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Character Generation

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PCs  roll best 3 of 4d6 in order STRENGTH  DEXTERITY  CONSTITUTION  INTELLIGENCE  WISDOM    CHARISMA.  One roll may be replaced with a '16'. If the player does not like their rolls, they may take a standard array of 16 14 13 12 10 9 and arrange it in any order. Initial PCs start at 1st level.  New & Replacement PCs at higher Level Highest Level PC: New PC Level 1-2: 1 3-4: 2 5-6: 3 7-8: 4 9-10: 5 NPCs Average NPCs  typically roll 3d6 in order, with some re-arrangement, eg a female aristocrat typically has lower STR than a GREL super-soldier.  Unclassed NPCs have Hit Dice rather than Levels, eg 2d8+2. 'Normal' people including most civilians and soldiers have 2d8 hit dice, modified by STR & CON, eg a frail character with STR -2 & CON -2 takes a -4 penalty on each hit die. A character with maximum 0 hp is permanently incapacitated, requiring constant life support. Elite NPCs  typically  roll best 3 of 4d6 in order, again with some re-arrangement, or array 15 14 13 12 10 8, and are generally treated like PCs. ATTRIBUTE: BONUS/MODIFIER 3:  -4 4-5: -3 6-7:  -2 8-9: -1 10-11: +0 12-13: +1 14-15: +2 16-17: +3 18-19: +4  20: +5 Attributes  are used to resolve tasks. The PC rolls a d20 plus any Attribute Bonus and any Proficiency Bonus. Typically success requires a 10 + for Easy Tasks, a 1 5+ for Moderate Tasks, and a 20+ for Difficult Tasks. STRENGTH bonus or penalty  adds to  hit points per level  and  modifies their to-hit number with melee weapons, their damage number with melee weapons, and the resolution of strength-based tasks. STR does not modify short rest hp recovery via hit dice. Gear attacks and STR checks use the Gear's own STR  (no skill applies) along with the Pilot's proficiency bonus and any Gear Pilot class bonus. DEXTERITY  bonus or penalty  modifies ranged weapon attacks, personal and vehicle AC, and  the resolution of Dexterity-based tasks. CONSTITUTION   bonus or penalty adds to  hit points per level  and  modifies the resolution of  Constitution-based tasks. CON modifies  short rest hp recovery via hit dice . INTELLIGENCE   bonus or penalty modifies the resolution of intelligence-based tasks. WISDOM bonus or penalty modifies the resolution of perception and willpower based tasks. CHARISMA  bonus or penalty modifies the morale and loyalty of underlings, and the resolution of Charisma-based tasks. Race : There are no   Races   in this game. Class : Initially all PCs are members of the Gear Pilot class, below. Multiclassing is allowed with GM approval - see permitted classes below. Wealth : PCs may typically have up to $5d4x100 Marks (average $1250) in their bank account. In the UMF and the Northern Guard most money is stored electronically. Initial Salary is in the region of $18-$22,000 per year or so depending on rank, paid in monthly on the 1st of each month. The Northern Guard makes very substantial deductions from gross salary for military accommodations, CNCS federal employee income tax, military pension, etc. Typical net 'spending money' salary for a Trooper is around $1,125/month, rising to $1,250/month for a Corporal, $1,325 for a Ranger, $1,375 for a Senior Ranger or Lieutenant, $1,500 for a Captain. A typical 'modest' lifestyle in civilian life costs around $100/day, $4,200/month, $16,800/year. GEAR PILOT PC CLASS (5e d20/D&D) Hit Die: d6 (12 hp at 1st level, +4 hp each subsequent level). A PC has one d6 hit die per level, which may be used for Short Rests. Save Proficiencies:  DEX & CON. The Gear Pilot may add extra Save Proficiencies at 3rd & 9th level (see below). Skill Proficiencies: Choose any six skills. The Gear Pilot may add his INT bonus (if positive) to