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Anonymouswizard
2009-12-29, 04:36 PM
Warplink

It is the year 20,136. Humans have left the dying earth for the stars, establishing colonies on many planets. From the earliest colonies demihumans have appeared, known as elves, dwarves and halflings. Humanity has just securred a lasting peace with the space faring orcs, and the federation is just begining to look towards the new threats on the furthest frontiers of space.

Races
Humans: humans are the most numerous people in the federation. A naturally psychic race, humans have little ability to channel magic, leading them to develop technological devices.
Dwarves: coming from the early colinizations of high gravity planets, the dwarves have developed imunities to many hazards, including supernatural energy.
Elves: elves originate on planets overrun with magical energy, and so changed in order to be able to channel it better. They love to hunt, and so have gained poweress with bows.
Gnomes: created by the halflings as a way to use magic as defence, gnomes are able to channel magic with ease. They are surpressed by halflings as so to avoid them taking over their society.
Halflings: descended from humans who landed on worlds full of dangerous wildlife. They became shorter and more agile, becoming hunters and doctors in order to defend their comunities.
Orcs: orcs are a race from a long destroyed homeworld, using supernatural powers and brute force to bully any they come across into submission.

Classes
Barbarians: even in the future there are those who live by the philosciphy that the strongest rule and the weak dy. They are most commonly orcs.
Psions: psionics is a rare gift that only appears in humans, halflings and orcs. Psions are trained to tap into this energy from early childhood, ripped away from their families and striped of emotions.
Psychic warriors: psychic warriors are specialist soldiers trained by the federation. They battle powerful foes, and are never thrown away.
Rangers: rangers are spcialist scouts and trakers, able to locate opponents over half a planet. Rangers commonly train with rifles and sidearms in order to protect thenselves.
Rogues: rogues fill the same roles.
Soldiers: soldiers are the replacement for fighters, skilled with a gun.
Sorcerers: some peoplle have a natural ability to channel magic. The rest is self explanitory. Only elves, gnomes and orcs can become sorcerers.
Soulknives: only orcs are dumb enough to becomesoulknives. usaully.
Wilders: psionic indivinduals who have talents that manifest spontaneously. Anyone could be a wilder, but powers normally manifest during puberty.
Wizards: as sorcerers, but anyone with enough discipline can become one after years of study.

Class restrictions OPTIONAL!
Psions: humans, halflings and orcs only.
Sorcerers: elves, gnomes and orcs only.
Soulknives: intelligence 9-. I mean it.

I'll add ship to ship combat rules, warp rules, and other things (including a new psionic power: Warplink).

Anonymouswizard
2009-12-29, 05:20 PM
New classes:

With no magical healing we need a new way to heal. Also, what about those who don't agree with the federation? You shall see three new classes: the doctor, the heretic and the soldier.

