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View Full Version : Apocalyptic Space Opera [D20 Modern- Future + Apocalypse][WIP+PEACH]



Gaiyamato
2013-09-05, 05:11 AM
Concept Intro:
Having played a lot of D20 Modern:Future and some of the Apocalypse setting I had a thought about combining the two settings. Players would tend to play space nomads scouring radioactive worlds and dead space hulks for usable parts and supplies. Cobbled together space ports made up of collectives of the remnants of various races would serve as bases from which to operate. Alternatively players could get about as pirates raiding the nomads and various tinker merchants.
The principle idea is this: For some reason there no planets that are colonisable by any of the remaining races. A prolonged war culminating in the unleashing of some mighty weapon that wiped out all sides. Perhaps some cosmic event that destroyed this entire galactic sector - only a handful of those who were in a sheltered portion of space survived. Perhaps the odd small base on a moon here and there is still active (could be mythology of sorts with the players trying to reach some paradise world somewhere).

Fundamentally this will be more of a mechanics "world-building" where I will seek to combine the Future and Apocalypse rules so that there is something workable to build fluff from.
Others are welcome to pre-make some races, equipment etc. built from the rules to fluff things out. I will link anything that anyone wants to contribute into the following post after this. New feats etc. can be incorporated into the rule set also.

Those of you that know me know that I tend to just random drop from the face of the planet. However I always return eventually. So do not dismay if I suddenly vanish for a month or two at some point.

Note: I do not intend to breach any copyright here. If you wish to use these rules you will still require access to a copy of the Apocalypse and Future books as well as the SRD or Core D20 Modern books. I will reference page numbers to make things easier. Only changed rules and new content will appear here in full. Rules and book sections not listed from the Future and Apocalypse books are not being used. Sections of the SRD or Core books not mentioned are being used as-is (FX is entirely up to the GM but as this is a fairly high-tech world it is not advised as it will be overshadowed by the tech most of the time and thus rendered worthless as the game progresses). Assume that the pre-galactic-apocalypse tech level was roughly PL 7 for most races. PL 5-6 gear exists and will likely be more abundant as it is easier to build. PL 8 gear was rare before the apocalypse and thus will be even rarer now.



Index:
1. Setting Specific Information

a. Races (http://www.giantitp.com/forums/showpost.php?p=15962253&postcount=2)
b. Worlds (http://www.giantitp.com/forums/showpost.php?p=15962253&postcount=2)
c. Allegiances (http://www.giantitp.com/forums/showpost.php?p=15962253&postcount=2)
d. NPCS (http://www.giantitp.com/forums/showpost.php?p=15962253&postcount=2)

2. Rules

a. Gadget system (http://www.giantitp.com/forums/showpost.php?p=15962259&postcount=3)
b. Environments (http://www.giantitp.com/forums/showpost.php?p=15962259&postcount=3)
c. Scientific Engineering (http://www.giantitp.com/forums/showpost.php?p=15962259&postcount=3)
d. Space Travel (http://www.giantitp.com/forums/showpost.php?p=15962259&postcount=3)
e. Starships (http://www.giantitp.com/forums/showpost.php?p=15962259&postcount=3)
f. Mecha (http://www.giantitp.com/forums/showpost.php?p=15962259&postcount=3)
g. Robotics (http://www.giantitp.com/forums/showpost.php?p=15962259&postcount=3)
g. Cybernetics (http://www.giantitp.com/forums/showpost.php?p=15962259&postcount=3)
h. Scavenging (http://www.giantitp.com/forums/showpost.php?p=15962259&postcount=3)
i. Postapocalypse Gear (http://www.giantitp.com/forums/showpost.php?p=15962259&postcount=3)
j. Making and Fixing Items (http://www.giantitp.com/forums/showpost.php?p=15962259&postcount=3)
k. Additional Vehicle Rules (http://www.giantitp.com/forums/showpost.php?p=15962259&postcount=3)
l. Mutations (http://www.giantitp.com/forums/showpost.php?p=15962259&postcount=3)

3. Occupations and Classes

a. Occupations (http://www.giantitp.com/forums/editpost.php?do=editpost&p=15962266)
b. Advanced Classes (http://www.giantitp.com/forums/showpost.php?p=15962272&postcount=5)

4. Skills (http://www.giantitp.com/forums/showpost.php?p=15962272&postcount=5)
5. Feats (http://www.giantitp.com/forums/showpost.php?p=15962272&postcount=5)
6. Equipment (http://www.giantitp.com/forums/showpost.php?p=15962359&postcount=6)

Gaiyamato
2013-09-05, 05:12 AM
Races
If a race is not listed here it does not exist - even as an NPC.

