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  2. It's just my humble opinion, but infiltrator as a class is totally unneeded. Just like pilot, it's another example of niche class with limited chances to shine in a mission. Not only that, it's also a class with issues to fit in a team not revolving around stealth; most of her abilities seem too focused on working alone. Also, as Wyvern Gaming departs from the heavy combat focus, I suspect they might not be interested in having sneak attack rolling out on their classes, with Scout's Vanguard being the closest to sneak attacks we may expect to see.
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  5. We hope everyone is staying healthy and safe in this time of uncertainty. We have received many inquiries about the status of the Stargate RPG project, and we want to put everyone's mind at ease: we are still moving forward. However, after much consideration, we have decided to delay the product launch until 2021 and the Kickstarter launch to fall 2020. The open beta will continue, and we will publish new updates every few weeks. We will use this extra time to further perfect the game, and so we ask that you please continue to provide playtest feedback. We will continue to keep you informed. Our thoughts are with every one of you. Additional information as covered by Gateworld: https://www.gateworld.net/news/2020/05/stargate-tabletop-rpg-delayed-2021-coronavirus/
  6. We hope everyone is staying healthy and safe in this time of uncertainty. We have received many inquiries about the status of the Stargate RPG project, and we want to put everyone's mind at ease: we are still moving forward. However, after much consideration, we have decided to delay the product launch until 2021 and the Kickstarter launch to fall 2020. The open beta will continue, and we will publish new updates every few weeks. We will use this extra time to further perfect the game, and so we ask that you please continue to provide playtest feedback. We will continue to keep you informed. Our thoughts are with every one of you. Additional information as covered by Gateworld: https://www.gateworld.net/news/2020/05/stargate-tabletop-rpg-delayed-2021-coronavirus/ View full article
  7. These are my take on the Scout and the Infiltrator. Any feedback is welcome infiltrator: Hit Die: 10 (1st Level) + D10/Level (5) 1 Level: Feature: Combat Proficiencies: Choose 4 1 1 Sneak Attack 1st Infiltration Tool Proficiencies: Choose 4 2 2 Second Story Work Supreme Sneak Saves: Dexterity Intelligence 3 Cunning Action 2nd Infiltration Skill Proficiencies: Sneak + Choose 2 4 Uncanny Dodge Ability Score Improvement Equipment: Thieving Kit 5 Evasion 3rd Infiltration Sneak Attack: You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 1m of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Infiltration: You’ve become especially adept at infiltrating an enemies camp. Choose one Infiltration feat (see page @@) at 1st level and an additional field hack feat at 4th. Second - Story Work: Starting at 2th level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak: Starting at 2th level you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Cunning Action: At 3rd level your quick thinking and agility allow you to act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Sleight of Hand, use your thieving tools to disarm a trap or open a lock, or Hide action. or take the Use an Object action. Uncanny Dodge: Starting at 4th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Evasion: At 5th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows a Dexterity saving throw to take only half damage, you instead take no damage if you succeed and only half damage if you fail. ------------------------------------------------------------------------------------------------------------------------------------------------------------------ Infiltrator Feats: Assassinate: Any hit you score against a creature that is surprised is a critical hit. Cover Identity: You can unfailingly create Cover identities for yourself. You must spend seven days to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. Cunning Action: You gain the Infiltrator’s Cunning Action feature. Evasion: You gain the Infiltrator’s Evasion feature. Houdini: You gain advantage on saves to escape restraints (handcuffs, rope,...) Imposter: You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. Prison Break: You can use every day items (hair pin, nail,…) as a crude version of thieving tools. Second - Story Work (Athletics): You gain the Infiltrator’s Second - Story Work feature. Silent Takedown: You silently disable a creature that you have disabled or killed using your sneak attack. Noticing your take down is never easier than Hard difficulty (DC 20). Sneak Attack (Sneak): You gain the Infiltrator’s Sneak Attack feature. Supreme Sneak (Sneak): You gain the Infiltrator’s Supreme Sneak Attack feature. Traceless: You always hide your track in the rooms you passed through. Finding evidence your party passed in urban environments is never easier than Hard difficulty (DC 20). Uncanny Dodge: You gain the Infiltrator’s Uncanny Dodge feature. scout: Hit Die: 10 (1st Level) + D10/Level (5) 1 Level: Feature: Combat Proficiencies: Choose 4 1 1 Favored Terrain 1st Field Hack Tool Proficiencies: Choose 6 2 2 Danger Sense Survivalist Saves: Constitution Dexterity 0 3 Scout’s Cunning 2nd Field Hack Skill Proficiencies: Survival + Choose 2 0 4 Favored Terrain II Ability Score Improvement Equipment: Climbing Kit 0 5 Hide in Plain Side 3rd Field Hack Favored Terrain: At 1st level you become particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coastal, desert, forest, grassland, jungle, mountain, swamp, or underground. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. At 4th level you may choose a new favored terrain. Field Hack: Amongst the myriad of small improvements you’ve learned, you’ve become especially adept at a trick that improves a team’s efficiency in the field. Choose one field hack feat (see page @@) at 1st level and an additional field hack feat at 4th. Danger Sense: At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and ambushes. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Survivalist: You’ve trained to survive on any world and in any biome. At 2nd level, you gain resistance to damage from your environment, including non-natural environmental dangers like traps. Scout’s Cunning: At 3rd level your quick thinking and agility allow you to act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action Ability Score Improvement: At 4th level you can increase your Constitution or Dexterity score by +2, or you can increase two ability scores of your choice by +1. As normal, you can’t increase an ability score above 20 using this feature. Hide in Plain Side : At 5th level you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. If you are proficient in the camo kit you gain advantage on this roll. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. ------------------------------------------------------------------------------------------------------------------------------------------------------------------ Scout Feats: Advanced Training Scout: Unchanged. Always on the look: Even when you are engaged in another activity while traveling through your favored terrain (such as foraging, navigating, or tracking), you remain alert to danger. Ambush: When you Roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack Or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn. Animal Companion: You are trained to use a trained animal in combat. Choose an animal that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Scouts Cunning feature, you can this bonus action to command the beast to take the Attack action. If the beast dies, you can obtain another one when you visit home base and training 8 hours with it. Blade Sharpening: Your mastery of grinding, steeling, and stropping adds +1 to the damage of your teams bladed melee weapons. In addition, you do 1D6 extra damage with your melee attacks. Camp Security: Unchanged Camouflage: Unchanged Danger Sense (Perception & Survival): You gain the Scout’s Danger Sense ability. Efficient Movement: When moving through your favored terrain, difficult terrain doesn’t slow down your group’s travel. Eye for Detail: While tracking other creatures in your favored terrain, you also learn their exact number, their sizes, and how long ago they passed through the area. Foraging: Add if using this feat in your Favorite terrain double the proficiency bonus. Favored Terrain: You gain the Scout’s Favored Terrain ability. You