[d20 Modern] Starcraft Campaign Setting?

Make "Psionic" a Feat available only at first level.
Protoss gain it for free.

I already developed some Zerg creatures, but I don`t know if I still have it... It isn`t anything you wouldn`t come up yourself ... :)
 

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Jeph said:
However, might I suggest a radical change? a new ability score...
i'm not sure that would be needed since the Wild Talent feat is required for psi-classes anyway

...and we have seen at least one human with some minor psionic abilty (and i've totally forgotten her name :rolleyes: --the woman who got the Zerg-touched template (?) :p )
 

I would call the Template Half-Zerg - or maybe it is even a new "core" creature (remember that Zerglings and the other creatures were also created from some kind of basic animal/creature) :)

But every Ghost was supposed to be some kind of Psionic Human. It might have been by accident that it was Kerrigan who was... "adapted" and not our average Ghost (read: Redshirt :) ).
 

So sorry but my comp died right after I posted this and I couldn't fix it for a few weeks.

Heres what I had for this:

ADVANCE CLASSES

Terran Marine

Requirements
To qualify to become a Marine (Mar), a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skill: Knowledge (tactics) 3 ranks.
Feat: Armor Proficiency (medium), Personal Firearms Proficiency.
Abilities: Str 13+, Con 13+

Class Information

Hit Die: 1d10

Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.

Class Skills
The Marine?s class skills (and the key ability for each skill) are: Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str).

Skill Points at Each Level: 2 + Int modifier.


Table: The Terran Marine
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1st +0 +1 +1 +0 Weapon Focus +1 +0
2nd +1 +2 +2 +0 Stim Pack (2/day) +1 +0
3rd +2 +2 +2 +1 Bonus Feat +2 +0
4th +3 +2 +2 +1 Weapon Specialization +2 +0
5th +3 +3 +3 +1 Improved Critical +3 +1
6th +4 +3 +3 +2 Bonus Feat +3 +1
7th +5 +4 +4 +2 Stim Pack (5/day) +4 +1
8th +6 +4 +4 +2 Greater Weapon Specialization +4 +1
9th +6 +4 +4 +3 Bonus Feat +5 +2
10th +7 +5 +5 +3 Improved Stim Pack (10/day) +5 +2


Class Features
The following features pertain to the Marine advanced class.

Weapon Focus
At 1st level, a Marine gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Marine chooses a specific weapon (a Marine usually chooses the C-14 "Impaler" Gauss Rifle). The marine can choose unarmed strike or grapple as the weapon. The marine must be proficient with the chosen weapon. The soldier adds +1 to all attack rolls made using the selected weapon.

Stim Pack
At 2nd level, a Marine can inject a drug (always provided in abundance) that induces a "rage." In this "rage" a marine's awareness and combat prowess increases tremendously. He or she gains a +4 to Strength, +4 to Dexterity, and +2 morale bonus on Will save.
While in this state, a marine cannot use skills or abilities that require patience and concentration, such as moving silently or driving a vehicle. The state lasts or a number of rounds equal to 3 + the character's constitution modifier. After the state, the drug's true affect takes place and releases a toxin into the blood stream. He is now technically poison by the drug (-2 to Str, -4 Con, can't charge or run) which recovers at a rate of one point per 2 hours. He also takes Xd6 amount of damage, where x is the duration where the Marine was in the state (this ignores the massive damage rule).

Due to the poison nature, a Marine cannot use it more than twice a day until his body builds a resistance to the drug. At 7th level, the Marine can use stim packs five times a day. At 10th level, the Marine can use the 10 stim packs a day and because his body has built a natural resistance to the drug, he no longer is poisoned by the drug.

Weapon Specialization
At 4th level level, a Marine gains weapon specialization with a specific melee or ranged weapon that he or she also has applied the Weapon Focus feat or class feature to. The marine gets a +2 bonus on damage rolls with the chosen weapon.

Bonus Feats
At 3rd, 6th, and 9th level, the Marine gets a bonus feat. The bonus feat must be selected from the following list, and the Marine must meet all the prerequisites of the feat to select it.
Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (medium), Armor Proficiency (heavy), Brawl, Burst Fire, Cleave, Combat Reflexes, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Far Shot, Great Cleave, Improved Brawl, Improved Knockout Punch, Knockout Punch, Power Attack, Quick Reload, Shot on the Run, and Strafe.

Improved Critical
For the weapon the Marine has applied weapon specialization to the Marine's threat range increases by one.

Greater Weapon Specialization
At 8th level, a Marine gains greater weapon specialization with the weapon he or she selected at 2nd level. This ability increases the bonus on damage rolls to +4 when using the selected weapon.
 
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Due to the combat-heavy nature of StarCraft, I'd ditch the MDT rule. And I like the concept of adcanced classes for each of the character types.

Equipment will be a big thing. You'll need stats for all the guns and armor mentioned in the game, a bunch of vehicles, etc.
 

Jeph said:
Due to the combat-heavy nature of StarCraft, I'd ditch the MDT rule. And I like the concept of adcanced classes for each of the character types.

