
Viluki |

I would keep the light blindness and darkvision traits, Drow still favor underground settlement for the most part (not only because they like it but because it's hard to bombard and easy to defend).
Also I would replace the racial weapons with any 3 Warp Weapons of the character's choice (except the Warp Whip due to it's rarity and complexity). Warp Weapons are naturally only available in Drow Space (unless you have connections with the Drow which isn't impossible considering that they are reaching their feelers out to the Confederacy and the Silvah amongst others).
Planning on going it with a warlord, would you like me to expand say the Explorator Fleet (military forces, tech and so forth)?

GM Warhawk |

I meant to say swap the weapons out for some warp ones. As for the fleet... Sure. Why not.
Kineticist actually seems to work well for the 'elemental' races (sylph, oread, undine, ifrit) thematically. I just don't want the occult classes to step on the psionic classes...
However, it is possible that the occult classes belong to a different kind of organization... maybe a secret one that either fights against or fights for the old gods. Perhaps it was Cthulhu that actually caused the desecration of the Solar System and the occult organization pushed the Imperium to quarantine the system... They could be like a galactic Illuminati, pulling the strings behind a lot of things..... that actually makes a LOT of sense... heh

Shinrin Fukushu |

My character will also be a pilot, Zain, so we can fly in shifts. Also, if we end up with a mothership, one of us can fly a supporting fighter craft. Is anyone else training as a pilot? The more, the merrier.
How many mechanics do we have?
GM Warhawk, craft is a class skill for rangers, so would Mechanic be a class skill for my space ranger? What is the nature of space? Should I bother with a feat that allows me to endure the cold (for short term space walks)? Would Swim be useful for holding breath and moving through space, or should that be its own skill?

Fraejia |

There, got the alias built and corrected the issues.
Also, I took this trait:
Vagabond Child Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Is it acceptable to change the mention of disable device to mechanic since those functions are being rolled into that skill?

GM Warhawk |

GM Warhawk, craft is a class skill for rangers, so would Mechanic be a class skill for my space ranger? What is the nature of space? Should I bother with a feat that allows me to endure the cold (for short term space walks)? Would Swim be useful for holding breath and moving through space, or should that be its own skill?
That feat would provide a small bonus to exposure to the extreme cold of space, but it would be more viable for any Hoth-type planet. There really is no Skill for surviving and moving in space. There are different mechanics for it, and I'm using the ones from the SWRPG.
Mechanics is available to fighters, rogues, rangers, engineer, cyborg, spark, machinesmith, and any class or archetype that gets disable device as a class skill, as disable device is folded into mechanics.
Use Computer is for Noble, Rogue, Fighter, Paladin, machinesmith, engineer, cyborg, maybe any class that gets Use Magic Device.
Pilot is available to all classes as a class skill. Use Computer is used for space navigation, such as dealing with jumpgates and whatnot, and navigating hyperspace.

Viluki |

Drow Warlord 2
LE humanoid (elf)
Init +4; Senses Perception +8
DEFENSE
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 armor)
hp 19 (2d10+3)
Fort +3, Ref +4, Will +0
OFFENSE
Speed 30 ft.
Melee Warpblade +7 (1d8+1/19-20x2)
Ranged Pistol, Machine +6 (SMG) (3d6/x2)
STATISTICS
Str 12, Dex 18 (16+2), Con 12 (14-2), Int 12, Wis 10, Cha 16 (14+2)
Base Atk +2; CMB 2+; CMD 16
Feats Point Blank shot and Weapon Finesse
Traits Slippery and Rich Parents (reflavored as Warp Raider equipment)
Skills Acrobatics +9, Perception +7, Intimidate +8, Diplomacy +8 stealth +9, Pilot X
Languages Common, Elven, Undercommon
Tactical presence (indomitable), Warlords Gambit, Gambits (Acrobatic Gambit, Pinhole Gambit)
equipment Masterwork Warp Blade (1100 credits), SMG (80 credits), Masterwork Blast helmet, vest (200 credits) and 120 credits.
1st Dimensional Strike, Disturbing Blow, Inner Sense, Panthera on the Hunt, Crushing Blow, Primal Wrath, Leaping Dragon
Stances Leaping Spirit Stance, Running Hunter's Stance
Got my stats up and will have backstory up later on, question of note how much does ammo cost? Going for a sword and pistol warrior (or sword and SMG), what stat is the Pilot Skill under?

