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PLAYER CHARACTERS THE STARFLEET OFFICER & NCO CLASSES For a Starfleet Officer, all D&D classes are considered Alien Classes; alien class levels may only be obtained via the rules under Multi-Classing and Back-Classing, below. Unless rolling an NCO version of these classes, all the officer classes in this chapter count as the “Starfleet Officer” class with the following features: • Usually no access to magic or to Alien feats (feats rare among Starfleet officers) • Usually no access to abilities unique to D&D classes (some starter packages unlock classes) • Skill Points at First Level: (2 + (Cha mod) + (Int mod) + (Wis mod)) x 4 • Skill Points per Level: 2 + (Cha mod) + (Int mod) + (Wis mod) • A Bonus Feat based advancement structure, with feats only available to Starfleet Officers • d6 hit dice unless noted otherwise • Gains rank (starting with Ensign) at levels 1 and 5 (except for Command Officers). Note on Class and Starter Packages: Starter packages are only mandatory if you want access to D&D classes, spells, and feats which would not normally appear in Starfleet skills and training. Note, starter packages only include full access to Starfleet feats if the package notes it. If no starter package is chosen, the character has full access to Starfleet feats. NCO Starfleet Classes: Replace Starfleet Officer feat with any (NCO) feat under New Feats. If an Officer-only feat is cited in a class description, replace it with any other available feat. NCO versions of classes are otherwise identical to their base class (whether an NCO version of the below classes, or a Starfleet NCO version of an alien (normal D&D) class). NCO Alien Classes: Use d20/D&D rules per class. Fighters, Monks and other classes with bonus feats must choose between Starfleet NCO or class feats for each bonus feat. All other classes add Starfleet bonus feats from (NCO) list at 1st, 4th, 6th, 8th, and 10th levels. Pure D&D Classes: If GM allows non-NCO pure D&D classes, such characters cannot take Starfleet NCO feats. No Wizards or Paladins: Paladin and Wizard features don't work away from alien home worlds. The Starfleet Officer Lvl B.Atk. Fort Ref Will Special 1 +0 +1 +1 +1 Starfleet Oficer (Ens), Class feat, plus one other feat 2 +1 +1 +2 +1 Class feat 3 +2 +1 +2 +2 Feat 4 +3 +2 +3 +2 Starfleet bonus feat 5 +4 +2 +3 +4 Class feat and Rank gain (except for Command) 6 +5 +3 +4 +4 Starfleet bonus feat, plus one other feat 7 +6/+1 +3 +4 +5 Class feat 8 +7/+2 +4 +5 +5 Starfleet bonus feat 9 +8/+3 +4 +5 +6 Class feat, plus one other feat 10 +9/+4 +5 +6 +6 Starfleet bonus feat Alien Feats and Magic: This rule is very rough-draft. Rather than allow full use of D&D classes, a character from a modern society can take certain features, if allowed Alien Feats and Magic or given a list of unlocked classes. Use allowed spell slots per day as a guideline for casters. Other guidelines: • Avoid all spells, feats and features which cannot be given nonmagical explanations. • Clerics gain access to, and cast, at -2 Caster Levels for healing magic. • Clerics: -4 Caster Levels for gaining access to, and casting, other clearly magic spells. • There are no undead in Star Trek. • Clerics eschew choosing daily spells, though they still must pray. • Clerics otherwise have full range of use, as with Bards and Sorcerers. • Brd/Src/Dru/Clr: Allow exceeding daily spell limits with a Fort save (-2 Fort and Spell DC penalty each additional spell, stacks.) Apply penalty after casting (even on spell failure) due to exertion; add Fatigue after 2 such casts. Multi-classing Starfleet & Alien Classes: Starfleet class must be attained at 2nd level; otherwise character must reduce to 1st level or be NCO. Alien classes must remain equal-or-lower level to highest-level Starfleet class upon multi-classing. Back-Classing to Alien Classes: Races which can have non-Starfleet versions of an Alien class as an NCO, may learn these classes at a maximum level of 1/2 their highest Starfleet Officer class level. SPECIFIC STARFLEET CLASSES Each Starfleet oficer has one of the following as his or her actual class, and its additional features. Insert inspiring artwork here: A bridge similar to Picard's Galaxy Class bridge but militaristic, JJ style. Camera between viewscreen and Captain, facing af. Bridge is at yellow alert. Back, from lef to right: Scientist at her station (facing away) holding up a hand, as if to say “wait!”; Medical oficer, glaring at captain, speaking into communicator in one hand, medical tricorder in the other scanning (nearby) tactical oficer; Tactical oficer intense at his station; facing viewscreen; First Oficer standing next to engineer, sideways, watching engineering