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Technomancer

Started by XXsiriusXX, May 18, 2007, 01:05:38 PM

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XXsiriusXX

Technomancer is high tech/space faring d20 campaign setting, based around four major themes: conquest, political intrigue, trade, and exploration.  The setting is in its early stages and I welcome any comments.

Points of interest:
1.) Character creation has been formalized into a single point buy system.
2.) Character levels no longer have the â,¬Å"standardâ,¬Â cap of 20. The new level cap is 50; Experience for each level has been adjusted accordingly.
3.) Focusing system: all base classes are designed with the intent that the player will want to expand or focus on certain class abilities. As such, each class has several sub-classes that branch off at certain levels. For example the player begins play as a soldier and after 10 levels he has the opportunity to continue gaining levels as a soldier or he may focus on becoming an Armsmen. Form that point on the player would gain levels in the Armsmen sub-class.  
4.) Prestige classes have been eliminated and replaced with the new focusing system.
5.) Selecting feats have been eliminated and incorporated into class abilities.
6.) Alignments have been eliminated
 [break]
[break]
[break]
Basics
 [spoiler]Chapter I Basics

The Technomancer Campaign Setting uses a heavily modified version of the d20 role playing system created by Wizards of the Coastâ'žÂ¢. The core mechanics of d20, as well as the combat system have been retained. While other mechanics used by the d20 system, such as skills, feats, and magic have been either heavily altered or removed completely. The changes reflect the vastness of the setting as well as its darker tone.

Dice
   The Technomancer Campaign Setting makes use of 7 die. The die types from highest to lowest are: a 20 sided die (d20), a 10 sided percentile die (d10), a 10 sided die (d10), an 8 sided die (d8), a 6 sided die (d6), and a 4 sided die (d4).

The Core Mechanic
Whenever a player attempts an action that has uncertain outcome, the player rolls a 20 sided die (d20). To determine the result of the action attempted do the following:
â,¬Â¢ Roll a d20.
â,¬Â¢ Add all relevant modifiers.
â,¬Â¢ Compare the result to the difficultly challenge (DC).

The result of the dice roll determines if the action taken was a success, or failure. A successful roll meets or surpasses the actions DC, while a failure on the die roll does not.

What characters can do
Depending on the situation, your character might want to listen at a door, search an area, interact with a computer, talk to an ally, jump across a pit, move, use an item, or attack an opponent.
Characters accomplish tasks by making skill checks, ability checks, or attack rolls, using the core mechanic.

Skill Checks
To make a skill check, roll a d20 and add your characterâ,¬,,¢s skill modifier. Compare the result to the Difficulty Class (DC) of the task at hand.
An unopposed skill checkâ,¬,,¢s success depends on your result compared to a DC set by the DM or the skillâ,¬,,¢s description (see Chapter 4).
An opposed skill checkâ,¬,,¢s success depends on your result compared to the result of the character opposing your action. The opponentâ,¬,,¢s check might be made using the same skill or a different
skill, as set forth in the skillâ,¬,,¢s description.

Ability Checks
Ability checks are used to determine success when no skill applies.
To make an ability check, roll a d20 and add your characterâ,¬,,¢s modifier form the appropriate ability.

Attack Rolls
To attack an opponent, roll a d20 and add your characterâ,¬,,¢s attack bonus. If the result equals or exceeds the opponentâ,¬,,¢s Armor Class (AC), the attack succeeds. On a successful attack, roll the dice indicated for the weapon you used to determine how much damage your attack deals. Damage reduces hit points (hp). When all of a characterâ,¬,,¢s hit points are gone, the character falls unconscious and is dying.
A critical hit deals more damage. If you roll a natural 20 on an attack roll, you threaten a critical hit. Roll again to confirm it. If the second attack roll is successful, then the critical hit is confirmed and you deal more damage

Modifiers
A modifier is any bonus or penalty applied to a die roll. A positive modifier is a bonus, while a negative modifier is a penalty.

Modifier types
The Technomancer Campaign Setting there is 11 types of modifiers that can affect your characters die rolls:
Armor: This modifier is provided by the type of armor worn by the character.
   Ability: This modifier is provided by the appropriate ability score. The ability score used corresponds to the task attempted (Charisma is used for influencing others, Strength is used for breaking down a door, and etc).
   Circumstance: This modifier is provided from conditional factors that influence the chances of success or failure.
   Competence: This modifier is provided from specialized training or knowledge.
Deflection: This modifier's is provided by defensive technology that makes attacks directed at a player veer off or miss completely.
   Enhancement: This modifier is provided by technology, it can affect ability scores, armor, and weapons.
   Insight: This modifier is provided by an intuitive understanding of the task at hand.
   Luck: This modifier is provided by good or bad fortune.
   Morale: This modifier is provided by characters mental and emotional state at a given point in time.   
   Racial: This modifier is provided by the characters race.
   Size: This modifier stems from a character's size.

Stacking modifiers
   Modifiers of the same type do not stack with each other, but a player can combine modifiers of different origins for a cumulative effect. If a player has multiple modifiers of the same type only the highest bonus or the lowest penalty is used.[/spoiler]  
Character Creation  
      [spoiler]Chapter II Character Creation
To create characters for The Technomancer Campaign Setting simply follow the 8 steps below. [break]
1.   Concept: develop a character concept and discus it with your GM  [break]
2.   Ability scores: Using the system detailed below generate your characters 6 ability scores [break]
3.   Race: Choose a race for your character and adjust your ability scores according to racial modifiers. [break]
4.   Class: Choose a class for your character. [break]
5.   Skill points: Spend your characters starting skill points. The number of skill points that a player has at 1st level is determined by the playerâ,¬,,¢s class. On one skill a player may spend a number of skill points equal to 3 plus his current number of hit dice. [break]
6.   Buy equipment: Spend your characters started credits to purchase equipment. [break]
7.   Record character sheet: record: record all ability scores, racial information, class abilities, skill points, and equipment on to your character sheet. [break]
8.   Begin playing

