Starcraft&Metroid Campaign Setting: Online

Fall 2005, Author: Kaz.
These rules modifications fall under “fair use” laws, and should not be sold. I give permission for any reader to redistribute these documents without restriction.

Other Rules: Setting Flavor, Setting Rules, Feats Revisions, Skills Revisions, Races Description, Footlocker, Star Garage, Classes, Professions, Advanced Classes.

Classes Revisions

The new available base classes for characters are all modified versions of existing base classes in the PHB3.0. I suggest having a copy handy for some of the nitty-gritty of progression, as I will refer to those tables freely.

Table designs
Class Name Based Upon Country Comment Download
one two three four five
two two three four five
three two three four five
Total 87 designs
Astronomer
Based on the Bard. More than simple stargazers of ancient times, an astronomer pays attention to galactic events with a vested interest in the balance of the natural order. Always wary of excessive uses of technology, and mis-dimensionalized entities, an astronomer can declare his vigil over a planet or a sector.
Favored Professions: Medic, Templar.
Class Skills: Knowledge Psionics, Wrangling, Xenomorph Empathy, Appraise, Balance, Bluff, Climb, Concentration, Cryptography, Diplomacy, Disguise, Gather Info, Cloak (personal), Starmanship, Jump, Listen, Perform, Sense Motive, Speak Language, Psicraft, Zero-G Movement, Tumble.
Skill points: (6 + Int mod.) As always, multiply this by 4 at first level, and Terrans get one extra.
Proficiencies: Light Racial Weapons and Armor, Small shields.
Abilities:
Galactic Insight: Knowledge gleaned from a study of the stars can aid allies in their endeavors. The following abilities are part of Galactic Insight, keyed to Concentration.
Reduce Doubts (Inspire Courage), 3 ranks.
Ward Off Warp, 3 ranks. An Astronomer may prevent a warp rift from manifesting a jump for up to five rounds, or may provide himself and allies within 30ft. with warp resistance 5.
Commune (Fascinate).
Avert Comeuppance (Inspire Competence) 6 ranks.
Empathize (Suggestion) 9 ranks.
Super-Science (Inspire Greatness) 12 ranks.
Galactic Knowledge: As Bardic Knowledge.
Hit die: d6

Tactician
Based on the Wizard. Highly sought-after for organizing troops in combat, notable tacticians are respected, or feared, across sectors. Though poor fighters themselves, tacticians are excellent users of communication and logistics technologies.
Favored Professions: Any.
Class Skills: Concentration, Diplomacy, Discipline, First Aid, Knowledge (any), Pilot, Screen Unit, Starmanship, Zero-G Movement and Psicraft.
Skill Points (6+Int mod.)
Proficiencies: Light Racial Weapons and Armor.
Abilities:
Steady Nerves: (1st level) While the tactician is alive and unwounded, all PCs in a 30ft radius receive a +1 command bonus on attack rolls.
Drill & Ceremonies: (3rd level) A tactician who takes the Leadership feat adds +2 to his leadership score for experience in military affairs.
Battle Command: (5th level) NPCs under the tactician's command add +2 to attack and damage rolls. Infantry only: command bonus, must have comm link.
Retainer: (6th level) A tactician may specify one soldier under his command (with consent) to be his retainer in combat. That soldier gets a +2 morale bonus on attack and damage rolls, +2d6 temporary vitality dice, and +2 on all saving throws. Use 1/round, specified like a Dodge, only one retainer at a time, may not specify self. The retainer bonuses are lost if the tactician and retainer are more than 15ft. apart for an entire round.
Hit die: d4

Puller was changed to an advanced class based on the Ranger.

Technician
Based on the Cleric. The quintessential user of technology. Technicians often favor a support role in fights, as they excel with difficult-to-use first aid technologies. Most technicians devote their fighting to a charity or company, from whom they garner favor. A party without a technician will soon find itself in need of repair.
Favored Professions: Medic, Ghost, Templar.
Class Skills: Concentration, Discipline, Diplomacy, First Aid, Knowledge (Applied Sciences), Listen, Psicraft, Pilot, Spot, and Engineering (any).
Skill Points (4+Int mod.)
Proficiencies: Heavy, Medium, and Light racial armor. Light arms. Any Shields.
Abilities:
Functional Presence: Starting at 1st level, a technician may improve the working of devices within a 30ft radius, or cause a specific device to work less than perfectly. This effect requires tools and active focus to use. This effect can reduce jamming, cause short circuits or open circuits, provide bonuses to skill checks and generally manipulate tech in ways supernatural to most.
Horde: A technician naturally owns much more junk than others. At third level, and every level thereafter, the technician may acquire a device of (tech level -2) x 20V without paying for it. This amount may be stored, but can only be spent on physical equipment.
Shipwright: At fifth level, and every level thereafter, the technician adopts a vehicle of his choosing (subject to DM discretion).
Hit die: d10

Local
Based on the Druid. Much of now occupied galactic territory is inhabited by colonists. Few races live still on the planet that sired them. "Local" is the term for these curious adventurers who attune themselves to the natural order. Locals dislike the pathological, the mutagenic, the radioactive, and the extra-dimensional. Locals accept much of technology.
Favored Professions: Medic, Templar.
Class Skills: Concentration, Discipline, Diplomacy, First Aid, Husbandry, Knowledge Dimensionality, Knowledge Xeno Biology, Pilot, Starmanship, Stellar Lore, Xenomorph Empathy, and Wrangling.
Skill Points (6+Int mod.)
Proficiencies: Medium and Light racial armor. Light arms. Small Shields.
Abilities:
Nature Sense: A local can identify homeworld flora and fauna with perfect accuracy (their species and racial traits). She can tell whether water is safe to drink or dangerous. She can tell if atmosphere is unsafe to breathe.
Warp Resistance: At 1st level, a local gains warp resistance 5.
Natural Resistance: At 2nd level, and every 2 thereafter, the local chooses one of the following damage types: psi, sonic, fire, cold, poison, electrical, gains that resistance at 5 and increments all previously granted resistances by 5.
Striate Media: At 5th level, a local may pilot any vehicle through harsh stratum as though it weren't there. This effect does not reduce the dangers of enemy fleets or minefields.
Hit die: d10