LA+0
Human (default race for SRD character)
Bioreplica (see Future book page 176)
Aleerin (See Future book page 216)
Yazirian (See Future book page 222)

LA+1
Weren (See Future book page 221)

For guidelines on developing new races use the Extraterrestrial Template on page 212 of the Future book and/or Mutations rules page 40 of the Apocalypse Book.
Cybernetics should be allowed but they are expensive, hard to find/make and hard to repair (as we are using the repair and craft rules from apocalypse). Bioreplica and Aleerin players should keep this in mind.


Worlds

None yet.

Allegiances

None Yet.

NPCS

None Yet.

Gaiyamato
2013-09-05, 05:15 AM
Rule Changes
Gadget system

tba

Environments

tba

Scientific Engineering

tba

Space Travel

tba

Starships

tba

Mecha

tba

Robotics

tba

Cybernetics

tba

Scavenging

tba

Postapocalypse Gear

tba

Making and Fixing Items

tba

Additional Vehicle Rules

tba

Mutations

See page 40 of the Apocalypse book. Mutation rules remain unchanged. GMs may allow Mutation as reward and Mutation as template if they so wish.

Gaiyamato
2013-09-05, 05:21 AM
Occupations

Not many choices remain for those who have survived.

Colonist - Civilians seeking to survive and find a new world to rebuild on. Most civilians run the eco-zones to produce food to keep everyone alive, and of course fight to defend their homes.

Prerequisite: Age 12+.

Skills: Choose two of the following skills as permanent class
skills. If a skill you select is already a class skill, you gain a +1
competence bonus on checks using that skill.
Computer Use (Int), Knowledge (earth and life sciences, physical sciences, streetwise, or technology) (Int), Navigate (Int), Pilot, Spot, Repair (Int), Survival (Wis).

Bonus Feat: Select from Builder, Guide, or Personal Firearms Proficiency.

Criminal - As always, those who seek to profit from the misfortune of others. Space Pirates mostly make up the ranks of criminals as there is little law anyway. Murder and theft are the only laws that most of the outposts hold to.

Prerequisite: Age 15+.

Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Disable Device, Disguise, Forgery, Hide, Knowledge (streetwise), Move Silently, Pilot, Sleight of Hand.

Bonus Feat: Select either Starship Operation or Personal Firearms Proficiency.

Medic - The closest thing to a doctor are those with some basic medical knowledge. Skilled Medics and Tinkers are the most revered and sought after skilled members of society now.

Prerequisite: Age 18+.

Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (pharmaceutical), Computer Use, Knowledge (earth and life sciences, or technology), Search, Treat Injury.

Bonus Feat: Select from Mutation Immunity, Sense Mutation or Surgery

Scavenger - The nomads who scour the galaxy for anything of use left over from old empires. Experts at sniffing out working parts of old technology or vital supplies for communities.

Prerequisites: Age 15+.

Skills: Choose three of the following skills as permanent
class skills. If a skill you select is already a class skill, you gain a +1
competence bonus on checks using that skill.
Decipher Script (Int), Disable Device (Int), Diplomacy (Cha), Knowledge (technology) (Int), Move Silently (Dex), Repair (Int), Search (Int), Spot (Wis), Survival (Wis).

Bonus Feat: Select either Shrewd Bargainer or Personal Firearms Proficiency.

Militia - The police and military arm of the remaining surviving stations. Many of these are little more than thugs assisting who ever is in charge of the larger colonies.

Prerequisite: Age 18+.

Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Climb, Demolitions, Hide, Knowledge (tactics), Move Silently, Navigate, Pilot, Survival.

Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Armor Proficiency (light), or Personal Firearms Proficiency.

Tinker - Self-taught engineers able to put to use what the scavengers find. In space Tinkers are all that stands between life and death. Among the most revered members of any society a good tinker can command much respect.

Prerequisite: Age 15+.

Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Craft (chemical, electronic, mechanical, or structural), Knowledge (business, earth and life sciences, physical sciences, or technology), Repair, Research.