Doctor
Doctors are those trained in medicine bla bla.
{table]Level|BAB|Fort|Ref|Will|Special|Base remedies
1|+0|+0|+2|+0|First aid, sugery|2
2|+1|+0|+3|+0||3
3|+2|+1|+3|+1|Stunning strike|4
4|+3|+1|+4|+1||5
5|+3|+1|+4|+1|Sneak attack +1d6|6
6|+4|+2|+5|+2|Intensive care|7
7|+5|+2|+5|+2||8
8|+6/+1|+2|+6|+2||9
9|+6/+1|+3|+6|+3|Improved remedies|10
10|+7/+2|+3|+7|+3|Sneak attack +2d6|11
11|+8/+3|+3|+7|+3||12
12|+9/+4|+4|+8|+4|Remove trauma|13
13|+9/+4|+4|+8|+4||14
14|+10/+5|+4|+9|+4||15
15|+11/+6/+1|+5|+9|+5|Sneak attack +3d6, magical medicine|16
16|+12/+7/+2|+5|+10|+5||17
17|+12/+7/+2|+5|+10|+5||18
18|+13/+8/+3|+6|+11|+6|Supernatural remedies|19
19|+14/+9/+4|+6|+11|+6||20
20|+15/+10/+5|+6|+12|+6|Sneak attack+5d6, Nemesis of death|21[/table]
Hit die: d6
Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Technological Device (Int), and Use Rope (Dex).
Skill points at 1st level: (6+intelligence modifier)x4
Skill points at each additional level: 6+intelligence modifier
Weapon and armour proficiency: doctors are proficient with simple weapons and sidearms. They are proficient with light armour and powered armour.
Remedies: a doctor begins play with the knowledge of a number of remedies equal to 2 plus his intelligence modifier. He gains an additional remedy at each additional level.
A remedy is a cure for a specific desiase or condition (they must be on their first effect). Any character can take a remedy as a full round action. To create a remedy, a doctor must have the required ingredients and half an hour when they can work. For the creation to be successful they must succeed on a DC20 craft (chemistry) check.
A doctor can learn new remedies by studing in a medical facility for one month and making a knowledge (medicine) check.
First aid: a doctor can heal his allies of minor wounds and similar effects. A doctor can do this a number of times per day equal to their class level+their intelligence modifier. Whenever a doctor uses this ability he spends a full round to heal an ally of 1d8+the doctors intelligence modifier hit points of damage.
Surgery: a dcotor can perform surgery on conditions that have developed. In order to do this a doctor must spend an hour operating on the patient and the make a heal check with a DC equal to twice the DC of the save to resist the desiase or poison. A successful attempt means that the condition is cured, but a failed attempt deals 1d3 constitution damage to the patient.
Stunning strike: at 3rd level a doctor gains stunning fist as a bonus feat. For every four levels of doctor he possesses he can use stunning fisrt an extra number of times per day.
Sneak attack: If a doctor can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The doctor’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 5th level, and it increases by 1d6 every five rogue levels thereafter. Should the doctor score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a doctor can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A doctor can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The doctor must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A doctor cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Intensive care: at 9th by doubling the amount of time he spend operating a doctor can gain a +2 bonus to heal checks while performing surgery.
Improved remedies: at 12 level a doctors remedies have a 25% chance to work on desiases and poisons that have progressed to the second stage.
Magical medicine: at 15th level a doctor can remove up to 2 negative levels with a successful surgery check.
Supernatural remedies: at 18th level the chance for a doctors remedies to work when a condition has progressed to the second stage is increased to 50%.
Nemesis of death: at 20th level a doctor can use raise dead once per day.

DarkCloud
2009-12-31, 10:59 PM
>>Soulknives: intelligence 9-. I mean it.

Does that mean lower than 9, equal to 9, or higher than 9?

Anonymouswizard
2010-01-01, 05:49 AM
>>Soulknives: intelligence 9-. I mean it.

Does that mean lower than 9, equal to 9, or higher than 9?

lower than nine, it's to represent that many races have gotten far enough to see that becoming soulknives is not worth it.

