Daily Archives: December 19, 2012

The Strange Races of the Fantastical World of Cerebelynthia- The Eyeball of the Great Sky Whale, Fever

Yesterday I mentioned my upcoming campaign idea, and that it would take place in a strange fantastical world inspired by Tom Waits’ music and the Imaginarium of Dr. Parnassus.

Today I’ll introduce the Races of this strange and crazy land…

*This hack of OD&D is inspired by Trent B’s awesome New Feirland game.  I have previously used his system for a Dark Sun Hack.

Attributes

First here are the Attributes and their bonuses

Roll 3d6 in order: Reroll one you feel sucks the most.

Strength- Melee Attack Bonus,  Bonus Melee Damage

Constitution- Bonus HP

Dexterity- AC, Initiative, Ranged Attack Bonus

Intelligence- Modifier for Skill points (any class); mod roll for extemporaneous-casting of Sorcerer; Mod for Brain Push for Psionics

Wisdom- Mod roll for extemporaneous-shifting of Druid

Charisma- Reaction Adjustment, modifier for # henchman; mod roll for Righteous Begging of Blessed

Imagination- 16+ Get one additional Imagination point; Use to roll for controlling/changing environment/scene (see Imagination rules).

Imagination Rules

Imagination Points– Start with 1 LP each session (Dreamers, possibly Humans, and a high Imagination score have chance for more) that they can use in the following:

  • Catch your breath and regain ¼ of your total HP back.
  • Burn a point to add something to the scene.  This can be an exit in an otherwise dead end alley, or a bucket of water when a comrade is on fire.  GM has final approval of this.
  • Burn a point physically change the environment in some way.  A successful Imagination save must be made for this.  This could be making a staircase become a slide, make a puddle suddenly freeze over, a door to disappear, etc.  GM has final approval of this.
  • Burn a point to NOT die.  You may not end up in the most ideal situation, but thank fuck you’re alive!

Ok now onto races!

Humans

Humans

Humans are ambitious creatures that love to revel in music, drink, carnal pleasures, and engage in all sorts of various activities that involve not doing much actual work.

Humans Get: +4 starting HP. 

Human Luck– Can reroll one failed die roll (except a critical failure) once per session.

Misc Human Thingamabob!– Roll 1d3- 1) Small magical object (potion, scroll, etc); 2) +1 Skill Point; 3) +1 Imagination Point. 

The Strange and Noble Bird People of the Golden Aviary (Also Formally Known as The Strange and Noble Bird People of the Silver Aviary

Kenku

Sneaky Bastards– +2 against surprises and back attacks. 

Weird Mind– Additional 10% chance to be Psionicist. 

Fly– Ascend 30ft, Dive 130 ft, and move 60ft rnd.

The Strange and Noble Bird People of the Golden Aviary are a strange sort of people.  They constantly love to gossip and talk and make noise and generally cause all sorts of mischief.  They are known for their beautiful singing voices and their ability to eat almost anything.

Kenku 1

The Fae

The Large Fae

The Large Fae

Not much is known about the Fae.  It is believed that the Fae just manifested into being because someone simply believed it to be so.  No two Fae look alike, but all seem to fall into one of three size categories: Large, Medium, or Small.

All Fae do have the ability to cast minor effects and each has some strange fantastical power.

Medium Fae

Medium Fae

Fae get: 

Size: Choose one of three sizes: Large, Medium, Small.

Large– +1 Attack, increase damage type to next size (d10 for Fighter), -1 to AC;

Medium– As per normal;

Small– -1 to Attack, lower damage type to next size (d3 for Sorcerer), +1 to AC. 

All Fae look different, come up with an interesting description for your Fae. 

