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View Full Version : Original System Space Opera D20 Modern RIFTS-style System Upgrade.



Gaiyamato
2017-09-19, 10:48 PM
D20 SPACE OPERA

https://i.pinimg.com/originals/ae/d5/89/aed589e3ec5c4db98c89c0381d15571f.jpg

This system uses all of the standard D20 Modern rules, except as where changes are noted.

[] = Nothing significant done yet.
[] = Underway
[] = Complete but subject to edits.
[] = Finalized


To do list:

[] Alignment system and ability scores updated/expanded. (http://www.giantitp.com/forums/showsinglepost.php?p=22402126&postcount=2)
[] Races (http://www.giantitp.com/forums/showsinglepost.php?p=22402199&postcount=3) and;
[] base classes removed advanced classes and prestige classes and occupations changed to templates. Leveling mechanics changed. (http://www.giantitp.com/forums/showsinglepost.php?p=22402210&postcount=4)
[] Skills and Feats overhauled to be more modular (http://www.giantitp.com/forums/showsinglepost.php?p=22402218&postcount=5).
[] Wealth system building on the TU system from D20 Apocalypse (http://www.giantitp.com/forums/showsinglepost.php?p=22402240&postcount=6)
[] Combat system will be adjusted to use an SDC and MDC type instead of HP and hardness (http://www.giantitp.com/forums/showsinglepost.php?p=22402276&postcount=7).
[] Actions/Movement in combat will be updated to use a combat points pool (http://www.giantitp.com/forums/showsinglepost.php?p=22402378&postcount=8).
[] Base Weapons and Armour overhaul (http://www.giantitp.com/forums/showsinglepost.php?p=22402386&postcount=9).
[] Scavenging and Salvaging mechanics expanded/merged together with changes to crafting system. (http://www.giantitp.com/forums/showsinglepost.php?p=22402392&postcount=10)
[] D20 Future will be overhauled with changes to space ship construction and expanded list of options (http://www.giantitp.com/forums/showsinglepost.php?p=22402401&postcount=11).
[] Changes to Mecha, Robots and Cybernetics to reflect rules changes (http://www.giantitp.com/forums/showsinglepost.php?p=22402405&postcount=12).
[] Overhaul of Technology PL system to be more dynamic and easier to apply (http://www.giantitp.com/forums/showsinglepost.php?p=22402559&postcount=13).
[] New setting/Universe for campaigns (http://www.giantitp.com/forums/showsinglepost.php?p=22402580&postcount=14).


FORUM CHARACTER SHEET/CHARACTER SHEET OPTIONS
TBC

Gaiyamato
2017-09-19, 11:00 PM
http://i.imgur.com/rLeSAlF.jpg

ABILITY SCORES

Score Generation is determined by base Race and Templates
Scores still use the same D20 Modern table to determine Ability Score Modifiers

STRENGTH (STR)
Any creature that can physically manipulate other objects has at least 1 point of Strength.
A creature with no Strength score can't exert force, usually because it has no physical body or because it doesn't move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack instead of a Strength modifier.

DEXTERITY (DEX)
Any creature that can move has at least 1 point of Dexterity.
A creature with no Dexterity score can't move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks.

CONSTITUTION (CON)

If a character's Constitution changes enough to alter his or her Constitution modifier, his or her hit points also increase or decrease accordingly at the same time.
Any living creature has at least 1 point of Constitution.
A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects. The creature is also immune to ability damage, ability drain, energy drain, and massive damage, and always fails Constitution checks.

INTELLIGENCE (INT)

Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-influencing effects (charms, compulsions, phantasms, patterns and morale effects) and automatically fails Intelligence checks.

WISDOM (WIS)

Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom.
Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score, and vice versa.

CHARISMA (CHA)
Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma.

SCRUPLES (SCR)
The ability to discern right from wrong. Willingness to keep word etc. This does not reflect on "Good vs Evil" or "Law vs Chaos/Anarchy". A creature with 0 is a Sociopath, or a machine lacking the ability to make moral judgement.



POINT BUY SYSTEM

Scores begin at Zero.
Each point allocated for the first 10 points is worth 1 PB.
Each point allocated for 10-16 is worth 2 points.
Each point allocated for 18+ is worth 3 points.

Some races may modify aspects of this slightly.
No starting score may be more than twice the lowest score.



NATURE AND DEMEANOR
(Shamelessly stolen from WoD and modified a bit)

Characters chose both Nature and Demeanor from the following list of archetypes.

NATURE:
This is fundamentally who you are deep inside. This is the personality you were born with and developed growing up. Even basic AI has a nature - usually a very simplistic one.
Each nature will give a list of Guiding Principles as bonuses and penalties that are earned/applied due to roleplaying choices. Nature can never be altered without major neurological work on the character.

DEMEANOR:
This is the "You" you present to the world. It could be a mask to cover up who you are inside, or you could be genuine and present the same as your nature.
Demeanors add a list of optional extra Guiding Principles of which characters will need to chose one. This can be altered through life events/experience as the character progresses through the game. Most Natures will give additional bonuses if Demeanor and Nature are the same.

PATH:
Characters must chose a path for their character development. This will be a "goal" Demeanor. This may be the character's current Demeanor or Nature or something entirely different. Demeanors will list what is required to obtain in order to progress along a path to it.