Ability score Generation

   During character creation all players begin with the stats for a simple commoner, this is represented by each ability having a score of eight (-1 modifier). The player now has the opportunity to improve his characters stats (to a maximum of 18) by spending twenty-two point buy points (pbp) into them. Each ability score above eight has a point cost as is shown on table 1-2. For ability scores 9 â,¬' 14 there is a simple point for point buy system. It costs one ability point to go from 8 to 9 (9 â,¬' 8 = 1), two to go from 8 to 10 (10 â,¬' 8 = 2), and so on until 14 (14 â,¬' 8 = 6). Beginning at 15 the point cost doubles. So to go from 14 to 15 you must spend 6 points to get a score of 14 then 2 points to go to 15 (total of 8 points). It would then take another 2 points to reach a score of 16.
The ability point cost increases to 3 for scores 17 and 18 (10 points to reach a score 16, then 3 points to reach 17 for a total of 13). Then an additional three points (total of 16) to reach a score of 18.
                The player may choose to boost any stats that he wishes to as long has he has the points to pay for them. A players ability scores at creation can not exceed 18 or be below 8 (racial adjustments supercede this rule). It is recommended that the player try to boost as many ability scores as possible and create a balance character.  In the end it is up to the player and how he/she wishes to role-play her character.
 [table=Ability Point Cost]  
[tr][td]Ability Score[/td][td]Point Cost[/td][/tr]
[tr][td]9[/td]                [td]1[/td][/tr]
[tr][td]10[/td]   [td]2[/td][/tr]
[tr][td]11[/td]   [td]3[/td][/tr]
[tr][td]12[/td]   [td]4[/td][/tr]
[tr][td]13[/td]   [td]5[/td][/tr]
[tr][td]14[/td]   [td]6[/td][/tr]
[tr][td]15[/td]   [td]8[/td][/tr]
[tr][td]16[/td]   [td]10[/td][/tr]
[tr][td]17[/td]   [td]13[/td][/tr]
[tr][td]18[/td]   [td]16[/td][/tr][/table][break]
Ability Score Improvement

   Throughout the course of the characters life there will be opportunities for them to improve their ability scores. Every even level the player gains an additional point buy point (pbp). The number of points required to raise the ability score is depended upon table 2-1. To find the number points required to raise an ability score simply subtract the point cost for the ability score that you currently have, from the point cost of the next highest ability score. For example you wish to raise your strength score from 14 to 15. It costs 8 pbp to have a 15; you have already spent 6 pbp to reach 14. Simply subtract 6 from 8 (8 â,¬' 6 = 2) and you find that it takes 2 pbp to raise the score. So the player must wait until he has accumulated 2pbp. Once the player has 2 php, he may spend them and raise the score. For scores above 18, add 3 points to the point cost (19 = 19 pbp, 20 = 22 php, and so on).
 [break]
The Abilities

Strength (STR)
   Strength measures your characters physical power. You may apply your Strength modifier to: [break]
ï'šÂ§   Melee attack rolls
ï'šÂ§   Damage rolls for melee weapons or thrown weapons (including sling). (Exception: off-hand attacks receive only one half the characterâ,¬,,¢s Strength bonus, while two-handed attacks receive one and a half times the strength bonus.)
ï'šÂ§   Climb, Jump, and Swim checks.
ï'šÂ§   Strength checks for breaking down doors and the like.

Dexterity (DEX)
   Dexterity measures hand-eye coordination, agility, reflexes, and balance. You may apply your Dexterity modifier to:[break]
ï'šÂ§   Ranged attacked rolls.
ï'šÂ§   Armor Class (AC), provided that the character can react to the attack.
ï'šÂ§   Reflex saving throws.
ï'šÂ§   Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, and Tumble checks.
ï'šÂ§   
Constitution (CON)
   Constitution represents your characterâ,¬,,¢s health and stamina. You apply your characterâ,¬,,¢s Constitution modifier to:[break]
ï'šÂ§   Each roll of a Hit Die (a character always gains at least 1 hit point each time he or she gains a new hit die).
ï'šÂ§   Fortitude saving throws.
ï'šÂ§   Concentration checks.
ï'šÂ§   If a characterâ,¬,,¢s Constitution score changes enough to alter his or her Constitution modifier, the characterâ,¬,,¢s hit points also increase or decrease accordingly

Intelligence (INT)
   Intelligence determines how well your character learns and reasons. You apply your characterâ,¬,,¢s Intelligence modifier to:[break]
ï'šÂ§   The number of skill points gained each level.
ï'šÂ§   Appraise Craft, Decipher Script, Disable Device, Knowledge, and Search checks. These are the skills that have Intelligence as their key ability.

Wisdom (WIS)
   Wisdom describes a characterâ,¬,,¢s willpower, common sense, perception, and intuition. You apply your characterâ,¬,,¢s Wisdom modifier to:[break]
ï'šÂ§   Will saving throws.
ï'šÂ§   Heal, Listen, Profession, Sense Motive, Spot, and Survival checks.

Charisma (CHA)
Charisma measures a characterâ,¬,,¢s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. You apply your characterâ,¬,,¢s Charisma modifier to:[break]
ï'šÂ§   Bluff, Diplomacy, Gather Information, and Intimidate checks.
ï'šÂ§   Checks that represent attempts to influence others.

