Rules
Sheet modifications
- Animal Handling -> piloting
- Arcana -> Computer knowledge
- History -> Social science
- Religion -> Physics/Chemistry
- Nature -> Biology
Weapons
Name | Range | Dammage | Properties | Weight | Cost |
---|---|---|---|---|---|
shotgun | (10/50) | 2d4 piercing | ammunition, loading, two-handed, advantage on AR | 4 kg | 10K |
carabine | (50/150) | 1d8 piercing | ammunition, loading, two-handed | 5 kg | 500 |
sniper rifle | (500/3000) | 1d20 piercing | ammunition, long-loaded, two-handed | 15 kg | 15K |
crossbow | (200/500) | 1d6 piercing | ammunition, loading, two-handed | 2 kg | 20K |
pistol | (30/100) | 1d6 piercing | ammunition, dual-wielding* | .7 kg | 7K |
laser pistol | (100/inf) | 1d4 lighning | dual-wielding*, laser* | 1 kg | 30K |
magnum | (20/60) | 2d4 piercing | ammunition, loading, versatile | 2 kg | 25K |
assalt rifle | (30/100) | 1d12 piercing | ammunition, two-handed | 4 kg | X |
SMG | (50/150) | 1d10 piercing | ammunition | 3 kg | X |
rocket launcher | (20/100) | see warheads | ammunition, heavy two-handed, clumsy* | 8 kg | X |
flame thrower | (10, 30) | 2d6 incinerating | heavy, two-handed | 7.5 kg | X |
knife | melee | 1d6 slashing | finesse, light | .5 kg | 2K |
combat knife/sword | melee | 2d4 slashing | finesse, versatile | 1.5 kg | X |
laser beam | 200/inf) | 2d6 lightning | heavy, two-handed, laser | 10 kg | X |
plasma cutter | (wis) melee | 4d6 lightning | light, structural damage*, technical knowledge* | 1 kg | 15K |
chainsaw | melee | 4d4 slashing | two-handed | 3 kg | 5K |
poleweapon | melee | 1d8 bludgening | two-handed | 3 kg | X |
grenade | (10/20) | see warheads | thrown | .5 kg | X |
grenade launcher | (100/300) | see warheads | two-handed, loading, ammunition | 8 kg | X |
LMG | (30/150) | 1d6 piercing | LMG, supression* | _kg | X |
improvised | melee | (30/100) | 1d4 bludgening | _ | _ | _ |
- clumsy: disadvantage on attack roles on moving targets
- structural damage: counts as an improvised weapon against organic targets
- technical knowledge: add wisdom or intelligence modifier to proficiency
- laser: 20 on attack roll means blinding the ennemy nor affected by gravity
- supression: A unit targeted by this weapon recieves double the dammage out of cover
- 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
Name | Weight | Cost |
---|---|---|
Storoskope | 1.0 kg | 3K B |
Taser | 0.3 kg | 500 |
Oscilloscope | 1.5 kg | 700 |
Mechanics toolbox | 10 kg | 500 |
soldering iron | 2.0 kg | 100 |
welding machine | 12 kg | 2K |
digital storage device | 0.1 kg | 50 |
ecd component | 0.5 kg | 300 |
radio | 0.3 kg | 30 |
mobile telephone | 1.5 kg | 700 D |
supply (1d) | 2.0 kg | 20 |
lockpicking | 0.2 kg | 140 D |
heavy duty screwer | 7.0 kg | 1.2K |
flashlight | 0.5 kg | 15 |
casette player | 1.0 kg | 350 |
camera | 0.5 kg | 150 |
night sight | 1.5 kg | 1.8K D |
rope | 1kg/50m | 50/50m |
climbing equippment | 1kg | 200 |
steel rope | 1kg/10m | 8/10m |
rope loop | 3kg | 100 |
lighter | 50 g | 5 |
spektive | 1.0 kg | 200 |
first aid pack | 0.5 kg | 50 |
research equippment | 1-5 kg | 1K-3K B |
tächemesser | 150 g | 30 |
geiger counter | 0.2 kg | 70 |
backpack | 0.4 kg | 100 |
military backpack | 0.8 kg | 300 D |
suit case | 0.5 kg | 150 |
posch | 0.2 kg | 100 |
buisness suit | 0.6 kg | 1K |
working overall | 2.0 kg | 650 |
uniform | 1.0 - 2.0 kg | depends |
labo clothes | 0.4 kg | 200 D |
normal clothes | 0.4 kg | 100 |
swag clothes | 0.5 kg | depends |
riot shield (+3 AC) | 3 kg | 500 D |
Armor
Name | AC(space) | Strength | Radiation shielding* | Resistances | Mass | Cost |
---|---|---|---|---|---|---|
Flight suit | 12(5) + DEX | - | None | bio | 4kg | |
EVA Space suit | 13(13) + CON | 15(local) | Type 1 | bio, | 70kg | |
Hazardous environnement | 11(X) + DEX | - | Type 2 | bio, chem, fallout | 5kg | |
Technitian's EVA | 14(14) + CON | 14(local) | Type 3 | bio, fallout | 75kg | |
Marine armour | 17(17) | 15(local) | Type 2 | bio, chem | 35kg | |
Tight suit | 10(10) + DEX | - | None | none | 2kg |
Radiation shielding: | CON Save throw DC | Normal environnement | space(magnetosphere) | interplanetary void | nuclear contamination |
---|---|---|---|---|---|
None | 0 | 10 | 19 | 20 | |
Type 1 | 0 | 5 | 15 | 19 | |
Type 2 | 0 | 2 | 8 | 16 | |
Type 3 | 0 | 0 | 0 | 10 |
Vehicles
Ground and atmosphere
Name | Speed | Capacity | Cost |
---|---|---|---|
Bicycle | 10m/s | 20kg | |
Motorcycle | 40m/s | 30kg | |
