"To explore strange new worlds..."
Attributes: 15 14 13 12 10 8 or Point Buy
Feats allowed.
Multiclassing allowed
Energy Weapons (DEX)
Phaser Pistol**: 5d6 (17) radiant, 2 lb, range 100'/300', reload (50 shots)
Phaser Rifle**: 7d6 (24) radiant, 7 lb, range 300'/900', reload (100 shots), two-handed
**Can Continuous Fire: All creatures in a 10'x10' area are targeted with one attack roll. Uses 10 shots.
Phasers Set for Stun: Target reduced to 0 hp by a Stun shot is knocked unconscious rather than killed, and is stable. A target NOT knocked unconscious recovers the lost hp at the start of their next turn.
Armour
Reflec Plate (Battledress): 18 AC, Heavy, 1500 credits, stealth disadvantage, STR 15+ or -5' speed, 65 lb
Reflec Half-Plate: 15 AC, Medium, 750 credits, stealth disadvantage, 40 lb
Reflec Breastplate: 14 AC, Medium, 400 credits, 20 lb, concealable.
Reinforced Clothing: 12 AC, Light, 45 credits, 13 lb, concealed.
Padded Outfit: 11 AC, 5 credits, Light, credits, stealth disadvantage, 8 lb.
Archaic armours do not protect against phasers and other weapons.
Additional Tool Skills
Computers (INT)
Pilot's Station (DEX)
Engineer's Tools (WIS)
Weapon Proficiencies
Peronal Firearms (DEX) - Simple
Gunnery (INT) - Martial
Standard Races
Human or Variant Human
Rare Races - normally maximum 1 each per team
Eldren (High Elf)
Firbolg
Goliath
Kenku
Lizardfolk
Tabaxi
Triton
Standard Classes & starting armour
Fighter - Champion - any
Fighter - Battle Master - any
Fighter - Cavalier (NB 'mount' includes starfighters & other personal vehicles!) - any
Fighter - Samurai - any
Rogue - Assassin - reinforced clothing
Rogue - Thief - reinforced clothing
Rogue - Inquisitive - reinforced clothing
Rogue - Mastermind - reinforced clothing
Rogue - Scout - reinforced clothing
Rogue - Swashbuckler - reinforced clothing
Uncommon Classes - normally maximum 1 each per party
Barbarian - Berserker - any light or medium
Monk (Any) - none
Rare Classes - normally maximum 1 per party
Barbarian - Any - any light or medium
Any spellcasting class - check with GM
Starship Officer Backgrounds
Training Benefit: Officers add +10 to their Level 1 starting hit points.
Officers receive the following Background proficiencies & cash.
All officers may begin with one trinket.
Ship Captain or First Officer: Deception, Persuasion, Intimidate. 250 credits.
Science Officer: Computers, Nature, History. 150 credits
Chief Medical Officer: Medicine, Nature, History. 200 credits
Chief Engineer: Engineer's Tools, Computers, Investigation. 150 credits
Communications Officer: History, Persuasion, Sense Motive. 100 credits
Chief Pilot (Helmsman): Pilot's Station, Computers, Persuasion. 100 credits
Chief of Security: Perception, Insight, Intimidate. 100 credits
Corporate Liaison: Deception, Persuasion, Insight. 250 credits
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