NATURE/DEMEANOR ARCHTYPES

Addict
Adherent
Adjudicator
Architect
Artiste
Autocrat
Barbarian
Benefactor
Bon Vivant
Bravo
Capitalist
Caregiver
Caretaker
Celebrant
Chameleon
Competitor
Conformist
Conniver
Coward
Creep Show
Crusader
Curmudgeon
Dabbler
Defender
Deviant
Devil’s Advocate
Director
Enigma
Eye of the Storm
Explorer
Fanatic
Fatalist
Futurist
Gambler
Gallant
Guru
Heretic
Hunter
Idealist
Judge
Loner
Machine
Martyr
Masochist
Meddler
Melancholic
Monster
Outsider
Paragon
Pedagogue
Penitent
Perfectionist
Quaestor
Rebel
Rogue
Sadist
Scientist
Soldier
Stoic
Survivor
Thrill-Seeker
Traditionalist
Trickster
Tycoon
Vigilante
Visionary




CODES OF CONDUCT
Each character must have one of these, and must adhere to them or suffer major existential crisis issues.
Scruples, Nature and Demeanor requirements must be met to chose any specific type.

The rules listed for each Code of Conduct must be followed, failure to follow them can lead to XP penalties or forced abandonment and period of Personal Existential Crisis by the GM.
If a character has a good reason to abandon a Code of Conduct (though life experience and shifting Path), then the new Path is adopted and the character will suffer an XP gain penalty for a period of time as set by the GM.


Personal Existential Crisis:
Requirements: Unable to meet any other Code of Conduct requirement.

Select a Demeanor that is not your current Demeanor for your Path, and a Code of Conduct that requires that Demeanor Archetype and who's other requirements you meet.
You must adhere to the new Code of Conduct and work on your Path.

All XP gain is halved until you complete the new Path to your GM's satisfaction.

Roll twice on the minor psychological disorder chart. These disorders will vanish once you have selected a new Code of Conduct.

If the Character also has the Favored Occupation for their Code of Conduct, they receive a 5%XP discount when Spending XP within their Occupation.

Honorable Agent
Scruples: 10+
Allegiances: Law
Nature: Any except - Addict, Conniver, Deviant, Devil’s Advocate, Fatalist, Sadist, Trickster, Tycoon. Some allowed Archetypes may find this Code of Conduct problematic at times.
Demeanor: As above.

These are the people you can trust to act true to themselves, and act true to the others around them. They could be the cruelest Tyrant known to the Galaxy, but you know they will always keep their word and act within their personal code of conduct. Their main flaw is to be too rigid in thinking and become predictable.

- Must always tell the truth from their perspective.
- Will not break a deal unless forced to do so. Reluctant to make deals.
- Must develop a set of personal rules for Honor (some races/cultures will have these defined) and follow them whenever possible. These must not conflict with Nature or Demeanor. These may simply be lifted from other Codes of Conduct as they suit the character.

Favored Occupations: Government Services, Religious

Compassionate Actor
Scruples: 14+
Allegiances: Good
Nature: Adjudicator, Artiste, Benefactor, Caregiver, Caretaker, Defender, Director, Fanatic, Futurist, Guru, Idealist, Martyr, Meddler, Scientist, Vigilante, Visionary
Demeanor: Adjudicator, Artiste, Benefactor, Caregiver, Caretaker, Defender, Director, Fanatic, Futurist, Guru, Idealist, Martyr, Meddler, Scientist, Vigilante, Visionary (maybe some more to be added)

Always seeking out those in trouble. They are the ones who will come up to after a tragedy ask if there is anything they can do for you. They might offer advice or bake you a cake when you are down. Unable to turn away from suffering they are a source of both admiration from fellow companions and constant frustration.

- Cannot ever refuse an honest request for help (may distrust a request under some circumstances, but must always ensure the validity of the request under those conditions).
- Must always take genuine steps to fulfill requests for assistance.
- Cannot harm the innocent/defenseless or weak on purpose.

Favored Occupations: Medical, Government Services

Valiant Knight:
Scruples: 10+
Allegiances: Law and Good, Any Military or Police Force or similar
Nature: Adherent, Adjudicator, Caretaker, Competitor, Crusader, Defender, Fanatic, Idealist, Judge, Masochist, Paragon, Soldier, Vigilante
Demeanor: Adherent, Adjudicator, Autocrat, Benefactor, Bravo, Caregiver, Celebrant, Caretaker, Competitor, Conformist, Crusader, Curmudgeon, Defender, Director, Eye of the Storm, Explorer, Fanatic, Fatalist, Hunter, Idealist, Judge, Loner, Machine, Martyr, Masochist, Paragon, Penitent, Perfectionist, Soldier, Stoic, Survivor, Thrill-Seeker, Traditionalist, Vigilante, Visionary

"The first on the front line. The first to hoist the flag. That one cop who took a bullet for the civilians. When the forces of hell come knocking these people rush to hold the door shut. But as good as they are, don't expect many to lend money to a homeless bum or spend time healing the sick."

- Must maintain membership and obedience to Military, Law Enforcement or Paramilitary organisation/Order.
- Cannot break local laws even if disagree with them.
- Will not break a deal unless forced to do so. Will readily make deals and agreements with those they trust.

Favored Occupations: Government Services, Military, Religious

More to be added.





