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A Fading Suns/True20 game
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<blockquote data-quote="Karl Green" data-source="post: 3653450" data-attributes="member: 1467"><p><strong>CHARACTER CREATION part 1</strong></p><p></p><p>OK this be a lot, but I like to write I guess <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Its a bit to long so I am adding Sblocks</p><p></p><p>=====</p><p></p><p><strong><span style="font-family: 'Franklin Gothic Medium'"><span style="font-size: 22px">Fading Suns True20</span></span></strong></p><p></p><p><strong><span style="font-size: 12px"><span style="font-family: 'Microsoft Sans Serif'">BASICS AND HOUSERULES FOR TRUE20</span></span></strong></p><p>• I will be using the <strong>Fear and Terror</strong> [page 86] and <strong>Corruption</strong> [page 92] rules found in the True20 Companion rules. I will be using the ‘Sanity as a Will Save’ option. </p><p>• <strong>Core Class Abilities</strong> – I am not a big fan (at all in fact) of the Core Class Abilities as presented in the base True20 game. There are any number of reasons, but part of it is I don’t want the Adapt to be able to use any Power or Expert to use any skill (although they can will Jack-of-All-Trades but that is with just their abilities scores). But I do like the new Core Abilities likes found in the <strong>True20 Companion</strong>, and so I am allowing these, with the idea that any Class can take one of the following Core Abilities – Amazing Save, Common Sense, Extraordinary Effort, Higher Guidance, Higher Purpose, Fearless, or Ultimate Trait. As always, this Core Ability must be chosen at 1st level and can not be changed afterwards. </p><p>• <strong>Melee Attacks</strong> are determined with the players Str or Dex modifier (player’s choice)</p><p>• <strong>Xeno Misunderstanding</strong> – Humans (and Aliens) in the Fading Suns Known Worlds have little understanding of those not of their race, and as such have problems interacting with those not of their race; this mean that they have a -2 to all Charisma based skills vs. “aliens” and –2 to Sense Motives vs. anyone not of their race. Also they get a -2 penalty to any other skills where being different would matter. Medicine (Physick) rolls are -5 when attempting to heal someone not of your race. The Feat <strong>Xeno-Empathy</strong> (General) allows most of these penalties (expect for Physick rolls) to be ignored as the character has learned to understand other races. </p><p>• <strong>Humans</strong> receive all the normal bonuses listed in True20 and +1 Conviction Points</p><p>• <strong>Playing your ‘Nature’</strong> – as always these will ONLY be invoked when the players wants them to be... and there will have to be some 'drawback' for them to come into play. If you are Honest in a situation where lying would be good, you can OR you can invoke your Nature, suffer the outcome, and gain the Conviction Points. I will not impose them onto characters...</p><p></p><p></p><p><strong><span style="font-size: 12px"><span style="font-family: 'Microsoft Sans Serif'">CHARACTER CREATION FOR – “Company of the Phoenix”</span></span></strong> </p><p>• Characters will start at 4th level</p><p>• Characters start with 7 points to distribute on Attributes</p><p>• Characters should generally be Human, and must choose a broad Path; beginning as either a Noble, a Priest, or a Merchant Guilder. I will allow one or two of “Those who Differ” (Aliens and those of minor Noble Houses or Guilds or near Heretic Cults, Yeomen, etc), but the character must remember that they don’t have any where near the number of rights and privileges as those affiliated with one of the three orders, and must rely on a benefactor. </p><p>• All Noble, Church and Guilder characters start with the feat <strong>Imperial Charter – Questing Knight</strong> if Noble, or <strong>Imperial Charter – Priestly Consort</strong> if a Priest, or <strong>Guild Consort</strong> if a Merchant, for free. Characters whom choice from the <em>Those Who Differ</em> Paths don’t receive these benefits for free. </p><p>• Characters begin with (Cha modifier x2) +8 Wealth Points.</p><p></p><p>Paths</p><p>[sblock]<strong><span style="font-size: 12px"><span style="font-family: 'Microsoft Sans Serif'">PATHS</span></span></strong></p><p>In Fading Suns, the Paths are not generally associated with any one particular Role. Instead a Noble might be a skilled Soldier (warrior) or a Diplomat (expert) or even a Psycher (adapt). The three Major Paths grant the character a free Feat and then help determines your <strong>Favored Feats</strong>, Common <strong>Natures</strong> (player should choice two that best reflect his or her character) and <strong>Skills</strong>. For ‘Those Who Differ’ it could be an Alien or a minor Noble, heretical Church Order or Yeoman. These characters generally do not have as much freedom to determine their own destines, and must ally themselves to a Noble House, a Church Priest or Guilder to access these things. NOTE that you may only chose ONE Path, so if you are an Alien (say an Ur-Ukar), you can't also take a Guilder Path. You CAN purchase the Guild Member Feats though to be part of that Order, etc. You just don't get the extra Feats etc for free.</p><p></p><p><span style="font-family: 'Impact'">Those Who Rule – Nobles</span> </p><p>All Nobles gain the <strong>Noble Title</strong> (General) Feat for free. They can take this feat multiple times to reflect a higher rank of nobility. Favored Feat for All Nobles: <strong>Favored Opponent</strong> (Warrior) and <strong>Inspire</strong> (Expert).</p><p>1. <strong>Hawkwood:</strong> one of the most powerful of the Great Houses, the Emperor himself comes from this House.</p><p>o Favored Feats – <strong>Eye For Treachery</strong> (Warrior), and <strong>Honest Law</strong> (Expert)</p><p>o Common Natures – Virtues: Bold, Courageous, Just, Loyal; Vices: Arrogant, Prideful</p><p>o Common Skills – Diplomacy, Knowledge (History) and (Tactics), Notice, Ride</p><p></p><p>2. <strong>Decados:</strong> some suggest that this is truly the greatest house of the Empire, they are know for their treachery and terrible cunning</p><p>o Favored Feats – <strong>Dishonest Law</strong> (Expert), and <strong>Seize Initiative</strong> (Warrior)</p><p>o Common Natures – Virtues: Curious, Shrewd; Vices: Suspicious, Vain, Manipulative </p><p>o Common Skills – Bluff, Diplomacy, Disguise, Notice, Sense Motive, Stealth </p><p></p><p>3. <strong>Hazat:</strong> known best for their great warriors, as children of this House often are sent to serve in the military as early as 8 years standard.</p><p>o Favored Feats – <strong>Issue Challenge</strong> (Warrior), and <strong>Unbalance Opponent</strong> (Expert)</p><p>o Common Natures – Virtues: Bold, Disciplined; Vices: Impetuous, Vengeful </p><p>o Common Skills – Knowledge (Tactics), Notice, Survival </p><p></p><p>4. <strong>Li Halan:</strong> once the most notorious of the Great Houses, they are now the most religiously zealots.</p><p>o Favored Feats – <strong>Merciful Combat</strong> (Warrior), and <strong>Safe Passage</strong> (Expert)</p><p>o Common Natures – Virtues: Compassionate, Gracious, Pious; Vices: Brainwashed, Guilty </p><p>o Common Skills – Diplomacy, Knowledge (Theology and Philosophy) </p><p></p><p>5. <strong>Al-Malik:</strong> tied closely to Guilds, they are often involved in multiple ‘business’ endeavors. </p><p>o Favored Feats – <strong>Eye For Treachery</strong> (Warrior), and <strong>Grooming</strong> (Expert)</p><p>o Common Natures – Virtues: Gracious, Innovative; Vices: Greedy, Impetuous, Possessive</p><p>o Common Skills – Diplomacy, Knowledge (Business) and (Popular Culture) </p><p></p><p><span style="font-family: 'Impact'">Those Who Preach – Priests</span> </p><p>All Priests gain the <strong>Church Ordination</strong> (General) Feat for free. They can take this feat multiple times to reflect higher rank within the church. Favored Feats for All Priests: <strong>Die Hard</strong> (Warrior) and <strong>Suggestion</strong> (Expert)</p><p>1. <strong>Urth Orthodox:</strong> members of the Universal Church of Mankind, preachers of the Omega Gospel. </p><p>o Favored Feats – <strong>Affect The Masses</strong> (Expert), and <strong>Combat Calm</strong> (Warrior)</p><p>o Common Natures – Virtues: Just, Pious; Vices: Arrogant, Austere, Condescending </p><p>o Common Skills - Diplomacy, Knowledge (Theology and Philosophy), Sense Motive</p><p></p><p>2. <strong>Brothers Battle:</strong> a fighting order within the Church, tasked with protection it and pilgrims. </p><p>o Favored Feats – <strong>Attack Specialization</strong> (Warrior), and <strong>Unbalance Opponent</strong> (Expert).