Trickery:Each Fae can cast Prestidigitation at will.  Also choose, or roll, one of the following: 1) Bamf!- Able to teleport 10ft/level (total amount can be divided up);   2) Calm Animals- Druid- lvl 1; 3) Entangle- Druid- lvl 1;4) Polymorph Self- Wizard- lvl 4; 5) Invisibility- Wizard- lvl 4; 6) Ghost Sounds/Endure Elements/Light- Druid- lvl 0; 7) Speak With Animals- Druid- lvl 2; 8) Fly- Wizard- lvl 1; 9) Spider Climb- Wizard- lvl 1; 10) Mirror Image- Wizard- lvl 2. 

Each of these can only be used once per day. 

Small Fae

Small Fae

The ROBOT!!

ROBOT!!

ROBOT!!

Robots were haven’t only shown up in recent memory.  Tons of robots work in factories, mills, or as guards, but most are just automatons that have no amount of self-awareness.  Recently however a spark of life seemed to be several hundred or so and now they are making their place in Cerebelynthia!

ROBOT!! Again!!

ROBOT!! Again!!

Robots get:

You Ain’t a Real Boy!: Robots don’t need to sleep, eat, drink, or breathe.  Immune to Critical Hits, but double damage from electric based attacks.  

I’s Got Metal Hands:  Unarmed damage 1d6, regardless of Class weapon damage. 

Laser Beam– One time per day a Robot can fire a Laser beam out of their eye that does 1d6+ ½ lvel (rounded down) damage and ignores Armor Class

Magic Restriction: Cannot be any form of caster except Gadgeteer and Alchemist*.

*= When a Robot uses the Alchemists ability to transform, it just grows taller, spikes appear on the bad boy, and its eye sensor glows red!

The Sideshow Freak

Small Sideshow Freak

Small Sideshow Freak

Conjoined Sideshow Freak

Conjoined Sideshow Freak

Giant Sideshow Freak

Giant Sideshow Freak

Torso and Above Sideshow Freak

Torso and Above Sideshow Freak

Obese Sideshow Freak

Obese Sideshow Freak

The Circus is an amazing source of entertainment and wonder in Cerebelynthia!  Many of the performers have celebrity status wherever they go, just as much as the exciting Jazz Musicians that cause all the clubs, dance halls, and bars to be filled every night.  Some Sideshow freaks hear the call of adventure and answer it from time to time.

Sideshow Freaks get:

Size: Choose one: Giant, Medium, Small, Obese, Conjoined, or Just Torso and Above.

Giant– +1 Attack, increase damage type to next size (d10 for Fighter), -1 to AC;

Medium– As per normal;

Small– -1 to Attack, lower damage type to next size (d3 for Sorcerer), +1 to AC. 

Obese– DR 2, -1 to AC, +1d4 crushing damage, -1 Dex based checks. 

Conjoined– +2 against mind affecting spells, +1 Skill, -1 Dex based checks, needs specially made armor. 

Just Torso and Above– Movement is 10ft due to walking on hands.  Armor class is base 5 instead of 10, +2 Strength, +2 to any grapple and climb checks. 

Unlucky Aura– 1x/day- Make target reroll any check or attack and take lower of the two (no Save). 

Exceptional Skill– Choose one skill, when using it roll check twice, take better of the two rolls. 

The Patchwork Creature

Patchwork Man 2

Patchwork Man 1

The Patchwork Creature has been around as long as people have been messing around with things they shouldn’t.  Patchwork Creatures can be built out of anything from wood, body parts, fruit, hay, etc.

Patchwork Creatures gets:

I Wasn’t a Real Boy Before Those Confangled Robots!– Doesn’t need to sleep, eat, drink, or breathe.  Immune to Critical Hits, but double damage from fire based attacks. 

Stitched Together– Can disassemble parts of the body (IE arm and hand) and control them separately.  This does take concentration.  Cannot be any form of caster except Gadgeteer and alchemist. 

Choose One- Stitched Flesh, Food Stuffs, Bits of Furniture and Fluff; 

Stitched Flesh– Your visage isn’t the prettiest and many seem to find you disconcerting.  You can use Fear 1 time per day.