Experience by level[break]
[table=Table 2-3 Experience by level]  
[tr][td]Level[/td]   [td]Experience Points[/td][td]Level[/td][td]Experience Points[/td][/tr]
[tr][td]1[/td][td]0[/td]   [td]26[/td]   [td]81,500[/td][/tr]
[tr][td]2   [/td][td]250[/td]   [td]27[/td]   [td]88,250[/td][/tr]
[tr][td]3   [/td][td]750[/td]   [td]28[/td]   [td]95,000[/td][/tr]
[tr][td]4   [/td][td]1,500[/td]   [td]29[/td]   [td]102,000[/td][/tr]
[tr][td]5   [/td][td]2,500[/td]   [td]30[/td]   [td]110,000[/td][/tr]
[tr][td]6   [/td][td]3,750[/td]   [td]31[/td]   [td]117,000[/td][/tr]
[tr][td]7   [/td][td]5,125[/td]   [td]32[/td]   [td]123,250[/td][/tr]
[tr][td]8   [/td][td]7,000[/td]   [td]33[/td]   [td]133,250[/td][/tr]
[tr][td]9   [/td][td]9,000[/td]   [td]34[/td]   [td]141,500[/td][/tr]
[tr][td]10[/td]   [td]11,250[/td]   [td]35[/td]   [td]150,000[/td][/tr]
[tr][td]11[/td]   [td]13,750[/td]   [td]36[/td]   [td]158,750[/td][/tr]
[tr][td]12[/td]   [td]16,500[/td]   [td]37[/td]   [td]167,750[/td][/tr]
[tr][td]13[/td]   [td]19,500[/td]   [td]38[/td]   [td]177,000[/td][/tr]
[tr][td]14[/td]   [td]22,750[/td]   [td]39[/td]   [td]186,500[/td][/tr]
[tr][td]15[/td]   [td]26,250[/td]   [td]40[/td]   [td]196,250[/td][/tr]
[tr][td]16[/td]   [td]30,000[/td]   [td]41[/td]   [td]206,250[/td][/tr]
[tr][td]17[/td]   [td]34,000[/td]   [td]42[/td]   [td]216,500[/td][/tr]
[tr][td]18[/td]   [td]38,000[/td]   [td]43[/td]   [td]227,000[/td][/tr]
[tr][td]19[/td]   [td]42,750[/td]   [td]44[/td]   [td]237,750[/td][/tr]
[tr][td]20[/td]   [td]47,500[/td]   [td]45[/td]   [td]248,750[/td][/tr]
[tr][td]21[/td]   [td]52,500[/td]   [td]46[/td]   [td]260,000[/td][/tr]
[tr][td]22[/td]   [td]57,750[/td]   [td]47[/td]   [td]271,500[/td][/tr]
[tr][td]23[/td]   [td]63,250[/td]   [td]48[/td]   [td]283,250[/td][/tr]
[tr][td]24[/td]   [td]69,000[/td]   [td]49[/td]   [td]295,250[/td][/tr]
[tr][td]25[/td]   [td]75,000[/td]   [td]50[/td]   [td]307,500[/td][/tr]
[/table]
[/spoiler]
Races
[spoiler] Ordan [spoiler]
History: over the last century and half the Ordan home world, Orendandrell, has been conquered 14 times. Each time the populous was subjugated and forced to be conscript soldiers in their occupiersâ,¬,,¢ army. Constantly at war with ever other species around them began to take its toll on the Ordan race. The population had been slowly declining to a point where only a few million Ordan were left. Not wanting to go extinct as a conquered people the Ordan began a bloody revolution, pushing the last invaders of their world. [break]
A broken people, the Ordan knew it was only a matter of time before another aggressive race would come to attack them. They quickly began to rebuild their infrastructure and ready they for that attack, what they were not prepared for were an overture at an alliance. A Terran envoy from Keldroma came before the leaders of the Ordan and offered them a defensive alliance. The Ordan, accepted it, but believed that it was simply an alliance on paper. Luckily for Ordan it was not. [break]
A short time after the alliance was formalized a Maasian invasion force folded into the Ordan system and attacked. Severally out matched, the Ordan called out to their new allies who quickly came and helped to repel the invasion force. This act set the ground work for the founding of the Covenant. [break]
Culture: The Ordan have fully incorporated themselves into the culture of the Covenant[break]
Personality: Ordan are rigidly devoted to the details of administrative procedure making them perfect bureaucrats [break]
Physical Description: the Ordan stand anywhere from 5 to 5 Ã,½ feet tall and weight around 150 to 200 lbs.  The bones around their forehead, eye ridges, spine, forearms, and chest are thick and can be seen protruding under their dark mahogany skin. Their hair ranges in color from deep black to bright red that is usually pulled back into a tightly spun pony tail. (Male tails are far shorter then females). Ordan have ape like feet, making them fantastic climbers. [break]
Territory:  The Covenant[break]
Language:  The Ordan speak Daâ,¬,,¢non their native tongue and Orth, the covenants official language.  [break]
Names: Ordanian names are composed of three parts the given name, the family name, and the clan name. [break]
The Ordan has the following racial traits:
â,¬Â¢   Racial Ability score changes:
+ 2 to Strength   + 2 to Intelligence
       - 4 to Dexterity   + 2 to Wisdom
+ 4 to Constitution    - 2 to Charisma[break]
â,¬Â¢   Medium size: as medium sized creatures, The Ordan has no special bonuses or penalties due to size. [break]
â,¬Â¢   The Ordan has a base speed of 20ft and a climb Speed of 40ft[break]
â,¬Â¢   Low-light vision[break]   
â,¬Â¢   + 1 Natural Armor Bonus [break]
â,¬Â¢   Natural Attacks: The Ordan can make a Slam Attack which deals 1d4damage. The Ordan may make an attack with a weapon and use his slam attack as a secondary attack. [break]
â,¬Â¢   Steady Stance (Ex): The Ordan is stable on their feet when others have difficulty standing. They are not considered flat-footed while balancing or climbing, and add one half their hit dice as a bonus on Balance or Climb checks to remain balancing or climbing when he takes damage. [break]  [/spoiler]
Tellquar [spoiler]
History: The Tellquar are native to the planet of Yâ,¬,,¢varr located deep within Covenant space. For thousands of years the Tellquar were uninterested in space travel and colonization, even though they had the technology to do so. For them leaving there home world was an uninteresting prospect. This changed a millennia ago, when large astral body passed through their star system, altering Yâ,¬,,¢varrâ,¬,,¢s orbit.  [break]
Massive changes began to occur in Yâ,¬,,¢varrâ,¬,,¢s climate.  The average temperature across the planet began to drop and the ice caps began to expand, forcing the Tellquar to move to warmer waters farther to the south. Currently the only habitable region on Yâ,¬,,¢varr is a thin belt running along the planets equator. Tellquar scientists believe that in another few centuries the ice caps will cover Yâ,¬,,¢varr, rendering the planet uninhabitable. [break]
In reaction to the climate change the Tellquar began to construct star ships and find new worlds to inhabit. Finding most planetâ,¬,,¢s already were inhabited by other species, the Tellquar began to worry about the future of their species. To insure their survival the Tellquar brokered deals to buy uninhabited regions of populated worlds with their advance technology.  Today most worlds have at least one Tellquar colony. [break]