Advanced Classes

All SRD Advanced Classes (http://www.systemreferencedocuments.org/resources/systems/pennpaper/modern/smack/advancedclasses.html) are allowed but with the following exceptions:

Techie, Investigator and Personality changes as per the guidelines on page 60 of the Apocalypse book.

Additional changes to Techie:
Mastercraft ability replaced with bonus Mastercraft Feat instead.

The following classes are allowed without any changes:
Dogfighter (See Future book page 17)
Dreadnought (See Future book page 19)
Explorer (See Future book page 23)
Field Officer (See Future book page 25)
Mecha Jockey (See Future book page 172)
Salvager (See Apocalypse book page 62)
Swindler (See Future book page 29)
Tracer (See Future book page 32)

The following classes are allowed with changes:
Engineer (See Future book page 21) - Apply changes as noted under "Techie" on page 60 of the Apocalypse book regarding all repair and craft abilities. Improve Kit class feature requires an additional Mechanical or Electrical component to improve per +1 bonus.
Technosavant (See Future book page 31) - Apply changes as noted under "Techie" on page 60 of the Apocalypse book regarding all repair and craft abilities.

Gaiyamato
2013-09-05, 05:24 AM
Skills

list of allowed skills...


Feats

All SRD Feats (http://www.systemreferencedocuments.org/resources/systems/pennpaper/modern/smack/featorder.html) Except:
Exotic Firearms Proficiency - not required
Exotic Melee Weapon - not required
Windfall - Does not apply

---------------------------------------------------

Action Boost (See Future book page 11)
Advanced Mecha Operation (See Future book page 171)
Armor Proficiency - Powered (See Future book page 11)
Charismatic Plus (See Future book page 11)
Craft Cybernetics - Altered from rules in Future Book page 12

Prerequisites: Craft (electrical) 10 ranks, Craft (mechanical) 10
ranks, Knowledge (life sciences) 5 ranks.

Benefits: You can build any of the cybernetic attachments
described in Chapter Eleven: Cybernetics. You must first make a
Wealth check against the purchase DC of the attachment (to acquire
the necessary components), then invest 24 hours in its construction.
At the end of that time, you must succeed at a Craft (mechanical)
check (DC 30) and a Craft (electrical) check (DC 30).
If both Craft checks succeed, the cybernetic attachment functions
properly and can be installed at any time (see the Cybernetic
Surgery feat, below). If either or both checks fail, the attachment's
design is flawed; another 24 hours must be spent fixing the problems,
and two new checks must be made at the end of that time.
Remake using apocalypse component rules and require designs to assist cybernetic manufacture.


Cybernetic Surgery (See Future book page 12)
Cybertaker (See Future book page 12)
Dedicated Plus (See Future book page 12)
Expert Scrounger (See Apocalypse page 59)
Fast Plus (See Future book page 12)
Fight with Anything (See Apocalypse page 59)
Hair Trigger (See Future book page 171)
Jack of all Trades (See Future book page 12)
Master Crafter - Altered from rules in Future Book page 12

You are adept at creating mastercraft electronic and mechanical
devices (including tools, vehicles, weapons, robot manipulators,
and armor).
Prerequisites: Craft (electrical) 8 ranks, Craft (mechanical)
8 ranks.

Benefit: When successfully completed, a mastercraft electronic
or mechanical object provides an equipment bonus on skill
checks made to use the object (in the case of mastercraft vehicles,
this includes Drive or Pilot checks). A mastercraft weapon provides
a bonus on attack or damage rolls (your choice). A mastercraft suit
of armor improves the armor's equipment bonus to Defense. In
each case, the bonus can be +1, +2, or +3, and no single object can
have more than one mastercraft feature. (For instance, you cannot
build a mastercraft weapon that gains a bonus on attack rolls and
damage rolls.)
On average, it takes twice as long to build a mastercraft object
as it does to build an ordinary object of the same type. The cost to
build a mastercraft object is equal to the purchase DC for the object
(or its components) + the bonus provided by the mastercraft feature
(+1, +2, or +3).
In addition to the Wealth check, you must also pay a cost in
experience points equal to 250 * the bonus provided by the mastercraft
feature. The experience points must be paid before making
the Craft check. If the expenditure of these experience points would
drop you below the minimum needed for your current level, then the
experience points can't be paid and you can't make the mastercraft
object until you have sufficient experience points to remain at your
current level after the expenditure is made.
Apply the following modifiers to the Craft check DC for mastercraft
items:
Mastercraft Feature DC increase
Mastercraft (+1) +3
Mastercraft (+2) +5
Mastercraft (+3) +10
You can add the mastercraft feature to an existing ordinary
object or a lower-grade mastercraft object by making a Wealth check
and then making the Craft check as though you were constructing
the object from scratch.
Replace Wealth with component/resource expenditure using Apocalypse rules instead.

