I will be using a heavily modified DnD 3.5 system. This will make sense as the game gets going. Since each of you begins in a primitive-esque/post-cataclysmic culture, the classes from DnD make more sense. From there we will grow into the more Sci-Fi flavor.
I have provided a character sheet template below. Please use this template as it will account for the changes that come with this homebrew rule set.
Everyone begins at level 1.
Race:
For now, everyone is human. You will begin on the world known only as "Core". There are no other sentient creatures on Core.
Class:
Classes are based on the 3.5 core rulebook or d20srd.org. Don't get too fancy as these are just a framework to build on as the story grows. Spellcasters of any class will be given a set of 'spells' by me based on their class. Most of these will have some sort of 'scientific' explanation up to a point.
Alignment:
Alignment is not rigid like traditional DnD. However, I am not interested in evil characters in my campaigns unless you have a really convincing reason to have one (that won't destroy the group).
Abilities:
Standard abilities for your class. You have 83 points to spend on a 1/1 basis starting with all 0s. Humans have racial max of 18 on any stat and you may not go over this naturally, even by leveling (every 4th level).
Calculated Stats:
All calculated stats (AC, Saves, etc.) are standard to PHB unless otherwise addressed below.
HP is always maxed based on class + CON mod + other mod.
Speed:
Your speed determines what phases you act in according to the following table. If you have a speed of 0, then you act after everyone else in phase 12:
Bonus-----Phases
+0 12-
+1 12+
+2 6,12
+3 4,8,12
+4 3,6,9,12
+5 3,5,8,10,12
+6 2,4,6,8,10,12
+7 2,3,5,7,9,11,12
+8 2,3,5,6,8,9,11,12
+9 2,3,4,6,7,8,10,11,12
+10 1,3,4,5,7,8,9,10,11,12
+11 1,3,4,5,6,7,8,9,10,11,12
+12 1,2,3,4,5,6,7,8,9,10,11,12
Speeds faster than 12 get multiple actions per phase. Each phase represents 1 second in combat.
Initiative:
Initiative is modified to the Champions system. An initiative bonus of +0 means you go normally. If you have an initiative of +1 all phases shift one to the left.
Feats
As PHB, though I'll have to inspect to see if they make sense within the storyline, especially the spellcaster ones.
All players begin with one 'profession' feat that gives a +3 bonus in 1 skill, a +2 bonus in 2 skills, or a +1 bonus in 3 class skills.
Skills
As PHB, but with the following modifications and additions.
Move Silent and Hide are combined into one Stealth check.
Initial points are distributed, but leveling does not grant you new skill points to distribute. Instead, skill XP is earned based on successful, useful skill checks. XP is gained until it reaches the current total score in a skill. Then 1 XP Rank is added, raising the total by 1 and current skill XP is reset to 0. Essentially you are leveling up your skills as you use them.
Each character begins with the starting skill points per race and class like the PHB. There is no maximum to the number of ranks you can have in a
class skill so long as you have the skill points to pay for them.
Cross class skills still function exactly like the PHB.
For example: Telar has a +3 DEX Mod for Stealth and 10 Ranks for a total of 13. He has used Stealth 12 times before in a meaningful way. Now he uses it again to sneak past some guards. That puts him at 13 Skill Points, enough to gain an additional Rank. He now has 11 Ranks + 3 DEX Mod for a total of 14. It will take him 14 more uses to gain another Rank.
DICE ROLLS
Take 10 - On most actions that are stressful, but you are at least competent at, you make take 10.
This includes combat. While you have zero chance for critical success, you have zero chance for critical failure and in most cases, normal success is assured.
Take 20 - On most actions that you have plenty of time to complete, and you are at least competent in, you make take 20.
This does NOT include combat. See below for exceptions.
New Feats
Melee Combat Focus - Instead of taking 10, you may take 15 in melee combat attacks.
--Requires ABL Mod + BAB for Melee combat to be at least +5.
Ranged Combat Focus - Instead of taking 10, you may take 15 in ranged combat attacks.
--Requires ABL Mod + BAB for Ranged combat to be at least +5.
Improved Melee Combat Focus - Instead of taking 15, you may take 20 in melee combat attacks. This allows you to roll critical chance automatically*.
--Requires ABL Mod + BAB for Melee combat to be at least +10.
--Requires Melee Combat Focus
Improved Ranged Combat Focus - Instead of taking 15, you may take 20 in ranged combat attacks. This allows you to roll critical chance automatically*.
--Requires ABL Mod + BAB for Ranged combat to be at least +10.
--Requires Ranged Combat Focus
*Critical chance roll is as follows:
1-5 - no critical
6-10 - 1.5x damage/auto skill success
11-15 - 2x damage/superior skill success
16-20 - 2x damage + location roll for wound/flawless skill success
A 20 on a skill check means you might achieve the impossible.
Location Table (d20)
1 - Head
2-3 - Hands
4-6 - Arms/Shoulders
7-10 - Chest
11-12 - Waist
13 - Vitals (and you know what I mean)
14-17 - Thighs/Shins/Calves
18-19 - Foot
20 - Reroll and choose +1/-1 to the roll.
Critical fail roll is as follows:
1 - worst case scenario.
2-5 - critical fumble (drop weapon, fall prone, lose concentration, break something)
6-19 - minor fumble (loss of time, loss of minor material)
11-15 - loss of round recovering, movement only
16-19 - movement or action only
20 - saved, no penalty