Soldier
Based on the Fighter. Gun bunny, brawler, retainer, commander, fighter. Need I say more?
Favored Professions: Any.
Class Skills: Climb, Discipline, Gunnery, Husbandry, Jump, Pilot, Zero-G Movement.
Skill Points (4+Int mod.)
Proficiencies: Heavy, Medium, and Light racial armor. Long and Light arms. All Shields. Basically all of them.
Abilities:
Bonus Feat: At first level, and then 2nd level and every 2 thereafter, a Soldier gets a bonus feat that's related to combat.
Weapon Specialization: At fourth level, a fighter may take the Weapon Specialization feat as tied to a specific weapon. The feat adds +2 damage to attacks using the chosen weapon. The Soldier must have Weapon Focus with that weapon to take Weapon Specialization. If a ranged weapon is chosen, the bonus only applies within the first range increment of the weapon.
Hit die: d10

Demolisher
Based on the Barbarian. A thick-skinned breed of adventurer with a penchant for taking down walls, vehicles,...planets. Why thick-skinned? They wouldn't last long otherwise.
Favored Professions: Firebat, Ghost.
Class Skills: Climb, Cloak (personal), Demolitions, Discipline, Gunnery, Husbandry, Intimidate, Jump, Listen, Spot, Starmanship, and Zero-G Movement.
Skill Points (4+Int mod.)
Proficiencies: Heavy, Medium, and Light racial armor. Light arms. All shields.
Abilities:
Fast Movement: A Demolisher adds +10ft to his base speed. Commonly they also wear tee-shirts that read "Bomb Squad: If you see me running, try to keep up."
Demolitions: An exclusive class skill, covered in detail in the skills section.
Hit die: d12

Sneaker
Based on the Rogue. Masters of hiding, theft, espionage, guerilla warfare, and fideism. Few who meet a sneaker will ever know that they have. Few who know a sneaker has been around will ever meet him.
Favored Professions: Marine, Ghost, Bounty Hunter.
Class Skills: All, except for Engineering, Xenomorph Empathy, Wrangling, First Aid, Knowledge, Pilot, Psicraft, Stellar Lore, and Gunnery.
Skill Points (8+Int mod.)
Proficiencies: Medium and Light racial armor. Long and Light arms.
Abilities:
Skirmish: In a fight, a sneaker can sometimes position himself well enough to deal additional damage while avoiding blows.
(1st level +2AC +1d6damage)
(4th level +2AC +2d6damage +2AB)
(7th level +2AC +3d6damage +4AB) and so on.
In order to get this bonus, the sneaker must either be flanking a target, or have taken at least a 20ft movement in the same round.
Evasion: At level 2, the sneaker can make reflex saves for no damage instead of half.
Bonus Feats: A sneaker gets a bonus feat at level 3 and every third level thereafter. The sneaker may select any feat for this that he has the prerequisites to take.
Hit die: d6

Hacker
Based on the Sorcerer. Opposite of Technician, a Hacker uses technology in any way that he can twist into working, or failing. Hackers generally pride themselves on disrupting systems more than making them work.
Favored Professions: Medic, SCV, Ghost.
Class Skills: Same as the sneaker list, but also Engineering and Pilot.
Skill Points (8+Int mod.)
Proficiencies: Light racial armor. Long and Light arms. Small shields.
Abilities:
Tech Junky: Every even level, a hacker generates funds equal to 30V x (hacker level).
Open Door: (1st level) A hacker may take this exclusive class skill. It allows him to bypass almost any locking system (electronic, mechanical, psionic...)
Crosswire: (2nd level) A Hacker may spend a full round action to

Hacking and the Cyberspace Avatar. To navigate networks, a Hacker uses the Cryptography and Signal Doctoring skills for offensive and defensive posturing. Cryptography is used when the Hacker is trying to obtain information, defeat security systems, or rewrite code. Signal Doctoring is used to mask defeated systems, flee from encounters, and upload packets surreptitiously.
The Cyberspace Avatar is a Hacker's alterego, and can be styled however the player wishes. Cyberspace combat uses the avatar, whose abilities are governed entirely by the Hacker's scores in the two primary skills. Each obstacle an avatar encounters has a characteristic rhythm designated as a series of numbers from one to six, and a tempo that also uses these numbers, but is random. On the attack, the Hacker rolls one d6 for every 5 skill points in Cryptography, at a minimum of two. An attack defeats the obstacle when the Hacker has numbers that match the rhythm and the tempo of the obstacle. Until such a roll is obtained, the obstacle has a chance to disconnect the Hacker.
On the defensive, the hacker rolls one d6 for every 5 skill points in Signal Doctoring (again at minimum 2), and arranges the numbers in a sequence of his choice. Then the obstacle makes an attack on each in sequence, where a match disables the die. When all of a Hacker's dice are disabled, the Hacker is disconnected.
A Hacker may encounter up to three obstacles at a time, and if he can match the rhythm of all of them at once, then he disables them without having to match the tempo.
Rhythm is determined when the obstacle is created, and does not change. Tempo is rolled whenever the hacker makes an attack against the obstacle. The DM determines the number of obstacles needed to accomplish a task set forth by the player. Multiple players can attempt to work together on a task, in which case they are sent against the same obstacles, and can encounter a maximum of six instead of three.

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