<map name="AEGMenu"> <area target="_top" href="http://www.alderac.com/" shape="rect" coords="0, 30, 58, 50"> <area target="_top" href="http://www.seriesarcher.com/" shape="rect" coords="60, 31, 157, 50"> <area target="_top" href="http://www.alderac.com/doomtown/" shape="rect" coords="158, 31, 244, 50"> <area target="_top" href="http://l5r.alderac.com/" shape="rect" coords="246, 30, 307, 50"> <area target="_top" href="http://www.7thsea.com/" shape="rect" coords="307, 30, 376, 50"> <area target="_top" href="http://www.warlordccg.com/" shape="rect" coords="376, 31, 455, 50"> <area target="_top" href="http://www.alderac.com/d20/" shape="rect" coords="455, 30, 513, 50"> <area target="_top" href="http://www.alderac.com/bountyhunters/" shape="rect" coords="511, 30, 637, 50"> <area target="_top" href="http://shop.alderac.com/" shape="rect" coords="709, 29, 779, 50"> </map> <img border="0" src="/images/aeg_menu.gif" width="780" height="51">

New Classes
The following classes have appeared in the Spycraft RPG. They will reappear in the upcoming Unexplored Worlds sourcebook, and are presented here for your convenience.

Wheelman
This is a base class.

The wheelman thrives on high-speed chases and the rush of deadly battles. He is both the team’s vehicle specialist and a trained combatant second only to the soldier class. Without a wheelman, the team might find itself unable to cope when a mission requires breakneck speed and nerves of steel, or a quick getaway.
Abilities:
Dexterity is by far the most important ability for a wheelman, since it is the basis for all vehicle skills, as well as ranged attack rolls. Intelligence is his secondary ability — as a source of extra skill points, many of which are devoted to combat skills.
Vitality:
1d12 plus Con modifier per level.

Class Skills
The wheelman’s class skills and key abilities are:

Class Skill Key Ability
Balance Dex
Boating Dex
Craft Int
Demolitions Int
Disguise Cha
Driver Dex
Escape Artist Dex
Handle Animal Cha
Intimidate Str or Cha
Jump Str
Mechanics Int
Open Lock Dex
Perform Cha
Pilot Dex
Profession Wis
Sport Str or Dex
Spot Wis
Surveillance Wis
Survival Wis
Swim Str

Skill Points at 1st level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level:
6 + Int modifier.

Class Features
All of the following are class features of the wheelman.
Starting Feats:
The wheelman gains the following feats at 1st level.
Armor Proficiency (Light)
Armor Proficiency (Medium)
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Melee)
Weapon Group Proficiency (Rifle)
Weapon Group Proficiency (Tactical)

Lucky: Whenever the wheelman spends 1 action die to increase a vehicle-related skill check (such as Mechanics or Driver), 2 dice are added instead of 1 (e.g. a 1st-level wheelman’s bonus of 1d4 becomes 2d4). In addition, the Gamemaster must spend 1 extra action die to activate each of the wheelman’s errors with a vehicle-related skill check as a critical failure. This is one of the wheelman’s two core abilities.

Custom Ride: At the start of each mission, the wheelman gains 4 resource points with which he may requisition a team vehicle, vehicles, or vehicular improvements. This bonus increases by an additional 1 resource point at 4th level, and for every 4 class levels gained thereafter.

The wheelman may spend these resource points independently or together with his regular allotment, or may pool them with other team members’ resource points for more expensive vehicles and improvements. These bonus resource points may only be used to requisition vehicles and vehicular improvements.

When multi-classing, these resource points are only received when the character gains a level in his wheelman class.

This is one of the wheelman’s two core abilities.

Daredevil: During a vehicular scene, the wheelman may choose daredevil-only maneuvers and weather certain other maneuvers more easily (see Chases and Vehicular Combat, page XX, for more information).

Kick Start: Starting at 2nd level, once per session, the wheelman may change a failed Mechanics skill check to a success by giving the target device a whack in frustration.

At 11th level, the wheelman may use this ability up to twice per session, and at 19th level, the wheelman may use this ability up to three times per session.

Bonus Feat: At 3rd level, the wheelman gains the Speed Demon feat or 1 bonus chase feat. He must meet all prerequisites for the feat before choosing it.

At 5th level and for every 2 class levels gained thereafter, the wheelman gains 1 additional bonus chase feat or an Advanced Skill feat with Speed Demon as a prerequisite, with the same restrictions.

Familiarity: Starting at 4th level, at the start of each mission, the wheelman may designate any 1 vehicle that he’s already operated in play for at least 20 days minus a number of days equal to his Wisdom modifier as ‘familiar’. The wheelman may designate his custom ride as familiar if he wishes.

For the duration of the current mission, the wheelman gains a +1 competence bonus with Boating, Driver, Mechanics, Pilot, and maneuver checks made using the vehicle with which he’s ‘familiar’. He also gains this bonus with attack checks made firing the vehicle’s weapons.

At 8th level and for every 4 class levels gained thereafter, each of these bonuses increase by an additional +1.

