d20 RPG Objects Blood and Space High Flyers and Ground Pounders.pdf

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BY
CHARLES RICE
ADDITIONAL DESIGN
CHRIS DAVIS
EDITOR
CHARLES BAIZE
COVER ART
SCOTT CLARK
INTERIOR ART
V. SHANE
LAYOUT
CHRIS DAVIS
Requires the use of the d20 Modern Roleplaying Game, published
by Wizards of the Coast, Inc.
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of the Coast, Inc. in the United States and other countries and are
used with permission
‘d20 System’ and the ‘d20 System’ logo are trademarks of
Wizards of the Coast, Inc. and are used according to the terms of
the d20 System License version 6.0. A copy of this License can be
found at www.wizards.com/d20.
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WWW . RPGOBJECTS . COM
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CHARACTERS
TABLE OF CONTENTS
CHARACTERS 3
NEW ALLEGIANCES 3
OPERATIONS EXPERT 4
STARSHIP GUNNER 5
STARSHIP MARINE 6
STARSHIP NAVIGATOR 7
SKILLS 9
FEATS 10
ADVANCED TRAINING 13
RANK 14
STARSHIP COMBAT 17
CREW 17
ORDERS 17
CREW TYPES 18
SMALL UNIT COMBAT 19
UNIT COMBAT 20
TERRAIN 21
GRAVITY WELLS 21
ACCRETION DISK, SMALL 22
ACCRETION DISK, LARGE 23
ACCRETION DISK, GIANT 23
ASTEROID FIELD 24
ASTEROID FIELD 24
BLACK HOLE 24
COMET 25
COSMIC SUPER STRING 25
ELECTROMAGNETIC STORM 25
HYPERDRIVE SHADOW 25
HYPERSPACE RIFT 26
HYPERSPACE STORM 26
MOONS, GENERAL RULES 26
NEBULA, PLANETARY 26
NEBULA, SUPERNOVA 26
NEBULA, GIANT CLOUD 27
NOVA 27
NOVA, SUPER 27
PLANETS, GENERAL RULES 27
PLANETOID
INTRODUCTION
the marines who hump through the muck of a desolate
world. Next look for Blood and Space’s signature
setting, Prometheus Rising to return with an even
bolder vision of a dark, gritty future as wondrous and
mysterious as it is terrifying. Next we’ll return to
the toolkits with Merchants, Smugglers and Pirates
focusing on… well… merchants, smugglers and
pirates. Finally we’ll continue with the third toolkit in
the series, the Starship Construction Manual.
Welcome to the first installment of the second edition
of RPGObjects’ highly acclaimed Blood and Space
supplement. This book and the others that follow in
the series will endeavor to add new options and spice
to d20 Future games revolving around starships and
space combat.
This installment, High Flyers and Ground Pounders
focuses on the fighters who soar through space and
28
Admiral Antilles held tight onto the
arms of his command chair as the Repulse bucked from
the impact of another torpedo. Several crewmembers
standing at tactical consoles were tossed to the floor by
the force of the weapon, even though it had in fact missed
the massive System Defense Craft. Over his shoulder he
could barely hear his First Officer yelling over the din of
the automated fire suppression system, “Proximity Torps?
How the hell did they get their hands on those? Those
things are supposed to be manufactured for military use
only?!?”
Antilles didn’t answer, eyes scanning the various
consoles around the wreck that used to be his bridge,
noting the positions of the various fighters swarming
around their two mistresses like gnats around elephants
in the summer sun. Suddenly, a grim smile split his
weathered face. He knew.
“Helm! Hard about! Engines, emergency power to the
thrusters!”
Another crewman went flying across the smoking
bridge, uniform briefly catching fire as the enormous craft
turned on a dime. It wasn’t the first time an enemy had
mistaken the size of the Repulse to mean it was clumsy.
There on the viewscreen as the craft pitched about was
the pirate carrier slinking up behind for a shot on their
engines. Three small Executioner-class fighters flying in
front to keep the Repulse’s complement of fighters at bay.
“Full Speed Ahead.”
The massive ship lurched forward, the viewscreen
going black in a shower of sparks as the Repulse simply
ran right through the fighters, destroying all three
outright, the tiny craft breaking apart like flies hitting the
windshield of a speeding car.
Antilles looked down, referring to the ship’s radar
screen to mark the relative positions of his craft and the
enormous Gallows-class pirate carrier across from it.
“Wait… wait…. fire main antiproton batteries… NOW!
Helm! Hard about, lateral yaw! Give us some distance!”