Anonymouswizard
2010-01-01, 10:41 AM
The Heretic
The heretic is one who worships old, forgotten gods, commanding foul magic diffierent to that of mages. Heretics may look for the end of the universe, or may be out for power, but the beings they turn to are normally malevolent instead of benevolent.
{table]Level|BAB|Fort|Ref|Will|Special|0|1|2|3|4|5|6
1|+0|+0|+0|+2|Unholy aura|2|-|-|-|-|-|-
2|+1|+0|+0|+3||3|0|-|-|-|-|-
3|+1|+1|+1|+3|Increased power usage|3|1|-|-|-|-|-
4|+2|+1|+1|+4||3|2|0|-|-|-|-
5|+2|+1|+1|+4||3|3|1|-|-|-|-
6|+3|+2|+2|+5|Increased power usage|3|3|2|-|-|-|-
7|+3|+2|+2|+5||3|3|2|0|-|-|-
8|+4|+2|+2|+6||3|3|3|1|-|-|-
9|+4|+3|+3|+6|Increased power usage|3|3|3|2|-|-|-
10|+5|+3|+3|+7|Extra domain|3|3|3|2|0|-|-
11|+5|+3|+3|+7||3|3|3|3|1|-|-
12|+6/+1|+4|+4|+8|Increased power usage|3|3|3|3|2|-|-
13|+6/+1|+4|+4|+8||3|3|3|3|2|0|-
14|+7/+2|+4|+4|+9||4|3|3|3|3|1|-
15|+7/+2|+5|+5|+9|Increased power usage|4|4|3|3|3|2|-
16|+8/+3|+5|+5|+10||4|4|4|3|3|2|0
17|+8/+3|+5|+5|+10||4|4|4|4|3|3|1
18|+9/+4|+6|+6|+11|Increased power usage|4|4|4|4|4|3|2
19|+9/+4|+6|+6|+11||4|4|4|4|4|4|3
20|+10/+5|+6|+6|+12|Daemonic ascension|4|4|4|4|4|4|4[/table]
Hit die: d8.
Skills: Bluff (cha), Concentration (con), Craft (int), Diplomacy (cha), heal (wis), Knowledge (religion) (int), Knowledge (the planes) (int), Profession (wis), Spellcraft (int), Use technological device (int).
Skill points at 1st level: (2+intelligence modifier)x4.
Skill points at each additional level: 2+intelligence modifier.
Weapon and armour proficiency: heretics are proficient with simple weapons. Heretics are proficient with light armour and medium armour, and with shields. Armour of any kind does not intefere with a heretics ability to cast spells.
Spells: a heretic casts divine spells that are drawn from the cleric spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard must.
To lear or cast a spell a bard must have a wisdom score equal to at least 10+the spell level. The difficulty class for a saving throw against a heretic's spells is 10+the spell level+the heretics wisdom modifier.
Like other spellcasters, a heretic can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Heretic. In addition, he receives bonus spells per day if he has a high wisdom score. When Table: The heretic indicates that the heretic gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his wisdom score for that spell level.
The heretic’s selection of spells is extremely limited. A heretic begins play knowing four 0-level spells of your choice. At most new heretic levels, he gains one or more new spells, as indicated on the table below. (Unlike spells per day, the number of spells a heretic knows is not affected by his wisdom score; the numbers on the table below are fixed.)
Upon reaching 5th level, and at every third heretic level after that (8th, 11th, and so on), a heretic can choose to learn a new spell in place of one he already knows. In effect, the heretic "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level cleric spell the heretic can cast. A heretic may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a heretic need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
{table]Level|0|1|2|3|4|5|6
1|4|-|-|-|-|-|-
2|5|1|-|-|-|-|-
3|6|2|-|-|-|-|-
4|6|2|1|-|-|-|-
5|6|3|2|-|-|-|-
6|6|3|2|-|-|-|-
7|6|3|3|1|-|-|-
8|6|3|3|2|-|-|-
9|6|3|3|2|-|-|-
10|6|3|3|3|1|-|-
11|6|3|3|3|2|-|-
12|6|3|3|3|2|-|-
13|6|3|3|3|3|1|-
14|6|3|3|3|3|2|-
15|6|3|3|3|3|2|-
16|6|4|3|3|3|3|1
17|6|4|4|3|3|3|2
18|6|4|4|4|3|3|2
19|6|4|4|4|4|3|3
20|6|4|4|4|4|4|3[/table]
Domains: a heretic begins play with two domains from the following list: Chaos, Death, Destruction, Evil, Fire, Luck, Strength, Travel, or War. The spells are added to his list of spells known at the approprate level, and he gains the domain powers as appropreate, using your heretic level in the place of your cleric level. at 10th level he may choose another domain.
Unholy aura: a heretic emites an aura of evil the same as a cleric.
Increased power usage: choose one domain power. You can now use that power one more time per day, or you add your heretic level to the duration. Multiple applications stack.
Daemonic ascension: when a heretic achieves 20th level they immediately ascend to become an immortal servent of their god. They immediately cease aging, but gains DR/magic equal to his heretic level plus his wisdom modifier. Their type immediately changes to outsider and they gain darkvision out to 60ft. Unlike other outsiders a heretic can be raised or resurrected.

TabletopNuke
2010-01-01, 10:24 PM
This looks great. Do you plan on using my mindscourge (http://www.giantitp.com/forums/showthread.php?t=131476) class? If so, how does it fit in the fluff?

There's a typo in the barbarian entry (dy should be die), and there are some capitalization errors. The Soulknife entry made me laugh.

I've been working with a military-savvy friend to convert the standard D&D weapons into modern equivalents. I haven't posted it yet, but I could get to work on that if it would help you out.

Anonymouswizard
2010-01-02, 05:53 AM
This looks great. Do you plan on using my mindscourge (http://www.giantitp.com/forums/showthread.php?t=131476) class? If so, how does it fit in the fluff?