can take this feat multiple times each time apply it to another terrain. Guide: When moving through your favored terrain, your group can’t become lost except by technical or supernatural means. Handloading: You personally load the standard ammunition carried by your team. Your team adds +1 to the damage of any firearm using standard ammunition. Herbalist (Proficient in Nature): When you take a short rest to gather different natural ingredients in your favored terrain and you create a First aid or Outbreak Kit. Hide in Plain Side (Sneak): You gain the Scout’s Hide in Plain Side ability. Hide Tracks: Add if you use this feat in your favorite terrain increase the difficulty by 5. Land ’s Stride: When moving through your favorite terrain, moving through natural difficult terrain costs you no extra movement. You can also pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Ration optimization :Unchanged Rope Trick: Unchanged Scout’s Cunning: Unchanged Skirmisher’s Stealth: You combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence. At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. When you have the Scout’s Cunning feature, than you can use that bonus action at the end of the turn to make a Hide Action (Dexterity (Stealth)) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn. Tracking: Unchanged Trap Rigging: Add if using this feat in your Favorite terrain double the proficiency bonus. Undiscovered: You can move stealthily at a normal pace traveling alone through your favored terrain. Vanguard: Unchanged Xeno Survival: Unchanged
  8. Pushed back to next year, at least, according to GateWorld. https://www.gateworld.net/news/2020/05/stargate-tabletop-rpg-delayed-2021-coronavirus/
  9. Iki

    Suggestions

    Made a character using my house rules. Origin: Martial Artist and Underwater Combat proficiencies: Each Class gains a number proficiencies that can be spend on Armor and Weapon proficiencies. Tool Proficiencies: Each Class gains 1 fixed tool proficiency They receive a number of Tool proficiencies that they can choose from. All classes gain 2 extra tool proficiencies Vehicles are tool proficiencies Different weapon proficiency list: Archaic weapons (Select 6 archaic ranged/melee weapons each time you pick this proficiency, unarmed strike is a weapon) Armor – Light Armor – Heavy Flamethrower Grenades/Grenade Launcher Heavy Weapons Longarms (includes shotguns) RPG’s Shields Sidearms Vehicle mounted weapons ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Lieutenant Dranreb Ocambo Navy Seal Level 1 Scout Race: Human (+10 additional HP) Skills: Choose 2. Recovery: Once per short rest when you heal HP (or are healed) you may gain +TD additional HP. Galactic Seeds: Humans are so common in the galaxy that they gain advantage on all buff and persuasion checks made during first contact with any group that has not yet met visitors from another world. Origins: Underwater: Safe Harbour: You gain advantage on saves to avoid suffocation, unconsciousness, and panic / fear effects. Martial Artist: Weapon Proficiency: Choose 3 weapon proficiencies from the following list: Armor, Archaic weapons. Hit Points: 25 (Scout 10 + Human 10 +2 Con modfier) Determination: 3 Initiative: +2 Moxie: +0 Attributes: Str: 14 (+2) Dex: 14 (+2) Con: 14 (+2) (+1 from Under water Origin) Int: 12 (+1) (+2 from Human) Wis: 12 (+1) Cha: 10 (+0) Proficiency Bonus: +2 Skill Proficiencies: Athletics (Human), Acrobatics (Martial Artist), Nature (Human), Perception, Stealth, Survival Combat Proficiencies (5): Archaic weapons (Blugeoning, Blade, Sarong, Short Blade, Throwing Blade, Unarmed), Armor Light, Sidearms, Grenades, Longarms. Tool Proficiencies (5): Boats - Manual (rowing, canoe, raft, kayak), Camo Kit (Scout), Explosives, Scuba, Parachute. Saving Throws: Constitution and Dexterity Class Features: Vanguard: You deal +1d6 additional damage with attacks against any target within 5m. Field Hack (1): Blade Sharpening Feats: Blade Sharpening: Your mastery of grinding, steeling, and stropping adds +1 to the damage of your teams bladed melee weapons. In addition, you may apply your Vanguard damage to your melee attacks.
  10. I see that development is behind a little, with the projected kickstarter date already past. When will we hear what the release date, or kickstarter release date is?
