, -2 Con.
* Humanoid (psionic).
* 30 ft. base speed.
* Inborn Power: Fraal gain 3 bonus power points at 1st level. Additionally, they may select one 1st-level power from the psion/wilder power list to become their inborn power, which they can manifest using their power points. If the character takes levels in a class that offers a repertoire of psionic powers, simply add the 3 power points to the character’s power point total, and add the inborn power to the list of powers known. Fraal always use their inborn powers at a manifester level equal to their character levels. They use Charisma to set the save DC unless they have levels in a psionic class, such as psion or psychic warrior, that uses a different ability score to set the DC. In that case, they choose either Charisma or the psionic class’ relevant ability score to set the save DC.
At 5th level, fraal gain an additional 3 psionic power points and a 2nd-level power from the psion/wilder power list. At 10th level, fraal gain an additional 5 power points and a 3rd-level power from the psion/wilder power list. At 15th level, fraal gain an additional 7 power points and a 4th-level power from the psion/wilder power list. As with their 1st-level inborn power, if the fraal character has psionic classes that provide knowledge of higher-level powers, simply combine the power points and inborn powers known with those attained from the class.
* Telepathy (Su): Fraal can speak telepathically with any creature within 100 ft. that has a language.
* Racial Skills: +2 on Autohypnosis and Concentration.
* Automatic Languages: Common an Fraal.
* Favored Class: Psion.
* Level Adjustment: +2.

Githyanki
As EPH 11, exept as follows:
* Favored Class: Lurk.

Githzerai
As EPH 12.

Haelgeth (modified half-giant)
* +4 Str, +2 Con, -2 Dex.
* Giant (Psionic).
* Medium.
* 30 ft. base speed.
* Low-light vision.
* Fire Acclimated (Ex): +2 racial bonus on saves vs. fire.
* Powerful Build: treated as one size category larger if beneficial for size modifiers and special size modifier for opposed checks (such as during grapple checks, bull rush attempts, and trip attacks); treated as one size category larger when determining if certain attacks (such as improved grab or swallow whole) will work on him; can use weapons designed for creatures one size category larger without penalty; stacks with similar abilities and changes to actual size.
* Naturally Psionic: +2 power points.
* Psi-Like ability: stomp 1/day as wilder ½ character level.
* Automatic Languages: Common and Haelgeth.
* Favored Class: Knight.
* Level Adjustment: +1.

Jeral
As thri-kreen, EPH 15, except as follows:
* +2 Str, +4 Dex, +2 Wis, -4 Cha.
* Automatic Languages: Common and Jeral.
* Favored Class: Soulknife.

Kureshim
As Hyperconscious 62, except as follows:
* +2 Dex, -2 Con.
* Psi-Like Abilities: detect psionics and synesthete 1/day as a wilder of ½ character level.
* Automatic Languages: Common and Kuresh.
* Favored Class: Machinist.
* Level Adjustment: +1.

Laudrim
As nycter, MM3 113, except as follows:
* Automatic Languages: Common and Laudrim.
* Favored Class: Rogue.

