Rules in 4040 Alternate Timeline | World Anvil
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Rules

Sheet modifications

 
  • Animal Handling -> piloting
  • Arcana -> Computer knowledge
  • History -> Social science
  • Religion -> Physics/Chemistry
  • Nature -> Biology
 

Weapons

NameRangeDammagePropertiesWeightCost
shotgun(10/50)2d4 piercingammunition, loading, two-handed, advantage on AR4 kg10K
carabine(50/150)1d8 piercingammunition, loading, two-handed5 kg500
sniper rifle(500/3000)1d20 piercingammunition, long-loaded, two-handed15 kg15K
crossbow(200/500)1d6 piercingammunition, loading, two-handed2 kg20K
pistol(30/100)1d6 piercingammunition, dual-wielding*.7 kg7K
laser pistol(100/inf)1d4 lighningdual-wielding*, laser*1 kg30K
magnum(20/60)2d4 piercingammunition, loading, versatile2 kg25K
assalt rifle(30/100)1d12 piercingammunition, two-handed4 kgX
SMG(50/150)1d10 piercingammunition3 kgX
rocket launcher(20/100)see warheadsammunition, heavy two-handed, clumsy*8 kgX
flame thrower(10, 30)2d6 incineratingheavy, two-handed7.5 kgX
knifemelee1d6 slashingfinesse, light.5 kg2K
combat knife/swordmelee2d4 slashingfinesse, versatile1.5 kgX
laser beam200/inf)2d6 lightningheavy, two-handed, laser10 kgX
plasma cutter(wis) melee4d6 lightninglight, structural damage*, technical knowledge*1 kg15K
chainsawmelee4d4 slashingtwo-handed3 kg5K
poleweaponmelee1d8 bludgeningtwo-handed3 kgX
grenade(10/20)see warheadsthrown.5 kgX
grenade launcher(100/300)see warheadstwo-handed, loading, ammunition8 kgX
LMG(30/150)1d6 piercingLMG, supression*_kgX
improvisedmelee | (30/100)1d4 bludgening___
*
  1. clumsy: disadvantage on attack roles on moving targets
  2. structural damage: counts as an improvised weapon against organic targets
  3. technical knowledge: add wisdom or intelligence modifier to proficiency
  4. laser: 20 on attack roll means blinding the ennemy nor affected by gravity
  5. supression: A unit targeted by this weapon recieves double the dammage out of cover
  6. long-loaded: You need an extra turn to load and use an action
 

Warheads

Name
fragment
HEAT
flame
acid
biological
radiation
phosphore
emp
smoke
flash
 

Items

NameWeightCost
Storoskope1.0 kg3K B
Taser0.3 kg500
Oscilloscope1.5 kg700
Mechanics toolbox10 kg500
soldering iron2.0 kg100
welding machine12 kg2K
digital storage device0.1 kg50
ecd component0.5 kg300
radio0.3 kg30
mobile telephone1.5 kg700 D
supply (1d)2.0 kg20
lockpicking0.2 kg140 D
heavy duty screwer7.0 kg1.2K
flashlight0.5 kg15
casette player1.0 kg350
camera0.5 kg150
night sight1.5 kg1.8K D
rope1kg/50m50/50m
climbing equippment1kg200
steel rope1kg/10m8/10m
rope loop3kg100
lighter50 g5
spektive1.0 kg200
first aid pack0.5 kg50
research equippment1-5 kg1K-3K B
tächemesser150 g30
geiger counter0.2 kg70
backpack0.4 kg100
military backpack0.8 kg300 D
suit case0.5 kg150
posch0.2 kg100
buisness suit0.6 kg1K
working overall2.0 kg650
uniform1.0 - 2.0 kgdepends
labo clothes0.4 kg200 D
normal clothes0.4 kg100
swag clothes0.5 kgdepends
riot shield (+3 AC)3 kg500 D
 