Food Stuff– Small strange protrusions grow on the Patchwork Creature.  These can be eaten and function as the Good Berries spell- Druid- lvl 1.  This can be used once per day;

Bits of Furniture and Fluff– You are made of stuff that can be used as improvised weaponry (IE- Mop sticks, shovels, etc).  There are enough for 4 things in your body to be used as weapons.  Also, some how you always find random new stuff in you.  Once per day you can roll a 1d6- on a 6 you have something “new” on you.  This could be a weapon, small potion, etc.  GM has final approval. 

Mal-Neferium

Mal-Neferium 1

These poor creatures are held with a mix of pity, fear, revulsion, and hatred in Cerebelynthia.  These are what happens when a Witch mates with a human.  The  generally does this right before she consumes the Imagination of her victim.  When the child is born she dumps it in a town and lets the people worry about it, and revels in the horror and sadness the creature creates.

Mal-Neferium get:

Witch Blooded– Able to cast Charm Person or Scare, and Darkness 1x/day (as spell).

Witch Minded– +2 to saves against Illusion type spells.

The Dreamers

Dreamer

The Dreamers are said to be made from the collective consciousness of Imagination.  They certainly do have an exceptional ability to control it.  Add in the fact that they are unable to die and are merely reincarnated as some other creature adds to their mystique.

Dreamers Get:

IMAGINATION: +2 to saves VS Imagnination.  Also +1 Imagination point. 

Mind Speaking– Telepathy (30ft).  Otherwise they have no voice.  

Ultimate Sacrifice– 1x/month- A Dreamer can absorb a fatal or killing blow from a friend and suffer the death themselves.  They will then be reincarnated. 

Reincarnate*– A Dreamer cannot die, when killed they are reincarnated into another form.  Roll below (They retain all their special abilities); 1) House cat; 2) Dog; 3) Ape; 4) Human; 5) Original Dreamer Form; 6) Wolf; 7) Fae; 8) Freak; 9) Bear; 10) Leopard; 11) Squirrel; 12) Eagle; 13) Badger; 14) Wolverine; 15) Boa Constrictor; 16) Giant Spider; 17) Giant Lizard; 18) Armadillo; 19) Sprite; 20) Special- GM looks through a MM and selects a few options for you to choose from. 

*= gain any special racial abilities while in this form.  They are lost when form changes, however. 

Vision

Darkvision- See 60ft in dark.  Light cancels effect. Mal-Neferium, Patchwork Man, The Dreamers

Low Light– See twice as far in low light as human. Kenku, Freak, Fae

Thermal Vision– See in infrared spectrum- Robot

Alright- That’s enough for today!


SECRET SANTICORE: Fantasy Myth Generator

Through the fires of hell, the clawed feet of the great SANTICORE walks, ever stalking it’s prey…

OH GREAT POWERFUL AND AMAZING SANTICORE!  PLEASE GRANT ME:

“A fantasy myth generator. When you travel through a village or town, the locals will know stories and myths you may not have heard before.
Could I please have a table to generate these local myths and legends?”

Shortymonster brings the pain and fury with this Myth Generator!

Myths and legends

 

You wanna see me cry...  don't you?  DON'T YOU?!

You wanna see me cry… don’t you? DON’T YOU?!


SECRET SANTICORE: Akkimedes Lock Dungeon!

OH GREAT POWERFUL AND AMAZING SANTICORE!  PLEASE GRANT ME:

“A mini “”dungeon”” (could be an abandoned mine, a crumbling ancient villa on a hilltop, an ancient tomb, or a half-sunk war-hulk off a rocky headland…) that has been taken over by a Master Thief, and used to stash their backup magical items and loot – and possibly the makings of an alternate identity – for if things ever go pear shaped in their adventures.

Of course, they have protected it in their absence in the best way they know how – with a series of fiendishly clever traps! The idea is that only a thief of great prowess would be able to get in there, and liberate the goods. Of course, it would be nice if the process of getting through the dungeon was more than a simple series of “”detect traps”” rolls. The players should have to *think* like a Master Thief to get through. So, less munchkin dice rolling, and more Goonies figure-out-the-traps gameplay.