There's a typo in the barbarian entry (dy should be die), and there are some capitalization errors. The Soulknife entry made me laugh.

I've been working with a military-savvy friend to convert the standard D&D weapons into modern equivalents. I haven't posted it yet, but I could get to work on that if it would help you out.

So your updating close combat weapons into modern versions? That is what that is saying.

As my game is set much further forward compared to yours lazers will be the most common weapon for well armed people: decent damage, long range, 20+ shots to a battery. The most powerful weapon will either be rocket lanchers or maybe antimatter rifles (lots of damage, short range, ammo hard to find).

Anonymouswizard
2010-01-02, 08:48 AM
Soldier
The soldier is a man on the front line, one with no skill apart from that with his weapons and armour. The armies of soldiers are the first, and last defence against the approaching horrors.
{table]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+2|Soldier training
2|+2|+3|+0|+3|Bonus feat
3|+3|+3|+1|+3|
4|+4|+4|+1|+4|Bonus feat
5|+5|+4|+1|+4|Sustained fire
6|+6/+1|+5|+2|+5|Bonus feat
7|+7/+2|+5|+2|+5|
8|+8/+3|+6|+2|+6|Bonus feat
9|+9/+4|+6|+3|+6|
10|+10/+5|+7|+3|+7|Bonus feat, weapon of choice
11|+11/+6/+1|+7|+3|+7|
12|+12/+7/+2|+8|+4|+8|Bonus feat
13|+13/+8/+3|+8|+4|+8|
14|+14/+9/+4|+9|+4|+9|Bonus feat
15|+15/+10/+5|+9|+5|+9|Angel of death
16|+16/+11/+6/+1|+10|+5|+10|Bonus feat
17|+17/+12/+7/+2|+10|+5|+10|
18|+18/+13/+8/+3|+11|+6|+11|Bonus feat
19|+19/+14/+9/+4|+11|+6|+11|
20|+20/+15/+10/+5|+12|+6|+12|Bonus feat, Combat master[/table]
Hit die: d10
Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Drive (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Pilot (Dex), Profession (Wis), Swim (Str), and Use Technological Device (Int).
Skill points at 1st level: (2+intelligence modifier)x4.
Skill points at each additional level: 2+intelligence modifier.
Weapon and armour proficiency: soldiers are proficient with all simple and martial weapons, as well as energy weapons. They are proficient with all armour and shields (including power armour and tower shields).
Soldier training: a soldier gains a number of fighting points equal to his soldier level+his wisdom modifier that may be used to add a +1 bonus to either attack or damage rolls. Only 1 point may be spent per attack.
Bonus feats: at 2nd level and every two levels thereafter a soldier gains bonus feats from the fighter list.
Sustained fire: at 6th level a soldier gains a second attack at his highest base attack bonus whenever he targets the same enemy with all his attacks when using a firearm.
Weapon of choice: at 10th level a soldier must choose one weapon that they have greater weapon focus in. They permanently gain a +1 bonus to attack and damage rolls that stacks with weapon focus, greater weapon focus, weapon specialization and greater weapon specialization.
Angel of death: at 15th level soldier may spend five fighting points to add his dexterity bonus to any attack that he makes.
Combat mastery: at 20th level a soldier may double the bonus the gains when spending fighting points.

Soldier levels count as fighter levels in terms of qualifing for feats.

TabletopNuke
2010-01-02, 11:30 PM
So your updating close combat weapons into modern versions? That is what that is saying.

As my game is set much further forward compared to yours lazers will be the most common weapon for well armed people: decent damage, long range, 20+ shots to a battery. The most powerful weapon will either be rocket lanchers or maybe antimatter rifles (lots of damage, short range, ammo hard to find).

So is that a yes or no? I figure more powerful weapons would be the equivalent of magic-enhanced weapons. For example, a high-end sniping rifle would be like the distance feature.

I have some ideas for more advanced weaponry, too. I was thinking damage-dealing wands would be a good starting point. For example, take a wand of fireball, increase the weight, cut the charges and price in half, and remove the UMD check, and you got yourself a flamethrower!

Anonymouswizard
2010-01-03, 01:51 PM
So is that a yes or no? I figure more powerful weapons would be the equivalent of magic-enhanced weapons. For example, a high-end sniping rifle would be like the distance feature.