PSYCHOLOGICAL DISORDERS

Gaiyamato
2017-09-19, 11:37 PM
http://cdn-static.denofgeek.com/sites/denofgeek/files/styles/main_wide/public/2/33//space-dandy-main.jpg

RACES AND RACIAL TEMPLATES (RCT)

Most common species in most settings, humans are usually the all-rounders and survivors. The offer the most flexibility on ability scores and Nature and Demeanor and are more adaptable regarding skills. However they lack many options for racial templates beyond some basic environmental adaptations.

Humans

STR: +0
DEX: +0
CON: +0
INT: +0
WIS: +0
CHA: +0
SCR: +0

Point Buy: +90

SDC: 1D4+CON bonus
MDC: +0
VPS: 1

BAB: +0
FORT: +0
REF: +0
WILL: +0

Age & Starting XP


Age
Starting XP
Modifiers


Baby 0-3
0
Unplayable


Child 3-9
0
-40PB Intelligence and Wisdom costs twice as much


Pre-teen 10-12
100
-30PB Wisdom above 10 costs twice as much


Young Teen 13-16
750
+0PB Wisdom above 10 costs twice as much


Young Adult 17-25
1500
+0PB


Adult 25-40
2500
+0PB


Middle Aged 41-55
3500
+0PB Physical scores above 10 cost twice as much


Aged 56-75
5000
+0PB Physical scores above 10 cost twice as much


Old 76-100
7500
-20PB Physical scores cost twice as much


Ancient 101+
10000
-20PB Physical scores cost twice as much



XP Expenditures


Gain
XP Cost
Times Available


+1 BAB.
200
1


+1 To any one save.
300
1


Select any One Skill as a Class Skill with 1 rank
100
1




Human Environmental Specialist RCT

Requirements: Human Race or Human Ancestry Trait

Skills: Gain 2 points of Expertise (Animal and Plant Sciences) skill, 1 point of Survival skill and Survival and Expertise (Animal and Plant Sciences) are class skills.

Environmental Adaptation - Extremes. Choose 1 of the following options:

Extreme Heat: +5 to all saving throws and Survival Skill checks to function in Hot environments. Humans with this trait are usually adapted to live in Deserts or extremely Arid conditions.
Extreme Cold: +5 to all saving throws and Survival Skill checks to function in Cold environments. Humans with this trait are usually adapted to live in Tundra or Alpine conditions.
Radiation: Radiation effects count as 1 degree lower. This stacks with the Rad Soaker feat.
Aquatic: Swim Speed doubled (stacks with feats). Can hold breath 4x longer (Stacks with other effects).


Environmental Adaptation - Modifiers. Choose 1 of the following options:

High Altitude/Thin Atmosphere: +2 Saves and Constitution checks in high Altitude/low oxygen environments. Can hold breath for twice as long in normal oxygen environments.
High Humidity: +5 to all Survival Checks to gather food and fresh water in high humidity environments. +1 to checks to repair/maintain equipment in humid or corrosive environments.
Low Humidity: +5 to all Survival Checks to gather food and fresh water in Dry environments. +1 Saves against dehydration.
Natural Toxicity: +2 Saves vs poisons. +10 to Survival and Knowledge Checks to determine the safety of potential food.


Up to one Additional Adaption from either list may be selected for 1000XP cost.

Select one of the following as a bonus starting feat:
Adaptable Crafter (New*)
Planetary Adaptation (bonuses stack)
Zero-G Training



NO RACIAL TEMPLATE SELECTION:

Requirements: Any Race, no other Racial Template chosen.

Point Buy: +2
SDC: +1D4
MDC: +0
VPS: +1

Gaiyamato
2017-09-19, 11:41 PM
https://img02.deviantart.net/83b1/i/2014/053/b/f/project_7_character_classes_by_justmick-d77ioue.jpg

LEVELING AND CLASSES
All characters begin play with XP as determined by Base race and Age (see above), plus any additional XP the GM gives players. Experience can be earned through game play.
New Classes/Templates and/or Template options can be purchased at any time the character has the available Experience and meets the requirements listed.

OCCUPATIONAL BASE TEMPLATES (OBT)

These templates have no base requirements.

Adventurer

Always seeking adventure, exploring new frontiers of in the thick of the messiest wars, these thrill-seekers are tough and adaptable.

Requirements: At least Young Adult.

Skills: Select any 8 skills (Each Expertise separately) to add to Class skills.
Wealth: +4D10+CHA TUs.

Combat Pool: 5+(STR+DEX+CHA)*BAB

Occupation Related Feats: Confident, Expert Scrounger, Frightful Presence, Planetary Adaptation, Renown, Spacer, Street Fighter, Windfall

Occupation Abilities:

Advanced Increased Speed
Energy Resistance (Cold, Electricity, Fire, Sonic). Once Only.
Fast-Talk
Increased Speed
Improved Increased Speed
Linguist



XP Expenditures


Gain
XP Cost
Times Available


Gain 1 Occupation Ability
500
Any, must meet requirements (if any)


1 Occupation Related Feat
500
Any, must meet requirements (if any)


1 non-Occupation Related Feat
800
1 per 3 BAB


+1 Class Skill Rank
80
1 per INT bonus


+1 Class Skill Rank
100
1 per CHA bonus


+1 non-Class Skill Rank
200
1 per INT bonus


+1 BAB
150
1 per STR bonus


+1 BAB
150
1 per DEX bonus


+1 to any save
200
2 per 1 BAB


+1D6 SDC
300
1 per CON bonus


+1D3 TU
50
any number



Capitalist

Chasing the next deal and focused on wealth, Capitalists are the drivers behind capital in any Factions economy.

