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.
 



 

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