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 Rules, Setting Flavor, Feats Revisions,
Skills
Revisions, Races Description,
Footlocker, Star Garage,
Classes, Professions,
Advanced Classes.
Skills In Space
In this futuristic, sci-fi setting, skills play a more
important part of character building and action than in other settings. To
reflect this, character classes tend to have more skill points than the classes
on which they were based, and some of the skills I have introduced can have
direct combat implications. As many abilities as these skills will confer on
their users, it is important for the DM to understand that a single die roll
should not be a substitute for a well-thought-out plan. At all times marginalize
the outcome of any single skill check, while at the same time promoting the
importance of being skillful in general.
Class Skill Points
Astronomer: (6+Int)
Demolisher: (4+Int)
Hacker: (8+Int)
Local: (6+Int)
Soldier:(4+Int)
Sneaker:(8+Int)
Tactician:(6+Int)
Technician:(4+Int)
Revisions to D&D3.0 Skills
The following skills are no longer available to players:
Alchemy, Animal Empathy, Craft, Decipher Script, Disable Device, Forgery, Handle
Animal, Heal, Hide, Innuendo, Intuit Direction, Move Silently, Open Lock, Pick
Pocket (or any sleight of hand), Read Lips, Ride, Scry, Spellcraft, Use Magic
Device, Wilderness Lore.
The following skills with descriptions are available to
players:
Appraise
Balance
Climb
Cloak (personal)
Concentration
Cryptography
Demolitions (exclusive)
Diplomacy
Discipline
Disguise
Engineering (sub)
Escape Artist
First Aid
Gather Information
Gunnery
Husbandry
Intimidate
Jump
Knowledge
Listen
Open Door (exclusive)
Perform
Pilot
Profession
Psicraft
Psi-robotics
Robotics
Screen Unit
Search
Sense Motive
Signal Doctoring
Speak Language
Spot
Starmanship
Stellar Lore
Swim
Tumble
Use Rope
Whispers
Wrangling
Xenomorph Empathy
Xenomorph Husbandry
Zero-G Movement
Appraise (INT): Use this
skill to tell an antique from old junk, a gun that's old and fancy from a
Protoss heirloom, and high-quality jewelry from cheap stuff made to look good.
Check: You can appraise common or well-known objects within 10% of
their value (DC 12). Failure means you estimate the value at 50% to 150% of
actual value (DM rolls d2 for over- or under-estimation, then rolls d% and takes
half and applies it to actual value). [The PHB has a terrible system for this,
where players are allowed to succeed even if they fail. A person knows when he
is simply guessing, and a failure at this role should represent an honest
opinion that is false, not an outright guess.] Rare or exotic items require a DC
15, 20, or higher. If successful, you estimate the value at 70 to 130% of actual
value. Failure means you cannot guess the item's actual value. Magnifying
equipment adds a +2 circumstance bonus on appraise checks for items that are
fine or highly detailed, appropriate to the scale of the item in question.
Likewise, other physics equipment can add a +2 circumstance bonus to appraise
items whose physical or chemical qualities are valued. These bonuses stack.
Retry: Not on the same object, regardless of success.
Special: If you are making the check untrained, for common items,
failure means no estimate, and for rare items, success means an estimate of 50
to 150%.
Balance (DEX): You can keep your balance
while walking on a tightrope, a narrow beam, an uneven floor, or the back of a
gigantic flying beast.
Check: You can walk on a precarious surface as a move-equivalent
action. A successful check lets you move at half your speed across the surface
for 1 round. A failure means you cannot move for 1 round. A failure by 5 or more
means you fall. Difficulties vary by surface.
Being attacked while balancing: Attacks against you are made as if
you were off balance: They gain a +2 attack bonus, and you lose your Dexterity
bonus to AC, if any. If you have 5 or more ranks in Balance, then you can retain
your dexterity bonus to AC in the face of attacks. If you take damage, you must
make a check again.
Accelerated Movement: You can try to walk a precarious surface
more quickly than normal. If you accept a -5 penalty, you can move your full
speed instead of half-speed. You can accumulate this penalty if you wish to move
more (take the double-move or sprint, etc.)
Special: If you have 5 or more ranks in Tumble, you get a +2
synergy bonus on Balance checks.
Climb: as listed in the PHB3.0 (to be reprinted here later):
Cloak (personal): (DEX) Called "Cloaking" or "Fading" or "Phasing", this is largely
the replacement for the hide skill. A unit must have at least one rank in this
skill to know the reactor output of a personal cloaking device he uses. With no
cloaking device, this skill can be used as any hide and move silently skill.
With increased ranks in this skill, the character learns how to better enhance
the illusion of invisibility with clever movement and positioning.