Elbow Grease: Starting at 6th level, the wheelman gains a +2 competence bonus with Mechanics repair checks, whether the repairs are to a vehicle or another item (see the Stargate SG-1 core rulebook, page 222, and page XX of this book).

At 9th level and for every 3 class levels gained thereafter, this bonus increases by an additional +2.

Soup Her Up: Starting at 10th level, at the start of each mission, the speed, MPH, Defense, wound point maximum, hardness, and options of any vehicle with which the wheelman is familiar are increased to 125% standard (rounded up). If the vehicle’s handling modifier is positive, this bonus applies to it as well; otherwise, the vehicle’s handling modifier is reduced to 75% standard (rounded down).

Example: Lt. Wilson is familiar with a classic sports car. The sports car’s unmodified statistics are +6 handling , 750 ft. speed, 75/150 MPH, 15 Def, 80 wound points, 4 hardness, and 8 options. When this ability is applied, these statistics become +8 handling, 938 ft. speed, 94/188 MPH, 19 Def, 120 wound points, 5 hardness, and 12 options.

Example 2: Lt. Wilson is familiar with a Humvee jeep. The jeep’s unmodified statistics are –5 handling , 500 ft. speed, 50/100 MPH, 4 Def, 120 wound points, 10 hardness, and 12 options. When this ability is applied, these statistics become +3 handling, 625 ft. speed, 63/126 MPH, 5 Def, 150 wound points, 13 hardness, and 14 options.

At 20th level, each of these bonuses increases to 50%.

“That’s Impossible!”: Starting at 14th level, once per game session when driving a vehicle, the wheelman may force it to utterly defy physics for one maneuver. For example, the wheelman might fly an X-301 Interceptor through a seemingly annihilative gravity well, vertically loop a helicopter with a two-bladed rotor, leap a motorcycle over a train just as a flatcar goes past, balance an 18-wheeler on half its wheels, etc.

During a vehicular scene, the wheelman may ignore the negative penalties of any maneuver (for more information about this application, see pages XX–XX). At all other times, the Gamemaster determines this ability’s effects, based on requests made by the wheelman and the conditions at hand.

Table XX.XX: The Wheelman
Lvl Base Att Fort Save Ref Save Will Save Def Bon Init Bon Gear Picks Res Pts Special
1 1 0 2 0 1 1 1 0 (4) Starting feats, custom ride (4 RP), daredevil, lucky
2 2 0 3 0 1 1 2 1 (4) Kick start 1/session
3 3 1 3 1 2 2 2 2 (4) Bonus feat
4 4 1 4 1 2 2 2 3 (5) Custom ride (5 RP), familiarity +1
5 5 1 4 1 3 3 3 3 (5) Bonus feat
6 6 2 5 2 4 4 3 4 (5) Elbow grease +2
7 7 2 5 2 4 4 4 5 (5) Bonus feat
8 8 2 6 2 5 5 4 6 (6) Custom ride (6 RP), familiarity +2
9 9 3 6 3 5 5 4 6 (6) Bonus feat, elbow grease +4
10 10 3 7 3 6 6 5 7 (6) Soup her up (25%)
11 11 3 7 3 7 7 5 8 (6) Bonus feat, kick start 2/session
12 12 4 8 4 7 7 6 9 (7) Custom ride (7 RP), elbow grease +6, familiarity +3
13 13 4 8 4 8 8 6 9 (7) Bonus feat
14 14 4 9 4 8 8 6 10 (7) “That’s Impossible!”
15 15 5 9 5 9 9 7 11 (7) Bonus feat, elbow grease +8
16 16 5 10 5 10 10 7 12 (8) Custom ride (8 RP), familiarity +4
17 17 5 10 5 10 10 8 12 (8) Bonus feat
18 18 6 11 6 11 11 8 13 (8) Elbow grease +10
19 19 6 11 6 11 11 8 14 (8) Bonus feat, kick start 3/session
20 20 6 12 6 12 12 9 15 (9) Custom ride (9 RP), familiarity +5, soup her up (50%)

------------------------

Ace
Some characters show an uncanny mastery of the air, becoming deadly fighter pilots or agile chopper specialists. While highly specialized, these daring operatives can provide immediate support during missions involving travel and life or death escape situations. More importantly within the Stargate SG-1 setting, their experience with aviation translates to a place at home in the stars as well.

Abilities: Dexterity is the essential ability for a combat pilot, followed closely by Intelligence.
Vitality:
1d12 plus Con modifier per level.

Requirements
To become an ace, a character must meet all of the following requirements.

Character Level: 5+.
Dexterity:
13+.
Base Attack Bonus:
+5 or higher.
Knowledge (Aircraft):
2+ ranks.
Pilot:
8+ ranks.
Sport (Skydiving):
4+ ranks.
Spot:
8+ ranks.
Feats:
Wind Rider.

Class Skills
The ace’s class skills and key abilities are:

Class Skill Key Ability
Driver Dex
Electronics Int
First Aid Wis
Intimidate Str or Cha
Jump Str
Knowledge Int
Mechanics Int
Pilot Dex
Profession Wis
Search Int
Sport Str or Dex
Spot Wis
Surveillance Wis
Survival Wis
Tumble Dex

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
The following are class features of the ace.