I have some ideas for more advanced weaponry, too. I was thinking damage-dealing wands would be a good starting point. For example, take a wand of fireball, increase the weight, cut the charges and price in half, and remove the UMD check, and you got yourself a flamethrower!

Well, I'll take any weapons from breakdown that catch my eye, and the idea of making them magic items is interesting. Maybe base new weapons of spells, so we have a few weapons that hurl Orbs!

TabletopNuke
2010-01-04, 06:33 AM
Well, I'll take any weapons from breakdown that catch my eye, and the idea of making them magic items is interesting. Maybe base new weapons of spells, so we have a few weapons that hurl Orbs!

Sweet.

Tech items are going to be their own separate category, apart from magic/psionic items. I'm just basing them off magic items for balance.

I still need to figure out a factor in the creation cost, though. I think the basic price for creating tech items (got any better names?) will be the same as the equivalent magic item, but they won't have an XP cost. I know that the XP to GP exchange rate is roughly 5 GP per 1 XP, so I figured I'd multiply the XP cost by 5, and make that the cost of special energy source for the items. Any suggestions for refining this idea?

Anonymouswizard
2010-01-21, 04:19 PM
Technology and Magic
In Warplink characters are expected to make use of technology and psychic powers instead of magic, as now wizard magic is severely weakened in some areas of space and on many planets, while sorcerer magic, and psychic powers flow directly from the user, and so face little restrictions.

Advanced technology is treated as wands, having limited uses and recreating a single effect. However, many weapons can be reloaded with more ammunition, making a electron gun more useful than a wand of orb of electricity. The following ranged weapons should be added to the list:
{table]Name|Cost|Dmg (S)|Dmg (M)|Crit|Range Inc|Weight|Type
Firearms
Lasers
Laser pistol|100Cr|1d6|1d8|x3|70ft|3lbs|fire
Battery (25)|5Cr|-|-|-|-|1lbs|-
Laser rifle|200Cr|1d8|1d10|x3|150ft|6lbs|fire
Battery (25)|5Cr|-|-|-|-|1lbs|-
Orb weapons
Disolver|500Cr|3d8|3d8|x3|100ft|3lbs|acid
Flamer|500Cr|3d8|3d8|x3|100ft|3lbs|fire
Freezer|500Cr|3d8|3d8|x3|100ft|3lbs|cold
Reaper|500Cr|3d8|3d8|x3|100ft|3lbs|negative energy
Shocker|500Cr|3d8|3d8|x3|100ft|3lbs|electricity
Screamer|500Cr|3d8|3d8|x3|100ft|3lbs|sonic
Orbs (10)|75Cr|-|-|-|-|2lbs|-|
Heavy weapons
Missile launcher|500Cr|-|-|x4|200ft|25lbs|-
Fragmentation missile|100Cr|2d8|2d10|-|5|fire
Krak missile|100Cr|2d4|2d6|-|5|fire, blast
Antimatter gun|5000Cr|4d10|4d12|x4|15ft|10|disintegrate
Antimatter pellets (5)|300Cr|-|-|-|-|1|-
Flamethrower|2000Cr|2d8|2d10|120ft line|20|fire
Fuel (2)|150Cr|-|-|-|20|-[/table]


Spaceships
Parties in Warplink will most likely own or use a spaceship at one point or another, whether it is their own, stolen, or borrowed. Below is a set of ship that PCs will likely use or face, along with their standard armament.
Scout: this small ship can hold five. It sacrifices comfort and heavy weaponry for speed and manoeuvrability.
Speed: 20; Manoeuvrability: 5; Armament: none; Cost: 2500Cr.
Hull: 20; Bridge: 15; Shields: 5.
Fighter: this one man ship is meant for ship to ship combat, and so is armed with decent weaponry and shields. It is meant to overwelm and destroy larger ships, and so requires and extra 100Cr per rank for the installment of a warp engine. It holds one man, but is not suitable for transport that takes over two hours
Speed: 15; Manoeuvrability: 4; Armament: twin heavy lasers; Cost: 7000Cr.
Hull: 15; Bridge: 10; Shields: 10.
Bomber: a bomber is meant to destroy heavy targets from the atmosphere, although it can launch it's load out of twin cannons.
Speed: 13; Manoeuvrability: 3; Armament: 20 fusion bombs; Cost: 10000Cr
Hull: 15; Bridge: 10; Shields: 10.
Warship: this large ship is able to hold a platoon of soldiers and the entire crew in relative comfort, while still having enough room for a squadron of fighters.
Speed: 13; Manoeuvrability: 2; Armament: 4 heavy lasers, 2 laser cannons, 1 battle cannon; Cost: 200000Cr.
Hull: 30; Bridge: 20; Shields: 18.
Mothership: this ship is able to carry several companies of troops to a planet and at least 10 squadrons of fighters. It comes with enough drop ships to deploy its payload in 30 minutes, as well as the heaviest armament easily possible.
Speed: 10; Manoeuvrability: 1; Armament: 4 ion cannons, 8 battle cannons, 16 heavy lasers; Cost: 3000000Cr.
Hull: 50; Bridge: 35; Shields: 25.

