Title: D20 FUTURE: STARCRAFT
Author: Daniel R. Collins

Daniel R. Collins – dcollins@superdan.net

STARCRAFT D20

	Starcraft d20 is a set of house rules for playing in the Starcraft universe by Blizzard Entertainment, using the d20 Future rules from Wizards of the Coast and published under the Open Game License. You should have access to the d20 Modern & Future SRD to make use of this document.

ABILITIES
	The six abilities are the same as in the normal d20 System. Abilities should be generated by rolling 4d6 and dropping the lowest die; order the six abilities as desired, and add +1 to one of them. (Characters will start at 5^th level.)

RACES
Terran
	Humans in the Starcraft universe are called “Terrans”. They are in all ways identical to the standard humans in the d20 SRD. Terrans are in the early stages of the Gravity Age (Progress Level 7); their equipment generally spans PL6 and PL7 technologies.

CLASSES
	In this version of Starcraft d20, player characters are assumed to be Terrans, starting at 5^th level. This section details several starting packages that players can select from for their beginning character. Each package details the base reputation, attack bonus, defense bonus, saving throws, and other details of the starting character.

Airman
	Airmen are highly trained pilots, manning the space vessels of the Terran military forces. They are at the controls of such powerful and expensive fliers as the CF/A-17 Wraith Fighter, the Valkyrie Missile Frigate, the Behemoth-class Battlecruiser, or even a simple Dropship (on special assignment or punitive demotion). 
	The starting Airman character is a Captain in the Confederate Space Command, probably at the helm of a Wraith space superiority fighter. Additional experience can promote him into one of the larger ship types.

	Reputation: +2.
	Attack Bonus: +3.
	Defense Bonus: +5.
	Saving Throws: Fort +1, Ref +5, Will +1.
	Hit Dice: 5d8 + Con modifier x 5.
	Skills: Pick a number of skills equal to 6 + Int modifier (8 ranks each): Pilot *, Navigate, Computer Use, Repair, Craft (mechanical), Survival, Drive, Knowledge (streetwise), Escape Artist, Tumble, Sleight of Hand. (Asterisk indicates required pick.)
	Feats: Armor Proficiency (light), Defensive Martial Arts, Simple Weapons Proficiency, Personal Firearms Proficiency, Starship Operation (ultralight), Starship Gunnery, Starship Dodge.
	Special: Evasion, Uncanny Dodge 1, Defender of the Universe.

Marine
	Marines are the first line of defense for many of the Terran colonies. Outfitted with Powered Combat Suits, Marines are afforded full life-support, NBC shielding, and in-field chemical delivery systems. The standard-issue C-14 "Impaler" Gauss Rifle provides even a single soldier with extreme firepower.
	The starting Marine is a member of the Confederate Marine Corps, with a rank of Private. Further training will allow him to advance through the ranks, possibly to take charge of a military vehicle such as a Vulture, Goliath, or Siege Tank. 

	Reputation: +0.
	Attack Bonus: +4.
	Defense Bonus: +3.
	Saving Throws: Fort +4, Ref +3, Will +1.
	Hit Dice: 3d8 + 2d10 + Con modifier x 5.
	Skills: Pick a number of skills equal to 5 + Int modifier (8 ranks each): Knowledge (tactics) *, Survival, Drive, Navigate, Demolitions, Repair, Jump, Climb, Swim, Intimidate. (Asterisk indicates required pick.)
	Feats: Armor Proficiency (light, medium, powered),  Combat Martial Arts, Simple Weapons Proficiency, Personal Firearms Proficiency, Weapon Focus (gauss rifle), Weapon Specialization (gauss rifle).
	Special: Extreme Effort, Improved Extreme Effort.