Suddenly, the ship lurched again, a terrible rending
sound, then the bucking of an explosion. They had nicked
the massive pirate ship, and been too close as its main
engines blew. The massive craft was listing on its side,
floating gently through the void.
Around the two craft, one, the Repulse damaged
almost beyond repair, and one a wreck of molten metal
and charred humanity, in the silence of space, the battle
raged on, as the Repulse’s fighter squadrons made sure
the pirate’s fighters wouldn’t be able to finish what their
mother ship had started.
At the helm now, the Admiral righted the huge vessel.
The tactical display showed the enemy fighters break into
a full retreat when they saw that the massive carrier was
not destroyed as theirs had been.
Speaking into the helm’s comm. system the Admiral’s
voice radiated confidence and authority “Damage
control crews: the main engine, the bridge and the lateral
thrusters are your top priority. Captain Armstrong recall
the fighters but tell them they all have to put in to launch
bays 2 and 3, number 1 launch bay still has some hot fires
and I don’t want any fighter fuel added to them.”
Then softly over his shoulder, so that only the two
senior officers could hear, “And Captain… we are going
to find out where those scum got those proximity fuses.”
SOLAR FLARE
28
BLOOD AND SPACE
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CHARACTERS
CHAPTER 1: CHARACTERS
Characters are the heart of any role playing game.
This chapter provides new allegiances, classes and
feats to make space combat more interesting and
exciting in your futuristic d20 games.
Damage Control chief Sarita Zeleznik
picked her way through the corridor, stepping over fallen
support beams, even the occasional body, as she made
her way to the Admiral’s Mess, where she had been told
Admiral Antilles had retired to collect his thoughts after
the battle. Along the way she gave direction to the crews
she encountered, not breaking stride as she hurried to
this unexpected summons. This was only her third tour
on the Repulse, and she felt she was still finding her
way, learning her personnel and the intricacies of one
of the largest, most advanced ships in the United Earth
Government’s Fleet. She tried to quiet the butterflies in
her stomach as she knocked. She hadn’t done anything
wrong that she was aware of, but the repairs were
taking…
“Come in Lieutenant.”
Sarita opened the door, managing not to cough at the
thick pipe smoke filling the small, nicely decorated mess
where the Admiral and his senior staff took their meals.
She had only been here once before, for her ‘Welcome’
dinner to the crew. Looking over reports on his data pad,
the Admiral gestured to the silver pot in the center of the
table, “Have some coffee Lieutenant, it’s going to be a
long night for all of us”.
Sarita hesitated for just a moment, and then decided
it wasn’t a request and made herself a cup. Secretly,
she just wanted to get this over with. Whatever she had
done wrong, he could put the reprimand in her folder,
transfer her, whatever it was he did in these situations,
and she would be on her way. But apparently, he was the
“diplomatic” sort.
Sitting down, the young woman sipped her coffee.
She hated coffee.
Finally, the Admiral signed whatever order was on his
data pad and tucked the light pen back into his uniform
jacket, took a deep breath, and looked up, “Lieutenant
Zeleznik, I regret to inform you that Chief Engineer
Trineer did not survive the battle”.
Sarita almost choked on her coffee. Casualties were
slowly being announced to the crew by the medical staff,
but the Chief hadn’t been on the last list….
“We didn’t want to announce anything to the crew until
a decision had been made on his replacement.”
Sarita frowned, that wasn’t standard procedure at all,
“Replacement?”, she asked, brow furrowing, trying to
wrap her mind around this unexpected turn of events.
The Admiral nodded, “We’re not going back to
headquarters. Colonel Breslin is questioning the captured
pilots even as we speak. As soon as these repairs are
done, we’re heading for their base. We’re going to end
this ragtag group of thugs once and for all.”
Sarita nodded, still not comfortable with this violation
of protocol. The regulations clearly stated a ship was to
put in after any engagement where a senior officer was
killed and…
“Ensign Carstares is going to head the repair teams.
You will report to the engine room and see to it that
the main Quicksilver drive is ready in no more than six
hours.”
Sarita frowned again, “Ensign Carstares is on his first
tour, he can’t handle the…”
“This isn’t a discussion Lieutenant. You are hereby
promoted to Lieutenant Commander and appointed acting
Chief Engineer. Now get down there and get my engines
working! We had a temporal spike during the battle. Find
it and fix it.”
Sarita opened her mouth to say something several
times, but no sound ever came out.
“Dismissed, Commander.”
Sarita got up and left. Pausing outside the door, she
braced herself against the bulkhead, numb. She was
going to throw up.
“Chief Engineer?”