imp_fireball
2010-01-21, 10:04 PM
lower than nine, it's to represent that many races have gotten far enough to see that becoming soulknives is not worth it.

That would be wisdom actually.



I have some ideas for more advanced weaponry, too. I was thinking damage-dealing wands would be a good starting point. For example, take a wand of fireball, increase the weight, cut the charges and price in half, and remove the UMD check, and you got yourself a flamethrower!

People would probably think of you as 'more creative' if you made it a breath weapon item.

As for wand of fireball, keep the item... magical races from the other planes you spoke of would use them. Good idea?

TabletopNuke
2010-01-21, 10:56 PM
Is 1 Cr equivalent to 1 Gp, 1 Pp? Whatever the worth, a scout spaceship is worth 1/10th of the cost of a flamethrower. That doesn't seem quite right.


People would probably think of you as 'more creative' if you made it a breath weapon item.

As for wand of fireball, keep the item... magical races from the other planes you spoke of would use them. Good idea?

What do you mean "breath weapon item"? As in "item that gives the user the ability to breathe fire"? That would be sweet!

I'm trying to differentiate magic from technology fluff and flavor wise, but keep the cost balanced for the effect. Wands and other magic items will still be around, just unheard of in human society.

Anonymouswizard
2010-01-24, 11:34 AM
Spaceship combat

Characters will want to fight in space. Before you know it, the psion and captain will be relaying important information from the cruiser while the rest of the part attacks in fighters.For this reason space combat will be handled on a 2d map like ground combat.

Each ship has three important statistics: speed, manoeuvrability, and shields. These determine the speed at which the craft can travel, how easy it is to make turns over 45 degrees, and the strength of the shields.

A ships listed speed is how fast it can accelerate or decelerate: as space is a vacuum there is no top speed. Ships cannot suffer damage from excess speed in space. In an atmosphere a ships top speed is equal to 10xtheir speed value.

manoeuvrability is the number a pilot has to roll equal to or under when making turns of more than 45 degrees. If the roll is over then the ship ends up facing in an random direction.

Ships shield value indicates the starting strength of a ships shields. In order to damage a ship the attacker must attempt to penetrate the shields, which is worked out with an opposed roll between the attacker and the defending ships technician. The attacker makes an attack roll, while the technician makes a roll with a bonus equal to their intelligence bonus+the ships shield score. If the attacker manages to roll higher than the defender than the attack gets past the shields.

Damage
I space combat each ships take damage to a number of locations: the hull, bridge, shield generators, weapons, and engines. An attacker can either declare which location he is attacking at a -4 penalty or roll randomly to determine the hit location using the table below. Damage is then determined by using the appropriate damage value.
{table]1d10|Hit location
1-2|Hull
2-4|Bridge
5-6|Shield generators
7-8|Weapon (determine randomly)
9-10|Engines[/table]
If a ship is hit in the hull it reduces its hull points by the damage from the attack. If the hull points are reduced to 0 the ship is destroyed.

If a ship is hit in the bridge it reduces it's bridge points by the damage from the attack. If the ships bridge points are reduced to 50% then all attacks receive a -2 penalty and shields receive a -1 penalty. At 0% attacks and shields receive a -3 penalty and speed is reduced by 1.

If a ship is hit in the shield generators it reduces it's shields score by the attacks damage.

If hit in a weapon the weapon takes damage equal to the appropreate hull damage.

If hit in the engines the ship receives a -1 penalty to speed, to a minimum speed of 1.