The dungeon can be presented as a series of room descriptions, or as a map and set of diagrams, or anything.

Thank you, oh my dear unknown Santicore!”

Not only did Peter B. create an awesome dungeon- he created a crafty lock (and accompanying pictures) to go with it!

Akkimedes Lock

Akkimedes Lock - map

Handout Akkimedes Lock

One male Santicore in search of one female Santicore- ages 300-500 desired.  Likes: Walking in the park, spreading pestilence, and drinking blood.

One male Santicore in search of one female Santicore- ages 300-500 desired.
Likes: Walking in the park, spreading pestilence, and drinking blood.


SECRET SANTICORE: Encounters in the Underdark

The jaws of death are grinning again…  and they belong to….  The Great SANTICORE!!

OH GREAT POWERFUL AND AMAZING SANTICORE!  PLEASE GRANT ME:

“A low-mid level Underdark encounter table, focused on D&D.  It would be great if it was edition-agnostic.”

Stuart B. really created some AWESOME tables here!

Due to them looking like utter shit if just posted on my blob, I’ve kept them as a PDF!  Enjoy!!

Encounters in the Underdark

I hunger for blood...  And donuts...

I hunger for blood… And donuts…


OSR D&D-Style Star Trek Hack, Part II

Yesterday I posted this little bit of Star Trek goodness.

When I got home it dawned on me that I didn’t do a science officer!  I fucking forgot Mr. Spock!  What kind of Star Trek fan am I?  I hang my head in shame…

So anyways I wanted to set that right, so I did that up and also created a few more things.

So what’s added:

Science Officer

+2 to Specific Knowledge (Science) rolls.
Reroll one failed Intelligence check per session.

Fascinating– If you spend one round doing nothing but studying your tricorder you are able to gain information on a creature’s physiology and know how they function.  You receive +2 to damage against that creature for the entire combat.

Added Klingon as a race: Klingon- +1 Strength, Rage– +2 to Damage and +2 to saving throws against mind altering affects and fear. Ignore amount of damage equal to ½ level rounded down.  Also incur -2 to AC and -2 to Intelligence checks.  Rage lasts a number of rounds equal to one half level rounded down +1 (min of 2 rounds at level 1).  Can’t cast spells or use abilities of concentration.  Can Rage one time per day.

Added optional ability rule:

Optional Character Rule-

At level 5 a player can select one ability:

The Captain Kirk– Once per day you can slap the shit out of someone who is suffering from hysteria to bring them back to reality.

The Captain Picard– Recite some inspirational and meaningful passage from Shakespeare, giving those around you +2 to any rolls that they do that round.

The Scotty– Once per day you can down a wee drop from your flask and gain back +1d4+1 HP instantly and gain a DR 1 for 3 rounds.

The Worf– Once per day feel angry and honor bound for 1 round, gaining +1 to attack, +1 to damage, and +1 to morale.

The Spock– You are able to bury your emotions deep, deep down.  Once per day you are immune to something that would cause emotional distress, upheaval, etc and do not suffer any negative effects.

The Sulu– Once per day you can suddenly remember that you are fencing master!  This effect lasts one full combat.  When rolling damage with any blade roll two die and take the higher of the two as damage.

The Uhura– Your sexy and alluring voice melts even the coldest heart.  Once per day when you make a Charisma check, you can roll two die and take the highest of the two.

The Bones– Dammit!  It isn’t your job, but somehow you know how to do it.  Once per day you somehow pull out knowledge that others don’t have.  You can make a skill roll as if you have one rank in the skill.

Red Shirts

Changed that players get a Red Shirt at level 5 and 2 at 10.  Also added a suggestion/rule as to how quickly they can be replaced and how it can be expedited.

Red Shirts

HP: 3; BAB +2; Damage- Per weapon.

Red Shirts are valued bullet catching tropes of the Star Trek world.  Each session at least one nameless red-shirt should die in some horrible manner that doesn’t make the slightest sense.