Culture:   under construction. [break]
Personality:Tellquar are a highly curious and friendly people, always willing to meet a new friend.  For a Tellquar, life is meant to be enjoyed in all ways: whither it is work or play. [break]
Physical Description: Tellquar are amphibious humanoids with shark like eyes and stand between 3 Ã,½ to 4 Ã,½ feet tall. Their molted skin ranges in color from light blue to dark grey. Instead of hair, the Tellquar head is capped with 4 long tentacles. The tentacles, when under water, detect vibrations, which helps the Tellquar track pray and avoid danger. Resting inside the Tellquars' mouth is a prehensile tongue which aids in the capturing of food and in defense. The Tellquar skeletal structure is reinforced with extra strong, yet flexible, cartilage. This makes the species exceptionally resilient and agile. [break]
Territory: Tellquar can be found on worlds with warm costal waters, rivers, and lakes. They avoid cold and artic waters, due to the fact they there bodies can not handle the low temperatures. Tellquar spend an equal amount of time above and below the surface of the water and as such they construct their cities to accommodate this, by building half the city on land and half under the water. [break]
Religion: unknown [break]
Language: Tellquar speak their native tongue of Grrâ,¬,,¢rk. The spoken form of the language is a mixture of hard guttural sounds and frog like croaking. This makes the language hard to speak and to understand by non-Tellquar. They also learn the language of the planets dominate race or culture. [break]
Tellquar has the following racial traits:
â,¬Â¢   Racial Ability score changes:
 - 2 to Strength   + 2 to Intelligence
+ 2 to Dexterity   + 2 to Wisdom
+ 4 to Constitution   + 0 to Charisma[break]
â,¬Â¢   Small Size: as a small sized creature the Tellquar adds a + 1 to armor class and attack rolls. They also gain a + 4 to hide checks. However they must use smaller weapons then a medium sized creature can, and their lifting capacity is one third that of a medium creature. [break]
â,¬Â¢   The Tellquar has a base speed of 30ft and a swim speed of 30ft. [break]
â,¬Â¢   Natural Attacks: the Tellquar can attack any target within 5ft with its tongue. The tongue deals 1d4 damage, and if successful injects poison in to its target. Fort save (DC 15 + Constitution mod) negates paralysis 1d6 +1 rounds. The Tellquar may make an attack with a weapon and use his tongue attack as a secondary attack. [break]
â,¬Â¢   As an amphibian the Tellquar can breathe both air and water. [break]
â,¬Â¢   Darkvision 60ft[break] [/spoiler]
Terrans [spoiler]
Terrans, the most common race, are the descendants of explorers, conquerors, traders, and travelers. As a result, Terran cultures are home to a mix of peopleâ,¬'physically, culturally, religiously, and politically different. Hardy or fine, light-skinned or dark, showy or austere, primitive or civilized, devout or impious, Terrans run the gamut. [break]
Personality: Terrans are the most adaptable, flexible, and ambitious people among the known races. They are diverse in their tastes, morals, customs, and habits. [break]
Physical Description: Terrans stand from 5 feet to 6 Ã,½ feet tall and can weigh from 100 to 300 pounds, with men noticeably taller and heavier than women. Terrans are more physically diverse than other races. Their skin shades range from nearly black to very pale, and their hair from black to blond. [break]
Relations: Just as readily as they mix with each other, Terrans mix with members of other races. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds, in their own governments and in those of other races.  [break]
Territory: unknown[break]
Religion: unknown[break]
Language: [/b]Terran language is as diverse as the species itself, no longer consisting of a single racial language, but of many based on culture. The only constant in Terran language is that they are all derived from ancient Enoch. (Enoch is believed to be the Terrans original racial language). The most common are Dursari, Maasa, Nar Kada, Tursiri, Ven Karri, Orth, and Pheerrm. They typically learn other languages as well, including obscure ones. [break]
Names: Terran names vary greatly, and with such a fast breeding cycle, Terrans mutate socially at a fast rate. Terran culture, therefore, is more diverse than other cultures, and no Terran names are truly typical. [break]
Adventurers: Terran adventurers are the most audacious, daring, and ambitious members of their race. A Terran can earn glory in the eyes of her fellows by amassing power, wealth, and fame. [break]
Humans have the following racial traits:
â,¬Â¢   Racial Ability score changes:
+ 2 to any three stats   [break]
â,¬Â¢   Medium size: as medium sized creatures, Terrans have no special bonuses or penalties due to size. [break]
â,¬Â¢   +1 skill point per level[break]
â,¬Â¢   1 extra weapon group[break] [/spoiler]
Sori [spoiler]
History:The origin of the Sori has been dubbed by many as one of the great mysteries in the universe. This clam is well founded, mainly because no one has any idea how they came to be, where they come from, or who created them. In the millennia since their first appearance many wild speculations have been made, ranging from lost civilizations to natural evolution.  What little is known about the Sori come from Ven Karri sources that date back a thousand years ago. [break]
A millennia ago the Sori mysteriously appeared on Ven Karr, the Ven Karri home world. The locals found the Sori standing like metal statues in the middle of cities and fields. Alarmed by Sori extremely alien and sudden appearance, the Ven Karri readied themselves for a possible attack. For three days the Sori stood motionless as the Ven Karri experimented and studied them. The Sori reacted to nothing. [break]
On the fourth day, as if someone had flipped a switch, the Sori came to life. Like curious children they began to wander across Ven Kar, experiencing anything and everything they could. Some Sori would follow citizens, observing their daily lives; others would spend hours watching inanimate objects. The Ven Karri allowed the Sori to do this, so they could study them and discover their purpose. No longer considered a threat the Ven Karri began to lower their guard. For a time the relations between the Ven Karri and their Sori guests were amicable, but at some point that changed. [break]