Armor

NameAC(space)StrengthRadiation shielding*ResistancesMassCost
Flight suit12(5) + DEX-Nonebio4kg
EVA Space suit13(13) + CON15(local)Type 1bio,70kg
Hazardous environnement11(X) + DEX-Type 2bio, chem, fallout5kg
Technitian's EVA14(14) + CON14(local)Type 3bio, fallout75kg
Marine armour17(17)15(local)Type 2bio, chem35kg
Tight suit10(10) + DEX-Nonenone2kg
 
Radiation shielding:CON Save throw DCNormal environnementspace(magnetosphere)interplanetary voidnuclear contamination
None0101920
Type 1051519
Type 202816
Type 300010
 

Vehicles

Ground and atmosphere

NameSpeedCapacityCost
Bicycle10m/s20kg
Motorcycle40m/s30kg
Car50m/s500kg
Truck45m/s1500kg
Mobile base4m/s20000kg
Small Aircraft*150m/s200kg
Fighter Jet*500m/s50kg
Helicopter*100m/s300kg
Airship*30m/s10000kg
Motorboat35m/s300kg
Small Submarine1.5m/s100kg
Light Tank20m/s1000kg
Heavy Tank10m/S3000kg
* Can only move in the following environnements: Earth, Venus, Titan, Jupiter, Saturn, Uranus, Neptune and pressurized environnemnet unless specified otherwhise.  

Ships

Namedelta-Vaccelerationtrip cost
Personal yacht5km/s0.02 m/s^2?
Fast-express passenger ship100000km/s9.81 m/s^2?pm
Low-budget passenger ship50000km/S3.00 m/s^2?pm
Military transport ship15km/s0.15 m/s^2N/A
Civil Cargo ship10km/s0.05 m/s^2N/A
Military capital ship30km/s0.10 m/s^2N/A
     

Classes

Soldier

Roles: Combat, Support
  • saving throws
    • STR
    • dex
  • proficienties
    • acrobatics
    • piloting
    • survival
    • stealth
    • athletics
  • Intimidation
    • weapon proficienties
    • everything except
    • plasm cutter
    • poleweapon
    • improvised
    • chainsaw
    • magnum
  • Subclasses

    Guard

    Grenadier

    perate complex weapons

    Conscript

    Elite (increased operationability, kann alleng opereieren. Besser Survivalskills etc)

    Sniper

    Terrain spec (Homme grenouille, etc)

    Medic (nemmen basic med)

    • heal
    • stabilise

    Military Police

         

    Marine

    Roles: Combat
  • saving throws
    • Con
    • Str
  • proficienties
    • acrobatics
    • survival
    • athletics
    • Intimidation
  • weapon proficienties
    • shotgun
    • pistol
    • SMG
    • rocket launcher
    • assault rifle
    • combat knive
    • grenade
    • poleweapon
  •  

    Abilities

    lvl 1:

    Assault "rage" from barbarian "On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again

    lvl 2:

    Trained Senses "danger sense" from barbarian
    "You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated"

    lvl 5:

    Extra Attack You get an extra attack

    Fast Movement your speed increases by .5m/s (3m)

    lvl 7:

    Trained Senses You gain advantage on initative rolls and cannot be surprise

    lvl 4, 8, 12, 16:

    Ability Score Improvement you can increase one ability score of your choice by 2

     

    Subclasses

    Shocktrooper

    Off-planet/EVA

    Drop-unit

    Bodyguard

    Abilities:

    Riot shield You aquire a riot shield and gain profitiency with it

    lvl 2:

    Cover You give half cover to another person on the battlefield if they stand behind you

    lvl 3:

    Bond Your master (the person, you have to protect) can give you 1d6 inspiration regardless of their class.

    lvl 5:

    Absorb dammage Once a turn, you can choose to be attacked instead of an allied Character

    lvl 8:

    Absorb dammage Once a turn, you can choose to be attacked instead of an allied Character

         

