The Red Star The Red Star

AW: The Red Star

Magst Du das quer wildern erläutern? Sprich aus welchen Quellenbüchern und Systemen hast Du dich noch bedient?
 
AW: The Red Star

Einmal natürlich die Palette an d20 Modern Quellenbüchern von Wizards of the Coast (vor allem d20 Past und d20 Future), dann Star Wars d20 (zusätzliche Klassen), Afghanistan d20, Somalia und Colombia und hier und da einmal ein Blick in D&D Quellenbücher, hauptsächlich für zusätzliche Kreaturen.

Ansonsten habe ich hier im Thread ein wenig eigenes Material eingestellt. ;) :O

mfG
thl
 
AW: The Red Star

Gut gut die schiere Menge erschlägt mich dann doch. Mit D&D hab ich es nicht so und fast kein Material mehr dafür. Ich werd mir aber den Thread genau durchlesen. Hab ihn bisher nur seitenweise überflogen. :D
 
AW: The Red Star

Begeistern Sie mich genosse!

was hat dieses System,was andere nicht haben? Ich bitte um ausführliche Erklärung
*sich zurücklehnt,schaftstiefel übereinanderschlag*
 
AW: The Red Star

Gibt es eigentlich ein Duel Krieger gegen Imbohl in Red Star?

stalinhitler3vw.gif
 
AW: The Red Star

DAS hab ich mich die ganze Zeit auch gefragt. *_*
Und mich sowieso ständig an DIESEN gottgewollten Comic erinnert gefühlt. :D
 
AW: The Red Star

Militärgerichtsbarkeit als Thema für eine Gruppe. Die Idee treibt mich gerade ein wenig um. Nicht zwangsläufig Kommissare, obwohl das natürlich auch gehen würde, sondern eher Anwälte.
Würde auch zum oben angeschnittenen "Mord an Bord" passen.

mfG
ajw
 
AW: The Red Star

Erster Versuch zu Ghuris:

Guhri Claw of the Lion

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 Guhri Claw of the Lion’s class skills (and the key ability for each skill) are as follows.
Balance (Dex), Climb (Str), Concentration (Con), Craft (any) (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcane Lore, Tactics, Theology and Philosophy) (Int), Listen (wis), Move Silently (Dex), Navigate (Int), Profession (Wis), Read/Write Language (none), Search (Int), Spot (Wis), Survival (Wis), and Treat Injury (Wis).

Skill Points at 1st Level: (5 + Int Modifier) x 4.
Skill Points at Each Level: 5 + Int Modifier.
Required Allegiance: The Isle of Lions

Starting Feats
In addition to the two feats all characters get at 1st level, a Guhri Claw of the Lion begins play with the Archaic Weapons Proficiency, Personal Firearms Proficiency, and Simple Weapons Proficiency feats.

Starting Equipment
Knife, Combat Fatigues and Dress Uniform. Starting Wealth Bonus +1.

Code:
Class  Base Attack   Fort  Ref   Will  Defense  Reputation   Class  
Level     Bonus      Save  Save  Save   Bonus      Bonus    Features
 1st   +1             +2    +0    +2     +1          +0   Blade summon: full action, wind blade: d6, slashing
 2nd   +2             +3    +0    +3     +2          +0   Swift: initiative
 3rd   +3             +3    +1    +3     +2          +0   Wind blade: piercing, mountainwalker: cold resistance 5 
 4th   +4             +4    +1    +4     +3          +0   Wind blade: d8
 5th   +5             +4    +1    +4     +3          +1   Blade summon: standard action, bonus feat
 6th   +6/+1          +5    +2    +5     +3          +1   Mountainwalker: cold resistance 10
 7th   +7/+2          +5    +2    +5     +4          +1   Wind blade: change
 8th   +8/+3          +6    +2    +6     +4          +1   Wind blade: d10
 9th   +9/+4          +6    +3    +6     +5          +2   Blade summon: move action, mountainwalker: no move penalty
10th   +10/+5         +7    +3    +7     +5          +2   Bonus feat, calm spirit
11th   +11/+6/+1      +7    +3    +7     +6          +2   Wind blade: cold, swift: extra action
12th   +12/+7/+2      +8    +4    +8     +6          +2   Wind blade: 2d6, mountainwalker: cold resistance 20
13th   +13/+8/+3      +8    +4    +8     +6          +3   Blade summon: free action
14th   +14/+9/+4      +9    +4    +9     +7          +3   Wind blade: telekinetic throw
15th   +15/+10/+5     +9    +5    +9     +7          +3   Wind blade: combined, mountainwalker: climb speed, bonus feat
16th   +16/+11/+6/+1  +10   +5    +10    +8          +3   Wind blade: 2d8
17th   +17/+12/+7/+2  +10   +5    +10    +8          +4   Blade summon: no action
18th   +18/+13/+8/+3  +11   +6    +11    +9          +4   Mountainwalker: cold immunity
19th   +19/+14/+9/+4  +11   +6    +11    +9          +4   Wind blade: force
20th   +20/+15/+10/+5 +12   +6    +12    +9          +4   Wind blade: 2d10, swift: extra attack, bonus feat

Class Features
All of the following are class features of the Guhri Claw of the Lion class.

Blade Summon
Starting at 1st level a Claw of the Lion can create a Kura wind blade to wield as a weapon (see Wind Blade class feature). Creating a wind blade requires a fullround action at first. The time required to create the weapon drops to a standard action at 5th level, a move action at 9th level, and a free action at 13th level. Beginning at 17th level no action is required to create a wind blade, the Claw of the Lion is always considered to be armed with one.
If a Claw of the Lion suffers damage while using a wind blade she needs to pass a DC 10+damage dealt concentration check or the weapon dissipates and needs to be created a new.
A wind blade dissipates if it is dropped, sheathed, or otherwise leaves the wielder's hand.
A wind blade can be dismissed as a free action.
A Claw of the Lion may create more than one wind blade at a time.