</p><p>o Common Natures – Virtues: Bold, Disciplined, Loyal; Vices: Clueless, Stubborn</p><p>o Common Skills - Knowledge (Tactics) and (Theology and Philosophy), Survival </p><p></p><p>3. <strong>Eskatonic Order:</strong> a near heretic order, they delve deep into the mysterious of the Universe.</p><p>o Favored Feats – <strong>Astrometry</strong> (Adapt), <strong>Master Storyteller</strong> (Expert)</p><p>o Common Natures – Virtues: Curious, Fair, Free-Spirit; Vices: Impetuous, Secretive</p><p>o Common Skills - Knowledge (Behavior Science), (History), (Occultism), (Theology and Philosophy) </p><p></p><p>4. <strong>Temple Avesti</strong> (Avestiles): the Inquisition, the most fears of the Church’s orders, tasked with rooting out corruption and heresy</p><p>o Favored Feats – <strong>Crippling Strike</strong> (Expert) and <strong>Favored Opponent</strong> (Warrior) </p><p>o Common Natures – Virtues: Bold, Righteous; Vices: Brainwashed, Petty, Stubborn </p><p>o Common Skills - Bluff, Intimidate, Sense Motives</p><p></p><p>5. <strong>Sanctuary Aeon</strong> (Amaltheans): the healing Order within the Church and the most loved and respected. </p><p>o Favored Feats – <strong>Merciful Combat</strong> (Warrior), and <strong>Safe Passage</strong> (Expert)</p><p>o Common Natures – Virtues: Compassionate, Kind; Vices: Gullible, Nosy</p><p>o Common Skills - Knowledge (Life Science) and (Theology and Philosophy), Medicine </p><p></p><p><span style="font-family: 'Impact'">Those Who Trade – Merchant Guilds</span> </p><p>All Merchants gain <strong>Guild Commission</strong> (General) Feat for free. They can take this feat multiple times to reflect higher rank within the Guild. Favored Feats for All Guilders: <strong>An Offer You Can’t Refuse</strong> (Expert) and <strong>Eye For Treachery</strong> (Warrior)</p><p>1. <strong>Charioteer:</strong> the majority of pilots and starship operators come from this Guild. </p><p>o Favored Feats – <strong>Seize Initiative</strong> (Warrior) and <strong>Well Informed</strong> (Expert)</p><p>o Common Natures – Virtues: Curious, Free-Thinker, Shrewd; Vices: Nosy, Stubborn </p><p>o Common Skills - Knowledge (Jump Routes), Pilot</p><p></p><p>2. <strong>Engineer:</strong> the great builders and tinkers who maintain the ‘science’ of the old Republic. </p><p>o Favored Feats – <strong>Skill Mastery</strong> (Expert) and <strong>Tough</strong> (Warrior)</p><p>o Common Natures – Virtues: Innovative, Inquisitive; Vices: Clueless, Unnerving</p><p>o Common Skills - Knowledge (Earth Science), (Life Science), (Physical Science), and (Technology) </p><p></p><p>3. <strong>Scravers:</strong> the rogues and looters of the Guilds, they are also involved with most “Vice” crimes committed within the Known Worlds</p><p>o Favored Feats – <strong>Diehard</strong> (Warrior), and <strong>Plausible Deniability</strong> (Expert)</p><p>o Common Natures – Virtues: Impetuous; Vices: Greedy, Possessive </p><p>o Common Skills - Bluff, Knowledge (Streetwise), Sense Motives, Stealth</p><p></p><p>4. <strong>The Musters</strong> (Chainers): labor providers, but most think of them as slavers. Also work as bodyguards and soldiers</p><p>o Favored Feats – <strong>Advanced Strike</strong> (Warrior) and <strong>Crippling Strike</strong> (Expert)</p><p>o Common Natures – Virtues: Bold, Disciplined; Vices: Callous, Vengeful </p><p>o Common Skills - Intimidate, Notice, Sense Motives</p><p></p><p>5. <strong>Reevers</strong> (Gray Faces): Lawyers and courtiers, the serve the Empire to maintain order and the rule of law. </p><p>o Favored Feats – <strong>Combat Calm</strong> (Warrior) and either <strong>Dishonest Law</strong> (Expert) or <strong>Honest Law</strong> (Expert), player’s choice.</p><p>o Common Natures – Virtues: Shrewd, Thoughtful; Vices: Mammon, Nosy, Prideful </p><p>o Common Skills - Diplomacy, Knowledge (Civics), Sense Motives</p><p></p><p><span style="font-family: 'Impact'">Those Who Differ – Aliens and Others</span></p><p>Minor Houses, Aliens, Yeomen and Heretic Orders, etc. Note that these characters do NOT receive the bonus Feat of Imperial Carter nor do they receive the Title feat of above. </p><p>1. <strong>Minor House</strong> (Lesser Houses)</p><p>o Favored Feats – choice any Two from Expert or Warrior</p><p>o Bonus Feat – choice any One from General, Expert or Warrior. </p><p></p><p>2. <strong>Mendicants Monks</strong> (Hesychasts)</p><p>o Favored Feats – choice any Two from Adapt or Expert </p><p>o Bonus Feat – choice any One from General, Adapt, or Expert</p><p></p><p>3. <strong>Yeoman</strong> (Freelancers)</p><p>o Favored Feats – choice any Two from Expert or Warrior. </p><p>o Bonus Feat – choice any One from General, Expert or Warrior</p><p></p><p>4. <strong>Ur-Obun</strong> – spiritual and peaceful Aliens </p><p>o <strong>Attribute Mod:</strong> +1 Wis, -1 Con</p><p>o <strong>Feats:</strong> Favored Foes (Ur-Ukar), Talented (Concentration and Knowledge - Theology & Philosophy) and One Supernatural/Occult Power of choice (power ranks at the Ur-Obun’s Full level) </p><p>o <strong>Favored Feats:</strong> Astrometry (Adapt), and Fascinate (Expert) </p><p>o <strong>Common Natures</strong> – Virtues: Curios, Pious, Fair; Vices: Haughty, Unnerving</p><p>o <strong>Xeno Misunderstanding:</strong> -2 to all Charisma based skills and a –2 to Sense Motives vs. non Ur-Obun. Also -2 to any skill where difference would matter, -5 to Medicine (Physick) rolls.</p><p>o <strong>Languages:</strong> Obur (spoken & written), Urth (spoken)</p><p></p><p>5. <strong>Ur-Ukar</strong> – warriors whom live underground and often bare ritual scares across their skin. </p><p>o <strong>Attribute Mod:</strong> +1 Dex, -1 Cha</p><p>o <strong>Feats:</strong> Favored Foes (Ur-Obun), Talented (Notice and Survival), and One Supernatural/Occult Power of choice (power ranks at the Ur-Ukar’s Full level)</p><p>o <strong>Favored Feats:</strong> Combat Calm (Warrior) and Surprise Strike (Expert) </p><p>o <strong>Common Natures</strong> – Virtues: Bold, Courageous; Vices: Callous, Unnerving </p><p>o <strong>Xeno Misunderstanding:</strong> -2 to all Charisma based skills and a –2 to Sense Motives vs. non Ur-Ukar. Also -2 to any skill where difference would matter, -5 to Medicine (Physick) rolls.</p><p>o <strong>Languages:</strong> Ukar (spoken & written), Urth (spoken)</p><p></p><p>6. <strong>Vorox</strong> – large (standing near 3 meters tall when fully erect, and weighting on average 350kgs), the Vorox are a six-limbed Alien, that in some eyes is just barely sentient. They faces have long snouts and their bodies are covered with thick fur that ranges from pitch black to light brown. </p><p>o <strong>Attribute Mod:</strong> Str +3, Con +1, Dex -1, Int -2, Cha -1</p><p>o <strong>Structural Feats:</strong> Large Sized (-1 Base Attack, -1 Base Defense, +4 Grapple, +2 to Intimidate, Increase Str Mod Max to +9, bonus Toughness +2), Multilimbed (+2 to Grapple, +2 to Climb), Increase Base Move (base move 40ft, on all fours 50ft. Double Climbing Speed), Scent (as Creature ability)</p><p>o <strong>Favored Feats:</strong> Rage (Warrior) and Toughness (Warrior) </p><p>o <strong>Common Natures</strong> – Virtues: Loyal, Courageous; Vices: Clueless, Gullible</p><p>o <strong>Fear and Hatred:</strong> Most people of the Known Worlds see Voroxs as little more then animals, and as such fear and treat them accordingly. Voroxs get a -2 to all Charisma based skills except Intimidate when dealing with non-Vorox. </p><p>o <strong>Xeno Misunderstanding:</strong> -2 to all Charisma based Skills and also a –2 to Sense Motives vs. non-Vorox. Also -2 to any skill where difference would matter, -5 to Medicine (Physick) rolls. </p><p>o <strong>Non-Psychic:</strong> Vorox are non-psychic and as such may not take any levels, powers or feats of Adapts. </p><p>o <strong>Languages:</strong> Vorox (spoken), Urth (spoken)[/sblock]</p><p></p><p>Skills</p><p>[sblock]<span style="font-size: 12px"><span style="font-family: 'Microsoft Sans Serif'">SKILLS</span></span></p><p>To better fit the “world-view” of Fading Suns, I am re-naming a few of the skills listed below. I just suggest that both are listed on the character sheet. </p><p>• Bluff (<strong>Knavery</strong>)</p><p>• Computers (<strong>Think Machine</strong>)</p><p>• Concentration (<strong>Stoic Mind</strong>)</p><p>• Handle Animals (<strong>Beast Control</strong>)</p><p>• Knowledge (<strong>Academia</strong>)</p><p>a. Supernatural (<strong>Occultism</strong>)</p><p>b. Theology and Philosophy (<strong>Theurgist</strong>) </p><p>• Medicine (<strong>Physick</strong>)</p><p></p><p><strong><span style="font-family: 'Book Antiqua'">NEW SKILLS</span></strong></p><p>• Additional <strong>Knowledge</strong> skills</p><p>a. <strong>Cybernetics</strong> – the ability to build, implant and repair cybernetic limbs into living tissue. </p><p>b. <strong>Jumpweb Routes</strong>– knowledge of the Known Worlds jumpweb system.