GM Warhawk |

Pilot is Dex.
Ammo costs 1 credits for a clip of 10 pistol rounds, and 3 credits per clip of 10 rifle rounds. Standard firearms have magazines, and you fill the magazines with the clips of ammo.
I have to come up with the special ammo prices (caster rounds, etc.).
For energy weapons, I'm working on the system. The SWRPG one has it as 1 power pack costs 25 credits. Power packs provide different power depending on the weapon. Regular pistols get 100 shots out of a power pack, heavy pistols get 50, while rifles get only 50, and heavy rifles get 30. Hold-out pistols use an energy cell that costs 10 credits and had 6 shots.
That is actually a fairly simple system, but I wasn't sure about having pistols have far more shots than a rifle per clip. How about this? Perhaps a pistol's power pack (same physical size as say a 9mm pistol magazine) provides 15 shots for a regular pistol and 10 for a heavy pistol. They could cost 10 credits for a pistol power pack.
A rifle power pack would come a 30 shot power pack or a 50 shot power pack. They could cost 50 and 75 credits, respectively. Since rifles deal more damage, it only makes sense that you'd pay a little more for the increased damage, plus they drain more power.
A power pack for a heavy energy weapon, which provides enough power for the listed capacity on the Campaign Guide, costs 75 credits. Heavy weapons tend to use up more charges anyhow.
For energy bows (Sedari), it's 10 credits for a 20 shot power pack. For energy swords, it costs 50 credits for a power pack that lasts for 50 activations.
All power packs (except energy bow) can be recharged via a Power Recharger, which costs 100 credits and takes 4 hours to recharge a pack. A power recharger can hold either 4 pistol packs, 2 rifle packs, 2 energy sword packs, or 1 heavy power pack (or any combination of rifle, pistol, and sword).
This sound legit?

GM Warhawk |

Oh, as for the Rich Parents trait, you can use this one instead if you want. It's available for anyone who's character could feasibly qualify for it.
Standard Issue
You belonged to one of the many military organizations in the Galaxy. As such, you were issued gear befitting your rank and station. For whatever reason, you kept this gear after you left their service.
You gain an extra 400 credits worth of military equipment, such as weapons, armor, or gear. Any credits left over from this amount after selection of the gear is lost and not transferred into your wealth.

GM Warhawk |

Or, change it to 500 extra (so basically you get 1000 credits rather than 900 from Rich Parents). The money MUST be spent on weapons, armor, or other combat-related gear (binoculars, flashlight, commset, laser sight, motion tracker, etc.) but not stuff like healing items or lockpicking tools (regular and e-pick).

GM Warhawk |

Well, they aren't really standard issue until you deploy. I suppose we could add that to the list.
It hasn't been filled up yet as far as I can see. We had more people interested in playing than people who have posted here.
As for new race, use the Santiago Player's Guide alien race builder. Grippli are an ARG race though, so they are authorized. If you do a grippli, I'm expecting a pilot character that gets into trouble a lot though... ;-) I do encourage you to come up with a new name for them though.

GM Warhawk |

Okay, it's mid-week so I think it's a good time to do a current tally of applicants.
We have:
- (Drogeny) Fraejia - Esper - Ranged Damage
- (Viluki) Name Unknown - Drow Warlord - Melee/Ranged Damage
- (Elf King) Name Unknown - Unknown Vitalist - Healer
- (Lord Foul II) Name Unknown - Unknown Spark - Role Unknown/Possible Skill Monkey
- (Shinrin Fukushu) Name Unknown - Unknown Seeker Ranger - Role Unknown
- (Grand Moff Vixen) Name Unknown - Unknown Noble - Possible Face
Other possible players include Zain Ashvale (Unknown), Corerue (Inquisitor) and Williamoak (grippli gunslinger). Hotaru of the Society dropped out.
Not as many people who showed interest in the Interest Check thread... Oh well. Once everyone gets their aliases made, I can knock out a roster. Still a few more days for recruitment.

Captain Cosmos |

It's taken a while to come up with something that I like for this.
I want to play an ex-Derutei Space Marine Lieutenant from a "noble" background who refused to land his shuttle on a crowd of peaceful protesters. He was imprisoned where he was experimented on by a crazed scientist trying to unlock the "secrets of Sol"
So mechanically I would like to try a Damphir Gunslinger 1/Swashbuckler 1 named Lazarus Xim. Roll is primarily combat, but I plan to be able to be charming and act as a party face... with the added complication that I am slightly cursed by undeath and would be hunted like a dog if anyone figures it out. Additionally, the scientist who created me may be trying to get me back to make more of me.
I don't know anything about what caused the desecration but I want to learn more about my condition so hopefully it can be cured.
I tend to like "jack of all trades" dex based fighter characters. Is it worth working on numbers for this idea?