The Ven Karri have always been dubious about the exactly what happened between them and the Sori. Officially, the Ven Karri states that the Sori began to endanger the populous by provoking violence. The Ven Karri, in order to protect their people, began to round up the Sori, those that resisted were killed. Breaking free the Sori commandeered several ships and fled the planet. [break]
Culture: Absolutely nothing in known about Sori culture or even if they have one. Taking clues from Ven Karri sources and what little information can be gleamed from encountered Sori, modern scientists have developed a theory. It is believed that the Sori have a hive culture type. [break]
Physical Description: the Sori appear roughly humanoid in shape and stand anywhere from 5 to 6 feet tall. Their exterior is metallic black and covered with complex circuitry patters that glow dark green. [break]
Territory: The Sori Conciseness [break]
Language: the Sori speak Io, a highly complex digital language.  [break]
Names:  Sori never refer to themselves in a singular sense, they always use the plural we, but Sori who travel with other races have been known to adopt, simple one syllable names.   [break]
Sori have the following racial traits:
â,¬Â¢   Racial Ability score changes:
+4 to Strength   +4 to Intelligence
+2 to Dexterity   -2 to Wisdom
+0 to Constitution   -4 to Charisma
â,¬Â¢   Medium size: as medium sized creatures, the Sori has no special bonuses or penalties due to size[break]
â,¬Â¢   the Sori has a base speed of 30ft[break]
â,¬Â¢   Non-organic: since the Sori are not organic they do not need to eat, drink, breathe, or sleep. [break]
â,¬Â¢   Hive mind: while still being an individual entity the Sori are constantly linked to every other member of Sori race. [break]
â,¬Â¢   +8 natural armor bonus. [break]
â,¬Â¢   Cannot wear any type of armor. [break]
â,¬Â¢   Immune to mind effecting abilities, sneak attack damage, critical hits, poison, sleep effects, stunning, paralysis, disease, death effects, energy drain, non-lethal damage, ability drain, exhaustion, fatigue, and ability damage. (The Sori are still affected by Technomancy). [break] [/spoiler]
Xell [spoiler]
History: Eight centuries ago, the Xell lived on the great swamp planet Crrâ,¬,,¢serin, located on the rim on known space. Far removed from other species, the Xell lived in a utopian society; they knew nothing of war, poverty, or inequality. Each member worked for the common good of the species and for an equal share of all goods. This way of life is still found in communities of all Xell, unfortunately not all live like this. [break]
A little under eight centuries ago the Xell were discovered by Maasian explores. Having only reached a Stone Age level of technology, the Xell were easy pray. Quickly, the Massians rounded up large populations and sold then into servitude. Today, most Xell find themselves in a state of bondage, adherent to their masters will. [break]
Culture: after centuries of enslavement, the Xell have lost any semblance of their past culture. Today most Xell live in bondage and in a society created by their Maasian masters. In this society, the Maasians prize strength, resilience, and obedience. Every 4 years the Maasins hold a series of games, known as "The Culling". The Culling pits all male Xell against one another in gladiatorial combat. [break]
 As the Maasians watch, the Xell exterminate one another until only the strongest are left.  After the games end, the Xell who provided the best entertainment is selected to be the new alpha male. The alpha male, along with the rest of the victors, are then let back into the general populace to bread the next generation of slaves, until the next Culling when the process begins again. With the lack of males the female Xell become far more docile and manageable, this keeps down revolts and violence against their masters. [break]  
Personality: Do to the eight centuries of enslavement and mistreatment Xell hate all other races. Most Xell will kill other races on sight, while â,¬Å"friendlierâ,¬Â Xell will give other races the chance to speak before they are killed. With their own kind, the Xell revert to their old utopian ways.   [break]
Physical Description: Xell can grow any where from 5 Ã,½ to 6 Ã,½ feet, and weight 300 to 400 lbs. Their scales range in color from dark green to deep brown to black. Xell hands each have three fingers each dominated by black, razor sharp claw. Sitting on the Xells hide end is a thick 2 foot long tail, which helps balance out their thickly muscled frame. [break]
Territory: Free Xell can be found in isolated swamp communities on Crrâ,¬,,¢serin, while enslaved Xell can be found wherever their masters want them to be. [break]
Language: Xell speak Xelllic, their native tongue and understand Massian, the language of their masters. [break]
Names: Male names consist of two syllables, such as Slevass or Selvarr, while female names consist of one syllable, such as Sel or Sevl. [break]
Xell have the following racial traits:
â,¬Â¢   Racial Ability score changes:
+ 4 to Strength       - 4 to Intelligence
       - 2 to Dexterity      + 2 to Wisdom
+ 4 to Constitution      + 0 to Charisma[break]
â,¬Â¢   Medium size: as medium sized creatures, Xell have no special bonuses or penalties due to size. [break]
â,¬Â¢   Xell have a base speed of 30ft, swim speed of 20ft [break]
â,¬Â¢   Darkvision 60ft[break]
â,¬Â¢   + 4 Natural Armor Bonus[break]
â,¬Â¢   Natural Attacks: A Xell can attack with 2 claws and a bite. The claws deal 1d8 damage, and the bite is a secondary attack (- 5 penalty on attack roll), dealing 1d6 damage plus half-strength modifier. The Xell may make an attack with a weapon and use his bite or claw attack as a secondary attack. [break] [/spoiler] [/spoiler]
Classes
[spoiler]  currently I am working on four classes:[break]
Technician: A scientist and researcher capable of creating and maintaining technology.
possible sub-classes:
Physicist
Chemist
Physician
Artillerist
Mechanic[break]
Technomancer: A mystic who uses technology to create the effect of magic.
possible sub-classes:
Abjurer
Conjurer
Enchanter
Illusionist
Transmuter[break]
Vagabond: an interstellar rouge, who uses stealth rather than brute force.
possible sub-classes:
Thief
Master Thief
Assassin
Bounty hunter [break]
Soldier: A warrior with exceptional combat capability and unequaled skill with weapons.
[spoiler]  Chapter XII: Soldier

