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d20 Firefly


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RPG Superstar 2012 Top 32

I'm going to be starting a new d20 Modern/Future campaign based on Joss Whedon's Firefly/Serenity 'verse. The players have played lots of D&D before, but no d20 Modern stuff. So far it looks like we're going to have a Fast pilot, a Smart/Dedicated engineer, a Smart/Dedicated doctor, a Tough tank, a Strong Tank, and a Fast/Charismatic leader-type.

The engineer is going to be a wannabe Tracer, and the doctor is going to be a wannabe Field Scientist-MacGuyver type. Weird, right?

Some story elements I want to include are:

The Dauphine, a charismatic, slightly psychic crimeboss who pretends she works for Papa Legba, a mysterious entity a la "Management" from Carnivale. The Dauphine will be the "Badger" for the PCs--the disreputable provider of plothooks and capers. She'll have a ridiculous French accent hiding a more authentic Creole accent.

The Tripod. The Macguffin that Blue Sun is after. Turn's out Blue Sun is creating psychics because there ARE aliens out there, and they're psychic. The aliens are puppetmasters....a MALE-caste of the xenomorphs that Whelan-Yutani developed. The Hands of Blue wear their blue suits and gloves to hide a lamellar exoskeleton of puppetmaster/xenomorph hybrids. The Hands of Blue and Blue Sun are ACTUALLY the good guys!!! And the Tripod is actually the reconstruction of the separated conjoined twins of Papa Legba (who only has 1 arm and 1 leg) and Jean-Thomas, his prodigal brother with the acid-scarred face.

Berrika. Basically a bear form of King Kong "worshipped" by Reavers on Caliban's Moon, near Miranda. Predators have hunted down a lot of Reavers and Berrika's mate and offspring. Berrika mad. Berrika smash. Heroes hired to bring 'er back alive for the circus that the Dauphine is a part of. Circe De Celest?

A set piece where Reavers with chainsaws are below the PCs, cutting out the floor from under them when other Reavers with swords and axes and crossbows harry them.

A Train-Job where they have to steal a racehorse.

A poker game on a luxury cruiser, that the PCs either have to win or rob.

An encounter in an abandoned Reaver ship, where they're all dead and flayed and hung upside down.

An encounter with vicious guard dogs.

Encounters with puppetmaster blood-drained "zombies"

Eventually encounters with Aliens and Predators, after a lot of forshadowing.

(The big gun Mal used in the first episode of Firefly was built by Whelan-Yutani [the logo is at the top of the viewscreen/site], which is why I feel comfortable including Alien and Predator stuff)

Encounter with Samson, a boosted lamellar-xenomorph exoskeleton-wearing BBEG, working on Project Samael, to make King-Caste alien xenomorphs.

A trip to Shadow, which has been covered in Gray Goo, and is HEAVILY patrolled in orbit.

Some kinds of psychic caused chaos and crime.

FORMER Companions that have recorded "performances" on SQUIDs from "Strange Days." Possibly psychic-based.

Andoran

SmiloDan wrote:

Eventually encounters with Aliens and Predators, after a lot of forshadowing.

(The big gun Mal used in the first episode of Firefly was built by Whelan-Yutani [the logo is at the top of the viewscreen/site], which is why I feel comfortable including Alien and Predator stuff)

(I'm assuming you're talking about the antiaircraft platform at the Battle of Serenity.)

Where did you find this stuff?

RPG Superstar 2012 Top 32

What stuff? I'm just "being inspired by" (ripping off) TVs and movies, like Carnivale, Strange Days, Aliens, Predator, King Kong, etc.

OH! I forgot about the Black Market Beagles.

And somehow I gotta come up with something weirder than the Fruity Oaty Bars commercial from _Serenity_.

Andoran

SmiloDan wrote:
What stuff? I'm just "being inspired by" (ripping off) TVs and movies, like Carnivale, Strange Days, Aliens, Predator, King Kong, etc.

I was just wondering which site you found the Whelan-Yutani gun information.

RPG Superstar 2012 Top 32

Wikipedia, I think. The company logo is on the Heads Up Display (Joss wrote Alien Resurrection).


Yeeah it's been noted on several Serenity/Firefly boards that the Xenomorph aliens would fit in fairly well in the firefly universe.

A great way to introduce them or something like them would be with one of the huge Arc ships that were originally used to transport colonists from Earth that was to the new solar system where Firefly takes place. It's been noted that several of the ship didn't make it, so they could still be out there, and one of them might have come across something "unfriendly" in route.

Oh one other suggestion. If you want to combine the "Psychic alien" idea with the Aliens take a look at the Genestealers from Warhammer 40k. Scary and along the same lines. Spacehulk, the game that introduced them was heavily inspired by ALIEN and ALIENS, right down to the motion detectors.

http://en.wikipedia.org/wiki/Genestealers

RPG Superstar 2012 Top 32

AD 2516. One year after the Miranda revelation.

The heroes will meet with the Dauphine at the Circe de Celeste on Persephone. Their obligation to Papa Legba will end once they retrieve a certain shipping container from a wreck drifting in space after it was hit by Reavers. They then need to drop the shipping container off on Minerva and trade it for a package from their contact there. Once the trinket is delivered to Papa Legba, the lien on their ship will be lifted.

To get the coordinates of the wreck's location, the heroes must travel to Greenleaf and meet with their contact there. Badger has sent his own goons to get those coordinates, and those goons will first try to charm the coordinates out of the heroes and/or their contact, then intimidate, then try violence. If all else fail, they'll attempt bribery.

The locked (Disable Device DC 40) shipping container is in a wreck drifting through space. While the heroes are retrieving the shipping container, a Reaver scout ship is detected. If the heroes don't flee quickly, they'll be rammed and boarded by Reavers.

On Minerva, when the heroes drop off the shipping container, they're ambushed by Badger's folks. (They want to get the goods inside it to Halley.) If the heroes can successfully repel Badger's goons, they deliver the shipping container to their contact and get the trinket for Papa Legba.

If the heroes deliver the trinket to Papa Legba, the lien will be lifted from their ship and they'll be free and clear. If the heroes fail to deliver the trinket to Papa Legba, the heroes will be pursued by a variety of bounty hunters, including Jubal Early (he survived by calling his ship back to him "Yup, here I am.") and Lieutenant Womack and his goons.

RPG Superstar 2012 Top 32

OK, now I'm a lazy GM. I don't want to keep track of the orbital positions of every planet, moon, and orbital facility in the 'verse. So I came up with this random travel-time generator. Let me know if you think it's good or not.

Core Planet to Core Planet: 4d10 hours.
Core Planet to Border Planet: 6d10 hours.
Core Planet to Rim Planet: 5d6 days.
Border Planet to Border Planet: 8d10 hours.
Border Planet to Rim Planet: 3d12 days.
Rim Planet to Rim Planet: [2d6] x 1d10 hours.

RPG Superstar 2012 Top 32

Here's the outline for my D20 Firefly campaign's first session.

1. Each member of the party has won/acquired/inherited an equal share in a freighter.

2. The freighter still has a lien on it. It is held by the Circe du Celeste, a travelling circus, menagerie, and sideshow establishment. The lien will be released once the crew has performed a service for the Dauphine, the daughter of Papa Legba, owner of the Circe du Celeste. The crew must deliver a package to a government agent called Goldtooth on Greenleaf; in return, Goldtooth will give the crew the coordinates of a colonist ship that was hit by Reavers. The crew will have to deliver a specific shipping container from the wreck to an agent on Minerva. The agent on Minerva will then give a package to the crew, which they will then deliver to the Dauphine. The Dauphine will then release the lien on the crew's ship.

3. During the sitdown with Goldtooth, a minor crimeboss known as Badger will interrupt and attempt to use charm, intimidation, violence, and, as a last result, bribery, to persuade Goldtooth give him and his gang of goons the coordinates. Goldtooth will seek assistance from the crew if necessary.

4a. If Goldtooth gives the coordinates to the crew, they will be able to find the Reaver-wrecked ship drifting in space. If they spend too long searching the wreck, they are noticed by Reavers, who either dock with the wrecked ship and attack the PCs, or give chase to the PCs if the crew's ship flees. If the Reavers can get in range of the PCs, they will use grapplers to grapple the crew's ship and raid it.

4b. If Badger gets the coordinates, Goldtooth shares them with PCs, wishing them luck on racing to wreck. If the PCs get to the wreck while Badger's crew is still there, there is a 50-50 chance the Reavers chase Badger's ship instead of the crew's.

5a. If Badger was unable to get the coordinates from Goldtooth, Badger bribes one of the roustabouts at the Circe du Celeste to find out where the meet is to exchange the shipping container for the package the Dauphine wants. Badger then sets up an ambush.

5b. If Badger did get the coordinates from Goldtooth AND grabbed the shipping container before the PCs got it, and managed to avoid/escape pursuit from the Reavers OR grabbed the shipping container after the ambush at 5a, Badger and his goons will transport the shipping container to Halley.

6a. If the PCs are successful in safely delivering the shipping container, the contact on Minerva will give the PCs the package that needs to be delivered to the Dauphine.

6b. If Badger delivers the shipping container to Halley, and the PCs don't retrieve it after 24 hours, they will either have to find another way to get the package from Minerva, do another job for the Dauphine, or steal the ship and be pursued by both the Alliance and whatever bounty hunters the Dauphine can round up.

7. When the PCs deliver the package to the Dauphine, she releases the lien on their ship, and offers them a variety of jobs, both legitimate and otherwise.

The package the Dauphine has delivered to Goldtooth is a SQUID recorded by a Companion. It may have some hidden information on it.

The shipping container is filled with soil that has bioengineered flora and fauna mixed in it. It is a necessary ingedient in the terraforming process of Minerva and/or Halley.