the number of skills he is proficient in. The Gear Pilot is also proficient in any tasks related to piloting & maintaining his Gear. Particularly useful skills include Acrobatics, Athletics, Intimidate, Medicine, Perception, Persuasion, Stealth, and Survival. Weapon Proficiencies: Gear Pilots are proficient with simple weapons, firearms, and Gear weapons. Armour Proficiencies: Gear Pilots are proficient with Light armour. CLASS ABILITIES STICK JOCKEY (1st): When piloting a Gear in combat, a Gear Pilot PC receives a +2 Bonus to the Gear's  Initiative roll . ACE PILOT (1st, 3rd, 7th): A Gear Pilot  adds +1 to his Gear’s Armor Class . At 3rd level he adds +2 to his Gear's AC , and at 7th level +3 to his Gear's AC .  ACTION SURGE (2nd):  On your turn, you can take one additional action . Once you use this feature, you must finish a short or long rest before you can use it again. At 7th level you can use Action Surge twice before  you must finish a short or long rest, but only once per turn. GUNNER (2nd):  Beginning at 2nd level, the Gear Pilot receives  a +1 bonus to all “to-hit” rolls made when attacking with a gear’s weapons  or fists. This bonus increases to +2 at 9th level . EXTRA SAVE (3rd, 9th): Once a Gear Pilot reaches 3rd level he may choose one additional (third) Save Proficiency. At 9th level he may add an additional (fourth) Save Proficiency. ATTRIBUTE INCREASE (4th, 6th, 8th, 10th): The Gear Pilot may raise one Attribute by +2 or two Attributes by +1. No Attribute may go above 20. Alternatively, the Gear Pilot may choose a Feat. EXTRA ATTACK (5th): Y ou can attack twice, instead of once, whenever you take the Attack action on your turn. TABLE 2-20: Gear Pilot ADVANCEMENT LEVEL XP Hit Points Proficiency Bonus Notes                                      Highest Rank 1            0       12             +2                 STICK JOCKEY, ACE PILOT (1)      Lieutenant or Snr Corporal   2      300       16              +2                ACTION SURGE,  GUNNER (1)       Captain or Ranger 3     900        20             +2                ACE PILOT (2),  EXTRA SAVE (1)   Captain or Senior Ranger 4   2,700       24             +2               +2 Attribute Increase or Feat       Major or  Sergeant 5   6,500       28            +3                EXTRA ATTACK                            Lt Colonel or Senior  Sergeant 6  14,000       32             +3                +2 Attribute Increase or Feat     Colonel or Sergeant Major 7  23,000       36             +3                ACE PILOT (3), ACTION SURGE (2)                Brigadier * 8  34,000      40              +3               +2 Attribute Increase or Feat                        General ** 9 48,000       44              +4              EXTRA SAVE (2),   GUNNER (2)                        Marshal *** 10 64,000     48              +4              +2 Attribute Increase or Feat                        Grand Marshal **** Epic Awards (E10): Every 20,000 XP beyond 64,000 a PC may gain either a +2 Attribute Increase (maximum Attribute 20), or a Feat. _________________________ Military Rank is only loosely tied to level (or hit dice). A high level Gear Pilot class character is more likely to be the Regimental Duelist than Colonel of the Regiment. Outside of some special operations units most military personnel are unclassed NPCs, not PC class characters. 109th Gear Regiment Enlisted Ranks  include E1: Private Technician or Cook. E2: Trooper (Gear Pilot), Cook Corporal, Corporal Technician or Cook. E3: Corporal (Gear Pilot  Senior Corporal ), Senior Corporal  Technician or Cook. E4: Ranger E5: Senior Ranger E6: Sergeant E7: Senior Sergeant E8: Sergeant Major There's also a single E9 Sergeant of the Guard for the whole Northern Guard, a largely administrative and ceremonial role.