Medic
	The Medics of the United Earth Directorate follow a time-honored tradition of selflessly marching into combat zones to aid their injured brethren. These fearless women, aided only by protective shielding, are highly skilled healers capable of restoring the health and vitality of wounded soldiers. Medics can even cure various Zerg infestations such as Parasite or Ensnare. 
	The Medic's primary function is to support combat units by healing Terran infantry units. The Medic's secondary role is to remove harmful and annoying special abilities and occasionally harass the enemy with Optic Flares.

	Reputation: +2.
	Attack Bonus: +3.
	Defense Bonus: +3.
	Saving Throws: Fort +5, Ref +1, Will +4.
	Hit Dice: 3d6 + 2d8 + Con modifier x 5.
	Skills: Pick a number of skills equal to 6 + Int modifier (8 ranks each): Treat Injury *, Spot *, Craft (pharmaceutical), Knowledge (earth and life sciences), Search, Listen, Sense Motive, Knowledge (behavioral sciences), Computer Use, Drive, Knowledge (technology). (Asterisk indicates required pick.)
	Feats: Armor Proficiency (light, medium), Simple Weapons Proficiency, Surgery, Medical Expert.
	Special: Healing Knack, Healing Touch 1, Medical Specialist, Expert Healer. (Note: Feats and specials add a total bonus of +5 to Treat Injury checks, and heal +4 hit points with a medfical kit or surgery.)

Scientist
	Many Colonies have placed field Scientists at surgical points throughout the galaxy to further study anomalous phenomena, and the Corps' own Epsilon Squadron uses them extensively along Confederate borders for surveillance and study. 
	Recently, as alien forces have begun to infringe upon Colonial space, these Scientist characters have been recalled to help with the research and production of new military weapons systems and technologies, as well as providing electronic warfare and combat support.

	Reputation: +1.
	Attack Bonus: +2.
	Defense Bonus: +2.
	Saving Throws: Fort +3, Ref +3, Will +2.
	Hit Dice: 3d6 + 2d8 + Con modifier x 5.
	Skills: Pick a number of skills equal to 10 + Int modifier (8 ranks each): Craft (electronic) *, Knowledge (technology) *, Research *, Computer Use, Craft (mechanical), Repair, Disable Device, Search, Investigate, Knowledge (earth and life sciences), Craft (chemical), Navigate, Pilot, Decipher Script, Demolitions. (Asterisk indicates required pick.)
	Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Studious, Gearhead, Builder. (Note: These feats give a +2 bonus to 6 different skills above.)
	Special: Savant (two times), Smart Defense, Scientific Improvisation. (Note: For simplicity, assume that feats and specials add +2 bonus to all chosen skills.)

Advancing a Level
	Hopefully, your character should gain experience and add one or more additional levels as play progresses. You can follow the normal d20 Future rules at this time. The easiest way to do this is simply add another level of the chosen Advanced Class for you character as follows (all characters start at the 2^nd level in the Advanced Class noted below):

	Airman: Dogfighter
	Marine: Soldier
	Medic: Field Medic
	Scientist: Field Scientist

	For skills, you can use one of two options. The first option is to simply add 1 skill rank in each of the character's existing skills. The second option is to distribute skill points, at your selection, according to the Advanced Class description in the d20 Future rules. However, once you choose the second option (applying skill points individually), you must continue with this option for any future levels your character takes.

TODO:
-	Starting Equipment

TODO (Terrans):
-	Airman (officer and pilot in the Colonial Fleet, rank Captain, Fast Hero/Dogfighter)
-	Ghost (new advanced class w/Wild Talent; psionic, trained as infants, emotional dampener implants)
-	Medic (Dedicated Hero/ Field Medic)
-	Scientist (Smart Hero/ Field Scientist)
-	NPC SCV (Strong 3, good skills)
-	NPC Firebat (fire damage about 5d10?)

TODO (Protoss):
-	Dragoon template/cybernetics
-	Templars (new advanced  classes; sacrifice martial traing implants, armor; DT’s cut off mindlink appendages)

TODO (Protoss Shields): 
-	Unfortunately, all explosives, splash weapons, and energy weapons completely avoid the Protoss high defense. (Ex.: grenades, flamethrower, likely siege tank shock cannon).