</p><p>c. <strong>Xeno-Biology</strong> – the study of alien biology and ecosystems. </p><p></p><p><strong><span style="font-family: 'Book Antiqua'">LITERACY AND LANGUAGE SKILLS</span></strong></p><p>Literacy is not automatic for people in the Known Worlds. The basic Language of the Known Worlds is <strong>Urthish</strong> (the most common tongue spoken). All Characters gain a number of Bonus Languages equal to their Intelligence Bonus. Literacy can be taken as one of your Bonus Languages or purchased as a normal skill for EACH Lanaguage seperately. Others common languages include…</p><p>• Barbarian Tongues:</p><p>a. Kurgan (spoken and written)</p><p>b. Vuldrok (spoken and written)</p><p>• Dialects (generally found in families or planets; spoken), most Humans start with this ‘House’ Dialect for free (so Hawkwood Tongue, Graceful Tongue of Al-Malik house, Orthodox High Urthish, etc). </p><p>• Latin (holy language of religion; spoken and written)</p><p>• Machine Chant (Engineering language; spoken & written)</p><p>• Scavanger Cant (based on Urthic but incorporating alien and invented words; spoken and written “code”)</p><p>• Xeno Tongues – the most widely known: </p><p>a. Obun (spoken and written)</p><p>b. Ukar (spoken and written)</p><p>c. Vorox (spoken, written form in Urth)</p><p>d. Ascribte (spoken and written)</p><p>e. Gannok (spoken)</p><p>f. Vau (spoken and written)[/sblock]</p><p></p><p></p><p>Feats</p><p>[sblock]<span style="font-size: 12px"><span style="font-family: 'Microsoft Sans Serif'">FEATS</span></span></p><p>The following Feats from <strong>Caliphate Nights</strong> are also available – Affect The Masses (Expert), An Offer You Can’t Refuse (Expert), Astrometry (Adapt), Blend In (Expert), Dishonest Law* (Expert), Eye For Treachery (Warrior), Grooming (Expert), Honest Law* (Expert), Issue Challenge (Warrior), Master Storyteller (Expert), Merciful Combat (Warrior), Military Rank (Warrior), Navigation* (General), Plausible Deniability (Expert), Quotable Wit (General), Safe Passage (Expert), True Faith (General), Universal Appeal (Expert). </p><p>*Navigation is Stellar Navigation. In all other respects it is the same. Also note that the ‘Law’ feats (Dishonest and Honest Law), apply to Imperial Law. </p><p></p><p>The following Feats from <strong>Mecha vs. Kaijui</strong> are also available – Advanced Strike (Warrior), Lifting (General), Unbalance Opponent (Expert). </p><p></p><p>The following Feats from <strong>Barrowed Time</strong> are also available – Combat Calm (Warrior), Combat Mastery (Warrior), and Improved Combat Calm (Warrior) </p><p></p><p>Structural Feats from <strong>Lux Aeturnum</strong> are allowed but are set up under Aliens and already built in. Character normally can not take them if they are not alien. BUT I might allow them for the ‘The Changed’ (Generic Experimentation) if someone wishes to play one of those (generally only Yeoman also). </p><p></p><p>The following Feats from the <strong>True20 Companion</strong> that are also available – from <em>Fantasy Adventures</em> [found on page 31] Companion (General), Cloak Dance (General), Feather Step (General), Improved Taunt (General), Improvised Weapons Proficiency (General), Intangible Armor (Warrior), Insightful Strike (Expert and Warrior), Intuitive Strike (Expert and Warrior), Lion Hearted (General), Mental Bond (General), and Renown (General). From <em>Space Adventures</em> [found on pages 51-52] Armor Training, Powered (General), Deadly Aim (Expert and Warrior), Inventor (Expert), Lightning Calculator (General), Planetary Adaptation (General), Salvage (General), Time Sense (General), Ultra Immune System (General), Urban Tracking (General), Xenomedic (Expert), and Zero-G Training (General). From <em>Horror Adventures</em> [pages 79-80] Alternate Approach (General), Cold-Blooded (General), False Attack (Warrior), Improved Feint (Expert), Improved Knockout Punch (Warrior), Improved Overrun (General), Improved Rush (General), Inspire (Expert, new uses not new feat), Impromptu Weapon Proficiency (General), Jaded (General), Knockout Punch (General), Loner (General) and Ritual Knowledge (General). </p><p></p><p><span style="font-family: 'Book Antiqua'"><strong>NEW FEATS</strong></span></p><p>* <strong>Church Ordination</strong> (General) – this feat can be taken multiple times. Those who choice the Church Path gains the first feat for free, all others must spend normal feats for them. Each time this feat is taken, he gains higher rank and prestige within the Church, and grants him +1 Wealth modifier. It also grants the character a +2 to Charisma based skills for others within the Church, and +1 to all others within the Known Worlds. Each additional time this feat is taken again adds an additional +1 to Charisma based skills, both within the Church and other citizens of the Known Worlds. Those outside the Known Worlds are not subject to these modifiers as they do not put the same value on them as the people within the Empire does. Title, based on the number of times this feat is taken (depending on the Sect you belong to):</p><p>a. <strong>Orthodox, Avesti and Aeon</strong> – 1st Novitiate, 2nd Canon, 3rd Deacon, 4th Bishop and 5th Archbishop</p><p>b. <strong>Brother Battle</strong> – 1st Apprentice, 2nd Oblate, 3rd Acolyte, 4th Adept, 5th Master</p><p>c. <strong>Eslatonic</strong> – 1st Novitiate, 2nd Provost, 3rd Illuminatus, 4th Philosophus, 5th Magistrer</p><p></p><p>* <strong>Guild Commission</strong> (General) –this feat can be taken multiple times. Those who choice the Merchant Path gains the first feat for free, all others must spend normal feats for them. Each time this feat is taken, he gains higher rank and prestige within the Guilds, and grants him +1 Wealth modifier. It also grants the character a +2 to Charisma based skills for others within the Guilds, and +1 to all others within the Known Worlds. Each additional time this feat is taken again adds an additional +1 to Charisma based skills, both within the Guilds and other citizens of the Known Worlds. Those outside the Known Worlds are not subject to these modifiers as they do not put the same value on them as the people of the Empire do.</p><p>Title, based on the number of times this feat is taken (depending on the Guild you belong to):</p><p>a. <strong>Charioteers</strong> – 1st Ensign, 2nd Lieutenant, 3rd Commander, 4th Captain, 5th Dean</p><p>b. <strong>Engineers</strong> – 1st Apprentice, 2nd Entered, 3rd Crafter, 4th Engineer, 5th Master</p><p>c. <strong>Scravers</strong> – 1st Associate, 2nd Genin, 3rd Boss, 4th Consul, 5th Dean</p><p>d. <strong>Muster</strong> – 1st Private, 2nd Sergeant, 3rd Lieutenant, 4th Captain, 5th Colonel </p><p>e. <strong>Reeves</strong> – 1st Associate, 2nd Chief, 3rd Manager, 4th Director, 5th Dean</p><p></p><p>* <strong>Heavy Weapons</strong> (General) – character is trained in the use of vehicle and starship mounted weapons. Without it he receives a -4 penalty to attack rolls. </p><p></p><p>* <strong>Imperial Cohort Badge</strong> (General) – you are an aide de camp one of the Emperor’s Questing Knights (may not be a Noble). Grants +1 Reputation bonus and limited form of Safe Passage in that you can cross feudal borders without fees of taxation and Imperial rights and privileges. <em>Guilder Cohort</em> gain first claim on merchant routs while <em>Priest Cohort</em> gain first missionary claims and church rights. Also gain a small stipend to your Wealth each month (various but generally +1 or 2 each month)</p><p></p><p>* <strong>Imperial Charter – Questing Knight</strong> (General) – Nobles only, you are a second or third son or daughter who has taken up service for the Emperor and gain rights and privileges granted by the Imperial Seal. Grants +1 Reputation bonus, and a limited form of Safe Passage, allowing the Noble to avoid fees and taxation for feudal border crossing. Also granted a stipend of +2 or 3 toward your Wealth each month drawn from a small stipend provided by the Emperor’s own coffers. </p><p></p><p>* <strong>Noble Claw Feat</strong> (Structural; Vorox only): Vorox who take the <strong>Noble Title</strong> (General) Feat are allowed to that the Noble Claw Feat (Structural). This feat grants the Vorox the right to have one thumb claw that does +1 damage, is lethal and has a toxic poisonous. This slow acting toxin starts affecting anyone hit with an unarmed attack after 1 minute, DC (fort) 11 and secondary Damage after 10 minutes DC (fort) 12 [damage 1d3 Con damage] </p><p></p><p>* <strong>Noble Title</strong> (General) – this feat can be taken multiple times. Those who choice the Noble Path gains the first feat for free, all others must spend normal feats for them. Each time this feat is taken, he gains higher rank and prestige within the Great Houses, and grants him +2 Wealth modifier. It also grants the character a +2 to Charisma based skills for others within the Nobility, and +1 to all others within the Known Worlds. Each additional time this feat is taken again adds an additional +1 to Charisma based skills, both within the Nobility and other citizens of the Known Worlds. Those outside the Known Worlds are not subject to these modifiers as they do not put the same value on them as the people of the Empire do.