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Some character pics
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XP Awards By Encounter Level (per PC) EL   XP 000    0 00    10 0     25 1      50 2     100 3     150 4     250 5     500 6    600 7     750 8     900 9  1100 10 1200 11   1600 12    2000 13    2200 14    2500 15    2800 PCs generally do not receive awards where the EL is 5 or more below PC level. A level 4 PC receives no award for a level 00 encounter. A level 5 PC receives no award for a level 0 or 00 encounter. A level 10 PC receives no award for a level 5 to level 00 encounter. Maximum encounter award for a non-combat encounter and most combat encounters is PC Level+5, eg the maximum  award for a level 1 PC is 600 (EL 6), the maximum award for a level 5 PC is 1200 (EL 10), the maximum award for a level 10 PC is 2800 (EL 15). Gear Duels are an exception, the XP award is not capped, but the PC may never advance more than 2 levels, with minimum XP for the new level. Epic XP awards (XP above level 10) are uncapped. Absolute XP Award Cap PC Level>New Level: Total XP Tally 1>3: 900 2>4: 2700 3>5: 6500 4>6: 14000 5>7: 23000 6>8:  34000 7>9:  48000 8>10: 64000 9+: Uncapped. Encounter Challenge EL                   Combat Example Very Easy PC Level-2                          Enemy Force     12% of PC Force Easy   PC Level -1                                 Enemy Force     25% of PC Force Moderate PC Level                              Enemy Force     50% of PC Force Hard PC Level +1                                  Enemy Force   75% of PC Force Very Hard PC Level +2                        Enemy Force 100% of PC Force Formidable PC Level +3                       Enemy Force 150% of PC Force Impossible PC Level +4 or higher        Enemy Force 200% of PC Force
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Rules Modifications A Short Rest is 5 minutes. A short rest allows for expenditure of hit dice and the recovery of short rest abilities such as Action Surge. A Long Rest takes 24 hours with a successful DC 10 Medicine check (check 1/day, uses a medical kit), or 5 days otherwise. Days are  36 hours.    A Long Rest restores half the character's hit dice (rounded down, minimum one) as normal. PCs may accumulate multiple Inspiration . Medicine checks, including stabilisation, requires use of a healer's kit. A healer's kit never gives automatic success on a medicine check. Either falling prone or standing up is half a Gear's move. Infantry can fall prone for free. Prone Gears do not benefit from disadvantage to hit them. Gears benefit a lot from using cover when fighting vehicles & other Gears; you can pop out from behind a boulder, shoot, then get back under cover. The enemy would need a Readied action to target you. Most vehicles (& Striders) need separate drivers & gunners, and can't split move.
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Gears don't have hit dice & need to be returned to a repair bay. A functioning Gear can normally be repaired overnight if mechanics are available. Because Terra Nova has  lot of magnetic anomalies and solar interference, radio comms is not very reliable, and drones & flying vehicles are used less than on Earth. ECM systems can usually interfere with radio-controlled drone operations.
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CURATED FEATS Feat  Prerequisite  Description  Actor - +1 in Cha., advantage on Deception and Performance checks, mimic the speech of a person or the sounds made by a creature. Alert - +5 to initiative, you can't be surprised, and creatures you don't see don't gain advantage on attack roll against you. Athlete - +1 in Str. or Dex., you stand up and climb more quickly, and you can jump with only a 1 hex/2 meter run. Charger - As part of the Dash action you can make a melee attack with a +5 bonus if you move at least 2 hexes before. Chef - +1 in Con. or Wis., proficiency with cook's utensils and cook special food to regain hp. Crusher - +1 in Str. or Con., 1 hex extra move when you hit (bludgeoning) and attacks with advantage after a critical hit. Defensive Duelist Dexterity 13 or higher You can add your proficiency bonus to your AC if you are wielding a finesse weapon, in reaction to a melee attack. Dual