  11. She was already sick when the SG-1 unfroze her, afflicted by the Ori bioplague which wiped the ancients. And the asgard genetic engineering wasn't their downfall; it was the lack of original genetic material, forcing them to clone their clones time and time again. Otherwise, Asgard make for a perfectly playable race, as they don't have special powers, they just rely on very advanced technology. I'd go one step closer and say superpowers in Stargate kill you if you aren't evolved enough XD
  12. I generally think this is a great idea. It provides a moderate degree of character customisation that is presently lacking - my guys are basically identikit except for their kits. I don't think it makes combat more complex on any real level. I think you might struggle to make the base damage values you've given work with attack specialist etc though. I think to decrease the combat focus even more the weapon you choose should effect social roles with NPCs. If you rock up with a Barret people might be a bit less welcoming than when you pack a discreet p90 - even if both can kill you just as dead. This means player have to balance the cost and benefits with a mind to non-combat activities. Alien weapons should be treated in the same way - if you rock up with a staff weapon you can't expect people to be nice to you, whereas a zat is a bit more low profile. There is also a sniper rifle in the episode where they rescue Teal'c's son from the labour camp. O'Neil takes it from a soldier and takes out a bunch of Jaffa while they bracket the camp with mortar fire.
  13. Earlier
  14. And don't forget that the creation of a hok'tar/psychic is a long standing goa'uld research project. It didn't get anywhere until Nirti got her hands on an Ancient gene resequencer and even then that didn't go well. Then we have the ancient woman from antarctica with the healing hands who dies from the plague that the ancients sort ascension to escape. We have no idea what caused it as I recall, but it doesn't take a great leap to imagine just as the asgard's genetic engineering doomed them the ancients similarly doomed themselves. TL;DR - superpowers in Stargate kill you.
  15. You are mistaking an animal friend with a trained animal. You don't need to be a scout or a specific race to order a trained animal to perform its routines; that's something almost anyone could do. So, there's no need for a background, just a skill in the line of Handle Animal and rules for teaching tricks to animals. Also, note an animal companion is not the same as a trained animal. The first is a friend, the second is a tool. That's a subtle difference most D&D players completely miss: you don't put a friend willingly into danger but most people won't hesitate throwing their animal companion into battle first (it's no surprise that most people choose animals like bears or wolves as "animal friends"). This fact jeopardizes the whole concept of "animal companion". Actually, neither feats nor an extensive chapter on dealing with vehicles are needed. As it's been said, Wyvern Gaming is turning away from the heavy combat focus. So, the chances PCs are going to use a vehicle in combat are going to be rare, rare enough as to warrant that some general rules would suffice rather than a whole section of rules. Also, if you notice, in the series, vehicles most of the time are used for transport purposes and only in a few episodes have an actual importance (and even then, issues are more related to repairing the vehicle or fixing some problem than handling a ship). SGP is multispecies, yes. There are Unas, Tok'ra, Aturen, Jaffa,... But species such as the Nox or the Hok'tar were never intended to have relevant weight in SG-1 (to be main character, so to speak). They were there for the sense of wonder ("whoa, did you see what that alien did?"), but never to be a permanent part of the show (Jonas Quinn developed precognition in a chapter as a plot device, just to lose it because his life was endangered; ascended Daniel Jackson made occasional appearences but never did a thing and the time he was about to strike Anubis down, he was stopped). The same way shows don't revolve around those abilities, neither a Stargate RPG should do. Powers such as telepathy and the like are to be beholden, not owned, by PCs in Stargate; otherwise, you risk trivializing them.