Custom Rider: Levels in this class are added to the character’s wheelman class levels when determining resource points gained from the custom ride ability (see page XX).

Class Feats: The ace gains the following feats at 1st level.
Armor Proficiency (Light)
Armor Proficiency (Medium)
Weapon Group Proficiency (Handgun)

Battle Born: Whenever the ace spends 1 action die to increase an attack check result or damage roll when using an aircraft- or spacecraft-mounted weapon, he rolls 2 dice instead of one, adding the sum of both to his result (e.g. an ace with a character level of 7 rolls 2d6 instead of 1d6). This is the ace’s core ability.

Taking Wing: The ace lives to fly, seizing every opportunity to leave the ground behind. Starting at 1st level and for every class level gained thereafter, the ace gains 1 additional skill point that must be spent to increase his Pilot skill.

Also at 1st level, the ace gains a virtual basic skill feat called “Aviator.” This feat grants a +2 bonus with Knowledge (Aircraft), Pilot, and Spot checks, and increases the ace’s threat range with these skills to 19–20.

At 3rd level, the ace gains the Advanced Skill Mastery feat for his Aviator feat.

At 5th level, the ace gains the Grand Skill Mastery feat for his Aviator feat.

Finally, at 9th level, the ace gains the Perfect Skill Mastery feat for his Aviator feat.

The ace’s prerequisites for these feats — including minimum character level — are waived.

Fancy Flying: The ace’s virtuosity makes it highly unlikely that opponents will bring his vehicle down. Starting at 2nd level, the hardness of any aircraft or spacecraft the ace controls is increased by 1/2 of his base Reflex save (rounded down).

At 7th level, the Defense of any aircraft or spacecraft the ace controls is increased by 1/2 of his base Reflex save (rounded down).

Bonus Feat: At 4th level, the ace gains 1 bonus chase feat. He must meet all prerequisites for the feat before choosing it.

At 8th level, the ace gains 1 additional bonus chase feat, with the same restrictions.

Top Gun: Starting at 4th level, once per game session when piloting an aircraft or spacecraft, the ace may force it to utterly defy physics for one maneuver. For example, the ace may pull a Death Glider out of a flat or death spin (see page XX), slip a helicopter through a crack only inches wider than its rotors, lift-off or land a plane in an impossibly short field, etc.

During a vehicular scene, the ace may ignore the negative penalties of any maneuver (for more information about this application, see pages XX–XX). At all other times, the Gamemaster determines this ability’s effects, based on requests made by the ace and the conditions at hand.

At 8th level, the ace may use this ability up to twice per session.

“Bail Out!”: At 6th level, the ace becomes an expert at evacuating damaged vehicles. He and each of his teammates and allies within verbal range may exit any vehicle as a free action, ignoring the maximum number of characters who may exit a vehicle through the same portal at the same time (see page XX). Further, the ace and each of his teammates and allies within verbal range gains the following benefits when exiting an air, ground, or water vehicle.

Air Vehicle: Each character gains a +5 competence bonus with his Jump check made to reduce damage when using a parachute.

Ground or Water Vehicle: Each character gains a +5 competence bonus with his Reflex save made to reduce damage.

Finally, any space vehicle within which the ace is located are assumed to possess the escape pod quality at no cost, unless the vehicle lacks the necessary option slots or the GM determines that the presence of an escape pod is impossible (for more information about the escape pod quality, see page XX).

Test Pilot: Beginning at 7th level, the ace has broad experience with all manner of unusual air and space vehicles. He suffers no penalties when operating air and space vehicles possessing the exotic quality (see page XX).

Ace of Aces: At 10th level, the ace becomes a master of the sky. His error ranges with the Pilot skill and all attacks made with aircraft- and spacecraft-mounted weapons are reduced by 2 (to a minimum of error range of 0). Further, the ace need no longer spend an action die to activate a threat using any of these weapons as a critical hit.

Table XX.XX: The Ace
Lvl Base Att Fort Save Ref Save Will Save Def Bon Init Bon Gear Picks Res Pts Special
1 1 0 2 1 0 1 0 1 Battle born, custom rider, taking wing (Aviator)
2 2 1 3 2 1 1 0 2 Fancy flying (hardness)
3 3 1 3 2 1 2 1 3 Taking wing (Advanced)
4 4 1 4 2 2 2 1 4 Bonus feat, top gun 1/session
5 5 2 4 3 2 3 1 5 Taking wing (Grand)
6 6 2 5 3 2 4 2 6 “Bail out!”
7 7 3 5 4 3 4 2 7 Fancy flying (Defense), test pilot
8 8 3 6 4 3 5 2 8 Bonus feat, top gun 2/session
9 9 3 6 4 4 5 3 9 Taking wing (Perfect)
10 10 4 7 5 4 6 3 10 Ace of aces

------------------------


STARGATE SG-1 TM & (c) 1997-2003 MGM Television Entertainment Inc./MGM Global Holdings Inc.
STARGATE SG-1 is a trademark of Metro-Goldwyn-Mayer Studios Inc. All Rights Reserved.
This site © 2006
Alderac Entertainment Group
Site design by
Holy Cow Design