The package the contact on Minerva has delivered to the Dauphine has a portrait of some fancy French aristo from Earth-that-was.

RPG Superstar 2012 Top 32

In a D20 Future Firefly campaign, do you think NPC Reavers need a starting occupation of their own?

REAVER
A Reaver is someone who looked into the Black, saw an inky nothingness, and went mad. Or reacted poorly to Pax.

Prerequisite: Age 18+

Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Climb, Demolitions, Disable Device, Intimidate, Jump, Survival.

Bonus Feat: Select one of the following: Archaic Weapons Proficiency, Improved Damage Threshold, Light Armor Proficiency, Toughness.

Reputation Bonus Increase: +1

Wealth Bonus Increase: +0

RPG Superstar 2012 Top 32

I'm going to be starting a D20 Modern/Future campaign based on the Firefly TV show and Serenity movie.

I'm thinking of basing a lot of the story ideas from the classic adventure TV shows of the 80s: A-Team, Magnum PI, Airwolf, Tales of the Gold Monkey, MacGuyver, etc.

Do you think I'll need to flesh out a base of operations? Or will just having a transport ship be good enough. It occured to me that the campaign might be VERY similar to Tales of the Gold Monkey: They'll be in the shipping business, and be flying around a lot, but they'll need some kind of base of operations to get info, fix their ship, mingle, etc. Kind of like how the crew of the Firefly kept ending up on Persephone and dealing with Badger. Also, Tales of the Gold Monkey also had a mix of Asian, European, and American cultures, which is a big part of the Firefly 'verse.

Also, here are some House Rules I'm considering:

1. Improved Damage Threshold and Toughness will be combined into a single feat: Tough Threshold.

2. Weapon Finesse will apply to all applicable weapons, not just 1 applicable weapon. (Like the 3.5 version of Weapon Finesse.)

3. All hits on flat-footed or helpless opponents are automatic critical threats. They still need to be confirmed as normal. (This is to simulate the classic Mexican Standoff.)

4. A character can Quick Draw and Ready an Action to shoot. If the opponent who sets off the readied action to shoot also has Quick Draw, the character and the opponent make opposed Initiative checks to see who gets a shot off first; the character with the drawn weapon gains a +10 bonus on the opposed Initiative check.

5. Allowed Advanced Classes: All from D20 Modern, All from D20 Future non-campaign specific Advanced Classes except Xenophile (no aliens in the 'verse), and the following homebrewed Advanced Classes: Alliance Trooper ("Purple Belly"), Companion, First Mate, Hand of Blue, Impersonator, Operative, Reaver, Sniper, Starship Pilot, Veteran of the Independents ("Browncoat"). The following quasi-psionic homebrewed Advanced Classes might be allowed: Booster (Strong Psychic), Quickjack (Fast Psychic), Bulletwitch (Tough Psychic), Impeller (Smart Psychic), Psychic Prodigy (Dedicated Psychic), Psi-Link (Charismatic Psychic, also needs a better name).

6. Reavers will have the Boogie Man and Maniac templates from the "Menace Manual." If they're high enough level, they'll also advance in the Reaver Advanced Class.

7. Psychic Starting Occupation
Requirements: Age 15+
Skills: Choose two of the following skills as permanent class skills. If a chosen skill is already a class skill, receive a +1 bonus on the skill.
Autohypnosis, Bluff, Knowledge (arcane lore, behavorial sciences, theology & philosophy), Navigate, Psicraft, Sense Motive.
Bonus Feat: Wild Talent.
Reputation Bonus: +1.
Wealth Bonus: +1.

RPG Superstar 2012 Top 32

Sniper
Requirements:
BAB: +2.
Concentration 6 ranks, Spot 6 ranks.
Far Shot, Personal Firearms Proficiency.

Class Features:
BAB: +3/4
Medium Saves: Fortitude and Will
Hit Dice: 1d8
Defense: +1/2 (rounded up)
Reputation: +1/3
Action Points: 6 + 1/2 character level

Class Skills: Balance, Climb, Concentration, Craft (mechanical, structural), Demolitions, Disable Device, Disguise, Drive, Hide, Knowledge (streetwise, tactics), Profession, Read/Write Language, Repair, Research, Search, Speak Language, Spot, Survival.

Skill Points per Level: 5 + Int modifier.

LEVEL ABILITY
1. Long Range Shooting
2. Weapon Focus
3. Bonus Feat
4. Lethal Shot
5. Improved Critical
6. Bonus Feat
7. Steady Shot
8. Sure Shot
9. Bonus Feat
10. Enhanced Critical

Long Range Shooting. The Sniper ignores the penalty of up to 1 range increment per class level when using a longarm personal firearm.

Weapon Focus. The Sniper gains Weapon Focus in a longarm personal firearm of his choice.

Bonus Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Burst Fire, Dead Aim, Double Tap, Exotic Firearms Proficieny, Focused, Iron Will, Low Profile, Point Blank Shot, Precise Shot, Quick Reload, Stealthy, Strafe, Track.

Lethal Shot. The Sniper adds 1/2 his class level to the Fortitude Save of a target's Massive Damage roll when using a longarm personal firearm.

Improved Critical. The Sniper increases the threat range of the weapon he chose for Weapon Focus by 1 (typically from 20 to 19-20).

Steady Shot. The Sniper can take 10 on an attack roll with the weapon he selected the Weapon Focus feat in by spending 1 Action Point.

Sure Shot. The Sniper can make a Concentration skill check with a DC equal to the target's defense instead of making an attack roll to confirm a critical threat.

Enhanced Critical. The Sniper increases the critical mulitplier of the weapon he chose Weapon Focus in by 1 (typically from x2 to x3).

RPG Superstar 2012 Top 32

Companions are elegant courtesans trained in the arts of seduction. They are respected and revered wherever they go.

Companion

Requirements:
Allegiance: Companion Motherhouse.
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Sense Motive 4 ranks.
Feats: Iron Will, Renown.
Special: Must have the Charm Talent.

Class Features:
Base Attack Bonus: +1/2
Medium Saving Throws: Reflex and Will
Hit Dice: 1d6
Class Defense Bonus: As Personality Advanced Class
Class Reputation Bonus: As Personality Advanced Class
Action Points Per Level: 7 + 1/2 character level

Class Skills:
Balance (Dex)*, Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (pharmaceutical) (Int), Craft (visual art) (Int), Craft (writing) (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Escape Artist (Dex)*, Gather Information (Cha), Intimidate (Cha), Knowledge (arcane lore, art, behavorial sciences, business, civics, current events, history, popular culture, theology and philosophy) (Int), Listen (Wis), Perform (Cha), Pilot (Dex), Profession (Wis), Read/Write Language (None), Research (Int), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex)*, Speak Language (None), Spot (Wis), Treat Injury (Wis).

Skill Points Per Level: 7 + Int modifier.

LEVEL ABILITY
1. Extra Charming, Seduction
2. Astute
3. Bonus Feat
4. Sexual Healing
5. Beguile
6. Bonus Feat
7. Domination
8. Advanced Sexual Healing
9. Bonus Feat
10. Beguile the Masses

Extra Charming. The Companion gains the Charismatic Talent Charm for the sex she didn't choose before.

Seduction. The Companion spends 1 action point to activate this ability. The Companion adds her Reputation Bonus on her next Charisma check.

Astute. The Companion adds half her class level to her Sense Motive checks.

Bonus Feats. At levels 3, 6, and 9, the Companion chooses one of the following as a bonus feat. She must meet all prerequisites of the chosen feat.
Alertness, Archaic Weapons Proficiency, Blindfight, Confident, Creative, Deceptive, Defensive Martial Arts, Educated, Endurance, Focused, Improved Initiative, Lightning Reflexes, Nimble, Trustworthy, Weapon Finesse, Windfall.

Sexual Healing. The Companion must spend 1 action point activate this ability. At 4th level, a character that spends the night with a Companion regains hit points and ability points lost to temporary damage at an advanced rate--3 hit points per character level or 3 ability points restored per night spent enjoying the Companion's charms.

Beguile. At 5th level, the Companion can make a target character fall in love with her. The Companion must spend 1 action point to activate this ability. The target is allowed a Will Save with a DC of 10 + the Companion's Class Level + the Companion's Charisma modifier. If the target fails the Will Saving Throw, he becomes hopelessly in love with the Companion. The duration of this effect is a number of hours equal to 1d20 + the Companion's Charisma modifier + her Charm and Seduction modifiers. The target character has an attitude of Helpful. In addition, the Companion can force the target character to follow her commands by succeeding at an opposed Charisma check. The Companion adds her Charm and Seduction bonuses to this check as well.

Domination. The Companion must spend 1 action point to activate this ability. As an attack action, the Companion can target 1 character within 100 feet of her. The target is allowed a Will Save with a DC of 10 + the Companion's class level + her Charisma modifier. If the Will save is failed, the Companion can control the actions of a Medium sized or smaller humanoid creature. The Companion can generally force the subject to perform as she desires, within the limits of his abilities. Obviously self-destructive orders are ignored. Once control is established, the range at which it can be exercised is unlimited. The Companion does not need to see the target to control him. Control is maintained for 1 day per class level of the Companion.

Advanced Sexual Healing. The Companion must spend 1 action point to activate this ability. At 8th level, a character that spends the night with a Companion regains hit points and ability points lost to temporary damage at an advanced rate--5 hit points per character level or 5 ability points restored per night spent enjoying the Companion's charms. Also at 8th level, a character that spends the night with a Companion regains 1 point of ability drain.

Beguile the Masses. This ability is identical to the Beguile ability of the Companion, except it affects 1 target per class level of the Companion.

