| Bosyx |
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I'm working on a sci-fi version of the pathfinder rules for my group, due to a personal dislike of the class/occupation system of D20 Modern/Future, and wanted to see if anyone would be interested in assisting me in this project.
The setting that I'm making this for is a pre-First Contact one so humans only, but there are four "races" to choose from based on what kind of world you grew up in. There's one each for heavy (+2 Str, -2 Dex, +2 Int), normal (unchanged), and low gravity (-2 Str, +2 Dex, +2 Wis) worlds and then a fourth for characters who've lived on starships their entire lives (no ability score modifiers but the free bonus feat has been replaced with the Zero-G Training feat and +2 Repair).
The classes is where I'm having trouble. Fighter and Rogue are obviously in with minor modifications (adjusting the class skill list and weapon proficiencies), the Barbarian I'm modifying to be enhanced with cybernetics (temporarily calling it the Cyber-Rager). The Expert NPC class would work well for those who want to be more tech-oriented (hackers, engineers, etc.) but I'm currently out of ideas on what to do for the rest.
The setting is fairly hard science, no psionics, no mystical powers, nothing like that. Hypothetically I'd be able to fit in the Wizard as a tech character if it had something like an omni-tool from Mass Effect, but unfortunately the setting that I'm using doesn't have anything like those.
Could I also get some advice on equipment? Specifically power-armor, guns (no lasers, still projectile based), cybernetics, etc.
| Taishaku |
I'm working on a sci-fi version of the pathfinder rules for my group, due to a personal dislike of the class/occupation system of D20 Modern/Future, and wanted to see if anyone would be interested in assisting me in this project.
The setting that I'm making this for is a pre-First Contact one so humans only, but there are four "races" to choose from based on what kind of world you grew up in. There's one each for heavy (+2 Str, -2 Dex, +2 Int), normal (unchanged), and low gravity (-2 Str, +2 Dex, +2 Wis) worlds and then a fourth for characters who've lived on starships their entire lives (no ability score modifiers but the free bonus feat has been replaced with the Zero-G Training feat and +2 Repair).
The classes is where I'm having trouble. Fighter and Rogue are obviously in with minor modifications (adjusting the class skill list and weapon proficiencies), the Barbarian I'm modifying to be enhanced with cybernetics (temporarily calling it the Cyber-Rager). The Expert NPC class would work well for those who want to be more tech-oriented (hackers, engineers, etc.) but I'm currently out of ideas on what to do for the rest.
The setting is fairly hard science, no psionics, no mystical powers, nothing like that. Hypothetically I'd be able to fit in the Wizard as a tech character if it had something like an omni-tool from Mass Effect, but unfortunately the setting that I'm using doesn't have anything like those.
Could I also get some advice on equipment? Specifically power-armor, guns (no lasers, still projectile based), cybernetics, etc.
You might want to pick up a copy of Traveller for d20 (aka T20)
http://www.amazon.com/Travellers-Handbook-Traveller-T20-D20/dp/1558782176
| Bosyx |
I'd suggest deciding where/if magic has a place in your setting.
No magic, just science. A friend who I'm collaborating with gave me advice on a "Technician" class:
Hit Dice: d6
Skill pts: 6+Int mod per level
Weapon Proficiency: Simple (which in this campaign will be pistols, submachine guns, and basic melee weapons like knives)
Armor Proficiency: Light
Level 1: Field of Expertise, Wrist-Computer
Field of Expertise: A technician must choose an field that he specializes in. Available choices are: Chemist, Demolitionist, Engineer, Hacker, Holo-Tech.
Wrist-Computer: Every technician has a personal computer on their forearms (typically mounted on the arm of a suit of power-armor that disconnects with the rest of the suit) optimized to their skill set. As their career advances the custom modifications that the technician makes provides them with greater abilities.