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- CLASSES
- Each class includes its own tasks, proficiencies, and equipment. Each specialization determines what the character is particularly proficient in. A Lander Pilot will be better able to fly a starship than an Astronomer, but not better than a Spacecraft Pilot, for example.
- Pilot (Gold Uniform)
- --Spacecraft (Specialized in the operation of a large orbit-to-orbit vessel or starship)
- --Aircraft (Specialized in flight of atmospheric shuttlecraft)
- --Airless Lander (Specialized in flight of airless shuttlecraft)
- Engineer (Orange Uniform)
- --Rocketry (Specialized in the operation of advanced newtonian propulsion systems)
- --Nuclear (Specialized in the operation of advanced power plants)
- --Space-Warp (Specialized in the operation of advanced FTL space drives)
- Scientist (Blue Uniform)
- --Astronomer (Provides speculation and information on planets and moons, star systems, and celestial bodies, as well as serving as navigator)
- --Biologist (Generalized healer, provides speculation and information on life forms, ecosystems, and aliens)
- --Medical Doctor (Specialized Healer for player characters)
- Security (Red Uniform)
- --Internal Affairs/Investigator (Deals with intruders and crime)
- --Soldier (Deals with surface fights)
- --Tactical (Deals with space battles)
- Miscellaneous (These should only be secondary roles unless there's at least one of the above catagories)
- --Performer (Musician, Comedian, Actor, etc)
- --Counselor (Provides psychological assistance and evaluation)
- --Bartender (Same as counselor, but with booze)
- --Escort (Same as counselor, but with sex. Don't fucking choose this one, it's only here as a reference to firefly)
- --Priest (Same as counselor, but without the booze and sex--I uh, I mean, with religion. Also a firefly reference, but you can use this one if you want.)
- EQUIPMENT
- Standard equipment:
- Raygun (1d8 damage on kill mode, 1d20 on vaporize mode but the attack is made with disadvantage, and a harmless stun setting)
- Smartphone (Acts as a communicator and scientific scanner to aid with a +1 in perception checks of the environment)
- Mini-Medkit (A set of three syringes capable of restoring 1 hitpoint of health or stabilizing a dying person)
- Debit Card (For dealing in United Federation Credits, starts with a balance of 50 credits)
- Element Pack (A pack of chips containing some of the vital elements needed to survive for 1 year when eating partially alien biochemical foods--such as foraging an alien planet
- Space Suit (Protective suit that can deal with anything between 100 atmospheres and 0 atmospheres of pressure, and between 50 K and 700 K temperatures.) Armor Class 15
- Uniform (Comfortable, stylish, colourful, and capable of aiding in survival in partially habitable environments--keeping you cool in a hot desert, for example) Armor Class 13
- 5 days rations.
- Knife, 1d4 melee attack.
- Pilot:
- -Nothing extra
- Scientist:
- --Smartphone has +2 on perception checks relating to the field of the scientist.
- Astronomer:
- --A portable 6 inch telescope, with solar filters, cameras, and with logs of known ephemerides and star charts for the system loaded into the smartphone.
- --Laser pointer.
- Biologist:
- --Sample collection kit
- --Two cages and traps for animals
- --Genome analyzer for life forms
- --Veterinary Medical Kit (Ten syringes to restore 1d6 hit points of health to a creature, as well as poisons and other drugs.)
- Medic:
- --Medical Kit (Twenty 1d10 hp healing syringes for player-character-species only)
- --Surgery Kit (Can perform major surgery)
- --Medical scanner on smartphone to detect illnesses, defects, etc.
- Investigator:
- --Five pairs of handcuffs
- --Three syringes of 1d6 hp poison.
- --Light Armor: Increases armor class by 1.
- Soldier:
- --Armored uniform. Increases armor class by 2.
- --Heavy Raygun. Roll for damage twice compared to normal raygun.
- Tactical:
- --Light Armor: Increases armor class by 1.
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