Mecha Crush (See Future book page 171)
Mecha Fling (See Future book page 171)
Mecha Operation (See Future book page 171)
Mecha Sweep (See Future book page 171)
Mecha Trample (See Future book page 172)
Mecha Weapon Boost (See Future book page 172)
Mecha Weapon Proficiency (See Future book page 172)
Mutation Damage Boost (See Apocalypse page 59)
Mutation Immunity (See Apocalypse page 59)
Nerve Pinch (See Future book page 13)
Rad Soaker (See Apocalypse page 59)
Sense Mutation (See Apocalypse page 59)
Shrewd Bargainer (See Apocalypse page 60)
Smart Plus (See Future book page 13)
Spacer (See Future book page 13)
Starship Battle Run (See Future book page 13)
Starship Dodge (See Future book page 14)
Starship Feint (See Future book page 14)
Starship Gunnery (See Future book page 14)
Starship Mobility (See Future book page 14)
Starship Operation (See Future book page 14)
Starship Strafe (See Future book page 14)
Strong Plus (See Future book page 14)
Stun Mecha (See Future book page 172)
Thrifty Mechanic (See Apocalypse page 60)
Tough Plus (See Future book page 15)
Thruster Blast (See Future book page 172)
Ultra Immune System (See Future book page 15)
Urban Tracking (See Future book page 15)
Xenosurgery (See Future book page 15)
Zero-G Training (See Future book page 15)

Gaiyamato
2013-09-05, 06:01 AM
Equipment

list of allowed equipment

Gaiyamato
2013-09-06, 03:19 AM
[[additional reserved spot in case I run out of room as I transcribe the rules over]]

Alexkubel
2013-09-08, 01:11 PM
hmm intresting, just a suggestion but ship classes, should be based around capabilities as opposed to size and weight this is to separate battlecruisers from battleship, a battlecruiser is the faster cousin of the battleship but often is just as large, more capable in the area of speed rather then armour, it can dish it out but not take it in as well. the big question is, missile cruisers, Frigates and Corvettes all can move about in definition, missile cruisers if they exist or not, frigates, are move from weaker than destroyers to near battlecruisers in power, and Corvettes are also unpredictable.

then the question of, are spaceships capable of atmospheric flight, if not shuttles and landers are needed.

Gaiyamato
2013-09-09, 06:19 PM
Well there are rules for them in the Future book already. But I was thinking of expanding out those rules to allow for a more modular way of designing ships with more flexibility.

I am also thinking about expanding out the Apocalypse resources to include Metal as a resource. Making a ship hull out of mechanical parts seems a little silly to me.

Alexkubel
2013-09-10, 02:13 AM
well I don't play DnD of any sort meaning when I read something I have to constantly take risks and guess how powerful something is to be, convert it to my system then hope it works, I'll have to find D20 ships to see if I agree with them or not.

Alexkubel
2013-09-10, 02:47 AM
after a bit of research I can now conclude I disagree partially with D20 future's starship classes, for 1 light cruisers and bulk freighters are the main objects of my disapprovment.

I've run a few future worlds for the Tankers to find, only 1 (which gave then the A224 blacklady IV tank, and was also a later one version of a previos one) had gravity induction. and had had really been level 6 for quite some time, energy weapons where advanced (very much so), and mecha where measured in tons, the largest weighing 15,000 had only reached prototype stages

Gaiyamato
2013-09-11, 02:56 AM
Yeah it's all a bit off. Partly why I am going over the D20 Modern:Future starship and Mecha rules.

Not sure why they treat starships as characters in combat instead of vehicles either. A little weird to me.
You would think that treating them as structures/vehicles would be simpler.

If you want to remake the D20 Modern:Future rules for starships I would be happy to use them instead and link them into this project.

Gaiyamato
2013-09-11, 04:34 AM
Thanks, I will check it out.