RPG Superstar 2012 Top 32

Reavers are murderous marauders who have looked into the Black, and gone insane. "They'll rape us to death, eat our flesh, and sew our skin into their clothing. And if we're very, very lucky, they'll do it in that order."--Zoe.

Reaver

Requirements:
Base Attack Bonus: +2
Skills: Intimidate 6 ranks
Feats: Archaic Weapon Proficiency, Oathbound (Reavers)
Allegiances: Reavers, Evil.

Class Features:
Base Attack Bonus: +1
Saving Throws: Medium Fortitude, Poor Reflex, Good Will
Hit Dice: 1d10
Class Defense Bonus: +1/2 rounded up.
Reputation Bonus: +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

Class Skills: Climb (Str)*, Craft (mechanical) (Int), Craft (structural) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex)*, Intimidate (Cha), Jump (Str)*, Pilot (Dex), Repair (Int), Search (Int), Spot (Wis), Survival (Wis).

Skill Points Per Level: 3 + Int modifier.

Reavers gain 6 + 1/2 their character level Action Points each level.

LEVEL ABILITY
1. Dread Strike (shaken)
2. Damage Reduction
3. Bonus Feat
4. Scarification +1
5. Dread Strike (frightened)
6. Bonus Feat
7. Reaving Strike
8. Scarification +2
9. Bonus Feat
10. Dread Strike (panicked)

Dread Strike. When a Reaver hits an opponent in melee, it may immediately make an Intimidate check as a free action. If successful, the Reaver's opponent is shaken for a number of rounds equal to the Reaver's Reputation Bonus. At 5th level, this ability improves and opponent is frightened for the duration. At 10th level, this ability improves and the opponent is panicked for the duration. Dread Strike is a fear effect.

Damage Reduction. A Reaver has Damage Reduction equal to 1/2 his class level in this advanced class.

Bonus Feats. At levels 3, 6, and 9, the Reaver chooses a feat from the following list. It must meet all requirements for that feat.
Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Blindfight, Brawl, Combat Martial Arts, Combat Reflexes, Exotic Melee Weapon Proficiency, Frightful Presence, Heroic Surge, Improved Damage Threshold, Personal Firearms Proficiency, Power Attack, Renown, Toughness.

Scarification. Reavers are notorious for desecrating their flesh. At level 4, the Reaver gains a natural armor bonus of +1. At level 8, it improves to +2.

Reaving Strike. A Reaver that hits an opponent that is denied its Dexterity modifier to AC, or an opponent that is flanked by another Reaver, can add its Reputation Bonus to damage.

RPG Superstar 2012 Top 32

Hands of Blue

Requirements:
Allegiance: Blue Sun Corporation.
Skills: Gather Information 4 ranks, Intimidate 4 ranks, Investigate 6 ranks.
Feats: Armor Proficiency (light), Combat Martial Arts, Oathbound (Blue Sun Corporation)

Class Features:
Base Attack Bonus: +3/4
Good Saving Throws: Will
Hit Dice: 1d8
Class Defense Bonus: +1 +1 +2 +2 +3 +3 +4 +4 +5 +5
Reputation Bonus: +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

Class Skills: Bluff (Cha), Computer Use (Int), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (behavorial sciences, civics, current events, earth and life sciences, streetwise, technology) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Research (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Survival (Wis).

Skill Points Per Level: 7 + Int modifier.

Action Points Per Level: 6 + 1/2 character level.

LEVEL ABILITY
1. Blue Hand Combat Style, Blue Body Armor, Two By Two +1.
2. Exsanginator, Focus.
3. Bonus Feat.
4. Synergy.
5. Improved Two By Two +2 (move action).
6. Bonus Feat.
7. Improved Blue Hand Combat Style.
8. Synergy.
9. Bonus Feat.
10. Greater Two By Two +3 (free action).

Blue Hand Combat Style. The Hands of Blue causes 1d6 points of damage, plus his Strength modifier, when using his Combat Martial Arts feat.

Blue Body Armor. The Hands of Blue are provided with special body armor. It is light armor, concealable type, provides a +4 equipment bonus to Defense, has a Maximum Dex Bonus of +4, a -1 Armor Check Penalty, a Base Speed of 30 feet, Weight is 4 pounds, Purchase DC is 21, and its Restriction is Military (+3). It covers the whole body of the wearer, except for the head. It has the additional property of making the wearer immune to the effects of the Exsanginator.

Two By Two. The Hands of Blue almost always work in teams of two. They learn to help each other. When using the Aid Another action successfully with another member of the Hands of Blue, the Hands of Blue improves his ally's roll by an additional +1, for a total of +3. If the Hands of Blue has the Improved Aid Another Talent from the Dedicated Hero class, these bonuses stack. In addition, when a Hands of Blue flanks an opponent with another Hands of Blue, they gain a +3 bonus to their attack rolls instead of the normal +2.

Exsanguinator. At 2nd level, the Hands of Blue is provided with an electronic device called an exsanguinator. When activated (a standard action), all living creatures within 20 feet must make a DC 15 Fortitude Save or take 1d6 points of Constitution damage. They must also make a second DC 15 Fortitude Save or be Stunned for 1 round. Because of their expertise with handling an exsanguinator, the Hands of Blue adds 1/2 his class level to the Save DC to avoid Constitution damage and to avoid being stunned.

Focus. At 2nd level, the Hands of Blue are able to focus all their efforts in pursuing a subject. By spending 1 Action Point, the Hands of Blue is able to add 1/2 his class level on the following skills when in pursuit of his subject: Gather Information, Intimidate, Investigate, Listen, Research, Search, Sense Motive, Spot, and Survival. The Hands of Blue can have a total number of subjects equal to 1/2 his class level.

Bonus Feat. At levels 3, 6, and 9, the Hands of Blue can choose a feat from the following list. They must meet all requirements of the selected feat.
Advanced Combat Martial Arts, Advanced Two Weapon Fighting, Alertness, Attentive, Cybertaker, Frightful Presence, Improved Combat Martial Arts, Improved Two Weapon Fighting, Personal Firearms Proficiency, Renown, Track, Two Weapon Fighting, Urban Tracking.

Synergy. The Hands of Blue learn to apply the skills they know to reinforce each other. At 4th level, and again at 8th level, the Hands of Blue choose one of the following pairs of skills. If he has 5 ranks in both skills, he gains a +2 synergy bonus in both skills.
Bluff-Gather Information, Bluff-Intimidate, Computer Use-Knowledge technology, Computer Use-Research, Gather Infomation-Intimidate, Gather Infomation-Knowledge current events, Gather Information-Knowledge Streetwise, Investigate-Research, Investigate-Search, Knowledge behavoral sciences-Sense Motive, Knowledge earth and life sciences-Survival, Listen-Spot, Search-Spot.

Improved Two By Two. At level 5, the Hands of Blue is able to make the Aid Another action as a move action, and the amount he adds to his ally's roll increases by +2, for a total of +4. If the Hands of Blue has the Improved Aid Another Talent from the Dedicated Hero class, these bonuses stack. In addition, when a Hands of Blue flanks an opponent with another Hands of Blue, they gain a +4 bonus to their attack rolls instead of the normal +2.

Improved Blue Hand Combat Style. The Hands of Blue causes 1d8 points of damage, plus his Strength modifier, when using Combat Martial Arts.

At level 10, the Hands of Blue is able to make the Aid Another action as a free action, and the amount of he adds to his ally's roll increases by +3, for a total of +5. If the Hands of Blue has the Improved Aid Another Talent from the Dedicated Hero class, these bonuses stack. In addition, when a Hands of Blue flanks an opponent with another Hands of Blue, they gain a +5 bonus to their attack rolls instead of the normal +2.

RPG Superstar 2012 Top 32

Veteran of the Independence

Requirements:
Allegiance: The Independence
Base Attack Bonus: +2
Skills: Knowledge tactics 6 ranks
Feats: Armor Proficiency (light), Personal Firearms Proficiency

Class Features:
BAB: +1
Medium Saves: Fortitude and Reflex
Hit Dice: 1d8
Class Defense Bonus: +1/2, rounded up
Class Reputation Bonus: +1/3, rounded down
Action Points: 6 + 1/2 character level

Class Skills:
Bluff (Cha), Climb (Str), Computer Use (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history, streetwise, tactics, technology) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (none), Repair (Int), Ride (Dex), Search (Int), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Survival (Wis), Treat Injury (Wis).

Skill Points at Each Level: 5 + Int modifier.

LEVEL ABILITY
1. Browncoat, Resistance Fighter
2. Tactical Assistance
3. Bonus Feat
4. Fortune Favors the Brave
5. Lucky Shot
6. Bonus Feat
7. Tactical Mastery
8. Boost Morale
9. Bonus Feat
10. Inspire the Troops

Browncoat. Veterans of the Independence are issued special armored dusters. They are considered light armor, tactical type, provides a +3 equipment bonus to Defense (+2 if non-proficient), has a Maximum Dex Bonus of +6, an Armor Penalty of -0, base Speed of 30, Weight of 6 pounds, and a Purchase DC of 16 (Mil +3).

Resistance Fighter. The Veteran of the Independence can spend an action point and add the results when rolling for hit points in this class.

Tactical Assistance. As a Full Round Action, the Veteran of the Independence can make a Knowledge tactics skill check (DC 15) in place of an Attack Roll to Aid Another in combat or a skill check to Aid Another with a skill. His ally receives the standard bonus, plus 1/2 the Veteran's class level.

Bonus Feat. At 3rd, 6th, and 9th level, the Veteran of the Independence gets a bonus feat. The bonus feat must be selected from the following list, and the Veteran must meet all the prerequisites of the feat to select it.
Action Boost, Advanced Firearms Proficiency, Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Brawl, Combat Martial Arts, Endurance, Exotic Firearms Proficiency, Heroic Surge, Improved Damage Threshold, Oathbound (Independence only), Salvage, Surface Vehicle Operation, Toughness, Weapon Focus.