    Battlefied eng

    Roles: Combat, Construction
  • saving throws
    • Str
    • Wis
  •  
  • proficienties
    • piloting
    • computer knowledge
    • survival
    • physics/chemsitry
    • investigation
    • perception
  • weapon proficienties
    • pistol
    • assalt rifle
    • rocket launcher
    • laser beam
    • plasma cutter
    • flame thrower
    • grenade
    • grenade launcher
  • Abilities

    lvl 1:

    Repair weapons/tools
    can repare tools that have taken dammage (1-2 h depending on complexity)

    Combine weapons/tools
    can combine {floor(lvl / 2)} weapons

    lvl 2:

    Operate complex weapons
    can operate complex weapons (mortars/ artillery)

    EMP prof.
    can use emp warheads without risk

    lvl 3:

    Bio prof.
    can use biological warheads without risk

    Chemic prof.
    can use chemical warheads without risk

    lvl 4:

    Short-Wire Machines
    sleight of hand check with DC 12, if player can short wire machines supposed to be off

    lvl 7, 14:

    Quick hands
    +1 bonus actions

    lvl 8:

    Reliable workforce
    your profficienties have a minimum of 10

    lvl 3,6,9:

    Ability improvement
    +2 bonus points on Str, Wis or Int[

    Subclasses:

    Pioniers unit

    Abilities:

    Deploy mines
    If you have mines, you can activate place them without risk and activate them as traps

    Dig foxholes
    You can dig a foxhole within 20 min. A foxhole provides full cover for 1 person. Requires digging equipment

    lvl 4:

    Disable weapons
    (TBD)

    lvl 6:

    Find and disable mines
    You can use search a potential minefiled. If there are landmine on the field, you must make a Wisdom (perceptopn) saving throw (DC 8) per mine. On a failed save, the min detonates and you take the dammage. On a sucessful save, you can choose to remove the mine. If you do not remove it, no other characters will take ddammage unless they have a wisdom of 8 or less

    Heavy weapons unit

    Vehicle crew & repair

    Front-line-coder/Funker

    Abilities:

    Computer software debugging
    ...

    Break Encryption
    ...

       

    Scientist

    Roles: Support, Utility
  • saving throws
    • Wis
    • Int
  •  
  • proficienties
    • biology
    • survival
    • physics/chemsitry
    • medicine
    • investigation
    • athletics
    • social science
  •  
  • weapon proficienties
    • pistol
    • knive
    • improvised
    • poleweapon
    • chainsaw
    • flamethrower
  • Abilities

    lvl 1:

    Heal Can heal another player with {floor(lvl / 4)}d6 without a first-aid pack

    Stabilize
    Can stabilize a person without a medecin check

    lvl 2:

    Analyze substances
    Gets to know the exact composition (not necaissairily purpose) of a given material needs lab equippment and 2h for anorganic/4h for organic material. (simple organic materials like carbon hydrates get treated as organic mat.)

    lvl 3:

    Bio prof.
    Can use biological warheads without risk

    Chemic prof.
    Can use chemical warheads without risk

    lvl 5:

    Medical attention
    Party member recover health during a short rest

    lvl 5, 10:

    Self Study
    +1 INT

    lvl 6:

    Diagnose death cause
    Gets to know exactly, why a person died on a DC 10 medicine check

    Subclasses

    Biologist

    Abilities:
    lvl 2:

    Diagnose disease
    Can diagnose a known disease showing symptoms

    lvl 3:

    Biological Warfare
    [a href=https://www.dandwiki.com/wiki/Poison_Crafting_Expert_(5e_Feat)]This[/a], but without INT/WIS bonus and it's about bioweapons

    lvl 4:

    Identify lifeform
    You can indentify the family of any liveform you can observe for more than 5 seconds and know it's properties and if it poses an immediate danger

    lvl 5:

    Quick action
    Healing is a bonus action

    lvl 6:

    Cure desease
    Can cure a disease with a DC 16 medicine check. Can be performed once per day

    Chemist

    Medic

    You can get up to 2 additional abilities from other classes according to your specialisation
    Abilities:
    lvl 2:

    Diagnose disease
    Can diagnose a known disease showing symptoms

    Medical attention
    Party member recover health during a short rest

    lvl 3:

    Quick action
    Healing is a bonus action

    lvl 4:

    Cure desease Can cure a disease with a DC 16 medicine check. Can be performed once per day

    Extensive medical attention
    Party members recover health on long rests.

    lvl 6:

    Efficient medicin
    A shortrest can last 2h less to be effective

    lvl 8:

    Cure disease reliably
    Can cure a disease with a DC 10 medicine check

       

    Mercenary

    Roles: Combat, Utility
  • saving throws
    • str
    • chr
  • proficienties
    • acrobatics
    • piloting
    • survival
    • stealth
    • Intimidation
    • deception
    • investigation
  • weapon proficienties
    • shotgun
    • sniper rifle
    • crossbow
    • pistol
    • laser pistol
    • magnum
    • knife
    • combat knife/sword
    • poleweapon
    • grenade
  • Abilities

    Subclasses:

    Bounty-Hunter

    Hired gun

    Commercial armed forces

    Assassin

     
  • fly spacecraft Knows the basics of operating a spcecraft. Still has to make pilot- or physics skillchecks to know how efficient he plots the trajectory
  • code breaking Can break code on spot for any algorythm that requires input and has no special security mesures. Breaks algorythm on a DC 8 and can repurpose it on a DC 16. needs 1h
  • inspect interior Can inspect interior of any room of a building / ship ...
  •      

    Outlaw

    Roles: Combat, Utility
  • saving throws
    • dex
    • wis
  • proficienties
    • Sleight of Hand
    • piloting
    • survival
    • stealth
    • persuation
    • deception
    • investigation
    • perception
    • computer knowledge
    • insight
  • weapon proficienties
    • shotgun
    • sniper rifle
    • pistol
    • laser pistol
    • SMG
    • magnum
    • knife
    • poleweapon
    • chainsaw
    • improvised
  • Abilities

    lvl 1:

    Drive ground vehicles
    Knows how to operate most car-like ground vehicles (not trains or water ships)

    OR

    Fly spacecraft
    Knows the basics of operating a spcecraft. Still has to make pilot- or physics skillchecks to know how efficient he plots the trajectory

    lvl 2:

    Quick feet
    Use dash, disengage or hide as bonus action

    lvl 3:

    Inspect interior
    Can inspect interior of any room on a building / ship and guess the structure of the walls

    lvl 5:

    Drive ground vehicles
    Knows how to operate most car-like ground vehicles (not trains or water ships)

    OR

    Fly spacecraft
    Knows the basics of operating a spcecraft. Still has to make pilot- or physics skillchecks to know how efficient he plots the trajectory

    lvl 5, 10:

    Fast reactions
    Initiative +2

    lvl 6:

    Decrypt communication
    TBD

    lvl 10:

    Preparation
    You have 2 round in a surprise round

    Subclasses

    Pirate

    Hacker

    Gunslinger

    magnum prof

    can dual wield any single-handled weapon

    lvl 2

    Quick draw
    You can multiattack with pistols if you don't dual wield

    lvl 6

    Technical innovation
    You know enough about your weapons to combine 2-3 of them (see Battlefied engineer)

    Terrorist

    lvl 3

    Ideological nemesis
    You have attack bonus against organisations of a certain belief according to you orientations

    lvl 5

    Terror and Fear
    If someone recogizes you, you have advantage on intimidation

         

    Pilote

    Roles: Utility, Combat
  • saving throws
    • dex
    • con
  • proficienties
    • piloting
    • computer knowledge
    • survival
    • acrobatics
    • stealth
    • physics
  • weapon proficienties
    • pistol
    • laser pistol
    • knife
    • laser beam
    • plasma cutter
  •  

    Abilities

    lvl 1:

    Fly spacecraft
    Knows the basics of operating a spcecraft. Still has to make pilot- or physics skillchecks to know how efficient he plots the trajectory

    lvl 2:

    Repair
    You have advantage on repairing vehicles/ships or components which you are familiar with

    lvl 3, 7:

    Experience

    You gain two expertises on skill checks gained from this class

    lvl 4:

    Jargon

    You gain the ability to speak russian

    lvl 5:

    Familiar with technology

    You can drive any kind of vehicle with disadvantage

    lvl 6:

    Quick thought You have 2 bonus actions

    lvl 8:

    Flawless calculations

    Whenever you want to perform an orbital maneuver, you don't have to do any checks and you perform the maneuver sucessfully in the most efficient skill

    Subclasses

    Smuggler

    naval officer on bigger ship

    lvl 3:

    Leadership You can use inspiration like a diplomate

    Atmospheric ace

    Military grade pilote

    lvl 1:

    Military training You gain prof. with an assault rifle and unarmed strike

    lvl 2:

    Toughned up You have advantage on Con. saves

    lvl 4:

    Evasive maneuvers You get a reaction once per turn on a ship which has more than 4 m/s omnidirectional thrust to give the attacker disadvantage

    lvl 7:

    You get advantage if you shoot with a fixed weapon in the pilot seat

    civil space crew

    Racing pilote

         

    Data Processing Expert

    Roles: Construction, Support
  • saving throws
    • int
    • int
  • proficienties
    • computer knowledge
    • sleight of hand
    • investigation
    • physics/Chemistry
    • investigation
  • weapon proficienties
    • pistol
    • laser pistol
    • laser beam
    • plasma cutter
  • Abilities:

    Default equipment:
    • 512 KB Working Memory
    • 10 MHz Processing Unit
    • 1 MB Drive for OS
    • 4 MB Drive for use
    • Monitor
    • Keyboard

    operate os
    Can operate an os of his choice, if justified (federation military/martian military/veneran standart civil/scientific), if he has official acces to it (no breaking in). the player has access to all data he has rights to and can give simple commands without needing a reference

    lvl 1:

    programing
    The player can have a software with him. We can assume that he alway posesses a copy of it and it can't get lost. The software can, however get copied and used by other agents.
    A player may have as many softwares as he likes. Every level, the player gains can be put into developping one of these softwares. The player can add features to the software, which takes time and a skill check. This requires a working computer with all the base requirements

    lvl 5:

    decrypt message
    With enough time and effort, you can try and decrypt a message using only pen and paper. A straight wisdom check is required

    Software Type:

    Commercial

    Commercial software is primarely made to be sold amongst civilians. This can be anything from games to accounting software. Keep in mind that you cannot publish the same software twice. Any specific changes to the software are just flavour, but still recommended.
    stage 1:
    The software makes 2 ^ 2d4 FD per month
    stage 2:
    The software makes 2 ^ 3d4 FD per month
    stage 3:
    The software makes 2 ^ 1d20 FD per month
    stage 4:
    The software makes 2 ^ (1d10 + 11) FD per month

    Simulation

    Simulation Software is meant to simulate any process. This ranges from the simulation of physical processes over the course of currency to the unfolding of battles. This software may be used to predict probabilities of certain outcomes and influence decision making. If a player decides to make such programs, it is advisable to research how long this would take on their machine. The player can make a skill check to get a good estimation. The player can spend extra time to optimize it within reason-
    stage 1:
    You can predict outcomes of system following certain, known rules, such as physical processes, evolution, ... The time it takes to implement is dependent on the number/ complexity of these rules and the need for optimisation.
    stage 2:
    The player can suume rules from more complex/unreliable systems, such as military engagements. The sucess here is stronly correlated to his knowledge in these fields, which can be improved by readying etc.
    stage 3:
    Complex untransparent things, such as Finances/Sociopolitics can be loosely approximated/estimated by tough enough software
    stage 4:
    The player gains knowledge and profitiency in machine learning algorythms and can develop systems that improve themselfs when given feedback and used often enough.