station; Engineer at his station siting sideways, watching captain. Front, from lef to right: Ops bracing hands white-knuckle on the near-camera edge of his station, looking at the captain as if she's insane; Captain, hand on navigator's shoulder, concealing the panic behind her orders by approaching the viewscreen; Navigator, entering manual navigation, focused on instruments, eyebrows raised. Behind navigator, Diplomat, glancing sidelong at captain while desperately reasoning with worried Guest Alien. COMMAND OFFICER At Level 1 take all: The C.O.'s (Command Oficer's) Key Advice: Afid Another (+1 max, no stack) as free action, untrained, 1x per Seg. job is to be qufick-thfinkfing and Indomitable: Add Great Fortitude or Iron Will feat for free at half (+1) benefit. quficker-actfing, and to lead by example when key teammates are Leadership: Ignore level requirement (GM discret.); take feat free. stumped, incapacitated, absent, Multi-class: Has other Starfleet Oficer class at Level 3. outnumbered, outgunned, adrif, At Level 2 take both: marooned, outclassed, diseased, Coordinate Decks: Use C.O. feats/Cha skills via comms/messengers. lacking life support, or worse. A Dare: Target/self atempt trained-only skill, untrained at -2; no stack. C.O. otherwise lets others do thefir At Level 3: take both: jobs or assfigns the best possfible Poker Face: +4 vs Sense Motive, Bluf, Det. Align., etc (non-Charm). help, lest the C.O. or crew rfisk Indomitable: Add remaining +1 benefit to Great Fortitude/Iron Will. mfissfing key finformatfionand At Level 4: take both: opportunfitfies. High Charisma and Symphony: 2 opposed Cha successes pre-combat gives Surprise Seg. Wisdom are necessary, because the Teach: Target PC gains current temp. skill pts (max 2 ) or current temp. Oficer character must ofen leap wfithout feat (lowest level temp Oficer feat), permanently. Req. RP and repeat temp. poss. lookfingand cope wfith the results. of skill/feat. At Level 5 take both: Rfiker: I'm not very good. Blunder: Can atempt trained-only skill untrained at -1; no stack. Pficard: Oh, fit doesn't mater, so long Wildcard: I.D. (in-)conspicuous subjects in crowd as Standard action. as you tk-tk-tk-poke-pop! At Level 7 take both: Insist: 1x per day; Target (not self) fakes 10 untrained (DC 5/can retry, time as Alignment: Any Lawful. Take 20, quality as bare minimum working order) Abilities: Cha and Wis are key to Distract: Cha/C.O. actions halve trgt's Wis&Cha mods vs other trgts. C.O.'s, plus Con and Multi- At Level 8 take both: Classing. Class feats: Command (Alfien Fleet Bestow Command: Target oficer temporarily can use your level-appropriate or Starfleet Officer (Rank)), & both Command class features and feats at half benefit untrained (with -4 penalty); categories from other class. Command lost when incapacitated, relieved, or absent in a crisis. (Target cannot Teach feats/can teach 1 skfill rank, must score 4 Cha wfins for Symphony, can Dare for Prereq.: Wis 16, Cha 14, Starfleet -3 untrafined atempt, and gfive Key Advfice as Standard Actfion once every 2 Segments.) Oficer Lv.3 (any) & silent majority Meet in Secret: 1x/month, conduct a secret, incognito meeting within 2 parsecs. vote at game start; OR spend 2x At Level 9 take: the total XP needed for whole next Grant Level: Roll d20 when using Teach afer target oficer succeeds on an level (i.e. 6,000 XP during level 3). untrained roll due to Dare, Insist, or Bestow Command; DC 20, target gains first If vote ties: Voting is closed; level in any class relevant to most frequently-used cc skfills/feats. Target can only tiebreaker d20: win by +5 or reroll; gain first level (of a new class), and cannot gain C.O. class, in this way (except as tiebreaker Nat.20, all win: tied below). Natural 20/DC 30: target and 2 best frfiends gafin +25% of total XP dfiference gained C.O. Level 1; everyone else between current/next character level (prfior to granted level). Natural 20 & Bestow starts level 3 instead of level 1. Command: If an RP-successful use of Bestow Command fis the target, target gafins C.O. Optional rule: Give Take 20 class at level 1 or ½ XP at C.O.'s optfion. Grant Level can succeed only once at 9th and C.O. 1 / Orig. Class 3, everyone! each subsequent level gain in C.O. class. Party of fresh department heads, Sojourn: Take level 1 in any class (Alien class as per this rulebook & req. GM or each C.O.'s of his/her/its own approv.) afer RP this level; cost 6,000 XP. You can never pass level 4 in that class. Small/old-gen/own-fleet ship. At Level 10 take both: Journey: Invent 1 class feature each for 1d(# of PCs in party)+1 PCs, gained free Rank Increase: Except levels 1 & when each target gains +3 levels under C.O.'s command (rule per GM's approval).