Requirements: At least Young Adult.

Skills: Drive or Pilot, Research, Expertise (Computing & Logic, Linguistics and Languages, Economics & Business, Political Science), Diplomacy, Natural Talents, Bluff, Gamble
Wealth: +6D10 TUs.

Combat Pool: 5+(DEX+INT+CHA)*BAB

Occupation Related Feats: Attentive, Confident, Deceptive or Trustworthy, Educated(Class Skills only), Iron Will, Renown, Shrewd Bargainer, Studious, Windfall

Occupation Abilities:

Charm
Dazzle
Fast-Talk
Linguist
Plan
Trick


XP Expenditures


Gain
XP Cost
Times Available


Gain 1 Occupation Ability
500
Any, must meet requirements (if any)


1 Occupation Related Feat
500
Any, must meet requirements (if any)


1 non-Occupation Related Feat
800
1 per 3 BAB


+1 Class Skill Rank
80
1 per INT bonus


+1 Class Skill Rank
100
1 per CHA bonus


+1 non-Class Skill Rank
200
1 per INT bonus


+1 BAB
150
1 per INT bonus


+1 to any save
200
2 per 1 BAB


+1D4 SDC
300
1 per CON bonus


+2D4+CHA TU
50
any number



Creative

Always pushing social boundaries through their imagination and passion, Creatives are found in stable and wealthy societies, building and shaping culture.

Requirements: At least Young Teen.

Skills: Diplomacy, Disguise, Expertise (Economics and Business, Fine Art, Geography & History, Linguistics and Languages, Political Science, Psychology & Sociology), Forgery, Natural Talents, Sense Motive
Wealth: CHA*3 TUs.

Combat Pool: 5+(DEX+CHA)*BAB

Occupation Related Feats: Educated(Class Skills only), Fight With Anything, Great Fortitude, Renown, Ultra Immune System, Windfall

Occupation Abilities:

Charm
Captivate
Empathy
Greater Inspiration
Inspiration
Improved Aid Another


XP Expenditures


Gain
XP Cost
Times Available


Gain 1 Occupation Ability
500
Any, must meet requirements (if any)


1 Occupation Related Feat
500
Any, must meet requirements (if any)


1 non-Occupation Related Feat
600
1 per 2 BAB


+1 Class Skill Rank
80
1 per INT bonus


+1 Class Skill Rank
100
1 per WIS bonus


+1 Class Skill Rank
100
1 per CHA bonus


+1 non-Class Skill Rank
200
1 per CHA bonus


+1 BAB
200
1 per DEX bonus


+1 BAB
200
1 per CHA bonus


+1 to any save
200
2 per 1 BAB


+1D4 SDC
300
1 per CON bonus


+2D4 TU
80
1 per CHA



Criminal
Colonist
Drifter
Engineer
Government Services
Heir
Laborer
Medical
Military
Scientist
Religious



OCCUPATION MODIFIER TEMPLATES (OCT)

These require at least one previous Occupation template purchase, and often a special license or employment.

Doctor
Emergency Services
Field Medic
Field Scientist
Investigator
Law Enforcement
Martial Artist
Merchant
Media Personality
Space Miner
Negotiator
Pilot
Smuggler
Soldier
Surgeon



ADVANCED TEMPLATES (ADT)

These require previous templates and often membership to organisations or factions.

Marine
Dogfighter
Capital Ship Pilot
Military Engineer
Mecha Pilot
Diplomat
Politician
Corporate Executive

Gaiyamato
2017-09-19, 11:44 PM
http://4.bp.blogspot.com/-T8O9BdvrR4o/UvOQORTvGbI/AAAAAAAAiU4/L8YGtICzadw/s1600/patlabor.png

Unless noted all skills and feats work as per the relevant D20 Modern sources.

Base Skill Groups are noted in bold (and colour). Skills under each group require 2 points in the base skill for each point in the listed skill.
For example with 2 points in Combat Training you could purchase 1 skill rank in all of the subsequent skills. However to reach say 2 in Armor you would need to first raise Combat Training to 4 points.

SKILLS

Combat Training
Combat Training covers basic appreciation and awareness of the flow of combat and the ability to recall learned maneuvers in quickly in the heat of battle. Each point provides +1 to Combat Pool.
In addition 5 points allows Feint and Bull-rush tactics.

Armor
Every 3 points in Armor provides +1 deflection bonus to AC. 1 point allows light armors without penalty. 6 points allows medium armors, and 12 points allows heavy armors. For every 10 points one exotic armor may be selected.
Firearms
Every 5 points in Firearms provides +1 on ranged attacks with firearms. 1 point allows the use of simple firearms. 6 points allows personal firearms and double tap, at 8 points rapid fire and burst fire may be used without penalty, and 12 points allows heavy weapons. For every 10 points one exotic firearm may be selected.
Martial Arts
<provide unarmed combat bonuses similar to D&D 3.5 Monk. Include Martial Arts feats>
Melee Weapons
Every 4 points in Melee Weapons provides +1 on melee attacks with melee weapons. For each 1 point select a single specific melee weapon and gain proficiency in that weapon.
Tumble


Expertise
To qualify for the following skills add up the total ranks from all Expertise selections and count that as the base "General" ranks. Every 3 ranks of General ranks unlocks a max of 2 ranks in each of the following skills.