Exhaling a breath she had been holding since the
Admiral said those words, she shook her head and started
off at a dead run for the engine room, her mind racing,
“A temporal spike could only mean one thing, the lateral
slipstream…”
NEW ALLEGIANCES
ACTIVE DUTY
Prerequisite: Military starting Occupation or Basic
Training feat
You are an active duty member of a branch of the
armed forces. This grants you the ability to make
promotion checks and requisition checks from your
branch of service (see Rank for more information).
You may also add the feats from the Advanced
Training section to the bonus feat list for any class you
take levels in (in other words whenever a class allows
you to take a bonus feat you may either take a feat
listed with that class or a feat of your choice from the
Advanced Training section).
However, with the benefits of this allegiance come
responsibilities. You may be reassigned to a different
job (forcing you to take a feat you might not want to)
and may be shipped out to any part of the galaxy and
dropped into a combat zone with little or no warning.
Since the potential for characters with this
allegiance to be displaced you must receive the game
master’s permission to take this allegiance. In many
cases if one character has this allegiance everyone
must have it.
Note: Depending on the nature of the campaign
almost any type of force could be designated as
“military” by the game master. This allegiance could
be used to allow employees of MegaCorporations,
members of a rebel alliance or even members of large
pirate cartels to take military feats and talents. Consult
with your GM about what types of organizations have
the necessary level of military sophistication and
advanced equipment to qualify for the active duty
allegiance.
BLOOD AND SPACE
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CHARACTERS
RESERVE DUTY
Prerequisite: Military starting Occupation or Basic
Training feat
You are a member of a reserve military force such
as a planetary defense force or an officer-training
program. This allegiance allows your character
access to military training while still allowing him
to have a normal life. You may make Promotion
checks as described under rank but your level is one-
half for promotion purposes. While you are given
military equipment for training purposes you may
not effectively requisition equipment unless you are
elevated to active duty (see below). Therefore you
may not make requisition checks. You may also add
the feats from the Advanced Training section to the
bonus feat list for any class you take levels in (in other
words whenever a class allows you to take a bonus
feat you may either take a feat listed with that class
or a feat of your choice from the Advanced Training
section).
If the area you live in comes under attack you are
required to report to your superiors and fight in the
area’s defense. Also in times of crises your character
can be activated to service, requiring you to exchange
this allegiance for the active duty allegiance.
You are also required to take a certain amount of
time for drills and training (typically no more than
one month a year). This training will not normally
interfere with a character’s work or “hobbies” (such as
adventuring) but occasionally during the course of the
campaign it will inconvenience him. This allegiance
still requires the GM’s permission but is much easier
for a single character to take without disrupting a non-
military campaign.
Note: Depending on the nature of the campaign
almost any type of force could be designated as
“military” by the game master. This allegiance could
be used to allow employees of MegaCorporations,
member of rebel alliances or even members of large
pirate cartels to take military feats and talents. Consult
with your GM about what types of organizations have
the necessary level of military sophistication and
advanced equipment to qualify for the reserve duty
allegiance.
hand in hand with the engineering staff to ensure the
ship always runs at peak performance.
REQUIREMENTS
To qualify to become an Operations Expert a character
must meet the following criteria (the quickest path
into this class is through the Smart hero basic class).
Skills: Craft (electronics) 6 ranks, Craft
(mechanical) 6 ranks, Craft (structural) 6 ranks,
Repair 6 ranks
CLASS INFORMATION
The following information pertains to the operations
expert advanced class.
Hit Die: 1d6
Action Points: 6+ one-half character level, rounded
down, every time the character gains a new level in
this class.
Class Skills: The Operations Expert’s class skills
(and the ability for each skill) are: Computer Use
(Int), Craft (electronic, mechanical, structural) (Int),
Disable Device (Int), Knowledge (physical sciences,
technology) (Int), Pilot (Dex) and Repair (Int).
Skill points at each level: 7 + Int. modifier (6 + Int.
modifier for nonhumans)
NEW CLASSES
OPERATIONS EXPERT
The Operations officer (often called Ops) on a starship
specializes in maximizing the power of the ship’s
engines during battle and the maintenance and repair
of the ship. During battle he can divert power away
from less vital ship functions to ensure the ship lives
to see another day. He also directs the ship’s damage
control efforts to keep the hull intact. On smaller
ships the Operations Expert also serves as the ship’s
engineer but on larger vessels these characters work
CLASS INFORMATION
The following information pertains to the operations
expert advanced class.
Emergency Power: By funneling power from
nonessential systems an operations expert may
transfer power to the following areas as needed in
combat: weapons, sensors or engines. The effects of
transferring emergency power to each of these systems
are detailed below. Use of this ability is always an
attack action on the part of the operations expert.