  16. Iki

    Suggestions

    Thanks for the reply. I understand where you are going with your comments. But from my perspective there is notting wrong with a longer list. It could be even intresting in many cases where you are in a possition that you cannot use firearms (or only wpecific weapons are availible), or when there is a character that wants to create a more melee/unarmed oriented kind of character. On many of these moments these characters can shine because they have a proficiency that others do not have. A good way to handle it would be like the Ultramodern5redux (Also 5e) handles it (I removed the Super heavy weapon proficiency and added the unarmed and vehicle weapons): Simple weapons (knife, baton, brass knuckles) Martial Melee weapons (every time you pick this proficiency you may select 2 martial melee weapons) Martial Ranged Weapons (every time you pick this proficiency you may select 2 martial ranged weapons) Small arms one-handed Small arms two-handed Heavy weapons Unarmed combat (unarmed strikes and grappling) Vehicle mounted weapons If you read the rules I assumed there is only 1 skill that governs operating all sorts vehicles and that is the Pilot skill. That doesn't make any sense. And Bahamuds skill list for vehicles sounds a good and simple solution. I know the devs are trying to avoid the combat focus of D&D, but that may be more difficult than you think. All the series are filled with a lot of combats and there for combat it is as much a part of it as discovery. In addition there are a great diversety of gaming groups out there. Some like combat a lot and others dont, others are in the middle and like a mix of the 2. Some like simple weapon lists and others like an extensive list to choose from. I personally think it is a dangerous path to follow to limit on that account. To make a profitable game in my eyes is to make so that all sorts of groups find the game attractive so that they buy it. A great and simple way of handeling this is to use the D&D 5e weapon statistics/properties so that other players/GM's can use their Dnd 5e books as resources for weapons or some items. The game can than offer the statistics of some martial melee/ranged weapons (mentioning that they can use the DnD 5e melee weapons if they want to expand the list) and offer the statistics of more modern and scifi weapons. I'm a GM for a long time and if one of my players wants to play a katana wielding bad ass martial artist fighting the Guauld that is fine by me. I will do everyting in my power to make sure that player has the right game experience so that he enjoys the game and keeps comming back. The above is not indended as a critic or that I imply that your idea of an RPG game is wrong, it is just to ilustrate that there are different kind of GM's/Players out there.
  17. Iki

    My feedback

    First of all thank you for your feedback. I undertand what you mean but it many military forces use doggs very effectivelly. Even USA Delta force and Navy seals use them (https://www.insider.com/how-us-military-trains-dogs-navy-seal-delta-force-missions-2019-10)and there for the actual aplication on stargate missions could benefit from an animal compagnon. That said the phounix site is a multi species site, and maybe there are species where animal compagnon ar very common or even natural. Ya your probably right, I never looked it that way. May be just a couple of feats could do the trick, and a hole chapter on the use of vehicle and possible feats is recomended. If you see in the 3 stargate series aircraft/spacecraft are used regulary and can not be forgotting rule wise. I understand that you are conserned with game balance. But I think the phounix site is a multi species site, and maybe there are species that have a whole aresenal of different special abilities like Telepathy and telekinesis. And there for I suggested it. But maybe it can be solved with species feats.
  18. I'm sure it could be home-brewed as well if people really wanted to.
  19. More importantly it's probably not covered by the licence. But it's been my anecdotal experience people feel free to throw out established canon or at least give it a bit of DIY love because they disagree with what the writers did -- or didn't -- do, or they want their PCs to be the primary plot movers instead of canon SG-1.
  20. This isn't 3.5; it's 5e, where they double down on the less is more concept. As you'll note from the origins chapter, pilot is a general "operate vehicle X" skill, so anything that tries to granulate that is going to get passed. Similarly weapons aren't going to get that treatment either because the devs have repeatedly stressed they're trying to avoid the combat focus of D&D. Unarmed, melee, hurled (ie, anything muscle powered, including bows & grenades), ranged 1h, ranged 2h, heavy/tactical (crew-served or requiring a backpack), and vehicular are all you really need,
  21. All the reason to have species-based feats. I suspect, and certainly hope, that a future expansion book will have specific background origins for the various branches of the military that would give the soldier a reason to choose the tau'ri military option which at the moment effectively just gives them the choice of 4 kits (as they're already proficient in all kits awarded by this origin, the "choose again" ruling would need to apply) which though actually really useful doesn't really speak to anything iconic about what it's meant to represent.
  22. Speaking of, does anyone have any of the material from the unpublished 3rd season book they put up on their forums back in the day?
  23. That could have to do with the fact sekhmets aren't canon, but a species appeared in a suplement for AEG's Stargate SG-1 RPG not everyone knows or have access to.