Lexalm (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11554926 28)
* +2 Dex, +4 Con, +2 Int, +2 Wis, -6 Str, -4 Charisma. Lexalm are swift, hardy, astute, and have good instincts, but are physically weak and often have difficulty developing their own individuality.
* Plant: Lexalms are plants with the psionic subtype. They are not subject to spells or effects that target humanoids only, such as charm person or enlarge person. As plants, lexalm are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, and stunning and they are not subject to critical hits. A lexalm must breathe and eat, but does not sleep.
* Small: As a Small creature, a lexalm gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
* Lexalm base land speed is 10 ft.
* All-Around Vision (Ex): A lexalm has a 360-degree sphere of sight and cannot be flanked.
* Blind (Ex): Although lexalm can sense their environment in vision-like fashion, they do not possess traditional sight. Lexalms are immune to any effect or power that requires sight to function, such as gaze attacks.
* Low-Light Vision (Ex): When in starlight, moonlight, torchlight, and similar conditions of poor illumination, a lexalm’s combination of motion and light sensors and scent are sensitive enough that it can detect creatures and objects at twice the range that a human can see.
* Naturally Psionic: Lexalm are naturally psionic and gain 3 bonus power points. A lexalm can take psionic feats, metapsionic feats, and psionic item creation feats and can obtain a psionic focus. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
* Psi-Like Abilities (Ps): At will – far hand; 3/day – concussion blast, deflection field.
* Racial Hit Dice: A lexalm begins with three levels of plant, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1, Will +1.
* Racial Skills: A lexalm’s plant levels give it skill points equal to 6 x (2 + Int modifier). Its racial skills are Concentration, Hide, Listen, Move Silently, Search, and Spot. A lexalm receives a +4 racial bonus on Search and Spot checks, thanks to its all-around vision quality.
* Racial Feats: A lexalm’s plant levels give it two feats.
* Scent (Ex): A lexalm can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 ft.; if the opponent is downwind, it drops to 15 ft. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a lexalm detects a scent, the exact location of the source is not revealed – only its presence somewhere in within range. The lexalm can take a move action to note the direction of the scent. Whenever the lexalm comes within 5 feet of the source, the lexalm pinpoints the source’s location.
* Telekinetic Flight (Su): Lexalm can fly telekinetically at a speed of 30 ft. (perfect maneuverability). This is their primary means of locomotion.
* Vomit (Ex): Once per day, a lexalm can spray an opponent with a stream of digestive juices. This is a ranged touch attack with a maximum range of 30 ft. (no range increment). If it hits, the target takes 3d6 points of acid damage and must make a Reflex saving throw (DC equal to 10 + 1/2 lexalm’s Hit Dice + lexalm’s Constitution modifier) or take 1d6 additional points of acid damage the following round.
* Automatic Languages: Common and Lexalm. Bonus Languages: Any, but often Aquan, Sylvan, and the languages of any humanoids in the area.
* Favored Class: Kineticist (psion).
* Level Adjustment: +2.

Maenad
* +2 Str, +4 Cha.
* Humanoid (Maenad, Psionic).
* Medium
* 30 ft. base speed
* Naturally Psionic: +2 power points.
* Psi-Like Ability: energy ray (sonic only) 1/day as wilder of ½ character level.
* Outburst (Ex): 1/day, for up to 4 rounds, can take a –2 penalty to Int and Wis to gain +2 to Str.
* Automatic Languages: Common and Maenad.
* Favored Class: Samurai.
* Level Adjustment: +1.

Siyth (modified catfolk)
* +4 Dex, +2 Cha.
* Humanoid.
* Medium.
* 40 ft. base speed.
* Low-light vision.
* Natural Weapons: 2 claws (1d4).
* +1 natural armor.
* Racial Skills: +2 racial bonus to Listen and Move Silently.
* Automatic Langauges: Common and Siyth.
* Favored Class: Swashbuckler.
* Level Adjustment: +1.

Slaag
As lizardfolk (http://d20srd.org/srd/monsters/lizardfolk.htm), except as follows:
* Automatic Languages: Common and Slaag.
* Favored Class: Fighter.

Synad
As CPsi 140, exept as follows:
* +2 Int, -2 Cha.
* Racial Feats: +1 host feat at 1st level (see CPsi 59 for details).
* Level Adjustment: +1.

Urd (upgraded kobold)
* +2 Dex, -2 Str.
* Dragon.
* Small.
* 30 ft. base speed. Fly 30 ft. (good).
* Darkvision 60 ft.
* +1 natural armor.
* Racial Skills: +2 racial bonus to Craft (trapmaking), Profession (miner), and Spot.
* Automatic Languages: Common and Urd.
* Favored Class: Wilder.
* Level Adjustment: +1.

Worg (http://d20srd.org/srd/monsters/worg.htm)
As MM 256, except as follows:
* Automatic Languages: Common and Worg.
* Favored Class: Barbarian.

Wrarx (http://www.geocities.com/wrarx/wrarxswrarxpage.html) (evolved/updated wrarx)
* +2 Str, +2 Con.
* Monstrous Humanoid (Psionic)
* Medium.
* 40 ft. base speed.
* Low-light vision.
* Darkvision 60 ft.
* Scent.
* Naturally Psionic: +2 power points.
* Psi-Like Ability: missive at will as wilder of ½ character level.
* +2 natural armor.
* Resistance to cold 5.
* Racial Hit Dice: a wrarx begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +0.
* Racial Skills: A wrarx’s monstrous humanoid levels give it skill points equal to 5 x (3 + Int modifier). Wrarx recieve a +2 racial bonus on Listen and Spot.
* Racial Feats: A wrarx’s monstrous humanoid levels give it one feat.
* Natural Weapons: One bite (1d6).
* Automatic Languages: Common and Wrarx.
* Favored Class: Cerebral Crusader.
* Level Adjustment: +2.