If the Red Shirt has been granted the oh so precious gift of a name, they are able to reroll one failed roll and see if that saves them for another day.

At level 5 each character gets their very own Red Shirt Assistant that is just slightly better than the normal stock.*

Red Shirt (Slightly Better edition)

HP: 10; BAB: +5; Damage- Per Weapon.

One failed reroll per session.

At level 10 each character gets two.*

*If their Red Shirt dies in a normal boring fashion (say from Phaser fire from behind cover), it takes one month in game time for the requisition order and proper paperwork to be filed for new Red Shirts to be assigned to them.  If the Red Shirt dies in a truly epic sacrificial Star Trek manner (say from charging into phaser fire like Lemming shields, or being sent into a room full of radiation) that paperwork gets passed through in 3 days.

Lastly, added an item:

Healing Item

Hypostim– heals for 1d8+1.  Dangerous to use more than one per day.  For each use after must roll a Constitution check or fall unconscious for 1d3 hours.

Anyways here’s the whole thing together:

____________________________________________________________

Star Trek- OSR D&D Style

Attributes

Roll 3d6 in order: Reroll one you feel sucks the most.

Strength- Melee Attack Bonus, Damage

Constitution- Bonus HP

Dexterity- AC, Initiative, Ranged Attack Bonus

Intelligence- Modifier for Skill points, Ranged Damage Bonus

Wisdom- Modifier for number of rerolls per Session

Charisma- Reaction Adjustment, modifier for # henchman

Race

All are human* unless GM allows differently.  If other races allowed- roll 1d6, on a 6 you can choose to be one of 4 races.

1) Orion– Male- +1 to Strength, Tall (+1 Attack Bonus, -1 AC); Female- Sexy- +1 Charisma; Pheromones- Male target must make a Wisdom save or become enamored with you and insanely jealous of others.  Receives a roll every 24 hours.

2) Vulcan– +1 Wisdom, Mind Meld- Successful Wisdom check- gain images, feelings, and thoughts from target.  Or transfer the same to someone else.

3) Andorian– +1 Base Attack bonus, +2 to resist any extreme temperatures.

4) Caitian– +1 Dex.  Claws- 1d4 damage.  Low-Light Vision.

5) Klingon- +1 Strength, Rage– +2 to Damage and +2 to saving throws against mind altering affects and fear. Ignore amount of damage equal to ½ level rounded down.  Also incur -2 to AC and -2 to Intelligence checks.  Rage lasts a number of rounds equal to one half level rounded down +1 (min of 2 rounds at level 1).  Can’t cast spells or use abilities of concentration.  Can Rage one time per day.

*Human– Fisticuffs!- Humans know how to duke it out!  They do 1d4 damage with their fists, instead of just strength modifier damage.

Class- Starfleet Officer

HD- d8 per level, Base Attack Bonus- + 1 every 2 levels.

Skills (choose 4+ Int Modifier): 1. Stealth; 2. Tinkering; 3. Piloting; 4. Survival; 5. Specific Knowledge; 6. Perception/Investigation; 7. Cryptology/Hacking; 8. Engineering; 9. Therapy/Medicine; 10. Exploration/Spelunking; 11. Performance (Type). 12. Dodging

Every Third Level– +1 to an Attribute, +1 Damage, +1 Reaction/Morale (for followers) or +1 ‘Skill’.

Level 5– Your very own slightly better than the average Red Shirt!  At level 10 you get two!  See info below.

 

Choose one Specializations: Command, Medical, Engineering, Security, Comm, or Non-Commissioned Officer.

Command Officer

Command Officer

Command Officer

+2 to saves against intimidation, mind-control, or fear.
Reroll one failed Charisma check per session.

Inspire– Once per day (or session) a Command can inspire their troops to greater heights.  Choose one of two effects: 1) Grants +2 to one roll of player’s choice.  2) Reroll one failed roll.

Science Officer

Science Officer

Science Officer

+2 to Specific Knowledge (Science) rolls.
Reroll one failed Intelligence check per session.