Characteristics: Soldiers have the best fighting capabilities of any class.  That, combined with their familiarity with a vast array of weapons, armors, and combat styles makes them a dangerous adversary.

Background: Soldiers come to their profession in many ways. Most have trained in formal academies or in the armies over various cultures. While others have served in their local militia, planetary security force, or are self-taught.
 
Role: the Soldier serves as the groupsâ,¬,,¢ primary combatant.

Dominate Ability: Strength

Hit Die: d12

Class Skills

The Class skills for the Soldier (and the key ability for each) are: Balance (DEX), Climb (STR), Computer use (INT),
Heal (WIS), Intimidate (CHA), Jump (STR), Listen (WIS), Pilot (DEX), Search (INT), and Spot (WIS).

Skill points at first level: (2 + INT mod) x 4.

Skill points every even level 2 + INT mod.
[table=The Soldier]
[tr][td]Level[/td]   [td]BAB[/td][td]Ability[/td][td]Fort[/td][td]Ref[/td][td]Will[/td][/tr]
[tr][td]1[/td][td]1[/td][td]Weapon Group[/td] [td]2[/td][td]0[/td][td]0[/td][/tr]
[tr][td]2   [/td][td]1[/td][td]Weapon Group[/td][td]2[/td][td]0[/td][td]0[/td][/tr]
[tr][td]3[/td][td]1[/td][td]Weapon Group / Combat style[/td][td]2[/td][td]0[/td][td]0[/td][/tr]
[tr][td]4   [/td][td]2[/td][td]Armor Type [/td][td]3[/td]   [td]0[/td][td]0[/td][/tr]
[tr][td]5[/td][td]3[/td][td]Weapon Group / Combat style[/td][td]3[/td][td]0[/td][td]0[/td][/tr]
[tr][td]6   [/td][td]3[/td][td]Weapon Group[/td]   [td]3[/td][td]0[/td][td]0[/td][/tr]
[tr][td]7   [/td][td]3[/td][td]Weapon Group[/td]   [td]3[/td][td]1[/td][td]1[/td][/tr]
[tr][td]8   [/td][td]4[/td][td]Armor Type / Combat Style[/td][td]3[/td][td]1[/td][td]1[/td][/tr]
[tr][td]9[/td][td]5[/td][td]Weapon Group[/td][td]3[/td][td]1[/td][td]1[/td][/tr]
[tr][td]10[/td][td]5[/td][td]Weapon Group / Combat style[/td][td]4[/td][td]1[/td][td]1[/td][/tr]
[tr][td]11[/td][td]5[/td][td]Weapon Group[/td][td]4[/td][td]1[/td][td]1[/td][/tr]
[tr][td]12[/td][td]6/1[/td][td]Armor Type[/td][td]4[/td][td]1[/td][td]1[/td][/tr]
[tr][td]13[/td][td]7/1[/td][td]Weapon Group / Combat Style[/td]   [td]4[/td][td]2[/td][td]2[/td][/tr]
[tr][td]14[/td][td]7/1[/td][td]Weapon Group[/td][td]4[/td][td]2[/td][td]2[/td][/tr]
[tr][td]15[/td][td]7/2[/td][td]Weapon Group / Combat style[/td][td]4[/td]   [td]2[/td][td]2[/td][/tr]  
[tr][td]16[/td][td]8/3[/td][td]Armor Type[/td][td]5[/td][td]2[/td][td]2[/td][/tr]
[tr][td]17[/td][td]9/3[/td][td]Weapon Group[/td][td]5[/td][td]2[/td][td]2[/td][/tr]
[tr][td]18[/td][td]9/3[/td][td]Weapon Group /  Combat Style[/td][td]5[/td][td]2[/td][td]2[/td][/tr]
[tr][td]19[/td][td]9/4[/td][td]Weapon Group[/td][td]5[/td][td]3[/td][td]3[/td][/tr]
[tr][td]20[/td][td]10/5[/td][td]Armor Type / Combat style[/td][td]5[/td][td]3[/td][td]3[/td][/tr]
[/table]

Class Features
All of the Following are class features of the Soldier.

Weapon and armor proficiency: A warrior has proficiency with the three weapon groups of the player choice. The warrior is proficient with ********** armor.

Weapon Group

   The Soldier may select a new weapon group to become proficient with.