Concentration: (CON) You are particularly good at focusing your mind.
Check: A Templar manifesting a psionic evocation can make a
concentration check to succeed despite distractions. Snipers using a scope make
a concentration check to accurately gauge a target and get bonus damage.
To use a scope, announce that you are using the scope to attack a target at
least one range increment away from you. Roll the attack, and if you hit, roll
the concentration check to see if you get bonus damage. Your bonus damage is
equal to however much your check exceeds the target's AC.
Retry: No.
Special: A character with the Bunker Down feat who is prone gets a
+4 circumstance bonus to Concentration checks to scope a target.
Cryptography: (INT) Along with Signal Doctoring, one of two important skills to the
Hacker and useful to anyone else. Cryptography refers to the ability to foil
secure data and bypass existing software systems. The Hacker or other character
would use Cryptography to scour secure databases, penetrate ship's computer
systems, or decode messages. Cryptography lends to a character's cyberspace
avatar's attack power. The cyberspace game is covered in the Hacker section of
the class rules.
Demolitions: (WIS) This is an exclusive class skill for the Demolisher. Using this
like a craft skill, the Demolisher can create explosive charges from raw
materials or crafted components. Each device requires a minimum rank (not skill
total) to craft, has a DC, and requires either raw materials or intermediate
components. Raw materials are purchased and measured in units of goblins. A
thermal charge, for example, requires a single goblin of explosive materials and
other generic non-reactive materials.
| Rank Req. | DC to Craft | Weapon / Method | Damage / Radius | Goblins Req. |
| 1 | 15 | Thermal Grenade* | 2d6 fire Range Inc. 20ft. / 15 ft. rad. | -- |
| 1 | 16 | Fragmentation Grenade* | 2d6 exp Range Inc. 10ft. / 10 ft. rad. | -- |
| 2 | 16 | Rocket Ammunition | *listed for device* | 2/rocket |
| 3 | 16 | Rocket Propelled Grenade* | *add +2 damage to rocket* | 2/rocket |
| 4 | 17 | Remote Detonator | Used to activate most devices | 15 |
| 4 | 17 | Package Charge / Planted | 5d4 exp 1d4 fire / 10 ft. rad. | 20 |
| 8 | 17 | Flashbang Grenade* | Inflicts Blindness/Deafness. RI20 / 20 ft. rad. | -- |
| 6 | 18 | Sticky Mine* | Needs remote, 3d6 exp RI10 or planted | -- |
| 7 | 18 | Timed Sticky Mine | As Sticky Mine, doesn't need remote | 3 |
| 6 | 18 | Shock Grenade | 2d6 elec RI20 / 5ft. rad. | 7 |
| 7 | 19 | Directed Fragmentation Mine* | 2d6b, 30ft. cone / planted | 3 |
| 7 | 19 | Tripwire Beam | Replaces remote or timer | 17 |
| 5 | 20 | SPB Grenade | 1d6 sonic 1d6 fire 1d6 poison RI20 / 5 ft. rad | 5 |
| 1 | 20 | *Thermal Charge | *Used to make Thermal Grenade | 1 |
| 1 | 20 | *Frag. Charge | *component | 1 |
| 8 | 20 | *Flashbang Charge | *component | 1 |
| 7 | 24 | Thermite | 2d6 fire every round for 10 rounds / planted | 11 |
| 8 | 25 | Psionic Gravity Mine* | Special Damage 60ft. rad. | 3 |
| 8 | 26 | *Psi charge | *component | 5 |
| 8 | 26 | *Grav charge | *component | 5 |
| 5 | 27 | Spider Mine* | Seeks target 10d10 exp / 5ft. rad. | 27 |
The spider mine requires a robot shell. Psionic Gravity Mine emits a
destructive ribbon of gravitons in all directions. To avoid the blast, duck.
Biological targets make a will save (DC Demo level + Ranks in Demo +10) or be
knocked out for 1d4 rounds.
Diplomacy: (CHA) As listed in the PHB3.0. Be advised that in a fantasy setting, the
nature of communications and social interaction makes a skill like this one near
unusable. In this setting, Diplomacy has a higher value and greater use.
Consider how many nations you hear about when reading a fantasy novel. Now
consider how many factions and businesses you hear about in a Sci-fi setting.
Discipline: (INT) Replaces the Craft skill in D&D. In this setting, Discipline
represents formal college education in a skill or trade.
Disguise: (CHA) As listed in the PHB3.0.