Wielder - +1 to AC if you're wielding a melee weapon in each hand, two-weapon fighting with non-light weapon, draw two weapons. Dungeon Delver - Advantage to Perception and Investigation checks, to saving throws vs traps, and search for traps at normal pace. Durable - +1 in Con. and for each Hit Dice spent you regain a minimum of hit points equals to 2 x your Constitution modifier. Fighting Initiate Proficiency with a martial weapon You learn one Fighting Style option from the fighter class. Grappler Strength 13 or higher You have advantage on attack rolls when grappling, and can try to restrained a creature grappled by you. Great Weapon Master - Extra attack after a melee critical hit and you can choose to take -5 to attack roll to add +10 to damage with a heavy weapon. Gunner - +1 in Dex., proficiency with firearms, ignore loading property of firearms, and no disadvantage to attacks within 1 hex/2 meters. Healer - You can stabilize a creature and restore it to 1 hp with a Medicine check, or restore [1d6+4+its number of Hit Dice] hp to it. Heavily Armored Proficiency with medium armor +1 in Str. and you gain proficiency with heavy armor. Heavy Armor Master Proficiency with heavy armor +1 in Str. and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing heavy armor. Inspiring Leader Charisma 13 or higher Up to 6 creatures within 30 ft of you can gain temporary hp equal to your level + your Cha. modifier. Keen Mind - +1 in Int., you know which way is north, when is the next sunrise/sunset, and recall any events within the past month. Lightly Armored - +1 in Str. or Dex. and you gain profociency with light armor. Linguist - +1 in Int., you learn three languages, and you can ably create ciphers. Lucky - You can reroll one d20 or force to reroll an attack roll against you (3/long rest). Martial Adept - You learn two maneuvers from Battle Master archetype and gain one superiority die (d6). Medium Armor Master Proficiency with medium armor No disadvantage to Stealth checks wearing medium armor and Dexterity bonus max to +3 instead of +2. Mobile - Your Gear speed increases by 5 hexes/10 meters, you can Dash on difficult terrain without malus, and don't provoke opportunity attacks in melee. Moderately Armored Proficiency with light armor +1 in Str. or Dex. and you gain proficiency with medium armor. Mounted Combatant - Advantage on melee attacks against infantry and can force an attack to target you instead of your mount/gear. Observant - +1 in Int. or Wis., you can read on lips, and you have a +5 bonus in passive Perception and passive Investigation. Piercer - +1 in Str. or Dex., reroll one damage dice when you hit (piercing) and one additional damage dice in case of critical hit. Poisoner - Proficiency with poisoner's kit, apply as a bonus action and your attacks ignore resistance to poison damage. Prodigy You gain proficiency with one skill, one tool or one language, and you gain expertise with one skill. Resilient - +1 in one ability and you gain proficiency in saving throws using this ability. Savage Attacker - You can reroll melee weapon attack damage once per turn. Sentinel - A successful OA reduce creature's speed to 0 for this turn and possibility to make an OA even if the enemy take Disengage. Sharpshooter - Your ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on ranged damage. Skill Expert - +1 in one ability, proficiency in one skill and expertise in one other in which you have proficiency. Skilled - You gain proficiency with three skills or tools. Skulker Dexterity 13 or higher Ranged weapon attack doesn't reveal your position and possibility to hide in a lighlly obscured area. Slasher - +1 in Str. or Dex., reduce target's speed b Tavern Brawler - +1 in Str. or Con., proficiency with improvised weapons, d4 for unarmed strike, and grapple with a bonus action. Telekinetic - +1 in Int., Wis., or Cha., you learn  mage hand  and you can try to telekinetically shove one creature (5 ft). Telepathic - +1 in Int., Wis., or Cha., you can cast  detect thoughts  and you can speak telepathically to any creature within 60 ft. Tough - Your hit point maximum increases by an amount equal to twice your level then by +2 at each level. Weapon Master - +1 in Str. or Dex. and you gain proficiency with four weapons.
