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About SD DMLecian
Future Game Char Gen rules:
The Matrix. Or dumping below 8 only adds one point per point dumped. Fighters: 4 skill points per level. Expanded Class skill list. Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Ch), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography), Knowledge (history) (Int), (Int),Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str). Monks: Flurry is not TWF; it is its own thing. Rogues: All skills are class skills. Any knowledge. Wizards: Spell books are fair game. (This does not mean that I will target the spellbook often, but that I may target it.) Take care of it. Keep it dry and away from fire. Reasonable precautions should suffice. Spellbook counts v. WBL. Spares are counted 50%. Spells can be cast like a scroll directly from the spell book. The spell is wiped from the spellbook if used this way. Witches/Wizards/Sorcerers: d4 hit dice. Hit dice: Roll for hp. Minimums -- d12 4, d10 3, d8 2, d6 and d4 1. There is also a mystery minimum by % of average class hit points. Despite how characters are generated, the average population's ability scores more or less conform to a 3d6 distribution. People of up to third level are fairly common. Sixth level characters are worthy of popular notice and fame. Current:
KARELITE BOGDIN CR 1 Male verthani envoy (Starfinder Alien Archive 118) NE Medium humanoid Init +2; Senses low-light vision; Perception +5 DEFENSE HP 17 EAC 11; KAC 12 Fort +1; Ref +7; Will +4 OFFENSE Speed 30 ft. [dice= survival knife v KAC] 1d20 +6 [/dice] ... [dice= damage]1d4[/dice] S) [dice= arc pistol v EAC} 1d20 +3 [/dice] ... [dice= damage] 1d6 [/dice] F; critical arc 2) TACTICS
VESK BOUNCERS (2) CR 1
CONGREGANT MERTHINETT CR 1 Female ikeshti soldier (Starfinder Alien Archive 65)
Encounter 2:
RIVER RAT TIER 1 Medium explorer Speed 10; Maneuverability good (turn 1); Drift 1 AC 12; TL 12 HP 55; DT —; CT 10 Shields basic 20 (forward 5, port 5, starboard 5, aft 5) Attack (Turret) coilgun (4d4) Power Core Pulse Gray (100 PCU); Drift Engine Signal Basic; Systems basic computer, budget short-range sensors, good crew quarters, mk 1 armor, mk 1 defenses; Expansion Bays cargo hold (2), sealed environment chamber, smuggler compartment Modifiers +1 Piloting; Complement 6 CREW Captain Computers +6 (1 rank), Diplomacy +6 (1 rank), Engineering +6 (1 rank), gunnery +6, Intimidate +10 (1 rank), Piloting +7 (1 rank) Engineer Engineering +6 (1 rank) Gunners (2) gunnery +6 Pilot Piloting +7 (1 rank) Science Officer Computers +6 (1 rank) SPECIAL ABILITIES Concealed Turrets (Ex) Whenever an enemy ship comes within 2 hexes of a concealed turret (as noted on the map), the turret may fire its light laser cannon (2d4) using the gunnery bonus of the River Rat’s crew. This is treated as though the enemy ship moved through the River Rat’s space without using the Flyby stunt. A concealed turret has an AC and TL of 10, and any damage will disable it. Once revealed, a turret only shoots when an enemy ship ends its movement within 6 hexes, due to the turret’s impeded tracking systems. Shooting a concealed turret in this way requires one of the gunners to spend their action to fire this weapon [dice= Coil gun] 1d20 + 9 [/dice] ... [dice= damage] 4d4 [/dice]
[dice= Pilot, initiative, ship] 1d20 + 9+1 [/dice]
https://www.aonsrd.com/Rules.aspx?ID=192
deal damage to one of the crew (as described below). D% System Effect
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