</p><p>Title, based on the number of times this feat is taken: 1st – Knight/Dame, 2nd Baron/Baroness, 3rd Earl or Marquis/Marquessa, 4th Count/Countess, 5th Duke/Duchess</p><p></p><p>* <strong>Xeno-Empathy</strong> (General) – the character has an in-depth understanding of ‘Aliens’ or others. They no longer receive the Xeno Penalty to Charisma skills or to Sense Motives when dealing with most Xeno. New ones that have never been encountered before will still cause the normal penalties, until the person has spent some time with them (1-4 weeks) after which they gain an understand of them. </p><p></p><p><span style="font-family: 'Book Antiqua'"><strong>CYBERNETIC FEATS</strong></span></p><p>I am going to use a somewhat modified version of <em>Ronin Arts</em> <strong>True20 Cybernetics</strong> rules for Fading Suns. The basic Cybernetic Drawback is the <strong><em>Social Drawback</em></strong> but note that counts for any <em>known</em> cybernetics (i.e. the Church fears those cybernetics that look human almost as much, due to their fear of ‘Golems’). Damage Reduction is of course just a Toughness bonus, etc. Also note that many of these feats can be taken more then once (such as <em>Grafted Musculature</em>, etc). </p><p></p><p>Allowed Cybernetic Feats</p><p>Advanced Body Repair Weave, Anti-Flare Implant, Anti-Stun Implant, Body Repair Weave, Concealed Cybernetics, Cutting Edge Cybernetics, Cybernetic Voice Box, Data Archive (<strong>Second Brain</strong>), Dermal Camouflage, Echolocation Model, Enhanced Antibodies, External Weapon Mount, Fortified Skeleton, Grafted Musculature (<strong>Goliath Skin</strong>) (3), Gyroscopic Implant, Hearing Amplification, Identity Chip, Initiative Implant (<strong>Lithe Wire</strong>) (2), Injector Unit, Internal Compass, Internal Weapon Mount, Microcomputer, Mindscreen Implant, Nasal Filters, Nightvision Optics, Personality Chip (2), Prosthetic Arm, Prosthetic Leg, Subcutaneous Body Armor, Subcutaneous Cell Phone, Tactical Analysis Implant, Targeting Optics, Vehicle Link, Visual Amplification, Voice Stress Analyzer, Wired Nerves (3), Wireless Link. </p><p></p><p>New Cybernetic Feats allowed</p><p><strong>Aqua-Lung:</strong> can extract oxygen out of water. Cybernetic gills are added to the neck (Notice 25) </p><p><strong>Arm Harpoon:</strong> hidden ceramsteel darts are stealth in forearm. Hard to detect (Notice 25, Detect: Weapons 30) Ammo: 5, DMG: +2, DESC: Piercing, Crit: 20/+4, Rng: 30ft. COST: 12 for 5 additional rounds. Takes 1 minute to reload </p><p><strong>Centurion Knife:</strong> hidden blade (or claws) stealth in forearms. Very hard to notice or detect with weapon detectors (Notice 25, Detect: Weapons 30) DMG: +2, Crit 19-20/+3, DESC: Slashing</p><p><strong>Engineer’s Eye:</strong> Requires: Visual Amplification; grants +3 to Notice (vision) checks, magnifier (x10, Range increments 1.5) and microscopic magnification (+4 search involving ‘small’) </p><p><strong>Ether Ear:</strong> Requires: Hearing Amplification; grants +2 Notice (listen) checks, mag x10 (-1 per 100ft), Radio Hearing (only)</p><p><strong>Oxy-Lung:</strong> internal lung storage 4 hour of oxygen. After storage is out it takes 24 hours before it can be used again</p><p><strong>Spy Eye:</strong> Requires Targeting Optics; Eidetic Memory camera in eye and eye can be removed and left somewhere, etc.[/sblock] </p><p></p><p>Supernatural/Powers</p><p>[sblock]<span style="font-size: 12px"><span style="font-family: 'Microsoft Sans Serif'">SUPERNATURAL</span></span> </p><p>Psychic powers and the Occult, while rare, exist within the Known Worlds. There are two ‘acceptable’ forms of the Occult – Psychic Abilities (controlling Attribute is Charisma) and Theurgist Granted Powers (controlling Attribute is Wisdom). Generally only those associated with the Church can gain access to Theurgist Powers. Psychic Powers can appear in just about anyone, but the Church frowns on their use. Many psychics are self taught or learn in small secret cabals, away from prying eyes. </p><p></p><p>All Occult powers also have some Stigma attached to them, something that sets the occultist apart from the rest of humanity. Players should choice a Stigma for their characters and some “odd” affect when they use their powers. </p><p></p><p>Psychic Stigmas are often what medieval folk lore superstitions believe a occult person would be – hair between the eyebrows, an odd birthmark in the shape of a pentagram, a sudden drop in the temperature or their eyes glowing with witchlight when occult powers are being used.</p><p></p><p>Theurgist tend to be more religious in nature – lash marks that appear on the arms and back, all clothing worn eventually becomes stained with blood, unnaturally long bread that grows back overnight if cut, occasionally speaking in nonsense tongues, tears that run down the cheeks, or sleepwalking. </p><p></p><p><strong>Allowed Psychic Powers:</strong> Beast Link, Body Control, Cloud Minds², Cold Shaping, Combat Sense, Dominate, Drain Vitality, Elemental Aura, Elemental Resistance, Energy Shaping, Enhance Abilities, Enhance Senses, Fire Shaping, Illusion, Manipulate Object, Mind Probe, Mind Reading, Mind Shaping, Mind Touch, Move Object, Object Reading, Pain, Psychic Blast, Psychic Reflection, Psychic Shield, Psychic Trap, Psychic Weapon, Scrying, Sense Minds, Suggestion, Supernatural Speed, True Vision², and Wind Shaping </p><p></p><p><strong>Allowed Theurgist Powers (all sects):</strong> Baraka¹, Calm, Cure, Elemental Resistance, Heart Reading, Purifying Light², Psychic Shield, Scrying, Second Sight, Sleep, Suggestion, and Ward </p><p></p><p><strong>Reserved Powers by Church Sects:</strong></p><p>• Urth Orthodox: Heart Shaping, Light Shaping, Severance</p><p>• Brother Battle: Combat Sense, Elemental Resistance, Enhance Abilities, Supernatural Strike</p><p>• Eskatonic Order: True Seeing¹, Truth-Reading, Visions</p><p>• Temple Avesti (Avestiles): Fire Shaping, Pain, Psychic Blast </p><p>• Sanctuary Aeon (Amaltheans): Cure Blindness/Deafness, Cure Disease, Cure Poison</p><p></p><p><strong>Forbidden Powers</strong> (these powers are not going to be allowed. Some of the might exist but they should not be available for characters): Apport, Blink, Plane Shift, Teleport. </p><p></p><p>Powers not listed above might appear rarely in the Fading Suns Known Worlds, but no character should start out with any of these or be able to learn them without first seeking a teacher or experiencing a Miracle of some kind (GM call). Those especial seen as evil would include – Corrupting Shadow², Drain Vitality, Pain, Shadow Shaping², Summon Outsider². </p><p></p><p>NOTES</p><p>¹ - Supernatural powers found in Caliphate Nights</p><p>² - Supernatural powers found in True20 Bestiary</p><p></p><p></p><p>The use of Occult supernatural powers takes a told on those whom are not careful with its use. Using it for evil, or selfish needs can cause Urge (with Psychics) or Hubris (with Theurgists). </p><p></p><p>Every Psychic exists with the threat of his dark side. As you awaken your mind, you also empower parts of your psyche that you would rather not acknowledge. Whenever you perform an evil deed or suffer an encounter with an evil presence (daemon, place, or item), you risk gaining a level of Urge (Corruption). To avoid empowering Urge, you must make a Will, with