Xeph
* +2 Dex, -2 Str.
* Humanoid (Psionic, Xeph).
* Medium.
* 30 ft. base speed.
* Darkvision 60 ft.
* +1 racial bonus on saves against powers and psi-like abilities.
* Naturally Psionic: +1 power point.
* Bust (Su): 3/day – can put on a bust of speed to increase speed by 10 ft. + 10 ft./4 character levels (max +30 ft. at 9th level). A bust of speed lasts 3 rounds.
* Automatic Languages: Common and Xeph.
* Favored Class: Scout.


Humans
In Psi-fi, humanity has undergone a racial spit into four semi-distinct sub-races. They have the following game statistics.

Elan
* +2 Wis.
* Aberration (Human, Psionic).
* Medium.
* 30 ft. base speed.
* Naturally Psionic: +2 power points.
* Resistance (Su): As an immediate action, an élan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
* Resilience (Su): As an immediate action, an élan can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
* Repletion (Su): If she spends 1 power point, an élan does not need to eat or drink for 24 hours.
* Automatic Languages: Common and Human.
* Favored Class: Ardent.
* Level Adjustment: +1.

Human
* Humanoid (Human).
* Medium.
* 30 ft. base speed.
* Racial Skills: +4 skill points at 1st level, +1 skill point per level thereafter.
* Racial Feats: +1 feat at 1st level.
* Skilled (Ex): A human’s maximum rank in his skills is one higher than his level would normally allow. For example, a 1st-level human can put 5 ranks in a skill.
* Feat Explosion (Ex): The following feats work differently for humans:
Open Minded: +6 skill points instead of +5
Skill Focus: +4 to selected skill instead of +3
Wild Talent: Gain Hidden Talent instead (EPH 67)
* Automatic Languages: Common, Human, and one other of player’s choice.
* Favored Class: Any.

Kalashtar
In Psi-fi, the kalashtar are the result of human/synad interbreeding.
As ECS 17, except as follows:
* Humanoid (Human, Psionic).
* Automatic Languages: Common, Human, and Quor.
* Favored Class: Muse.

Pygmy
* +2 Dex, -2 Str.
* Humanoid (Human).
* Small.
* 20 ft. base speed.
* Racial Skills: +2 on Climb, Jump, and Move Silently.
* Racial Feats: +1 feat at 1st level.
* +1 racial bonus on attack rolls with thrown weapons and slings.
* Automatic Languages: Common, Human, and Pygmy.
* Favored Class: Any.

martyboy74
2006-08-16, 02:43 PM
So, what's neural interface?

ghost_warlock
2006-08-16, 02:53 PM
added Neural Interface feat description.

Single Shot Zombie
2006-08-16, 03:45 PM
Is the android you're using the D20 Future biodroid/bioreplica? Or is it something else of your own design?

ghost_warlock
2006-08-16, 04:00 PM
Is the android you're using the D20 Future biodroid/bioreplica? Or is it something else of your own design?
*snicker* See the Races section, above. ;D

For many of the races, I'm putting a spin on their origin and history (fluff), as well as renaming them. For others, I'm adjusting their game stats as well. For example, the duergar isn't the same as the one appearing in the Expanded Psionics Handbook. The android/warforged is so delicately balanced (to keep it LA +0) that I didn't want to mess with it too much.

Winged One
2006-08-16, 05:23 PM
...I wanna play! :)

No, seriously, is there any chance of you starting a thread in the PbP section for this?

ghost_warlock
2006-08-16, 05:29 PM
...I wanna play! :)

No, seriously, is there any chance of you starting a thread in the PbP section for this?
Hmm...I suppose it wouldn't be outside the realm of possibility, but I hadn't really thought about it. I suppose, once I get some more details nailed down, and there's enough interest, I could give it a shot. I've never run a PbP game before, though, so everyone would have to bear with me. Could be fun!

Eswyther
2006-08-16, 05:33 PM
I wouldn't mind playing if you did start one, I'll watch the boards for it...