Drive
For every 2 points select a vehicle class that requires the use of the pilot skill to operate and gain the ability to pilot those vehicles without penalty.
Investigate
Navigate
Pilot
For every 2 points select a vehicle class that requires the use of the pilot skill to operate and gain the ability to pilot those vehicles without penalty.
Research
Survival
At 5 ranks gain the ability to Track a target in one of the chosen environments: Urban, Wilderness. At 10 ranks Track in both environments.


All Expertise Skills count as equal ranks in relevant Craft skills.
All Expertise Skills count as equal ranks in relevant Knowledge skills.

Expertise (Astrophysics)

Expertise (Animal and Plant Sciences)

Handle Animal
Ride
Ride cannot have more ranks assigned than Handle Animal.


Expertise (Chemistry & Physics)

Demolitions


Expertise (Computing & Logic)
Also includes Computer Use skill checks as equal ranks.

Expertise (Electronic Engineering)

Expertise (Fine Art)
Also includes Perform skill checks as equal ranks.

Expertise (Geography & History)
This selection may be taken multiple times. Each time chose a planet.

Expertise (Linguistics and Languages)
For every 2 points select one language and gain the ability to Read, Write and Speak that Language.

Decipher Script
Forgery


Expertise (Mechanical Engineering)

Expertise (Economics and Business)

Expertise (Pharmaceutical & Medicine)
Also includes Treat Injury skill checks as equal ranks.
At 10 ranks Surgery can be performed without penalty.

Expertise (Political Science)

Diplomacy


Expertise (Psychology & Sociology)

Expertise (Structural Engineering)

Natural Talents
Natural Talent simply represents the ability to adapt and to acquire specific skills naturally. Add 1/3 ranks in Natural Talent to any Intelligence or Wisdom check. In addition a successful Natural Talent check (Set by GM) can allow a check in untrained Expertise skills as if at 1 rank in that skill.

Balance
Bluff
Climb
Concentration
Disguise
Escape Artist
Gamble
Gather Information
Hide
Intimidate
Jump
Listen
Move Silently
Search
Sense Motive
Sleight of Hand
Spot
Swim


Note on Repair skill: Repair is now included in the Expert <X> Engineering skills. when repairing find the appropriate Expert skill and apply those ranks as if they were ranks in Repair.




FEATS
(Feats without details are precisely the same as within the D20 Modern books, not included for copyright issues unless modified)


LIST OF FEATS


Acrobatic
Adaptable Crafter
Requires: Wisdom 12+, Expertise (General) 10+ ranks.
Benefit: Gain WIS to bonus Crafting Pool points, Can Craft using Expertise General rank as if 1/3rd (round down) of any other Expertise rank if untrained in that area of Expertise.
Advanced Two-Weapon Fighting
Agile Riposte
Alertness
Animal Affinity
Athletic
Attentive
Armor Proficiency (Powered)
Blind-Fight
Builder
Same, however replace listed skills for Expertise (Chemistry & Physics), Expertise (Electrical Engineering), Expertise (Mechanical Engineering) and Expertise (Structural Engineering)
Cleave
Combat Expertise
Combat Reflexes
Combat Throw
Confident
Craft Cybernetics
Cybertaker
Dead Aim
Deceptive
Defensive Martial Arts
Dodge
Drive-By Attack
Educated
Any two Expertise skills.
Elusive Target
Endurance
Expert Scrounger
Far Shot
Fight With Anything
Focused
Force Stop
Frightful Presence
Gearhead
Swap Repair for Expertise (Mechanical Engineering) repair checks.
Great Cleave
Great Fortitude
Guide
Improved Bull Rush
Improved Combat Throw
Improved Disarm
Improved Knockout Punch
Improved Trip
Improved Two-Weapon Fighting
Iron Will
Knockout Punch
Lightning Reflexes
Low Profile
Mastercrafter
Required Skills: Expertise (Mechanical Engineering) 6 ranks, Expertise (Electrical Engineering) 6 ranks
Medical Expert
+2 to all Expertise (Pharmaceutical & Medicine) checks.
Meticulous
Mobility
Mounted Combat
Mutation Damage Boost
Mutation Immunity
Nerve Pinch
Requires Martial Arts 8 instead of Combat Martial Arts feat.
Nimble
Oathbound
Planetary Adaptation
Point Blank Shot
Power Attack
Precise Shot
Quick Draw
Quick Reload
Rad Soaker
Renown
Run
Sense Mutation
Shrewd Bargainer
Skip Shot
Spacer
Replace Computer Use with Expertise (Computing & Logic).
Stealthy
Strafe
Street Fighter
Studious
Sunder
Toughness
+1D4+CON SDC.
Trustworthy
Two-Weapon Fighting
Thrifty Mechanic
Requires: Intelligence 12, Expertise (Mechanical Engineering) 6 ranks, Expertise (Electrical Engineering) 6 ranks
Ultra Immune System
Unbalance Opponent
Vehicle Expert
Weapon Finesse
Weapon Focus
Whirlwind Attack
Windfall
Bonus 6D6+4 TUs.
XenoMedic
Replace Treat Injury with Expertise (Pharmaceutical & Medicine)
Zero-G TRaining

Gaiyamato
2017-09-19, 11:52 PM
https://i.pinimg.com/736x/e2/be/bc/e2bebc2671d6bfcea4c3f3af0a0cada9--post-apocalyptic-art-post-apocalyptic-character.jpg

WEALTH

Wealth uses Trade Units either in an informal system of barter and abstract trade, or through some representation of credits between different worlds/star systems.
Characters begins with a number of Trade Units determines by choices of starting Occupation and any other Racial or Class templates that might be applied, as well as wealth related feats.