the DC depending on the level of transgression. </p><p></p><p>Few mortals can channel divine power without succumbing to some sense of sense of ego inflation, a belief that they themselves are gods. Such overwhelming pride before the Pancreator leads to ruin of yourself and others. Theurgists whom perform an evil or heinous act, or whom face the dark presence from the dark between the stars may gain Hubris (Corruption). Hubris is not a split personality or dark entity growing within you, but your own human fallibility before the divine. To avoid gaining Hubris, you must make a Will, with the DC depending on the level of transgression. </p><p></p><p><strong>Some examples of Taboos that can cause Corruption (Severity Level)</strong></p><p>Stealing (minor or significant transgression) </p><p>Missing confessional for more then a year (minor transgression)</p><p>Refusing sacrament (significant transgression)</p><p>Declaring a vendetta (significant transgression)</p><p>Rebellion against your liege lord, Church or emperor (major transgression)</p><p>Suffering inquisitor torture (major transgression)</p><p>Exposure to an evil creature or artifact (major transgression)</p><p>Murder, justifiable in other’s eyes (major transgression)</p><p>Excommunication (mortal transgression)</p><p>Exposure to a ‘true’ demoniac presence (mortal transgression)</p><p>Murder, cold-blooded (mortal transgression)</p><p>Committing rape (mortal transgression)</p><p></p><p><strong>Example Acts of Redemption</strong></p><p>Pilgrimage</p><p>Performing Church mission</p><p>Performing dangerous mission for others, no personal gain</p><p>Converting other sects to your own</p><p>Selfless sacrifice</p><p></p><p>Each transgression where the Occultist fails their save causes a Corruption point. Each point of Corruption over a Psychic’s Charisma score or over a Theurgist’s Wisdom score causes gains them a -1 to their Constitution score. Each two points over their controlling attribute (Charisma for Psychics and Wisdom for Theurgists) cause them a -1 in their controlling attribute. [/sblock]</p></blockquote><p></p>
[QUOTE="Karl Green, post: 3653450, member: 1467"] [b]CHARACTER CREATION part 1[/b] OK this be a lot, but I like to write I guess ;) Its a bit to long so I am adding Sblocks ===== [b][FONT=Franklin Gothic Medium][size=6]Fading Suns True20[/size][/font][/b] [b][size=3][FONT=Microsoft Sans Serif]BASICS AND HOUSERULES FOR TRUE20[/font][/size][/b] • I will be using the [b]Fear and Terror[/b] [page 86] and [b]Corruption[/b] [page 92] rules found in the True20 Companion rules. I will be using the ‘Sanity as a Will Save’ option. • [b]Core Class Abilities[/b] – I am not a big fan (at all in fact) of the Core Class Abilities as presented in the base True20 game. There are any number of reasons, but part of it is I don’t want the Adapt to be able to use any Power or Expert to use any skill (although they can will Jack-of-All-Trades but that is with just their abilities scores). But I do like the new Core Abilities likes found in the [b]True20 Companion[/b], and so I am allowing these, with the idea that any Class can take one of the following Core Abilities – Amazing Save, Common Sense, Extraordinary Effort, Higher Guidance, Higher Purpose, Fearless, or Ultimate Trait. As always, this Core Ability must be chosen at 1st level and can not be changed afterwards. • [b]Melee Attacks[/b] are determined with the players Str or Dex modifier (player’s choice) • [b]Xeno Misunderstanding[/b] – Humans (and Aliens) in the Fading Suns Known Worlds have little understanding of those not of their race, and as such have problems interacting with those not of their race; this mean that they have a -2 to all Charisma based skills vs. “aliens” and –2 to Sense Motives vs. anyone not of their race. Also they get a -2 penalty to any other skills where being different would matter. Medicine (Physick) rolls are -5 when attempting to heal someone not of your race. The Feat [b]Xeno-Empathy[/b] (General) allows most of these penalties (expect for Physick rolls) to be ignored as the character has learned to understand other races. • [b]Humans[/b] receive all the normal bonuses listed in True20 and +1 Conviction Points • [b]Playing your ‘Nature’[/b] – as always these will ONLY be invoked when the players wants them to be... and there will have to be some 'drawback' for them to come into play. If you are Honest in a situation where lying would be good, you can OR you can invoke your Nature, suffer the outcome, and gain the Conviction Points. I will not impose them onto characters... [b][size=3][FONT=Microsoft Sans Serif]CHARACTER CREATION FOR – “Company of the Phoenix”[/font][/size][/b] • Characters will start at 4th level • Characters start with 7 points to distribute on Attributes • Characters should generally be Human, and must choose a broad Path; beginning as either a Noble, a Priest, or a Merchant Guilder. I will allow one or two of “Those who Differ” (Aliens and those of minor Noble Houses or Guilds or near Heretic Cults, Yeomen, etc), but the character must remember that they don’t have any where near the number of rights and privileges as those affiliated with one of the three orders, and must rely on a benefactor. • All Noble, Church and Guilder characters start with the feat [b]Imperial Charter – Questing Knight[/b] if Noble, or [b]Imperial Charter – Priestly Consort[/b] if a Priest, or [b]Guild Consort[/b] if a Merchant, for free. Characters whom choice from the [i]Those Who Differ[/i] Paths don’t receive these benefits for free. • Characters begin with (Cha modifier x2) +8 Wealth Points. Paths [sblock][b][size=3][FONT=Microsoft Sans Serif]PATHS[/font][/size][/b] In Fading Suns, the Paths are not generally associated with any one particular Role. Instead a Noble might be a skilled Soldier (warrior) or a Diplomat (expert) or even a Psycher (adapt). The three Major Paths grant the character a free Feat and then help determines your [b]Favored Feats[/b], Common [b]Natures[/b] (player should choice two that best reflect his or her character) and [b]Skills[/b]. For ‘Those Who Differ’ it could be an Alien or a minor Noble, heretical Church Order or Yeoman. These characters generally do not have as much freedom to determine their own destines, and must ally themselves to a Noble House, a Church Priest or Guilder to access these things. NOTE that you may only chose ONE Path, so if you are an Alien (say an Ur-Ukar), you can't also take a Guilder Path. You CAN purchase the Guild Member Feats though to be part of that Order, etc. You just don't get the extra Feats etc for free. [FONT=Impact]Those Who Rule – Nobles[/font] All Nobles gain the [b]Noble Title[/b] (General) Feat for free. They can take this feat multiple times to reflect a higher rank of nobility. Favored Feat for All Nobles: [b]Favored Opponent[/b] (Warrior) and [b]Inspire[/b] (Expert). 1. [b]Hawkwood:[/b] one of the most powerful of the Great Houses, the Emperor himself comes from this House. o Favored Feats – [b]Eye For Treachery[/b] (Warrior), and [b]Honest Law[/b] (Expert) o Common Natures – Virtues: Bold, Courageous, Just, Loyal; Vices: Arrogant, Prideful o Common Skills – Diplomacy, Knowledge (History) and (Tactics), Notice, Ride 2. [b]Decados:[/b] some suggest that this is truly the greatest house of the Empire, they are know for their treachery and terrible cunning o Favored Feats – [b]Dishonest Law[/b] (Expert), and [b]Seize Initiative[/b] (Warrior) o Common Natures – Virtues: Curious, Shrewd; Vices: Suspicious, Vain, Manipulative o Common Skills – Bluff, Diplomacy, Disguise, Notice, Sense Motive, Stealth 3. [b]Hazat:[/b] known best for their great warriors, as children of this House often are sent to serve in the military as early as 8 years standard. o Favored Feats – [b]Issue Challenge[/b] (Warrior), and [b]Unbalance Opponent[/b] (Expert) o Common Natures – Virtues: Bold, Disciplined; Vices: Impetuous, Vengeful o Common Skills – Knowledge (Tactics), Notice, Survival 4. [b]Li Halan:[/b] once the most notorious of the Great Houses, they are now the most religiously zealots. o Favored Feats – [b]Merciful Combat[/b] (Warrior), and [b]Safe Passage[/b] (Expert) o Common Natures – Virtues: Compassionate, Gracious, Pious; Vices: Brainwashed, Guilty o Common Skills – Diplomacy, Knowledge (Theology and Philosophy) 5. [b]Al-Malik:[/b] tied closely to Guilds, they are often involved in multiple ‘business’ endeavors. o Favored Feats – [b]Eye For Treachery[/b] (Warrior), and [b]Grooming[/b] (Expert) o Common Natures – Virtues: Gracious, Innovative; Vices: Greedy, Impetuous, Possessive o Common Skills – Diplomacy, Knowledge (Business) and (Popular Culture) [FONT=Impact]Those Who Preach – Priests[/font] All Priests gain the [b]Church Ordination[/b] (General) Feat for free. They can take this feat multiple times to reflect higher rank within the church. Favored Feats for All Priests: [b]Die Hard[/b] (Warrior) and [b]Suggestion[/b] (Expert) 1. [b]Urth Orthodox:[/b] members of the Universal Church of Mankind, preachers of the Omega Gospel. o Favored Feats – [b]Affect The Masses[/b] (Expert), and [b]Combat Calm[/b] (Warrior) o Common Natures – Virtues: Just, Pious; Vices: Arrogant, Austere, Condescending o Common Skills - Diplomacy, Knowledge (Theology and Philosophy), Sense Motive 2. [b]Brothers Battle:[/b] a fighting order within the Church, tasked with protection it and pilgrims. o Favored Feats – [b]Attack Specialization[/b] (Warrior), and [b]Unbalance Opponent[/b] (Expert). o Common Natures – Virtues: Bold, Disciplined, Loyal; Vices: Clueless, Stubborn o Common Skills - Knowledge (Tactics) and (Theology and Philosophy), Survival 3. [b]Eskatonic Order:[/b] a near heretic order, they delve deep into the mysterious of the Universe. o Favored Feats – [b]Astrometry[/b] (Adapt), [b]Master Storyteller[/b] (Expert) o Common Natures – Virtues: Curious, Fair, Free-Spirit; Vices: Impetuous, Secretive o Common Skills - Knowledge (Behavior Science), (History), (Occultism), (Theology and Philosophy) 4. [b]Temple Avesti[/b] (Avestiles): the Inquisition, the most fears of the Church’s orders, tasked with rooting out corruption and heresy o Favored Feats – [b]Crippling Strike[/b] (Expert) and [b]Favored Opponent[/b] (Warrior) o Common Natures – Virtues: Bold, Righteous; Vices: Brainwashed, Petty, Stubborn o Common Skills - Bluff, Intimidate, Sense Motives 5. [b]Sanctuary Aeon[/b] (Amaltheans): the healing Order within the Church and the most loved and respected. o Favored Feats – [b]Merciful Combat[/b] (Warrior), and [b]Safe Passage[/b] (Expert) o Common Natures – Virtues: Compassionate, Kind; Vices: Gullible, Nosy o Common Skills - Knowledge (Life Science) and (Theology and Philosophy), Medicine [FONT=Impact]Those Who Trade – Merchant Guilds[/font] All Merchants gain [b]Guild Commission[/b] (General) Feat for free. They can take this feat multiple times to reflect higher rank within the Guild. Favored Feats for All Guilders: [b]An Offer You Can’t Refuse[/b] (Expert) and [b]Eye For Treachery[/b] (Warrior) 1. [b]Charioteer:[/b] the majority of pilots and starship operators come from this Guild. o Favored Feats – [b]Seize Initiative[/b] (Warrior) and [b]Well Informed[/b] (Expert) o Common Natures – Virtues: Curious, Free-Thinker, Shrewd; Vices: Nosy, Stubborn o Common Skills - Knowledge (Jump Routes), Pilot 2. [b]Engineer:[/b] the great builders and tinkers who maintain the ‘science’ of the old Republic. o Favored Feats – [b]Skill Mastery[/b] (Expert) and [b]Tough[/b] (Warrior) o Common Natures – Virtues: Innovative, Inquisitive; Vices: Clueless, Unnerving o Common Skills - Knowledge (Earth Science), (Life Science), (Physical Science), and (Technology) 3. [b]Scravers:[/b] the rogues and looters of the Guilds, they are also involved with most “Vice” crimes committed within the Known Worlds o Favored Feats – [b]Diehard[/b] (Warrior), and [b]Plausible Deniability[/b] (Expert) o Common Natures – Virtues: Impetuous; Vices: Greedy, Possessive o Common Skills - Bluff, Knowledge (Streetwise), Sense Motives, Stealth 4. [b]The Musters[/b] (Chainers): labor providers, but most think of them as slavers. Also work as bodyguards and soldiers o Favored Feats – [b]Advanced Strike[/b] (Warrior) and [b]Crippling Strike[/b] (Expert) o Common Natures – Virtues: Bold, Disciplined; Vices: Callous, Vengeful o Common Skills - Intimidate, Notice, Sense Motives 5. [b]Reevers[/b] (Gray Faces): Lawyers and courtiers, the serve the Empire to maintain order and the rule of law. o Favored Feats – [b]Combat Calm[/b] (Warrior) and either [b]Dishonest Law[/b] (Expert) or [b]Honest Law[/b] (Expert), player’s choice. o Common Natures – Virtues: Shrewd, Thoughtful; Vices: Mammon, Nosy, Prideful o Common Skills - Diplomacy, Knowledge (Civics), Sense Motives [FONT=Impact]Those Who Differ – Aliens and Others[/font] Minor Houses, Aliens, Yeomen and Heretic Orders, etc. Note that these characters do NOT receive the bonus Feat of Imperial Carter nor do they receive the Title feat of above. 1. [b]Minor House[/b] (Lesser Houses) o Favored Feats – choice any Two from Expert or Warrior o Bonus Feat – choice any One from General, Expert or Warrior. 2. [b]Mendicants Monks[/b] (Hesychasts) o Favored Feats – choice any Two from Adapt or Expert o Bonus Feat – choice any One from General, Adapt, or Expert 3. [b]Yeoman[/b] (Freelancers) o Favored Feats – choice any Two from Expert or Warrior. o Bonus Feat – choice any One from General, Expert or Warrior 4. [b]Ur-Obun[/b] – spiritual and peaceful Aliens o [b]Attribute Mod:[/b] +1 Wis, -1 Con o [b]Feats:[/b] Favored Foes (Ur-Ukar), Talented (Concentration and Knowledge - Theology & Philosophy) and One Supernatural/Occult Power of choice (power ranks at the Ur-Obun’s Full level) o [b]Favored Feats:[/b] Astrometry (Adapt), and Fascinate (Expert) o [b]Common Natures[/b] – Virtues: Curios, Pious, Fair; Vices: Haughty, Unnerving o [b]Xeno Misunderstanding:[/b] -2 to all Charisma based skills and a –2 to Sense Motives vs. non Ur-Obun. Also -2 to any skill where difference would matter, -5 to Medicine (Physick) rolls. o [b]Languages:[/b] Obur (spoken & written), Urth (spoken) 5. [b]Ur-Ukar[/b] – warriors whom live underground and often bare ritual scares across their skin. o [b]Attribute Mod:[/b] +1 Dex, -1 Cha o [b]Feats:[/b] Favored Foes (Ur-Obun), Talented (Notice and Survival), and One Supernatural/Occult Power of choice (power ranks at the Ur-Ukar’s Full level) o [b]Favored Feats:[/b] Combat Calm (Warrior) and Surprise Strike (Expert) o [b]Common Natures[/b] – Virtues: Bold, Courageous; Vices: Callous, Unnerving o [b]Xeno Misunderstanding:[/b] -2 to all Charisma based skills and a –2 to Sense Motives vs. non Ur-Ukar. Also -2 to any skill where difference would matter, -5 to Medicine (Physick) rolls. o [b]Languages:[/b] Ukar (spoken & written), Urth (spoken) 6. [b]Vorox[/b] – large (standing near 3 meters tall when fully erect, and weighting on average 350kgs), the Vorox are a six-limbed Alien, that in some eyes is just barely sentient. They faces have long snouts and their bodies are covered with thick fur that ranges from pitch black to light brown. o [b]Attribute Mod:[/b] Str +3, Con +1, Dex -1, Int -2, Cha -1 o [b]Structural Feats:[/b] Large Sized (-1 Base Attack, -1 Base Defense, +4 Grapple, +2 to Intimidate, Increase Str Mod Max to +9, bonus Toughness +2), Multilimbed (+2 to Grapple, +2 to Climb), Increase Base Move (base move 40ft, on all fours 50ft. Double Climbing Speed), Scent (as Creature ability) o [b]Favored Feats:[/b] Rage (Warrior) and Toughness (Warrior) o [b]Common Natures[/b] – Virtues: Loyal, Courageous; Vices: Clueless, Gullible o [b]Fear and Hatred:[/b] Most people of the Known Worlds see Voroxs as little more then animals, and as such fear and treat them accordingly. Voroxs get a -2 to all Charisma based skills except Intimidate when dealing with non-Vorox. o [b]Xeno Misunderstanding:[/b] -2 to all Charisma based Skills and also a –2 to Sense Motives vs. non-Vorox. Also -2 to any skill where difference would matter, -5 to Medicine (Physick) rolls. o [b]Non-Psychic:[/b] Vorox are non-psychic and as such may not take any levels, powers or feats of Adapts. o [b]Languages:[/b] Vorox (spoken), Urth (spoken)[/sblock] Skills [sblock][size=3][FONT=Microsoft Sans Serif]SKILLS[/font][/size] To better fit the “world-view” of Fading Suns, I am re-naming a few of the skills listed below. I just suggest that both are listed on the character sheet. • Bluff ([b]Knavery[/b]) • Computers ([b]Think Machine[/b]) • Concentration ([b]Stoic Mind[/b]) • Handle Animals ([b]Beast Control[/b]) • Knowledge ([b]Academia[/b]) a. Supernatural ([b]Occultism[/b]) b. Theology and Philosophy ([b]Theurgist[/b]) • Medicine ([b]Physick[/b]) [b][FONT=Book Antiqua]NEW SKILLS[/font][/b] • Additional [b]Knowledge[/b] skills a. [b]Cybernetics[/b] – the ability to build, implant and repair cybernetic limbs into living tissue. b. [b]Jumpweb Routes[/b]– knowledge of the Known Worlds jumpweb system. c. [b]Xeno-Biology[/b] – the study of alien biology and ecosystems. [b][FONT=Book Antiqua]LITERACY AND LANGUAGE