Fortune Favors the Brave. When using an Action Point to affect a Saving Throw, the Veteran of the Independence adds half his class level to the roll.

Lucky Shot. When using an Action Point to affect an Attack Roll, the Veteran of the Independence also adds the result to his Damage Roll if he hits. If he rolls a threat, he also adds the result to his roll to confirm the critical.

Tactical Mastery. When using Tactical Assistance, the Veteran of the Independence only uses a move action.

Boost Morale. A Veteran of the Independence can spend 1 Action Point and add the result as a Morale Bonus to the Saving Throws of all allies within 60 feet of him for a number of rounds equal to his 1/2 his class level.

Inspire the Troops. A Veteran of the Independence can spend 1 Action Point and make a DC 20 Knowledge tactics check. If successful, all allies within 60 feet of the Veteran adds 1/2 his Veteran class level to one of the following: their Attack Rolls, their Damage Rolls, their Defense, their Saving Throws, or their Skill Checks. This affect persists for a number of rounds equal to 1d6 + the Veteran's Charisma modifier.

RPG Superstar 2012 Top 32

Alliance Trooper

Requirements:
Allegiance: Alliance, Law
Base Attack Bonus: +2
Skills: Diplomacy 6 ranks or Intimidate 6 ranks, Knowledge civics 6 ranks or Knowledge tactics 6 ranks
Feats: Armor Proficiency (light), Personal Firearms Proficiency

Class Features:
Base Attack Bonus: +3/4
Medium Saving Throws: Fortitude and Will
Hit Dice: 1d10
Class Defense Bonus: +1/2, rounded up
Class Reputation Bonus: +1/3, rounded down
Action Points Per Level: 6 + 1/2 character level

Class Skills: Computer Use (Int), Demolitions (Int), Diplomacy (Cha), Drive (Dex), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (civics, current events, history, tactics, technology) (Int), Listen (Wis), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (none), Research (Int), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Treat Injury (Wis).

Skill Points at Each Level: 5 + Int modifier.

LEVEL ABILITY
1. Badge of Office, Purplebelly
2. Bound By Law, Trooper Teamwork
3. Bonus Feat
4. Armored Movement +5 feet
5. Armor Mastery +1
6. Bonus Feat
7. Armored Reflexes
8. Armored Movement +10 feet
9. Bonus Feat
10. Armor Mastery +2

Badge of Office. An Alliance Trooper is issued a Badge of Office when he signs up with the Alliance Military Police. Displaying the Badge grants the Alliance Trooper a +2 circumstance bonus on all Charisma checks.

Purplebelly. An Alliance Trooper gains Armor Proficiency (medium) and Armor Proficiency (heavy) as bonus feats. He is also issued a suit of Alliance Trooper Armor. Standard issue Alliance Trooper Armor is a Tactical Vest (page 110 of the D20 Modern Handbook).

Bound By Law. An Alliance Trooper can use this ability a number of times per day equal to 1/2 his class level, but only once per encounter. Activating this ability is a free action. Opponents of the Trooper must make a Will Save with a DC equal to the Trooper's Diplomacy or Intimidate check or be shaken a number of rounds equal to 1/2 the Trooper's class level. If an opponent fails by 20 or more, they are also dazed for 1 round.

Trooper Teamwork. When an Alliance Trooper is adjacent to another Alliance Trooper, or flanking an opponent with another Alliance Trooper, he can add +1 to either his Attack Rolls or his Defense.

Bonus Feat. At 3rd, 6th, and 9th level, the Alliance Trooper gets a bonus feat. The bonus feat must be selected from the following list, and the Trooper must meet all the prerequisites of the feat to select it.
Advanced Firearms Proficiency, Alertness, Armor Proficiency (powered), Attentive, Blindfight, Brawl, Burst Fire, Combat Martial Arts, Exotic Firearms Proficiency, Improved Damage Threshold, Oathbound (Alliance or Law), Starship Gunnery, Starship Operation, Strafe, Surface Vehicle Operation, Toughness, Weapon Focus, Zero-G Training.

Armored Movement. At 4th level, an Alliance Trooper can reduce the penalty to his speed for wearing armor by 5 feet. At 8th level, this improves to 10 feet. The Alliance Trooper cannot increase his speed beyond his normal maximum by using this ability.

Armor Mastery. At 5th level, an Alliance Trooper receives a +1 competence bonus to Defense when wearing Medium, Heavy, or Powered Armor. This bonus also applies to his Maximum Dex Bonus and to his Armor Penalty. At level 10, this bonus increases to +2.

Armored Reflexes. At 7th level, an Alliance Trooper has learned to use his armor to protect himself from area effects. He gains an equipment bonus to his Reflex Saving Throws equal to 1/2 his equipment bonus to defense.

RPG Superstar 2012 Top 32

The Operative

Requirements:
Allegiance: The Alliance.
BAB: +2.
Feats: Combat Martial Arts, Personal Firearms Proficiency, Urban Tracking.
Skills: Gather Information 6 ranks, Research 6 ranks, Sense Motive 6 ranks.
Talent: Faith.

Class Features:
BAB: +3/4.
Medium Saves: Fortitude and Will.
Hit Dice: 1d8.
Defense Bonus: +0/+1/+1/+1/+2/+2/+2/+3/+3/+3.
Reputation: +1/3 rounded down.

Class Skills: Computer Use, Concentration, Decipher Script, Disable Device, Drive, Gather Information, Intimidate, Investigate, Knowledge (Behavioral Sciences, Civics, Current Events, History, Popular Culture, Streetwise, Tactics), Listen, Navigate, Pilot, Profession, Read/Write Language, Research, Search, Sense Motive, Speak Language, Spot, Survival.

Skill Points Per Level: 7 + Int modifier.

LEVEL ABILITY
1. Intuitive Defense
2. Mark
3. Bonus Feat
4. Intuitive Initiative
5. Calm Demeanor
6. Bonus Feat
7. Intuitive Attack
8. Shake It Off
9. Bonus Feat
10. Intuitive Strike

Intuitive Defense. The Operative adds his Wisdom modifier to his Dexterity modifier when determining his Defense.

Mark. The Operative can have a number of Marks equal to 1/2 his class level. In pursuit of these Marks, the Operative receives a bonus equal to 1/2 his class level on the following skills: Computer Use, Decipher Script, Gather Information, Intimidate, Investigate, Listen, Research, Search, Sense Motive, Spot, and Survival.

Bonus Feat. The Operative can choose a feat from the following list. He must meet all requirements.
Advanced Combat Martial Arts, Advanced Firearms Proficiency, Alertness, Archaic Weapon Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Attentive, Blindfight, Dead Aim, Far Shot, Improved Combat Martial Arts, Iron Will, Low Profile, Nerve Pinch, Studious, Track, Trustworthy, Weapon Focus.

Intuitive Initiative. The Operative adds his Wisdom modifier to his initiative rolls.

Calm Demeanor. The Operative gains a bonus equal to his class level on Saving Throws against morale effects or effects that affect his emotions, such as the Charismatic Hero's Taunt ability.

Intuitive Attack. The Operative chooses one weapon or combat style he is proficient in, such as Desert Eagle, Longsword, Combat Martial Arts, or Brawl. The Operative can use his Wisdom modifier instead of his Strength or Dexterity modifier on the attack rolls with the chosen weapon.

Shake It Off. When the Operative fails a Fortitude or Will save that grants the Operative a negative condition, he is allowed to make a single, additional saving throw the following round to remove that condition.

Intuitive Strike. The Operative adds his Wisdom modifier to damage when using the weapon or combat style chosen at 7th level for the Intuitive Attack class feature.

RPG Superstar 2012 Top 32

First Mate

The First Mate is a loyal companion (NO, NOT THAT KIND OF COMPANION!) and stalwart follower. She has an almost instinctual understanding of her captain's commands.

First Mate

Requirements:
Allegiance: A prospective First Mate must declare one of her allegiances to the individual who will be her superior.
BAB: +2.
Feats: Brawl, Personal Firearms Proficiency.
Skills: Concentration 6 ranks, Intimidate 6 ranks.

Class Features:
BAB: +3/4.
Medium Saves: Fortitude and Reflex.
Hit Dice: 1d10.
Defense Bonus: +1/+2/+2/+3/+3/+4/+4/+5/+5/+6
Reputation Bonus: +0/+0/+0/+0/+1/+1/+1/+1/+2/+2

Class Skills: Balance, Climb, Concentration, Drive, Escape Artist, Hide, Intimidate, Jump, Knowledge (current events, streetwise, tactics), Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Ride, Search, Sense Motive, Speak Language, Spot, Survival, Swim, Treat Injury, Tumble.
Skill Points Per Level: 5 + Int modifier.

LEVEL ABILITY
1. Follow Blindly, Loyalty
2. Improved Aid Another
3. Bonus Feat
4. Jump in the Way (Targeted)
5. Rapid Aid Another
6. Bonus Feat
7. Concentrate on the Task at Hand
8. Jump in the Way (Area)
9. Bonus Feat
10. Swift Aid Another

Follow Blindly. The First Mate's Superior (the individual she declared her Allegiance to in order to qualify for this class) can order the First Mate on his turn. This effectively Readies an Action for the First Mate, even if it is before her turn. This can allow the First Mate to react before her initiative in certain instances. If the First Mate wishes to disobey this order and ignore the Readied Action, she must make a Will Save with a DC of 10 + 1/2 her Superior's character level + her Superior's Charisma modifier + her Superior's Reputation modifier. Wise Superiors often ready actions that the First Mate would want to follow.