ITEM AVAILABILITY
Items and Services have a listed number of modifiers that *may* be applied where applicable both from Licence Type and Rarity. Settings may alter these.

License Types


Type
Licensed Price mod
Black Market Price mod


None
x1
x1


Licensed
x1
x1.2


Restricted
x1.2
x1.5


Military
x2
x5


Illegal
x3
x8



Rarity


Availability
Price Mod


Abundant
x0.5


Common
x0.75


Average
x1


Uncommon
x1.5


rare
x2


Unavailable
x(1D10+4)







SYSTEM AND PLANETARY ECONOMICS

Gaiyamato
2017-09-20, 12:08 AM
CORE DAMAGE CAPACITY (CDC)
This is the structural or core integrity of a creature or object. Any Creature or Object with 0 CDC and no MDC (see below) capacity is destroyed/deceased. Some creatures/objects may have no CDC and some MDC, these objects are jellies, liquid systems, ethereal or ghost-like and suffer penalties to interactions with the world due to a lack of ability to direct force or even interact with physical objects at all.

MEGA DAMAGE CAPACITY (MDC)
This is hard damage provided by armor, magic or some of form of protection. Most living creatures naturally lack MDC capacity, though most weapons will deal in MDC.

SDC Damage can be upgraded to MDC at 10:1 ratio. MDC cannot be used to substitute for SDC, but very high SDC can absorb MDC damage sources.

VITAL POINTS (VPS)
Vital points represent core physical weaknesses that can be destroyed to eliminate a creature of object. Almost all living things have only 1. If reduced to 0 a creature will be rendered incapacitated and will die in a number of minutes equal to half their CON score unless they receive emergency treatment. Permanent serious injury or disability may apply after recover.

When losing SDC make a Fortitude Saving Throw with a DC of 8+1/2 the SDC damage sustained for each attack (not total in a round etc. but each individual bullet for example). A failure indicates a wound has been lost.



ARMOR ABSORPTION TYPE
Armor of this type will reduce the damage from each incoming source - per hit - by the number indicated.

ARMOR DEFLECTION TYPE
Armor of this type will increase AC - reducing the chance to hit and cause any actual injury. Only powered armors are usually deflection types.

Some Advanced Armour types may utilize both systems.

ENVIRONMENTAL VS NON-ENVIRONMENTAL
Environmental Armor can worn in the vacuum of space or under the ocean (pressure tolerance may vary) and contains it's own method of supplying oxygen (or other gases/nutrients needed by the creature to survive).

Non-environmental armor may contain gas masks or independent oxygen supply, however it does not afford complete protection in extreme environments.

Gaiyamato
2017-09-20, 01:03 AM
http://orig15.deviantart.net/9052/f/2014/065/c/3/the_last_line_by_hokunin-d1xzfrg.jpg

COMBAT POINTS POOL (CPP)

Each character has a number of Combat Points as determined by Templates, Feats and sometimes Skills.
Points may be spent to gain an action of a certain type during each round of combat.

As combat rounds are fixed periods of time, characters will large pools of combat points will essentially appear to move very fast, while those with few will be slow and sluggish to react, or even lack skills to fight.

Combat is ordered by highest pool first through to the smallest pool. Where multiple characters have the same pool they act simultaneously.



Action Type
Combat Points Cost
Description


Instant
0
These are granted by equipment or class features. Only one Instant action may be taken per combat round


Free
0
Any number of Free actions can be taken in a round.


Fast
1
These are small limited actions, like flicking the safety off a weapon or making a quick snap roll to determine a course of action.


Movement
5
This allows a standard move action.


Attack
Varies
Weapons/Combat methods will list the cost in CPP to take the attack action. They will usually be between 5 (fast) to 10 (long)


Standard
10
Non-attack actions that require less time than a Long Action


Long
20
Special Actions that require preparation or are very complex



Instant
Special only as noted by item/feat/skill.

Free
Speak
Drop one object already held in hands

Fast
Adjust weapon fire mode once.
Move one level down from Standing>Crouching/Kneeling>Sitting>Prone.
Pull one Object from Bandolier or Pouch.
Open a door.

Move
Move your speed
Use a piece of equipment
Climb (one-quarter speed)
Climb, accelerated (one-half speed)
Crawl
Draw a weapon
Holster a weapon
Stand up from prone, sitting, or kneeling
Pick up an object
Reload a firearm with a box magazine or speed loader or with held magazine/clip
Swim

Attack:
Attack once with a weapon as noted, against a valid target.
Feint (see the Bluff skill)

Standard
Bull rush (attack)
Escape a grapple
Move a heavy object
Ready (triggers an attack action)
Make a dying character stable
Total defense

Long
Bull rush (charge)
Charge
Coup de grace
Full attack
Overrun (charge)
Withdraw
Extinguish flames
Cast Spell/Use Power
Other as noted by skill/feat/item

Gaiyamato
2017-09-20, 01:07 AM
https://www.wired.com/images_blogs/underwire/2012/03/john-park_speedie_jp_04.jpg

WEAPONS

tbc



ARMOR

tbc



EQUIPMENT

tbc

Gaiyamato
2017-09-20, 01:12 AM
https://i.pinimg.com/originals/39/b4/d9/39b4d935b1da0000600934f236d567ab.jpg

CRAFTING
Crafting now uses a points system for components and costs are in TUs and Parts by type. This section will likely take the longest to resolve.