Car | 50m/s | 500kg | |
Truck | 45m/s | 1500kg | |
Mobile base | 4m/s | 20000kg | |
Small Aircraft* | 150m/s | 200kg | |
Fighter Jet* | 500m/s | 50kg | |
Helicopter* | 100m/s | 300kg | |
Airship* | 30m/s | 10000kg | |
Motorboat | 35m/s | 300kg | |
Small Submarine | 1.5m/s | 100kg | |
Light Tank | 20m/s | 1000kg | |
Heavy Tank | 10m/S | 3000kg |
Ships
Name | delta-V | acceleration | trip cost |
---|---|---|---|
Personal yacht | 5km/s | 0.02 m/s^2 | ? |
Fast-express passenger ship | 100000km/s | 9.81 m/s^2 | ?pm |
Low-budget passenger ship | 50000km/S | 3.00 m/s^2 | ?pm |
Military transport ship | 15km/s | 0.15 m/s^2 | N/A |
Civil Cargo ship | 10km/s | 0.05 m/s^2 | N/A |
Military capital ship | 30km/s | 0.10 m/s^2 | N/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
- heal
- stabilise
- saving throws
- Con
- Str
- proficienties
- acrobatics
- survival
- athletics
- Intimidation
- weapon proficienties
- shotgun
- pistol
- SMG
- rocket launcher
- assault rifle
- combat knive
- grenade
- poleweapon
- 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
- saving throws
- Wis
- Int
- proficienties
- biology
- survival
- physics/chemsitry
- medicine
- investigation
- athletics
- social science
- weapon proficienties
- pistol
- knive
- improvised
- poleweapon
- chainsaw
- flamethrower
- 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
- 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 ...
- 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
- saving throws
- dex
- con
- proficienties
- piloting
- computer knowledge
- survival
- acrobatics
- stealth
- physics
- weapon proficienties
- pistol
- laser pistol
- knife
- laser beam
- plasma cutter
- saving throws
- int
- int
- proficienties
- computer knowledge
- sleight of hand
- investigation
- physics/Chemistry
- investigation
- weapon proficienties
- pistol
- laser pistol
- laser beam
- plasma cutter
- 512 KB Working Memory
- 10 MHz Processing Unit
- 1 MB Drive for OS
- 4 MB Drive for use
- Monitor
- Keyboard
- 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
- saving throws
- chr
- int
- proficienties
- deception
- social science
- intimidation
- persuation
- insight
- Weapon proficiencies
- pistol
- laser pistol
- knife
- improvised
- Cheater can cheat in luck game / dualling
- Frightening appearence
- 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
- 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
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)
Military Police
Marine
Roles: CombatAbilities
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, ConstructionAbilities
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, UtilityAbilities
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 specialisationAbilities:
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, UtilityAbilities
Subclasses:Bounty-Hunter
Hired gun
Commercial armed forces
Assassin
Outlaw
Roles: Combat, UtilityAbilities
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, CombatAbilities
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, SupportAbilities:
Default equipment: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 monthstage 2:
The software makes 2 ^ 3d4 FD per monthstage 3:
The software makes 2 ^ 1d20 FD per monthstage 4:
The software makes 2 ^ (1d10 + 11) FD per monthSimulation
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 softwarestage 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 frequencystage 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 camerastage 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 learningEngineer
Roles: Construction, UtilityAbilities
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: UtilityAbilities
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 senseAbilities
Automaton
10Initiative: +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 multiplierX | < 0.5km | 0.5km-1km | 1km-2km | > 2km |
---|---|---|---|---|
< 20m/s | 0.5 | 0.8 | 1 | 2 |
20m/s-50m/s | 0.75 | 1 | 1.5 | 3 |
50m/s-100m/s | 1 | 1.5 | 2 | 4 |
100m/s-250m/s | 1.5 | 2 | 2.5 | 4 |
> 250m/s | 2 | 2.5 | 4 | 4 |
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 -> | none | stage 1 | stage 2 | stage 3 | stage 4 |
---|---|---|---|---|---|
stage 1 | 2 | 10 | 14 | 18 | 20 |
stage 2 | 2 | 8 | 10 | 14 | 18 |
stage 3 | 2 | 5 | 8 | 10 | 15 |
stage 4 | 2 | 2 | 5 | 6 | 10 |
Appendix III: Planet Stats
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