Gyrfalcon
2006-08-16, 05:48 PM
Worgs! In the future! ;D

*cough*

Anyway... it looks like an interesting setup, you might want to add some natural attack augmentations for monks and worgs and any other race that doesn't have access to firearms. :) As it is, Worgs would probably be quickly outclassed unless they were heavily augmented with cybernetic upgrades, since they'd be limited to their solitary natural attack against people with full-auto assault rifles. :)

Fax Celestis
2006-08-16, 05:59 PM
I'd like to play a Jeral Kineticist/Pyrokineticist. That'd be awesome.

If you PbP or PbIM this, let me know.

ghost_warlock
2006-08-16, 06:23 PM
Worgs! In the future! ;D

*cough*

Anyway... it looks like an interesting setup, you might want to add some natural attack augmentations for monks and worgs and any other race that doesn't have access to firearms. :) As it is, Worgs would probably be quickly outclassed unless they were heavily augmented with cybernetic upgrades, since they'd be limited to their solitary natural attack against people with full-auto assault rifles. :)
;D I already thought of that:

Worg Arms
Envisioned by the lexalm, and developed by the dromites and wrarx, these beautiful, silver cybernetic arms hang from a harness made from top-grade leather. Though they are typically custom-designed, each arm usually has three "fingers" and an opposable "thumb" on each hand. When connected to a torso psyberjack, the arms can be controlled mentally by the wearer (typically a worg). Because they are custom-built, each arm mimics the wearer's Strength and Dexterity scores. However, all attack rolls, as well as all skill and ability checks, made using the arms suffer a -2 penalty.
Worg arms do not increase the wearer's reach. However, they do allow the wearer to use items designed for creatures with humanoid hands and arms.
A character with a pair of worg arms is treated as if he had a normal pair of arms, except as otherwise noted here. He can use the arms to use a computer keyboard, open doors, scratch itches, or perform any other task a creature with natural arms could perform with their arms. A character with a set of worg arms can wield weapons held by the arms as if they were perfectly natural arms. Thus, a worg could use the arms to fire a gun or attack with a hand-held weapon. The hands can be used to attack with a two-handed weapon or with a weapon in each hand (although the character suffers any normal penalties for doing so).
Worg arms have hardness 10 and 30 hit points each. A character cannot remove worg arms from an opponent by succeeding on a disarm attempt. The arms are donned or removed like medium armor but require no proficiency to use because they respond to mental commands.
If the wearer already has arms, worg arms function as spare arms (MoE 110), except that they do not require the wearer to expend infusions to operate them.
Aura/Manifester Level: Moderate psychometabolism, ML 11th.
Construction: Requires Craft Universal Item, metamorphosis, 11,000 gp, 880 XP, 22 days.
Weight: 5 lb.
Price: 22,000 gp.

Matthew
2006-08-17, 08:40 AM
This is a nice setting.

Question:

Are all Rifles Martial Weapons? I can see Fully Automatic and Semi Automatic Rifles requiring more training than a Pistol, but not Single Shot Rifles. Perhaps Pistol ought to be a Martial Weapon itself? I can see where problems might arise with some classes being barred from access even to the Pistol, but you could always assign Proficiency with them as a Class Feature. Just a thought.

ghost_warlock
2006-08-17, 11:06 AM
This is a nice setting.

Question:

Are all Rifles Martial Weapons? I can see Fully Automatic and Semi Automatic Rifles requiring more training than a Pistol, but not Single Shot Rifles. Perhaps Pistol ought to be a Martial Weapon itself? I can see where problems might arise with some classes being barred from access even to the Pistol, but you could always assign Proficiency with them as a Class Feature. Just a thought.


Firearms (http://www.12tomidnight.com/d20modernsrd/EquipmentWeapons.php)
* Pistols are simple weapons. Additionally, any character class that has proficiency with a crossbow automatically gains proficiency with pistols as well.
* Assault rifles, rifles, SMGs, and vehicular weapons are martial weapons.
* Certain rare or exotic firearms are (you guessed it) exotic weapons.
;)

And thanks! I've still got a lot of work to do, though...

Winged One
2006-08-19, 04:25 AM
You'll probably need to specify prices for firearms, as d20 Modern uses a completely different money system from D&D.

ghost_warlock
2006-08-19, 11:16 AM
That's one of the big things I'm working on - item/weapon/vehicle prices. So far, it's proving to be one of the bigger projects in the campaign design...besides racial/campaign histories.