SCAVENGING
Scavenging for now remains exactly the same as it is within the D20 Apocalypse book. More options will be added to here later.

SALVAGING
Will provide parts as per Scavenging as well as components to reduce the cost of building/repairing more complex equipment with the Crafting skills. Components will also be able to be built using Parts and TUs individually and stored, allowing characters to gradually save up to build much larger projects.

Gaiyamato
2017-09-20, 01:18 AM
https://orig06.deviantart.net/c623/f/2011/100/5/f/5f20bde685b0a0fd6a6213efd286a1b5-d39npri.jpg

SPACECRAFT CONSTRUCTION



SPACECRAFT COMBAT
All spacecraft combat feats listed in D20 Modern are completely defunct. Instead craft options and CPP are determined by the skill of pilots/operators and equipment types and levels.

Gaiyamato
2017-09-20, 01:20 AM
https://i.pinimg.com/736x/47/1b/7b/471b7b0ab23ccdd81020b0e729a4a59f--lego-mecha-scifi.jpg

MECHA CHANGES
Operating of Mecha no longer requires any feats and is based solely on pilot skill.



ROBOTICS CHANGES
Robots gain additional stats and crafting changes as per crafting rules.



CYBERNETICS CHANGES
some bonuses/penalties will be adjusted.

Gaiyamato
2017-09-20, 03:32 AM
http://www.technologymostwanted.com/publishImages/Sci-Fi~~element51.png

TECHNOLOGY

Technology levels come in layers now. Factional. System. Planetary. Regional. Local.

At each Technology layer set the *maximum* levels for each Technology Sphere. Structural. Electronic. Mechanical. Chemical. Social.

Factional level sets what is in general circulation across all worlds. At least one world controlled by a faction must have a Technology Sphere level that matches the Faction level.
If a System lacks sufficient technology levels, the items of higher levels will be available but at increased one rarity level per level difference.

System level sets the limit within that system. As per the Factional levels, for each Sphere, a Planet within the System must reach the same level.
Any planet lacking sufficient technology levels will import from out of the system or from other planets within the system. Items within the affected categories will be one rarity level higher (no matter the difference).

Planet levels set the level across the world. At least one region or Local must have technology level equal to that of any sphere.
Any region lacking the technology must import it at increased cost. TU costs for items from the same planet but different region will increase by 50%.

Planets can have one or more Regions depending on formation and colony type. Regions may have one or more Localities. There may be differences in some societies between localities within a region, due to different nations at different development levels, or large gaps in economic equality. It would be hard to find a Laser rifle in a slave pit or maybe a serfs farm.

PL levels:

0 - Stone Age.
1 - Bronze/Iron Age.
2 - Middle Ages.
3 - Age of Reason.
4 - Industrial Age.
5 - Information Age.
6 - Expansion Age.
7 - Fusion Age.
8 - Gravity Age.
9 - Energy Age.
10- Galactic Elder Age.

Gaiyamato
2017-09-20, 04:02 AM
GALACTIC BEEPBOP

http://www.igorstshirts.com/blog/conceptships/2014/dylan_cole/dylan_cole_01.jpg

Races (see above for all races).

Humans
Valarn
Yarn
Mengu'o

Factions and Faction Class Templates (http://www.giantitp.com/forums/showsinglepost.php?p=22402619&postcount=15)
Faction Equipment (http://www.giantitp.com/forums/showsinglepost.php?p=22402620&postcount=16)
Corporations & Merchandise (http://www.giantitp.com/forums/showsinglepost.php?p=22402628&postcount=17)

Other information and notes

Gaiyamato
2017-09-20, 04:46 AM
FACTIONS

United Socialist Empire of Earth
It has been almost a thousand years since Humanity finally united under a socialist banner in the previous great civil conflict. After expanding and filling their native solar system, great divisions in economic access and equality opened up into a tidal wave movement for socialist unity. At the heart of the Empire sits earth, now little more than multiple mega cities spanning each of the world's continents with pockets of nature preserved scattered within. The USEoE rapidly became an expansionist and technological leader, expanding into the stars and encountering the Valarn who had yet to fully leave their own world.
The military conquest of the Valarn was brutal and entirely one sided. With multiple species now making up the population of the Empire and the resources of two star systems, colony ships spread out into the Galaxy. The Empire now fully controls 8 systems - making it the largest of the Galactic Empires.