SKILLS[/font][/b] Literacy is not automatic for people in the Known Worlds. The basic Language of the Known Worlds is [b]Urthish[/b] (the most common tongue spoken). All Characters gain a number of Bonus Languages equal to their Intelligence Bonus. Literacy can be taken as one of your Bonus Languages or purchased as a normal skill for EACH Lanaguage seperately. Others common languages include… • Barbarian Tongues: a. Kurgan (spoken and written) b. Vuldrok (spoken and written) • Dialects (generally found in families or planets; spoken), most Humans start with this ‘House’ Dialect for free (so Hawkwood Tongue, Graceful Tongue of Al-Malik house, Orthodox High Urthish, etc). • Latin (holy language of religion; spoken and written) • Machine Chant (Engineering language; spoken & written) • Scavanger Cant (based on Urthic but incorporating alien and invented words; spoken and written “code”) • Xeno Tongues – the most widely known: a. Obun (spoken and written) b. Ukar (spoken and written) c. Vorox (spoken, written form in Urth) d. Ascribte (spoken and written) e. Gannok (spoken) f. Vau (spoken and written)[/sblock] Feats [sblock][size=3][FONT=Microsoft Sans Serif]FEATS[/font][/size] The following Feats from [b]Caliphate Nights[/b] are also available – Affect The Masses (Expert), An Offer You Can’t Refuse (Expert), Astrometry (Adapt), Blend In (Expert), Dishonest Law* (Expert), Eye For Treachery (Warrior), Grooming (Expert), Honest Law* (Expert), Issue Challenge (Warrior), Master Storyteller (Expert), Merciful Combat (Warrior), Military Rank (Warrior), Navigation* (General), Plausible Deniability (Expert), Quotable Wit (General), Safe Passage (Expert), True Faith (General), Universal Appeal (Expert). *Navigation is Stellar Navigation. In all other respects it is the same. Also note that the ‘Law’ feats (Dishonest and Honest Law), apply to Imperial Law. The following Feats from [b]Mecha vs. Kaijui[/b] are also available – Advanced Strike (Warrior), Lifting (General), Unbalance Opponent (Expert). The following Feats from [b]Barrowed Time[/b] are also available – Combat Calm (Warrior), Combat Mastery (Warrior), and Improved Combat Calm (Warrior) Structural Feats from [b]Lux Aeturnum[/b] are allowed but are set up under Aliens and already built in. Character normally can not take them if they are not alien. BUT I might allow them for the ‘The Changed’ (Generic Experimentation) if someone wishes to play one of those (generally only Yeoman also). The following Feats from the [b]True20 Companion[/b] that are also available – from [i]Fantasy Adventures[/i] [found on page 31] Companion (General), Cloak Dance (General), Feather Step (General), Improved Taunt (General), Improvised Weapons Proficiency (General), Intangible Armor (Warrior), Insightful Strike (Expert and Warrior), Intuitive Strike (Expert and Warrior), Lion Hearted (General), Mental Bond (General), and Renown (General). From [i]Space Adventures[/i] [found on pages 51-52] Armor Training, Powered (General), Deadly Aim (Expert and Warrior), Inventor (Expert), Lightning Calculator (General), Planetary Adaptation (General), Salvage (General), Time Sense (General), Ultra Immune System (General), Urban Tracking (General), Xenomedic (Expert), and Zero-G Training (General). From [i]Horror Adventures[/i] [pages 79-80] Alternate Approach (General), Cold-Blooded (General), False Attack (Warrior), Improved Feint (Expert), Improved Knockout Punch (Warrior), Improved Overrun (General), Improved Rush (General), Inspire (Expert, new uses not new feat), Impromptu Weapon Proficiency (General), Jaded (General), Knockout Punch (General), Loner (General) and Ritual Knowledge (General). [FONT=Book Antiqua][b]NEW FEATS[/b][/font] * [b]Church Ordination[/b] (General) – this feat can be taken multiple times. Those who choice the Church Path gains the first feat for free, all others must spend normal feats for them. Each time this feat is taken, he gains higher rank and prestige within the Church, and grants him +1 Wealth modifier. It also grants the character a +2 to Charisma based skills for others within the Church, and +1 to all others within the Known Worlds. Each additional time this feat is taken again adds an additional +1 to Charisma based skills, both within the Church and other citizens of the Known Worlds. Those outside the Known Worlds are not subject to these modifiers as they do not put the same value on them as the people within the Empire does. Title, based on the number of times this feat is taken (depending on the Sect you belong to): a. [b]Orthodox, Avesti and Aeon[/b] – 1st Novitiate, 2nd Canon, 3rd Deacon, 4th Bishop and 5th Archbishop b. [b]Brother Battle[/b] – 1st Apprentice, 2nd Oblate, 3rd Acolyte, 4th Adept, 5th Master c. [b]Eslatonic[/b] – 1st Novitiate, 2nd Provost, 3rd Illuminatus, 4th Philosophus, 5th Magistrer * [b]Guild Commission[/b] (General) –this feat can be taken multiple times. Those who choice the Merchant Path gains the first feat for free, all others must spend normal feats for them. Each time this feat is taken, he gains higher rank and prestige within the Guilds, and grants him +1 Wealth modifier. It also grants the character a +2 to Charisma based skills for others within the Guilds, and +1 to all others within the Known Worlds. Each additional time this feat is taken again adds an additional +1 to Charisma based skills, both within the Guilds and other citizens of the Known Worlds. Those outside the Known Worlds are not subject to these modifiers as they do not put the same value on them as the people of the Empire do. Title, based on the number of times this feat is taken (depending on the Guild you belong to): a. [b]Charioteers[/b] – 1st Ensign, 2nd Lieutenant, 3rd Commander, 4th Captain, 5th Dean b. [b]Engineers[/b] – 1st Apprentice, 2nd Entered, 3rd Crafter, 4th Engineer, 5th Master c. [b]Scravers[/b] – 1st Associate, 2nd Genin, 3rd Boss, 4th Consul, 5th Dean d. [b]Muster[/b] – 1st Private, 2nd Sergeant, 3rd Lieutenant, 4th Captain, 5th Colonel e. [b]Reeves[/b] – 1st Associate, 2nd Chief, 3rd Manager, 4th Director, 5th Dean * [b]Heavy Weapons[/b] (General) – character is trained in the use of vehicle and starship mounted weapons. Without it he receives a -4 penalty to attack rolls. * [b]Imperial Cohort Badge[/b] (General) – you are an aide de camp one of the Emperor’s Questing Knights (may not be a Noble). Grants +1 Reputation bonus and limited form of Safe Passage in that you can cross feudal borders without fees of taxation and Imperial rights and privileges. [i]Guilder Cohort[/i] gain first claim on merchant routs while [i]Priest Cohort[/i] gain first missionary claims and church rights. Also gain a small stipend to your Wealth each month (various but generally +1 or 2 each month) * [b]Imperial Charter – Questing Knight[/b] (General) – Nobles only, you are a second or third son or daughter who has taken up service for the Emperor and gain rights and privileges granted by the Imperial Seal. Grants +1 Reputation bonus, and a limited form of Safe Passage, allowing the Noble to avoid fees and taxation for feudal border crossing. Also granted a stipend of +2 or 3 toward your Wealth each month drawn from a small stipend provided by the Emperor’s own coffers. * [b]Noble Claw Feat[/b] (Structural; Vorox only): Vorox who take the [b]Noble Title[/b] (General) Feat are allowed to that the Noble Claw Feat (Structural). This feat grants the Vorox the right to have one thumb claw that does +1 damage, is lethal and has a toxic poisonous. This slow acting toxin starts affecting anyone hit with an unarmed attack after 1 minute, DC (fort) 11 and secondary Damage after 10 minutes DC (fort) 12 [damage 1d3 Con damage] * [b]Noble Title[/b] (General) – this feat can be taken multiple times. Those who choice the Noble Path gains the first feat for free, all others must spend normal feats for them. Each time this feat is taken, he gains higher rank and prestige within the Great Houses, and grants him +2 Wealth modifier. It also grants the character a +2 to Charisma based skills for others within the Nobility, and +1 to all others within the Known Worlds. Each additional time this feat is taken again adds an additional +1 to Charisma based skills, both within the Nobility and other citizens of the Known Worlds. Those outside the Known Worlds are not subject to these modifiers as they do not put the same value on them as the people of the Empire do. Title, based on the number of times this feat is taken: 1st – Knight/Dame, 2nd Baron/Baroness, 3rd Earl or Marquis/Marquessa, 4th