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Unread 04-30-2005, 03:32 PM   #1
Aerozord
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Default Outlaw Star D20 game

This has taken me awhile to set up, so please be kind. If you have any questions or complaints please tell me. I will do all I can to help. Oh and if there are any races your interested in that I didn't add tell me.

The set up
In the galaxy there are three main groups the Outlaws, the Space Pirates, Space Forces. Together the Pirates and Space Forces created three items to find the galactic leyline, a hiden treasure able to warp reality. They created a computer, navigation device, and a power augmenter. Before these devises could be used a group of outlaws stole the power augmenter. With already high suspicions the pirates took the navigation system and the space forces grabbed the computer. Now each side searches for the other two parts, once all three are together that faction can reach the galactic leyline.

Factions
Outlaws-Outlaws are allowed to use weapons from all factions. Their income is earned purely through unsactioned work and theft. They are the only ones able to use caster technology.

Pirates- Pirates use a mix of Tao magic and technology. They are funded and supplement those funds with piracy. They also have move advanced grappler arms.

Space Forces- The military uses raw technology, however it is the most advanced. The Space Forces are the most well funded but have little outside work to supplement their income. This faction is allowed to take private security work as long as it does not interfer with assignment.

Races
Human-a highly adaptable and versitile race. They have no physical advantages but also have no restrictions on weapons, devices, and enhancements.
Constitution +3
Wisdom +3

Ctarl-Ctarl-A feline race of incredible power. Their power is controled by phases of the moon and can completely transform into a tiger like being. They receive a bonus of +2 in unarmed combat but a penalty of -2 in ranged weapons, also a +2 to critical hits
Strength +1 up to +4 (depends on moon)

Saurian-A race of humans that long ago were infused with dinosaur DNA. They possess much higher strength and defence but are not as agile. They receive a bonus to unarmed combat of +2 but do to moral code they can only join Space Forces.
Strength +3
Constitution +3
Charisma -2

Job Classes
Assassin
Receives a +2 bonus to accuracy, critical, and damage of either ranged, unarmed or melee weapon (which is to be decided before game start), but an equal penalty for using alternate weapon. In addition they gain a +2 to saving throws. Assassins also add +1 to ships weapons.

Hacker
Receives a +3 in computer use and engineering with a -1 in all combat skills. Has the special ability to hack into enemy computers. A higher roll is required to take control then disable. Hacker adds +2 security to ship and a repair of +1
[feat]
Hack

Bio-Android
Receive a +2 in heal and +1 in computer use and engineering. Bio-Android adds +1 to ships security and saving throws. Bio-androids are only available to humans
[feat]
navigator

Pilot
Pilots give a +2 to ship's saving throws and parsec count.

Caster
Receive a +3 to accuracy, critical, and damage of ranged weapons with a penalty of -2 when unarmed or using melee weapons. Casters also receive a bonus of +1 to accuracy, critical, and damage against Tao Sorcerers when using caster weapon. Caster is only available to Outlaws, only job class able to use caster weapons.
[feat]
Caster weapon lvl1

Tao Sorcerer
Able to use Tao Magic. They receive a starting amount of 100mp and earn a new spells every other level. MP increases in proportion to HP. Tao Sorcerer's allows ship to learn spells as well. Tao Scorcerer is a available only to Pirates.

Warrior
Receive a +1 bonus to accuracy, critical, and damage to all weapons including a saving throw bonus and constitution bonus of +1. Warriors add +1 to all ship stats. Space Force class only.

*prestige classes will be announced later*

Attributes
At level one each attribute starts at 10 with a max of 22. You have 30 points to add to your attributes plus number from a roll of a die.

Strength: Melee weapons
Dexterity: Ranged weapons
Constitution: HP (times by 10) and ability to have implants/cybernetics
Intelligence: Skills
Wisdom: Increases attack and defence of Tao magic and Caster attacks
Charisma: Adds ability to manipulate others

Skills
At level one start at 10 + intelligence. Max is 13 at level one
Computer Use: Relates to software related feats

Heal: Relates to ability to heal others

Awareness: Ability to spot hidden foes and motives

Engineering: Relates to hardware related feats

Money/Items/Feats/Magic/Exp
You will have two accounts. One is personal which is your character's income. Second is your ships account which is the money used strictly for maintainance, upgrades, and ammunition. At the start of the game each faction will be given a list of ships to purchase. To counteract uneven teams your income will be devided among the number of crew.

You will start with items you may purchase from a list I will provide. You will earn exp for completing tasks, harder the task the more experience. Experience will be given to all faction members. Each level will give you one new feat and skill increase equal to 1/4 your intellegence. Attributes will increase by one every level.

Your income will depend on your faction and what private jobs your undertake.

**List of feats, items, and spells to come soon including mission types**
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Last edited by Aerozord; 05-07-2005 at 10:19 PM.
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Unread 04-30-2005, 05:13 PM   #2
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Missions will come in two types. One are faction driven where I will give you a mission, these are not optional. The bulk will be the second type which are character driven. These are side quests. Your character's will search out different jobs to earn experience and income.

[feats] level one feats, already have
single handed weapon lvl1
basic attack lvl1
unarmed combat lvl1
Basic piloting

[spells]
shield lvl1: absorbs first 10 points of damage to target
energy spell lvl1: deals character Wis + d20

[items]
I will wait till the game starts. Number of players and final choice on income will help me make the list.