Loyalty. The First Mate receives a bonus equal to her class level on any Saving Throws or Checks to avoid harming or acting against her Superior.

Improved Aid Another. When using the Aid Another action, the First Mate adds half her class level to usual +2 bonus bestowed upon the character she is aiding.

Bonus Feat. The First Mate gains a bonus feat at levels 3, 6, and 9 from the following list. She must all requirements of the selected feat.
Advanced Firearms Proficiency, Alertness, Archaic Weapon Proficiency, Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Combat Martial Arts, Confident, Focused, Improved Brawl, Improved Damage Threshold, Knockout Punch, Point Blank Shot, Precise Shot, Toughness, Vehicle Expert, Weapon Focus.

Jump In the Way. At 4th level, the First Mate can take a hit meant for someone else. Once per round, she can cause a melee or ranged attack against an adjacent ally to target her instead. The First Mate must declare this before the attack roll is known, but can be done after the attack has been declared against her ally.
At 8th level, the First Mate get in the way of an area effect that would harm an adjacent ally. Both the ally and the First Mate must be within the area of effect. The ally gains a bonus on his Reflex Save equal to the First Mate's class level, and the benefits of Improved Evasion. The First Mate automatically fails the Reflex Save.

Rapid Aid Another. The First Mate can use the Aid Another action as a move action.

Concentrate on the Task at Hand. When using the Aid Another action to assist a character with a skill check, the First Mate can make a DC 15 Concentration check instead of the relevant skill check.

Swift Aid Another. The First Mate can use the Aid Another action as a free action.

RPG Superstar 2012 Top 32

Booster
The Booster is a character that has tapped into his psychic potential to maximize his melee attacks and enhance his physique.

Requirements:
BAB: +3
Feats: Brawl, Improved Brawl, Power Attack, Wild Talent (valor or verve).

Class Features:
BAB: +3/4
Good Saves: Fortitude
Hit Dice: 1d10
Defense: +1 +1 +2 +2 +3 +3 +4 +4 +5 +5
Reputation: +0 +1 +1 +1 +2 +2 +2 +3 +3 +3
Action Points: 6 + 1/2 character level

Class Skills: Autohypnosis, Balance, Climb, Drive, Intimidate, Jump, Knowledge (streetwise, tactics), Profession, Psicraft, Read/Write Language, Ride, Sense Motive, Speak Language, Survival, Swim.

Skill Points Per Level: 3 + Int modifier.

LEVEL ABILITY
1. Clobber
2. Boost (natural armor)
3. Bonus Feat
4. Extreme Surge
5. Boost (damage reduction)
6. Bonus Feat
7. Advanced Brawl
8. Boost (fast healing)
9. Bonus Feat
10. Boost Strength

Clobber (Ex). The Booster adds twice his Strength bonus on successful melee attacks that deal non-lethal damage.

Boost (Ps). A number of times per day equal to his class level, the Booster can enhance his physique. The enhancement lasts a number of rounds equal to his class level.
At 2nd level, the Booster gains a natural armor bonus equal to 1/2 his class level.
At 5th level, the Booster gains damage reduction equal to 1/2 his class level.
At 8th level, the Booster gains fast healing, recovering a number of hit points equal to 1/2 his class level every round.
At 10th level, the Booster gains a +10 enhancement bonus to his Strength.

Bonus Feat. At levels 3, 6, and 9, the Booster may select a feat from the following list. He must meet all prerequisites for the selected feat.
Athletic, Cleave, Frightful Presence, Great Cleave, Improved Bull Rush, Improved Damage Threshold, Improved Knockout Punch, Knockout Punch, Street Fighting, Toughness, Weapon Focus.

Extreme Surge (Ps). At 4th level, the Booster can take a full round action to perform a Strength check or a Strength-based skill, and add half his class level to the result.

Advanced Brawl (Ex). At 7th level, the Booster receives a +3 bonus on unarmed attacks and does 1d10 points of nonlethal damage on a successful hit. This ability supercedes the Improved Brawl Feat.

Quickjack
The Quickjack is a character that has tapped into his psychic potential to warp the fabric of reality to make himself faster, create hidden transdimensional spaces, and even briefly disappear from one location in the universe and reappear in another.

Requirements:
Base Reflex Save: +2
Evasion
Skills: Balance 6 ranks, Escape Artist 6 ranks, Sleight of Hand 6 ranks.
Feats: Dodge, Quick Draw, Wild Talent (Burst)

Class Features:
BAB: +3/4
Good Saves: Reflex
Hit Dice: 1d8
Defense Bonus: +1 +2 +2 +3 +4 +4 +5 +6 +6 +7
Reputation: +0 +1 +1 +1 +2 +2 +2 +3 +3 +3
Action Points: 6 + 1/2 character level

Class Skills: Autohypnosis, Balance, Bluff, Climb, Demolitions, Disable Device, Escape Artist, Gamble, Hide, Jump, Knowledge-streetwise, Move Silently, Navigate, Profession, Psicraft, Read/Write Language, Sleight of Hand, Speak Language, Swim, Tumble.

Skill Points per Level: 5 + Int modifier.

LEVEL ABILITY
1. Fast Movement +10 feet
2. Pocket Universe
3. Bonus Feat
4. Improved Evasion
5. Fast Movement +20 feet
6. Bonus Feat
7. Dimensional Hop
8. Combat Evasion
9. Bonus Feat
10. Dimension Door

Fast Movement (Ex). The Quickjack's speed is 10 feet higher than the norm. At 5th level, this improves to 20 feet higher.

Pocket Universe (Ps). At 2nd level, the Quickjack can conceal and store items in a non-dimensional space that only he can access. The non-dimensional space can hold 10 pounds of non-living matter per class level. Withdrawing or placing an item into the non-dimensional space is a free action.

Bonus Feat. At levels 3, 6, and 9, the Quickjack may select a feat from the following list. He must meet all prerequisites for the selected feat.
Acrobatic, Agile Riposte, Archaic Weapon Proficiency, Heroic Surge, Improved Initiative, Lightning Reflexes, Mobility, Personal Firearms Proficiency, Run, Shot on the Run, Spring Attack, Weapon Finesse.

Improved Evasion (Ex). At level 4, the Quickjack Evasion ability improves. When he makes a successful Reflex Saving Throw he takes no damage, and on a failed Reflex Saving Throw he takes half damage.

Dimensional Hop (Ps). At 7th level, the Quickjack can instantaneously teleport a distance equal to 25 feet + 5 feet per 2 class levels a number of times per day equal to his Dexterity bonus (minimum 1). Activating this ability is a move action; the Quickjack can spend an action point to activate this ability as a free action. The Quickjack can also spend an action point to use this ability if his daily allotment of uses has been exhausted.

Combat Evasion (Ps). At 8th level, the Quickjack can negate a successful attack on him by spending an action point and making a Reflex Save with a DC equal to the attack roll that hit him.

Dimension Door (Ps). At 10th level, the Quickjack can instantaneously teleport a distance equal to 400 feet + 40 feet per class level a number of times per day equal to his Dexterity bonus (minimum 1). Activating this ability is a move action; the Quickjack can spend an action point to activate this ability as a free action. The Quickjack can also spend an action point to use this ability if his daily allotment of uses has been exhausted.

Bulletwitch
The Bulletwitch taps into her psychic potential to telekinetically augment her accuracy with firearms.

Requirements:
BAB: +2
Skills: Concentration 6 ranks, Spot 6 ranks
Feats: Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Wild Talent (Far Hand or Far Punch)

Class Features:
BAB: +3/4
Saves: Good Reflex, Medium Will
Hit Dice: 1d8
Defense Bonus: +1 +2 +2 +3 +4 +4 +5 +6 +6 +7
Reputation: +0 +1 +1 +1 +2 +2 +2 +3 +3 +3
Action Points: 6 + 1/2 character level

Class Skills: Autohypnosis, Balance, Climb, Concentration, Demolitions, Drive, Gamble, Intimidate, Jump, Knowledge (arcane lore, current events, popculture, streetwise, tactics, theology & philosophy), Pilot, Profession, Psicraft, Read/Write Language, Repair, Ride, Speak Language, Spot, Swim, Tumble.

Skill Points Per Level: 5 + Int modifier.

LEVEL ABILITY
1. Expanded Range, Skip Shot
2. Knockout Shot
3. Bonus Feat
4. Trick Shot
5. Bulletproof Shield
6. Bonus Feat
7. Seeker Shot
8. Athletic Surge
9. Bonus Shot
10. Potent Shot

Expanded Range (Ps). The Bulletwitch is able to keep her shots accurate over extended ranges. She ignores the penalty from 1 range increment per class level.

Skip shot. The Bulletwitch receives Skip Shot as a bonus feat.

Knockout Shot (Ps). The Bulletwitch is able to telekinetically slow down the projectiles she hits her targets with. She can convert the damage of any ranged weapon she uses to non-lethal damage.

Bonus Feat. At levels 3, 6, and 9, the Bulletwitch may select a feat from the following list. He must meet all prerequisites for the selected feat.
Advanced Firearms Proficiency, Burst Fire, Dead Aim, Double Tap, Exotic Firearms Proficiency, Far Shot, Quick Draw, Quick Reload, Shot on the Run, Strafe, Two Weapon Fighting.

Trick Shot (Ps). At 4th level, the Bulletwitch may attempt the following combat actions when using a ranged weapon: Bull Rush, Disarm, Sunder, Trip). She uses her Constitution modifier instead of her Strength modifier on any opposed rolls.