Wind Blade
A wind blade created by a 1st level Claw of the Lion using the blade summon class feature is a medium-sized melee weapon dealing 1d6 of slashing damage.
At 3rd level a wind blade might be created to deal either slashing or piercing damage. This choice cannot be changed once the blade is summoned.
At 4th level the damage dealt by the wind blade increases to d8.
At 7th level a Claw of the Lion may use a free action to change the type of damage dealt by her wind blade.
At 8th level the damage dealt by the wind blade increase to d10.
At 11th level a wind blade can be used to deal cold damage.
At 12th level the damage dealt by the wind blade increase to 2d6.
At 14th level a wind blade does not immediately dissipate when thrown and may be used as a telekinetically thrown weapon if the Claw of the Lion possesses ranks in Telekinesis.
At 15th level a wind blade may deal two types of damage simultaneously.
At 16th level the damage dealt by the wind blade increase to 2d8.
At 19th level a wind blade can deal force damage.
At 20th level the damage dealt by the wind blade increase to 2d10.

Swift
A Claw of the Lion of 2nd level or higher may add his wisdom bonus (if positive) to his initiative.
Beginning on 11th level a Claw of the Lion may spend an action point to gain an extra move or standard action in a round. Only one action point may be spend this way. This class feature may not be used in the same round as the heroic surge feat.
At 20th level whenever a Claw of the Lion makes a full attack, he may make an extra attack at his highest base attack bonus.

Mountainwalker
At 3rd level a Claw of the Lion gains resistance to cold 5. This resistance increases to 10 at 6th level and to 20 at 12th level.
Beginning at 9th level a Claw of the Lion does not suffer movement penalties due to difficult terrain in mountainous regions.
At 15th level she gains a climb speed equal to her base land speed.
At 19th level a Claw of the Lion becomes immune to cold.

Bonus Feat
At 5th level and every five levels thereafter, the Claw of the Lion gets a bonus feat. The bonus feat must be selected from the following list, and the Claw of the Lion must meet all the prerequisites of the feat to select it.

Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Athletic, Brawl, Burst Fire, Combat Expertise, Combat Reflexes, Dodge, Focused, Frightful Presence, Great Fortitude, Guide, Improved Initiative, Iron Will, Mobility, Point Blank Shot, Spring Attack, Stealthy, and Weapon Focus

Calm Spirit
At 10th level the Claw of the Lion may take 10 on any concentration check, regardless of circumstances.

mfG
ajw
 
AW: The Red Star

Kura Wind Blade Critical 19-20/x2. Das hatte noch gefehlt.

Ansonsten auf der Liste gelandet: Ausführliche Samsonov Vampire Überarbeitung. :)

mfG
ajw
 
AW: The Red Star

Vampire, Auftakt:

Additional URRS Vehicular Weapons

Code:
 Weapon                    Damage  Critical  Damage      Range Increment   Rate of  Magazine   Hardpoints  Purchase  Restriction
                                              Type       (Area of Effect)   Fire                              DC
CK-68s Shipkiller Missile 3d6x10    19-20  Concussion   400m (10m radius)     1        1            1         25      Mil (+3)
SVH-75 Rotary Autocannon  2d12      20     Ballistic     50m                  A     2000 int.       1         21      Mil (+3) 
SNK-87 Heavy Torpedo      2d8x10    19-20  Concussion  1500m (10m radius)     1        1            1         24      Mil (+3)

Cheprakov CK-68S Shipkiller Missile
Designed to attack surface targets, the Shipkiller carries an exceptionally potent high explosive warhead.

Sharapov SVH-75 Rotary Autocannon
The Sharapov SVH-75 Autocannon fires 15mm ammunition, bridging the gap between heavy machine guns and light autocannons.

Shumkov SNK-87 Heavy Torpedo
SNK-87 Torpedos are high-explosive armor piercing weapons for use against naval targets. They can be carried as ordnance on aircraft and helicopters or are deployed from torpedo-equipped surface vessels or submarines.

mfG
ajw
 
AW: The Red Star

Hauptteil:

Samsonov Vampire (überarbeitet) mit Varianten

Code:
     Name         Crew  Pass  Cargo   Init  Maneuver  Top Speed  Defense   Damage     Hit    Size  Weight   Harpoints  Purchase  Restriction    Weapons      Extras
                                                                          Reduction  Points                               DC
Samsonov Vampire   5     14   250 kg   -4      -4      380 (38)     6        20        50     G    20 tons    9 (0)       49       Mil (+3)   by variant  Crypsis system

Code:
     Name                              Weapons
Samsonov Vampire       Sharapov SVH-75 Rotary Autocannon (2); Katyushas, 400mm (1); BHX Rykov hook missile (4); Shadow medium anti-aircraft missile (2)
Marine Patrol Variant  Sharapov SVH-75 Rotary Autocannon; Cheprakov CK-68S Shipkiller Missile (4); Shumkov SNK-87 Heavy Torpedo (4)
Nightstalker           Sharapov SVH-75 Rotary Autocannon (2); BHX Rykov hook missile (6); Sensor Package


Beschreibungen siehe offizielle The Red Star Seite.

Es fehlen noch die Regeln für das Sensorpaket des Nightstalker.

mfG
ajw
 
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