Sunday, September 23, 2012

OK here is the next class. The fleet footed, quick thinking Explorer-



Explorers

These inquisitive souls travel the universe seeking out all sorts of adventure. They are usually funded by governments, trade conglomerates, research organizations, etc. They are not as tough as Spacemen or Star Troopers but they are very skilled at staying alive.
Level
Experience
Hit Dice
(d6-1)**
Saving Throw
1
1200
1
14
2
2400
2
14
3
4800
3
13
4
9600
4
13
5
19200
5
12
6
38400
6
12
7
75000
7
11
8
150000
8
11
9
250000
9
10
10
350000
10
10
11+
+150000 per level beyond 10th.
+2 per level*
Reduced by 1 every two levels.

Survival: All explorers have the ability to survive in a wide variety of environments. They must make a ST to be able to do so. DM determines any appropriate dice mods.

Stealth: Explorers have found that stealth is very important when dealing with many cultures.

Jack of all trades: Because they are often working alone and usually long distances away from “home” explorers often amass a plethora of odd and partial skills. By taking a -5 mod to their ST an explorer can attempt a ST in something they have no knowledge of (EXAMPLE: Jack Stardust a 3rd level Explorer and his Spaceman buddy Dick Nova were on the Jungle planet Bongia. Dick is attacked by some strange, half meter long, leech like creature which bites Dick and is now attached. All attempts to remove it have caused Dick immense pain and been unsuccessful. Jack remembers seeing a Scientist remove a similar creature from a Star Trooper back on Sigma 7. Jack must now roll a ST of 18 or better [13 + 5 penalty = 18 ST score].) to be able to recall what that Scientist did to remove the Creature.

Explorers can only wear light armor/protective devises but may use any weapon.

I have also had to go back and make some modifications to the Fishmen race write up and have reposted the race here with the new mods.


The Fishmen of Planet Aquaria-

This is a race of sentient fish humanoids. They are capable of breathing underwater and swimming at accelerated speeds. Because they use gills to breathe with they must wear a gill tank anytime they are out of the water. They must also immerse themselves in water for at least 10 minutes every 24 hours or they start losing 1 CON per hour, reaching zero CON means they are dead. CON points take 1 day per point lost to recover. Using a water suit will make it possible to avoid the immersion requirement but its water must be changed at least once every 7 days.

To make a Fishman character you must have a minimum of 9 CON. 

Fishmen are able to swim at a rate of 15”.

They can breathe water.

All fire damage does an additional +2 damage per die.

All cold, frost, and ice attacks are reduced by 50%.

Fishmen are immune to the effects of acid due to strange mucus their skin excretes.

Fishmen are limited to level 6 as Spacemen, Level 5 as Scientist, and level 8 as a Star Trooper. They like all races are unlimited as the Explorer class.
 



 
Done a lot of classes for this idea of mine of Space D&D. Thought I would go ahead and put forth one of the races for the game-



The Fishmen of Planet Aquaria-

This is a race of sentient fish humanoids. They are capable of breathing underwater and swimming at accelerated speeds. Because they use gills to breathe with they must wear a gill tank anytime they are out of the water. They must also immerse themselves in water for at least 10 minutes every 24 hours or they start losing 1 CON per hour, reaching zero CON means they are dead. CON points take 1 day per point lost to recover. Using a water suit will make it possible to avoid the immersion requirement but its water must be changed at least once every 7 days.

To make a Fishman character you must have a minimum of 9 CON. 

Fishmen are able to swim at a rate of 15”.

They can breathe water.

All fire damage does an additional +2 damage per die.

All cold, frost, and ice attacks are reduced by 50%.

Fishmen are limited to level 6 as Spacemen, Level 8 as Scientist, they like all races are unlimited as the Explorer class.

 Please note that this is not my picture it is something I found on the internet. If the owners of this copyright wish me to take it down I will.
What pulp science fiction campaign would not have a scientist class? None that I know of , so here is my take on it!



Scientist
These are men and women who have dedicated their lives to the pursuit of scientific knowledge. While they may not be very good in a fight they more than make up for it in their resourcefulness and knowledge. They are know or their wondrous inventions and alterations of existing equipment.
Level
Experience
Hit Dice
Saving Throw
1
1500
1
13
2
3000
+1
13
3
6000
2
12
4
12000
+1
12
5
24000
3
11
6
48000
+1
11
7
96000
4
10
8
200000
+1
09
9
350000
5
08
10
500000
+2
07
11+
+150000 per level beyond 10th.
+2 per level*
Reduced by 1 every two levels.

Scientist are granted 3 Fields of Study (FOS) at level 1 and gain an additional 1 at levels 3, 5, 7, etc. Anytime they are trying to use a FOS they make a ST using whatever Dice Modifiers the DM thinks are appropriate.

Scientist may invent or alter existing equipment by describing what they want to build to the DM who will determine what FOS are needed, the cost of the invention, and what appropriate dice mods are needed. Than the Scientist character will make a ST to determine whether they succeeded or not.

Scientist characters can only wear light armor and use light weapons unless it is an invention of their own.

The following list is just an example of some of the Fields of Study that can be chosen by the character.


Fields of Study
------------------------
Aeronautics
Archaeology **
Architecture
Astronomy
Atomics
Biology **
Botany **
Chemistry
Construction
Computer Science
Cryogenics
Ecology **
Economics
Education/Indoctrination
Electronics
Engineering
Geography/Cartography **
Geology
Gravimetrics
History **
Hydraulics
Magnetics
Mathematics
Mechanics
Metallurgy
Military Science
Physics
Psionics *
Psychology **
Robotics/Cybernetics
Rocketry
Zoology **

*Does not imply psionic abilities, just an understanding of how they work
**GM may optionally decide to require a signifier for these FoS (ex. Martian Biology or Terran Zoology)
NOTE: This list of FOS was compiled by Kellri and all credit for it belongs to him.