I'm also going through the DMG and other books to construct psionic equivalents to many of the major magic items. Really, it's just a matter of substituting a power for a spell. For instance, a belt of giant strength is traditionally constructed using bull's strength. Since I'm not using magic, these items are created using animal affinity. Potions of cure X wounds flat-out don't exist, although I'm going to make a psionic "medipack"-type Universal Item that works off of touch of health and will cure a flat number of hit points rather than a randomized amount (I'm probably going to go with 10).

What do you think of the idea of having laser weaponry be fueled by dorjes of energy ray and the like? I think it'll simplify a lot of the pricing issues.

martyboy74
2006-08-19, 11:43 AM
That's one of the big things I'm working on - item/weapon/vehicle prices. So far, it's proving to be one of the bigger projects in the campaign design...besides racial/campaign histories.

I'm also going through the DMG and other books to construct psionic equivalents to many of the major magic items. Really, it's just a matter of substituting a power for a spell. For instance, a belt of giant strength is traditionally constructed using bull's strength. Since I'm not using magic, these items are created using animal affinity. Potions of cure X wounds flat-out don't exist, although I'm going to make a psionic "medipack"-type Universal Item that works off of touch of health and will cure a flat number of hit points rather than a randomized amount (I'm probably going to go with 10).

What do you think of the idea of having laser weaponry be fueled by dorjes of energy ray and the like? I think it'll simplify a lot of the pricing issues.
Just remember, you can't use the sonic type in space.

pup3k
2006-08-19, 11:54 AM
If you did run a PbP of this, I'd be interested, and also, for whatever evil planets/nations you have, you might use this. (http://boards1.wizards.com/showthread.php?t=327720) Just replace the weapons with more modern ones and tada, problem solved.

Winged One
2006-08-19, 03:40 PM
What do you think of the idea of having laser weaponry be fueled by dorjes of energy ray and the like? I think it'll simplify a lot of the pricing issues.
That's actually a good idea, if you don't mind lasers requiring amunition. In fact, you could have laser weaponry based on whatever Energy power suits the user's tactical needs and budget. Anything from an ML1 Energy Ray for low budgets, to any kind of Energy Wave for taking out a lot of enemies at once, to a high-ML Energy Ball for long range.

Fax Celestis
2006-08-19, 03:52 PM
What do you think of the idea of having laser weaponry be fueled by dorjes of energy ray and the like? I think it'll simplify a lot of the pricing issues.
You could have manifester level = manufacturing quality.

That reminds me of that fantasy remake that Harry Turtledove did of World War II: dragons instead of planes, wands instead of guns...

ghost_warlock
2006-08-19, 07:15 PM
Just remember, you can't use the sonic type in space.
LOL :D


If you did run a PbP of this, I'd be interested, and also, for whatever evil planets/nations you have, you might use this. (http://boards1.wizards.com/showthread.php?t=327720) Just replace the weapons with more modern ones and tada, problem solved.
I actually haven't given much thought to the villains beyond the routine critters they'll run into on settlement colonies. But, then, I've also been busy working out weaponry, racial feats and substitution levels, a D&D version of Alternity's GRAPH system for rating the inhabitability of a planet(oid), and watching a LOT of Red Dwarf! I'll give this a read!



That's actually a good idea, if you don't mind lasers requiring amunition. In fact, you could have laser weaponry based on whatever Energy power suits the user's tactical needs and budget. Anything from an ML1 Energy Ray for low budgets, to any kind of Energy Wave for taking out a lot of enemies at once, to a high-ML Energy Ball for long range.
That's pretty much exactly what I was thinking. I'm also thinking about weaponry using concussion blast and concussive detonation.



You could have manifester level = manufacturing quality.
This is actually a really good point - I'm going to have to put a cap on the ML for individual weaponry. A personal energy weapon probably isn't going to able to handle more than a ML of 10 or less. Higher ML (and subsequently more powerful...powers) will be reserved for vehicular weaponry. Considering this idea already detracts from the usefulness of the Use Psionic Device skill, I don't want to completely blast it (and primary manifesting classes) out of sky by letting anyone deal XXdX damage on cue. I don't want to completely break away from the concept of warrior classes = infantry; manifester classes = artillery.


That reminds me of that fantasy remake that Harry Turtledove did of World War II: dragons instead of planes, wands instead of guns...
I haven't read it, but I'm sure my cousin has - he's a big Turtledove and "alternative history" fan. :)

Fax Celestis
2006-08-19, 07:23 PM
Well, to increase the usefulness of UPD, you could make dorjes into small rocks, rings, gems, etc. Basically, things that don't look like weapons.