Count/Countess, 5th Duke/Duchess * [b]Xeno-Empathy[/b] (General) – the character has an in-depth understanding of ‘Aliens’ or others. They no longer receive the Xeno Penalty to Charisma skills or to Sense Motives when dealing with most Xeno. New ones that have never been encountered before will still cause the normal penalties, until the person has spent some time with them (1-4 weeks) after which they gain an understand of them. [FONT=Book Antiqua][b]CYBERNETIC FEATS[/b][/font] I am going to use a somewhat modified version of [i]Ronin Arts[/i] [b]True20 Cybernetics[/b] rules for Fading Suns. The basic Cybernetic Drawback is the [b][i]Social Drawback[/i][/b] but note that counts for any [i]known[/i] cybernetics (i.e. the Church fears those cybernetics that look human almost as much, due to their fear of ‘Golems’). Damage Reduction is of course just a Toughness bonus, etc. Also note that many of these feats can be taken more then once (such as [i]Grafted Musculature[/i], etc). Allowed Cybernetic Feats Advanced Body Repair Weave, Anti-Flare Implant, Anti-Stun Implant, Body Repair Weave, Concealed Cybernetics, Cutting Edge Cybernetics, Cybernetic Voice Box, Data Archive ([b]Second Brain[/b]), Dermal Camouflage, Echolocation Model, Enhanced Antibodies, External Weapon Mount, Fortified Skeleton, Grafted Musculature ([b]Goliath Skin[/b]) (3), Gyroscopic Implant, Hearing Amplification, Identity Chip, Initiative Implant ([b]Lithe Wire[/b]) (2), Injector Unit, Internal Compass, Internal Weapon Mount, Microcomputer, Mindscreen Implant, Nasal Filters, Nightvision Optics, Personality Chip (2), Prosthetic Arm, Prosthetic Leg, Subcutaneous Body Armor, Subcutaneous Cell Phone, Tactical Analysis Implant, Targeting Optics, Vehicle Link, Visual Amplification, Voice Stress Analyzer, Wired Nerves (3), Wireless Link. New Cybernetic Feats allowed [b]Aqua-Lung:[/b] can extract oxygen out of water. Cybernetic gills are added to the neck (Notice 25) [b]Arm Harpoon:[/b] hidden ceramsteel darts are stealth in forearm. Hard to detect (Notice 25, Detect: Weapons 30) Ammo: 5, DMG: +2, DESC: Piercing, Crit: 20/+4, Rng: 30ft. COST: 12 for 5 additional rounds. Takes 1 minute to reload [b]Centurion Knife:[/b] hidden blade (or claws) stealth in forearms. Very hard to notice or detect with weapon detectors (Notice 25, Detect: Weapons 30) DMG: +2, Crit 19-20/+3, DESC: Slashing [b]Engineer’s Eye:[/b] Requires: Visual Amplification; grants +3 to Notice (vision) checks, magnifier (x10, Range increments 1.5) and microscopic magnification (+4 search involving ‘small’) [b]Ether Ear:[/b] Requires: Hearing Amplification; grants +2 Notice (listen) checks, mag x10 (-1 per 100ft), Radio Hearing (only) [b]Oxy-Lung:[/b] internal lung storage 4 hour of oxygen. After storage is out it takes 24 hours before it can be used again [b]Spy Eye:[/b] Requires Targeting Optics; Eidetic Memory camera in eye and eye can be removed and left somewhere, etc.[/sblock] Supernatural/Powers [sblock][size=3][FONT=Microsoft Sans Serif]SUPERNATURAL[/font][/size] Psychic powers and the Occult, while rare, exist within the Known Worlds. There are two ‘acceptable’ forms of the Occult – Psychic Abilities (controlling Attribute is Charisma) and Theurgist Granted Powers (controlling Attribute is Wisdom). Generally only those associated with the Church can gain access to Theurgist Powers. Psychic Powers can appear in just about anyone, but the Church frowns on their use. Many psychics are self taught or learn in small secret cabals, away from prying eyes. All Occult powers also have some Stigma attached to them, something that sets the occultist apart from the rest of humanity. Players should choice a Stigma for their characters and some “odd” affect when they use their powers. Psychic Stigmas are often what medieval folk lore superstitions believe a occult person would be – hair between the eyebrows, an odd birthmark in the shape of a pentagram, a sudden drop in the temperature or their eyes glowing with witchlight when occult powers are being used. Theurgist tend to be more religious in nature – lash marks that appear on the arms and back, all clothing worn eventually becomes stained with blood, unnaturally long bread that grows back overnight if cut, occasionally speaking in nonsense tongues, tears that run down the cheeks, or sleepwalking. [b]Allowed Psychic Powers:[/b] Beast Link, Body Control, Cloud Minds², Cold Shaping, Combat Sense, Dominate, Drain Vitality, Elemental Aura, Elemental Resistance, Energy Shaping, Enhance Abilities, Enhance Senses, Fire Shaping, Illusion, Manipulate Object, Mind Probe, Mind Reading, Mind Shaping, Mind Touch, Move Object, Object Reading, Pain, Psychic Blast, Psychic Reflection, Psychic Shield, Psychic Trap, Psychic Weapon, Scrying, Sense Minds, Suggestion, Supernatural Speed, True Vision², and Wind Shaping [b]Allowed Theurgist Powers (all sects):[/b] Baraka¹, Calm, Cure, Elemental Resistance, Heart Reading, Purifying Light², Psychic Shield, Scrying, Second Sight, Sleep, Suggestion, and Ward [b]Reserved Powers by Church Sects:[/b] • Urth Orthodox: Heart Shaping, Light Shaping, Severance • Brother Battle: Combat Sense, Elemental Resistance, Enhance Abilities, Supernatural Strike • Eskatonic Order: True Seeing¹, Truth-Reading, Visions • Temple Avesti (Avestiles): Fire Shaping, Pain, Psychic Blast • Sanctuary Aeon (Amaltheans): Cure Blindness/Deafness, Cure Disease, Cure Poison [b]Forbidden Powers[/b] (these powers are not going to be allowed. Some of the might exist but they should not be available for characters): Apport, Blink, Plane Shift, Teleport. Powers not listed above might appear rarely in the Fading Suns Known Worlds, but no character should start out with any of these or be able to learn them without first seeking a teacher or experiencing a Miracle of some kind (GM call). Those especial seen as evil would include – Corrupting Shadow², Drain Vitality, Pain, Shadow Shaping², Summon Outsider². NOTES ¹ - Supernatural powers found in Caliphate Nights ² - Supernatural powers found in True20 Bestiary The use of Occult supernatural powers takes a told on those whom are not careful with its use. Using it for evil, or selfish needs can cause Urge (with Psychics) or Hubris (with Theurgists). Every Psychic exists with the threat of his dark side. As you awaken your mind, you also empower parts of your psyche that you would rather not acknowledge. Whenever you perform an evil deed or suffer an encounter with an evil presence (daemon, place, or item), you risk gaining a level of Urge (Corruption). To avoid empowering Urge, you must make a Will, with the DC depending on the level of transgression. Few mortals can channel divine power without succumbing to some sense of sense of ego inflation, a belief that they themselves are gods. Such overwhelming pride before the Pancreator leads to ruin of yourself and others. Theurgists whom perform an evil or heinous act, or whom face the dark presence from the dark between the stars may gain Hubris (Corruption). Hubris is not a split personality or dark entity growing within you, but your own human fallibility before the divine. To avoid gaining Hubris, you must make a Will, with the DC depending on the level of transgression. [b]Some examples of Taboos that can cause Corruption (Severity Level)[/b] Stealing (minor or significant transgression) Missing confessional for more then a year (minor transgression) Refusing sacrament (significant transgression) Declaring a vendetta (significant transgression) Rebellion against your liege lord, Church or emperor (major transgression) Suffering inquisitor torture (major transgression) Exposure to an evil creature or artifact (major transgression) Murder, justifiable in other’s eyes (major transgression) Excommunication (mortal transgression) Exposure to a ‘true’ demoniac presence (mortal transgression) Murder, cold-blooded (mortal transgression) Committing rape (mortal transgression) [b]Example Acts of Redemption[/b] Pilgrimage Performing Church mission Performing dangerous mission for others, no personal gain Converting other sects to your own Selfless sacrifice Each transgression where the Occultist fails their save causes a Corruption point. Each point of Corruption over a Psychic’s Charisma score or over a Theurgist’s Wisdom score causes gains them a -1 to their Constitution score. Each two points over their controlling attribute (Charisma for Psychics and Wisdom for Theurgists) cause them a -1 in their controlling attribute. [/sblock] [/QUOTE]
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