    Malware / Security

    Malware is mainly used to run inside other machines unvoluntarily. Security is meant to prevent malware or spyware. When both interfere, consider the table ???. Both can be developped together as one project. Keep in mind that malware has to be predefined and cannot be whatever it should on the fly. I tis stronly recommended to keep track of all the features, since the complexity can build up greatly.
    stage 1:
    The program can read from/write to the operating system.
    stage 2:
    If a machine is connected through a transmittor, the program can broadcast unencrypted data on a given frequency.
    stage 3:
    The Program can encrypt/decrypt (know decreption) data and recieve data over a given frequency
    stage 4:
    The Program can propagate itself through a network.

    Spyware

    Spyware is a type of malware, which is meant to send information. It is pretty useless on it's own and has to be combined with Malware to work properly.
    stage 1:
    If a machine is attached to a screen/printer/fax machine/microphone or directly through a camera
    stage 2:
    The program gains access to all other systems attached to the machine.

    Symbiosis

    If gained levels is certain fields, new unique abilities get unlocked:
    stage 4 Simulation + stage 3 Malware
    The program can decrypt communications on it's own using machine learning    

    Engineer

    Roles: Construction, Utility
  • saving throws
    • wis
    • wis
  • proficienties
    • computer knowledge
    • sleight of hand
    • investigation
    • physics/Chemistry
    • investigation
  • weapon proficienties
    • laser pistol
    • rocket launcher
    • laser beam
    • plasma cutter
    • chainsaw
    • improvised weapon
  •  

    Abilities

    lvl 1:

    Repair machinery

    Broken machinery can be repaired. The player has to make a wisdom check against a DC fitting to the complexity. Requires toolkit

    Expertise

    You double a prof. (skill or tool)

    lvl 2:

    Quick feet
    Use dash, disengage or hide as bonus action

    lvl 3:

    Construct machinery

    Any type of machine can be constructed. The player has to make a wisdom check against a DC fitting to the complexity (as well as the time to construct). Requires toolkit, welding machine, oscilloscope and/or soldering iron

    lvl 4:

    Construct machinery

    Any type of machine can be constructed. The player has to make a wisdom check against a DC fitting to the complexity. Requires toolkit

    lvl 6:

    Drive ground vehicles
    Knows how to operate most car-like ground vehicles (not trains or water ships)

    OR

    Fly spacecraft
    Knows the basics of operating a spcecraft. Still has to make pilot- or physics skillchecks to know how efficient he plots the trajectory

    Quick thought You have 2 bonus actions

    lvl 8:

    Reliable workforce

    You cannot fail skill checks on a skill or tool that you have prof. in, if it has a DC lower or equal than 12

    Subclasses

    Naval Engineer

    Train Engineer

    Physicist

    lvl 2:

    Analyze substances
    Gets to know the exact composition (not necaissairily purpose) of a given material needs lab equippment and 2h for anorganic/4h for organic material. (simple organic materials like carbon hydrates get treated as organic mat.)

    lvl 4:

    Astromechanics
    Maneuvering spacecraft is a unintuitive for most untrained people. Having a deeper knowledge of newtownian physics can help there. You gain advantage on navigation checks with spacecraft

    lvl 5, 10:

    Self Study
    +1 INT

    Robotics/Cybernetics Expert

    lvl 1

    Operate OS

    lvl 2

    Program algorythms

    Debug Hardware

    lvl 3

    Bodypart replacement You can merge a tool or weapon with a body part (of you or a stranger) to enahnce it. This will be handles as if you have equipped that all the time This requires a medicine and a straight wisdom check

    lvl 5

    Automatisation You can build up to {your level - 2} automatons that can carry out simple, not combat related tasks. See their stats block appended

    Generalist/Classical (Cars, Staircases, boring stuff)

         

    Diplomate

    Roles: Utility
  • saving throws
    • chr
    • int
  • proficienties
    • deception
    • social science
    • intimidation
    • persuation
    • insight
  • Weapon proficiencies
    • pistol
    • laser pistol
    • knife
    • improvised
  • Abilities

    You have inspiration akin to the standard DnD rules Regenerating inspiration does not require medical attention

    lvl 3:


    Whenever an ally you can see has made an ability check, saving throw or attack, after the die has been rolled but before the results have been announced, you can (as a reaction) add your charisma bonus to that roll. This ability cannot be used on the same character more than once before you take a short or long rest.

    lvl 4

    Calm person
    cf DnD

    lvl 5:

    Inspiration: d8

    lvl 6:

    Charm
    cf DnD

    lvl 10:

    Inspiration: d10

    Subclasses

    Trader

    Military Officer

    Politician

    Abilities:
    lvl 2:

    The negociator
    You have advantage on persuation rolls

    lvl 4:

    High society
    You gain the ability to speak French

    lvl 6:

    Untiring inspiration
    You regain inspiration after a short rest

    lvl 9:

    ___

    Entertainer/Artist

    Organisation manager (Crime Boss, Corp. Boss, etc)

    secret agent

    Feats

    Any feats from classic or sci-fi DnD that make sense
    • Cheater can cheat in luck game / dualling
    • Frightening appearence
     

    Abilities

    • perfect orbital mechanics calculation Does always nail the trajectory plotting without requiring a skill check
    • basic coding Can automize basic algorythms on an OS he knows (cf operate OS)
    • software debugging Can fix broken software. takes 1-3h Succedes on a computer knowledge test of DC 10
    • hardware debugging Can fix broken hardware. takes 1-3h Succedes on a wisdom test of DC 10
    • writing malware Can write code specifically designed to break/manipulate. Same as code breaking, but can be prepared in advance and used as one action if in combat range of targeted machine hack through network
    • Can hack through a network. same as code breaking, but can be used from a distance if the player has a secure connetion to the target machine
    • manipulate machines same as code breaking, but with physical machinery and requires straight wisdom check psycological tricks
     

    Automaton

    10
    Initiative: +2
    Speed: 20m
    Defense: 16 (+4 natural, +2 dex), touch 12, flat-footed 14
    Space/Reach: 3m by 3m
    Saves: Fort +1, Ref +3, Will +2
    Abilities: Str 8, Dex 15, Con 12, Int 10, Wis 2, Cha 10
     

    Appendix I: Space Combat

     

    Movement

    On every turn, the pilot can move the ship as their movement. This consists of a rotation and a thrust. the rotation per turn is noted in the sheet and can be performed in any direction..
    The thrust contibutes to the velocity by a fixed amount. Most ships have both a main engine and the ability to thrust in any direction. The main engine can usually only push in one direction

    I general, I suggest
    a) using a 3d software to keep track of the position and rotation of the ships and
    b) keeping combat simple. I discourage big space battles  

    Armor class:

    In this case the Ac of a spaceship is it's original AC from the side the attacker is looking at (front/back | side | top/bottom) times the Ac multiplier dependend on distance and reative velocity.

     

    This is the default table to calculate from, certain ships or weapons my be different, in which case it is stated in the respected sheet.

      AC multiplier
    X < 0.5km0.5km-1km1km-2km> 2km
    < 20m/s0.50.812
    20m/s-50m/s0.7511.53
    50m/s-100m/s11.524
    100m/s-250m/s1.522.54
    > 250m/s22.544
     

    Appendix II: Malware vs. Security Software

    The following table shows the roll, the malware has to take to get through the security when rolling 1d20.
    nat 1 means the program crashes.
    Security -> nonestage 1stage 2stage 3stage 4
    stage 1 210141820
    stage 2 28 101418
    stage 3 25 8 1015
    stage 4 22 5 6 10
     

    Appendix III: Planet Stats

    • Mercury
    • CON +1 WIS +1 DEX +1
    • Venus INT +2 CHR +1
    • Earth
    • CON +1 STR +1 DEX +1
    • Mars WIS +2 CON +1
    • Asteroids
    • CON -1 WIS +2 CHOICE +1
    • Jupiter
    • CHOICE +2
    • Saturn
    • INT +2 WIS +1
    [/dir]

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