Bulletproof Shield (Ps). At 5th level, the Bulletwitch can protect herself with a telekinetic force field a number of times per day equal to her Constitution bonus (minimum 1). Activating this ability is a move action and it has a duration of 1 round per class level. The Bulletwitch can spend 1 action point to activate the Bulletproof Shield as a free action. The Bulletproof Shield provides the Bulletwitch with DR equal to her class level. The Bulletwitch can spend 1 action point to activate this ability if her daily allotment has been exhausted.

Seeker Shot (Ps). At 7th level, the Bulletwitch can shoot bullets that go around corners. The Bulletwitch spends 1 action point to activate this ability. The Bulletwitch ignores cover and concealment when targeting her opponent. If the target has total cover, a clear path between the Bulletwitch and the target must exist, and it cannot exceed the maximum range of the Bulletwitch's weapon.

Athletic Surge (Ps). At 8th level, the Bulletwitch can use her telekinesis to boost her athletetism. The Bulletwitch adds her Constitution Bonus to all Strength and Dexterity based skills and checks. A number of times per day equal to her Constitution score (minimum 1) she can spend an action point and add the results of a Concentration check to the Strength or Dexterity-based skill check or ability check.

Potent Shot (Ps). At 10th level, the Bulletwitch can spend 1 action point and add her class level to her attack and damage roll with a ranged weapon. This is a full round action.

Impeller
The Impeller has tapped her psychic potential to draw energy to machines in order to maximize their effectiveness.

Requirements:
Skills: Computer Use 6 ranks, Craft electronics or Craft mechanical 6 ranks, Drive 3 ranks, Knowledge physical sciences or Knowledge technology 6 ranks, Pilot 3 ranks, Repair 6 ranks.
Feats: Gearhead, Vehicle Expert, Wild Talent (finger of fire)

Class Features:
BAB: +1/2
Medium Saves: Fortitude and Reflex
Hit Dice: 1d6
Defense: +1 +1 +2 +2 +3 +3 +4 +4 +5 +5
Reputation: +0 +1 +1 +1 +2 +2 +2 +3 +3 +3
Action Points: 6 + 1/2 character level

Class Skills: Autohypnosis, Computer Use, Craft (electronics, mechanical), Demolitions, Disable Device, Drive, Knowledge (physical sciences, technology), Navigate, Pilot, Profession, Psicraft, Read/Write Languages, Repair, Research, Search, Speak Languages, Treat Injury.

Skill Points Per Level: 7 + Int modifier

LEVEL ABILITY
1. Power Surge (2d6)
2. Canny Transporter
3. Bonus Feat
4. Extreme Acceleration
5. Power Surge (4d6)
6. Bonus Feat
7. Power Surge (Close Range)
8. Extreme Puissance
9. Bonus Feat
10. Power Surge (6d6)

Power Surge (Ps). The Impeller is able to create surges of power to repair or damage machinery. At 1st level, she can repair or cause 2d6 points of damage to a machine as a full round action. She must be touching the machinery in order to affect it. She can also spend 1 action point and cause 2d6 points of electrical damage to a living creature by making a successful melee touch attack or restore 2d6 hit points by touching a wounded living creature.
At 5th level, the amount of the Power Surge increases to 4d6.
At 7th level, the range at which the Impeller can use her Power Surge ability increases to 25 feet + 5 feet per 2 class levels. She must make a ranged touch attack for it to succeed.
At 10th level, the amount of the Power Surge increases to 6d6.

Canny Transporter (Ex). The Impeller adds half her class level on all Drive and Pilot skill checks.

Bonus Feat. At levels 3, 6, and 9, the Impeller may select a feat from the following list. He must meet all prerequisites for the selected feat.
Aircraft Operation, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (powered), Builder, Cautious, Combat Expertise, Craft Cybernetics, Cybersurgery, Drive-by Attack, Educated, Forced Stop, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Surface Vehicle Operation, Vehicle Dodge, Weapon Finesse.

Extreme Acceleration (Ps). At 4th level, by spending 1 action point, the Impeller can increase the speed of a vehicle she is touching by 50%. This increase in speed lasts for as long as the Impeller concentrates, up to 1 hour per class level. She must spend a move action each round to maintain the Extreme Acceleration.

Extreme Puissance (Ps). At 8th level, by spending 1 action point, the Impeller can increase the damage caused by a vehicle or weapon she is touching by 50%. This increase in damage lasts for as long as the Impeller concentrates, up to 1 hour per class level. She must spend a move action each round to maintain the Extreme Acceleration.

Psychic Prodigy
A Psychic Prodigy has had her inhibitions stripped and this has opened her mind wide open. She is highly intuitive, but her powers are not completely under her control. She is also a living weapon, capable of interpreting her opponents' moves before they even make them.

Pyschic Prodigy Requirements:
BAB: +2
Skills: Knowledge (any) 6 ranks, Sense Motive 6 ranks.
Feats: Combat Martial Arts, Defensive Martial Arts, Wild Talent (detect psionics)

Class Features:
BAB: +3/4
Hit Dice: 1d8
Saving Throws: Poor Fortitude, Medium Reflex, Good Will
Defense Bonus: +0 +1 +1 +1 +2 +2 +2 +3 +3 +3
Reputation Bonus: +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Action Points Per Level: 6 + 1/2 character level.

Class Skills: Autohypnosis, Balance, Bluff, Climb, Concentration, Craft (visual arts), Drive, Escape Artist, Gamble, Handle Animal, Hide, Intimidate, Jump, Knowledge (all), Listen, Move Silently, Navigate, Perform (all), Pilot, Profession, Read/Write Language, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Swim, Treat Injury, Tumble.

Skill Points per Level: 7 + Int modifier

LEVEL ABILITY
1. Intuitive Defense, Living Weapon (1d6), Psionics
2. Insane Genius
3. Bonus Feat
4. Sense Psionics
5. Living Weapon (1d8)
6. Bonus Feat
7. Intuitive Initiative
8. Intuitive Attacks
9. Bonus Feat
10. Living Weapon (1d10)

Intuitive Defense (Ex). The Psychic Prodigy adds her Wisdom bonus (if any) to her Defense as an insight bonus.

Living Weapon (Ex). The Psychic Prodigy is trained to defend herself. Her unarmed damage when using the Combat Martial Arts feat is 1d6. This increases to 1d8 at 5th level and 1d10 at 10th level.

Psionics (Ps) The Psychic Prodigy gains the ability to manifest psionic powers. She gains power points and psionic powers known as the Battle Mind. Her psionic powers can be chosen from the following list:
0: Burst, Detect Psionics, Valor, Verve.
1: Combat Precognition, Lesser Body Adjustment, Object Reading, Vigor.
2: Clairaudience/Clairvoyance, Combat Focus, Combat Prescience, Darkvision, Detect Thoughts, Sensitivity to Psychic Impressions.
3: Metaphysical Weapon, Negate Psionics.
4: Natural Armor, Psychofeedback.

Insane Genius (Ex). The Psychic Prodigy possesses an insane genius. She can make all Knowledge skill checks untrained, and adds half her class level on all trained and untrained Knowledge skill checks.

Bonus Feats. At levels 3, 6, and 9, the Psychic Prodigy gains a bonus feat. She must meet all requirements of the chosen feat. She can select a feat from the following list:
Acrobatic, Action Boost, Advanced Combat Martial Arts, Agile Riposte, Alertness, Archaic Weapon Proficiency, Blindfight, Combat Expertise, Combat Reflexes, Combat Throw, Creative, Defensive Martial Arts, Dodge, Educated, Elusive Target, Focused, Frightful Presence, Heroic Surge, Improved Combat Martial Arts, Improved Combat Throw, Improved Initiative, Iron Will, Jack of All Trades, Lightning Reflexes, Nerve Pinch, Personal Firearms Proficiency, Run, Stealthy, Ultra Immune System, Unbalance Opponent, Weapon Finesse, Weapon Focus, Zero-G Training.

Sense Psionics (Ps). The Psychic Prodigy gains the ability to use Detect Psionics as a constant ability. The range is 30 feet per class level. It takes no action to detect the presence of psionic activity, but she must concentrate to gain any additional information.

Intuitive Initiative (Ex). The Psychic Prodigy adds her Wisdom bonus to her Initiative rolls.

Intuitive Attacks (Ex). The Psychic Prodigy adds her Wisdom bonus to her attack and damage rolls in both melee and ranged combat.

Psi-Link
Psi-Links are capable of compelling people to follow their mental commands. They are also able to make those physically close to them to work better as a team.

Requirements:
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Intimidate 6 ranks.
Feats: Confident, Trustworthy, Wild Talent (daze, distract, or missive)

Class Features:
BAB: +1/2
Good Saves: Will
Hit Dice: 1d6
Defense Bonus: +0 +1 +1 +1 +2 +2 +2 +3 +3 +3
Reputation Bonus: +2 +2 +2 +3 +3 +3 +4 +4 +4 +5
Action Points: 6 + 1/2 character level

Class Skills: Autohypnosis, Bluff, Concentration, Craft (visual art, writing), Diplomacy, Disguise, Forgery, Gamble, Gather Information, Handle Animal, Intimidate, Knowledge (all), Listen, Perform (all), Profession, Psicraft, Read/Write Language, Research, Sense Motive, Sleight of Hand, Speak Language, Spot.