Engineering (sub): (INT) A category of Discipline that is vast enough to have its own
place on the chart. Engineering takes a sub-category, like a Knowledge or
Profession skill. Engineers are concerned with the design and creation of
devices or systems to serve a purpose, need, or clientele. The skill can also be
used to pick apart a known quantity to find out how it was designed. The player
selects Mechanical, Electrical, Chemical, Systems, Biological, Civil, or some
other appropriately flavored sub-type and can apply this skill to matters of
that specific discipline to either create or figure out some device. Commonly,
the Weapons engineer uses a skill check to attach modifications to guns.
Escape Artist: (DEX) As listed in the PHB3.0. An existing and extremely rare
discipline.
First Aid: (WIS) Listed as Heal in the PHB3.0.
Gather Information: (CHA) As listed in the PHB3.0. Likely more useful than before.
Gunnery: (STR) Some projectile weapons list a Gunnery score. A character whose
gunnery score meets or exceeds the listed value on the weapon adds his strength
modifier to damage with that weapon. Gunnery can also be rolled as a check to
turn reduce jam to a misfire.
Husbandry: (STR) Listed as handle animal in the PHB3.0. Relevant to creatures
familiar to the character's home planet.
Intimidate: (CHA or STR) As listed in the PHB3.0.
Jump: (STR) As listed in the PHB3.0.
Knowledge: (INT) As listed in the PHB3.0. New subtypes include Psionics,
Robotics, Macrosociety, Dimensionality, XenoBiology, and Military Systems.
Listen: (WIS) As listed in the PHB3.0.
Open Door: (INT) A Hacker-exclusive class skill. Represents a Hacker's use of
tools to bypass secured doors, and covers a wide range of bypass methods.
Perform: (CHA) As listed in the PHB3.0. An existing and rare discipline.
Pilot: (DEX) Listed as Ride in the PHB3.0. When selecting this skill, choose a
craft or displacement class. Checks you make apply to that kind of vessel. The
displacement classes are Fighter, Corvette, Frigate, and Capital. Other land
craft are specific: tank, hoverbike, goliath walker, dragoon, and others.
Pilot checks can also be useful in space combat to perform situation-changing
maneuvers, outlined in the following chart. Energy cost is how many cells of
reactor are depleted by the maneuver. These are spent whether or not the move is
a success.
| Energy Cost | Pilot Check | Maneuver Name | Effect | Description |
| 0 | 10 | Defensive Flying | Normal AC/AB | Fail the basic roll and you lose Dex bonus to AC for one round |
| 0 | 10 | Aggressive Stance | AC -2 / AB +2 | Focus is on targeting instead of evasion |
| 2 | 15 | Strafe | AC +4 / AB +4 | Usable only against ground or stationary targets |
| X | 15 | Ramming Speed | AC -2 / AB +X | Allows firing of two ship's weapons, but must resume defensive flying in the following round |
| X | 15+X | Evasive Maneuvers | AC +X | Shunts power to positioning thrusters |
| 3 | 19 | Skirmisher's Loop | AB +4 / Damage +4 | Gains extra shots against charging target. Second PC19+damage to avoid going off balance next round |
| 4 | 17 | Brer Rabbit | Grants DR5 fire | Reversing engines toward target while flaring thrusters provides an inertial barrier to incoming fire. Ineffective against burst lasers |
| 1 | 17 | Drill | AB +1 / Damage +1 | Archaically called the barrel-roll. Counts as a charge |
| 1/craft | none | Release Interceptor | -special- | Unleashes a fighter class vessel as an independent target |
| 1/craft | none | Dock Interceptor | -special- | Docks a single interceptor, repairs, and recharges |
| 1 | 20 | Wobble Shot | Grants additional attack | Fires weapons during the small opportunity when reticule covers target. Also called "infinity maneuver" for tracing a lemniscate with reticule. |
| 0 | 22 | Turtle Flip | evade explosion | Rolls with incoming blast to avoid damage. Requires second Pilot check to avoid going off balance. |
| 1 | 20 | Speed Break | Reposition | Rises and brakes to reposition ship behind pursuer. Counters Dog. |
| 1 | 20 | Dog | Fix Position | Target AC -2, offers more shot opportunities |
| 1 | 20 | Power Twist | Hold Lock | Counters loops |
| X | 16 | Raider's Loop | One attack damage +2X | A close-knit loop befuddles the target |
| 0 | 15 | Sniper | Weapon Range x3 | A hit from a hidden space, vulnerable to melee attacks |
| 0 | ? | Fighter's History | -special- | Observing same target maneuver twice in a single combat forces target PC to rise by 10 for the next time, and provides a +5 PC position bonus to checks for a counter move. |
| 8 | 13 | Overload Loop | AB -2 / Damage x8 | Shunts power to weapon systems. Works only with energy weapons. Cannot maneuver next round (def fly). |
| all | 10 | Alpha Strike | -special- | Launches all ship's weapons at once at target, full payload. Ship is disabled after. |
| 2 | 22 | Comm Hammer | -special- | Allows Cryptography check DC=target AC to gain guidance control of target |
A character with the Vehicle Combat feat may add +2 to the pilot check for
any of these maneuvers.