Waepons
{table]Weapon|Cost|Dmg (hull)|Dmg (bridge)|Dmg (shields)
Laser|100Cr|1d4|1d3|1d2
Heavy laser|200Cr|1d6|1d4|1d3
Laser cannon|400Cr|1d8|1d8|1d6
Ion cannon|500Cr|1d10|1d8|1d6
EMP pulse|600Cr|1d4|3d6|1d8
Disruptor beam|1000Cr|1d10|1d10|1d10
Antimatter cannon|10000Cr|2d8|1d12|2d6
Ship to ship missile|5000|4d6|1d12|2d6[/table]

*More to come later, including using ships to attack ground units, and rules for squadrons of fighters*

TabletopNuke
2010-01-25, 05:19 PM
Sweet! I've been waiting for something like this. I can't wait to see where it goes.

Anonymouswizard
2010-02-06, 04:40 PM
I have expanded the rules for ship to ship combat and changed the shield values.

Anonymouswizard
2010-02-06, 05:31 PM
The void
The void is a universe beyond this universe, where time and space are bent to the will of beings once known as gods. These great being have lost much of their power in the great wars, with the void being taken over by the forces of darkness and their Demonic minions. Now, the lords of darkness are launching a grand assault on the universe of mortals. There are whispers that it was these beings who sent psychic ability into this world, and psionics is the art of tapping into this place.

The void replaces all other planes. Spells that require those planes instead use the void.

The great lords of the void are was follows:
Iliths
Iliths is the lord of the mind, able to bend the wills of all who oppose him and crush the minds of those whose wills are weak. He seeks to control every being in both worlds. He shuns the Demons preferred by his rivals, instead using specially breed slaves known as Unily (u-ni-lee) (creatures with the half-illithid template). He is the only one of the lords who is known to have the power to cross into our world regularly, and so his stats are presented below.
Iliths, Master of the Mind
Hald-illithid Beared devil psion 20
Medium size aberration
Hit dice: 26d8+78 (195hp)
Initiative: +2
Speed: 40ft, fly 60ft (average)
AC: 19
BAB/Grapple: +13/+14
Attack: claw +21 melee, tentacle +21 melee, or power +22 ranged touch.
Full attack: 2 claws +21 melee, 4 tentacles +21 melee, or power +22 ranged touch.
Damage: claw 1d6+9, tentacle 1d4+9.
Face/reach: 5ft/5ft
Special attacks: Infernal wound, beard, powers, mindblast, improved grab, extract, psionics.
Special qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 36, 100ft telepathy,
Saves: fort +12, ref+11, will+17
Abilities: Str 13, Dex 15, Con 17, Int 20, Wis 14, Cha 14
Skills: knowledge (psionics)+34, psicraft+34, autohynosis+32, cocentration+32, bluff+31, disguise+31, UPD+31.
Feats: Empower power, chain power, quicken power, enlarge power, extend power, maximize power, twin power, split psionic ray.
Climate/terrain: any
Organization: Solitary, or with 10 Unily.
CR: 30
Treasure: none
Alignment: Lawful Evil
Psionics: 393PP (328 left). Powers: 1: astral construct; mind thrust; Precognition, Defensive; Precognition, Offensive; Prescience, Offensive; 2: Cloud mind; ego whip; energy push; swarm of crystals; 3: dispel psionics; Energy bolt; Energy Burst; psionic blast; 4: Dimension Door, psionic; Energy adaptation; Mindwipe; wall of ectoplasm; 5: Adapt body; Planeshift, psionic, psychic chrush; True Seeing, psionic; 6: Cloud mind, mass; Disintegrate, psionic; overland flight, psionic; 7: Energy conservation; Energy Wave; Ultrablast; 8: Bend reality; Recall death; Teleport, Psionic Greater; 9: Apopsi; Assimilate; Etherealness, psionic; Microcosm; Reality reversion; True creation.

Lormus
Lormus is the lord of death, who sends his demonic minions out in order to bring him souls. With these souls he hopes to increase his powers to the level where he can create and destroy universes, thereby removing all other beings from the equation.

TabletopNuke
2010-02-08, 08:32 PM
Ilith's block has a few typos. The CR is empty, and his treasure entry has "30". Is he meant to be CR 30?