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- In general, the rules are E6.
- The Alliance has several (quasi-)military services. Notable among them are Survey service, Starforce service, and Planetforce service. They all share the same rank structure:
- F-6 Commodore
- F-5 Colonel
- F-4 Wing Commander
- F-3 Major
- F-2 Lieutenant
- F-1 Sublieutenant
- F-0 Cornet
- F-D Cadet
- A ship captain is generally a wing commander, colonel, or commodore. Above these ranks are the M-# ranks, the marshalry, flag officers. M-0 is equal to F-6(subject to time in service), but carries different responsibilities.
- ASV Sigatoka is a Survey ship, with an 8-strong Planetforce squad attached for security reasons. Her Survey crew numbers 18, including two First In teams. The PCs make up one such team.
- ICly, the PCs are low on a short totem pole. OOCly, the Captain's decisions are a result of the players voting.
- Sigatoka is a Pathfinder-class ship, with a mere 8 decks. The bridge is nestled in the center of deck 4. There's a single mess hall and a single rec room. The sickbay features 4× bio-beds, and a single surgical bush which can be deployed over any bio-bed. The security complex features a briefing room, an armory(mostly lockers), a brig with 2 triple-occupancy cells, and a training room.
- She has two teleport rooms, each with 5 circles, two shuttlebays(aft port and aft starboard) with 2 shuttlepods each, and an aeroshuttle dock(aft ventral). Her armament is 2× M8 blaster strips(fore dorsal and fore ventral) and 2× missile launch ports(aft). The missile racks can hold 80, although a large minority of those are instead sensor probes.
- Race
- LA Adjustments
- Gnoll and lizardfolk have an LA of -1 instead of +1, in great part because Humanoid HD suck. Thus, a gnoll or lizardfolk starts with 2 Humanoid HD and 1 class level, and doesn't adjust their XP.
- Many races with LA and/or monster HD should have similar adjustments; if you're interested in a race with LA or monster HD, then talk to me.
- Otherwise, races with +1 LA have an XP cost of 1 000 XP instead.
- Races with +2 or more LA(or an XP cost in excess of 1 000 XP) aren't available.
- Advantages
- Bond Creature
- Benefit: You can bond with a creature, either with a willing creature or as a form of truce. Once bonded, they become and remain friendly to you, barring considerable mistreatment. A willing creature is bonded automatically, but to bond as a truce offers them a DC: [your CHA] Will save. Modifiers apply per the table below.
- You can use this bond to command your bonded creature, so long as they willingly follow you. Each such command is a standard action. Creatures with high Will saves are more prone to try to resist your commands with Will saves. The negative of the modifiers below apply; for example, if a bonded creature you command is below ½ HP, then they have -2 DC to resist your commands.
- You only have one slot to bond a creature. If you bond another, you must release the creature you already have bonded.
- Special: This advantage can be taken multiple times. Each additional time adds a slot to bond another creature, but doesn't let you command multiple bonded creatures at once.
- DC Modifiers
- DC Circumstance
- +1 Below ¾ HP
- +2 Below ½ HP (replaces above)
- +4 Below ¼ HP (replaces above)
- +1 Per Minor Negative Status(dazzled, fatigued, shaken, etc)
- +3 Per Major Negative Status(stunned, exhausted, frightened, etc)
- +6 Facing Overwhelming Odds
- Equipment
- Softsuit
- The standard-issue uniform for the Planetforce service is a flexible softsuit, which facilitates wearing rigid armor overtop.
- The listed max DEX AC, ACP, and spell fail are adjustments to any armor worn overtop. A softsuit worn alone doesn't have those stats, and is effectively just clothing.
- Energy Cloth Armor
- This is flexible armor in a variety of grades, effective against all damage types.
- The standard-issue uniform for the Starforce service is light reinforced energy cloth, providing 2 DR/—— and ER: 2 vs all.
- The Survey service issues similar uniforms, but a Survey officer needs only the permission of their unit CO to bring their own uniform of a different grade. All grades are flexible armor.
- Hardcase Armor
- The Planetforce service normally wears this rigid armor into battle.
- As rigid armor, it's possible to wear flexible armor under hardcase, but it takes -1 max DEX AC, -1 ACP, and +5% spell fail per point of DR/ER underneath. For example, wearing light hardcase over light reinforced energy cloth(DR/ER: 2) results in a total DR/ER of 6, a total max DEX AC of 4, a total ACP of -4, and a total spell fail of 25%.
- Powered Armor
- Elite Planetforce units often use powered armor, augmented with various magical powers. The listing is for a basic "loader" suit, but the sky's the limit.
- Cost Weight DR/ER Max DEX AC ACP Spell Fail Armor Type
- 60gp 2pd 0 +1* +1* -5%* Softsuit
- 10gp 10pd 1 8 -0 5% Light Energy Cloth
- 20gp 20pd 2 7 -1 10% Medium Energy Cloth
- 30gp 30pd 3 6 -2 15% Heavy Energy Cloth
- 80gp 15pd 2 8 -1 10% Light Reinforced Energy Cloth
- 160gp 30pd 4 7 -2 20% Medium Reinforced Energy Cloth
- 240gp 45pd 6 6 -3 30% Heavy Reinforced Energy Cloth
- 160gp 32pd 4 6 -2 15% Light Hardcase
- 280gp 56pd 7 4 -3 25% Medium Hardcase
- 400gp 80pd 10 2 -4 35% Heavy Hardcase
- 8 400gp 100pd 10 —— -0 5% Basic Powered (+2 enhancement to STR, +10 enhancement on Jump checks)
- * Special rules or stats apply, see description.
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