Combat style

    As the player progresses in levels they gain access to new abilities according to the combat style they have selected. Once a combat style is selected the player beings with the basic combat style. As the player progresses in level they gain access to the next higher ability in their combat style.
   For example you are a soldier at third level and you select the two-weapon fighting combat style. At third level you would gain the lesser combat style of two-weapon fighting, then at 5th  level you would gain the improved combat style of improved two-weapon fighting. At 8h level you would gain the greater combat style of two-weapon defense, and lastly at 10th level you would gain the superior combat style of greater two-weapon fighting.

Armor Type

   The Soldier may select a new armor type to become proficient with. [/spoiler]
Combat Styles
[spoiler]Melee combat styles:
Two-weapon combat style

   Two-weapon fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

   Improved two-weapon fighting: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a â,¬'5 penalty.

   Two-weapon defense: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your AC.

   Greater two-weapon fighting: You get a third attack with your off-hand weapon, albeit at a â,¬'10 penalty.

Fencing combat style

   Weapon finesse: With a light weapon or rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

   Combat reflexes: You may make a number of additional attacks of opportunity equal to your Dexterity bonus and attacks of opportunity while flat-footed.

   Combat expertise: When you use the attack action or the full attack action in melee, you can take a penalty of as much as â,¬'5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

   Improved disarm: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Unarmed combat style

   Improved unarmed combat: You are considered to be armed even when unarmed â,¬'that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

   Improved grapple: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. Without this ability, you provoke an attack of opportunity when you make a touch attack to start a grapple.

   Improved Trip: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadnâ,¬,,¢t used your attack for the trip attempt.

   Improved Disarm: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
[/spoiler]
possible sub-classes:
Armsmen
Covenant Hoplite
Hoplite Commander
Dursari Paladin [break][note] I tried to build the tables using the tags, but they never seemed to work right. So when I am able to upload my site they will be there. [/note]
 [/spoiler]
Governments
[spoiler]  The Covenant
Population: unknown
Official language: Orth
Government: tetrarchy
Current leaders: tetrarch, tetrarch, tetrarch, unknown tetrarch
Capital planet:
Founding worlds: Kel-droma, Benzoran, orendandrell
Member worlds: Cadis and yâ,¬,,¢varr
Conquered worlds: Talon, Codanus, Ezel Prime, ********, ********, ********, and Dursar.
 
The Covenant is a ruthless and militaristic goverment, consisting of many different races, with ultimate power held by the Tetrarchy. The actual organization and operation of the covenant differs greatly between member worlds and conquered ones. Member worlds are granted peace, tranquility and economic prosperity. While conquered worlds are kept in check with a combination of platitudes and violence.

Dursari
Population: unknown
Official language: Dursari
Government:  constitutional monarchy.
Current leaders: King Joran Soldari (Deposed), Princess Jleana Soldari (exile), and Princess Adrea Soldari (exile).
Capital planet: Dursar
Planets: Dursar, Sarius, Kell (moon), Doban (moon)

   For centuries, the Noble and stalwart Dursari kingdom has been a realm of great peace and beauty. The citizens lead comfortable lives in the pursuit of art and philosophy. Sadly, this way of life is coming to an end; the covenant has recently taken control of Dursar, deposing their king.  
   
The Sori Consciousness
Population:  unknown
Official language: unknown
Government: unknown
Current leaders: unknown
Capital planet: unknown
Planets: unknown, but the consciousness controls the star systems of Cygus, Orn, Habol, Exium, and Bast. It is believed that any planets that are located in those systems are populated by the Sori.

   The cybernetic and highly xenophobic Sori Consciousness reside in several star systems on the edge of Covenant space.  Little is known of the inner workings of the consciousness.  Several overtures at contact have been made by many races, only to be rebuffed and expeditions sent into Sori space have never returned.

The Exchange
Members: unknown
An interstellar criminal organization

Maasa
Population: unknown
Official language: Maasa
Government: Feudalistic
Current leaders:
Capital planet:
Planets:
   No society personifies secrecy and cunning more then the Maasa. The Maasa political structure is broken into 11 territories, each controlled by feudal lord and his family.  The Maasa culture is in a constant state of flux as each faction tries to gain influence and power over others. They do this through the use of secrets.
   
Nar Kada
Population: unknown
Official language: Nar Kadain
Government:
Current leaders:
Capital planet:
Planets :
   Nar Kadaians are viewed as brash and fiercely independent.

Tursiri
Population: unknown
Official language: Tursiri
Government: Imperium
Current leaders: Imperator Alica Deverrni
Capital planet:
Planets :
   The Tursiri are proud of their industrial and militaristic ways.  Up until a century ago the Tursiri culture was on the verge of collapse. Their elective government was corrupt and self serving, crime was rampant, and food was scarce. The military took control and began to make sweeping changes.  The military now controls every aspect of Tursiri life.

Ven Karri
Population: unknown
Official language: Ven Karri
Government: Republic
Current leaders:
Capital planet:
Planets :

   Under construction

Pheerrm
Population: unknown
Official language: Pheerrm
Government: plutocracy
Current leaders:
Capital planet:
Planets :
The Pheerm are known throughout the universe as being greedy and highly egocentric. Their society is broken into two classes, the shin-dor and the shin-pac. The shin-dor or high born, lead lives of great wealth and comfort; they hold all political offices and control all industries. While the Shin-pac, or low born, are a simple labor class.  [break]
[/spoiler]  


Ra-Tiel

Just a suggestion for ability increases. What do you think of giving additional "point buy points" (pbp) instead of that somewhat wonky "1st ability 2nd ability ... 6th ability" thing?

Perhaps 1 additional pbp every even level. This would give each character a total of 22+25=47 points for abilities. Apply the standard cap of "no ability higher than 18" only at character creation and allow abilities to be increased beyond that value past level 1.