Profession: (INT) As listed, except new professions have been added that create
a dynamic for your character almost like a subclass. Classes have "Favored
Professions" listed for this reason. A Favored Profession is a class skill, and
other professions are cross-class skills. The Professions heading has exhaustive
rules for each profession and a flavor guide for where the professions come from
and how each plays in a game setting.
Psicraft: (INT) Like Spellcraft, a Psicraft check is made to determine if your
character knows what psionic evocation is happening to or about him. Sometimes
this information can make the difference between an acceptable counter and an
abysmal defeat. Psicraft can also add a bonus to the Templar profession while
casting.
Psi-Robotics: Formerly a unique skill, now parsed between Knowledge (Psionics),
Knowledge (Robotics), and Engineering (Mechanical). If you wish to create a
Psionically powered robot (like a Reaver or Probe), the Mechanical Engineering
skill will be the roll to craft, and the other two will add synergies in the
typical 5 ranks = +2 bonus style.
Robotics: Formerly a unique skill, now parsed between Mechanical Engineering,
Knowledge (Robotics), and the SCV profession. The roll to craft is the
Mechanical Engineering DC, and the other two add synergies in the typical 5
ranks = +2 bonus style.
Screen Unit: (INT) Part of the Hide skill. Screen Unit is the ability to mask a
large group of vehicles or troops in terrain or exterrain. A successful roll
depends on the size of the unit and the relative size of each of its elements.
Carries a synergy with the SCV profession: Five ranks in SCV = +2 bonus on
Screen Unit check.
Search: (INT) As listed in the PHB3.0.
Sense Motive: (WIS) As listed in the PHB3.0.
Signal Doctoring: (INT) Along with Cryptography, one of two important skills to
the Hacker and useful to everyone else. A high-tech replacement for the Forgery
skill. Refers to any use of a networked interface bent on masking the sent
signal. Applications are usually to cover one's tracks while hacking, but can be
freely applied to the modification of video and audio signals to foil security
systems. Modifies the defense abilities of a cyber avatar.
Speak Language: (INT) Though not rolled generally, each rank in speak language
confers on the character knowledge of how to read, speak, and understand an
extra language. Languages available are English, French, Mandarin, Protoss, Dark
Protoss, Luminoth, Chozo (common), Chozo (runic), and Auric, the language of the
astral plane.
Spot: (WIS) As listed in the PHB3.0.
Starmanship: (WIS) A replacement for intuit direction. A Starmanship roll
determines how well a pilot can navigate by the stars. One successful roll
confers upon the navigator knowledge of the relative coordinates of a single
anchor point. Anchor points can be artificial or natural heavenly bodies, but
are universal and often chosen for their ease of location and recognition. Three
anchor points are required to absolutely determine a navigated course. Pilot
skill checks are rolled after the course is set to fly the course. It may be
worthwhile for a crew to have a navigator and a pilot. A pilot with no navigator
and no ranks in the Starmanship skill cannot navigate a stellar course.
Stellar Lore: (CHA) A replacement for wilderness lore. A Stellar Lore check is
made to survive in macrosociety without a support system (that is, like a
hermit), or to spend extra time apart from a civilized area without spending
resources. This is a combination of many kinds of understanding about physical
and social systems, what are good places to eat, how to exploit high gravity
wells to save energy, etc.
Swim: (STR) An existing and rare discipline. As listed in the PHB3.0.
Tumble: (DEX) As listed in the PHB3.0.
Use Rope: (DEX) As listed in the PHB3.0, but includes operations with grappling
hooks, beams, and rope in more abstract senses or made of unusual materials.
Whispers: (INT) A replacement for innuendo. Only psi+ characters may take ranks
in this skill. A Whispers check is made to send messages to specific individuals
by empathic means. Any psi+ character may receive whispers, but only a character
with ranks in the skill can transmit. A whisper can be intercepted with an
opposed check that is 10 greater than the sent check.
Wrangling: (WIS) A replacement for Animal Empathy. Only psi+ characters may take
ranks in this skill. Only applies to homeworld fauna.
Xenomorph Empathy: (WIS) Wrangling for otherworld fauna.
Xenomorph Husbandry: (STR) As husbandry, but applies to otherworld creatures.
Zero-G Movement: (STR) Made like a swim check, success allows natural movement
in space.
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