Name: Dek Kevt
Gender: Male
Appearance: 5'7 and only 140lbs he is a rather small person. His hair is golden blonde, he wears it long and it is not well kept. He wears computer google that connects through a wire to a small computer on his tan compartment belt. Both his belt and pants have several pockets and he normal wears an old t-shirt and jacket.
Faction: Outlaw
Race:Human
Job Class: Hacker
Attributes:
Strength: 10
Dexterity: 10
Constitution:18
Intelligence: 22
Wisdom: 14
Charisma:19
*I already rolled my bonus, it was a 3*

Skills
Computer Use: 12
Heal: 3
Awareness: 5
Engineering:12
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Last edited by Aerozord; 04-30-2005 at 05:51 PM.
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Unread 05-01-2005, 12:21 AM   #3
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I'm assuming you roll the attribute die? If so, roll one for me.

Also: I totally call outlaw gunslinger (Most likely, caster, but I might go with assassin-ranged, too).
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Unread 05-01-2005, 12:51 AM   #4
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Default

Name: Sara Rayne
Species: Human/cyborg
Faction: Outlaw
Apperance: Short black hair, 5'6", 130 pounds, athletic build, Right arm and part of her neck are artifical. She usually wears an olive drab flight suit, but has been known to wear other things if called for.
History: Former fighter pilot for the Space Forces, her ship was heavly damaged in a skirmish with some Bon pirates, and was considered KIA. An outlaw ship located the barely-alive pilot and brought her and her damaged fighter to Blue Haven, where her arm was replaced and her throat repaired. Due to her fighter's inablity to go faster then light, she cannot really go anywhere unless it's on another ship, and one that can carry her now-repaired fighter.
Class: Pilot

Str:19
Dex:15
Con:21
Int:13
Wis:10
Chr:17

Computer Skills: 5
Healing: 5
Awareness: 5
Engineering: 8
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Unread 05-01-2005, 02:02 AM   #5
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Name: Abel Forzuk
Gender: Male
Appearance: 5'10, 180lbs, Abel is of a medium build. He intimidates people with his bald head, tall face, and dark blue eyes. He usually wears blue pants, a red shirt with the insignia of the pirates on it, a brown vest with some pockets, and a belt with a shortsword (item to be specified when possible).
Faction: Pirate
Race: Human
Job Class: Tao Sorcerer
Attributes:
Strength: 15
Dexterity: 10
Constitution: 20
Intelligence: 12
Wisdom: 22
Charisma: 14

Skills:
Computer use: 2
Heal:11
Awareness:7
Engineering: 2

Spells:
Energy Spell lvl1
Shield lvl1


Do we start with both spells, or just one? How much mp will these spells be? And would you mind rolling for me as well?

Edit: Saw my stats were 5 points higher than they should've been. Corrected it.
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Last edited by Bosolai; 05-10-2005 at 12:50 AM.
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Unread 05-01-2005, 01:14 PM   #6
Aerozord
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krylo 3
Flarecobra 5
Bosolai 3
hmm alot of 3's, oh well its average.

Sorcerers get both starting spell, cost...to be honest I am not sure. I have been working out that stuff in my head and like the money I still need to figure out how to balance it.

Cybernetics do cost constitution points. You will have to buy the parts, but you are not stuck with it. You can always replace parts. I will allow pilot as an all around class. To be honest I was going to anyways but couldn't think of any bonuses (except to the ship) to give. So sure you can be pilot
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Unread 05-01-2005, 07:44 PM   #7
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I would give pilots +2 or 3 for all ship stats, seeming as warrior already gives +1, and they have no outside ship abilities or feats. Plus, piloting is what they do. They seem sorta underpowered just giving +1 to saving throws. Even a +3 to just saving throws would do a good amount to even them out.

Anyway...

Name: Derek Kiter
Gender: Male
Appearance: Derek stands at 5'8" and weighs 143 pounds, not exactly an intimidating build, but a good one for a gunfighter, where being too bulky and strong would just make him a bigger target. His clothing, however, doesn't particularily scream 'dangerous gunfighter', as he wears normal civilian clothes consisting, usually, of a simple long-sleeved shirt and a pair of slacks. His face is amazingly young and clear from scars for one in his profession, as well.
Faction: Outlaw
Race: Human
Job Class: Caster

Attributes:
Strength: 12
Dexterity: 22
Constitution:13
Intelligence: 18
Wisdom: 20
Charisma:14

Skills
Computer Use: 4
Heal: 7
Awareness: 10
Engineering: 7

Feats
Caster lvl1
single handed weapon lvl1
basic attack lvl1
unarmed combat lvl1
Basic piloting
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Unread 05-01-2005, 09:09 PM   #8
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eh I'll work something out, but warriors add such high bonuses because of the space forces training. I hope more people join the other two factions, especially since outlaw has the lowest income and the higher the number the less my each person will earn. Come on people dont make me close outlaws.

Remember Pirates and Space Forces start with better ships, weapons, and more money. Well actually Pirates weapons and ships start about the same as outlaws, but they infuse magic too.
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Unread 05-01-2005, 09:39 PM   #9
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Pilots would probably be more balanced with a +2 or +3, but then again warriors have the drawback of being Space Forces only. Also, for magic, how about having a more D&D type set. With the whole level modifiers and wisdom modifiers and the whatnot.
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Unread 05-01-2005, 09:45 PM   #10
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While that's true, both on the warrior training and being space forces only, assassins give a +1 bonus to ship attack and both hackers and bio-androids give better ship bonuses than a pilot AND have other, on ground, bonuses.

And, I'd argue that a caster or assassin has better on ground combat bonuses than warriors, anyway, so a pilot should have better in air.

Also: How does con price for implants work? Do you pay one con point, as in you effectively have a lower con (less hp, etc) or is it just that you can only have an implant per con, or something else? Will there be different costs for different parts (a cybernetic eye should cost less than an entire arm, which should cost less than a heart or other vital organ, I'd think due to difficulty installing, effects on the rest of the body, and what have you) and will there be a list of implants/bonuses? I'm thinking of getting a cybernetic eye for accuracy/awareness.
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