EQUIPMENT
	Below are listed weapon, armor, and vehicle between d20 Future and the Starcraft universe. These can be used in a pinch (until such time as formal statistics are written for Starcraft equipment).

Gear 
Marine StimPack – Chemical, Boost (PL6)

Weapons
SCV Fusion Cutters – Fusion Torch (PL6)
Marine C-14 Impaler Gauss Rifle – OICW Assault Rifle (PL5) *
Firebat Perdition Flame Thrower – Plasma Pistols (PL7)

Armor
Marine CMC-300 Powered Combat Suit – Space Combat Suit (PL7)

Vehicles
SCV – Large Mecha with Jetpack (PL6)
Vulture Hover Bike – AutoDyn Hoverbike (PL7)
Goliath Combat Walker – Large Alumisteel Mecha (PL6)
Arclite Siege Tank – M1A2 Abrams (Modern) *

Starships
Dropship – Courier (PL6)
CF/A Wraith – Assault Fighter (PL7)
Valkyrie Missile Frigate – Frigate (PL6)
Behemoth-Class Battlecruiser – Battlecruiser (PL7)

Protoss Equipment
Zealot Rage Ability – Rage Implant (PL7 cybernetics)
Zealot Power Suit – Boost Armor (PL8)

* TODO: The preferred conversion for the Marine’s “Impaler” is the equivalent to the OICW, with the “burst” action part of the core operation, damage (3d8), and no attack penalty. The Advanced Firearms/ Burst feats are not necessary for this usage, and cannot improve on the weapon’s fire (no Wis 13 requirement).
	The Siege Tank also needs a conversion, including twin cannons and siege shock cannon.

Psi-Blade Projector (PL8)
	These forearm units help channel psionic energy into a Battle Mind’s psi-blade weapon. If the user has the Wild Talent feat but no psi-blade ability, then the device grants that ability (1d6 piercing damage). If the user already has the psi-blade ability, this device adds +1d6 damage. It also allows use of a psi-blade even while under the effects of a Rage Implant. Purchase DC: 18.

Psychic Shield Projector (PL8)
	This device helps channel psionic energy into a Battle Mind’s psychic shield ability. If the user has the Wild Talent feat but no psychic shield ability, then the device grants that ability (+3 defense). If the user already has the psychic shield ability, this device adds +3 enhancement bonus. It also allows use of a psychic shield even while under the effects of a Rage Implant. Purchase DC: 18.

ADVENTURES

TODO: Protoss Zealot boarding action on Terran Battlecruiser.

APPENDIX: ALIEN RACES
Protoss
	Protoss are an elder race of spectacular physical and mental abilities, high technology (such as powered combat armor, cybernetics, robotics, and warp gates), and natural psychic powers. They consider themselves stewards of other interstellar races, and have come in conflict with the expansion of the Terrans and the monstrous Zerg into their sector of space. They follow a religious order called the Khala, or “Path of Ascension”. Their warrior-caste is known as the Templar, known for their fanatic performance in combat, and their highly developed psionic defenses. Protoss are well into the Energy Age (Progress Level 8).
Protoss Racial Traits
•	Medium-size. 
•	Protoss base speed is 30 feet.
•	+2 to all abilities. Protoss are among the strongest, fastest, and mentally toughest races in the known universe.
•	Limited Mindlink: The long Protoss nerve-appendages allow them free use of the limited mindlink psionic ability as a 1^st-level telepath, but only with other Protoss. This ability satisfies the prerequisite of Wild Talent for any device, feat, ability, or advanced class.
•	Reduced Skills and Feats: Protoss are somewhat slower than Terrans in learning new skills and feats, so they receive one less feat at 1^st level, and one fewer skill point at each level.
•	Level Adjustment: +2. The age and power of the Protoss cause them to earn experience more slowly, as though they were 2 levels higher than normal.