Equipment will be a big thing. You'll need stats for all the guns and armor mentioned in the game, a bunch of vehicles, etc.

Well, there already is a field medic. :)

And you could use the Mecha Crusade AdvC's for the Goliath and Wraith pilots, probably.

I'd dig a Firebat class, though. :D

"Let's fire it up!!"
 

Mr Fidgit said:
speaking of zerg...

would you have to come up with four different versions of Zerglings (and other troops)

version 1 - basic stats
2 - add to base speed and number of attacks
3 - add to damage dealt
4 - all of the above

each with it's own CR, and whatnot?

(the human and protoss troops would be easier - just add levels and different equipment...)

Why not something like Biological items that Zergs use to increase their stats? Like an Adrenaline Booster gland to increase Initiative or Move, or reinforced Blades to increase damage.

One thing I'm curious about, though,: Anyone come up with a Mass Combat system? That's what Starcraft's all about, after all.
 

I really like your Terran Marine advanced class, though I might rename it to Solider or something, since you could be a Firebat with the same class, just pick some sort of flamethrower for your weapon to specialize in since both can use Stimpacks.

One change I would suggest is to alter how you have stim packs working. Instead allow them to act "hasted" for the duration (d20 modern haste, not D&D) Allowing them the extra attack or move fits more in with how the stim pack worked in the games. After it ends have them be winded as normal which goes away after the encounter ends so you dont have to keep track of ability damage.

The secondary damage seems a little high, though I'm not quite sure how i'd change it. People could be taking 5 or 6d6 damage at an encounters end and die very easily since they already were attacked. Also, didnt the stimpack injure the solider upon immediate consumption?

LastlyI would change the # of stims per day to be 1/2 the characters level starting at lvl 2, and allow them to be immune to the poision at 10th lvl. 10 per day is rather more than would be used, and doesnt scale that well.

More thoughts on Terran armor, firebats etc to come.
 

Some more ideas on this subject. I just came up with these at work, so some details need to be ironed out.

Terran Marine Battle Armor
Medium Tactical Armor, +6 equipment bonus to AC (+2 untrained), +2 max dex bonus. -5 penalty to skill checks, 30 foot speed. Purchase DC - 23 Res (+2). Weight: 85lbs
Terran Marine armor provides a +4 equipment bonus to Stegnth for purposes of carrying capacity only. The optical equipment built into the armor provides darkvision with a range of 60ft.

C-14 "Impaler" Gauss Rifle
Large Longarm
2d10 x2 balisitc damage. Range 75ft, capable of Single and Autofire. Ammo comes in clips of 30 bullets. Purchase DC - 19 Res (+2). Weight 14lbs

Terran Firebat Battle Armor
Heavy Tactical Armor, +8 equipment bonus to AC (+3 untrained), +1 max dex bonus. -7 penalty to skill checks, 20 foot speed.
Purchase DC - 24 Res (+2) Weight: 105lbs
Firebat Armor provides a +4 equipment bonus to Stregnth for purposes of carrying capacity only. The optical equipment built into the armor provides darkvision with a range of 60ft. Firebat armor provides the suit and its wearer with Fire resistance of 15.

"Perdition" flame throwers
Medium Exotic Firearm
2d6 fire damage. Range: special. Purchase DC - 17 Res (+2). Weight 30lbs each. Each flame thrower has enough ammo for 20 shots before it needs refilling.
When fired, the Perdition flame throwers spit out a gout of flames that englufs an area of 5ft by 30ft long. Creatures caught in the area may make a reflex save DC 15 for half damage. Every subsequent round they take 1d6 fire damage until the flames are extinguished. Two of these may be wielded by a Firebat and fired simultaniously. He may fire them at the same area causing creatures to take double damage, and make 2 reflex saves, or at multiple areas.

(edit) I toned down most of the equipment slightly, and decided on a more modular idea, in that you can add on more and more piecees of equipment, like scanning, increased range to the gun, masterwork your armor (up to +3?) etc. I like the idea that each Terran solider is issued a suit of armor for life that they customize.

Modular components

Armor Upgrades
Sensory Upgrade - This cheap but effective upgrade installs a built in scope, zoom lense and enhanced optical and audible sensors (+2 spot/listen) into the helmet and its HUD display.
Power Servo - Upgrading your powersuits servo's allows you to increase your Stregnth score by +2, up to +6 for puposes of carryign capacity only.
Armor toughening - By having the armorer upgrade your armor you can increase its equipment bonus to AC by up to +3, decrease the skill penalty by 3, or increase the max dex bonus by +3. Each upgrade is considered a +1 masterwork bonus (with a max of +3 total)

Weapon Upgrades
U-238 shells - These shells increase the range of your C-14 by 25 feet, up to 100 feet.
Increased power - By having the armorer upgrade your weapon, you can add an equipment bonus to attack or defence totaling no more than +3 to your chosen weapon.

More to come possibly, feel free to pick at my work as it was rather hasty.
 
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