Fascinating– If you spend one round doing nothing but studying your tricorder you are able to gain information on a creature’s physiology and know how they function.  You receive +2 to damage against that creature for the entire combat.

 

Medical Officer

Medical Officer

Medical Officer

+2 to resisting disease and poisons.
Reroll one failed Medicine skill check per session.
Medical Kit– Once per day a Medical can pull out the needed antidote, pain killer, etc to save a characters life.  Also they have a hypo-spray that has enough medicine to heal a target for 2d8 HP.

 

Engineering Officer

Engineer

Engineer

+2 to Technical based rolls.

Reroll one failed Engineering based check per session.

I’m Givin’ Her All She’s Got!– Once per day an Engineer can use the spare parts in his toolkit to either supercharge something like a phaser (increasing the damage by one die type for 1d3 rounds) or a grenade, or cause an object (like a tricorder) to function better (receiving a +2 for 1d3 rounds).  However after that it will short out afterwards and be unusable until successfully repaired.  This takes 3d6x2 minutes.

Security Officer

Security Officer

Security Officer

+1 Base Attack bonus per level instead of every 2 levels.

Reroll any failed Attack roll once per session.

Sniper- Aiming takes movement action instead of a full round.

Comm Officer

Comm Officer

Comm Officer

+2 to Piloting based rolls.

Reroll one failed Piloting check.

Crazy Bastard– You are able to do things with a starship, or other vehicle, that other thought impossible.  Propose what you want to do to the GM and where others may receive high penalties to their roll, yours are much less (if any at all).

Non-Commissioned Officer

The Shady undisciplined Non-Commissioned Officer

The Shady undisciplined Non-Commissioned Officer

+1 to Charisma.

Reroll one failed Charisma check per session.

Outside the Lines– You have connections to get information, supplies, or call in favor that those who have fully joined Starfleet don’t have access to.  Once per session you can call in one of these.  Explain to the GM what you are wanting to accomplish and reach an agreement.

Optional Character Rule-

At level 5 a player can select one ability:

The Captain Kirk– Once per day you can slap the shit out of someone who is suffering from hysteria to bring them back to reality.

The Captain Picard– Recite some inspirational and meaningful passage from Shakespeare, giving those around you +2 to any rolls that they do that round.

The Scotty– Once per day you can down a wee drop from your flask and gain back +1d4+1 HP instantly and gain a DR 1 for 3 rounds.
The Worf– Once per day feel angry and honor bound for 1 round, gaining +1 to attack, +1 to damage, and +1 to morale.

The Spock– You are able to bury your emotions deep, deep down.  Once per day you are immune to something that would cause emotional distress, upheaval, etc and do not suffer any negative effects.

The Sulu– Once per day you can suddenly remember that you are fencing master!  This effect lasts one full combat.  When rolling damage with any blade roll two die and take the higher of the two as damage.

The Uhura– Your sexy and alluring voice melts even the coldest heart.  Once per day when you make a Charisma check, you can roll two die and take the highest of the two.

The Bones– Dammit!  It isn’t your job, but somehow you know how to do it.  Once per day you somehow pull out knowledge that others don’t have.  You can make a skill roll as if you have one rank in the skill.

 

 

OTHER STUFF

 

Languages: Common and race language plus one additional language if Int is 13+.  To learn another language or read/write it, you must spend 1k exp.  IE- to read and write and speak Andorian, it would be 2k exp.

Saving Throws– Other bonuses and penalties may apply to various tasks.

Saving Throws are (Half Attribute) + Level. Roll D20 equal/under.

Doing Stuff:
If it is reasonably achievable yet challenging for most humans: D20 under Attribute.
If it would require specific training: D20 under Half Attribute.
If it is also a trained Skill of yours: + Level
If you have Double-Training: D20 under Full Attribute + Level. Natural 20 is always failure.

Initiative– Roll d20 + Dex Bonus.  Rolled a 20- Act when you want, +2 on next roll.