Kunga the Seeker |

Hi. Kunga the Seeker will be Shinrin's character for this game. It is still a work in progress, but feel free to sneak a peek. Kunga is a Marjun - an alien race native to Mars (Martian + Injun = Marjun) - some tribes of which established colonies wherever humans roamed and therefore survived the undeadification of the solar system. Kunga is a decent tracker, pilot, and rifleman. He would be an excellent complement to a gunslinger on the front line.
Are we using the suppressive fire and overwatch rules from Santiago? Are the associated feats allowed? Can they be included among firearms combat style feats for rangers?

Captain Cosmos |

Starting to look at my options, I am now thinking of Swashbuckler / Bard rather than gunslinger. I can get what I really want from Gunslinger from amateur gunslinger feat. I could still pick up Gunslinger later on if it makes sense.
Could I take Perform:Leadership to reskin of bardic performance as command training? Mechanically it's the same, but it's force of personality rather than music causing the effects?

GM Warhawk |

Okay, so for the whole leadership thing, using actual rule mechanics, the Arbiter archetype (replaces inspire competence with a teamwork mechanic) seems to work. As for the bardic performance, just choose Perform (Oratory). That's pretty much speaking and using your force of personality.
What would you expect planet Neko to look like?

Gnomezrule |

What would you expect planet Neko to look like?
Well looking at the setting I was thinking that it lacked a primitive culture that is out of sorts. Like wookies (though they are more tech savvy), ewoks or the wren from the old TSR Alternity game. But basically it would be a character from a primitive culture that through the course of events ends up comrade at arms with these advanced cultures racing around the galaxy.
I would imagine Neko if they are a primitive world would be similar to Pandora on Avatar with a bunch of clans (tigerish, lionish, and so on) living in various climates.
I could seem them used as slaves or used in cybernetic experiments to make cyborgs and so on.

Gnomezrule |

Makes sense.
The Thundercats were odd in the technology they used both sci fi weapons and traditional hand to hand weapons. The old 80's version had them running around with staffs, swords, and nunchuks before jumping on hover boards and riding off in the "thunder tank."
My worry looking at the campaign material if I try to play character from a race that has little to know tech which would be fun for RP but combat looks like it might be ranged attack heavy and tech skills might be needed.

GM Warhawk |

Melee combat is still viable. Energy swords (favored by the Templars) is a step above other sci-fi bladed weapons (think the plasma swords from Wildstar Online) because the energy swords ignore DR. Plus, certain shields help against ranged attacks, and once they get up-close-and-personal it's hard to stop them if you run out of ammo/power.
Other note. I'm thinking the Imperium is sort of a collective of conquered species (kinda like the Covenant from Halo). The rulers are Deruteian, but the rest of their military are conscripted/enslaved. They are pretty much the Galaxy's bad guys.

Viluki |

Vhurdaer is a a Warp raider who has seen a fair bit of action, he was deployed on a few planets during the War. Vhurdaer is a promising Warp Raider and now that the period of no doubt temporary peace has begun he will be deployed across the galaxy to answer the threat of the Imperium...
Vhurdaer is true LE loyal to his fellow Warp Raiders, focused, cunning and organized. Vhurdaer is like many Warp Raiders fond of pillage and plunder, the raids against Boras III was a particularly good one...
Vhurdaer despite seeming to be a pirate at first glance is not chaotic, his plans and movements all follow a carefully laid out plan he has made beforehand. Vhurdaer won't hesitate to "fight dirty", victory comes to the warrior who is willing to seize it after all.
And a hook, I have plans to make more later on. Thoughts?
Less then a month after the peace treaty with the Imperium the Drow sent a secret fleet to the Confederacy to begin secret, high level negotiations. When these high level talks concluded the Drow Combine and the confederacy came to a secret agreement.
The Drow were provided with high level information concerning a unique opportunity to destroy the Imperium. In the depths of the Confederacy, in a system that has no name and indeed exists on no star charts exist an amazing find: a stable wormhole.
Confederacy scientists have been studying it for years but had been unable to examine what was within the wormhole, the sheer gravitational pull combined with the wormhole's unique properties made it impossible for confederacy spacecraft to enter the wormhole.
The Drow thanks to their unique form of space travel had no problems entering and studying the wormhole, what they found suggested that this wormhole was part of massive network. Unfortunately the majority of this network was dangerously unstable and seemingly unusable...
Until the Drow realized that the Wormhole was nothing but their own form of Gravity Warping travel on an enormous scale, the Drow then began to stabilize certain areas of the network.
While they estimated that it would take five years at least to stabilize enough wormhole routes to cover the majority of Imperium space they have opened up a wormhole route to the star system Desolas, an abandoned, worthless system within Imperium space near the confederacy and Imperial border.
While the Drow begin to make the series of Wormhole routes for the eventual war with the Imperium an intrepid force of Warp Raiders and Confederacy battleships have arrived in Desolas. The ships have been retrofitted to look like pirate ships and the plan is to seriously destabilize the border space on the Imperium side, weakening it for the eventual war...