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Other Classes The following standard 5e classes & subclasses could reasonably exist on Terra Nova, and with GM's permission may be taken on level-up. Maximum character level is 10 in all cases.  Every 20,000 XP beyond 64,000 a PC may gain either a +2 Attribute Increase (maximum Attribute 20), or a Feat. Barbarian :  Berserker (damage resistance applies to PC personal hp, NOT to Gear hp!) :D Fighter : Battlemaster, Champion, Cavalier (XGTE), Samurai (XGTE) Rogue : Assassin, Thief, Inquisitive (XGTE), Mastermind (XGTE), Swashbuckler (XGTE) Class              Requirements     HP Per Level Proficiencies Gained Barbarian Strength 13                        7     shields,  simple weapons, martial weapons Fighter     Strength 13 or Dexterity 13       6     light* & medium armor, shields, simple weapons, martial weapons, firearms Gear Pilot         Dexterity 13                      4      Gear piloting, Gear weapons, simple weapons, firearms Rogue       Dexterity 13 or Charisma 13     5      light armor*, one skill from the class's skill list, thieves' tools *Gear Pilot PCs receive light armor proficiency on creation. Extra Attack : If you gain the Extra Attack class feature from more than one class, the features don't add together, so eg a Gear Pilot 5/Fighter 5 or  Gear Pilot 5/Barbarian 5  receives only one extra attack per attack action. Action Surge : A PC may gain the Action Surge class feature from both Fighter and Gear Pilot classes. These do stack, but only one Action Surge may be used per turn. So a Gear Pilot 2/Fighter 2 receives 2 Action Surge per Short Rest. A Gear Pilot 7/Fighter 2 receives 3 Action Surge per Short Rest. HP for 1st level PCs In a non-Gear Pilot campaign, other classes may be taken at 1st level and receive standard level 1 starting hp and cash ($), ie Barbarian   hp 12 hd d12  $2d4x100 Fighter       hp 10  hd d10  $5d4x100 Gear Pilot   hp 12 hd d6  $5d4x100 Rogue         hp 8  hd d8   $4d4x100 Class Origins Barbarians - most hail from the nomad tribes of the deep Badlands such as the Sandriders of the Great White Desert. Some individual Barbarians emerge from the vicious slums of Terra Nova's worst cities. Fighter - Fighters are common all over Terra Nova. Champions are often local men and women driven to defend their lands with uncommon skill and valour, while Battlemasters are highly skilled professionals, most commonly from elite cadres such as the Legion Noire of the Southern Republic. Fighter Cavalier - Cavaliers are typically aristocratic warriors from feudal and semi-feudal realms such as Ashington and the ESE. Fighter Samurai - the quintessential warrior-diplomat, most common in the Mekong Dominion and Western Frontier Protectorate; some Southern Republic aristocrats also follow this path.  Rogue - Rogues are common all over Terra Nova, typically operating in the shadows of dark slums and elite boardrooms.  
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Non-classed Characters Most NPCs do not have a PC class. They normally have from 2 to 10 d8 hit dice, with STR and CON modifiers as normal. Most NPCs have a +2 Proficiency bonus. +3 PB is rare, these tend to be famous characters such as Regimental Duellists and other 'aces' with high Combat Priority. Perhaps a few dozen or a few hundred characters on Terra Nova have a +4 PB; these tend to be persons of legendary skill, abilility and status. Proficiency Bonus  Hit Dice Status +2                              2-4         Normal +3                              5-8          Elite +4                              9-10        Legendary
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Gear Threat Level: Example Gear 1: (damaged Gear) 2: Hunter, Jager, Warrior, Cheetah 3: Iguana 4: Jaguar, Black Mamba, Grizzly 5: Spitting Cobra 6: Kodiak 7: King Cobra  Pilot Skill Level 1: Reserve 2: Qualified 3: Veteran 4: Elite 5: Legendary Gear Threat Level + Pilot Skill Level: XP 1 + 1: 50 (CR 1/4) 1 + 2: 75 1 + 3: 100 (CR 1/2) 2 + 1: 75 2 + 2: 100 (CR 1/2) 2 + 3: 150 2 + 4: 200 (CR 1) 2 + 5: 450 (CR 2) 3 + 2: 150 3 + 3: 200 (CR 1) 3 + 4: 300 3 + 5: 700 (CR 3) 4 + 2: 300 4 + 3: 450 (CR 2) 4 + 4: 700 (CR 3) 4 + 5: 1800 (CR 5) 5 + 2: 450 (CR 2) 5 + 3: 700 (CR 3) 5 + 4: 1100 (CR 4) 5 + 5: 2300 (CR 6) 6 + 2: 700 (CR 3) 6 + 3: 1100 (CR 4) 6 + 4: 1800 (CR 5) 6 + 5: 2900 (CR 7) 7 + 2: 1100 (CR 4) 7 + 3: 1800 (CR 5) 7 + 4: 2300 (CR 6) 7 + 5: 3900 (CR 8) Maximum encounter award  is typically PC Level+5, eg the maximum  award for a level 1 PC is 600 (EL 6), the maximum award for a level 5 PC is 1200 (EL 10), the maximum award for a level 10 PC is 2800 (EL 15), as per the chart here . There may be rare exceptions, such as facing alone a Legendary opponent in a King Cobra (3900 XP).