  24. The list of weapons may be endless but the general categorization you could do about them is shorter and use it to sort proficiencies out. Weapon proficiency (melee) could cover axes, blades, bludgeons, flails,...; weapon proficiency (hurled) could include bows, crossbows, slings, thrown weapons, blowguns,... Weapon proficiency (handguns) would qualify a character with pistols, revolvers, etc. while Weapon proficiency (longarms) would comprehend rifles, shotguns and submachine guns. Weapon proficiency (heavy weapons) could include flamethrowers, machineguns, RPGs, missile launchers,... And for vehicles, with a few skills would be enough. Boating for handling waterbound vehicles, Piloting for airbound (or spacefaring) vehicles and Driving for landbound vehicles. Finally, drones could be handled by either a specific check from the previous skills or having a proper one (such as Remote Controlling).
  25. It could be a good idea for druids in D&D. But this is Stargate. An animal friend would be shunning contact with most alien species (as they do in D&D with the most weird monsters, such as undead, aberrations, etc.). Too specialized class, a character of that kind would be fiddling her fingers most of the time, waiting for her chance to shine. And that would imply having in every mission at least a fragment where a vehicle would be involved. Better to have pilot/driving skills every character has access to than a specific class revolving around it. No. Those kind of things are what give a sense of wonder when PCs behold them. But they aren't intended to be handled by PCs. Also, what you call "special abilities" related to a class are actually racial features or skills developed by a specific species (such as the Nox "rituals").
  26. I exist, so that's a thing. I guess. Maybe? I think so, anyway. Or do I? No clue what to say here, honestly... Love the show and movies, can't wait for this game to officially release.
  27. I'm surprised nobody's mentioned wanting to play Sekhmet (Bastet's preferred host species when the other Goa'uld were still using the Unas) yet.
  28. Iki

    My feedback

    A good idea is to have a scout feat or origin to have a loyal animal friend. Ohter ideas: specific type of Pilot feats or a Driver/Pilot Class (Combat pilot, would also be handeled as vehicle feats) Adept class for characters that have special abilities (Telepathy, Nox rituals, Telekinesis,...)
  29. Iki

    Suggestions

    An idea Weapon Proficiencies: The list of weapons is endeless and there for not all character can be proficient in all of the common weapons. There for I suggest to remove the Armor and weapon proficiencies and replace them with a specific number of Combat proficiencies to choose from at creation. The following list is a suggestion: Amor – Light Armor – Heavy Axes Axes – Heavy Blades Blades – Heavy Blowgun Bludgeon Bludgeon – Heavy Bows Clawed Weapons Crossbows Explosives Flails Flails - Heavy Flamethrowers Flexible Weapons Heavy Weapons Hooked Weapons Hooked Weapons – Heavy Knifes Long-arms Polearms Shield Side-arms Slings Spears Throwing Weapons Throwing Weapons – Heavy Unarmed Strikes Vehicle – Missile Weapons Vehicle – Projectile Weapons Wrestling Tool Proficiencies: I would give each class 1 fixed tool proficiency and a fixed number of chosen proficiencies at creation (this list could be class depended), Vehicles could also be added to that list. Aircraft Aircraft – Gliding (ULM, Delta Flying) Aircraft – Heavy Bike Camo Kit Climbing Kit Communications Computer Drone (U.A.V, MALP, Stargate Destiny Kino drones) Engineering Kit Helicopter & hovering aircraft Landcraft – Heavy (Buss, truck, tank) Landcraft (Car, Van, also hovering landcraft) Med Kit Motorcycle Multi-Tool Outbreak Kit Pan-Cultural Wardrobe Parachute & Parapente Research Kit Scuba gear Sensors (Radar, Sonar, space sensors,…) Spacecraft Spacecraft – Heavy Submersible Submersible – Heavy Surgery kit Translator Transporter Asgard Watercraft Watercraft – Heavy Watercraft – Manual Watercraft – Sailing
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