Terz "Lux" |

Hello,
This is Gnomezrule's alias designed for this campaign. I have not bought equipment yet, picked all my traits and I have 6 skill ranks unspent. I wondered if there were tech skills that would be relevant and which would be useful to a slayer.
The role I imaged here is that of a traditional rogue/skilled type. Hence the slayer and "trapfinding" which I imaged something like hot wiring security doors and hacking security systems.
I am not sure as for weapons. This character was originally for a pirate campaign I imagined him using throwing axes both in melee and ranged both two weapon fighting. Strike once, toss an axe at a nearby enemy and so on. This being a space campaign I immediately pictured the throwing discs from Tron. I wonder if we could reskin throwing axes along those lines.

GM Warhawk |

Hello,
This is Gnomezrule's alias designed for this campaign. I have not bought equipment yet, picked all my traits and I have 6 skill ranks unspent. I wondered if there were tech skills that would be relevant and which would be useful to a slayer.The role I imaged here is that of a traditional rogue/skilled type. Hence the slayer and "trapfinding" which I imaged something like hot wiring security doors and hacking security systems.
I am not sure as for weapons. This character was originally for a pirate campaign I imagined him using throwing axes both in melee and ranged both two weapon fighting. Strike once, toss an axe at a nearby enemy and so on. This being a space campaign I immediately pictured the throwing discs from Tron. I wonder if we could reskin throwing axes along those lines.
You can use the throwing axes if you want. Use the standard stats, just double the damage die. Unlike energy swords, sci-fi versions of standard weapons don't ignore DR. So your throwing axes would deal 2d6 damage, rather than 1d6. You can flavor them anyway you like, i.e. they glow--whatever you decide, but mechanically they are no different from regular weapons except for damage.

GM Warhawk |

Yea, all Armor is DR. Your Defense score is 10+Dex+shield+other bonuses (armor's enhancement bonus). An armor's DR is it's listed armor bonus. All rules for it are here: Armor as Damage Reduction Only difference is all the energy-based weapons aren't treated the same as energy damage for the purpose of the DR/armor. That's a houserule.
You also get max HP per level.
@Bilbo Bang-Bang
I'm still waiting to see what everyone has. I've only gotten 2 full character's submitted, plus a bunch of concepts.

Drogeney |

Just thought I'd ask, but if the dr/armor works vs the energy from weapons does it also work against that from "spells" and such as well, could be an issue if it does as that is a lot to scale up, though it could be done.
And are there going to be feats or weapon mods that allow better penetration of said dr. I'd think maybe the enhancement bonus to a weapon should always ignore the dr/armor. I'd also suggest a pair of feats similar to spell penetration that lets a certain amount of damage through. I can write those both up formally when I get home from work today if you like.

GM Warhawk |

Magic, and magic weapons, ignore DR. Only Magical armor gets its full DR vs. magic or magic weapons.
The SRD for Armor as Damage Reduction has the list.
Also, I might make the Pulse weapons cost a little more, as my original design for them (for SWRPG) was that they ignored some DR. Most one-handed weapons ignored 1 DR, the heavy pulse pistol ignored 2, rifles/carbines ignored 2, and so on. Larger pulse weapons ignored a number of DR equal to the number of damage dice used.
One feat you could come up with could be for knowing where the kinks in armor tend to be, ignoring half of the DR when you damage someone after studying a target for 1 round. Maybe 3 or so rounds to ignore all DR.