After all, a laser beam coming from a rifle is something you expect. A psionic beam coming from someone's earring isn't.

PS: Scary idea: Thri-Kreen Jeral Soulknife/Dervish.

Mr._Blinky
2006-08-19, 07:45 PM
This actually sounds a lot like a campaign I'm working on using the D20 Future rules. The PCs are all part of an order called the Arbiters, kind of a pseudo-military organization of psychics. I ended up making up my own set of base classes to work as the six general "Disciplines" of the Order, and a few prestige classes to show specialized training.

If I might suggest, instead of using psi points like in D&D, the Arbiters in my campaign are run similar to a Warlock (in fact, one of the Disciplines is called the Warlock and is essentially a modified version of the D&D class). Instead, you expend psionic focuses to use an ability. Each class has a certain frequency at which they can get more maximum. For instance, the Shade class gets one every 6 levels (ending up with four as their max). Every additional psionic focus you attempt to gain raises the DC by +5. Certain abilities require more focuses to use (for example, Warlocks have a Possession ability, which requires the expense of three focuses to use).

ghost_warlock
2006-08-19, 07:48 PM
Well, to increase the usefulness of UPD, you could make dorjes into small rocks, rings, gems, etc. Basically, things that don't look like weapons.

After all, a laser beam coming from a rifle is something you expect. A psionic beam coming from someone's earring isn't.
Restricting the laser weapons to being fueled by dorjes and not being useable with any other item, and limiting the ML of the dorjes you can use them with will, I hope, keep UPD a valid skill. As for making dorjes that are shaped differently, I've got no problem with it so long as they still function the same way.


PS: Scary idea: Thri-Kreen Jeral Soulknife/Dervish.
I don't know if it's ever been done before, but I'm working on Jeral/Thri-kreen Soulknife racial substitution levels. I'm basically done, actually, I just haven't gotten around to typing it all up and posting it.

Minchandre
2006-08-20, 01:30 AM
This is really cool, and though I don't normally like psionics too much, I definitely make an exception for this setting/idea, and, not to sound like an echo, would be interested in doing a PbP set in it.

One thing though, that struck me, is that you would except all androids to have the neural interface feat, though I'm not certain what to remove, and I suppose it might imbalance the whole thing in terms of LA.

ghost_warlock
2006-08-20, 03:28 AM
This actually sounds a lot like a campaign I'm working on using the D20 Future rules. The PCs are all part of an order called the Arbiters, kind of a pseudo-military organization of psychics. I ended up making up my own set of base classes to work as the six general "Disciplines" of the Order, and a few prestige classes to show specialized training.

If I might suggest, instead of using psi points like in D&D, the Arbiters in my campaign are run similar to a Warlock (in fact, one of the Disciplines is called the Warlock and is essentially a modified version of the D&D class). Instead, you expend psionic focuses to use an ability. Each class has a certain frequency at which they can get more maximum. For instance, the Shade class gets one every 6 levels (ending up with four as their max). Every additional psionic focus you attempt to gain raises the DC by +5. Certain abilities require more focuses to use (for example, Warlocks have a Possession ability, which requires the expense of three focuses to use).
One of main reasons why I'm going to all the work of designing this is because I LIKE the way psi-points work in 3.5 D&D. Otherwise, I'd just run the game using Alternity (a popular system with my group).


This is really cool, and though I don't normally like psionics too much, I definitely make an exception for this setting/idea, and, not to sound like an echo, would be interested in doing a PbP set in it.

One thing though, that struck me, is that you would except all androids to have the neural interface feat, though I'm not certain what to remove, and I suppose it might imbalance the whole thing in terms of LA.
I'll be using the rules for Traits/Flaws (and I'm re-working several of the flaws to fit the psionics/space-age setting) so most characters should have plenty of feats available at 1st. If an android wants the feat, there shouldn't be anything major keeping the player from selecting it and justifying it with a flaw. But, since not all androids are built to be pilots/gunners, the feat isn't something that comes with the "standard model" android. After all, somebody's got do to the cooking and laundry! ;)

ghost_warlock
2006-08-25, 09:22 AM
Okay, I've updated the mutant template and added a link, added a link to my firearms rules, and included a couple of the major NPCs.

Edit: added the GRAPH system overview, too.

The_Werebear
2007-09-13, 03:58 PM
Eee, that looks so cool.

If you do decide to put it as a game, I would play.

That is excellently done.