Faction Technology Levels:
Structural: 7
Electronic: 8
Mechanical: 7
Chemical: 7
Social: 6

Earth:
Structural: 7
Electronic: 8
Mechanical: 7
Chemical: 7
Social: 6

Human Liberation Front
Refusing to be crushed the HLF was for a long time a slowly dying remnant of the lost war against the socialist movement of the outer worlds of the Sun system. After the conquest of the Valarn their ranks began to grow again, swelling with Valarn and Humans who sought to create a new Republic of Federated worlds, built on the original ideals of the Industrial age and Information Age United Nations of Earth. They see humanity as being stagnated behind ancient and outdated ideas, and tyrannical governments as needless with the abundant resources now available. Fighting in open war against the Empire they have since seized several outer colonial worlds and a few minor space stations. Poorly equipped they are struggling against the ever-growing fleets and armies of the United Socialist Empire of Earth.

Faction Technology Levels:
Structural: 5
Electronic: 6
Mechanical: 6
Chemical: 5
Social: 5

Colonial World of Igno
Structural: 5
Electronic: 6
Mechanical: 6
Chemical: 5
Social: 5


Note: Access to same Technological levels as the USEoE, but at increased rarity per level difference.

Sun system Yakuza Clans
Early in the civil war that saw the socialist revolution gain victory, the already incredibly wealthy and powerful crime organisations and families of earth unified into a single front and built their own fleets, seeking dominance. They failed to gain power for themselves however, and instead made a deal with the socialist alliance who at the time desperately needed additional resources but had built large fleets of their own. This has continued as an uneasy - and often broken alliance - ever since. Unable to openly operate in the Sun system they have instead colonized two systems for themselves and operate as a key trading partner for the Mars Chemical Engineering EXPD and Tashoun Arms as well as numerous small black market operators and smugglers within the Empire itself.
Allowed to return to earth recently, the Clan heads are once again largely based out of the Sun system, though few make a permanent home on Earth.

Faction Technology Levels:
Structural: 7
Electronic: 7
Mechanical: 7
Chemical: 6
Social: 5

Gradus System:
Structural: 5
Electronic: 7
Mechanical: 5
Chemical: 6
Social: 5

Tollus system:
Structural: 7
Electronic: 6
Mechanical: 7
Chemical: 5
Social: 5

Access to Tashoun arms and Mars Chemical Engineering EXPD equipment above listed PL without increased rarity.

Democratic Guild of Engineers
Formed by famous Engineers from Human, Valarn and Yarn factions, the Guild began more as a corporation that primarily plied it's trade among various colonies and outposts across the Galaxy. Gradually the Guild began to acquire several such outposts outright and joined in the smuggling trade in competition against the Sun system Yakuza Clans. Now boasting their own "protection" fleets they have only recently begun to push their dominance over several worlds, coming into political conflict against the Glorious Empire of the Yarn and of the United Socialist Empire of Earth. Mostly they now remain in their massive engineering behemoth ships, with the functional technology of the worlds under their control largely pitiful.

Faction Technology Levels:
Structural: 8
Electronic: 8
Mechanical: 8
Chemical: 7
Social: 5

Kore - Class I Engineering Behemoth
Structural: 8
Electronic: 8
Mechanical: 8
Chemical: 7
Social: 5

United Android Front
More a political front that any serious faction as yet, the United Android Front is a movement pushing for Android and Robotic Autonomy - just as the Valarn managed. They found similar allies among the
Yarn and Mengu'o, placing them at odds with all three of the most powerful factions in the Galaxy to date. However they maintain peaceful protest and political action only and are tolerated by all three Empires, with many within the organic species even growing in sympathy for their cause. Primarily based within the United Socialist Empire of Earth there are some however who have begun to covertly build fleets, meet with the Human Liberation Front and stockpile weapons caches. Eventually, one way or another their cause will be resolved.

Lacking any centralized point of control they have access to whatever technology is in the local system.

Valarn Autonomous Protectorate
A subservient semi-autonomous region under the control of the United Socialist Empire of Earth. Their government is largely a puppet from the centralized Earth government with little power or force of their own. Though there are equally as many within who hold sympathies and even provide assistance to the HLF, just as many have found within themselves an acceptance of Human rule. They only have sole control over the Valarn homeworld and a few stations and mining rights within the Valarn system.

Faction Technology Levels:
Structural: 5
Electronic: 5
Mechanical: 5
Chemical: 5
Social: 6

Valarn
Structural: 5
Electronic: 5
Mechanical: 5
Chemical: 5
Social: 6

The Valarn government has access to some limited ships and military grade equipment from Earth. Civilians obtaining it on Valarn is very rare.

Valarn Drifters Guild
Cast off and adrift originally a group of Valarn refugees, now they have become Nomads, scavenging what they can where they can. They have formed a loosely clan-like social structure and have begun to adapt to deep space and low gravity life.

Lacking any centralized point of control they have access to whatever technology they run into.

Glorious Empire of the Yarn

Yarn Piracy Collective

Yarn Democratic Front

The Mengu'o Alliance of Minds

Gaiyamato
2017-09-20, 04:48 AM
faction specific equipment

weapons



armor



equipment



ships

Gaiyamato
2017-09-20, 04:50 AM
CORPORATIONS AND SPECIALIST EQUIPMENT

USEoE Military Arms
DGofE Spacedock Productions
Mars Chemical Engineering EXPD
Nigid Enterprises
Tashoun Arms
United Galactic Ships and Supplies
Mengu'o Delicacies
Fallon Engineering

Gaiyamato
2017-09-20, 04:55 AM
End of reserved posts now. Comments are cool.
I can always edit this post in an emergency.

Still a ton of work to do currently!