APPENDIX: CLASS PACKAGE ACCOUNTING

	The class packages were designed as a simple way to introduce new players to the d20 Future system. Altogether, the combination of starting Occupation, Base Class, and Advanced class requirements (feats, multiclassing skill selections, etc.) in d20 Modern can be overwhelming to a new player otherwise.

	In general, each class package (starting at 5^th level) was based on a chosen occupation, 3 levels in a base class, and then 2 levels in an advanced class. 

	Skills were chosen via the "Variant: Maximum Ranks, Limited Choices" found in Unearthed Arcana, with a few small liberties, to simplify the multiclass skill selection. A few principles were observed in this process:
-	Base class skills are prioritized, but 2 skills taken cross-class then can become class skills by 5^th level.
-	Similarly, starting occupations provide additional permanent class skills, but no extra skill points.
-	Following the PHB, we avoid offering Speak Language, Read/Write Language, or Profession.
-	We try to minimize the offered Craft or Knowledge skills (ideally only 1 each).
-	We assume a max Int bonus of +5 for purposes of finding how many total skills to offer.

	Feats, the level each was taken, and their source are also shown below. You may wish to use this information to swap out certain feats and allow a player additional personalization.

Airman
Occupation: Military.
Class: Fast Hero 3/ Dogfighter 2.

Skills
Base Class: 5 skill points/level
Advanced Class: 5 skill points/level
Variant Skills 5 + Int (base) + 1 (advanced) [max 11]

Feats
1^st – Personal Firearms Proficiency [Military bonus], Starship Operation (ultralight) [Character level], Armor Proficiency (light) [Terran bonus], Simple Weapons Proficiency [Fast Hero start]
2^nd – Defensive Martial Arts [Fast Hero bonus]
3^rd – Starship Gunnery [Character level]
4^th – Starship Dodge [Dogfighter bonus]
5^th – None.

Marine
Occupation: Military.
Class: Strong Hero 3/ Soldier 2.

Skills
Base Class: 3 skill points/level
Advanced Class: 5 skill points/level
Variant Skills 3 + Int (base) + 2 (advanced) [max 10]

Feats
1^st – Armor Proficiency (light) [Military bonus], Armor Proficiency (medium) [Character level], Personal Firearms Proficiency [Terran bonus], Simple Weapons Proficiency [Strong Hero start],
2^nd – Combat Martial Arts [Strong hero bonus]
3^rd – Armor Proficiency (powered) [Character level]
4^th – Weapon Focus [Soldier feature]
5^th – Weapon Specialization [Soldier feature]

Note: If 6^th level, could use 2 feats for Advanced Firearms Proficiency & Burst Fire (note: Powered Armor proficiency available as Soldier bonus feat at that level).

Medic
Occupation: Emergency Services.
Class: Dedicated Hero 3/ Field Medic 2.

Skills
Base Class: 5 skill points/level
Advanced Class: 5 skill points/level
Variant Skills 5 + Int (base) + 1 (advanced) [max 11]

Feats
1^st – Simple Weapons Proficiency [Dedicated Hero start], Armor Proficiency (light) [Character level], Armor Proficiency (medium) [Terran bonus]
2^nd – Surgery [Dedicated Hero bonus]
3^rd – Medical Expert [Character level]
4^th – None.
5^th – None.

Scientist
Occupation: Technician.
Class: Smart Hero 3/ Field Scientist 2.

Skills
Base Class: 9 skill points/level
Advanced Class: 7 skill points/level
Variant Skills 9 + Int (base) + 1 (advanced) [max 15]

Feats
1^st – Simple Weapons Proficiency [Smart Hero start], Studious [Character level], Personal Firearms Proficiency [Terran bonus]
2^nd – Gearhead [Smart Hero bonus]
3^rd – Builder [Character level]
4^th – None.
5^th – None.