Skill Points Per Level: 7 + Int modifier

LEVEL ABILITY
1. Connexion (Skills), Psionics (0 & 1st), Power Points: 2
2. Trigger Power, Power Points: 3
3. Bonus Feat, Power Points: 4
4. Connexion (Saves), Psionics (2nd), Power Points: 7
5. Trigger Power, Power Points: 10
6. Bonus Feat, Psionics (3rd), Power Points: 15
7. Connexion (Defense), Power Points: 20
8. Trigger Power, Psionics (4th), Power Points: 27
9. Bonus Feat, Power Points: 34
10. Connexion (Attack), Psionics (5th), Power Points: 43

Connexion (Ps). Psi-Links have an innate aura that makes their friends work well together and their enemies unnerved.
At 1st level, allies adjacent to the Psi-link gain a +1 morale bonus on all Skill Checks and opponents suffer a -1 morale penalty on all Skill Checks.
At 4th level, allies adjacent to the Psi-link gain a +1 morale bonus on all Saving Throws and opponents suffer a -1 morale penalty on all Saving Throws.
At 7th level, allies adjacent to the Psi-link gain a +1 morale bonus to Defense and opponents suffer a -1 morale penalty to Defense.
At 10th level, allies adjacent to the Psi-link gain a +1 morale bonus on all Attack and Damage Rolls and opponents suffer a -1 morale penalty on all Attack and Damage Rolls.

Psionics (Ps). Psi-Links know all psionic powers based off of Charisma, but they can only manifest powers of a level equal to 1/2 their class level (minimum 1st). Psi-Links must have a Charisma score of 10 + the level of the power to manifest it; any saving throw against a power is equal to 10 + the power level + the Psi-link's Charisma modifier.

Power Points (Ps). Psi-Links gain power points as listed, plus any bonus power points due to high Charisma.

Trigger Power (Ps). At levels 2, 5, and 8, the Psi-Link chooses a power she knows. She can manifest it a number of times per day equal to her Charisma modifier without spending power points on it.

Bonus Feats. At levels 3, 6, and 9, the Psi-Link gains a bonus feat. She must meet all requirements of the chosen feat. She can select a feat from the following list:
Agile Riposte, Alertness, Combat Expertise, Creative, Deceptive, Dodge, Educated, Frightful Presence, Improved Initiative, Iron Will, Low Profile, Renown, Weapon Finesse, Windfall.

RPG Superstar 2012 Top 32

Here's my take on an Advanced Class for Yo-Saf-ridge. It might even represent non-Firefly folk, like Sydney Bristow from Alias, Murdock from MacGuyver, or Face and/or Hannibal from the A-Team.

The Impersonator. They ain't who they say they are.

Requirements:
Skills: Bluff 6 ranks, Disguise 6 ranks, Perform (act) 6 ranks.
Feat: Deceptive.

Class Features:
BAB: +3/4.
Medium Saves: Reflex and Will.
Hit Dice: 1d8.
Defense: +1/2 (rounded up).
Reputation: +1/3

Class Skills: Bluff, Computer Use, Diplomacy, Disable Device, Disguise, Drive, Forgery, Gamble, Gather Information, Hide, Intimidate, Knowledge (behavorial sciences, current events, streetwise), Move Silently, Perform (act, dance, sing), Pilot, Profession, Read/Write Language, Research, Sense Motive, Sleight of Hand, Speak Language.

In addition, Impersonators gain bonus class skills from the occupations of their Aliases (see below).

Skill Points Per Level: 7 + Int modifier.

LEVEL ABILITY
1. Aliases
2. Faking It
3. Bonus Feat
4. Alias
5. Emulate Feat
6. Bonus Feat
7. Alias
8. Emulate Talent
9. Bonus Feat
10. Alias

Aliases. At 1st level, the Impersonator gains a number of Aliases equal to her Intelligence modifier (minimum 1). Each Alias has its own name, Starting Occupation, and Reputation. The Impersonator adds the bonus class skills from the Starting Occupations to her list of class skills that she can choose from. In order to assume an Alias, the Impersonator must spend 1 Action Point. Thereafter, as long as the Impersonator remains in that Alias, she gains a bonus on Disguise checks equal to her class level to assume her Alias's identity. She also may choose 1 bonus feat from the Starting Occupation of that Alias; she may only use that feat while assuming that Alias.
At levels 4, 7, and 10, the Impersonator adds 1 additional Alias to her repetoire.
Aliases can be unique individuals that do not exist, or they may be copies of people already in existance. Computer Use, Forgery, and Research checks may be necessary to create a record of the Alias in official systems. It is usually easier to create a unique Alias, and more difficult to create an Alias of a famous person (when assuming the identity of an NPC, add the assumed identity's Reputation bonus to the DC of any relevant skill checks).

Faking It. The Impersonator adds half her Impersonator class level on skill checks associated with the Starting Occupation of the Alias that she is assuming, even if she did not choose those skills as part of the Starting Occupation of the assumed Alias. She still cannot make an untrained skill check if she does not have at least 1 rank in it.

Bonus Feat. The Impersonator may choose a bonus feat at levels 3, 6, and 9. She must meet all the requirements of the chosen feat.
Brawl, Combat Expertise, Combat Martial Arts, Confident, Creative, Defensive Martial Arts, Dodge, Educated, Jack of All Trades, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Two-Weapon Fighting, Windfall.

Emulate Feat. The Impersonator may spend 1 Action Point and gain the benefit of a feat she does not currently have, but would otherwise qualify for. The Impersonator can use the feat for 1 use, regardless of how long it takes. For example, emulating the Point Blank Shot feat would only last as long as it took to pull the trigger once; emulating the Surgery feat could last as long as 12 or more hours depending on the situation. Emulating the Toughness feat essentially provides the Impersonator with Fast Healing 3 for 1 round.

Emulate Talent. The Impersonator may spend 1 Action Point and gain the benefit of a class talent she does not currently have, but would otherwise qualify for. She does not have to be a member of the associated class to use the talent. She cannot use a talent that requires the use of an Action Point, such as Second Wind or Favor. The Impersonator can use the talent for 1 use, regardless of how long it takes. For example, emulating the Evasion talent only works for a single Reflex saving throw; emulating the Coordinate talent would last a number of rounds equal to the Impersonator's Charisma bonus.
For talents that rely on the character's level in a particular class, add half the Impersonator's class level to her number of levels in that class (minimum 0).

RPG Superstar 2012 Top 32

Would it be useful to make a list of available equipment, or should it just be based on DM fiat?

Andoran

Pathfinder Adventure Path Subscriber

Hey, cool stuff here man. If you have a list of equipment, I'd say post it!

RPG Superstar 2012 Top 32

I'll have to work on a list. It seems that regular projectiles are the norm, and anything else is either used by the Alliance or jerks (laser gun by Burgess).

I'll probably have to come up with a whole new listing of items and there tech levels.

RPG Superstar 2012 Top 32

I was going through my Firefly stuff today, and I found a ton of Advanced classes I had come up with. Most would work in the 'verse, especially the Crime Boss (Badger, Niska). I'll have to post them sometime.


Nice, man, sweet!

Qadira

Just awesome.... I didn't know so many people had picked up of the Aliens/Predator angle for Firefly. One thing to keep in mind and might make for an interesting story in and of itself. The very first episode of the new Battlestar Galactica has a Firefly class ship flying overhead. Now in the course of the firefly episodes (actually the start of it) you find that the earth is "used up" and they left for somewhere else. In the New BSG they have finally found Earth and it is used up, in point of fact it is a radioactive wasteland. Now since you are doing a lot of 80's crossovers what you can also have happen at some point in that the PC's find a derelict Cylon raider that has logs that it was on a scouting mission looking for the survivors of either Earth or this rag tag group looking for this mystical land called earth or, better yet, some crazy old man calling himself Apollo saying he was born on this world they have never heard of and that these robot people who now look like us are coming....just a suggestion.

Andoran

Pathfinder Adventure Path Subscriber

Hey, nice thoughts there CJ. I never before noticed the Whelan-Yutani gun in the Firefly pilot, but I did notice the Firefly class ship (or one that looks a lot like it) in one of the BSG fleet shots. Could make for an interesting crossover.

RPG Superstar 2012 Top 32

I just have to figure out how to connect the flashing red light of the cylons with the flashing red light on the front of Knight Rider.

I also like how both Firefly and Battlestar Galactica (I'm a season behind because I don't have cable--so no spoilers!) use regular firearms. The Firefly verse has no FTL, and BSG obviously does, so BSG would be AFTER Firefly. (Maybe they got the tech from the Predators?)

RPG Superstar 2012 Top 32

Crimeboss

The Crimeboss uses criminals, and criminal activity, to get the most out of life.

Requirements:
Feats: Confident, Renown
Skills: Knowledge streetwise 6 ranks.

Class Features:
BAB: +3/4
Saves: Medium Fortitude, Poor Reflex, Good Will
HD: 1d6
Defense: +3/10
Reputation: +4/10
Action Points: 6 + 1/2 character level

Class Skills: Bluff, Computer Use, Diplomacy, Disable Device, Disguise, Forgery, Gamble, Gather Information, Hide, Intimidate, Knowledge: art, business, history, streetwise, tactics, theology & philosophy, Listen, Move Silently, Profession, Read/Write Language, Research, Search, Sense Motive, Sleight of Hand, Speak Language, Spot.

Skill Points per Level: 9 + Int modifier.

LEVEL ABILITY
1. Henchmen
2. Guile
3. Bonus Feat
4. Ill-gotten Gains
5. Bring on the Pain
6. Bonus Feat
7. Cool Headed or Hot Tempered
8. Fearsome Demeanor
9. Bonus Feat
10. Bring on the Hurt

Henchmen. The Crimeboss gains a number of loyal henchmen equal to his Charisma bonus (minimum 1). These henchmen are Heroic characters with a character level equal to the Crimeboss's class level. If one dies or is otherwise permanently incapacitated, the Crimeboss must wait until he advances a level to replace him.

Guile. The Crimeboss chooses a number of skills from the following list equal to his Intelligence bonus. He may add his Intelligent bonus to skill checks using the chosen skills. The skills must be chosen from the following: Bluff, Diplomacy, Gather Information, Intimidate, Profession, Sense Motive.