However another character can use the system in the
same round if he has an action of the appropriate type
available. For example an operations officer could
divert emergency power to weapons in the same round
that a weapons officer fires the weapon.
Reputation
Bonus
1st +0 +1 +1 +0 Emergency Power +1 +0 +0
2nd +1 +2 +2 +0 Damage Control Coordination +1 +1 +0
3rd +2 +2 +2 +1 Bonus Feat +1 +1
4th +3 +2 +2 +1 Emergency Power +2 +1 +1
5th +3 +3 +3 +1 Damage Control Coordination +2 +2 +1
6th +4 +3 +3 +2 Bonus Feat +2 +2
7th +5 +4 +4 +2 Reinforce Structural Integrity +2 +2
8th +6 +4 +4 +2 Emergency Power +3 +3 +2
9th +6 +4 +4 +3 Bonus Feat +3 +3
10th +7 +5 +5 +3 Damage Control Coordination +2 +3 +3
Ref
Save
Will
Save
Special
Defense
Bonus
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TABLE 1-1: THE OPERATIONS EXPERT
Level Base Attack
Bonus
Fort
Save
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CHARACTERS
Weapons: Ships that use energy weapons can divert
extra power to increase the damage potential of those
weapons. With an attack action, the operations expert
can add a number of extra dice to one ship’s weapon
for its next attack.
Sensors: Diverting power to sensors can either grant
the ship a bonus to all ranged attack rolls equal the
operations expert’s emergency power bonus or twice
the emergency power bonus as a bonus on all sensor-
related Computer Use skill checks for the next round.
Engines: Diverting power to engines grants a ship
either a movement bonus equal to 500 feet times
the operations expert’s emergency power bonus or a
bonus to all Pilot checks equal to twice the operations
expert’s emergency power bonus.
Damage Control Coordination: By making
damage control operations more efficient an
operations expert can improve Repair skill checks and
damage control rolls by the amount listed on the class
table.
Reinforce Structural Integrity: The operations
expert becomes so skilled at damage control that at
7 th level he can instantly negate a critical hit suffered
by his ship in starship combat. This ability requires
the operations expert to spend an action
point.
Bonus Feats: At 3 rd , 6 th , and 9 th
levels the operations expert may select
a feat from the following list: Armor
Proficiency (light), Armor Proficiency
(medium), Builder, Educated, Gearhead,
Personal Firearms Proficiency,
Mastercrafter, Zero-G Training. The
operations expert must meet all the
prerequisites for that feat.
criteria (the quickest path into this class is through the
Strong hero basic class).
Base Attack Bonus: +3
Skills: Knowledge (tactics) 3 ranks
Feats: Starship Gunnery, Teamwork (Weapons
Crew)
CLASS INFORMATION
The following information pertains to the starship
gunner advanced class.
Hit Die: 1d8
Action Points: 6+ one-half character level, rounded
down, every time the character gains a new level in
this class.
Class Skills: The Starship Gunner’s class skills
(and the ability for each skill) are: Computer Use (Int),
Demolitions (Int), Disable Device (Int), Intimidate
(Cha), Knowledge (current events, history, tactics)
(Int), Pilot (Dex), Repair (Int) and Spot (Wis)
Skill points at each level: 3+Int. modifier (2+ Int.
modifier for nonhumans)
CLASS FEATURES
The following features pertain to the starship gunner
advanced class.
Weapon Focus: The Starship Gunner gains the
Weapon Focus feat for all starship weapons at 1 st
level.
Weapon Specialization: At 2 nd level the starship
gunner gains a +2 bonus to damage with all starship
weapons.
Far Shot: At 4 th level the starship gunner gains the
Far Shot feat for all starship weapons.
Disabling Shot: As he gains experience the starship
gunner learns how to damage vital ship’s systems to
reduce the ability of an enemy ship to harm his own
or even to escape. The starship gunner must declare
that he is attempting a disabling shot and which ship’s
system he is targeting before he makes his attack roll.
Only one attack per round can be a Disabling Shot
no matter how many attacks the starship gunner is
entitled to.
STARSHIP GUNNER
A marksman who likes the biggest guns
he can find, the starship gunner has
gravitated to the guns so big they need
a starship to carry them. He likes the
variety of point and click that ends with
an explosion. Starship gunners are found
serving starships in many capacities.
Some like their combat up close and
personal and serve in two-man fighters,
while scores of these experts can be
found in the large capital ships of the
fleets of space.
REQUIREMENTS
To qualify to become a Starship Gunner
a character must meet the following
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