Armor Class- 10 + Dex Bonus + Armor Rating.

Attacks: Attack Bonus plus Str bonus (melee) or Dex (ranged).  Natural 20 on d20 is a critical.

Melee Weapons- Dagger/Knife- d4 damage; Small blade- d6 damage; Spear/large blade- d8 damage.

Phasers– Small Phaser- 2d6 damage.  Phaser rifle- roll 3d6- take higher of the two as damage.  Stun– Both phasers are able to stun targets.  On a successful attack the target must make a Constitution save or be stunned for 1 round.  Failure by 5 or more is 1d6 rounds.  A critical failure means the target is unconscious for 1d6+1 hours.

Cover Mechanics 25 % Cover +2 AC; 50% Cover +4 AC; 75% Cover +6 AC; 90% Cover +10 AC; If in cover you receive +2 to Dexterity saves.

Criticals- 20 on an attack roll- double damage.

Armor

Very Light Armor– +1 AC- Max Dex Bonus +5- Dex Skill Roll Penalties- 0

Example- Regular Clothing and Star Fleet Uniform.

Light Armor– +2 AC- Max Dex Bonus +4- Dex Skill Roll Penalties-0

Example- Padded Clothing

Medium Armor– +3 AC- Max Dex Bonus +3- Dex Skill Roll Penalties-2

Example- Riot Armor, Security Armor, Klingon Warrior Armor

Bleeding Out– Bleeding out characters are dying and lose 1 HP per round until they reach their Con Score as a negative number (this can change due to temporary or permanent changes to the ability), at which point they die.  A bleeding out character can attempt a Constitution based save each round at a -2 to stabilize.

Surprise Attacks- When a character makes an attack against a target that is surprised there is a chance that the target can be knocked unconscious in one hit.  The damage must exceed the targets Constitution Score + HD.  Several characters can attack one surprised enemy at the same time to achieve this.

 

Back Attacks– +2 to attacks and damage is doubled.  Enemy must be unaware of attack.

Defend- +4 AC, -2 Attack; Charge– +2 Hit, – 4 AC

Quick Draw- Player can attempt to draw light/small weapon by making a Dex check.  Success it doesn’t take up movement action.

 

Experience- THE 2K STANDARD- Characters need 2000 XP for level 2, Doubled for each subsequent level. Once that number hits 128k (for lvl8), just keep adding 128k for each subsequent level (256k lvl9, 384k lvl10 etc.)

Experience Guidelines

1)      Enemies– Enemies give 100 xp per HD, +50 for weak special abilities, and +100 per beefy special abilities.

2)      Experience Base– Each session the base amount of experience for playing is lvlx100.

3)      Role-playing/Creativity– Playing your character, less metagaming, and coming up with cool and creative ideas can grant bonus xp of 100 or more.

Red Shirts

Red Shirt

HP: 3; BAB +2; Damage- Per weapon.

Red Shirts are valued bullet catching tropes of the Star Trek world.  Each session at least one nameless red-shirt should die in some horrible manner that doesn’t make the slightest sense.

If the Red Shirt has been granted the oh so precious gift of a name, they are able to reroll one failed roll and see if that saves them for another day.

At level 5 each character gets their very own Red Shirt Assistant that is just slightly better than the normal stock.*

Red Shirt (Slightly Better edition)

HP: 10; BAB: +5; Damage- Per Weapon.

One failed reroll per session.

At level 10 each character gets two.*

*If their Red Shirt dies in a normal boring fashion (say from Phaser fire from behind cover), it takes one month in game time for the requisition order and proper paperwork to be filed for new Red Shirts to be assigned to them.  If the Red Shirt dies in a truly epic sacrificial Star Trek manner (say from charging into phaser fire like Lemming shields, or being sent into a room full of radiation) that paperwork gets passed through in 3 days.

Healing Item

Hypostim– heals for 1d8+1.  Dangerous to use more than one per day.  For each use after must roll a Constitution check or fall unconscious for 1d3 hours.