Bonus Feat. At levels 3, 6, and 9, the Crimeboss chooses a bonus feat from the following list. The Crimeboss must meet all requirements of the selected feat.
Alertness, Armor Proficiency (light), Brawl, Combat Expertise, Deceptive, Educated, Frightful Presence, Improved Initiative, Iron Will, Lightning Reflexes, Personal Firearms Proficiency, Toughness, Trustworthy, Windfall.

Ill-gotten Gains. The Crimeboss adds half his class level on Profession checks each time he advances a character level.

Bring on the Pain. When the Crimeboss uses an Action Point to improve an attack roll, he also adds the result of the Action Point to his damage roll on a successful hit.

Cool Headed or Hot Tempered. The Crimeboss chooses one of these options upon reaching 7th level. Once chosen, this decision can never be changed. If the Crimeboss chooses Cool Headed, he can choose to Take 10 on Will Saving Throws. If the Crimeboss chooses Hot Tempered, he can Rage 3 times per day, gaining +4 to Str, +4 to Con, +2 to Will Saves, and suffering -2 to AC. The Rage persists for a number of rounds equal to 3 + the Crimeboss's new Consitution modifier. Also, whenever the Crimeboss fails an attack roll or saving throw, he must make a DC 20 Will save or Rage for 1 round.

Fearsome Demeanor. When the Crimeboss uses Intimidate to demoralize an opponent successfully, the opponent suffers a penalty equal to 1/2 the Crimeboss's class level.

Bring on the Hurt. When the Crimeboss uses an Action Point to improve an attack roll, he also adds the result of all his Action Point dice to his damage roll on a successful hit. He still only adds his highest Action Point die result to his attack roll, as normal.

RPG Superstar 2012 Top 32

With school starting, it sounds like the families of my players are going to be busy, so we'll only get to play once a month or so, which means this campaign will probably be put on hiatus before it even began. 2 members of my regular group don't want to play D20 Firefly, so we'll probably only play it when they can't make it to our (ir)regular D&D session.

RPG Superstar 2012 Top 32

SmiloDan wrote:

Here's the outline for my D20 Firefly campaign's first session.

1. Each member of the party has won/acquired/inherited an equal share in a freighter.

2. The freighter still has a lien on it. It is held by the Circe du Celeste, a travelling circus, menagerie, and sideshow establishment. The lien will be released once the crew has performed a service for the Dauphine, the daughter of Papa Legba, owner of the Circe du Celeste. The crew must deliver a package to a government agent called Goldtooth on Greenleaf; in return, Goldtooth will give the crew the coordinates of a colonist ship that was hit by Reavers. The crew will have to deliver a specific shipping container from the wreck to an agent on Minerva. The agent on Minerva will then give a package to the crew, which they will then deliver to the Dauphine. The Dauphine will then release the lien on the crew's ship.

3. During the sitdown with Goldtooth, a minor crimeboss known as Badger will interrupt and attempt to use charm, intimidation, violence, and, as a last result, bribery, to persuade Goldtooth give him and his gang of goons the coordinates. Goldtooth will seek assistance from the crew if necessary.

4a. If Goldtooth gives the coordinates to the crew, they will be able to find the Reaver-wrecked ship drifting in space. If they spend too long searching the wreck, they are noticed by Reavers, who either dock with the wrecked ship and attack the PCs, or give chase to the PCs if the crew's ship flees. If the Reavers can get in range of the PCs, they will use grapplers to grapple the crew's ship and raid it.

4b. If Badger gets the coordinates, Goldtooth shares them with PCs, wishing them luck on racing to wreck. If the PCs get to the wreck while Badger's crew is still there, there is a 50-50 chance the Reavers chase Badger's ship instead of the crew's.

5a. If Badger was unable to get the coordinates from Goldtooth, Badger bribes one of the roustabouts at the Circe du Celeste to find out where the meet is to exchange the...

I'm changing the location of the meet with Goldtooth to St. Albans, at the Twin Moon Saloon. I also might replace Badger with some Irish gangster-types based on the Black Donnellys. Jimmy would be a Tough Hero, Tommy would be a Leadership Charismatic/Strong Hero (working toward Field Officer Advanced Class), Kevin would be a Fast Hero, and Sean would be a Charm Charismatic Hero. Joey Icecream would be the pilot (Fast Ordinary). They might be working for Derek Farrell, a Tough Hero 3/Crimeboss X.

I also did some work on the map of the ship. Added an airlock to the floor of the hold.

RPG Superstar 2012 Top 32

I'm trying to design my campaign so it seems like a random series of capers, but I want the PCs to eventually be drawn into a big conspiracy dealing with Blue Sun, Pax, Pax 2, and the reason WHY they were developing psychics. I want to eventually have Blue Sun be the good guys.
I'm introducing Aliens and Predators to the 'verse. (Mal uses a Whelan-Yutani anti-aircraft/anti-spacecraft gun in the series premier, so I feel justified in this extrapolation of the mythos.) Anyways, Blue Sun is developing psychics because there is a male version of the xenomorphs whose larval form are the Puppetmasters from the d20 Modern book. Psychics are needed to hunt them down. Some members of Blue Sun have been overwhelmed with puppetmasters and they've formed a kind of lamellar armor over their hosts. Blue Sun found a way to negate the psionics of the puppetmasters with their blue body covering the Hands of Blue have.

So anyways, I need a good way to get the PCs somehow connected to Blue Sun, but without being too obvious. One thing I do want to do is have the PCs smuggle some black market beagles, but have one of them impregnated with a xenomorph, and possibly have others incubating xenomorph eggs. The PCs are going to begin with a contact in the Circe du Celest, a travelling circus and carnival, and through that contact have contacts with exotic animal dealers and trainers, etc. I also want to use her as a contact with big game hunters, menagerie game keepers, and entertainers.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Have you seen this: Firefly d20 PDF?

Or this: Firefly House Rules (d20)

I also found this: d20 Modern Firefly Character Sheet

RPG Superstar 2012 Top 32

Digitalelf wrote:

Have you seen this: Firefly d20 PDF?

Or this: Firefly House Rules (d20)

I also found this: d20 Modern Firefly Character Sheet

The character sheet is almost perfect!!! It's worth it just for the Chinese on the back! I wish it had more Craft and Knowledge spots in alphabet order, but after Tumble isn't THAT bad.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
SmiloDan wrote:

The character sheet is almost perfect!!! It's worth it just for the Chinese on the back! I wish it had more Craft and Knowledge spots in alphabet order, but after Tumble isn't THAT bad.

I had also found a d20 conversion of the Serenity RPG, but that was an RTF document...

The site I found the character sheet on, also had deck plans to Serenity, as well as character cut outs for various characters and character types in the Firefly 'verse...

-That One Digitalelf Fellow-

RPG Superstar 2012 Top 32

Digitalelf wrote:
SmiloDan wrote:

The character sheet is almost perfect!!! It's worth it just for the Chinese on the back! I wish it had more Craft and Knowledge spots in alphabet order, but after Tumble isn't THAT bad.

I had also found a d20 conversion of the Serenity RPG, but that was an RTF document...

The site I found the character sheet on, also had deck plans to Serenity, as well as character cut outs for various characters and character types in the Firefly 'verse...

-That One Digitalelf Fellow-

I've already designed a ship for the PCs---it has a hydroponics bay for fresh strawberries and tomatoes!!! And an old style player-piano in a corner of the lounge.

Hopefully this fall or winter we can actually begin play.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
SmiloDan wrote:
I've already designed a ship for the PCs---it has a hydroponics bay for fresh strawberries and tomatoes!!! And an old style player-piano in a corner of the lounge.

Right, I remember that now...

Back in July, you asked for help with that ship...

Looks like you're a lot closer to running your game than I am (though mine is just going to be straight d20 Future)...

I have no idea when I will be able to get around to running it though...

Glad to see yours is coming along...

-That One Digitalelf Fellow-

Osirion

I like the liberties your taking with the setting - I will probably be running a more 'traditional' Serenity game, but it's fun to consider the ways the setting can stretch. I had totally forgotten about Tales of the Golden Monkey - now I want to go watch it again. I really like the notion that Blue Sun is working for the greater good in some arcane way, but it might take a little tweaking to use that in my campaign since I don't plan on introducing aliens.

RPG Superstar 2012 Top 32

Well, Blue Sun could be trying to use Pax again, doing some kind of psychohistory thing to preserve human life for the next dozen millenia, trying to reign in wmd (nukes, plagues, gray goo), stuff like that.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I had a really odd-ball idea...

With the Green Ronin sale going on here at Paizo, I picked up a copy of Sidewinder: Recoiled, and I thought that perhaps it would have and use its own classes...

But to my surprise, it actually uses d20 modern classes!

My idea would be to use this book along with d20 Modern & d20 future for a Firefly style campaign. I mean, after all, Firefly was a western ;-p

Like I said, just an "odd-ball" idea I had while perusing the book...

-That One Digitalelf Fellow-

RPG Superstar 2012 Top 32

That sounds neat. I don't know much about Green Ronin stuff.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
SmiloDan wrote:
That sounds neat. I don't know much about Green Ronin stuff.

This book is basically d20 Modern, with a "Wild West" twist...

And for $5.00, you can't really shake a stick at it...

Link

Green Ronin's Stuff is pretty consistently good (IMO)...

Though, I must admit, while I was pleasantly surprised by this book, I never intended to buy it (at $35.00 MSRP, it was always far too expensive for a genre I really did not actively game in). But again, that $5.00 price tag convinced me otherwise...

-That One Digitalelf Fellow-

RPG Superstar 2012 Top 32

Prometheus is making me want to do this again!


Revive! Revive! I need those things and they are not there anymore! Come back! We can do this together!

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