XXsiriusXX

Quote from: Ra-TielJust a suggestion for ability increases. What do you think of giving additional "point buy points" (pbp) instead of that somewhat wonky "1st ability 2nd ability ... 6th ability" thing?

Perhaps 1 additional pbp every even level. This would give each character a total of 22+25=47 points for abilities. Apply the standard cap of "no ability higher than 18" only at character creation and allow abilities to be increased beyond that value past level 1.

Ok, so this is where I think you are coming from, tell me if I am right.

Every even level the player gains a point buy point (pbp) which he can spend to boost his stats. The amount of points required to raise a stat is depended upon the table used at character creation. For example, the character has 4 phps to spend. He could spend all 4 of those points to rise a 17 to an 18, or spend all 4 to rise a 13 to a 15.  

Ra-Tiel

Quote from: XXsiriusXXOk, so this is where I think you are coming from, tell me if I am right.

Every even level the player gains a point buy point (pbp) which he can spend to boost his stats. The amount of points required to raise a stat is depended upon the table used at character creation. For example, the character has 4 phps to spend. He could spend all 4 of those points to rise a 17 to an 18, or spend all 4 to rise a 13 to a 15.
Exactly. :) In my opinion this is a much cleaner solution if you are already only using point-buy to generate the ability scores. Actually, I've read this suggestion quite some time ago on the UA forum in the WotC boards.

This way, a character could try to keep all his abilities at roughly the same level, or to boost one or two abilities really good.

Ravenspath

I like the idea of the classes with their sub-classes. Two questions.

1) Why the change in the level cap? Not that there is anything wrong with it, just wondering why put a level cap on on at all. This was tied to another question I had about the ability increase, but Ra-Tiel already came up with a nifty point and solution about that.

2) Is multi-classing allowed?
Those on the Raven's Path Seek Answer to Discover Questions.
Homebrews in progress



  - For being extraordinarily knowledgeable in the realm of sequoias. 

Ra-Tiel

I guess it has something to do with pacing and development. For my WCS, I changed the level cap from 1..20 to 1..30. Most importantly because of character development.

When you have more levels, you can give out more "little" rewards. Character development comes more smoothly and less ragged than when you gain a 5% jump in power every level.

Just a guess, thou...

XXsiriusXX

Quote from: Ra-TielI guess it has something to do with pacing and development. For my WCS, I changed the level cap from 1..20 to 1..30. Most importantly because of character development.

When you have more levels, you can give out more "little" rewards. Character development comes more smoothly and less ragged than when you gain a 5% jump in power every level.

Just a guess, thou...
Youâ,¬,,¢re absolutely right. That is precisely what I was thinking, and trying to do.
Quote from: RavenspathI like the idea of the classes with their sub-classes. Two questions.

1) Why the change in the level cap? Not that there is anything wrong with it, just wondering why put a level cap on on at all. This was tied to another question I had about the ability increase, but Ra-Tiel already came up with a nifty point and solution about that.

2) Is multi-classing allowed?
I do want to allow multi-classing, I just haven't figured out a system for it yet. Any ideas?

XXsiriusXX

Quote from: Ra-Tiel
Quote from: XXsiriusXXOk, so this is where I think you are coming from, tell me if I am right.

Every even level the player gains a point buy point (pbp) which he can spend to boost his stats. The amount of points required to raise a stat is depended upon the table used at character creation. For example, the character has 4 phps to spend. He could spend all 4 of those points to rise a 17 to an 18, or spend all 4 to rise a 13 to a 15.
Exactly. :) In my opinion this is a much cleaner solution if you are already only using point-buy to generate the ability scores. Actually, I've read this suggestion quite some time ago on the UA forum in the WotC boards.

This way, a character could try to keep all his abilities at roughly the same level, or to boost one or two abilities really good.

I do like that system better; I think I am going to switch to that.

XXsiriusXX

I updated the character creation section. I lowered the buy point cost for stats. took Ra-tiel's suggestion about changing the system for raising stats (let me know if makes sense or is it still confusing). I also added the experience by level table.

Ra-Tiel

Looks good, however I found a small error(?). When raising abilities, you allow a character to skip the values inbetwee. In your example, the character goes straight from Str 14 to 18 by paying 10 points.

This was not really intended. I meant that you pay the difference to increase an ability score to the next higher value. :)

Of course, perhaps you wanted it that way and I'm just putting my foot in my mouth right now. :P

XXsiriusXX

Quote from: Ra-TielLooks good, however I found a small error(?). When raising abilities, you allow a character to skip the values inbetwee. In your example, the character goes straight from Str 14 to 18 by paying 10 points.

This was not really intended. I meant that you pay the difference to increase an ability score to the next higher value. :)

Of course, perhaps you wanted it that way and I'm just putting my foot in my mouth right now. :P

lol You're not putting your foot in your mouth, I must not I have understood. Can you give me an example of what you were implying?

Ra-Tiel

Ok.

Let's say a character has Str 15. When he has accumulated 2 pbp he could improve his Str to 16 according to the costs in table 2-1. If he wanted to improved his Str further, he'd have to save up 3 pbp to get a 17, and an additional 3 pbp to get an 18.

I hope this is more clearer than my original post. Sorry for the confusion. x.

XXsiriusXX

Quote from: Ra-TielOk.

Let's say a character has Str 15. When he has accumulated 2 pbp he could improve his Str to 16 according to the costs in table 2-1. If he wanted to improved his Str further, he'd have to save up 3 pbp to get a 17, and an additional 3 pbp to get an 18.

I hope this is more clearer than my original post. Sorry for the confusion. x.
it does, thanks. i'm going to fix it and update it tomorrow. i will also be adding my skill list as well.

XXsiriusXX

Added a new basic section, as well as updated my character creation section.

XXsiriusXX

Also I am taking suggestions on new base classes to add to my setting.