Friday, August 18, 2017

SF + SWL Mash-Up Part 4

Classes

For those who have been following this series of posts, it is possible to intuit that there will be only three classes: Cleric, Fighter, and Magic-user. For the purposes of making this feel more like a sci-fi RPG, these three classes will be re-skinned and re-named:

Warrior


Adventurers from battlefields from across the galaxy both primitive and technological.

Hit Points: 7hp at 1st lvl, 14 at 2nd lvl and 21 at 3rd lvl.
Basic Action Bonus (BAB): +7 at 1st level, +8 at 2nd level and +9 at 3rd level.
Equipment: Warriors start with any melee weapon and any gun as well as one type of armor and one type of shield.
Special Abilities: Warriors get one attack per level each round.

Crusader


Crusaders are men and women who use their faith to beat back the creatures of the Outer Darkness that now blight the space lanes.

Hit Points: 6hp at 1st lvl, 12hpt at 2nd lvl, 18hp at 3rd lvl
Basic Action Bonus (BAB): +6, +7 at 3rd lvl
Equipment: Crusaders begin the game with either a sonic sword or a sonic pistol as well as one type of armor and one type of shield.
Special Abilities:

Banish: Crusaders have the ability to banish creatures from the Outer Darkness, causing them to flee. When attempting to banish, make an action roll. On a success, all creatures of the targeted type are banished and will flee for 3d6 rounds, or will cower helplessly if they can’t flee. On a critical success, the targeted creatures are destroyed.

Starting at 2nd level, Crusaders may choose one of the following abilities to use on an adventure and may change their choice between adventures:

Cure Wounds: Touch a target and make an action roll. On a success, the target heals 1d6+1 hp.

Detect Evil: Spend 10 minutes in prayer or meditation. For 60 minutes, the Crusader can detect evil creatures, enchantments, intentions, thoughts, or auras at a range of 120 feet.

Spiritual Protection: Spend 10 minutes in prayer or meditation. For the next 2 hours the Crusader has an additional Defense of -2 against all attacks from evil creatures.

At 3rd level, Crusaders may choose two of these abilities.


Mind Mage


Enigmatic students of the arcane who have developed mental powers.

Hit Points: 5 at 1st lvl, 10 at 2nd lvl, and 15 at 3rd lvl
Base Action Bonus: +5
Equipment: Mind Mages begin the game with a laser sword or a laser pistol as well as one type of shield.
Special Abilities:

Mental Powers: Mind Mages are trained in mental powers. At 1st level, a Mind Mage chooses one power off of List A. At 2nd level a Mind Mage chooses a second power off of List A. At 3rd level a Mind Mage chooses a third power from List A and one power from List B. All powers require a successful action roll to use immediately or 10 minutes of careful mental preparation without an action roll.

List A

Allure
Range: 20’ area per level Duration: Instantaneous
When used, all intelligent creatures within range will have a friendly disposition to the Mind Mage.

Metamorphosis
Range: self Duration: 1 hour
The Mind Mage can change their appearance. This change is largely cosmetic, seeming to be up to 1 foot taller or shorter, fatter or thinner; however, the Mind Mage must still look humanoid.

Mental Blast
Range: Line of Sight Duration: Instantaneous
The Mind Mage does 1d6+1 damage. The target gets no defense except for anything that helps against mental attacks. The Mind Mage does not suffer any range penalties.

Screen
Range: Self Duration: 20 minutes
The Mind Mage has an additional -4 Defense vs. ranged attacks and -2 Defense vs. melee attacks.

Telekinesis
Range: 10’ per level Duration: Instantaneous
The Mind Mage may move a 1 pound object 1 foot per level. This may also be used as an attack. On a successful action roll, the target loses their next action.

List B

Chameleon
Range: self Duration: Until removed or an attack is made
The Mind Mage blends into the background and cannot be seen. The Mind Mage cannot be attacked unless an approximate location is known, and then all attacks are made at -4. If the Mind Mage makes an attack, the chameleon effect is ended. Otherwise it lasts until removed by the Mind Mage.

Levitate
Range: self Duration: 1 hour + 10 mins per level
The Mind Mage can move vertically up to 20 feet per round.

Panic
Range: 60’ Duration: 3d6 rounds
All creatures of the targeted type within range are panicked and will flee for the duration, or will cower helplessly if they can’t flee. Creatures of the Outer Darkness are immune to this effect.

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